176 research outputs found
New models and patterns for traceability
Includes bibliographical references.Traceability is a critical software engineering practice that manages activities across the product development lifecycle. It is the discipline of getting an entire organisation to work together to build better quality products. Traceability is also about relationships between traceability items, the management of change and requires good communication between personnel on matters that impact the system in any way. At the start of the 21st Century it is evident that there was a proliferation in new traceability research promoting techniques from a number of emerging research communities. However, some researchers still report that there are still many problems, in particular the lack of empirical data from small, medium and large organisations. In this study we address this shortcoming by performing two empirical studies. Firstly, we carry out a four year case study investigating traceability in a large multinational that develops complex enterprise systems. Ericsson's is a world leader in the development of large telecom's systems and is renowned for their mature development processes, tools and highly skilled staff. We examine the state of the art at Ericsson and the factors that influence traceability, paying particular attention to how these factors change during the study and the impact that these changes have on the traceability practices. Secondly, we execute an industrial survey across nineteen corporations to further our understanding of traceability in small and medium sized organisations. Using this empirical data as the major design inputs, we design and test a Traceability Framework consisting of three solution components namely, a TRAceability Model (TRAM), a TRAceability Process (TRAP) and Traceability Patterns. The TRAceability Model (TRAM) consists of semantic models, designed using a layered approach, with each layer presenting traceability semantics from different user perspectives. The TRAceability Process (TRAP) consists of process models also utilising a layered approach but in this case capturing process elements that can be used in the creation of a traceability process in a variety of different contexts. At the lowest layer the models represent the actual traceability situation in a project at Ericsson. While patterns are a widely accepted method for describing best practices and recurring problems in many aspects of software development, they have not been applied to the field of traceability. Structural patterns emerged from the semantic and process models. Furthermore, we utilise a pre-defined pattern template for formalising the findings of the empirical data and communicating the outcomes to different users. The three components together promote better communication, reusability and understandability of traceability concepts and practices
Designing Effective Interfaces for Older Users
The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed
Exploring issues in agile requirements engineering in the South African industry
The agile manifesto has certainly changed the way software is produced in the Information Communications Technology (ICT) industry. However, many persistent challenges cripple agile software development. One challenge is that the constant change in technology makes the requirements hard to implement. Another is that issues of the agile requirements engineering (ARE) process are abundant and pervasive throughout software projects. The aim of this study is to determine common issues in agile requirements engineering in the South African software industry and identify tools and frameworks to mitigate risks emanating from such problems. This includes finding out how much value software practitioners put in the agile principles. This study was essentially quantitative, based on a cross-sectional survey. Self-administered questionnaires were used to collect required data which was then subjected to exploratory data analysis using SPSS (Statistical Package for the Social Sciences), a tool for statistical analysis. The results show that software practitioners have a strong penchant for principles of the Agile Manifesto. Major issues in agile requirements engineering include lack of proper validation tools and techniques, scope problems, lack of proper documentation, issues of prioritisation, as well as unavailability of customer representative. A detailed baseline of issues in agile requirements engineering was created along with a set of recommended tools and techniques used in the software industry. As for the recommendation, it is suggested that companies invest more on validation tools and techniques and consider non-functional requirements integration during software development.School of ComputingM. Sc. (Computing
An evaluation of the information architecture of the UCT Library web site
Web users are becoming more critical of the web sites they use. This dissertation evaluates the information architecture of the academic library web site at the University of Cape Town. The evaluation of the information architecture of an academic library web site is important because the web site functions as an international gateway to the institution's valuable library resources. A library may therefore be judged on the basis of its web site. It is no wonder that a lot of effort is put into ensuring a well-designed web site. A multi-approach evaluation was completed to evaluate the library web site. Firstly, a formal usability test was conducted with five users to establish the required site structure and to identify any possible problems with the usability of the site. Secondly, a heuristic evaluation with an expert was conducted to test the web site content, information architecture, and navigation design. Thirdly, a closed card sort analysis with ten participants was completed in order to establish the required site structure and terminology for the potential web site re-design. Fourthly, a comparative analysis of the previous versions of the university library web site was done to highlight the main differences and improvements. Reviewing "prior-art'1/previous versions of any web site guarantees the development of an improved information architecture. In addition to the aforementioned evaluation techniques, the study recommended the use of a requirements document that was developed for the purposes of this study that details a set of standard guidelines for the academic library site maintenance. In an attempt to improve the navigation problems identified on the library web site, a site map was developed for the web site as well. 11l This research found that the library web site had an overall usable web site with users rating their satisfaction with the site between good and very good. The site however exhibited a few problems with the terminology used, there were also problems identified with the navigation design. Issues relating to identifying specific information were also identified. This dissertation presents recommendations to handle the aforementioned problems. The study also encourages continual web site evaluation
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The playthrough evaluation framework reliable usability evaluation for video games
This thesis presents the playthrough evaluation framework, a novel framework for the reliable usability evaluation of first-person shooter console video games. The framework includes playthrough evaluation, a structured usability evaluation method adapted from heuristic evaluation.
Usability evaluation can help guide developers by pointing out design issues that cause users problems. However, usability evaluation methods suffer from the evaluator effect, where separate evaluations of the same data do not produce reliably consistent results. This can
result in a number of undesirable consequences affecting issues such as:
• Unreliable evaluation: Without reliable results, evaluation reports risk giving incorrect or misleading advice.
• Weak methodological validation: Typically new methods (e.g., new heuristics) are validated against user tests. However, without a reliable means to describe observations, attempts to validate novel methods against user test data will also be affected by weak reliability.
The playthrough evaluation framework addresses these points through a series of studies presenting the need for, and showing the development of the framework, including the following stages,
1. Explication of poor reliability in heuristic evaluation.
2. Development and validation of a reliable user test coding scheme.
3. Derivation of a novel usability evaluation method, playthrough evaluation.
4. Testing the method, quantifying results.
Evaluations were conducted with 22 participants, on 3 first-person shooter action console video games, using two methodologies, heuristic evaluation and the novel playthrough evaluation developed in this thesis. Both methods proved effective, with playthrough evaluation providing more detailed analysis but requiring more time to conduct
A Systematic Review of the Evidence of Reliability and Validity of Assessment by Teachers Used for Summative Purposes
First paragraph: The reason for proposing this review resulted from the work of the Assessment Reform Group (ARG) over several years and the more recent reviews conducted by the Assessment and Learning Research Synthesis Group (ALRSG), whose members include all the members of ARG. The review of classroom assessment initiated by ARG, and carried out by Black and Wiliam (1998), indicated that assessment used for formative purposes benefits teaching and learning, and raises standards of student performance. However, the ALRSG review, A systematic review of the impact of summative assessment and tests on students' motivation for learning, showed that high stakes tests can have a negative impact on students' motivation for learning and on the curriculum and pedagogy. But, summative assessment is necessary and serves important purposes in providing information to summarise students' achievement and progress for their teachers, parents, the students themselves and others who need this information. To serve these purposes effectively, summative assessment should interfere as little as possible with teaching methods and the curriculum and, importantly, should reflect the full range of learning outcomes, particularly those needed for continued learning and for learning how to learn
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Design perspectives on diabetes management games
For decades, there has been scholarly interest in the use of serious digital games to assist individuals suffering from diabetes with the self-management of that disease. However, previous research in this area has not effectively integrated the knowledge of the expert game designer. This dissertation aims to further understandings of design approaches to serious games for diabetics by confronting both the arguments of the diabetes games literature and the diabetes games themselves with the experiences and opinions of expert game designers. The arguments of the diabetes games literature were synthesized into a design template composed of twenty-four interrelated desirable elements. This template was then used by three focus groups consisting of a total of twelve expert game designers to both evaluate six diabetes self-management games and respond to the assertions of the diabetes games literature. The findings from these three empirical studies indicate both that the diabetes games themselves are of uniformly unsuitable quality and that the diabetes games literature is rife with what the expert game designers consider to be problematic assumptions. The problems identified by the focus groups include those that fundamentally cripple the functionality of the game artifact, those that are embedded in a game’s rules and themes, and those to those that exist at superficial levels. Furthermore, the focus groups had an overall negative reaction to the arguments about games that they found to be deeply embedded in the design template’s elements. Tensions exist, however, between the reasons for the diabetes games literature’s demand for certain game features and the beliefs of the expert game designers. The findings strongly suggest that additional research is necessary and that an interdisciplinary effort, including both health care professionals and expert game designers, is necessary for the development of new, superior design scenarios for diabetes self-management games.Informatio
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