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The topic of the research reported here is direct user participation in the task-based development of interactive software systems. Building usable software demands understanding and supporting users and their tasks. Users are a primary source of usability requirements and knowledge, since users can be expected to have intimate and extensive knowledge of themselves, their tasks and their working environment. Task analysis approaches to software development encourage a focus on supporting users and their tasks while participatory design approaches encourage users' direct, active contributions to software development work. However, participatory design approaches often concentrate their efforts on design activities rather than on wider system development activities, while task analysis approaches generally lack active user participation beyond initial data gathering. This research attempts an integration of the strengths of task analysis and user participation within an overall software development process. This work also presents detailed empirical and theoretical analyses of what it is for users and developers to cooperate, of the nature of user-developer interaction in participatory settings. Furthermore, it makes operational and assesses the effectiveness of user participation in development and the impact of user-developer cooperation on the resulting software product. The research addressed these issues through the development and application of an approach to task based participatory development in two real world development projects. In this integrated approach, the respective strengths of task analysis and participatory design methods complemented each other's weaker aspects.
Collaboration among individuals – from users to developers – is central to modern software engineering. It takes many forms: joint activity to solve common problems, negotiation to resolve conflicts, creation of shared definitions, and both social and technical perspectives impacting all software development activity. The difficulties of collaboration are also well documented. The grand challenge is not only to ensure that developers in a team deliver effectively as individuals, but that the whole team delivers more than just the sum of its parts. The editors of this book have assembled an impressive selection of authors, who have contributed to an authoritative body of work tackling a wide range of issues in the field of collaborative software engineering. The resulting volume is divided into four parts, preceded by a general editorial chapter providing a more detailed review of the domain of collaborative software engineering. Part 1 is on "Characterizing Collaborative Software Engineering", Part 2 examines various "Tools and Techniques", Part 3 addresses organizational issues, and finally Part 4 contains four examples of "Emerging Issues in Collaborative Software Engineering". As a result, this book delivers a comprehensive state-of-the-art overview and empirical results for researchers in academia and industry in areas like software process management, empirical software engineering, and global software development. Practitioners working in this area will also appreciate the detailed descriptions and reports which can often be used as guidelines to improve their daily work.
The two-volume Advances in Information Systems Development: Bridging the Gap between Academia and Industry constitutes the collected proceedings of the Fourteenth International Conference on Information Systems Development: Methods and Tools, Theory and Practice – ISD’2005 Conference. The focus of these volumes is to examine the exchange of ideas between academia and industry and aims to explore new solutions. The proceedings follow the seven conference tracks highlighted at the Conference: Co-design of Business and IT; Communication and Methods; Human Values of Information Technology; Service Development and IT; Requirements Engineering in the IS Life-Cycle; Semantic Web Approaches and Applications; and Management and IT.
Object-oriented programming (OOP) has been the leading paradigm for developing software applications for at least 20 years. Many different methodologies, approaches, and techniques have been created for OOP, such as UML, Unified Process, design patterns, and eXtreme Programming. Yet, the actual process of building good software, particularly large, interactive, and long-lived software, is still emerging. Software engineers familiar with the current crop of methodologies are left wondering, how does all of this fit together for designing and building software in real projects? This handbook from one of the world's leading software architects and his team of software engineers presents guidelines on how to develop high-quality software in an application-oriented way. It answers questions such as: * How do we analyze an application domain utilizing the knowledge and experience of the users? * What is the proper software architecture for large, distributed interactive systems that can utilize UML and design patterns? * Where and how should we utilize the techniques and methods of the Unified Process and eXtreme Programming? This book brings together the best of research, development, and day-to-day project work. "The strength of the book is that it focuses on the transition from design to implementation in addition to its overall vision about software development." -Bent Bruun Kristensen, University of Southern Denmark, Odense
Large and growing opportunity costs are resulting from the inability to produce sophisticated, reliable software in a timely manner. Software engineering presents stubborn problems, but in this book, a group of experts suggest several constructive directions for research. Together, they support the need for greater interaction between researchers and practitioners and more aggressive efforts to share and reuse software engineering knowledge.
This book covers the proceedings of INTERACT 2001 held in Tokyo, Japan, July 2001. The conference covers human-computer interaction and topics presented include: interaction design, usability, novel interface devices, computer supported co-operative works, visualization, and virtual reality. The papers presented in this book should appeal to students and professionals who wish to understand multimedia technologies and human-computer interaction.
Work practices and organizational processes vary widely and evolve constantly. The technological infrastructure has to follow, allowing or even supporting these changes. Traditional approaches to software engineering reach their limits whenever the full spectrum of user requirements cannot be anticipated or the frequency of changes makes software reengineering cycles too clumsy to address all the needs of a specific field of application. Moreover, the increasing importance of ‘infrastructural’ aspects, particularly the mutual dependencies between technologies, usages, and domain competencies, calls for a differentiation of roles beyond the classical user–designer dichotomy. End user development (EUD) addresses these issues by offering lightweight, use-time support which allows users to configure, adapt, and evolve their software by themselves. EUD is understood as a set of methods, techniques, and tools that allow users of software systems who are acting as non-professional software developers to 1 create, modify, or extend a software artifact. While programming activities by non-professional actors are an essential focus, EUD also investigates related activities such as collective understanding and sense-making of use problems and solutions, the interaction among end users with regard to the introduction and diffusion of new configurations, or delegation patterns that may also partly involve professional designers.
This book examines how and why collaborative quality assurance techniques, particularly pair programming and peer code review, affect group cognition and software quality in agile software development teams. Prior research on these extremely popular but also costly techniques has focused on isolated pairs of developers and ignored the fact that they are typically applied in larger, enduring teams. This book is one of the first studies to investigate how these techniques depend on and influence the joint cognitive accomplishments of entire development teams rather than individuals. It employs theories on transactive memory systems and functional affordances to provide answers based on empirical research. The mixed-methods research presented includes several in-depth case studies and survey results from more than 500 software developers, team leaders, and product managers in 81 software development teams. The book’s findings will advance IS research and have explicit implications for developers of code review tools, information systems development teams, and software development managers.
The book is concerned with the broad topic of software engineering. It comprises the proceedings of the European Software Engineering Conference (ESEC) held at the University of Warwick in the United Kingdom in September 1989 and its primary purpose is to summarise the state of the art in software engineering as represented by the papers at that conference. The material covers both submitted papers and a number of invited papers given at the conference. The topics covered include: metrics and measurement, software process modelling, formal methods including their use in industry, software configuration management, software development environments, and requirements engineering. The book is most likely to be of interest to researchers and professionals working in the field of software development. The primary value of the book is that it gives an up-to-date treatment of its subject material and includes some interesting discussions of the transfer of research ideas into industrial practice.
The voices in this collection are primarily those of researchers and developers concerned with bringing knowledge of technological possibilities to bear on informed and effective system design. Their efforts are distinguished from many previous writings on system development by their central and abiding reliance on direct and continuous interaction with those who are the ultimate arbiters of system adequacy; namely, those who will use the technology in their everyday lives and work. A key issue throughout is the question of who does what to whom: whose interests are at stake, who initiates action and for what reason, who defines the problem and who decides that there is one. The papers presented follow in the footsteps of a small but growing international community of scholars and practitioners of participatory systems design. Many of the original European perspectives are represented here as well as some new and distinctively American approaches. The collection is characterized by a rich and diverse set of perspectives and experiences that, despite their differences, share a distinctive spirit and direction -- a more humane, creative, and effective relationship between those involved in technology's design and use, and between technology and the human activities that motivate the technology.