212,115 research outputs found
Modeling functional requirements using tacit knowledge: a design science research methodology informed approach
The research in this paper adds to the discussion linked to the challenge of capturing and modeling tacit knowledge throughout software development projects. The issue emerged when modeling functional requirements during a project for a client. However, using the design science research methodology at a particular point in the project helped to create an artifact, a functional requirements modeling technique, that resolved the issue with tacit knowledge. Accordingly, this paper includes research based upon the stages of the design science research methodology to design and test the artifact in an observable situation, empirically grounding the research undertaken. An integral component of the design science research methodology, the knowledge base, assimilated structuration and semiotic theories so that other researchers can test the validity of the artifact created. First, structuration theory helped to identify how tacit knowledge is communicated and can be understood when modeling functional requirements for new software. Second, structuration theory prescribed the application of semiotics which facilitated the development of the artifact. Additionally, following the stages of the design science research methodology and associated tasks allows the research to be reproduced in other software development contexts. As a positive outcome, using the functional requirements modeling technique created, specifically for obtaining tacit knowledge on the software development project, indicates that using such knowledge increases the likelihood of deploying software successfully
Design Ltd.: Renovated Myths for the Development of Socially Embedded Technologies
This paper argues that traditional and mainstream mythologies, which have
been continually told within the Information Technology domain among designers
and advocators of conceptual modelling since the 1960s in different fields of
computing sciences, could now be renovated or substituted in the mould of more
recent discourses about performativity, complexity and end-user creativity that
have been constructed across different fields in the meanwhile. In the paper,
it is submitted that these discourses could motivate IT professionals in
undertaking alternative approaches toward the co-construction of
socio-technical systems, i.e., social settings where humans cooperate to reach
common goals by means of mediating computational tools. The authors advocate
further discussion about and consolidation of some concepts in design research,
design practice and more generally Information Technology (IT) development,
like those of: task-artifact entanglement, universatility (sic) of End-User
Development (EUD) environments, bricolant/bricoleur end-user, logic of
bricolage, maieuta-designers (sic), and laissez-faire method to socio-technical
construction. Points backing these and similar concepts are made to promote
further discussion on the need to rethink the main assumptions underlying IT
design and development some fifty years later the coming of age of software and
modern IT in the organizational domain.Comment: This is the peer-unreviewed of a manuscript that is to appear in D.
Randall, K. Schmidt, & V. Wulf (Eds.), Designing Socially Embedded
Technologies: A European Challenge (2013, forthcoming) with the title
"Building Socially Embedded Technologies: Implications on Design" within an
EUSSET editorial initiative (www.eusset.eu/
Malicious User Experience Design Research for Cybersecurity
This paper explores the factors and theory behind the user-centered research
that is necessary to create a successful game-like prototype, and user
experience, for malicious users in a cybersecurity context. We explore what is
known about successful addictive design in the fields of video games and
gambling to understand the allure of breaking into a system, and the joy of
thwarting the security to reach a goal or a reward of data. Based on the
malicious user research, game user research, and using the GameFlow framework,
we propose a novel malicious user experience design approac
Recommended from our members
Where Are My Intelligent Assistant's Mistakes? A Systematic Testing Approach
Intelligent assistants are handling increasingly critical tasks, but until now, end users have had no way to systematically assess where their assistants make mistakes. For some intelligent assistants, this is a serious problem: if the assistant is doing work that is important, such as assisting with qualitative research or monitoring an elderly parentās safety, the user may pay a high cost for unnoticed mistakes. This paper addresses the problem with WYSIWYT/ML (What You See Is What You Test for Machine Learning), a human/computer partnership that enables end users to systematically test intelligent assistants. Our empirical evaluation shows that WYSIWYT/ML helped end users find assistantsā mistakes significantly more effectively than ad hoc testing. Not only did it allow users to assess an assistantās work on an average of 117 predictions in only 10 minutes, it also scaled to a much larger data set, assessing an assistantās work on 623 out of 1,448 predictions using only the usersā original 10 minutesā testing effort
Model-driven performance evaluation for service engineering
Service engineering and service-oriented architecture as an
integration and platform technology is a recent approach to software systems integration. Software quality aspects such as performance are of central importance for the integration of heterogeneous, distributed service-based systems. Empirical performance evaluation is a process of
measuring and calculating performance metrics of the implemented software. We present an approach for the empirical, model-based performance evaluation of services and service compositions in the context of model-driven service engineering. Temporal databases theory is utilised
for the empirical performance evaluation of model-driven developed service systems
- ā¦