49,077 research outputs found

    A conceptual framework for SPI evaluation

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    Software Process Improvement (SPI) encompasses the analysis and modification of the processes within software development, aimed at improving key areas that contribute to the organizations' goals. The task of evaluating whether the selected improvement path meets these goals is challenging. On the basis of the results of a systematic literature review on SPI measurement and evaluation practices, we developed a framework (SPI Measurement and Evaluation Framework (SPI-MEF)) that supports the planning and implementation of SPI evaluations. SPI-MEF guides the practitioner in scoping the evaluation, determining measures, and performing the assessment. SPI-MEF does not assume a specific approach to process improvement and can be integrated in existing measurement programs, refocusing the assessment on evaluating the improvement initiative's outcome. Sixteen industry and academic experts evaluated the framework's usability and capability to support practitioners, providing additional insights that were integrated in the application guidelines of the framework

    The Measurement of Quality of Semantic Standards: the Application of a Quality Model on the SETU standard for eGovernment

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    eGovernment interoperability should be dealt with using high-quality standards. A quality model for standards is presented based on knowledge from the software engineering domain. In the tradition of action research the model is used on the SETU standard, a standard that is mandatory in the public sector of the Netherlands in order to achieve eGovernment interoperability. This results in improvement suggestions for the SETU standards, just as improvement suggestions for the quality model have been identified. Most importantly it shows that a quality model can be used for several purposes, including selecting standards for eGovernment interoperability

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Business and social evaluation of denial of service attacks in view of scaling economic counter-measures

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    This paper gives an analytical method to determine the economic and indirect implications of denial of service and distributed denial of service attacks. It is based on time preference dynamics applied to the monetary mass for the restoration of capabilities, on long term investments to rebuild capabilities, and of the usability level of the capabilities after an attack. A simple illustrative example is provided for a denial of service on a corporate data centre. The needed data collection methodologies are categorized by classes of targets. The use of the method is explained in the context of legal or policy driven dissuasive, retaliation or compensation/ restoration actions. A concrete set of deployment cases in the communications service and transport industries is discussed. The conclusion includes policy recommendations as well as information exchange requirements.Cyberwar; Denial of service; Business implications; Social implications; Mobile communications; Insurance

    A methodology for evaluating the aesthetic quality of 3D printed parts

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    Abstract Nowadays, 3D printing is recognized as one of the key technologies that enables the distributed manufacturing adoption. However, inexperienced people might perceive this technology as far from easy user-usability because of evident aesthetic defects on 3D printed parts. In this paper, an indicator-based methodology is proposed for the assessment and the ranking of the aesthetic capability of 3D printers by evaluating the ability of a 3D printer to reproduce a reference part without defects. The reference part includes several geometric features that characterize most of as-built aesthetic defects. In addition, a benchmarking analysis was carried out to show an example of the methodology applied to three different machines

    Making intelligent systems team players: Overview for designers

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    This report is a guide and companion to the NASA Technical Memorandum 104738, 'Making Intelligent Systems Team Players,' Volumes 1 and 2. The first two volumes of this Technical Memorandum provide comprehensive guidance to designers of intelligent systems for real-time fault management of space systems, with the objective of achieving more effective human interaction. This report provides an analysis of the material discussed in the Technical Memorandum. It clarifies what it means for an intelligent system to be a team player, and how such systems are designed. It identifies significant intelligent system design problems and their impacts on reliability and usability. Where common design practice is not effective in solving these problems, we make recommendations for these situations. In this report, we summarize the main points in the Technical Memorandum and identify where to look for further information

    Understanding spatial data usability

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    In recent geographical information science literature, a number of researchers have made passing reference to an apparently new characteristic of spatial data known as 'usability'. While this attribute is well-known to professionals engaged in software engineering and computer interface design and testing, extension of the concept to embrace information would seem to be a new development. Furthermore, while notions such as the use and value of spatial information, and the diffusion of spatial information systems, have been the subject of research since the late-1980s, the current references to usability clearly represent something which extends well beyond that initial research. Accordingly, the purposes of this paper are: (1) to understand what is meant by spatial data usability; (2) to identify the elements that might comprise usability; and (3) to consider what the related research questions might be
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