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AURA : a hybrid approach to identify framework evolutionWu, Wei 02 1900 (has links)
Les cadriciels et les bibliothèques sont indispensables aux systèmes logiciels d'aujourd'hui. Quand ils évoluent, il est souvent fastidieux et coûteux pour les développeurs de faire la mise à jour de leur code.
Par conséquent, des approches ont été proposées pour aider les développeurs à migrer leur code. Généralement, ces approches ne peuvent identifier automatiquement les règles de modification une-remplacée-par-plusieurs méthodes et plusieurs-remplacées-par-une méthode. De plus, elles font souvent un compromis entre rappel et précision dans leur résultats en utilisant un ou plusieurs seuils expérimentaux.
Nous présentons AURA (AUtomatic change Rule Assistant), une nouvelle approche hybride qui combine call dependency analysis et text similarity analysis pour surmonter ces limitations. Nous avons implanté AURA en Java et comparé ses résultats sur cinq cadriciels avec trois approches précédentes par Dagenais et Robillard, M. Kim et al., et Schäfer et al. Les résultats de cette comparaison montrent que, en moyenne, le rappel de AURA est 53,07% plus que celui des autre approches avec une précision similaire (0,10% en moins). / Software frameworks and libraries are indispensable to today's software systems. As they evolve, it is often time-consuming for developers to keep their code up-to-date.
Approaches have been proposed to facilitate this. Usually, these approaches cannot automatically identify change rules for one-replaced-by-many and many-replaced-by-one methods, and they trade off recall for higher precision using one or more experimentally-evaluated thresholds.
We introduce AURA (AUtomatic change Rule Assistant), a novel hybrid approach that combines call dependency and text similarity analyses to overcome these limitations. We implement it in a Java system and compare it on five frameworks with three previous approaches by Dagenais and Robillard, M. Kim et al., and Schäfer et al. The comparison shows that, on average, the recall of AURA is 53.07% higher while its precision is similar (0.10% lower).
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An empirical study of the impact of two antipatterns on program comprehensionAbbes, Marwen 11 1900 (has links)
Les antipatrons sont de “mauvaises” solutions à des problèmes récurrents de conception logicielle. Leur apparition est soit due à de mauvais choix lors de la phase de conception soit à des altérations et des changements continus durant l’implantation des programmes.
Dans la littérature, il est généralement admis que les antipatrons rendent la compréhension des programmes plus difficile. Cependant, peu d’études empiriques ont été menées pour vérifier l’impact des antipatrons sur la compréhension. Dans le cadre de ce travail de maîtrise, nous avons conçu et mené trois expériences, avec 24 sujets chacune, dans le but de recueillir des données sur la performance des sujets lors de tâches de compréhension et d’évaluer l’impact de l’existence de deux antipatrons, Blob et Spaghetti Code, et de leurs combinaisons sur la compréhension des programmes. Nous avons mesuré les performances des sujets en terme : (1) du TLX (NASA task load index) pour l’éffort ; (2) du temps consacré à l’exécution des tâches ; et, (3) de leurs pourcentages de réponses correctes. Les données recueillies montrent que la présence d’un antipatron ne diminue pas sensiblement la performance des sujets alors que la combinaison de deux antipatrons les entrave de façon significative. Nous concluons que les développeurs peuvent faire face à un seul antipatron, alors que la combinaison de plusieurs antipatrons devrait être évitée, éventuellement par le biais de détection et de réusinage. / Antipatterns are “poor” solutions to recurring design problems which are conjectured in the literature to make object-oriented systems harder to maintain. However, little quantitative evidence exists to support this conjecture. We performed an empirical study to investigate whether the occurrence of antipatterns does indeed affect the understandability of systems by developers during comprehension and maintenance tasks.
We designed and conducted three experiments, each with 24 subjects, to collect data on the performance of these subjects on basic tasks related to program comprehension and assess the impact of two antipatterns and their combinations: Blob and Spaghetti Code. We measured the subjects’ performance with: (1) TLX (NASA task load index) for their effort; (2) the time that they spent performing their tasks; and, (3) their percentages of correct answers. The collected data shows that the occurrence of one antipattern does not significantly decrease developers’ performance while the combination of two antipatterns impedes developers significantly. We conclude that developers can cope with one antipattern but that combinations thereof should be avoided possibly through detection and refactorings.
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Der demografische Wandel als Herausforderung für das Personal- und Organisationsmanagement / Demographic change: challenges for managing human resources and organizations - results of a surveyGeithner, Silke, Gühne, Michael, Schirmer , Frank 03 June 2015 (has links) (PDF)
Der vorliegende Bericht enthält die Ergebnisse einer Befragung von 648 deutschen Unternehmen, die im Sommer 2014 an einer Onlinestudie zum Umgang mit dem demografischer Wandel teilgenommen haben. Im Fokus der Studie stehen die Fragen, wie Unternehmen die demografische Entwicklung wahrnehmen und welche demografiespezifischen Instrumente des Personal- und Organisationsmanagements sie nutzen. Unsere Ergebnisse zeigen, dass der demografische Wandel und seine Folgen (Fachkräftemangel und der Alterung der Belegschaft) von den Befragten als große Herausforderung bewertet werden. Die Unternehmen nutzen auch bereits Instrumente und Methoden des Demografiemanagements, insbesondere aus dem Bereich der beruflichen Qualifizierung/Personalentwicklung sowie Personal- und Altersstrukturanalyse. Weit weniger häufig kommen Instrumente aus dem Bereich Wissensmanagement sowie alterns- und altersgerechter Arbeitsgestaltung in den Unternehmen zur Anwendung. Des Weiteren zeigt sich, dass diejenigen Unternehmen besonders intensiv Instrumente des Demografiemanagements nutzen sowie die eigene Bewältigungsfähigkeit des demografischen Wandels als gut einschätzen, deren Personalmanagement strategisch ausgerichtet und reflexiv ist. Insgesamt besteht bei den Unternehmen deutliches Potenzial in der Etablierung eines demografieadäquaten Personal- und Organisationsmanagement. Der Bericht beschreibt Hintergrund und Ablauf der Studie und stellt ausführlich die Ergebnisse der deskriptiven Datenanalyse dar. Darüber hinaus werden Handlungsempfehlungen für die betriebliche Praxis abgeleitet. / This paper presents the results of a survey of 648 German companies that participated in an online survey in summer 2014. The study focuses on how companies perceive demographic trends, how they react on it and which specific HRM-instruments are used to deal with it. Our results show that demographic change and its consequences (lack of skilled labor and workforce aging) are perceived by respondents as a major challenge. Most companies already use some common instruments and methods for managing demographic change, especially in the field of apprenticeship, training and human resource development and the analysis of personnel and age structure of the companies. Instruments in the field of knowledge management as well as methods regarding age-friendly job design are far less used. Furthermore, we can show that the more strategic and reflexive companies´ HRM practices are; the more intensive is the use of tools dealing with demographic changes. Overall, the companies do have sufficient potential in establishing HRM practices that meet demographic challenges. This paper describes the background and process of the study and presents in detail the results of the descriptive data analysis. In addition, recommendations for companies are derived.
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Empirische Untersuchung der Gestaltung von Positionssignaturen für mobile EndgeräteAlexander, Nicole 05 March 2012 (has links) (PDF)
In dieser Arbeit werden verschiedene Gestaltungsmöglichkeiten von Positionssignaturen auf mobilen Geräten untersucht. Vor allem beim Gebrauch von Kartenanwendungen auf mobilen Geräten ist nicht ausreichend Platz um eine Legende mit anzubringen, wodurch alle Kartenzeichen eindeutig erklärt werden können. Hierfür müssen besonders eindeutige und selbsterklärende Zeichen verwendet werden, die in ihrer Gestaltung keine Verwirrung beim Nutzer hervorrufen. Aus diesem Grund wurden folgende Gestaltungsvariablen zur Untersuchung ausgewählt: symbolhaft versus bildhaft, zweidimensional versus dreidimensional und Signaturen mit Rahmen und Hintergrund versus Signaturen ohne Rahmen und Hintergrund. Diese sind zur Untersuchung in verschiedenen Kombinationen gesetzt, werden aber mit Hilfe eines geeigneten Auswerteverfahrens auch einzeln analysiert. Des Weiteren werden diese Gestaltungsvariablen hinsichtlich verschiedener Erkennungsprozesse untersucht. Denn man nimmt an, dass eine Gestaltungsvariable zwar eine große Aufmerksam-keit erregen kann, dennoch aber nicht gut zu interpretieren sein muss. Die erwähnten Prozesse stellen die Lokalisation, Identifikation und Interpretation dar. Diese Erforschung ist insofern wichtig, da verschiedene Gestaltungen je nach Aufgabenspezifik eingesetzt werden können, damit der Nutzer schneller zu einer Lösung findet. Die Untersuchung findet im Rahmen eines Feldtests an einem mobilen Gerät statt, für dessen Durchführung eine Test-Applikation im Android-SDK geschrieben wurde. Hierbei müssen die Probanden Signaturen, zum Teil nach vorher genannten Begriffen, schnellstmöglich entdecken/interpretieren. Ferner wird ein Interview mit den Testkandidaten durchgeführt, von dem die Ergebnisse mit den Daten der Reaktionszeitmessung verglichen werden.
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非財務性衡量指標與徵授信分工對員工績效之影響-實地實證研究 / Impact of Nonfinancial Performance Measures and Job Design on Employee Performance -- A Field Empirical Investigation楊朝旭, Yang, Chaur-Shiuh Unknown Date (has links)
本文以實地實證研究方法,探討「非財務性績效衡量指標」與「工作設計」此二項誘因工具對員工績效的影響。實地研究對象為一家商業銀行,研究期間為1993-1997;該行於1995年7月開始採用非財務性績效衡量指標,並自1996年1月選擇五家分行實施徵、授信分工。
本文首先利用個案銀行17位授信員連續60個月所構成的縱查資料(panel data),以固定影響模型(fixed-effects model)分析非財務性績效衡量指標誘因工具對員工績效的影響,發現銀行授信人員之績效考核制度中,加入授信不良率與脫落率非財務性衡量指標後,雖然授信員努力的重分配導致其授信金額與利息收入財務績效變差,但授信員的授信不良率與脫落率非財務績效變佳,整體而言,授信利潤有顯著的改善。
本文另以實施徵、授信分工前後,51名授信員的績效資料,採中斷的時間序列設計(interrupted time-series design),檢定非財務性績效衡量指標與工作設計配合採用後,員工的績效是否較佳。分析結果顯示,存在非財務績效衡量指標之獎酬制度下,配合實施徵、授信分工的授信員,其授信金額及授信不良率績效顯著較徵、授信合一之授信員為佳。 / This thesis reports the results of a longitudinal field study examining the impact of nonfinancial performance measures and job design on employee performance. A commercial bank was the research site. The bank adopted nonfinancial performance measures in July 1995 and redesigned jobs in retail banking credit underwriting at five branches in January 1996. Prior to the job redesign, sales representatives were jointly responsible for all credit underwriting functions including credit extension and credit servicing. After the change, sales representatives were only responsible for credit extension while credit servicing was handled by credit decidion-makers.
Panel data for 17 sales representatives over 60 months (1993 through 1997) were obtained to assess the effects of adopting nonfinancial measures on employee performance. Using fixed-effects regression analysis, the results are consistent with the predictions of agency theory: although loan volume and interest revenue decreased following adoption of nonfinancial measures to evaluate and compensate the performance of sales representatives, loan profit increased significantly.
This thesis also hypothesizes that employee performance increases with the fit between incentive systems based on nonfinancial measures and job design. The empirical tests of this prediction rely on an interrupted time-series design, using performance data of 51 sales representatives in the 1995-1997 period. After the change in job design-separation of the credit underwriting jobs-alogn with introduction of incentive systems based on nonfinancial measures, the treatment group demonstrated greater improvements in productivity and quality performance. This result supports the hypothesis developed.
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Social responses to virtual humans: the effect of human-like characteristicsPark, Sung Jun 07 July 2009 (has links)
A framework for understanding the social responses to virtual humans suggests that human-like characteristics (e.g., facial expressions, voice, expression of emotion) act as cues that lead a person to place the agent into the category "human" and thus, elicit social responses. Given this framework, this research was designed to answer two outstanding questions that had been raised in the research community (Moon&Nass, 2000): 1) If a virtual human has more human-like characteristics, will it elicit stronger social responses from people? 2) How do the human-like characteristics interact in terms of the strength of social responses? Two social psychological (social facilitation and politeness norm) experiments were conducted to answer these questions. The first experiment investigated whether virtual humans can evoke a social facilitation response and how strong that response is when participants are given different cognitive tasks (e.g., anagrams, mazes, modular arithmetic) that vary in difficulty. They did the tasks alone, in the company of another person, or in the company of a virtual human that varied in terms of features. The second experiment investigated whether people apply politeness norms to virtual humans. Participants were tutored and quizzed either by a virtual human tutor that varied in terms of features or a human tutor. Participants then evaluated the tutor's performance either directly by the tutor or indirectly via a paper and pencil questionnaire. Results indicate that virtual humans can produce social facilitation not only with facial appearance but also with voice recordings. In addition, performance in the presence of voice synced facial appearance seems to elicit stronger social facilitation (i.e., no statistical difference compared to performance in the human presence condition) than in the presence of voice only or face only. Similar findings were observed with the politeness norm experiment. Participants who evaluated their tutor directly reported the tutor's performance more favorably than participants who evaluated their tutor indirectly. In addition, this valence toward the voice synced facial appearance had no statistical difference compared to the valence toward the human tutor condition. The results suggest that designers of virtual humans should be mindful about the social nature of virtual humans.
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[en] ASSESSING THE BUG-PRONENESS OF REFACTORED CODE: LONGITUDINAL MULTI-PROJECT STUDIES / [pt] AVALIANDO A PROPENSÃO A BUGS DO CÓDIGO REFATORADO: ESTUDOS LONGITUDINAIS MULTIPROJETOSISABELLA VIEIRA FERREIRA 19 October 2018 (has links)
[pt] Os elementos de código geralmente mudam ao longo da evolução do sistema, o que implica em uma eventual degradação estrutural do código fonte. Sintomas recorrentes de tal degradação são chamados anomalias de código. Estudos sugerem que quanto mais anomalias de código afetam um sistema,
mais alta se torna a propensão a bugs dos elementos de código. Para lidar com tal degradação da qualidade estrutural do código, desenvolvedores geralmente aplicam refatorações no código fonte. No entanto, aplicar refatorações pode não ser suficiente para reduzir a propensão a bugs dos elementos
de código degradados. Um estudo recente sugere que refatorações induzem bugs frequentemente. No entanto, os autores não analisam se o código refatorado está, de fato, diretamente relacionado à introdução de bugs. Com isso, nesta dissertação, realizamos dois estudos longitudinais de múltiplos
projetos para avaliar a propensão a bugs do código refatorado. Nossa metodologia teve como objetivo abordar várias limitações de estudos anteriores. Por exemplo, definimos duas propriedades complementares da propensão a bugs do código refatorado, sendo elas, frequência e distância. Enquanto
a primeira propriedade quantifica a frequência com que um código refatorado está relacionado a bugs que emergiram no código fonte, a distância quantifica o quão próximo um bug surge depois que uma refatoração é aplicada. Nosso primeiro estudo tem como objetivo avaliar a propensão a bugs de refatorações isoladas. Primeiro, nossos resultados mostram que 80 porcento dos elementos degradados que se tornaram bugs não foram previamente refatorados. Este resultado implica que um código refatorado é menos propenso a bugs do que um código não refatorado. Em segundo lugar, em 75 porcento das
vezes um bug surge depois de 7 mudanças feitas a partir da operação de refatoração, o que geralmente corresponde à 3 meses nos projetos analisados. Nosso segundo estudo tem como objetivo avaliar a propensão a bugs de refatorações em lote, ou seja, refatorações aplicadas em sequência. Nossos
resultados mostram que, na maioria dos casos, o código refatorado em lotes é mais resiliente à introdução de bugs do que o código refatorado por meio de refatorações isoladas. / [en] Programs often change along the system evolution, which implies an eventual code structure degradation. Recurring symptoms of such degradation are code smells. Studies suggest that the more frequently code smells affect a system, the higher becomes the bug-proneness of the code elements. To tackle code structural quality degradation, developers often apply refactorings on smelly program elements. However, applying refactorings might not suffice to reduce the bug-proneness of such degraded program elements.
Previous empirical studies do not systematically analyze the bug-proneness of refactored code. Even though a recent study suggests that refactoring induces bugs frequently, the authors do not analyze to what extent refactored code is indeed closely related to the bug occurrence. Thus, in this dissertation,
we conducted two longitudinal multi-project studies to assess the bugproneness of refactored code. Our methodology aimed to address various limitations of previous studies. For instance, we have defined two complementary properties of the bug-proneness of refactored code, i.e., frequency and distance. While the former quantifies how often a refactored code is related to emerging bugs, the latter quantifies how close a bug emerges after a refactoring has been applied. The quantitative analysis of such properties was complemented by a manual analysis of refactorings closely related to the bug occurrence. Our first study aims at assessing the bug-proneness of code refactored through isolated refactorings, i.e., a single refactoring operation not performed in conjunction with other refactoring operations. This study reveals that 80 per cent of the smelly elements that became buggy were not previously refactored. This result suggests the refactored code is much less bug-prone than non-refactored code. Moreover, in 75 per cent of the times, a bug emerges in 7 changes far from the refactoring operation; this amount of changes usually corresponds to 3 months in the analyzed projects. Our second study aims at assessing the bug-proneness of code elements refactored through batch refactorings, i.e., a sequence of inter-related refactoring operations. Our results show that code refactored through batches is often more resilient to the introduction of bugs as compared to code refactored through isolated refactorings.
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A Comunicação Mediada por Interfaces Digitais: a interação humana com os jogos digitais em celulares.Fernandez, Amyris 02 May 2007 (has links)
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Previous issue date: 2007-05-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This work is an exploratory study on entertainment messages processing. The objective of this work was to test a model of message processing dedicated to understand
digital games. In order to accomplish the objective an extensive research on the observational
techniques was conducted in order to analyze the final user s reaction upon software and different kinds of media, thus learning the qualities and limitations of each technique. Another research was conducted on the message processing models on new and traditional media. The
result made possible to propose a new model for analysis of entertainment message processing. The development methodology required empirical tests. With this in mind a data
collection tool was structured. Later, the tool was tested with digital gamers of different ages on their personal PCs and on an interactive digital television, thus finding how the different elements correlate. The following step of this research was to collect data from gamers used to play games
on cell phones. The objective with this was to collect data on the users experience in a media that has several limitations such as size of the screen and size of the keyboard, to name a few. The research result was that games played at media such as a PCs attract their users for its aesthetics aspects, while games played on a cellular phone depend highly on its ability to be interactive - much more so than a game played on a PC. With the results it is possible to say that entertainment message processing rely upon the designer s ability to understand the limitation of each media and adequately construct the elements that compose the game s
setting, thus guaranteeing the approval of its target.(AU) / O trabalho é um estudo exploratório sobre o processamento de mensagens de entretenimento. O objetivo do trabalho foi propor e testar um modelo de processamento de
mensagens dedicado à compreensão de jogos digitais. Para realizar tal tarefa realizou-se um extenso levantamento de técnicas de observação de usuários diante de softwares e mídias, para conhecer as qualidades e limitações de cada uma dessas técnicas, bem como de sua abordagem do problema. Também foi realizado um levantamento dos modelos de
processamento de mensagens nas mídias tradicionais e nas novas mídias. Com isso foi possível propor um novo modelo de análise de processamento de mensagens de entretenimento.
Uma vez criado o modelo teórico, fez-se preciso testar se os elementos propostos como participantes desse processo estavam corretos e se seriam capazes de capturar adequadamente as semelhanças e diferenças entre a interação entre jogadores e as diferentes mídias. Por essa razão, estruturou-se uma ferramenta de coleta de dados, que foi validada junto a designers de jogos digitais, uma vez que esses profissionais conhecem o processo de criação de um jogo, seus elementos e objetivos. Posteriormente, foi feito um primeiro teste, junto a praticantes de jogos digitais de diversas idades em computadores pessoais e TV digital interativa, a fim e verificar como os elementos do modelo relacionavam-se entre si. O teste seguinte fez a coleta de dados de praticantes de jogos digitais em aparelhos celulares, tendo como objetivo capturar como se dá a formação de uma experiência através do processamento da mensagem de entretenimento num meio cujas limitações são inúmeras: tamanho de tela e teclas, para citar algumas delas.
Como resultado, verificou-se, por meio de testes estatísticos, que jogos praticados em meios como computadores pessoais atraem mais por seus aspectos estéticos, enquanto a
apreciação de um jogo em aparelhos celulares depende muito mais de sua habilidade de manter a interação que um jogo praticado em PC. Com isso conclui-se que o processamento
das mensagens de entretenimento depende da capacidade dos seus criadores em entender os limites de cada meio e usar adequadamente os elementos que compõe o ambiente de um jogo, para conseguir levar à apreciação do mesmo.(AU)
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An empirical study of the impact of two antipatterns on program comprehensionAbbes, Marwen 11 1900 (has links)
No description available.
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Redesigning For Experience - REX : An Approach for the Evaluation of User Experience and Suggestion of Improvements in Mobile ApplicationsCabrejos, Luis Jorge Enrique Rivero, 92-99332-2183 08 June 2017 (has links)
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Previous issue date: 2017-06-08 / CNPq - Conselho Nacional de Desenvolvimento Científico e Tecnológico / User eXperience (UX) refers to a holistic perspective and an enrichment of traditional quality models with non-utilitarian concepts, such as fun, joy, pleasure, hedonic value or ludic value. In order to evaluate UX in software applications, several technologies (tools, methods, techniques) have been proposed that range from using questionnaires to employing biometrics to gather quantitative and qualitative data on users’ experience. However, there is a need for research in the development of specific UX evaluation technologies that are easy and comfortable to use from the point of view of users, while supporting software engineers in the correction of the aspects that cause poor experiences. Additionally, new UX approaches should be proposed for evaluating mobile applications, as there is still a shortage of methods for this type of applications, which is rising in demand. This doctoral dissertation proposes an alternative approach for evaluating mobile applications called Redesigning for EXperience (REX), which intends to be less intrusive for users when extracting UX data, while generating reports containing design suggestions for improving the UX. We assessed the acceptance of the initial versions of the REX approach from the point of view of users and software engineers in two studies. When compared to 3E, a qualitative UX evaluation method, the results showed that REX was perceived as more fun, useful and more interactive. Additionally, software engineers considered REX useful and easy to understand, while suggesting improving its report to facilitate its understanding and increase its use. After working on the improvements opportunities from the empirical studies, we developed a tool support for the REX approach called the REX report generator. Also, we carried out an observational study to verify to which extent the REX approach could be applied in a real software development project. Thus, REX was employed by users to evaluate a mobile educational application and a discussion meeting was held with the software development team to discuss the improvement suggestions provided by REX to support the redesign process. The findings from the observational study indicated the satisfaction of users to report their experience with the REX approach, while the members of the development team agreed with the usefulness of the REX report and its improvement suggestions. By providing design suggestions, we aim to support software engineers in improving the UX of the developed mobile applications, thus increasing their quality and acceptance in the market. / .
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