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Covering a variety of areas including software analysis, design, coding and maintenance, this text details the research conducted since the 1970s in this fast-developing field before going on to define a computer program from the viewpoint of computing and cognitive psychology. The two essential sides of programming, software production and software understanding, are given detailed treatment, with parallels drawn throughout between studies on processing texts written in natural language and processing computer programs. Of particular interest to researchers, practitioners and graduates in cognitive psychology, cognitive ergonomics and computer science.
Interfacing Thought consolidates and presents theoretically important cognitive science research in the new and intensely active domain of human-computer interaction. It is a valuable survey of the whole range of problems and tasks in this growing field.The twelve essays focus on the design of "user interfaces," or computers as experienced and manipulated by human users, showing how human motivation, action, and experience place constraints on the usability of computer equipment. In confronting the challenge of developing an applied science of human-computer interaction grounded in the framework of cognitive science, the essays make basic contributions to the development of cognitive science itself.John M. Carroll is Manager of Advisory Interfaces at IBM's Thomas J. Watson Research Center. He is coeditor, with Thomas G. Bever and Lance A. Miller, of Talking Minds: The Study of Language in the Cognitive Sciences, an MIT Press paperback. A Bradford Book.
A significant part of understanding how people use geographic information and technology concerns human cognition. This book provides the first comprehensive in-depth examination of the cognitive aspects of human-computer interaction for geographic information systems (GIS). Cognitive aspects are treated in relation to individual, group, behavioral, institutional, and cultural perspectives. Extensions of GIS in the form of spatial decision support systems and SDSS for groups are part of the geographic information technology considered. Audience: Geographic information users, systems analysts and system designers, researchers in human-computer interaction will find this book an information resource for understanding cognitive aspects of geographic information technology use, and the methods appropriate for examining this use.
The agent metaphor and the agent-based approach to systems design constitute a promising new paradigm for building complex distributed systems. However, until now, the majority of the agent-based applications available have been built by researchers who specialize in agent-based computing and distributed artificial intelligence. If agent-based computing is to become anything more than a niche technology practiced by the few, then the base of people who can successfully apply the approach needs to be broadened dramatically. A major step in this broadening endeavor is the development of methodologies for agent-oriented software engineering accessible to and attractive for professional software engineers in their daily work. Against this background, this book presents one of the first coherent attempts to develop such a methodology for a broad class of agent-based systems. The author provides a clear introduction to the key issues in the field of agent-oriented software engineering.
Wide aspects of a university education address design: the conceptualization, planning and implementation of man-made artifacts. All areas of engineering, parts of computer science and of course architecture and industrial design all claim to teach design. Yet the education of design tends ot follow tacit practices, without explicit assumptions, goals and processes. This book is premised on the belief that design education based on a cognitive science approach can lead to significant improvements in the effectiveness of university design courses and to the future capabilities of practicing designers. This applies to all professional areas of design. The book grew out of publications and a workshop focusing on design education. This volume attempts to outline a framework upon which new efforts in design education might be based. The book includes chapters dealing with six broad aspects of the study of design education: • Methodologies for undertaking studies of design learning • Longitudinal assessment of design learning • Methods and cases for assessing beginners, experts and special populations • Studies of important component processes • Structure of design knowledge • Design cognition in the classroom
This book constitutes the refereed proceedings of the 7th International Conference on Extreme Programming and Agile Processes in Software Engineering, XP 2006, held in Oulu, Finland, June 2006. The book presents 16 revised full papers together with 6 experience papers, 12 poster papers and panel summaries, organized in topical sections on foundation and rationale for agile methods, effects of pair programming, quality in agile software development, and more.
This book constitutes the thoroughly refereed proceedings of seven international workshops held in Stockholm, Sweden, in conjunction with the 27th International Conference on Advanced Information Systems Engineering, CAiSE 2015, in June 2015. The 38 full and nine short papers were carefully selected from 107 submissions. The workshops were the Second International Workshop on Advances in Services Design based on the Notion of Capability (ASDENCA), the Third International Workshop on Cognitive Aspects of Information Systems Engineering (COGNISE), the First International Workshop on Digital Business Innovation and the Future Enterprise Information Systems Engineering (DiFenSE), the First International Workshop on Enterprise Modeling (EM), the First Workshop on the Role of Real-World Objects in Business Process Management Systems (RW-BPMS), the 10th International Workshop on Trends in Enterprise Architecture Research (TEAR), and the 5th International Workshop on Information Systems Security Engineering (WISSE).
Are you working on a codebase where cost overruns, death marches, and heroic fights with legacy code monsters are the norm? Battle these adversaries with novel ways to identify and prioritize technical debt, based on behavioral data from how developers work with code. And that's just for starters. Because good code involves social design, as well as technical design, you can find surprising dependencies between people and code to resolve coordination bottlenecks among teams. Best of all, the techniques build on behavioral data that you already have: your version-control system. Join the fight for better code! Use statistics and data science to uncover both problematic code and the behavioral patterns of the developers who build your software. This combination gives you insights you can't get from the code alone. Use these insights to prioritize refactoring needs, measure their effect, find implicit dependencies between different modules, and automatically create knowledge maps of your system based on actual code contributions. In a radical, much-needed change from common practice, guide organizational decisions with objective data by measuring how well your development teams align with the software architecture. Discover a comprehensive set of practical analysis techniques based on version-control data, where each point is illustrated with a case study from a real-world codebase. Because the techniques are language neutral, you can apply them to your own code no matter what programming language you use. Guide organizational decisions with objective data by measuring how well your development teams align with the software architecture. Apply research findings from social psychology to software development, ensuring you get the tools you need to coach your organization towards better code. If you're an experienced programmer, software architect, or technical manager, you'll get a new perspective that will change how you work with code. What You Need: You don't have to install anything to follow along in the book. TThe case studies in the book use well-known open source projects hosted on GitHub. You'll use CodeScene, a free software analysis tool for open source projects, for the case studies. We also discuss alternative tooling options where they exist.
This book constitutes the thoroughly refereed proceedings of five international workshops held in Thessaloniki, Greece, in conjunction with the 26th International Conference on Advanced Information Systems Engineering, CAiSE 2014, in June 2014. The 24 full and eight short papers were carefully selected from 63 submissions. The five workshops were the First International Workshop on Advanced Probability and Statistics in Information Systems (APSIS), the First International Workshop on Advances in Services Design Based on the Notion of Capability, the Second International Workshop on Cognitive Aspects of Information Systems Engineering (COGNISE), the Third Workshop on New Generation Enterprise and Business Innovation Systems (NGEBIS), and the 4th International Workshop on Information Systems Security Engineering (WISSE).
This book constitutes the thoroughly refereed proceedings of five international workshops held in Ljubljana, Slovenia, in conjunction with the 28th International Conference on Advanced Information Systems Engineering, CAiSE 2016, in June 2016. The 16 full and 9 short papers were carefully selected from 51 submissions. The associated workshops were the Third International Workshop on Advances in Services DEsign based on the Notion of CApabiliy (ASDENCA) co-arranged with the First International Workshop on Business Model Dynamics and Information Systems Engineering (BumDISE), the Fourth International Workshop on Cognitive Aspects of Information Systems Engineering (COGNISE), the First International Workshop on Energy-awareness and Big Data Management in Information Systems (EnBIS), the Second International Workshop on Enterprise Modeling (EM), and the Sixth International Workshop on Information Systems Security Engineering (WISSE).