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Towards a Utility Framework for Enterprise Business Intelligence MashupsAhmed, Sabbir 17 December 2013 (has links)
Organizations today are adopting business intelligence (BI) systems at a fast pace with the expectation that these systems will help them make better business decisions and improve their performance. But with the ever changing industry dynamics and variable business needs of end-users, the BI requirements of organizations are also getting unpredictable and increasingly harder to deliver by the service providers. Additionally, the advancement of web 2.0 & enterprise 2.0 technologies has opened up more possibilities for the development of user-centric innovative business applications. Enterprise BI Mashups are a specific breed of such technologies that have the potential to empower end-users with self-service capabilities and facilitate problem-solving in ad-hoc situational BI scenarios. This research project attempts to explore the current landscape of Business Intelligence (BI) Mashups and to identify gaps in technology with respect to user requirements and corporate objectives. Through an empirical investigation of BI mashups use cases, specific issues and challenges associated with the use of mashups in BI have been ascertained. Working in collaboration with IBM Cognos, we have formulated a taxonomy and utility framework for Enterprise BI Mashups. The formulated taxonomy provides a basic framework for understanding the domain of BI mashups and is aimed to aid application development initiatives for creating BI mashups toolkits. The utility framework draws upon real-world use cases for BI Mashups as well as pertinent software design patterns that can facilitate the development of BI mashup tools and services. These frameworks are expected to advance an understanding of business process requirements that can be satisfied through the use of Enterprise BI Mashups, and also aid in the development of mashup toolkits targeted at BI end-users.
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[en] USER-DESIGNER S SELF-EXPRESSION AND SEMIOTIC ENGINEERING / [pt] AUTOEXPRESSÃO E ENGENHARIA SEMIÓTICA DO USUÁRIO-DESIGNERINGRID TEIXEIRA MONTEIRO 22 February 2016 (has links)
[pt] A tese apresenta uma pesquisa inserida na área de End-User Development (EUD). As primeiras iniciativas nesta área surgiram como uma tentativa de auxiliar os usuários finais a atingirem objetivos específicos de personalização e customização de interfaces e sistemas, prioritariamente para benefício próprio. Conforme as necessidades evoluem, os usuários finais precisam conhecer e muitas vezes dominar conceitos e práticas mais complexos de computação. Neste contexto, têm surgido várias iniciativas para incentivar, ensinar e apoiar estes usuários a programarem e a pensarem computacionalmente. Geralmente, muita ênfase é dada para a questão da resolução de problemas, raciocínio lógico e outras habilidades comuns a cientistas da computação. Entretanto, apoiados na Engenharia Semiótica, uma teoria de base semiótica que descreve a interação humano-computador como uma comunicação entre designers e usuários, consideramos que sistemas computacionais interativos são artefatos comunicacionais: quem cria o sistema transmite mensagens, com características particulares, a quem os utiliza. Nesta tese, apresentamos um estudo em profundidade em que usuários finais, atuando como designers, criaram artefatos computacionais para fins de comunicação. A pesquisa mostrou que os participantes tomaram a programação e outras atividades de desenvolvimento não como fins em si, mas como meios para construírem suas mensagens. Discutimos como a mudança de perspectiva (de resolução de problemas para comunicação) revela fenômenos ainda pouco explorados como a autoexpressão dos designers nestes artefatos e a pragmática da linguagem de interação por eles construída. Outra contribuição da tese é uma extensão da Engenharia Semiótica, batizada de EUME – End-User Semiotic Engineering, uma forma de ver a Engenharia Semiótica na perspectiva do usuário final que atua como designer. / [en] This thesis presents research in the area the area of End-User Development (EUD). The first studies in EUD have emerged as an attempt to help end users achieve specific goals of personalization and customization of interfaces and systems, primarily for their own benefit. As needs evolve, end users have to know and often master more complex computing concepts and practices. In this context, there have been a growing number of initiatives to encourage, teach and support users in programming and thinking computationally. In general, much emphasis is given to problem solving, logical reasoning and other common computer scientists skills. However, supported by Semiotic Engineering, a semiotics-based theory that describes human-computer interaction as communication between designers and users, we believe that interactive computer systems are communication artifacts: that the person who creates the system sends various messages, with particular characteristics to the person who uses it. In this thesis, we present an extensive study in which end users, acting as designers, create computational artifacts for communication purposes. Research has shown that the participants took programming and other development activities not as end in themselves but as a means to build their messages. We discuss how the change in perspective (from problem-solving to communication) reveals a range of underexplored phenomena, such as self-expression of the designers and the pragmatics of interaction languages they build. Another contribution of this thesis is an extension to Semiotic Engineering, named EUME – End-User Semiotic Engineering, a new way to look at Semiotic Engineering, in the perspective of end users acting as designers.
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BPMN flows as variation points for end user development : from a UX perspectiveWidén, Jon, Johansson, Michelle January 2016 (has links)
Context. How end user development can be enabled and made attainable through the use of a web based graphical user interface, in systems that contains logic for handling BPMN flows as variation points. Investigated from a UX and usability perspective. Objectives. Designing prototypes of such a web-based interface, and then evaluating the usability with regards to the usability attributes effectiveness and learnability, with the goal finding relevant usability issues & solutions as well as investigating how the two usability attributes affected the participants’ subjective satisfaction. Methods. Two prototype versions were implemented, one based upon the other. A usability inspection (expert evaluation) was performed after the first prototype version (named alpha) was finished and the second version (named beta) was built based on that feedback. The usability of the prototypes were then evaluated in usability test sessions using the think aloud method together with the SUS (System Usability Scale) questionnaire.The recorded data from the usability test sessions was analysed. Usability issues & solutions were noted, filtered, tagged and grouped by design principle with the goal of looking for patterns. SUS scores were calculated from the questionnaires. Additional factor analysis was performed on the SUS data to get separate usability and learnability scores. Results. The results consisted of SUS scores for both prototypes together with learnability and usability scores. Common and noteworthy usability issues & solutions grouped by design principle. Detailed appendixes with scenarios exemplifying recorded video & voice data for four of the most relevant test participants. Conclusions. The two prototypes were compared. Improvements to effectiveness and learnability was found to have a positive impact on the participants’ subjective satisfaction in the described context. Additionally, a number of usability issues and solutions was identified that could be of value when developing similar software. In summary, the following findings were made related to effectiveness: Adding constraints to the number of options available to users helped increase effectiveness. The lack of keyboard shortcuts was a deal breaker for many users and had a negative impact on effectiveness.. Consistency in navigation was more important than expected. The lack of functionality for saving drafts in the browser, without downloading, was something that most users expected and was surprised not to find. Several users expected their drafts to be automatically saved. They were frustrated when their changes were lost without warning. The lack of an undo function was also a big issue for users, causing problems with recovery. Giving immediate feedback with a notification popup after users had deployed a flow worked well and was easier to implement than expected. The connection tool that ship with bpmn-js was hard to learn and use for several users. Additionally, some learnability related findings: Sandbox intended to boost learnability but caused problems with effectiveness. The BPMN notation was not familiar to the test participants. Some training or introduction would have been necessary in a real usage scenario. When important functionality was concealed in submenus it was harder for users to learn how to operate the editor, specifically a problem with the context pad. Properties panel. Issues with visibility of single items due to tabs being too cluttered. Affordance issues on input/output parameters tab. Consistency issue with the bpmn.io logo being placed in the where users expected a save button. Consistency. Negative impact on learnability due to lack of keyboard shortcuts. Users likely to learn faster if they could use the shortcuts they already know. Placement of the download button not consistent with other webapps. Unconventional to only have drag and drop for upload and no button. Issues with visibility and consistency related to maximizing/minimizing editor in beta prototype. Familiarity findings related to deploy button colour and label might have affected learnability.
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Towards a Utility Framework for Enterprise Business Intelligence MashupsAhmed, Sabbir January 2014 (has links)
Organizations today are adopting business intelligence (BI) systems at a fast pace with the expectation that these systems will help them make better business decisions and improve their performance. But with the ever changing industry dynamics and variable business needs of end-users, the BI requirements of organizations are also getting unpredictable and increasingly harder to deliver by the service providers. Additionally, the advancement of web 2.0 & enterprise 2.0 technologies has opened up more possibilities for the development of user-centric innovative business applications. Enterprise BI Mashups are a specific breed of such technologies that have the potential to empower end-users with self-service capabilities and facilitate problem-solving in ad-hoc situational BI scenarios. This research project attempts to explore the current landscape of Business Intelligence (BI) Mashups and to identify gaps in technology with respect to user requirements and corporate objectives. Through an empirical investigation of BI mashups use cases, specific issues and challenges associated with the use of mashups in BI have been ascertained. Working in collaboration with IBM Cognos, we have formulated a taxonomy and utility framework for Enterprise BI Mashups. The formulated taxonomy provides a basic framework for understanding the domain of BI mashups and is aimed to aid application development initiatives for creating BI mashups toolkits. The utility framework draws upon real-world use cases for BI Mashups as well as pertinent software design patterns that can facilitate the development of BI mashup tools and services. These frameworks are expected to advance an understanding of business process requirements that can be satisfied through the use of Enterprise BI Mashups, and also aid in the development of mashup toolkits targeted at BI end-users.
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Systèmes d'information sociaux / Social Information SystemsQuast, Marc 24 October 2012 (has links)
Les systèmes d'information d'entreprise actuels s'articulent autour d'applications centrales lourdes, qui ne fournissent pas l'agilité nécessaire pour survivre dans un environnement économique hautement concurrentiel. De nombreux acteurs (unités commerciales, individus, équipes et communautés) doivent introduire leurs propres applications pour pallier à ces limitations, avec pour résultat un système d'information fragmenté, incohérent et impossible à gouverner. Cette étude propose un paradigme d'architecture d'entreprise alternatif, qui s'appuie sur une décomposition plus fine du système d'information et une distribution différente des responsabilités. Il permet à tout acteur de contribuer au système d'information en introduisant des fragments, privés ou partagés avec d'autres acteurs, qui peuvent ensuite être composés pour former des applications dédiées à un profil. Les récents mécanismes de l'informatique sociale sont proposés pour gérer les volumes potentiels importants de fragments émergeant de la communauté d'employés. L'objectif des systèmes d'informations sociaux est à la fois d'améliorer la cohérence et la gouvernabilité du système d'information de l'entreprise et d'exploiter l'intelligence et l'énergie collective de l'entreprise à des fins d'agilité métier maximale. / Present enterprise information systems are centered on heavy corporate applications, which cannot and indeed do not provide the agility required to survive in todays' competitive business landscape. Actors (business units, individuals, teams and communities) must introduce their own applications to work around these limitations, resulting in a fragmented, inconsistent and ungovernable information system. This thesis proposes an alternative enterprise architecture paradigm based upon a finer-grained decomposition of information systems and a different distribution of responsibilities. It empowers all actors to contribute fragments to the information system, private or shared with other actors, which can then be composed to form profile-specific applications. Consumer-space social mechanisms are proposed to manage the potentially huge resulting numbers of fragments emerging from the employee community. The aim of social information systems is both to improve the overall consistency and governability of the enterprise information system and to leverage the collective intelligence and energy of the corporation towards maximum business agility.
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End-User Development of Web-based Decision Support SystemsTschudnowsky, Alexey 29 June 2017 (has links) (PDF)
Recent innovations in the information technology and computing devices magnified the volume of available information. Today’s decision makers face the challenge of analyzing ever more data in shorter timeframes.
Demand for technology that can efficiently assist systematic data analysis is constantly growing. Development of dedicated information systems is, however, difficult both from organizational and technological point of view. First, traditional software production is a complex and time-consuming process that can not be performed under time-pressure.
Second, changing business conditions and evolving stakeholder needs require solutions that can be efficiently tailored over time. Finally, costs of custom software development are high, so that not all use cases and scenarios can be covered sufficiently.
This thesis proposes a holistic approach to address the challenges above and to enable efficient development of decision support software. The main idea is to empower end users, i.e., decision makers, in constructing their own case-specific solutions. The proposed approach called Web-Composition for End-User Development consists of a systematic process for development and evolution of decision support systems, assistance mechanisms to address lack of programming skills by decision makers and evolution facilities to enable cost- and time-efficient extensibility of user-produced solutions. The thesis describes implementation of the devised principles and ideas in the context of several open-source projects and application scenarios. Applicability and usability of the concepts are demonstrated in user studies with respective target groups.
Based on the outcome analysis the thesis concludes that end users can and should actively participate in construction of decision support software.
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TowardsWeb User-Centric Development / Vers un développement Web orienté utilisateurPascalau, Emilian 07 April 2014 (has links)
World Wide Web (WWW) est devenu le plus grand dépôt d’informations que l’homme ait jamais assemblé et il est en croissance continue. WWW s’est transformé en un environnement génératif qui favorise l’innovation par le développement des technologies et par un changement dans la perception des gens sur le Web et comment l’utilisent. Le nouveau WWW ou l’Internet de l’Avenir est celui d’un Internet des Services et un Internet des Objets.Naturellement, une série des questions se posent à partir de ce contexte : comment filtrez-vous les choses pour créer plus de valeur que vous obtenez actuellement ? Comment pouvez-vous regrouper les choses d’une manière intelligente et facile au lieu de la faire dans votre tête? Le monde ne peut pas être décrit sans ambiguïté, alors comment pouvez-vous permettre aux utilisateurs de traiter avec le monde à leur manière, en fonction de leurcompréhension? Levine dans son livre "Cluetrain manifesto" a argumenté que les marchés sont conversations, alors comment peut-on impliquer les utilisateurs dans la conversation ? Comment les utilisateurs peuvent être autorisés à la consommation facile des services, de l’information, des choses qu’ils trouvent autour?Cependant, la conception et le déploiement d’un tel logiciel capable d’interaction directe et l’autonomisation de l’utilisateur final reste toujours un problème. On a, d’une part, les utilisateurs qui ont des idées, mais qui n’ont pas l’environnement technique et les capacités en programmation pour faire eux-mêmes le développement. D’autre part, on a un grand volume des données, ressources et services qui qui pourraient être regroupées à la fois en termes de données, mais le plus important, en termes de comportement d’innover et de créer nouveaux objets. Notre objectif dans cette thèse est de combler ce manque d’outils qui sont capables d’une interaction directe et l’autonomisation des utilisateurs finaux, de manière unifiée. Ainsi, notre principale contribution dans cette thèse est le développement d’une approche holistique pour les systèmes basés sur le Web qui sont centrés sur l’utilisateur etqui intègrent des données, les services et le comportement disponible sur le Web 2.0. / World Wide Web (WWW) has become the greatest repository of information that man has ever assembled and it is continuously growing. WWW transformed itself into a generative environment that fosters innovation through the advance of technologies and a shift in people’s perception of the Weband how they use it. The new WWW or Future Internet is that of an Internet of Services and Internet of Things.Naturally, a series of questions arise from this context: how do you filter things to create more value than you currently get? how do you aggregate things in an intelligent and easy way instead of doing it in your head? The world cannot be described unambiguously, so how can you allow users to deal with the world in their own way, based on their understanding? Levine in his book "Cluetrain manifesto" was arguing that markets are conversations so how can users be involved in the conversation? how can users be empowered with easy consumption of the services, information, things that they found around?However design and deployment of such software capable of direct interaction and empowerment of the end-user is still an issue. We have on one side users that have ideas, but do not have technical background and lack programming skills to do the development by themselves. On the other side, we have large amounts of data, resources and services that could be aggregated both in terms of data, but most important in terms of behavior to innovate and create new things.Our goal in this thesis is to address this lack of tools that are capable of direct interaction andempowerment of end-users, in a unified manner. Thus our main contribution in this thesis is the development of a holistic approach for web based systems that are user-centric and that integrate data, services and behavior available on the Web 2.0.
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<i>iVirtualWorld</i>: A Domain-Oriented End-User Development Environment for Building 3D Virtual Chemistry ExperimentsZhong, Ying 10 June 2013 (has links)
No description available.
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[en] KEEP DOING WHAT I JUST DID: AUTOMATING SMARTPHONES BY DEMONSTRATION / [pt] KEEP DOING WHAT I JUST DID: AUTOMATIZANDO SMARTPHONES POR DEMONSTRAÇÃORODRIGO DE ANDRADE MAUES 24 March 2015 (has links)
[pt] Smartphones se tornaram uma parte integrante da vida de muitas pessoas. Podemos usar esses dispositivos para executar uma grande variedade de tarefas, que vão desde dar telefonemas a acessar a Internet. No entanto, às vezes gostaríamos que algumas tarefas fossem executadas automaticamente. Estas tarefas podem ser automatizadas usando aplicativos de automação, os quais monitoram continuamente o contexto do smartphone para realizar um conjunto de ações quando um evento acontece sob certas condições. Estas automações estão começando a ficar popular entre os usuários finais, uma vez que elas podem tornar os celulares mais fáceis de usar e ainda mais eficientes no uso da bateria. No entanto, pouco foi feito para capacitar os usuários finais a criar tais automações. Propomos uma abordagem para automatizar tarefas de smartphones por demonstração retrospectiva. Sucintamente, consideramos a lógica por trás da abordagem como sendo continue fazendo o que eu acabo de fazer : a aplicação de automação grava continuamente as interações dos usuários com seus telefones, e depois que os usuários realizaram uma tarefa que eles gostariam de automatizar, basta eles pedirem à aplicação para criar uma regra de automação com base em suas últimas ações gravadas. Como os usuários só têm que usar seus smartphones, como eles naturalmente fariam, para demonstrar automações, acreditamos que a nossa abordagem pode reduzir a dificuldade na criação de automações de smartphones. Para avaliar a nossa abordagem, desenvolvemos protótipos de um aplicativo chamado Keep Doing It, que permite automatizar tarefas por demonstração. Realizamos um estudo em laboratório com o primeiro protótipo para coletar as primeiras impressões dos participantes. Os participantes tiveram que criar regras de automação usando o nosso aplicativo com base em cenários pré-determinados. Baseado no feedback dos participantes e na nossa observação, nós refinamos o protótipo e realizamos um estudo remoto de cinco dias com novos participantes, os quais desta vez podiam criar quais e quantas regras quisessem. No geral, os resultados de ambos os estudos sugerem que, embora houvesse algumas ocasionais imprecisões (especialmente ao demonstrar regras que contêm condições), os participantes gostariam de automatizar tarefas de smartphones por demonstração devido à facilidade de uso. Concluiu-se que esta abordagem tem muito potencial para ajudar os usuários finais a automatizar seus smartphones, mas ainda há questões que precisam ser abordadas em pesquisas futuras. / [en] Smartphones have become an integral part of many people s lives. We can
use these powerful devices to perform a great variety of tasks, ranging from
making phone calls to connecting to the Internet. However, sometimes we would like some tasks to be performed automatically. These tasks can be automated by using automation applications, which continuously monitor the smartphone s context to execute a sequence of actions when an event happens under certain conditions. These automations are starting to get popular with end users, since they can make their phones easier to use and even more battery efficient. However, little work has been done on empowering end users to create such automations. We propose an approach for automating smartphone tasks by retrospective demonstration. Succinctly, we consider the logic behind the approach as keep doing what I just did: the automation application continuously records the users interactions with their phones, and after users perform a task that they would like to automate, they can ask the application to create an automation rule based on their latest recorded actions. Since users only have to use their smartphones, as they would naturally do, to demonstrate the actions, we believe that our approach can lower the barrier for creating smartphone automations. To evaluate our approach, we developed prototypes of an application called Keep Doing It, which supports automating tasks by demonstration. We conducted a lab user study with the first prototype to gather participants first impressions. The participants created automation rules using our application based on given scenarios. Based on their feedback and on our observations, we refined the prototype and conducted a five-day remote user study with new participants, who could then create which and how many rules they wanted. Overall, the findings of both studies suggest that, although there were some occasional inaccuracies (especially when demonstrating rules that contain conditions), participants would be willing to automate smartphone tasks by demonstration due to its ease of use. We concluded that this approach has much potential to aid end users to automate their smartphones, but there are still issues that need to be addressed by further research.
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[en] A MODEL TO DESCRIBE AND NEGOTIATE CHANGES IN WEB SYSTEMS / [pt] UM MODELO PARA DESCREVER E NEGOCIAR MODIFICAÇÕES EM SISTEMAS WEBANDREIA LIBORIO SAMPAIO 17 May 2019 (has links)
[pt] O envolvimento de usuários no desenvolvimento de sistemas (End User Development) tem atraído significativa atenção nos últimos 10 anos devido à motivação de eles ajustarem as aplicações de acordo com seus desejos e necessidades. A Web 2.0 tem tornado possível o desenvolvimento de uma nova cultura de participação, através das redes sociais, onde usuários compartilham conhecimentos, experiências e habilidades. Esta pesquisa é uma contribuição para estimular uma cultura de participação de usuários finais em processos de desenvolvimento de software. Um contexto social onde essa participação ganha relevância é o de sistemas de grupo, onde as mudanças desejadas por uns tipicamente afetam outros usuários de formas nem sempre desejadas por eles. Nossa contribuição central é um modelo, fundamentado na Engenharia Semiótica, para descrever e negociar evolução de sistemas. Suas principais características são: (i) estrutura a comunicação entre os participantes da negociação e (ii) combina três sistemas de representação (linguagem de interface, linguagem natural utilizada em anotações, e linguagem de scripts de interações em páginas Web). Essas linguagens são combinadas para formar uma linguagem de especificação mista a ser utilizada por usuários finais. Implementamos a característica (ii) através da ferramenta primoTiWIM (This is What I Mean). Priorizamos a implementação e avaliação desta parte do modelo, porque a expressão através desta combinação de linguagens influencia a qualidade da comunicação de todo o processo que desejamos apoiar. Realizamos estudos empíricos observando a primeira reação e impressão de usuários diante da primoTiWIM. Os resultados permitem concluir que o modelo proposto tem potencial para promover uma cultura de participação no contexto da co-autoria entre usuário e desenvolvedores de software. / [en] The involvement of users in system development (End user development) has attracted significant attention in the last ten years, given that users can adjust the applications according to their desires and needs. TheWeb 2.0 has now made possible the development of a new culture of user participation through social networks, where users share knowledge, experience and abilities. The contribution of this research is to provide knowledge and tools to foster a culture of participation among end users in the process of software development. One of the social contexts where such participation is particularly important is that of group systems, where changes desired by some typically affect other users in ways that may not always be desirable for all. Our main contribution is a model founded in Semiotic Engineering to support describing and negotiating system evolution in group discussions. Its main features are: (i) it provides a structure for the communication between people involved in the negotiation, and (ii) it combines three representational systems (interface language, natural language used in annotations, and a script language for interaction in Web pages). These languages are combined into a hybrid specification language for end users. We implemented feature (ii) through the tool primoTiWIM (This is What I Mean). We focused on the implementation and evaluation of feature (ii), since expression through this combined language affects the communication quality of the whole process that we wish to support. In order to evaluate our proposal we carried out empirical studies in which we sought to observe the first reactions and impressions of users in face of the primoTiWIM Tool. We concluded that the proposed model has the potential to promote a culture of participation in the context of the co-authorship between user-eveloper
and software developers.
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