scholarly journals Negative UX-Based Approach for Deriving Sustainability Requirements

2021 ◽  
Author(s):  
Nelly Condori-Fernandez ◽  
Marcela Quispe-Cruz ◽  
Alejandro Catala ◽  
Joao Araujo ◽  
Patricia Lago

In this chapter, a Negative User Experience (NUX)-based method for deriving sustainability requirements of persuasive software systems is proposed. The method relies on the analysis of NUX assessment, and the exploitation of relationships between the SQ model and the PSD model, which are well-known models for sustainability-quality in software systems and persuasive system design respectively. To illustrate the method, a user study has been conducted involving people in their real working environments while using specific software intended to change their behavior for preventing or reducing repetitive strain injury (RSI). The method allowed us to discover thirteen requirements that contribute to social, technical and economic sustainability dimensions.

1986 ◽  
Vol 144 (9) ◽  
pp. 502-502 ◽  
Author(s):  
Geoffrey E. Smith

2018 ◽  
Vol 141 (1) ◽  
Author(s):  
Junfeng Ma ◽  
Raed Jaradat ◽  
Omar Ashour ◽  
Michael Hamilton ◽  
Parker Jones ◽  
...  

Manufacturing system design is a complex engineering field that requires cooperated and aggregated multiple-disciplinary theoretical and practical support. Thereby, the concepts and topics in manufacturing system design courses are not easy to grasp by students. Advances in virtual reality (VR) technology present a new opportunity that can provide the implementation of complex engineering theory from industrial real-life practice in a virtual 3D model. The authors developed a unique queuing theory VR teaching module that can be used in a manufacturing system design course. The module uses Oculus Rift headset, Oculus Touch, and unity 3D software package. The efficacy of this VR teaching module is measured through simulation sickness, system usability, and user experience tools. The statistical analysis shows that VR teaching module is a user-friendly and efficient tool for delivering queueing theory. Approximately 91.7% of the participants experienced below moderate level simulation sickness and none of them withdrew from the study; 91.67% had “above average” satisfaction in terms of system usability. The average user experience was found to be 3.625 out 6. The results also show that the system usability has impact on students' knowledge gain but not motivation, while user experience can affect student's knowledge gain and motivation. VR teaching module outperforms the traditional teaching module in terms of knowledge gain and motivation. Overall, the findings of the study confirm the efficacy of VR technology in teaching queuing theory.


2015 ◽  
pp. 1966-1987
Author(s):  
Ricardo Perez-Castillo ◽  
Mario Piattini

Open source software systems have poor or inexistent documentation and contributors are often scattered or missing. The reuse-based composition and maintenance of open source software systems therefore implies that program comprehension becomes a critical activity if all the embedded behavior is to be preserved. Program comprehension has traditionally been addressed by reverse engineering techniques which retrieve system design models such as class diagrams. These abstract representations provide a key artifact during migration or evolution. However, this method may retrieve large complex class diagrams which do not ensure a suitable program comprehension. This chapter attempts to improve program comprehension by providing a model-driven reverse engineering technique with which to obtain business processes models that can be used in combination with system design models such as class diagrams. The advantage of this approach is that business processes provide a simple system viewpoint at a higher abstraction level and filter out particular technical details related to source code. The technique is fully developed and tool-supported within an R&D project about global software development in which collaborate two universities and five companies. The automation of the approach facilitates its validation and transference through an industrial case study involving two open source systems.


Author(s):  
Stephan Reiff-Marganiec ◽  
Yi Hong ◽  
Hong Qing Yu ◽  
Schahram Dustdar ◽  
Christoph Dorn ◽  
...  

Collaborative Work Environments are software systems that allow teams, which are nowadays often distributed in location and organization to which they belong, to achieve certain projects or activities. In recent years, the available computer tools that can support such activities have grown; however, their integration is not necessarily achieved. Furthermore, users of such systems need to typically provide a large amount of setup information as the systems are not context-aware and hence cannot gather information about user activities in a simple way, and almost certainly will falter when the context of users changes. This chapter describes the inContext approach: a collection of novel techniques and a reference architecture to support integration of tools and context information to provide collaborative work environments for the mobile worker of today. We will explore in detail how collaborative services are selected and how context is modeled, and consider the details of team forms.


2019 ◽  
Vol 23 (6) ◽  
pp. 1352-1373 ◽  
Author(s):  
Auriol Degbelo ◽  
Jan Kruse ◽  
Max Pfeiffer

2005 ◽  
Vol 10 (3-4) ◽  
pp. 87-92 ◽  
Author(s):  
Meirion Grimshaw

The existence of repetitive strain injury (RSI) as a diagnosis has been historically controversial. Its nature has been explained through competing models of causation generated by different professions. By exploring medical, ergonomic, psycho-social and legal explanations, this paper seeks to inform hand therapists on the basic aspects of this debate and the current thinking on RSI.


Sign in / Sign up

Export Citation Format

Share Document