451,619 research outputs found

    A domain specific language for contextual design

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    This paper examines the role of user-centered design (UCD) approaches to design and implementation of a mobile social software application to support student social workers in their work place. The experience of using a variant of UCD is outlined. The principles and expected norms of UCD raised a number of key lessons. It is proposed that these problems and lessons are a result of the inadequacy of precision of modeling the outcomes of UCD, which prevents model driven approaches to method integration between UCD approaches. Given this, it is proposed that the Contextual Design method is a good candidate for enhancing with model driven principles. A subset of the Work model focussing on Cultural and Flow models are described using a domain specific language and supporting tool built using the MetaEdit+ platform

    Determinants of Inspection Effectiveness in Software Development: An Empirical Analysis

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    Software inspections are formal evaluations of the intermediate work products (artifacts) of the development process. These artifacts are examined to ensure that a high quality work-product is delivered to the testers and ultimately to the end-users of the software product. The crucial role of inspections in determining quality of the software makes it important to assess the effectiveness of inspections. While prior research has identified several factors that influence effectiveness of software inspections, our understanding of the influence of team composition (personnel mix and team size) and the type of the inspected artifact (project plan, requirements specification, design document, code) on effectiveness of inspections is minimal. We develop hypotheses for the factors affecting inspection effectiveness and attempt to validate these hypotheses in a field setting. Our preliminary results show that, during early stages of software development, an increase in the proportion of experienced reviewers (with greater domain experience) is associated with both an increase in the total number of defects discovered in the inspection process as well as an increase in the likelihood of detecting high severity defects. However, during later stages, we find that greater pro- gramming experience is associated with both an increase in the total number of defects discovered in the inspection process as well as an increase in the likelihood of detecting high severity defects. These results have important implications for both practice and research

    Embedding expert systems in semi-formal domains : examining the boundaries of the knowledge base

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    This thesis examines the use of expert systems in semi-formal domains. The research identifies the main problems with semi-formal domains and proposes and evaluates a number of different solutions to them. The thesis considers the traditional approach to developing expert systems, which sees domains as being formal, and notes that it continuously faces problems that result from informal features of the problem domain. To circumvent these difficulties experience or other subjective qualities are often used but they are not supported by the traditional approach to design. The thesis examines the formal approach and compares it with a semiformal approach to designing expert systems which is heavily influenced by the socio-technical view of information systems. From this basis it examines a number of problems that limit the construction and use of knowledge bases in semi-formal domains. These limitations arise from the nature of the problem being tackled, in particular problems of natural language communication and tacit knowledge and also from the character of computer technology and the role it plays. The thesis explores the possible mismatch between a human user and the machine and models the various types of confusion that arise. The thesis describes a number of practical solutions to overcome the problems identified. These solutions are implemented in an expert system shell (PESYS), developed as part of the research. The resulting solutions, based on non-linear documents and other software tools that open up the reasoning of the system, support users of expert systems in examining the boundaries of the knowledge base to help them avoid and overcome any confusion that has arisen. In this way users are encouraged to use their own skills and experiences in conjunction with an expert system to successfully exploit this technology in semi-formal domains

    Ontology reuse for multiagent systems development through pattern classification

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    Ontologies play a crucial role in multiagent systems (MASs) development, especially for domain knowledge modeling, interaction specifications, and behavioral aspect representation. Domain‐specific ontologies can be developed in an ad hoc or systematic manner through the incorporation of ontology development steps on the basis of agent‐oriented methodologies. Developing such ontologies, however, is challenging because of the extensive amounts of knowledge and experience required. Moreover, since many ontologies cater for very specific domains, the question arises of whether some can be reused for faster systems development. This paper attempts to answer this question by proposing an ontology pattern classification scheme to allow the reuse of existing ontology knowledge for MAS development. Specifically, ontology patterns relevant to the design problem at hand are identified through the pattern classification scheme. These patterns are then reused and shared among agent software communities during the system development phase. The effectiveness of the proposed approach is validated using a restaurant‐finder MAS case study. Our findings suggest that utilization of the classified ontology patterns reduces development time and complexity when dealing with domain‐specific applications. The scheme also seems useful for software practitioners, where searching and reusing the patterns can easily be done during the analysis, design, and implementation of MAS development

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
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