7 research outputs found
Extended requirements traceability: results of an industrial case study
Contribution structures offer a way to model the network of people who have participated in the requirements engineering process. They further provide the opportunity to extend conventional forms of artifact-based requirements traceability with the traceability of contributing personnel. In this paper, we describe a case study that investigated the modeling and use of contribution structures in an industrial project. In particular, we demonstrate how they made it possible to answer previously unanswerable questions about the human source(s) of requirements. In so doing, we argue that this information addresses problems currently attributed to inadequate requirements traceability
A Streamlined, Cost-Effective Database Approach to Manage Requirements Traceability
Requirements traceability offers many benefits to software projects, and it has been identified as critical for successful development. However, numerous challenges face the implementation of traceability in the software engineering industry. Some of these challenges can be overcome through organizational policy and procedure changes, but the lack of cost-effective traceability models and tools remains an open problem. Many methods of implementing traceability exist, but each implementation method has its own limitations. A novel, cost-effective solution for the traceability tool problem is proposed, prototyped and tested in a case study using an actual aviation software project. Quantitative metrics from the case study are presented and a qualitative analysis is performed to demonstrate the viability of the proposed solution for the traceability tool problem. The results show that the proposed method offers significant advantages over implementing traceability manually or using existing commercial traceability approaches
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Failure state identification for requirements development during complex system design
The increasing level of complexity in systems creates a growing challenge
for engineers to design safe and reliable systems. The growing complexity can
lead to possible moments when situations occur that were unanticipated or were
not known that they could occur by designers and leave the system in an
undesirable state. This may happen if system designers were unable to identify the
failure state or if they failed to pass on known information to other designers.
This research aims to provide a systematic approach to identifying failure
states in complex systems and to improve the connection between the different
sides of development of the system by proposing a methodology of investigating
the failure states. The methodology identifies potential failure states as a system
executes a command and has designers examine them to make recommendations
into the severity and potential solutions to the failure state. The information is
organized into a single table that is passed over to other system developers and
used in the design of the other sub-systems. The table also serves as a record of
the analysis that can be used for reuse or future redesigns.
The benefits of the methodology are examined using the K10 rover
developed by NASA as an example. The K10 rover is analyzed to identify its
failure states as it executes a command. The identified failure states are analyzed
and the information gained is used to classify the failure state according to a
ranking scale developed for this research
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Towards a mood sensitive integrated development environment to enhance the performance of programmers
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The aim of the research was to analyze the possibility of developing an Integrated Development Environment (IDE) that could improve a programmer‘s performance by considering their current mood. Various experiments were conducted to study this idea. However, the impact of moods on programmer performance was initially examined in the literature. Based on this, a Cognitive Programming Task Model (CPTM) was developed showing that various cognitive functions and programming activities are interrelated. A second model derived from the literature, the Cognitive Mood Model (CMM), suggested that moods are also interrelated with various cognitive functions. Combining these two models indirectly suggests a relation between moods and programming tasks, which was presented as the Mood Programming Model (MPM). As direct empirical support was lacking for this relation, two experiments were conducted to study the effect mood could have on performance in a debug task. Validated mood-inducing movie clips were used to induce specific moods along two-mood dimensions: valence and arousal. The first study was conducted online. The results showed that arousal is a significant factor when considering programmer performance whereas valence was found to have no significant effect. The second study was a continuation study to validate the findings from the first study within lab conditions. The results were not able to confirm the findings of the first experiment. The reasons for these findings were explained accordingly.
As mood was found to have an effect on a programmer‘s coding and debugging performance, this factor might be considered when developing a support system. The next step in the research was therefore to consider mood measuring in a non-interruptive way. The next two experiments were based around the hypothesis that ―moods can be measured from the keyboard and mouse interaction of the computer user‖. In the first experiment an application was installed on participants‘ computers to record their key presses and mouse clicks in a log file. Their self reported moods in intervals of 20 minutes were also stored in the same file over an average period of eight days. Correlations between participants‘ self reported moods and their keyboard and mouse use revealed that it might be possible to measure moods of the some of the participants. The second experiment took place in the lab, where participants were asked to perform programming like tasks while listening to
ii
mood inducing background music. Their moods were measured with a Galvanic Skin Response (GSR) meter whereas key presses and mouse clicks again were recorded in log files. The correlations between GSR measurements and keyboard and mouse interaction validated the findings of the experiment in the field that it might be possible to measure the mood of some users from their computer use. Analyzing participants‘ personality traits showed dutifulness and self discipline as indicators that a person‘s mood correlates with his/her interaction behaviour. Considering that mood has an effect on programmer performance and that it might be possible to measure mood in a non-intrusive manner, the last question to focus on was whether a computer-generated intervention could change a programmer‘s mood and consequently improve their performance. In the final experiment programmers had to dry run algorithms for 16 minutes with the expectation that a level of boredom would set in. After this the video clip instructed them to participate in some physical exercises. Participants continued tracing algorithms for 8 minutes after the intervention. Results showed that the mood change after the intervention coincided with a programmers improved ability to provide the correct output of the algorithms. Together these findings lay the foundation for developing an IDE that can measure the programmer mood in a non-intrusive way and make effective interventions to improve programmer performance
Towards a mood sensitive integrated development environment to enhance the performance of programmers
The aim of the research was to analyze the possibility of developing an Integrated Development Environment (IDE) that could improve a programmer‘s performance by considering their current mood. Various experiments were conducted to study this idea. However, the impact of moods on programmer performance was initially examined in the literature. Based on this, a Cognitive Programming Task Model (CPTM) was developed showing that various cognitive functions and programming activities are interrelated. A second model derived from the literature, the Cognitive Mood Model (CMM), suggested that moods are also interrelated with various cognitive functions. Combining these two models indirectly suggests a relation between moods and programming tasks, which was presented as the Mood Programming Model (MPM). As direct empirical support was lacking for this relation, two experiments were conducted to study the effect mood could have on performance in a debug task. Validated mood-inducing movie clips were used to induce specific moods along two-mood dimensions: valence and arousal. The first study was conducted online. The results showed that arousal is a significant factor when considering programmer performance whereas valence was found to have no significant effect. The second study was a continuation study to validate the findings from the first study within lab conditions. The results were not able to confirm the findings of the first experiment. The reasons for these findings were explained accordingly. As mood was found to have an effect on a programmer‘s coding and debugging performance, this factor might be considered when developing a support system. The next step in the research was therefore to consider mood measuring in a non-interruptive way. The next two experiments were based around the hypothesis that ―moods can be measured from the keyboard and mouse interaction of the computer user‖. In the first experiment an application was installed on participants‘ computers to record their key presses and mouse clicks in a log file. Their self reported moods in intervals of 20 minutes were also stored in the same file over an average period of eight days. Correlations between participants‘ self reported moods and their keyboard and mouse use revealed that it might be possible to measure moods of the some of the participants. The second experiment took place in the lab, where participants were asked to perform programming like tasks while listening to ii mood inducing background music. Their moods were measured with a Galvanic Skin Response (GSR) meter whereas key presses and mouse clicks again were recorded in log files. The correlations between GSR measurements and keyboard and mouse interaction validated the findings of the experiment in the field that it might be possible to measure the mood of some users from their computer use. Analyzing participants‘ personality traits showed dutifulness and self discipline as indicators that a person‘s mood correlates with his/her interaction behaviour. Considering that mood has an effect on programmer performance and that it might be possible to measure mood in a non-intrusive manner, the last question to focus on was whether a computer-generated intervention could change a programmer‘s mood and consequently improve their performance. In the final experiment programmers had to dry run algorithms for 16 minutes with the expectation that a level of boredom would set in. After this the video clip instructed them to participate in some physical exercises. Participants continued tracing algorithms for 8 minutes after the intervention. Results showed that the mood change after the intervention coincided with a programmers improved ability to provide the correct output of the algorithms. Together these findings lay the foundation for developing an IDE that can measure the programmer mood in a non-intrusive way and make effective interventions to improve programmer performance.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
Towards a mood sensitive integrated development environment to enhance the performance of programmers
The aim of the research was to analyze the possibility of developing an Integrated Development Environment (IDE) that could improve a programmer‘s performance by considering their current mood. Various experiments were conducted to study this idea. However, the impact of moods on programmer performance was initially examined in the literature. Based on this, a Cognitive Programming Task Model (CPTM) was developed showing that various cognitive functions and programming activities are interrelated. A second model derived from the literature, the Cognitive Mood Model (CMM), suggested that moods are also interrelated with various cognitive functions. Combining these two models indirectly suggests a relation between moods and programming tasks, which was presented as the Mood Programming Model (MPM). As direct empirical support was lacking for this relation, two experiments were conducted to study the effect mood could have on performance in a debug task. Validated mood-inducing movie clips were used to induce specific moods along two-mood dimensions: valence and arousal. The first study was conducted online. The results showed that arousal is a significant factor when considering programmer performance whereas valence was found to have no significant effect. The second study was a continuation study to validate the findings from the first study within lab conditions. The results were not able to confirm the findings of the first experiment. The reasons for these findings were explained accordingly. As mood was found to have an effect on a programmer‘s coding and debugging performance, this factor might be considered when developing a support system. The next step in the research was therefore to consider mood measuring in a non-interruptive way. The next two experiments were based around the hypothesis that ―moods can be measured from the keyboard and mouse interaction of the computer user‖. In the first experiment an application was installed on participants‘ computers to record their key presses and mouse clicks in a log file. Their self reported moods in intervals of 20 minutes were also stored in the same file over an average period of eight days. Correlations between participants‘ self reported moods and their keyboard and mouse use revealed that it might be possible to measure moods of the some of the participants. The second experiment took place in the lab, where participants were asked to perform programming like tasks while listening to ii mood inducing background music. Their moods were measured with a Galvanic Skin Response (GSR) meter whereas key presses and mouse clicks again were recorded in log files. The correlations between GSR measurements and keyboard and mouse interaction validated the findings of the experiment in the field that it might be possible to measure the mood of some users from their computer use. Analyzing participants‘ personality traits showed dutifulness and self discipline as indicators that a person‘s mood correlates with his/her interaction behaviour. Considering that mood has an effect on programmer performance and that it might be possible to measure mood in a non-intrusive manner, the last question to focus on was whether a computer-generated intervention could change a programmer‘s mood and consequently improve their performance. In the final experiment programmers had to dry run algorithms for 16 minutes with the expectation that a level of boredom would set in. After this the video clip instructed them to participate in some physical exercises. Participants continued tracing algorithms for 8 minutes after the intervention. Results showed that the mood change after the intervention coincided with a programmers improved ability to provide the correct output of the algorithms. Together these findings lay the foundation for developing an IDE that can measure the programmer mood in a non-intrusive way and make effective interventions to improve programmer performance.EThOS - Electronic Theses Online ServiceGBUnited Kingdo