用于收集和分析需求以及随后设计软件的新手易用探针

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Francisco Lepe-Salazar , Lizbeth Escobedo , Tatsuo Nakajima
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引用次数: 0

摘要

开发软件,无论是整体软件还是某些特定元素和组件,都是一项巨大的挑战。在此过程中,可能面临的主要障碍之一是对需求进行全面调查和后续分析。这种困难来自于利益相关者难以准确表达他们的需求、愿望和期望。为解决这一问题,通常会采用访谈、调查、工作表、头脑风暴、观察和用户故事等定性策略。然而,掌握并有效利用这些方法往往需要多年的经验。为了简化计算机科学及相关领域新手(如学生、初学者、爱好者)的这一过程,我们受参与式设计指南的启发,设计了一系列我们称之为 "镜子 "的设计探测器。为了探索其可行性,我们对学生进行了两次不同的干预。在本文件中,我们介绍了这些工具及其应用方法。此外,我们还展示了通过实施这些工具所取得的成果。最后,我们讨论了这些工具的优点和局限性,以及我们未来的工作,以巩固其有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Novice-friendly probes for the gathering and analysis of requirements and subsequent design of software
Developing software, both in its entirety or some specific elements and components, poses a significant challenge. One of the main obstacles one may face during this process is conducting a thorough survey and subsequent analysis of requirements. This difficulty arises from stakeholders struggling to accurately articulate their needs, desires, and expectations. To address this issue, qualitative strategies such as interviews, surveys, work tables, brainstorming, observation, and user stories are commonly employed. However, mastering and utilising them effectively often takes years of experience. To simplify this process for novices (e.g., students, beginners, enthusiasts) in the field of computer science and related areas, inspired by participatory design guidelines, we devised a series of design probes that we call Mirrors. To explore their feasibility, we conducted two different interventions with students. In this document, we present these tools along with a methodology for their application. Additionally, we show the results obtained through their implementation. Lastly, we talk about their benefits and limitations, as well as our future work in order to consolidate their effectiveness.
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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