30 research outputs found

    Extending OpenUP to Conform with the ISO Usability Maturity Model

    Get PDF
    Integrating practices and methods of Interaction Design and Usability into Software Engineering processes has posed some challenges. In this paper we extend a SE process to enable its instantiation as user centered in order to improve the usability level reachable by the final system. Also, we suggest a kind of a road map that enables software organizations to instantiate cumulative versions of this process to grow in their capability regarding the usability practices. The paper is organized in two parts. First, we describe de open source version of the Unified Process OpenUP and the ISO Usability Maturity Model UMM-ISO and present the results of an assessment made on the first to determine its conformity with the latter. In the second part we present an extension to OpenUP to fill the gaps discovered and report the highlights of an implementation of these contributions in a real project and the lessons learned.Publicado en Lecture Notes in Computer Science book series (LNCS, vol. 8742).Laboratorio de Investigación y Formación en Informática Avanzad

    Análisis de procesos de software orientados a la usabilidad

    Get PDF
    "Las principales tendencias tecnológicas de software (Internet of Things, computación ubicua, sistemas contextuales, etc.) promueven la adopción masiva de aplicaciones por parte de usuarios en contextos heterogéneos. El software está cada vez más presente en la vida diaria de las personas y la usabilidad es de crítica importancia para su adopción y utilidad. Es en este contexto, que surge, la necesidad de definir un enfoque sistemático para la adopción de técnicas y prácticas que posibiliten el desarrollo de productos con alta usabilidad. El objetivo de este trabajo es presentar un análisis detallado de las propuestas de procesos de software orientadas a la usabilidad que fueron detectadas previamente mediante un mapeo sistemático de la literatura. Es posible concluir que existen factores comunes a todas las propuestas de procesos de software orientados a la usabilidad y aspectos o prácticas complementarias que son opcionales y adaptables al contexto específico del proceso propuesto." [Resumen

    Sketching Enactive Interactions

    Get PDF
    The growing trend to integrate the physical form and the digital process affects all the disciplines involved in the design of interactive systems. From a computing perspective, it means creating both embodied and contextual interfaces (which use physical objects to control digital information and depend on the signals available in the environment and situation). Designing has been considered central to HCI with different turns from a focus on the design of software to the current family of user-centered design processes. Theories of Cognition that understand it as an embodied, situated, and enactive phenomenon have expanded notably and opened new research programs in HCI. In recent decades there was a shift towards embodiment with the intention of understanding the interaction with the social and physical environment and the design of supporting interactive systems. The focus of this thesis is constituted in the intersection of three topics of current interest for HCI: a) the designing of interactive systems, with an emphasis on the creation of interaction mechanisms that combine one foot in the digital and one in the physical: how to cope in practice with the challenge of integrating physical form with digital software?; b) the available support of new theories of embodied and enactive cognition: how to approximate the design of interactive systems taking into account explicitly that the cognition that users have of them is embodied and enactive?; c) the creative process supported by sketching, a tool par excellence for the design of interactions: what are the similarities and differences between freehand sketching and enactive interaction sketches? How should the supporting tools be?Resumen de la tesis presentada por el autor el 22 de noviembre de 2019 para la obtención del título de Doctor en Ciencias Informáticas por la Universidad Nacional de la Plata.Facultad de Informátic

    Sketching enactive interactions

    Get PDF
    The growing trend to integrate the physical form and the digital process affects all the disciplines involved in the design of interactive systems. From a computing perspective, it means creating both embodied and contextual interfaces (which use physical objects to control digital information and depend on the signals available in the environment and situation). Designing has been considered central to HCI with different turns from a focus on the design of software to the current family of user-centered design processes. Theories of Cognition that understand it as an embodied, situated, and enactive phenomenon have expanded notably and opened new research programs in HCI. In recent decades there was a shift towards embodiment with the intention of understanding the interaction with the social and physical environment and the design of supporting interactive systems. The focus of this thesis is constituted in the intersection of three topics of current interest for HCI: a) the designing of interactive systems, with an emphasis on the creation of interaction mechanisms that combine one foot in the digital and one in the physical: how to cope in practice with the challenge of integrating physical form with digital software?; b) the available support of new theories of embodied and enactive cognition: how to approximate the design of interactive systems taking into account explicitly that the cognition that users have of them is embodied and enactive?; c) the creative process supported by sketching, a tool par excellence for the design of interactions: what are the similarities and differences between freehand sketching and enactive interaction sketches? How should the supporting tools be?Resumen de la tesis presentada por el autor el 22 de noviembre de 2019 para la obtención del título de Doctor en Ciencias Informáticas por la Universidad Nacional de la Plata

    Methodological approaches and techniques for designing ontologies in information systems requirements engineering

    Get PDF
    Programa doutoral em Information Systems and TechnologyThe way we interact with the world around us is changing as new challenges arise, embracing innovative business models, rethinking the organization and processes to maximize results, and evolving change management. Currently, and considering the projects executed, the methodologies used do not fully respond to the companies' needs. On the one hand, organizations are not familiar with the languages used in Information Systems, and on the other hand, they are often unable to validate requirements or business models. These are some of the difficulties encountered that lead us to think about formulating a new approach. Thus, the state of the art presented in this paper includes a study of the models involved in the software development process, where traditional methods and the rivalry of agile methods are present. In addition, a survey is made about Ontologies and what methods exist to conceive, transform, and represent them. Thus, after analyzing some of the various possibilities currently available, we began the process of evolving a method and developing an approach that would allow us to design ontologies. The method we evolved and adapted will allow us to derive terminologies from a specific domain, aggregating them in order to facilitate the construction of a catalog of terminologies. Next, the definition of an approach to designing ontologies will allow the construction of a domain-specific ontology. This approach allows in the first instance to integrate and store the data from different information systems of a given organization. In a second instance, the rules for mapping and building the ontology database are defined. Finally, a technological architecture is also proposed that will allow the mapping of an ontology through the construction of complex networks, allowing mapping and relating terminologies. This doctoral work encompasses numerous Research & Development (R&D) projects belonging to different domains such as Software Industry, Textile Industry, Robotic Industry and Smart Cities. Finally, a critical and descriptive analysis of the work done is performed, and we also point out perspectives for possible future work.A forma como interagimos com o mundo à nossa volta está a mudar à medida que novos desafios surgem, abraçando modelos empresariais inovadores, repensando a organização e os processos para maximizar os resultados, e evoluindo a gestão da mudança. Atualmente, e considerando os projetos executados, as metodologias utilizadas não respondem na totalidade às necessidades das empresas. Por um lado, as organizações não estão familiarizadas com as linguagens utilizadas nos Sistemas de Informação, por outro lado, são muitas vezes incapazes de validar requisitos ou modelos de negócio. Estas são algumas das dificuldades encontradas que nos levam a pensar na formulação de uma nova abordagem. Assim, o estado da arte apresentado neste documento inclui um estudo dos modelos envolvidos no processo de desenvolvimento de software, onde os métodos tradicionais e a rivalidade de métodos ágeis estão presentes. Além disso, é efetuado um levantamento sobre Ontologias e quais os métodos existentes para as conceber, transformar e representar. Assim, e após analisarmos algumas das várias possibilidades atualmente disponíveis, iniciou-se o processo de evolução de um método e desenvolvimento de uma abordagem que nos permitisse conceber ontologias. O método que evoluímos e adaptamos permitirá derivar terminologias de um domínio específico, agregando-as de forma a facilitar a construção de um catálogo de terminologias. Em seguida, a definição de uma abordagem para conceber ontologias permitirá a construção de uma ontologia de um domínio específico. Esta abordagem permite em primeira instância, integrar e armazenar os dados de diferentes sistemas de informação de uma determinada organização. Num segundo momento, são definidas as regras para o mapeamento e construção da base de dados ontológica. Finalmente, é também proposta uma arquitetura tecnológica que permitirá efetuar o mapeamento de uma ontologia através da construção de redes complexas, permitindo mapear e relacionar terminologias. Este trabalho de doutoramento engloba inúmeros projetos de Investigação & Desenvolvimento (I&D) pertencentes a diferentes domínios como por exemplo Indústria de Software, Indústria Têxtil, Indústria Robótica e Smart Cities. Finalmente, é realizada uma análise critica e descritiva do trabalho realizado, sendo que apontamos ainda perspetivas de possíveis trabalhos futuros

    Project-specific software engineering methods : composition, enactment, and quality assurance

    Get PDF
    Softwareentwicklungsmethoden beschreiben Best-Practice-Ansätze für die Entwicklung von Softwaresystemen. Damit sind Methoden einfachen Ad-Hoc-Ansätzen überlegen und ihr Einsatz unterstützt die Entwicklung von hochqualitativer Software. Jedoch erfordert der effektive Einsatz von Methoden, drei Dinge: Erstens müssen Methoden auf aktuellen Methodeninhalten basieren, zweitens müssen sie auf den Projektkontext angepasst werden und drittens müssen sie wie vorgeschrieben von dem Projektteam angewendet werden. Ansonsten gefährden veraltete, unangepasste oder falsch angewendete Methoden den Projekterfolg. Während andere Ansätze nur einige dieser Aspekte abdecken, präsentieren wir einen umfassenden, werkzeugbasierten Ansatz, der alle Aspekte des Managements von Softwareentwicklungsmethoden abdeckt. Unser Ansatz ermöglicht die Erstellung von formalen, kompositions-basierten Methodenmodellen. Erstens werden Methodenmodelle aus formalen Methodenbausteinen zusammengesetzt. Diese repräsentieren, aktuelle Methodeninhalte und werden in einer aktualisierbaren Methodenbasis gehalten. Zweitens werden Methodenmodelle projektspezifisch und kontextbasiert komponiert. Drittens wird ihre korrekte Anwendung durch den Einsatz einer Process-Engine sichergestellt. Unsere Proof-Of-Concept-Implementierung demonstriert die Machbarkeit unseres Ansatzes und stellt Werkzeugunterstützung für die Definition von Methodenbausteinen, die konsistente Methodenmodellkomposition und die Ausführung mit Standard-Process-Engines zur Verfügung.Software engineering methods describe structured, repeatable best practice approaches for the engineering of software systems. The project team of a software project enacts a method and applies the described activities. As methods are superior to ad-hoc build and fix approaches, they benefit the creation of high-quality software. However, for the efficient use of methods, first, they need to be based on state of the practice method content, second, they need to be tailored to the project context, and third, they need to be enacted as prescribed. Otherwise, outdated, unsuitable, or wrongly enacted methods can impede the creation of the software system. While other approaches focus on supporting some of these aspects, our approach is a holistic tool-supported approach that covers all of them. It allows creating formally defined composition-based method models. First, method models are composed from formal building blocks that represent method content and are stored in an extensible, updatable repository. Second, they are composed specifically for a project and tailored to its characteristics. Here the novel notion of method patterns is used to guide the composition process. Third, their correct enactment is supported with a process engine. Our proof-of-concept implementation demonstrates the feasibility of the approach. It provides tooling to define building blocks, to compose them to method models consistently, and to execute them with standard process engines.Masud Fazal-BaqaieTag der Verteidigung: 15.09.2016Universität Paderborn, Fakultät für Elektrotechnik, Informatik und Mathematik, Univ., Dissertation, 201

    How Social Media Changes User-Centred Design - Cumulative and Strategic User Involvement with Respect to Developer–User Social Distance

    Get PDF
    The aim of user-centred, participatory, and lead-user design approaches is to raise the quality of products and services through methods that aid developers in user involvement. In the lite-rature, the design context is often assumed to be 'one-off projects', which limits the applicabi-lity of the guidelines for further service design after market launch. Other challenges concern-ing social media include ambiguities in the role of informal engagement, the abstraction pro-cesses between millions of users and working user categories, and criteria for involving users. This study investigated user involvement strategies and practices in the construction of a so-cial media service. The research questions were (1) how do users' actions in and around social media shape its design after market launch, (2) how do social media developers' user involve-ment practices evolve over time, and (3) how does user categorisation change with social me-dia? This thesis adopted an exploratory case study approach and the data was collected during 2003–2010. While the study is grounded in usability research and human–computer interac-tion, the theoretical and methodological framework leaned on science and technology studies. The site of investigation was one of the world's largest social game and online communities for teenagers, Habbo Hotel, operated by Sulake Corporation. The data was gathered from devel-opers and users through a multi-method approach, using traditional qualitative and quantita-tive methods as well as online data sources. While this study offers unique insight into the in-teraction between a particular social media company and its users, the implications go beyond the studied target group and games to social media in general. The key findings demonstrate how collaboration and feedback loops between developers and users change over time. In particular, this study highlights the effects of changes in the target group, the broad variety of applied user involvement methods, rhythms in development, and users' contributions after market launch. The author developed two concepts, 'developer–user social distance' and 'content creation capacity', to help designers and researchers communicate previously neglected dimensions of user involvement. Results from analysis of the accumula-tion of user knowledge in the development organisation criticise assumptions in the literature on when and how designers categorise users as well as the functions of these user categories in the design process. The results further suggest that guidelines and other advice on user involve-ment should be uncoupled from the assumption of stable and orderly project phases. This case contributes to user-centred design guidelines, process guidance for user involvement, and re-search on social media development and developer–user collaboration.Genom att inkludera användare i designprocessen kan systemutvecklare höja kvaliteten på produkter och tjänster. I de främsta metoderna på området, användarcentrerad och deltagande design samt engagemang av "lead-users", utgår man ofta ifrån att designprocessen gäller enskilda projekt, vilket begränsar tillämpningen av metoderna för fortsatt tjänstedesign efter marknadslansering. Vidare utmaningar inom sociala media är oklarheter kring informellt engagemang, praktiska abstraktioner av miljoner användare samt kriterier för användarmedverkan. I denna studie undersöktes strategier för användarmedverkan och praxis i konstruktionen av sociala media. Frågeställningen var (1) hur användares aktiviteter i och kring sociala media formar dess design efter marknadslansering, (2) hur användarmedverkan utvecklas över tid och (3) hur användarkategorisering förändras i och med sociala media. Avhandlingen är en undersökande fallstudie och materialet sammanställdes under 2003-2010. Medan studien är förankrad i forskningsområdet människa–datorinteraktion och begreppet användbarhet, utgår den teoretiska referensramen också från samhällsvetenskapliga teknik- och vetenskapsstudier. Platsen för undersökningen var en av världens största sociala spel och mötesplats på nätet för tonåringar, Habbo Hotel, som drivs av Sulake Corporation. Uppgifterna samlades in från utvecklare och användare genom olika metodansatser. Både traditionella kvalitativa och kvantitativa metoder samt källor på nätet användes. Trots att fallstudien ger en unik insyn i interaktionen mellan ett specifikt företag och dess användare inom sociala media, går implikationerna längre än till den undersökta målgruppen och spel, dvs. till sociala media i allmänhet. De viktigaste resultaten påvisar hur samarbete och feedback mellan utvecklare och användare förändras över tid. I synnerhet belyses effekterna av förändringar i målgruppen, bredden i tillämpningen av metoder för användarmedverkan, rytmer i utvecklingsprocessen samt användarnas insatser. Författaren utvecklade två begrepp, "socialt avstånd mellan utvecklare och användare" och "kapacitet att skapa innehåll", för att hjälpa utvecklare och forskare att kommunicera tidigare försummade dimensioner inom användarmedverkan. Resultaten från analysen av hur kunskapen om användare byggs upp kritiserar ogrundade premisser gällande när och hur utvecklare kategoriserar användarna samt användarkategoriernas funktion i designprocessen. Resultaten påvisar också att riktlinjer och rekommendationer om användarmedverkan bör utvecklas utan premisser om stabila och välordnade projektfaser. Denna fallstudie bidrar till riktlinjer inom användarcentrerad design, processvägledning för användarmedverkan, forskning om utveckling av sociala media och samarbete mellan utvecklare och användare

    Extending OpenUP to Conform with the ISO Usability Maturity Model

    No full text
    Part 1: Research PapersInternational audienceIntegrating practices and methods of Interaction Design and Usability into Software Engineering processes has posed some challenges. In this paper we extend a SE process to enable its instantiation as user centered in order to improve the usability level reachable by the final system. Also, we suggest a kind of a road map that enables software organizations to instantiate cumulative versions of this process to grow in their capability regarding the usability practices. The paper is organized in two parts. First, we describe de open source version of the Unified Process (OpenUP) and the ISO Usability Maturity Model (UMM-ISO) and present the results of an assessment made on the first to determine its conformity with the latter. In the second part we present an extension to OpenUP to fill the gaps discovered and report the highlights of an implementation of these contributions in a real project and the lessons learned

    The contexts of use and the innovation of TV-centric network technologies: as viewers become consumer-users

    Get PDF
    This thesis seeks to explore something of the current nature of human, social and business contingencies constituting and motivating design, production, consumption and the use of technologies. It places a particular emphasis on the innovation of TV-centric network technologies - 'new' media technologies, particularly interactive television (i-Tv), intended to link, enhance or otherwise augment existing television technology and content. The empirical work in the thesis studied the development and implementation of a complex large-scale i-Tv trial in Cambridge, UK. Issues arising from the research led to the development of a general research framework - Contextual Usability (CU) - whose central aim is to draw awareness to the complex and multiple dimensions of the use process as a social and organisational construction, and also to redefine its place as an intrinsic experiential dimension in the domestication of products and services.Various senior managers and designers were interviewed within the company designing and producing the i-Tv technology and interface for the trial, as were 11 participant households. The author concludes with an overview suggesting the interconnected and interdependent nature of trials, technology, users, design, designers and organisation. For this he uses CU in relation to Molina's notion of Sociotechnical Constituencies to illustrate how social, cultural and organisational elements of trials both rely and impinge upon the implementation and interpretation of user and consumer research, and thus working 'images'of the user and the use process
    corecore