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2012 First International Workshop on Usability and Accessibility Focused Requirements Engineering (UsARE)最新文献

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Integrating requirements engineering and user experience design in Product life cycle Management 在产品生命周期管理中整合需求工程和用户体验设计
P. Anitha, B. Prabhu
Product development processes and best practices have come a long way in the last decade through continuous evolutions of new lifecycle and process models. Development models such as the waterfall model, spiral model, rational unified process, agile and many others have looked at efficiency of the development processes. These approaches have helped practitioners improve immensely on the efficiency and efficacy of the product development processes. However, product quality needs to be measured by parameters that go beyond the traditional criteria like performance, reliability, reusability etc. A product that has any interaction with the end user also needs to meet a fundamental requirement of being “user friendly”. Development models such as JAD (Joint Application Development) have focused on making products user friendly. Apart from achieving the technical soundness in a product, the success of the product also largely depends on how well the product addresses the primary requirements of the user such as desirability, relevance and usability. Not meeting these requirements leads to bad user experience, which, in turn can actually lead to failure of the product. This paper discusses some of the misconceptions and myths that exist in the industry regarding Requirements Engineering (RE) and User Experience Design (UXD), and how user needs typically slip through the cracks under the name of “non functional requirements”. The paper highlights the need for RE and UXD focus during the overall product development life cycle. In the concluding section an integrated framework for RE and UXD in the PLM process is presented.
在过去的十年中,产品开发过程和最佳实践通过新的生命周期和过程模型的不断发展已经走过了很长的路。开发模型,如瀑布模型、螺旋模型、理性统一过程、敏捷和许多其他模型都关注开发过程的效率。这些方法已经帮助实践者极大地提高了产品开发过程的效率和功效。然而,产品质量需要通过性能、可靠性、可重用性等传统标准之外的参数来衡量。与最终用户有任何交互的产品也需要满足“用户友好”的基本要求。像JAD(联合应用程序开发)这样的开发模型专注于使产品对用户友好。除了在产品中实现技术上的合理性之外,产品的成功在很大程度上还取决于产品如何满足用户的主要需求,如可取性、相关性和可用性。不满足这些需求会导致糟糕的用户体验,而这反过来又会导致产品的失败。本文讨论了行业中存在的一些关于需求工程(RE)和用户体验设计(UXD)的误解和神话,以及用户需求如何在“非功能需求”的名义下溜过裂缝。本文强调了在整个产品开发生命周期中关注可再生能源和用户体验开发的必要性。在结论部分,提出了PLM过程中RE和UXD的集成框架。
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引用次数: 16
User centered scenario based approach for developing mobile interfaces for Social Life Networks 为社交生活网络开发移动界面的以用户为中心的基于场景的方法
P. D. Giovanni, Marco Romano, M. Sebillo, G. Tortora, G. Vitiello, T. Ginige, Lasanthi N. C. De Silva, Jeevani S. Goonethilaka, G. Wikramanayake, A. Ginige
In recent years the explosive growth of smartphones and the evolution of mobile communication networks have certainly revolutionized the way how people communicate and access information. This revolution is even more tangible in developing countries where mobile devices are becoming the preferred way to access services for their daily activities. In this context, the development of mobile applications in the areas of health, education, agriculture, and mobile banking become a crucial factor. Unfortunately, the development process presents non-trivial human and technological challenges. The goal of our research is to support people living in developing countries to improve their lives. In particular we focused our attention on assisting farmers from rural zones of Sri Lanka in optimizing their crops.
近年来,智能手机的爆炸式增长和移动通信网络的发展无疑彻底改变了人们交流和获取信息的方式。在发展中国家,这种革命更加明显,因为移动设备正成为人们获取日常活动服务的首选方式。在这方面,在保健、教育、农业和移动银行领域开发移动应用程序成为一个关键因素。不幸的是,开发过程带来了重大的人力和技术挑战。我们研究的目标是帮助生活在发展中国家的人们改善他们的生活。我们特别注重帮助斯里兰卡农村地区的农民优化他们的作物。
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引用次数: 26
Towards a usability requirements taxonomy for mobile AAC services 面向移动AAC服务的可用性需求分类
H. Belani
Popularity and affordability of mobile computers, especially tablets and smart phones, is considerably rising, providing an access capability for different user groups to various ICT services. Nevertheless, software solutions and hardware devices often seem not suitable enough for some target groups, like people with complex communication needs. In order to gain understanding of the challenges for usability and accessibility requirements gathering for ICT services for aided augmentative and alternative communication (AAC), this paper presents directions towards building usability requirements taxonomy for mobile AAC services. Analysis of influential factors for building proper requirements specification for an AAC service is given. Outlines for new paradigm of so-called augmentative requirements engineering (ARE) are presented, demanding holistic view on service requirements concerning users abilities and needs, service domain and associated intermediary users.
移动计算机,特别是平板电脑和智能手机的普及程度和可负担性正在显著提高,为不同的用户群体提供了访问各种信息和通信技术服务的能力。然而,软件解决方案和硬件设备往往似乎不适合一些目标群体,如具有复杂通信需求的人。为了了解辅助增强和替代通信(AAC) ICT服务的可用性和可访问性需求收集所面临的挑战,本文提出了构建移动AAC服务可用性需求分类的方向。分析了影响AAC服务需求规范制定的因素。提出了所谓的增强需求工程(augmented requirements engineering, ARE)新范式的概要,要求对涉及用户能力和需求、服务领域和相关中间用户的服务需求进行整体视图。
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引用次数: 6
Requirements gathering for assistive technology that includes low vision and sighted users 辅助技术的需求收集,包括弱视和视力正常的用户
S. Ludi, Alex Canter, Lindsey Ellis, Abhishek Shrestha
Accessibility often concerns compatibility with third-party software in order to meet the needs of users who are disabled. The AccessLecture project seeks to transform the Apple iPad into a tool to make Math and Science class more accessible to visually impaired students. Accessing lecture material during lecture is a challenge to low vision students, in terms of the limited options that can be costly or can allow access only upon the completion of the lecture. This paper presents the techniques used to help the team gather the needs and tasks of math/science instructors and visually impaired students. The analysis of the environment, user groups and the tasks related to the course lecture were modeled in order to ascertain domain knowledge and to specify the system's requirements.
可访问性通常涉及与第三方软件的兼容性,以满足残疾用户的需求。AccessLecture项目旨在将苹果iPad变成一种工具,让视力受损的学生更容易上数学和科学课。对于弱视学生来说,在课堂上获取讲课材料是一个挑战,因为选择有限,要么成本高昂,要么只能在讲座结束后才能访问。本文介绍了用于帮助团队收集数学/科学教师和视障学生的需求和任务的技术。对环境分析、用户组分析和与课程讲座相关的任务建模,以确定领域知识,明确系统需求。
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引用次数: 10
How personas support requirements engineering 人物角色是如何支持需求工程的
L. Schneidewind, Stephan Hörold, Cindy Mayas, Heidi Krömker, S. Falke, Tony Pucklitsch
The aim of our research is the integration of personas into the requirements engineering process. The persona technique enables a better understanding of users' characteristics and thereby highlights the user needs in software development. We identify fundamental supporting purposes of personas for the requirements engineering process and match these benefits to the activities of the process.
我们研究的目的是将角色集成到需求工程过程中。人物角色技术能够更好地理解用户的特征,从而突出软件开发中的用户需求。我们为需求工程过程确定人物角色的基本支持目的,并将这些好处与过程的活动相匹配。
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引用次数: 28
Interplay of usability and requirements engineering in facts analysis for patent disputes 专利纠纷事实分析中可用性和需求工程的相互作用
E. Rosen
Patent law still relies on textual argumentation when determining inventiveness, i.e. (non)obviousness, of inventions over prior state-of-the-art, i.e. published knowledge, in patent disputes. The objective of this research is to support an industrial partner to identify usability issues supporting requirements engineering when introducing the Facts Screening and Transforming Processor (FSTP), a systematic, structured method and software for analyzing and representing facts indicating the (non)obviousness of an invention. Different qualitative research methods are used to elicit and analyze usability issues. This paper describes first attempts on how acceptance of the FSTP method and software may be enhanced by a user-centered approach comprising: identifying learnability issues of the method, creating training accordingly, and uncovering usability issues of the existing prototype. The analysis of facts for a dispute is a creative and lengthy process that requires a lot of different skills (also with respect to regional specificities in patent law). The data collected represents a small sample of users with different background knowledge (i.e. (patent) lawyers) and cases of different patent law systems (i.e. USA and Europe).
专利法在确定发明的创造性时仍然依赖于文本论证,即(非)显而易见性,即在专利纠纷中发明优于先前的最先进技术,即已发表的知识。本研究的目的是支持工业合作伙伴在引入事实筛选和转换处理器(FSTP)时识别支持需求工程的可用性问题,FSTP是一种用于分析和表示表明发明(非)显而易见性的事实的系统化结构化方法和软件。不同的定性研究方法被用来引出和分析可用性问题。本文描述了如何通过以用户为中心的方法来增强对FSTP方法和软件的接受度的首次尝试,该方法包括:确定方法的易学性问题,相应地创建培训,以及发现现有原型的可用性问题。对争议的事实分析是一个创造性的、漫长的过程,需要许多不同的技能(也涉及专利法的地区特殊性)。收集的数据代表了具有不同背景知识(即(专利)律师)和不同专利法体系(即美国和欧洲)案例的用户的小样本。
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引用次数: 0
期刊
2012 First International Workshop on Usability and Accessibility Focused Requirements Engineering (UsARE)
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