
Human-Centered Software Engineering
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This book constitutes the refereed post-conference proceedings of the 7th IFIP WG 13.2 International Conference on Human-Centered Software Engineering, HCSE 2018, held in Sophia Antipolis, France, in September 2018.
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Content
- Intro
- Foreword
- IFIP TC13 - http://ifip-tc13.org/
- IFIP WG 13.2 Members
- Officers
- Chair
- Co-chairs
- Secretary
- Members
- Observers
- Organizing Committee
- Contents
- HCI Education and Training
- From Startup to Scaleup: An Interview Study of the Development of User Experience Work in a Data-Intensive Company
- 1 Introduction
- 2 Background
- 2.1 Agile UX
- 2.2 Startups and Culture of Experimenting
- 2.3 Startup Antipatterns
- 2.4 UX in Startups
- 3 Method
- 3.1 Study Plan
- 3.2 Procedure
- 3.3 Analysis
- 4 Results
- 4.1 Studied Company
- 4.2 User Experience Work in the Company
- 4.3 Scrum vs Kanban in UX Work
- 5 Discussion
- 5.1 Research Quality
- 6 Conclusion
- References
- Get Realistic! - UCD Course Design and Evaluation
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Teaching UCD Methods
- 2.2 Evaluation of UCD Methods Used in Industry
- 2.3 Google Design Sprints
- 3 The Case - Experimental Design Course
- 4 Method
- 4.1 Background of the Students
- 4.2 Data Gathering Methods
- 5 Results
- 5.1 Results from the Weekly Evaluation
- 5.2 Results from the Methods Questionnaire
- 6 Lessons Learned and Reactions
- 6.1 Lessons Learned
- 6.2 Reaction to Lessons Learned
- 7 Discussion
- 8 Conclusion
- References
- Helping Teams to Help Themselves: An Industrial Case Study on Interdependencies During Sprints
- 1 Introduction
- 2 Background: System Dynamics
- 2.1 Causal Loop Diagrams
- 2.2 Stock and Flow Diagram
- 3 Related Work
- 4 Study: Setting up the Model
- 4.1 Methodology
- 4.2 Execution: Case Study in Industry
- 4.3 Verification and Validation
- 4.4 Reliability of the Model
- 4.5 Results and Implications
- 5 Discussion
- 5.1 Threats to Validity
- 5.2 Limitations for the Use in Industry
- 5.3 Interpretation
- 6 Conclusion
- References
- Participatory Ideation for Gamification: Bringing the User at the Heart of the Gamification Design Process
- 1 Introduction
- 2 The Ideation Approach
- 3 Evaluation Set-Up
- 4 Evaluation Results
- 4.1 Ideas Quality and Scope
- 4.2 Workshop Dynamics
- 5 Conclusions, Limitations and Further Work
- References
- Model-Based and Model-Driven Approaches
- A Method for Optimizing Complex Graphical Interfaces for Fast and Correct Perception of System States
- 1 Introduction
- 2 Related Work
- 3 Fuel-Efficient Operation of Maritime Vessels
- 4 Konect: Designing Visual Interfaces for Efficient Monitoring
- 4.1 Task Analysis
- 4.2 Idea Box
- 4.3 Design Creation
- 4.4 Visual Form Composition
- 5 Konect Application for the Vessel Performance Monitoring Use Case
- 5.1 Task Analysis and Idea Box Generation
- 5.2 Workshop
- 5.3 Study
- 6 Results
- 7 Discussion
- 8 Conclusion
- References
- Data-Driven Usability Test Scenario Creation
- 1 Introduction
- 2 Related Work
- 3 Case Studies
- 4 Usability Testing
- 5 Approach
- 5.1 Product Usage Data Collection
- 5.2 User Activity Log Creation
- 5.3 User Behaviour Discovery
- 5.4 Usability Test Scenario Creation
- 6 Scenario Planner
- 6.1 Requirements Analysis
- 6.2 Tool Concepts
- 6.3 Implementation
- 7 Evaluation
- 7.1 Test Setup
- 7.2 Results
- 8 Conclusion and Future Work
- References
- MIODMIT: A Generic Architecture for Dynamic Multimodal Interactive Systems
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Software Side of Interactive Systems Architectures
- 2.2 Hardware Side of Interactive Systems Architectures: Input and Output Devices
- 3 MIODMIT: A Generic Architecture for Interactive Systems
- 3.1 Illustrative Example with a Simple JAVA Application
- 3.2 MIODMIT Overview
- 3.3 Inside the Details of MIODMIT
- 4 Tune-on-Demand Process
- 4.1 Prototyping
- 4.2 Tuning the Generic Interactive System Architecture
- 4.3 Illustration of the Process with the Java Application Example
- 5 A Real World Case Study: A Weather Radar
- 5.1 Informal Description (Prototyping Step of the Process)
- 5.2 Overview of the Tuned Generic Interactive System Architecture
- 5.3 Application to the Case Study: Tuning MIODMIT
- 5.4 Application to the Case Study: Implementation
- 5.5 Application to the Case Study: Adding a Device
- 6 Conclusion and Perspectives
- References
- Task Modelling and Task-Based Approaches
- Adding Measures to Task Models for Usability Inspection of the Cloud Access Control Services
- Abstract
- 1 Introduction
- 2 Measures of Usability in HCI and Security in Software Engineering
- 3 Proposal for Usable Security Measurement
- 4 Case Study
- 5 Conclusion
- References
- Enriching Task Models with Usability and User Experience Evaluation Data
- Abstract
- 1 Introduction
- 2 Related Work: Task Models and Data from User Studies
- 2.1 A Brief Overview on Notations and Their Tools
- 2.2 Data Produced During User Evaluations
- 3 User Studies and Task Modelling: Problem Description
- 3.1 Performing a User Evaluation
- 3.2 Data Produced by User Evaluation and Analysis of Results
- 3.3 How Task Models Relate to and Complement User Studies
- 3.4 Need for Extensions in Task Models
- 4 Representing Evaluation Data in HAMSTERS
- 4.1 The HAMSTERS Tool and Its Notation
- 4.2 Extending Scenarios in HAMSTERS
- 4.3 Extensions to Scenarios and to Enrich Task Models
- 5 Demonstration of the Extensions
- 5.1 Preparing and Performing the User Study: A Process Overview
- 5.2 Associating User Study Results into HAMSTERS Scenarios
- 5.3 Integrating and Representing User Study Results in HAMSTERS
- 6 Discussion and Future Work
- 7 Future Work
- References
- Rationalizing the Need of Architecture-Driven Testing of Interactive Systems
- Abstract
- 1 Introduction
- 2 Informal Description of Problems for Testing Interactive Systems
- 2.1 Main Principles of Testing
- 2.2 Testing Interactive System
- 3 Architecture of Interactive Systems and Its Use for Testing
- 3.1 Interactive Systems Architectures
- 3.2 MIODMIT Generic Architecture for Interactive Systems
- 3.3 Locating Testing Problems and Testing Needs Using MIODMIT
- 4 Testing Interactive Systems: Two Cases Studies
- 4.1 A Common Application Core for Both Cases Studies
- 4.2 Case Study 1: Mouse, Keyboard and Screen
- 4.3 Case Study 2: The Multimodal Drawing Application
- 5 Human Aspects in Architecture-Driven Interactive System Testing
- 6 Related Work
- 7 Conclusion
- References
- Tools and Tool-Support
- A Visual Tool for Analysing IoT Trigger/Action Programming
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Trigger-Action Programming
- 2.2 Web Analytics Tools
- 3 The Proposed Approach
- 3.1 The Trigger-Action Rule Editor
- 3.2 The Requirements for IoT Trigger-Action Programming Visual Analytics
- 3.3 The Logs
- 4 The Tool Visualizations
- 4.1 The Dashboard
- 4.2 The Timelines
- 5 A First User Test
- 5.1 Participants
- 5.2 Test Organisation
- 5.3 Results
- 6 Conclusions
- References
- Software Support for Coherent Prototyping of 3D Gesture Interactions
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Model Based Approaches for Dialog Modeling
- 2.2 Rapid Prototyping of Gesture Interaction
- 2.3 Co-simulation
- 3 Software Environment
- 3.1 Internal or External Mapping
- 3.2 Environment Overview
- 3.3 Gesture Processing
- 3.4 Mapping
- 3.5 Co-simulation
- 4 Generalizability of the Approach
- 5 Discussion and Future Work
- Acknowledgments
- References
- Towards Tool-Support for Robot-Assisted Product Creation in Fab Labs
- 1 Introduction
- 2 Related Work
- 2.1 Tools for CAD-Based Robot Programming
- 2.2 End-User Robot Programming Approaches
- 3 Envisioned Approach
- 4 A Flexible Toolkit for Robot-Assisted Assembly Tasks
- 5 Evaluation
- 5.1 Method
- 5.2 Results
- 6 Discussion
- 7 Conclusion
- References
- Usability Evaluation of Model-Driven Cross-Device Web User Interfaces
- 1 Introduction
- 2 Model-Driven Cross-Device UI Development Approach
- 2.1 MDUID Approach for Cross-Device UIs
- 2.2 Application of the Approach
- 3 Usability Evaluation
- 3.1 Setup Usability Study
- 3.2 Results of the Usability Study
- 4 Related Work
- 4.1 Multi-/Cross-device UI Development Approaches
- 4.2 Usability Evaluation Approaches
- 5 Conclusion and Outlook
- References
- Usability Evaluation and UI Testing
- Absolute Indirect Touch Interaction: Impact of Haptic Marks and Animated Visual Feedback on Usability and User Experience
- Abstract
- 1 Introduction
- 2 Related Work
- 2.1 Using Touch for Controlling User Interfaces via a Distance
- 2.2 Absolute Indirect Touch
- 2.3 Tactile and Visual Feedback in Touch Interaction
- 2.4 Animations
- 2.5 Research Overview
- 3 The Problem of Touch Interaction with Haptic Marks
- 3.1 Research Question and Hypothesis
- 3.2 Method, Participants and Procedure
- 3.3 System Information
- 3.4 Material
- 4 Results
- 4.1 Impact of Haptic Marks and Visual Feedback on Usability
- 4.2 Impact of Haptic Marks/Visual Feedback on User Experience
- 4.3 Impact of Animation Type
- 4.4 Final Interview
- 5 Summary
- 6 Discussion and Future Work
- References
- Factors Affecting the Choice of Usability Evaluation Methods for Interactive Adaptive Systems
- Abstract
- 1 Introduction
- 2 Focus on Three Usability Evaluation Methods for Interactive Adaptive Systems
- 2.1 Heuristic Evaluation
- 2.2 Usability Test
- 2.3 Cognitive Walkthrough
- 3 Usability Evaluation Methods' Choice Process
- 4 Factors Affecting the Choice of Usability Evaluation Methods
- 4.1 Situational Factors
- 4.2 Characteristics of Stakeholders
- 4.3 Adaptivity Aspects
- 5 Illustrative Example of Using an MCDA Method for Choosing Appropriate UEMs
- 5.1 Brief Description of the ELECTRE I Method
- 5.2 Why Adopt ELECTRE I Method?
- 5.3 Application of the ELECTRE I Method
- 6 Conclusion and Future Work
- References
- Towards a Model to Address the Interplay Between IoT Applications and Users in Complex Heterogeneous Contexts
- Abstract
- 1 Introduction and Motivation
- 2 Related Work
- 3 The Knowledge Stratification Model
- 4 Discussion and Conclusion
- Acknowledgments
- References
- User Evaluations of Virtually Experiencing Mount Everest
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Virtual Reality
- 2.2 User-Centered Evaluations
- 3 Method
- 3.1 Everest VR
- 3.2 Data Gathering
- 3.3 The Participants
- 3.4 The Data Analysis
- 3.5 Analyzing the Impact of the User Problem List
- 4 Results
- 4.1 The User Problem List
- 4.2 The Impact from the User Problems List
- 5 Discussions
- References
- Posters and Demos
- Early Incremental User Testing Design Approach Validation for Satellite Command Center's Application
- Abstract
- 1 Introduction
- 2 Process Overview
- 3 Study Case: PRISM
- 4 Process Inspection
- 4.1 User Testing Protocol
- 4.2 User Satisfaction
- 4.3 Interaction Quality
- 4.4 Solution Convergence
- 4.5 Continuous Improvement
- 5 Conclusion
- References
- Graphical User Interface Redefinition Addressing Users' Diversity
- Abstract
- 1 Introduction
- 2 Related Work
- 3 GUI Redefinition and Design Guidelines
- 4 Example
- 5 Discussion
- 6 Conclusions
- Acknowledgments
- References
- Integrating HCD into BizDevOps by Using the Subject-Oriented Approach
- Abstract
- 1 Introduction
- 2 DevOps, BizDev and BizDevOps
- 3 Subject-Oriented Business-Process Modeling
- 4 Combining HCI Approaches with BizDevOps
- 5 Summary and Outlook
- References
- Intuitive User-Centered Interaction Design for ATV
- Abstract
- 1 Introduction
- 2 Background
- 2.1 Human-Robot-Interfaces
- 2.2 Automated Transport Vehicles
- 3 Icon Description
- 4 Analysis of Icons
- 5 Conclusion
- 6 Outlook
- Acknowledgements
- References
- Trade-Off Between System Effectiveness and Context Constraints in the Design of an IoT System Giving Access to Health Care in African Rural Villages
- Abstract
- 1 Introduction
- 2 Related Work
- 3 Context and System Requirements
- 4 The iHealthBag
- 5 Discussion and Conclusion
- Acknowledgments
- References
- Author Index
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