11 research outputs found

    Generating User Stories in Groups

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    User stories allow customers to easily communicate desired specifications as part of Agile Software Development methods. When elicited from groups instead of individuals, the number of stories generated and the comprehensiveness of the stories is likely to increase. We present a 2 X 2 study design involving group vs. individual user story brainstorming with one or two sentence vs. unlimited user story length

    Generating User Stories in Groups with Prompts

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    Communicating about system requirements with user stories is a distinctive feature of Agile Software Development methods. While user stories make system requirements intelligible to both customers and technical developers, they also create new challenges for the requirements elicitation process such as personal bias and requirements coverage. In this study we propose that when elicited from groups instead of individuals, and with prompts, the number of stories generated and comprehensiveness of the stories is likely to increase. A lab experiment was conducted to examine these hypotheses is delineated in this paper. We found that prompting significantly increased the number of user stories generated as well as the comprehensiveness of the stories generated. We did not find a difference in user stories generated or comprehensiveness of stories generated by groups and individuals

    Speak Clearly, If You Speak at All; Carve Every Word Before You Let It Fall: Problems of Ambiguous Terminology in eLearning System Development

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    This paper addresses issues associated with the development of eLearning software systems. The development of software systems in general is a highly complex process, and a number of methodologies and models have been developed to help address some of these complexities. Generally the first stage in most development processes is the gathering of requirements which involves elicitation from end-users. This process is made more complex by problems associated with ambiguous terminology. Types of ambiguous terminology include homonymous, polysemous and inaccurate terms. This range of ambiguous terminology can cause significant misunderstandings in the requirements gathering process, which in turn can lead to software systems that do not meet the requirements of the end-users. This research seeks to explore some of the more common terms that can be ambiguously interpreted in the development of eLearning systems, and suggests software engineering approaches to help alleviate the potentially erroneous outcomes of these ambiguities

    User studies : a practical approach to user involvement for gathering user needs and requirements

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    This thesis investigates the role of user involvement in the early phases of product development. It is generally believed that usability and more accurate user requirements are achieved through the involvement of potential users in product development. First, the benefits and challenges of user involvement identified in the literature were reviewed. It was discovered that early user involvement has positive effects on user and customer satisfaction and requirements quality, but it may additionally have negative effects on product development time and cost. A practical approach to early user involvement referred to as 'user study' was synthesised to find a way to apply cost-effectively early user involvement to real product development contexts. The goal of the user study is cost-effectively to gather data on users and their needs and to translate them to user requirements that support the development of useful and usable products. The user study approach was then evaluated in four case studies in five different product development companies. The first and second study focused on the usefulness of user studies. The third study investigated introducing the user study approach to a real product development context. The fourth study concerned representing the results of user studies: bridging the gap between user needs and user requirements. The results presented in the thesis reveal that early user involvement is useful even in a short time frame with relatively low costs. The results additionally provide further support for the successful implementation of user involvement in the early phases of the product development.reviewe

    Swahili conditional constructions in embodied Frames of Reference: Modeling semantics, pragmatics, and context-sensitivity in UML mental spaces

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    Studies of several languages, including Swahili [swa], suggest that realis (actual, realizable) and irrealis (unlikely, counterfactual) meanings vary along a scale (e.g., 0.0–1.0). T-values (True, False) and P-values (probability) account for this pattern. However, logic cannot describe or explain (a) epistemic stances toward beliefs, (b) deontic and dynamic stances toward states-of-being and actions, and (c) context-sensitivity in conditional interpretations. (a)–(b) are deictic properties (positions, distance) of ‘embodied’ Frames of Reference (FoRs)—space-time loci in which agents perceive and from which they contextually act (Rohrer 2007a, b). I argue that the embodied FoR describes and explains (a)–(c) better than T-values and P-values alone. In this cognitive-functional-descriptive study, I represent these embodied FoRs using Unified Modeling LanguageTM (UML) mental spaces in analyzing Swahili conditional constructions to show how necessary, sufficient, and contributing conditions obtain on the embodied FoR networks level.Swahili, conditional constructions, UML, mental spaces, Frames of Reference, epistemic stance, deontic stance, dynamic stance, context-sensitivity, non-monotonic logi

    Swahili conditional constructions in embodied Frames of Reference: Modeling semantics, pragmatics, and context-sensitivity in UML mental spaces

    Get PDF
    Studies of several languages, including Swahili [swa], suggest that realis (actual, realizable) and irrealis (unlikely, counterfactual) meanings vary along a scale (e.g., 0.0–1.0). T-values (True, False) and P-values (probability) account for this pattern. However, logic cannot describe or explain (a) epistemic stances toward beliefs, (b) deontic and dynamic stances toward states-of-being and actions, and (c) context-sensitivity in conditional interpretations. (a)–(b) are deictic properties (positions, distance) of ‘embodied’ Frames of Reference (FoRs)—space-time loci in which agents perceive and from which they contextually act (Rohrer 2007a, b). I argue that the embodied FoR describes and explains (a)–(c) better than T-values and P-values alone. In this cognitive-functional-descriptive study, I represent these embodied FoRs using Unified Modeling Language (UML) mental spaces in analyzing Swahili conditional constructions to show how necessary, sufficient, and contributing conditions obtain on the embodied FoR networks level

    Supporting multiple stakeholders in agile development

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    Agile software development practices require several stakeholders with different kinds of expertise to collaborate while specifying requirements, designing, and modelling software, and verifying whether developers have implemented requirements correctly. We studied 112 requirements engineering (RE) tools from academia and the features of 13 actively maintained behavior-driven development (BDD) tools, which support various stakeholders in specifying and verifying the application behavior. Overall, we found that there is a growing tool specialization targeted towards a specific type of stakeholders. Particularly with BDD tools, we found no adequate support for non-technical stakeholders-- they are required to use an integrated development environment (IDE)-- which is not adapted to suit their expertise. We argue that employing separate tools for requirements specification, modelling, implementation, and verification is counterproductive for agile development. Such an approach makes it difficult to manage associated artifacts and support rapid implementation and feedback loops. To avoid dispersion of requirements and other software-related artifacts among separate tools, establish traceability between requirements and the application source code, and streamline a collaborative software development workflow, we propose to adapt an IDE as an agile development platform. With our approach, we provide in-IDE graphical interfaces to support non-technical stakeholders in creating and maintaining requirements concurrently with the implementation. With such graphical interfaces, we also guide non-technical stakeholders through the object-oriented design process and support them in verifying the modelled behavior. This approach has two advantages: (i) compared with employing separate tools, creating, and maintaining requirements directly within a development platform eliminates the necessity to recover trace links, and (ii) various natively created artifacts can be composed into stakeholder-specific interactive live in-IDE documentation. These advantages have a direct impact on how various stakeholders collaborate with each other, and allow for rapid feedback, which is much desired in agile practices. We exemplify our approach using the Glamorous Toolkit IDE. Moreover, the discussed building blocks can be implemented in any IDE with a rich-enough graphical engine and reflective capabilities

    Extracting conceptual models from user stories with Visual Narrator

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    Extracting conceptual models from natural language requirements can help identify dependencies, redundancies, and conflicts between requirements via a holistic and easy-to-understand view that is generated from lengthy textual specifications. Unfortunately, existing approaches never gained traction in practice, because they either require substantial human involvement or they deliver too low accuracy. In this paper, we propose an automated approach called Visual Narrator based on natural language processing that extracts conceptual models from user story requirements. We choose this notation because of its popularity among (agile) practitioners and its focus on the essential components of a requirement: Who? What? Why? Coupled with a careful selection and tuning of heuristics, we show how Visual Narrator enables generating conceptual models from user stories with high accuracy. Visual Narrator is part of the holistic Grimm method for user story collaboration that ranges from elicitation to the interactive visualization and analysis of requirements

    Relieving the cognitive load of constructing molecular biological ontology based queries by means of visual aids.

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    Thesis (M.Comp.Sc.)-Universty of KwaZulu-Natal, Pietermaritzburg, 2007.The domain of molecular biology is complex and vast. Bio-ontologies and information visualisation have arisen in recent years as means to assist biologists in making sense of this information. Ontologies can enable the construction of conceptual queries, but existing systems to do this are too technical for most biologists. OntoDas, the software developed as part of this thesis work, demonstrates how the application of techniques from information visualisation and human computer interaction can result in software which enables biologists to construct conceptual queries

    User centered design of new and novel products : case digital television

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    Product development of innovative new products and applications like digital television is challenging. For new and novel products in general, there is no defined product direction given to the design team at the beginning of the project and there is no clear understanding of user requirements which results in constantly evolving product features. Yet there is a need for new or not-yet-existing hardware and software technologies but no earlier product versions or comparable existing products to benchmark against. User centered design aims to actively involve the users in product development in all phases of the new product design. The limits of user centered design and user research are that the users cannot address any particular future needs without prior experience or knowledge of the subject. Research methods such as usability testing are concerned about existing devices or prototypes but they do not tell directly which new technologies could help meet the users' future needs. New design methods which welcome users' active participation in gathering and interpreting the user data help to shift the point of interest from usability testing in the late phases of usability engineering life cycle to the early phases of product development. Digital television and the new interactive applications enable a transition in the user behavior from straightforward channel surfing to active application usage. This thesis concentrates on user centered design during the early phases of interactive application design for digital television. The aim of research was to find techniques to meet users' future needs and to provide examples of future product concepts. Several techniques were used: a user study based on 'Cultural probes' method, interviews, focus groups, design sessions, usability testing, and storytelling. The work documented here originates from the pre-digital television era in Finland between the years 1998-2003. The author has published her results in seven publications.reviewe
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