11 research outputs found
Detecting Functional Requirements Inconsistencies within Multi-teams Projects Framed into a Model-based Web Methodology
One of the most essential processes within the software project life cycle is the REP (Requirements
Engineering Process) because it allows specifying the software product requirements. This specification
should be as consistent as possible because it allows estimating in a suitable manner the effort required to
obtain the final product. REP is complex in itself, but this complexity is greatly increased in big, distributed
and heterogeneous projects with multiple analyst teams and high integration between functional modules.
This paper presents an approach for the systematic conciliation of functional requirements in big projects
dealing with a web model-based approach and how this approach may be implemented in the context of the
NDT (Navigational Development Techniques): a web methodology. This paper also describes the empirical
evaluation in the CALIPSOneo project by analyzing the improvements obtained with our approach.Ministerio de EconomÃa y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomÃa y Competitividad TIN2015-71938-RED
Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification
167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness
Personalizing the web: A tool for empowering end-users to customize the web through browser-side modification
167 p.Web applications delegate to the browser the final rendering of their pages. Thispermits browser-based transcoding (a.k.a. Web Augmentation) that can be ultimately singularized for eachbrowser installation. This creates an opportunity for Web consumers to customize their Web experiences.This vision requires provisioning adequate tooling that makes Web Augmentation affordable to laymen.We consider this a special class of End-User Development, integrating Web Augmentation paradigms.The dominant paradigm in End-User Development is scripting languages through visual languages.This thesis advocates for a Google Chrome browser extension for Web Augmentation. This is carried outthrough WebMakeup, a visual DSL programming tool for end-users to customize their own websites.WebMakeup removes, moves and adds web nodes from different web pages in order to avoid tabswitching, scrolling, the number of clicks and cutting and pasting. Moreover, Web Augmentationextensions has difficulties in finding web elements after a website updating. As a consequence, browserextensions give up working and users might stop using these extensions. This is why two differentlocators have been implemented with the aim of improving web locator robustness
model driven reverse engineering approaches a systematic literature review
This paper explores and describes the state of the art for what concerns the model-driven approaches proposed in the literature to support reverse engineering. We conducted a systematic literature review on this topic with the aim to answer three research questions. We focus on various solutions developed for model-driven reverse engineering, outlining in particular the models they use and the transformations applied to the models. We also consider the tools used for model definition, extraction, and transformation and the level of automation reached by the available tools. The model-driven reverse engineering approaches are also analyzed based on various features such as genericity, extensibility, automation of the reverse engineering process, and coverage of the full or partial source artifacts. We describe in detail and compare fifteen approaches applying model-driven reverse engineering. Based on this analysis, we identify and indicate some hints on choosing a model-driven reverse engineering approach from the available ones, and we outline open issues concerning the model-driven reverse engineering approaches
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Developing sustainable business models for institutions’ provision of open educational resources: Learning from OpenLearn users’ motivations and experiences
Universities across the globe have, for some time, been exploring the possibilities for achieving public benefit and generating business and visibility through releasing and sharing open educational resources (OER). Many have written about the need to develop sustainable and profitable business models around the production and release of OER. Downes (2006), for example, has questioned the financial sustainability of OER production at scale. Many of the proposed business models focus on OER’s value in generating revenue and detractors of OER have questioned whether they are in competition with formal education.
This paper reports on a study intended to broaden the conversation about OER business models to consider the motivations and experiences of OER users as the basis for making a better informed decision about whether OER and formal learning are competitive or complementary with each other. The study focused on OpenLearn - the Open University’s (OU) web-based platform for OER, which hosts hundreds of online courses and videos and is accessed by over 3,000,000 users a year. A large scale survey and follow-up interviews with OpenLearn users worldwide revealed that university provided OER can offer learners a bridge to formal education, allowing them to try out a subject before registering on a formal course and to build confidence in their abilities as learners. In addition, it was found that using OER during formal paid-for study can improve learners’ performance and self-reliance, leading to increased retention and satisfaction with the learning experience
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Open educational resources for all? Comparing user motivations and characteristics across The Open University’s iTunes U channel and OpenLearn platform.
With the rise in access to mobile multimedia devices, educational institutions have exploited the iTunes U platform as an additional channel to provide free educational resources with the aim of profile-raising and breaking down barriers to education. For those prepared to invest in content preparation, it is possible to produce interactive, portable material that can be made available globally. Commentators have questioned both the financial implications for platform-specific content production, and the availability of devices for learners to access it (Osborne, 2012).
The Open University (OU) makes its free educational resources available on iTunes U and via its web-based open educational resources (OER) platform, OpenLearn. The OU’s OER on iTunes U reached the 60 million download mark in 2013; its OpenLearn platform boasts 27 million unique visitors since 2006. This paper reports the results of a large-scale study of users of the OU’s iTunes U channel and OpenLearn platform. A survey of several thousand users revealed key differences in demographics between those accessing OER via the web and via iTunes U. In addition, the data allowed comparison between three groups: formal learners, informal learners and educators.
The study raises questions about whether university-provided OER meet the needs of users and makes recommendations for how content can be modified to suit their needs. As the publishing of OER becomes core to business, we reflect on reasons why understanding users’ motivations and demographics is vital, allowing for needs-led resource provision and content that is adapted to best achieve learner satisfaction, and to deliver institutions’ social mission
Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurÃstica
La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos
de software. Este atributo de calidad está referido al grado en que, usuarios especÃficos de un
determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada
la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de
evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta
de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable
al usuario. El método de evaluación heurÃstica es uno de los métodos más utilizados en el área de
Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución
en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante
los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación.
Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales
que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los
especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene
como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a
cabo evaluaciones heurÃsticas a productos de software. En base a un análisis exhaustivo realizado
a aquellos estudios que reportan en la literatura el uso del método de evaluación heurÃstica como
parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación
basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5)
reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un
conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte
del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar
los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado
desarrollo de la evaluación heurÃstica. La nueva propuesta ha sido validada en dos escenarios
académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades
tanto en una pública como en una privada) demostrando en todos casos que es posible identificar
más problemas de usabilidad altamente severos y crÃticos cuando un proceso estructurado de
inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados
es que los evaluadores tienden a cometer menos errores de asociación (entre heurÃstica que es
incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil
de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida
un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi
Detección y resolución de conflictos en requerimientos utilizando mockups
La elicitación de requerimientos implica entender las necesidades del usuario, incluso cuando las reglas de negocios son desconocidas o varÃan durante el desarrollo de software. Por lo que si se produce un error durante la especificación, la reparación o resolución del mismo va a ser costosa de resolver para los analistas del proyecto. Actualmente es muy frecuente el uso de metodologÃas ágiles durante el desarrollo, haciendo empleo de la construcción de mockups que representen las funcionalidades a implementar. Teniendo esto en cuenta, en este trabajo se propone un enfoque que tiene como objetivo enriquecer los mockups con anotaciones a partir de una gramática de usuario final. Para eso se desarrolló una herramienta que permite etiquetar widgets a partir de un catálogo de etiquetas destinado al usuario, para obtener una descripción formal con el fin de que cualquier pieza esté bien descripta y sin ambigüedades. Por otro lado la herramienta posibilita detectar conflictos o inconsistencias entre mockups, donde los mismos modelen el mismo requerimiento pero que pertenecen a historias de usuario diferente, permitiendo tener un control más exhaustivo de los cambios en los requerimientos.Facultad de Informátic