92 research outputs found

    First international workshop on usability and accessibility focused requirements engineering (UsARE 2012): summary report

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    Usability and accessibility issues are common causes why software fails to meet user requirements. However, requirements engineers still focus on functional requirements and might ignore to also elicit system usability and accessibility requirements. This is a high risk which can lead to project and software failure. Improving the usability and accessibility of a system in a later development stage is costly and time consuming. Targeting these concerns, the workshop envisioned that research must address the proper integration of system usability and accessibility requirements into the requirements engineering process and also must focus on how to manage and control the evaluation of these requirements in a systematic way. UsARE 2012 provided a platform for discussing issues which are relevant for both fields, the Requirements Engineering (RE) and the Human Computer Interaction (HCI). The workshop aim was to bring\ together people from these two communities (RE and HCI) to explore this integration. Researchers and practitioners were invited to submit contributions including problem statements, technical solutions, experience reports, planned work and vision papers. Envisioned results may help aligning RE and HCI processes in order to overcome open issues in these fields

    Understanding the Structure of Agile Software Development Using Text Analytics: A Preliminary Analysis

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    The tenets of agile software development (ASD) were formulated over fifteen years ago. Since then, a number of methods and best practices have emerged, which, in turn, have spawned many research ideas. This study attempts to chronicle the evolution of thought in agile software development by using text analytics, an approach that is becoming invaluable in our efforts to understand unstructured text. Specifically, we use text analytics to unravel latent semantic relationships within the agile domain in order to get a sense of where we started, where we are today, and what to anticipate in the future

    Ketterän kehityksen ja käyttäjäkeskeisen suunnittelun integraatio ohjelmistotuotannossa

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    Ketterä kehitys on ohjelmistotuotannon lähestymistapa, jossa ohjelmiston vaatimuksia ja implementaatioita kehitetään tiiviillä yhteistyöllä projektitiimin, asiakkaan sekä loppukäyttäjien kanssa. Sen vahvuuksina nähdään muun muassa nopeat ja säännölliset toimitusajat sekä kyky reagoida yllättäviin muutoksiin ilman, että niillä olisi projektin kulkuun merkittäviä negatiivisia vaikutuksia. Tämä varmistetaan esimerkiksi sillä, että projektien vaatima etukäteissuunnittelu ja dokumentaatio pidetään mahdollisimman pienenä. Koska ketterä kehitys on hyvin ohjelmistokeskeistä ja sen periaatteena on toimivien iteraatioiden jatkuva toimittaminen, saattaa suunnittelutyölle ja käyttökokemukselle varattu aika jäädä tällaisissa projekteissa liian pienelle huomiolle. Perusteellisen käyttäjäkeskeisen suunnittelun puuttuessa kasvaa myös riski siitä, ettei kehitetty ohjelmisto vastaakaan sen loppukäyttäjien tarpeita. Tässä tutkielmassa tarkastellaan systemaattisen kirjallisuuskatsauksen keinoin sitä, miten ketterä kehitys ja käyttäjäkeskeinen suunnittelu saadaan toimimaan yhteistyössä ilman, että niiden periaatteille oleelliset prosessit ovat ristiriidassa keskenään. Tutkielmassa käydään läpi tällaisen integraation erilaisia haasteita ja niihin suunnattuja kehitysmahdollisuuksia. Tutkielman tuloksena saatiin tietoa siitä, millaiset haasteet ovat integraatiossa yleisimpiä ja millaiset ratkaisut nähdään parhaimpina kyseisten haasteiden minimoimiselle

    A model for integrating user experience into Agile software development

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    The Agile software development methodology has progressed over time and has become the most popularly used methodology for many projects owing to its adaptable and advanced nature. Agile is an iterative and incremental method that supports project teams to maintain the growing demands of present-day organisations. In software development, it is imperative to build software that ensures a holistic user experience and meets requirements. Software Developers and User Experience Designers focus on users’ preferences and requirements while navigating an application through an approach called user-centred design (UCD). The purpose of Agile user-experience (UX) methods is to build user-centric software solutions using the Agile methodology. Literature indicates a scarcity of Agile-UX models to integrate user experience design processes effectively within Agile software development. Hence, the motivation for this study was to create a practical model for integrating user experience design processes into Agile software development for implementation by software development teams. Initially, the study defines the problem that formed the basis for the initiation of this research, followed by the research questions and objectives that are the fundamental portion of the development of this study. This study highlights the benefits and challenges of Agile-UX methods through a case study of Agile software development teams in South Africa. Furthermore, additional best practices are recommended. A survey questionnaire was distributed to software development teams to identify the various factors that lead to implementing Agile-UX methods. The distribution of the survey questionnaire supported the theoretical perspective of this study. Furthermore, Agile development (AD) and UCD are not easy to combine as UCD aims to understand users before software product development, and no activities are performed before development starts in AD. Lastly, a significant benefit is that user-centred software systems create and promote team collaboration and communication and, ultimately, successful software projects.Thesis (MIT) -- Faculty of Engineering, the Built Environment and Technology, School of Information and Communication Technology, 202

    Automotive UX design and data-driven development: Narrowing the gap to support practitioners

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    The development and evaluation of In-Vehicle Information Systems (IVISs) is strongly based on insights from qualitative studies conducted in artificial contexts (e.g., driving simulators or lab experiments). However, the growing complexity of the systems and the uncertainty about the context in which they are used, create a need to augment qualitative data with quantitative data, collected during real-world driving. In contrast to many digital companies that are already successfully using data-driven methods, Original Equipment Manufacturers (OEMs) are not yet succeeding in releasing the potentials such methods offer. We aim to understand what prevents automotive OEMs from applying data-driven methods, what needs practitioners formulate, and how collecting and analyzing usage data from vehicles can enhance UX activities. We adopted a Multiphase Mixed Methods approach comprising two interview studies with more than 15 UX practitioners and two action research studies conducted with two different OEMs. From the four studies, we synthesize the needs of UX designers, extract limitations within the domain that hinder the application of data-driven methods, elaborate on unleveraged potentials, and formulate recommendations to improve the usage of vehicle data. We conclude that, in addition to modernizing the legal, technical, and organizational infrastructure, UX and Data Science must be brought closer together by reducing silo mentality and increasing interdisciplinary collaboration. New tools and methods need to be developed and UX experts must be empowered to make data-based evidence an integral part of the UX design process

    A model for integrating user experience into Agile software development

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    The Agile software development methodology has progressed over time and has become the most popularly used methodology for many projects owing to its adaptable and advanced nature. Agile is an iterative and incremental method that supports project teams to maintain the growing demands of present-day organisations. In software development, it is imperative to build software that ensures a holistic user experience and meets requirements. Software Developers and User Experience Designers focus on users’ preferences and requirements while navigating an application through an approach called user-centred design (UCD). The purpose of Agile user-experience (UX) methods is to build user-centric software solutions using the Agile methodology. Literature indicates a scarcity of Agile-UX models to integrate user experience design processes effectively within Agile software development. Hence, the motivation for this study was to create a practical model for integrating user experience design processes into Agile software development for implementation by software development teams. Initially, the study defines the problem that formed the basis for the initiation of this research, followed by the research questions and objectives that are the fundamental portion of the development of this study. This study highlights the benefits and challenges of Agile-UX methods through a case study of Agile software development teams in South Africa. Furthermore, additional best practices are recommended. A survey questionnaire was distributed to software development teams to identify the various factors that lead to implementing Agile-UX methods. The distribution of the survey questionnaire supported the theoretical perspective of this study. Furthermore, Agile development (AD) and UCD are not easy to combine as UCD aims to understand users before software product development, and no activities are performed before development starts in AD. Lastly, a significant benefit is that user-centred software systems create and promote team collaboration and communication and, ultimately, successful software projects.Thesis (MIT) -- Faculty of Engineering, the Built Environment and Technology, School of Information and Communication Technology, 202

    Monetization strategy in the UX design of the user experience of startups on web platforms and mobile applications

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    El presente proyecto tiene como objetivo investigar y recopilar estrategias y prácticas de diseño de UX en plataformas web y aplicaciones móviles como propuesta de monetización y guía para las startups en Colombia. Con este propósito se realizó una revisión de literatura en artículos publicados sobre el tópico UX experiencia de usuario de la última década, integrando los aportes de los autores con un alto índice de citación disponibles en las bases de datos Web of Science - WOS, Scopus, Ebsco host, Springer link y Sciencedirect. La metodología se sustenta en una investigación de orden mixto para la elaboración de análisis de datos cuantitativos y cualitativos, inmerso en el desarrollo de las 5 etapas de la metodología del Design Thinking for Educators, considerada una de las metodologías innovadoras que utiliza la sensibilidad del diseñador y sus métodos de resolución de problemas para satisfacer las necesidades de las personas de un modo tecnológicamente factible y comercialmente viable Para tal efecto, se hace necesario contar con una mirada empresarial que permita integrar equipos de trabajo en las startups destacas en Colombia, identificando las principales tendencias del entorno, indicadores y estrategias de los procesos de diseño de UX, seleccionadas a partir de las variables de: Presencia en el mercado, historial empresarial, modelo de negocio: Delivery y crecimiento exponencial. Asimismo, estos indicadores se complementarán con la revisión de literatura del tópico UX con la finalidad de proponer un test diagnóstico como un producto mínimo viable como solución empresarial a las startups en función de la ideación, aplicación y desarrollo del diseño de UX en las plataformas web y aplicaciones móviles. Finalmente, los principales resultados se recopilan en 5 etapas de la metodología del Design Thinking for Educators: (Referencia) descubrimiento (Definición del desafío de diseño, revisión de literatura de UX, relevancia de las estrategias y prácticas de las startups en el mercado Colombiano) seguido de la etapa de interpretación (Diagnóstico cuantitativo y cualitativo), etapa de ideación (Proceso de generación de ideas) la etapa de experimentación (Construcción de la guía) y por último la etapa de evolución (donde se consolidan los principales aportes derivados del proceso de evaluación).RESUMEN 7 SUMMARY 8 INTRODUCCIÓN 14 1. CAPITULO I. PROBLEMA U OPORTUNIDAD 18 1.1. ANTECEDENTES DEL PROBLEMA 20 1.2. PREGUNTA DE INVESTIGACIÓN 21 1.3. OBJETIVOS 22 1.3.1. OBJETIVO GENERAL 22 1.3.2. OBJETIVOS ESPECÍFICOS 22 1.4. JUSTIFICACIÓN 22 2. CAPITULO II. MARCO TEÓRICO Y ESTADO DEL ARTE 26 2.1 MARCO LEGAL O NORMATIVO 26 2.2. MARCO TEÓRICO 27 2.2.1. (UX) EXPERIENCIA DEL USUARIO 28 2.2.2. EMPRESA DIGITAL - STARTUP 29 2.2.3. COMERCIO ELECTRÓNICO (ECOMMERCE) 30 2.2.4. APLICACIONES MÓVILES 32 2.2.5. DESIGN THINKING 33 2.3. REVISIÓN DE LITERATURA-ESTADO DEL ARTE 35 2.3.1. UX (USER EXPERIENCE) 35 2.3.2. CICLO DE SERVICIO DE UX 42 2.3.3. INDICADORES Y CRITERIOS DE LA UX 47 3. CAPITULO III. METODOLOGÍA 52 3.1. METODOLOGÍA DE INVESTIGACIÓN 52 3.2. POBLACIÓN Y MUESTRA 56 3.3. INSTRUMENTOS DE RECOLECCIÓN DE DATOS 58 3.3.1 TÉCNICA SESIONES GRUPALES 58 3.3.2. ENTREVISTA DE USUARIOS 59 3.3.3. ENCUESTA ONLINE PARA LÍDERES DE UX DE STARTUPS 59 4. CAPITULO IV. RESULTADOS 62 4.1. ANÁLISIS DE DATOS 62 4.1.1. ANÁLISIS DE DATOS SESIONES GRUPALES 62 4.1.2. ANÁLISIS DE ENTREVISTAS DE USUARIOS 65 4.1.3. ANÁLISIS DE ENCUESTA DIGITAL 66 4.1.4. MAPA DE EMPATÍA 74 4.1.5. PRÁCTICAS Y ESTRATEGIAS PROPUESTAS DEL PROYECTO 76 4.2.1. ETAPA DE IDEACIÓN (DEFINICIÓN DEL PRODUCTO MÍNIMO VIABLE) 80 4.2.2. ETAPA DE PROTOTIPADO (PROPUESTA DE PRODUCTO MÍNIMO VIABLE) 82 5. CAPITULO V. CONCLUSIONES 89 6. BIBLIOGRAFÍA 92MaestríaThe objective of this project is to investigate and compile UX design strategies and practices on web platforms and mobile applications as a monetization proposal and guide for startups in Colombia. With this purpose, a literature review was carried out on articles published on the topic UX user experience in the last decade, integrating the contributions of authors with a high citation rate available in the Web of Science - WOS, Scopus, Ebsco host, Springer link and Sciencedirect. The methodology is based on a mixed order investigation for the elaboration of quantitative and qualitative data analysis, immersed in the development of the 5 stages of the Design Thinking for Educators methodology, considered one of the innovative methodologies that uses the sensitivity of the designer. and their problem-solving methods to satisfy the needs of people in a technologically feasible and commercially viable way. For this purpose, it is necessary to have a business perspective that allows integrating work teams in outstanding startups in Colombia, identifying the main environmental trends, indicators and strategies of the UX design processes, selected from the variables of: Presence in the market, business history, business model: Delivery and exponential growth. Likewise, these indicators will be complemented with a review of the literature on the UX topic in order to propose a diagnostic test as a minimum viable product as a business solution for startups based on the ideation, application and development of UX design on web platforms. and mobile applications. Finally, the main results are compiled in 5 stages of the Design Thinking for Educators methodology: (Reference) discovery (Definition of the design challenge, UX literature review, relevance of the strategies and practices of startups in the Colombian market) followed by the interpretation stage (quantitative and qualitative diagnosis), the ideation stage (idea generation process), the experimentation stage (construction of the guide) and finally the evolution stage (where the main contributions derived from the process are consolidated). evaluation).Modalidad Presencia

    Understanding the characteristics of UX Malaysia UXD community of practice (COP): a participants‟ observation

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    This study reports on the research involving the use of a participant observation approach to understand the characteristics of UX Malaysia, a community of practice for user experience design (UXD). This qualitative approach provides insight into the behaviour, characteristics and attitude of the members of the community of practice which they may not express when other research approaches are used. The results reveal deep insight about the characteristics of the observed community of practice

    Does maturity level influence the use of agile UX methods by digital startups? Evaluating design thinking, lean startup, and lean user experience

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    Context: Agile UX methods such as Design Thinking, Lean Startup, and Lean User Experience have been employed to deliver customer value and improve organizational performance. However, there is a lack of studies that assess how these tools are used at different stages of maturity of digital startups. Objective: The present study aims to compare the knowledge of graduated, incubated, and pre-incubated digital startups at university incubators concerning the use of Agile UX methods so that weaknesses and opportunities can be identified to provide co founders and scholars with new strategic insights. Method: Six reduced focus groups were conducted with 14 members of the six selected startups via multiple case studies. Answers were registered by researchers and then analyzed using an inductive process and codification. Results: The results indicated that digital startups had contact with consumers through market research, viability analysis, and product discontinuity. However, except for one startup, deficiencies in co-founders’ participation throughout developing products and services projects were identified. As far as the multiple case studies are concerned, Design Thinking and Lean Startup were employed by four of the startups, while two of them used the Lean User Experience method due to its higher maturity level. Conclusion: Although all Agile UX methods were employed, all six digital startups reported having made adaptations to the methods or to have used them only partially. Finally, it was concluded that the maturity level influences the Agile UX methods of each digital startup according to its nature and its stage of development in the market.Campus Lima Centr

    Penerapan Sistem Informasi Administrasi Perpustakaan Menggunakan Model Desain User Experience

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    The library at SMP N 5 Bandarlampung is a junior high school library that has library management staff and the number of book collections according to library standards and has adequate library facilities and infrastructure. Students and students are required to become members of the school library to support the learning process. However, the process of borrowing and returning books currently carried out is still conventional, that is, all library administration data collection in borrowing and returning books is still written in the book, and when looking for the required data, you must open the book page. Application of library administration information systems using this user experience design, users can better understand and easily use applications that are made to maximize the performance of library staff, school principals, and students in managing library administration. The design of the library administration information system using the user experience design at SMP Negeri 5 Bandarlampung using the user-centered design method has 5 stages namely, Empethized, Define Problem Statements, Indentation, and Prototype in accordance with the needs of users in the library administration information system based on the user experience design undertaken. The results of testing the criteria for the DeLone and McLean Model criteria for the success of the information system were 84.31% with the criteria being Very Good
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