191,198 research outputs found

    The i* framework for goal-oriented modeling

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-39417-6i* is a widespread framework in the software engineering field that supports goal-oriented modeling of socio-technical systems and organizations. At its heart lies a language offering concepts such as actor, dependency, goal and decomposition. i* models resemble a network of interconnected, autonomous, collaborative and dependable strategic actors. Around this language, several analysis techniques have emerged, e.g. goal satisfaction analysis and metrics computation. In this work, we present a consolidated version of the i* language based on the most adopted versions of the language. We define the main constructs of the language and we articulate them in the form of a metamodel. Then, we implement this version and a concrete technique, goal satisfaction analys is based on goal propagation, using ADOxx. Throughout the chapter, we used an example based on open source software adoption to illustrate the concepts and test the implementation.Peer ReviewedPostprint (author's final draft

    A Survey of Requirements Engineering Methods for Pervasive Services

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    Designing and deploying ubiquitous computing systems, such as those delivering large-scale mobile services, still requires large-scale investments in both development effort as well as infrastructure costs. Therefore, in order to develop the right system, the design process merits a thorough investigation of the wishes of the foreseen user base. Such investigations are studied in the area of requirements engineering (RE). In this report, we describe and compare three requirements engineering methods that belong to one specific form of RE, namely Goal-Oriented Requirements Engineering. By mapping these methods to a common framework, we assess their applicability in the field of ubiquitous computing systems

    Adaptive development and maintenance of user-centric software systems

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    A software system cannot be developed without considering the various facets of its environment. Stakeholders – including the users that play a central role – have their needs, expectations, and perceptions of a system. Organisational and technical aspects of the environment are constantly changing. The ability to adapt a software system and its requirements to its environment throughout its full lifecycle is of paramount importance in a constantly changing environment. The continuous involvement of users is as important as the constant evaluation of the system and the observation of evolving environments. We present a methodology for adaptive software systems development and maintenance. We draw upon a diverse range of accepted methods including participatory design, software architecture, and evolutionary design. Our focus is on user-centred software systems

    Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research

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    This article presents a cognitively oriented viewpoint on design. It focuses on cognitive, dynamic aspects of real design, i.e., the actual cognitive activity implemented by designers during their work on professional design projects. Rather than conceiving de-signing as problem solving - Simon's symbolic information processing (SIP) approach - or as a reflective practice or some other form of situated activity - the situativity (SIT) approach - we consider that, from a cognitive viewpoint, designing is most appropriately characterised as a construction of representations. After a critical discussion of the SIP and SIT approaches to design, we present our view-point. This presentation concerns the evolving nature of representations regarding levels of abstraction and degrees of precision, the function of external representations, and specific qualities of representation in collective design. Designing is described at three levels: the organisation of the activity, its strategies, and its design-representation construction activities (different ways to generate, trans-form, and evaluate representations). Even if we adopt a "generic design" stance, we claim that design can take different forms depending on the nature of the artefact, and we propose some candidates for dimensions that allow a distinction to be made between these forms of design. We discuss the potential specificity of HCI design, and the lack of cognitive design research occupied with the quality of design. We close our discussion of representational structures and activities by an outline of some directions regarding their functional linkages

    Location-based software modeling and analysis: Tropos-based approach

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    Abstract. The continuous growth of interest in mobile applications makes the concept of location essential to design and develop software systems. Location-based software is supposed to be able to monitor the surrounding location and choose accordingly the most appropriate behavior. In this paper, we propose a novel conceptual framework to model and analyze location-based software. We mainly focus on the social facets of locations adopting concepts such as actor, resource, and location-based behavior. Our approach is based on Tropos methodology and allows the analyst to elicit and model software requirements according to the different locations where the software will operate. We propose an extension of Tropos modeling and adapt its process to suit well with the development of location-based software. The proposed framework also includes automated analysis techniques to reason about the relation between location and location-based software.

    Teaching programming at a distance: the Internet software visualization laboratory

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    This paper describes recent developments in our approach to teaching computer programming in the context of a part-time Masters course taught at a distance. Within our course, students are sent a pack which contains integrated text, software and video course material, using a uniform graphical representation to tell a consistent story of how the programming language works. The students communicate with their tutors over the phone and through surface mail. Through our empirical studies and experience teaching the course we have identified four current problems: (i) students' difficulty mapping between the graphical representations used in the course and the programs to which they relate, (ii) the lack of a conversational context for tutor help provided over the telephone, (iii) helping students who due to their other commitments tend to study at 'unsociable' hours, and (iv) providing software for the constantly changing and expanding range of platforms and operating systems used by students. We hope to alleviate these problems through our Internet Software Visualization Laboratory (ISVL), which supports individual exploration, and both synchronous and asynchronous communication. As a single user, students are aided by the extra mappings provided between the graphical representations used in the course and their computer programs, overcoming the problems of the original notation. ISVL can also be used as a synchronous communication medium whereby one of the users (generally the tutor) can provide an annotated demonstration of a program and its execution, a far richer alternative to technical discussions over the telephone. Finally, ISVL can be used to support asynchronous communication, helping students who work at unsociable hours by allowing the tutor to prepare short educational movies for them to view when convenient. The ISVL environment runs on a conventional web browser and is therefore platform independent, has modest hardware and bandwidth requirements, and is easy to distribute and maintain. Our planned experiments with ISVL will allow us to investigate ways in which new technology can be most appropriately applied in the service of distance education

    A Goal-based Framework for Contextual Requirements Modeling and Analysis

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    Requirements Engineering (RE) research often ignores, or presumes a uniform nature of the context in which the system operates. This assumption is no longer valid in emerging computing paradigms, such as ambient, pervasive and ubiquitous computing, where it is essential to monitor and adapt to an inherently varying context. Besides influencing the software, context may influence stakeholders' goals and their choices to meet them. In this paper, we propose a goal-oriented RE modeling and reasoning framework for systems operating in varying contexts. We introduce contextual goal models to relate goals and contexts; context analysis to refine contexts and identify ways to verify them; reasoning techniques to derive requirements reflecting the context and users priorities at runtime; and finally, design time reasoning techniques to derive requirements for a system to be developed at minimum cost and valid in all considered contexts. We illustrate and evaluate our approach through a case study about a museum-guide mobile information system

    PLM and early stages collaboration in interactive design, a case study in the glass industry

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    Product design activity is traditionally presented as a succession of four to six stages. In the early stages of design, during the search for concepts, multi-disciplinary teams are working together, sometimes on the fringe of the digital design chain. But it is during these stages, that most of the product development cost is committed. Therefore, collaboration should be emphasized, and PLM software should contribute to it strongly. This paper first defines the boundaries of the early stages of design. Then, we analyze designer collaboration in this stage and describe the knowledge necessary for efficient collaboration. Finally, we propose and test a concept for a tool to assist the early stages of design, to be integrated in a continuum with other existing digital design tools. A case study is presented in Verallia, specialized in the design and manufacturing of glassware
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