scholarly journals On the contributions of non-technical stakeholders to describing UX requirements by applying proto-persona

Author(s):  
Eduardo G Pinheiro ◽  
Larissa A. Lopes ◽  
Tayana U. Conte ◽  
Luciana A M Zaina

Context: Requirements elicitation is a software development phase that should investigate both functional and user experience (UX) requirements. Proto-persona is a technique that encourages the attention on the needs of a group of users. Usually, its elaboration is conducted by software specialists, technical stakeholders. However, non-technical stakeholders usually know more about target users and frequently do not take part in proto-persona elaboration. Objective: This work has the goal of investigating the contribution of non-technical stakeholders in the specification of UX requirements by using the proto-persona technique. For this, we explored the construction of the proto-personas and the use of these to the prototyping of solutions. Method: We carried out an empirical study in two rounds from which we analyzed and compared the contribution that technical and non-technical stakeholders had on the specification of UX requirements. In the first, 8 non-technical and 5 technical stakeholders built proto-personas. Afterwards, 18 pairs of software developers created low fidelity prototypes by using the information of proto-personas.~For the two rounds, we conducted a qualitative analysis exploring which UX requirements were described and used. Results: Our results revealed that both stakeholders have written up details of UX requirements on the artifact, however, throughout different and complementary perspectives. We also could observe that proto-personas produced by both were used on the prototyping activity. Conclusion: Our paper contributed to demonstrate that non-technical stakeholders were able to contribute to the specification of UX requirements and that proto-persona can boost such activity.

Author(s):  
Naouress Fatfouta ◽  
Julie Stal-Le Cardinal ◽  
Christine Royer

AbstractCar crash simulation analysis is an important phase within the vehicle development. It intends to analyse the crashworthiness of the vehicle model and examine the level of passive security. However, this activity is not trivial because of the considerable collaboration within the project, the large amount of analysed and exchanged data and a high exigency. Consequently, a solution to assist, ease and reduce the time of the process is desired.To study the current practices followed in the car crash simulation analysis an empirical study has been conducted. This study has been applied within the simulation analysis team, in the development phase, within an automotive company. This paper describes a qualitative analysis of the industrial context and diagnoses the dysfunctions in the current practices. This paper also highlights the current challenges encountered in the car crash simulation analysis.


2006 ◽  
Vol 35 (3) ◽  
Author(s):  
Morten Sieker Andreasen ◽  
Henrik Villemann Nielsen ◽  
Simon Ormholt Schrøder ◽  
Jan Stage

Open Source Software (OSS) development has gained significant importance in the production of soft-ware products. Open Source Software developers have produced systems with a functionality that is competitive with similar proprietary software developed by commercial software organizations. Yet OSS is usually designed for and by power-users, and OSS products have been criticized for having little or no emphasis on usability. We have conducted an empirical study of the developers’ opinions about usability and the way usability engineering is practiced in a variety of OSS projects. The study included a questionnaire survey and a series of interviews, where we interviewed OSS contributors with both technical and usability backgrounds. Overall we found that OSS developers are interested in usability, but in practice it is not top priority, and OSS projects rarely employs systematic usability evaluation. Most of the efforts are based on common sense. Most developers have a very limited understanding of usability, and there is a lack of resources and evaluation methods fitting into the OSS paradigm.


2020 ◽  
Vol 23 (1) ◽  
pp. 1-14
Author(s):  
Guarionex Salivia ◽  
◽  
Flint Million ◽  
Megan Bening ◽  
◽  
...  

Software developers who are blind and interact with the computer non-visually face unique challenges with information retrieval. We explore the use of speech and Braille combined with software to provide an improved interface to aid with challenges associated with information retrieval. We motivate our design on common tasks performed by students in a software development course using a Microprocessor without Interlocked Pipeline Stages (MIPS) architecture simulation tool. We test our interface via a single-subject longitudinal study, and we measure and show improvement in both the user’s performance and the user experience.


2019 ◽  
Vol 13 (4) ◽  
pp. 267-274
Author(s):  
Aziz Nanthaamornphong ◽  
Stephane Bressan

The supply is not matching the demand on the market for software developers. While the enrolment in undergraduate computer science courses is increasing, few students are interested in and committed to becoming software developers. It could be that students are overwhelmed by the software development methodology that they are taught. We are consequently looking for a constructivist approach to software engineering able to effectively engage learners. We empirically evaluated whether test-driven development (TDD) is able to improve the quality of both learning and of software development in the classroom. Although numerous studies have outlined the benefits and effects of TDD in the classroom, none of those studies have focused on measuring students' interest in and attitudes toward using TDD in the classroom. We present a study evaluating the impact of TDD on the engagement and focus of learners of software development in the classroom. The results illustrate that the use of TDD in the classroom encourages learners to engage and focus.


2020 ◽  
Author(s):  
Aline Sousa ◽  
Natasha Valentim

Be different and distinguish itself among the technologies is intrinsic to the current agile software development. However, we still found usability and user experience (UX) defects generated by the development process, making the quality and user satisfaction unsatisfactory. Therefore, this paper presents a technique that supports the usability and UX design in agile projects, called User Experience and Usability Guidelines for Agile Project (UXUG-AP). Besides, this paper presents a qualitative analysis and user perception analysis obtained through an exploratory study about the UXUG-AP technique. The results show that the technique is considered easy to use and useful.


2021 ◽  
Vol 126 ◽  
pp. 103090
Author(s):  
Xin Zou ◽  
Steve O'Hern ◽  
Barrett Ens ◽  
Selby Coxon ◽  
Pascal Mater ◽  
...  

2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Asbjørn Følstad ◽  
Cameron Taylor

AbstractThe uptake of chatbots for customer service depends on the user experience. For such chatbots, user experience in particular concerns whether the user is provided relevant answers to their queries and the chatbot interaction brings them closer to resolving their problem. Dialogue data from interactions between users and chatbots represents a potentially valuable source of insight into user experience. However, there is a need for knowledge of how to make use of these data. Motivated by this, we present a framework for qualitative analysis of chatbot dialogues in the customer service domain. The framework has been developed across several studies involving two chatbots for customer service, in collaboration with the chatbot hosts. We present the framework and illustrate its application with insights from three case examples. Through the case findings, we show how the framework may provide insight into key drivers of user experience, including response relevance and dialogue helpfulness (Case 1), insight to drive chatbot improvement in practice (Case 2), and insight of theoretical and practical relevance for understanding chatbot user types and interaction patterns (Case 3). On the basis of the findings, we discuss the strengths and limitations of the framework, its theoretical and practical implications, and directions for future work.


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