725 research outputs found

    Application of the Prototype Model in Cooperative Profile Web Application Design

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    The development of information technology has triggered everyone in the business world, including cooperatives, to change the service system that was initially conventional to switch to digital. This is because the traditional business approach has several shortcomings in disseminating information on cooperative business profiles to external parties, such as limited access to information, slow dissemination of information, and being time-consuming and costly. For this reason, developing a business profile web application is needed to provide efficient access to information without limitations of space and time. However, there is a problem with how to design an application that fits the needs and meets user expectations. The prototype model can be used as a benchmark for an application, whether it is feasible to implement or not, following the results of the evaluation of user satisfaction. So, in this study, it is proposed to apply a prototype model to design applications that suit the needs and expectations of users. The application's design has been assessed using a questionnaire distributed to 30 respondents. The average result of the feasibility of the prototype design made is 93.05%, with a very feasible category

    What influences the speed of prototyping? An empirical investigation of twenty software startups

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    It is essential for startups to quickly experiment business ideas by building tangible prototypes and collecting user feedback on them. As prototyping is an inevitable part of learning for early stage software startups, how fast startups can learn depends on how fast they can prototype. Despite of the importance, there is a lack of research about prototyping in software startups. In this study, we aimed at understanding what are factors influencing different types of prototyping activities. We conducted a multiple case study on twenty European software startups. The results are two folds, firstly we propose a prototype-centric learning model in early stage software startups. Secondly, we identify factors occur as barriers but also facilitators for prototyping in early stage software startups. The factors are grouped into (1) artifacts, (2) team competence, (3) collaboration, (4) customer and (5) process dimensions. To speed up a startups progress at the early stage, it is important to incorporate the learning objective into a well-defined collaborative approach of prototypingComment: This is the author's version of the work. Copyright owner's version can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne, German

    Multi-touch interaction for interface prototyping

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    Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 201

    Automating Software Development for Mobile Computing Platforms

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    Mobile devices such as smartphones and tablets have become ubiquitous in today\u27s computing landscape. These devices have ushered in entirely new populations of users, and mobile operating systems are now outpacing more traditional desktop systems in terms of market share. The applications that run on these mobile devices (often referred to as apps ) have become a primary means of computing for millions of users and, as such, have garnered immense developer interest. These apps allow for unique, personal software experiences through touch-based UIs and a complex assortment of sensors. However, designing and implementing high quality mobile apps can be a difficult process. This is primarily due to challenges unique to mobile development including change-prone APIs and platform fragmentation, just to name a few. in this dissertation we develop techniques that aid developers in overcoming these challenges by automating and improving current software design and testing practices for mobile apps. More specifically, we first introduce a technique, called Gvt, that improves the quality of graphical user interfaces (GUIs) for mobile apps by automatically detecting instances where a GUI was not implemented to its intended specifications. Gvt does this by constructing hierarchal models of mobile GUIs from metadata associated with both graphical mock-ups (i.e., created by designers using photo-editing software) and running instances of the GUI from the corresponding implementation. Second, we develop an approach that completely automates prototyping of GUIs for mobile apps. This approach, called ReDraw, is able to transform an image of a mobile app GUI into runnable code by detecting discrete GUI-components using computer vision techniques, classifying these components into proper functional categories (e.g., button, dropdown menu) using a Convolutional Neural Network (CNN), and assembling these components into realistic code. Finally, we design a novel approach for automated testing of mobile apps, called CrashScope, that explores a given android app using systematic input generation with the intrinsic goal of triggering crashes. The GUI-based input generation engine is driven by a combination of static and dynamic analyses that create a model of an app\u27s GUI and targets common, empirically derived root causes of crashes in android apps. We illustrate that the techniques presented in this dissertation represent significant advancements in mobile development processes through a series of empirical investigations, user studies, and industrial case studies that demonstrate the effectiveness of these approaches and the benefit they provide developers

    From an idea on superfoods to a problem-solution fit for Individuals with the irritable bowel syndrome

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    For individuals affected by an Irritable Bowel Syndrome, the consumption of appropriate food is key to their wellbeing. The low-FODMAP diet is a way to relief symptoms, but requires a lot of knowledge, planning, and preparation. The lack of support illustrates a problem for individuals with the disease and thus a need for a solution. This paper provides insights how a problem-solution fit for this need is discovered based on the Customer Development Process. The process starts with an idea around superfoods, applies prototyping and user tests to unveil true customer needs, and pivots to a value propositions that can make a real impact on people’s lives: an IBS-safe meal delivery

    Enhancing Use Cases with Screen Designs. A Comparison of Two Approaches

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    This paper presents a language called ScreenSpec that can be used to quickly specify screens during the requirements elicitation phase. Experiments and case studies presented in this paper show that it is easy to learn and effective to use. ScreenSpec was successfully applied in 9 real projects. Visual representation generated from ScreenSpec can be attached to requirements specification (e.g. as adornments to use cases)
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