Developing the Product Your Customer Really Wants

2016 ◽  
Vol 29 (3) ◽  
pp. 1-11
Author(s):  
Sondra Ashmore ◽  
Martine Wedlake

The art of creating software has changed dramatically over the last twenty years, particularly as organizations move from a Waterfall to an Agile development methodology. This study explores the benefits to customers of moving away from traditional Waterfall usability approaches to an integrated development model incorporating elements of Agile, user-centered development, and extended stakeholder feedback from customer councils. Thirty-four customers, seven business partners, and four internal customers participated in a multi-year project where participants were given the option to share product requirements during the early phases of the project, actively engage in monthly project design feedback sessions, or both. Results show that active participation by the customer yields more of their requirements into the final project, especially the high priority requirements. The results suggest that an iterative approach, that is both self-directing and self-correcting, can help teams develop products that are beneficial for both the product and customer.

2017 ◽  
Vol 107 (04) ◽  
pp. 273-279
Author(s):  
T. Knothe ◽  
A. Ullrich ◽  
N. Weinert

Die Transformation in die „intelligente“ und vernetzte Fabrik der Zukunft folgt einem schrittweise iterativ ablaufenden Prozess. Besonderer Wert ist dabei auf die schnelle Realisierung von Prototypen und einzelnen Maßnahmen zu legen, um rasch Ergebnisse zu erzielen. Gefördert wird mit diesem Vorgehen nicht zuletzt auch das Verständnis und die Partizipationsbereitschaft der beteiligten Mitarbeiter, die somit früher in konkrete Entwicklungen eingebunden werden und diese mitgestalten können. Das Projekt „MetamoFAB“ hat Methoden sowie Hilfsmittel entwickelt, die beim Planen und Umsetzen der Transformation unterstützen. Diese wurden zudem exemplarisch in Fallbeispielen erprobt.   The transformation towards intelligent and interconnected Factories of the future follows a stepwise, iterative approach. For quickly achieving results, a fast realization of haptic prototypes is crucial. By this, not at least understanding and willingness for participation of involved employees is raised, including them early phases of the transformation. The project MetamoFAB has developed methods and tools supporting this transformation process during planning and implementation. The applicability has been demonstrated exemplarily in use cases.


Author(s):  
Sandra P. Cano ◽  
Carina S. González ◽  
César A. Collazos ◽  
Jaime Muñoz Arteaga ◽  
Sergio Zapata

The development of video games is a complex, multidisciplinary process, which involves different areas as well as a greater number of roles than for traditional software. Serious games face process constraints that concern a number of interactive, educational and psychological factors designed to lead to the fulfillment of educational objectives within a specific context. Based on a case study in the city Cali, Colombia, an iterative and incremental process is proposed, focusing on small and medium development for educational serious games and basing itself on two lines of research: agile development methodology and user-centered design (UCD) for children from 7 to 10 years. The agile methodology eXtreme Programming (XP) offers a useful option for the development of serious games as it establishes a continuous communication with all project stakeholders - including the end user - throughout the project, while UCD allows the user profile to be known and identified so that the game will meet the needs and match the capabilities, expectations and motivations of the child.


2018 ◽  
Vol 7 (4.12) ◽  
pp. 52
Author(s):  
Mohit Arora ◽  
Dr. Sahil Verma ◽  
Dr. Kavita

Software Process Models from its inception instill standardization and creates a generic culture of developing software for various IT industries. A great paradigm shift has been observed in terms of embracing Agile Development methodology as a viable development methodology in cross key business units. There is a buffet of agile methodologies comes under the umbrella of ASD, out of which Scrum got the highest popularity and acceptability index.  Agile based software development is the need of immediate environment. There is an increasing demand for significant changes to software systems to meet ever-changing user requirements and specifications. As Agile is volatile, so effort estimation is challenging and still striving for perfection to decide size, effort, cost, duration and schedule of projects with minimum error. This cause sensitizes potential researchers all across the globe to start working on addressing the issue of inaccurate predication of efforts. The gap between estimated and actual effort is because of limited or no inclusion of various estimation factors like people and project related factors, inappropriate use of size metric and cost drivers, ignorance of testing effort, team member’s inability to understand user story size and complexity etc. This paper attempts to bridge the gap of estimated and actual effort by the use of soft computing techniques thus taking the research to advance frontier area in terms of estimation. 


Author(s):  
Mary Lebens ◽  
Roger Finnegan

AbstractThe Agile development methodology is soaring in popularity in the business world. Companies are turning to Agile to develop products quickly and to achieve digital transformation of their organization. Because of this push, companies need employees who understand Agile. Therefore, higher education is obligated to provide an understanding of Agile to students as they enter the workplace. Providing Agile experience to students who are new to programming is difficult because they are so worried about the coding aspects of the assignment, they cannot take time to think about the methodology they are using. The coding crowds out the time needed to get an understanding of how Agile actually works. One remedy for this is to use a low or no-code development platform. With this type of platform students spend less time learning to create apps, freeing them to experience the rituals and roles of Agile. This study examines using the Agile methodology along with the Microsoft Power Apps platform to provide an Agile experience to students. Two course sections were surveyed to learn if students perceived that they acquired a better understanding of Agile and to learn their perceptions of a no-code platform experience. The students completed surveys to ascertain their comfort with the Agile methodology and whether the no-code environment increased their comfort level. The results showed students perceived the no-code platform increased their comfort with using the Agile methodology. The implication is that no-code platforms can be used broadly to help students to gain experience with Agile.


2021 ◽  
Vol 20 (38) ◽  
pp. 159-169
Author(s):  
Manuel Esteban Jaramillo Reinel ◽  
Andrés Felipe Mera Tróchez ◽  
Katerine Márceles Villalba ◽  
Gabriel Elías Chanchí

In recent years, serious games have been applied in different contexts of application, highlighting their contribution in the educational context. This original type article presents the design, construction and evaluation of the Coffee Fun video game. Coffee Fun is a video serious game aimed at children aged 8 to 12 years old; the game has as a theme the growing of coffee beans in a simulation environment in which each player helps the growth of this plant by a few tools provided at each level of the game; in the game, different scenarios related to coffee growing environments are presented for each of its stages in a series of levels that the player must overcome to complete the game through a process of learning and entertainment.


Author(s):  
Chitrak Vimalbhai Dave

Abstract: Software Process Models from its inception instill standardization and creates a generic culture of developing software for various IT industries. A great paradigm shift has been observed in terms of embracing Agile Development methodology as a viable development methodology in cross key business units. There is a buffet of agile methodologies comes under the umbrella of ASD, out of which Scrum got the highest popularity and acceptability index. Agile based software development is the need of immediate environment. There is an increasing demand for significant changes to software systems to meet ever-changing user requirements and specifications. As Agile is volatile, so effort estimation is challenging and still striving for perfection to decide size, effort, cost, duration and schedule of projects with minimum error. This cause sensitizes potential researchers all across the globe to start working on addressing the issue of inaccurate predication of efforts. The gap between estimated and actual effort is because of limited or no inclusion of various estimation factors like people and project related factors, inappropriate use of size metric and cost drivers, ignorance of testing effort, team member’s inability to understand user story size and complexity etc. This paper attempts to bridge the gap of estimated and actual effort by the use of soft computing techniques thus taking the research to advance frontier area in terms ofestimation. Keywords: Cost Estimation, Effort Estimation, Scrum, Machine Learning, Agile Software Development


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