1,670 research outputs found

    Enhancing the test and evaluation process: implementing agile development, test automation, and model-based systems engineering concepts

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    2020 Fall.Includes bibliographical references.With the growing complexity of modern systems, traditional testing methods are falling short. Test documentation suites used to verify the software for these types of large, complex systems can become bloated and unclear, leading to extremely long execution times and confusing, unmanageable test procedures. Additionally, the complexity of these systems can prevent the rapid understanding of complicated system concepts and behaviors, which is a necessary part of keeping up with the demands of modern testing efforts. Opportunities for optimization and innovation exist within the Test and Evaluation (T&E) domain, evidenced by the emergence of automated testing frameworks and iterative testing methodologies. Further opportunities lie with the directed expansion and application of related concepts such as Model-Based Systems Engineering (MBSE). This dissertation documents the development and implementation of three methods of enhancing the T&E field when applied to a real-world project. First, the development methodology of the system was transitioned from Waterfall to Agile, providing a more responsive approach when creating new features. Second, the Test Automation Framework (TAF) was developed, enabling the automatic execution of test procedures. Third, a method of test documentation using the Systems Modeling Language (SysML) was created, adopting concepts from MBSE to standardize the planning and analysis of test procedures. This dissertation provides the results of applying the three concepts to the development process of an airborne Electronic Warfare Management System (EWMS), which interfaces with onboard and offboard aircraft systems to receive and process the threat environment, providing the pilot or crew with a response solution for the protection of the aircraft. This system is representative of a traditional, long-term aerospace project that has been constantly upgraded over its lifetime. Over a two-year period, this new process produced a number of qualitative and quantitative results, including improving the quality and organization of the test documentation suite, reducing the minimum time to execute the test procedures, enabling the earlier identification of defects, and increasing the overall quality of the system under test. The application of these concepts generated many lessons learned, which are also provided. Transitioning a project's development methodology, modernizing the test approach, and introducing a new system of test documentation may provide significant benefits to the development of a system, but these types of process changes must be weighed against the needs of the project. This dissertation provides details of the effort to improve the effectiveness of the T&E process on an example project, as a framework for possible implementation on similar systems

    Pre-conference proceedings of the 3rd IFIP TC 13.6 HWID working conference

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    The committees under IFIP include the Technical Committee TC13 on Human – Computer Interaction within which the work of this volume has been conducted. TC 13 on Human-Computer Interaction has as its aim to encourage theoretical and empirical human science research to promote the design and evaluation of human-oriented ICT. Within TC 13 there are different Working Groups concerned with different aspects of Human-Computer Interaction. The flagship event of TC13 is the bi-annual international conference called INTERACT at which both invited and contributed papers are presented. Contributed papers are rigorously refereed and the rejection rate is high. Publications arising from these TC13 events are published as conference proceedings such as the INTERACT proceedings or as collections of selected and edited papers from working conferences and workshops. See http://www.ifip.org/ for aims and scopes of TC13 and its associated Working Group

    Artificial Intelligence (AI) and User Experience (UX) design: A systematic literature review and future research agenda

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    PurposeThe aim of this article is to map the use of AI in the user experience (UX) design process. Disrupting the UX process by introducing novel digital tools such as Artificial Intelligence (AI) has the potential to improve efficiency and accuracy, while creating more innovative and creative solutions. Thus, understanding how AI can be leveraged for UX has important research and practical implications.Design/Methodology/ApproachThis article builds on a systematic literature review approach and aims to understand how AI is used in UX design today, as well as uncover some prominent themes for future research. Through a process of selection and filtering, 46 research articles are analysed, with findings synthesized based on a user-centred design and development process.FindingsOur analysis shows how AI is leveraged in the UX design process at different key areas. Namely, these include understanding the context of use, uncovering user requirements, aiding solution design, and evaluating design, and for assisting development of solutions. We also highlight the ways in which AI is changing the UX design process through illustrative examples.Originality/valueWhile there is increased interest in the use of AI in organizations, there is still limited work on how AI can be introduced into processes that depend heavily on human creativity and input. Thus, we show the ways in which AI can enhance such activities and assume tasks that have been typically performed by humans

    Agile/UX Integration: : how user experience-related practices and processes are integrated with Agile development processes in real-world projects

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    The research presented in this thesis provides empirical data on how work practices and processes related to user experience (UX) are integrated with Agile software development processes in real-world projects. Agile processes do not inherently provide rules or guidelines for how or when UX-related activities should be conducted, and the Agile/UX integration field of study investigates how the two may best be combined. Five case studies have been conducted as part of the research. Two of the cases focus on integration in Scrum projects, two focus on integration in Kanban projects, and one focuses on integration in a "general Agile" project. All of the cases involve multi-year projects with mature Agile teams. As the Kanban process is fairly new in a software development context, little empirical research exists in this area in general, and previous empirical studies of Agile/UX integration in Kanban projects have not been found. Detailed descriptions of all the cases are presented in the Results chapter. A systematic search of relevant literature shows that suggested approaches to Agile/UX integration mostly follow the "parallel track" model, in which developers and UX designers work in separate, parallel tracks. Designs and specifications are created one or more cycles/sprints ahead of development, and completed features are validated and tested one or more cycles/sprints after development. A short up-front analysis/design phase is usually recommended. Effective use of the model requires using "lightweight" UX techniques like paper/low-fidelity prototype testing, RITE testing, lightweight Personas and informal cognitive walkthroughs. The study results suggest that the parallel track model is better suited to describe integration in settings where fixed time boxes are used, as in Scrum, than in settings where time boxes are flexible, as in Kanban. Future work in this area may benefit from developing and using additional, alternative models to describe and study integration. A set of general advice targeted at process designers based on study results is presented in the last chapter. An important element to be considered when designing an Agile process is to allow for design iteration based on feedback from UX testing and evaluation. Ideally, the process should have a built-in loop at regular intervals for gathering feedback and for acting on the results

    S-BPM in the Wild

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    This is the first book to present field studies on the application of subject-oriented business process management (S-BPM). Each case presents a specific story and focuses on an essential modeling or implementation issue, and most end with implications or suggestions for further studies. Significant variables and success factors are identified that were discovered during the respective study and lead to suggesting S-BPM novelties. For each case, the authors explain step-by-step how the story develops, and provide readers guidance by detailing the respective rationale. The studies covered are clustered according to three main S-BPM themes: Part I “Business Operation Support” documents approaches to the practical development of S-BPM solutions in various application domains and organizational settings, while Part II “Consultancy and Education Support” highlights cases that can help to train readers in S-BPM modeling and knowledge acquisition for S-BPM lifecycle iterations. It also refers to architecting S-BPM solutions for application cases based on hands-on experience. Part III “Technical Execution Support” focuses on concepts for utilizing specific theories and technologies to execute S-BPM models. It also addresses how to create reference models for certain settings in the field. Lastly, the appendix covers all relevant aspects needed to grasp S-BPM modeling and apply it based on fundamental examples. Its format reconciles semantic precision with syntactic rigor.>Addressing the needs of developers, educators and practitioners, this book will help companies to learn from the experiences of first-time users and to develop systems that fit their business processes, explaining the latest key methodological and technological S-BPM developments in the fields of training, research and application

    Agile Processes in Software Engineering and Extreme Programming

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    This open access book constitutes the proceedings of the 22nd International Conference on Agile Software Development, XP 2021, which was held virtually during June 14-18, 2021. XP is the premier agile software development conference combining research and practice. It is a unique forum where agile researchers, practitioners, thought leaders, coaches, and trainers get together to present and discuss their most recent innovations, research results, experiences, concerns, challenges, and trends.  XP conferences provide an informal environment to learn and trigger discussions and welcome both people new to agile and seasoned agile practitioners. This year’s conference was held with the theme “Agile Turns Twenty While the World Goes Online”. The 11 full and 2 short papers presented in this volume were carefully reviewed and selected from 38 submissions. They were organized in topical sections named: agile practices; process assessment; large-scale agile; and short contributions

    Agent Oriented Software Engineering (AOSE) Approach to Game Development Methodology

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    This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres. Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase. On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers. In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques. The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games. The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies. Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology. To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined

    Semantic adaptability for the systems interoperability

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    In the current global and competitive business context, it is essential that enterprises adapt their knowledge resources in order to smoothly interact and collaborate with others. However, due to the existent multiculturalism of people and enterprises, there are different representation views of business processes or products, even inside a same domain. Consequently, one of the main problems found in the interoperability between enterprise systems and applications is related to semantics. The integration and sharing of enterprises knowledge to build a common lexicon, plays an important role to the semantic adaptability of the information systems. The author proposes a framework to support the development of systems to manage dynamic semantic adaptability resolution. It allows different organisations to participate in a common knowledge base building, letting at the same time maintain their own views of the domain, without compromising the integration between them. Thus, systems are able to be aware of new knowledge, and have the capacity to learn from it and to manage its semantic interoperability in a dynamic and adaptable way. The author endorses the vision that in the near future, the semantic adaptability skills of the enterprise systems will be the booster to enterprises collaboration and the appearance of new business opportunities
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