From extreme programming and usability engineering to extreme usability in software engineering education (XP+UE /spl rarr/ XU)

Andreas Holzinger, M. Errath, Gig Searle, B. Thurnher, W. Slany
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引用次数: 61

Abstract

The success of extreme programming (XP) is based, among other things, on an optimal communication in teams of 6-12 persons, simplicity, frequent releases and a reaction to changing demands. Most of all, the customer is integrated into the development process, with constant feedback. This is very similar to usability engineering (UE) which follows a spiral four phase procedure model (analysis, draft, development, test) and a three step (paper mock-up, prototype, final product) production model. In comparison, these phases are extremely shortened in XP; also the ideal team size in UE user-centered development is 4-6 people, including the end-user. The two development approaches have different goals but, at the same time, employ similar methods to achieve them. It seems obvious that there must be synergy in combining them. The authors present ideas in how to combine them in an even more powerful development method called extreme usability (XU). The most important issue of this paper is that the authors have embedded their ideas into software engineering education.
从极限编程和可用性工程到软件工程教育中的极限可用性(XP+UE /spl rarr/ XU)
极限编程(XP)的成功是基于6-12人团队的最佳沟通、简单性、频繁的发布和对不断变化的需求的反应。最重要的是,客户被集成到开发过程中,并得到不断的反馈。这与可用性工程(UE)非常相似,UE遵循螺旋式的四阶段过程模型(分析、起草、开发、测试)和三步(纸上模型、原型、最终产品)生产模型。相比之下,这些阶段在XP中被大大缩短了;在以用户为中心的UE开发中,理想的团队规模是4-6人,包括最终用户。这两种开发方法有不同的目标,但同时采用相似的方法来实现它们。很明显,把它们结合起来一定有协同作用。作者介绍了如何将它们结合在一个更强大的开发方法中,称为极限可用性(extreme usability, XU)。本文最重要的问题是作者将他们的思想嵌入到软件工程教育中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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