
Human-Centered and Error-Resilient Systems Development
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The 11 full papers and 14 short papers presented were carefully reviewed and selected from 32 submissions. The papers cover various topics such as integration of software engineering and user-centered design; HCI models and model-driven engineering; incorporating guidelines and principles for designing usable products in the development process; usability engineering; methods for user interface design; patterns in HCI and HCSE; software architectures for user interfaces; user interfaces for special environments; representations for design in the development process; working with iterative and agile process models in HCSE; social and organizational aspects in the software development lifecycle; human-centric software development tools; user profiles and mental models; user requirements and design constraints; and user experience and software design.
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Content
- Intro
- Preface
- HCSE+HESSD 2016 Technical and Organizing Committee
- Keynote Abstracts
- Industrial Scale Agile - From Craft to Engineering
- Robotics and Automation: Challenges and Potential
- Contents
- Agile and Human-Centered Software Engineering
- Responsibilities and Challenges of Product Owners at Spotify - An Exploratory Case Study
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Agile Approaches and Scrum
- 2.2 Definitions of the POs Role
- 3 Method
- 3.1 Context of the Study and Participants
- 3.2 Research Method
- 3.3 Analysis of the Data
- 4 Results
- 4.1 Responsibilities of the Product Owners
- 4.1.1 Customer Involvement
- 4.1.2 Focusing on Value
- 4.1.3 Making a Vision
- 4.2 Challenges of the PO Role
- 5 Discussion
- 6 Conclusion
- Acknowledgement
- References
- Supporting the HCI Aspect of Agile Software Development by Tool Support for UI-Pattern Transformations
- Abstract
- 1 Introduction
- 2 UI-Patterns and Tool Support
- 2.1 UI-Patterns
- 2.2 Tool Support of UI-Patterns Using XAML
- 2.3 Case Study
- 3 Agile Development and Continuous Human-Centered Design
- 4 Summary and Outlook
- References
- Human-Centered Software Engineering as a Chance to Ensure Software Quality Within the Digitization of Human Workflows
- 1 Introduction
- 2 Related Work
- 2.1 Human-Centered Design
- 2.2 Agile Software Development
- 2.3 Agile HCD
- 3 Human-Centered Software Engineering Method
- 3.1 Digitization Within Manufacturing Industry
- 3.2 Industrial Contexts
- 3.3 Requirements
- 3.4 HCSE Method
- 4 Conclusion
- References
- Usability Evaluation and Testing
- Usability Problems Experienced by Different Groups of Skilled Internet Users: Gender, Age, and Background
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Method
- 3.1 Data Collection
- 4 Results
- 4.1 Gender
- 4.2 Age
- 4.3 Job Function and Educational Background
- 5 Discussion
- 5.1 Comparison with Related Work
- 5.2 Implications for Usability Practitioners
- 6 Conclusion
- 6.1 Limitations
- References
- User-Test Results Injection into Task-Based Design Process for the Assessment and Improvement of Bot ...
- Abstract
- 1 Introduction
- 2 State of the Art
- 2.1 Usability Evaluation Methods
- 2.2 User Experience and Its Evaluation
- 2.3 Task Models: Benefits and Limitations
- 3 How to Enhance Task Models with Data: A Process Proposal
- 4 A Case Study from Interactive TV
- 4.1 The Interactive TV Prototype
- 4.2 Following the "PRENTAM" Process Step by Step
- 5 Discussion: Benefits and Limitations
- 6 Summary and Conclusion
- References
- Framework for Relative Web Usability Evaluation on Usability Features in MDD
- 1 Introduction
- 2 Usability in Ordinal Use of Business Web Applications
- 2.1 Scope Limitation
- 2.2 Usability Measurement
- 3 Proposed Framework
- 3.1 Overview of Proposed Framework
- 3.2 Preparation Phase
- 3.3 Observation Phase
- 3.4 Assessment Phase
- 4 Preliminary Evaluation
- 4.1 Overview
- 4.2 Result
- 4.3 Discussion
- 5 Conclusion
- References
- Testing Prototypes and Final User Interfaces Through an Ontological Perspective for Behavior-Driven ...
- Abstract
- 1 Introduction
- 2 Conceptual Background
- 2.1 User Stories and Scenarios
- 2.2 Acceptance Testing of Functional Requirements
- 2.3 Computational Ontologies
- 3 A New Approach for Multi-artifact Testing
- 3.1 Step 1: Definition of the Ontology
- 3.2 Step 2: Writing Testable Requirements
- 3.3 Step 3: Adding Test Cases
- 3.4 Step 4: Testing Prototypes and Other Artifacts
- 4 Tool Support
- 4.1 Testing in the Prototype Level
- 4.2 Testing in the Final UI Level
- 5 Related Works
- 6 Conclusion and Future Works
- References
- Socio-Technical and Ethical Considerations
- Communication in Teams - An Expression of Social Conflicts
- 1 Introduction
- 2 Related Work
- 3 FLOW Distance
- 3.1 Mathematical View
- 3.2 Media Richness and Effectivity
- 3.3 Communication Intensity
- 3.4 Calculation
- 3.5 FLOW Centralization
- 4 Empirical Validation
- 4.1 Student Software Projects
- 4.2 Study Design
- 4.3 Ethics Committee
- 4.4 Methodology
- 4.5 Results
- 5 Discussion
- 5.1 Limitations and Threats to Validity
- 5.2 Interpretation
- 6 Conclusions
- References
- Exploring the Requirements and Design of Persuasive Intervention Technology to Combat Digital Addiction
- Abstract
- 1 Introduction
- 2 Method
- 3 Results
- 3.1 Monitoring
- 3.2 Feedback
- 3.3 Influence Actions
- 3.4 Situational Awareness
- 4 Designing PIT to Combat Digital Addiction
- 5 Study Limitations
- 6 Conclusions and Future Work
- Acknowledgements
- References
- Do You Own a Volkswagen? Values as Non-Functional Requirements
- 1 Introduction
- 2 Case Study and Approach
- 2.1 Volkswagen Case Study
- 2.2 Approach
- 3 Case Study Analysis
- 4 Values Versus Non Functional Requirements
- 4.1 Non Functional Requirements
- 4.2 Values and Value Sensitive Concerns
- 4.3 Value Architectures
- 5 Conclusion
- References
- Human Error and Safety-Critical Systems
- A Core Ontology of Safety Risk Concepts
- 1 Introduction
- 2 Motivation
- 3 Related Work in the Literature
- 4 Conceptual Modeling of Terminology from Standards
- 4.1 Tool-Supported Modeling
- 4.2 Expert Meetings
- 5 Our Core Ontology
- 6 Upper Ontology
- 7 Human Error
- 8 Conclusion and Future Work
- References
- Complementary Tools and Techniques for Supporting Fitness-for-Purpose of Interactive Critical Systems
- Abstract
- 1 Introduction
- 2 Development Processes for Ensuring Fitness for Purpose of Interactive Critical Systems Prototypes
- 2.1 Related Work
- 2.2 A Process for Ensuring Fitness for Purpose of Interactive Critical Systems Prototypes
- 3 Tools and Techniques Supporting the Proposed Process
- 3.1 MAESTRO Work and Technology Representation
- 3.2 ADEPT
- 3.3 CIRCUS Integrated Development Environment
- 3.4 Process Instantiated with the Set of Notation and Tools
- 4 Illustrative Example
- 4.1 Illustrative Example Description
- 4.2 Work and Task Analysis
- 4.3 Prototyping and Requirements Specification
- 4.4 Full-Scale Software Prototyping
- 5 Discussion
- 5.1 Complementarity
- 5.2 Perspectives
- 6 Conclusion
- References
- Demon Hunt - The Role of Endsley's Demons of Situation Awareness in Maritime Accidents
- 1 Introduction
- 2 Related Work
- 3 Corpus
- 4 Analysis
- 4.1 Preparation
- 4.2 Generation of Keywords
- 4.3 Retrieval Method
- 5 Results
- 6 Discussion
- 7 Conclusion
- References
- User and Developer Experience
- Are Software Developers Just Users of Development Tools? Assessing Developer Experience of a Graphical User Interface Designer
- Abstract
- 1 Introduction
- 2 Background
- 2.1 GUI Designers
- 2.2 User Experience
- 2.3 Developer Experience
- 2.4 Motivation and Flow State Experience in Software Development
- 3 Method
- 3.1 Survey Contents
- 3.2 Procedure
- 3.3 Respondents
- 3.4 Analysis
- 3.5 Impact of Demographics
- 4 Results
- 4.1 Mann-Whitney U Test Results
- 4.2 Kendall's Tau Correlation Analysis
- 4.3 Responses to Open-Ended Questions
- 5 Discussion
- 5.1 Research Question Revisited
- 5.2 Discussion on Related Research
- 6 Limitations and Future Work
- 7 Conclusion
- Acknowledgment
- References
- A Conceptual UX-Aware Model of Requirements
- 1 Introduction
- 2 Research Approach
- 3 Results and Analysis
- 4 Discussion
- References
- Keep the Beat: Audio Guidance for Runner Training
- 1 Introduction
- 2 Related Work
- 3 Audio Support
- 3.1 Cadence Analyser
- 3.2 Feedback Manager
- 3.3 Discussion
- 4 Evaluation
- 4.1 Test Design
- 4.2 Test Results
- 5 Conclusion and Future Work
- References
- Models and Methods
- The Goals Approach: Enterprise Model-Driven Agile Human-Centered Software Engineering
- Abstract
- 1 Introduction
- 2 Software Development Process
- 2.1 Foundations
- 3 Analysis Phase
- 3.1 Step 1-Business Process Identification
- 3.2 Step 2-User Task Identification
- 3.3 Step 3-Interaction Space Identification
- 3.4 Step 4-Business Rule Identification
- 3.5 Step 5-Data Entity Identification
- 4 Design Phase
- 4.1 Step 6-Task Model
- 4.2 Step 7-Interaction Modeling
- 4.3 Step 8-Business Logic Structuring
- 4.4 Step 9-Database Structuring
- 4.5 Step 10-Software Architecture Composition
- 5 Related Work
- 6 Conclusions
- 7 Future Work
- Ackownledgments
- References
- Engineering Context-Adaptive UIs for Task-Continuous Cross-Channel Applications
- 1 Introduction
- 2 Background and Related Work
- 2.1 Multi-device UI Development
- 2.2 Cross-Channel UI Development
- 2.3 Adaptive UIs
- 3 Engineering Process
- 3.1 UI Modeling
- 3.2 Adaptation Modeling
- 3.3 Transformation
- 3.4 Execution and Adaptation
- 4 Instantiation of Engineering Process
- 4.1 Setting of the Case Study
- 4.2 UI/Adaptation Modeling and Transformation
- 4.3 Execution and Adaptation (Front-End)
- 4.4 Execution and Adaptation (Back-End)
- 5 Conclusion and Outlook
- References
- UCProMo-Towards a User-Centred Process Model
- Abstract
- 1 Introduction
- 2 Background and Related Work
- 2.1 Process Models in SE
- 2.2 Process Models in HCI
- 2.3 Process Models that Combine SE and HCI
- 2.4 Summary of Background and Related Work
- 3 The UCProMo User-Centred Process Model
- 3.1 Plan the Human-Centred Design Process
- 3.2 Understand and Define Users, Tasks, and Contexts
- 3.3 Specify System Requirements
- 3.4 Design User Tasks, and User Interactions
- 3.5 Develop the System
- 3.6 Evaluate the System
- 3.7 Deploy the System
- 4 Discussion and Conclusions
- Acknowledgements
- References
- Using and Adopting Tools
- Collaborative Task Modelling on the Web
- Abstract
- 1 Introduction
- 2 State of the Art
- 3 Target Scenarios
- 4 The Design of the Collaborative Features
- 4.1 Roles and Access Rights in Handling Task Models
- 4.2 Enhancing Mutual Awareness Among Users
- 4.3 Coordination Between Users Collaboratively Handling a Task Model
- 4.4 Supporting Communication Between Users
- 4.5 Cloud Support for Sharing Task Models
- 4.6 Implementation
- 5 User Feedback
- 5.1 Participants and Tasks
- 5.2 Procedure and Design
- 5.3 Results
- 5.4 Discussion
- 6 Conclusions
- References
- Ceiling and Threshold of PaaS Tools: The Role of Learnability in Tool Adoption
- Abstract
- 1 Introduction
- 1.1 State of the Art
- 2 Research Question
- 3 Study
- 3.1 Sample
- 3.2 Methodology
- 4 Results
- 4.1 Learnability Issues
- 4.2 Usability Defects
- 4.3 Performance
- 4.4 Statistical Analysis
- 5 Threshold and Ceiling
- 6 Discussion
- 7 Conclusion
- References
- Demos and Posters
- User Experience Evaluation Methods: Lessons Learned from an Interactive TV Case-Study
- Abstract
- 1 Introduction
- 2 State of the Art
- 3 Problem Description, Method Selection and Adaptation
- 4 Procedure and Results
- 5 Lessons Learned
- 6 Conclusion
- References
- Endev: Declarative Prototyping with Data
- 1 Introduction
- 2 Related Work
- 3 Setup-Free Prototyping with Endev
- 4 On-the-fly Creation of Own Data
- 5 Seamless Integration of API Data
- 6 Behind the Scenes
- 7 Conclusion and Future Work
- References
- Collaborative Task Modeling: A First Prototype Integrated in HAMSTERS
- Abstract
- 1 Introduction
- 2 Task Models
- 3 Computer Supported Cooperative Work
- 4 Collaborative Support in Task Modeling Environments
- 5 Mock-Ups of Collaborative Functions
- 6 Conclusions
- References
- Accelerated Development for Accessible Apps -- Model Driven Development of Transportation Apps for Visually Impaired People
- 1 Introduction
- 2 Related Work
- 3 A Concept for Model-Driven-Development for Accessible Apps
- 3.1 Model
- 3.2 Modeling Language
- 3.3 App Accessibility
- 3.4 App Generation
- 4 Conclusion
- References
- Author Index
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