479 research outputs found
Identifying Agile Requirements Engineering Patterns in Industry
Agile Software Development (ASD) is gaining in popularity in today´s business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de EconomĂa y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂa y Competitividad TIN2016-76956-C3-2-RMinisterio de EconomĂa y Competitividad TIN2015-71938-RED
A Survey on the Interplay between Software Engineering and Systems Engineering during SoS Architecting
Background: The Systems Engineering and Software Engineering disciplines are highly intertwined in most modern Systems of Systems (SoS), and particularly so in industries such as defense, transportation, energy and health care. However, the combination of these disciplines during the architecting of SoS seems to be especially challenging; the literature suggests that major integration and operational issues are often linked to ambiguities and gaps between system-level and software-level architectures. Aims: The objective of this paper is to empirically investigate: 1) the state of practice on the interplay between these two disciplines in the architecting process of systems with SoS characteristics; 2) the problems perceived due to this interplay during said architecting process; and 3) the problems arising due to the particular characteristics of SoS systems. Method: We conducted a questionnaire-based online survey among practitioners from industries in the aforementioned domains, having a background on Systems Engineering, Software Engineering or both, and experience in the architecting of systems with SoS characteristics. The survey combined multiple-choice and open-ended questions, and the data collected from the 60 respondents were analyzed using quantitative and qualitative methods. Results: We found that although in most cases the software architecting process is governed by system-level requirements, the way requirements were specified by systems engineers, and the lack of domain-knowledge of software engineers, often lead to misinterpretations at software level. Furthermore, we found that unclear and/or incomplete specifications could be a common cause of technical debt in SoS projects, which is caused, in part, by insufficient interface definitions. It also appears that while the SoS concept has been adopted by some practitioners in the field, the same is not true about the existing and growing body of knowledge on the subject in Software Engineering resulting in recurring problems with system integration. Finally, while not directly related to the interplay of the two disciplines, the survey also indicates that low-level hardware components, despite being identified as the root cause of undesired emergent behavior, are often not considered when modeling or simulating the system. Conclusions: The survey indicates the need for tighter collaboration between the two disciplines, structured around concrete guidelines and practices for reconciling their differences. A number of open issues identified by this study require further investigation
Gender differences in the Force Concept Inventory for different educational levels in the United Kingdom
The Force Concept Inventory (FCI) is widely used to investigate the effect of education level on conceptual understanding of Newtonian mechanics but has only recently been scrutinized for gender effects and retention. This study examines both the gender gap in first year physics undergraduates compared to the gap for nonphysicists and the FCI retention after three months. All participants were either studying or working at the University of Sheffield in the UK and had completed a similar compulsory level of secondary education. As expected the results show that a greater level of education in physics is associated with a larger average FCI score. However, further analysis shows that there exists a gender gap at all levels of education. The size of the effect of gender is quantified using Cohen’s
d
and ranges from 0.84 to 1.17 which indicates a large effect due to gender for all levels of education. Despite the FCI having been used as a tool to measure learning gains immediately following instruction in Newtonian mechanics there has been little work to investigate whether this increase in FCI score remains after some time has elapsed. Here the increase in FCI scores is found to remain increased after a three month absence of mechanics-related teaching, and that this retention of FCI scores is independent of gender. Despite this, the gender gap still remains large and statistically significant after the three month delay
Computer Games Are Serious Business and so is their Quality: Particularities of Software Testing in Game Development from the Perspective of Practitioners
Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features. In software testing, for instance, studies demonstrated the hesitance of professionals to use automated testing techniques with games, due to the constant changes in requirements and design, and pointed out the need for creating testing tools that take into account the flexibility required for the game development process. Goal. This study aims to improve the current body of knowledge regarding software testing in game development and point out the existing particularities observed in software testing considering the development of a computer game. Method. A mixed-method approach based on a case study and an opinion survey was applied to collect quantitative and qualitative data from software professionals regarding the particularities of software testing in game development. Results. We analyzed over 70 messages posted on three well-established network of question-and-answer communities related to software engineering, software testing and game development and received answers of 38 professionals discussing differences between testing a computer game and a general software, and identified important aspects to be observed by practitioners in the process of planning, performing and reporting tests in this context. Conclusion. Considering computer games, software testing must focus not only on the common aspects of a general software, but also, track and investigate issues that could be related to game balance, game physics and entertainment related-aspects to guarantee the quality of computer games and a successful testing process
Conceptualizing Quality in Software Industry
This paper investigates the different software quality perceptions from the different stakeholders’ perspectives and presents a critique to previously developed quality models and measurement theory frameworks associated. It emphasizes the rationale beyond the selection of the Goal Question Metric (GQM) as an evaluation method for the development of the software project with the desired quality needs satisfying the software system. Then it ends up with several concluding remarks that pinpoint the main discussion points and offers guidance for further research
Enabling High-Level Application Development in the Internet of Things
International audienceThe sensor networking field is evolving into the Internet of Things~(IoT), owing in large part to the increased availability of consumer sensing devices, including modern smart phones. However, application development in the IoT still remains challenging, since it involves dealing with several related issues, such as lack of proper identification of roles of various stakeholders, as well as lack of suitable (high-level) abstractions to address the large scale and heterogeneity in IoT systems. Although the software engineering community has proposed several approaches to address the above in the general case, existing approaches for IoT application development only cover limited subsets of above mentioned challenges. In this paper, we propose a multi-stage model-driven approach for IoT application development based on a precise definition of the role to be played by each stakeholder involved in the process -- domain expert, application designer, application developer, device developer, and network manager. The abstractions provided to each stakeholder are further customized using the inputs provided in the earlier stages by other stakeholders. We have also implemented code-generation and task-mapping techniques to support our approach. Our initial evaluation based on two realistic scenarios shows that the use of our techniques/framework succeeds in improving productivity in the IoT application development process
Usability Challenges in Smartphone Web Access: A Systematic Literature Review
Part 8: International Workshop on Information Engineering and ManagementInternational audienceSystematic literature reviews facilitate methodical understanding of current advances in a field. With the increasing popularity of smartphones, they have become an important means to access the web. Although the literature on this topic is growing in recent times, there has been no effort yet to systematically review it. This paper reports on a systematic literature review of primary studies from 2007 to 2012 that concern mobile web usability. We identify the usability dimensions tested and the testing procedures adopted in the literature. We anticipate that our work will not only help researchers understand the current state of usability testing of mobile web but also identify the areas where further research is needed in addressing the challenges identified
What Developers Want and Need from Program Analysis: An Empirical Study
Program Analysis has been a rich and fruitful field of research for many decades, and countless high quality program analysis tools have been produced by academia. Though there are some well-known examples of tools that have found their way into routine use by practitioners, a common challenge faced by researchers is knowing how to achieve broad and lasting adoption of their tools. In an effort to understand what makes a program analyzer most attractive to developers, we mounted a multi-method investigation at Microsoft. Through interviews and surveys of developers as well as analysis of defect data, we provide insight and answers to four high level research questions that can help researchers design program analyzers meeting the needs of software developers.
First, we explore what barriers hinder the adoption of program analyzers, like poorly expressed warning messages. Second, we shed light on what functionality developers want from analyzers, including the types of code issues that developers care about. Next, we answer what non-functional characteristics an analyzer should have to be widely used, how the analyzer should fit into the development process, and how its results should be reported. Finally, we investigate defects in one of Microsoft's flagship software services, to understand what types of code issues are most important to minimize, potentially through program analysis
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