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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

KTH Hyperloop : En studie om ett studentdrivet radikalt innovationsprojekt / KTH Hyperloop : A Study of a Student Driven Radical Innovation Project

Atterblad, Rasmus, Strinnholm, Mathias January 2021 (has links)
För att företag ska behålla konkurrenskraftighet på dagens dynamiska marknad krävs en hög grad av innovation. KTH Hyperloop är ett studentprojekt på KungligaTekniska Högskolan som är mitt uppe i ett radikalt innovationsprojekt med målet att förändra hur vi transporterar oss i framtiden. Projektet kretsar kring skapandet av en farkost som ska transporteras i vakuum med hjälp av elektromagnetism. Syftet med detta arbete var att öka förståelsen kring produktutvecklingsprocessen av ett innovationsprojekt som KTH Hyperloop, ett projekt som drivs av enbart studenter med hög personalomsättning utan ersättning. Studien har undersökt två forskningsfrågor kopplade till KTH Hyperloop som ett radikalt innovationsprojekt. Studien inleddes med att göra en grundlig litteraturstudie där relaterade områden undersöktes och en teoretisk referensram byggdes upp. De områden som undersöktes var agila metoder, organisationsstrukturer, radikal innovation och motivation. Vidare i arbetet gjordes en kvalitativ intervjustudie med fyra respondenter från KTHHyperloop. Från resultatet i denna studie kan lärdomar användas i liknande projekt om vad som gynnar respektive hämmar radikala innovationsprojekt. Studien visar att inre motivation är en stor faktor till varför personer söker sig till ett studentprojekt som KTH Hyperloop men det krävs även yttre motivationsfaktorer såsom goda resultat i projektet. För att organisera ett radikalt innovationsprojekt under hög omsättning av personal krävs agila arbetsmetoder och stor informationsspridning som genomsyrar alla nivåer i organisationen. / To enable businesses to maintain strong competitiveness in today’s dynamical marketplace they need a high level of innovation. KTH Hyperloop is a student project in Sweden Stockholm at the Royal Institute of Technology (KTH), currently in the middle of a radical innovation project with the goal to change future transportation. The main idea of the project is to create a vehicle which will be transported in a vacuum by electromagnetism. The purpose of this thesis is to increase the knowledge of the product development process of an innovation project such as KTH Hyperloop, a project driven and executed only by students with high staff turnover without any form of compensation. This study analyzed two research questions linked to KTH Hyperloop seen as a radical innovation project. The study was initiated by conducting a thorough literature study. Related areas were examined and a theoretical frame of references was created. Litterature areas examined were motivation, agile methods, organizational structures and radical innovation. Further into the project, a qualitative interview study which included four respondents from KTH Hyperloop was conducted . Results from this study can be applied to similar projects regarding beneficial and inhibitory factors to a radical innovation project. The results of this study shows that intrinsic motivation is one of the major factors to why people apply to a student project as KTH Hyperloop. It is also important to have extrinsic motivational factors such as achieving good results in the project. Another conclusion that this study shows is organizing a radical innovation project under a high turnover of staff requires agile work methods. Also, the project needs to have aspread of information that reaches all levels in the organization to be able to reach radical innovation results.
62

Systemförvaltning med en agil metod : En fallstudie om Scrum inom systemförvaltning

Viklund, Anton, Ahlman, Elias January 2017 (has links)
At present, the area of agile management methods is a relatively unexplored area. The purpose of this study has been to investigate how well suited agile methods are for use in IT-maintenance. This has been done by collecting material on the subject, which acted as a base for a case study. In the study, the collected material from the investigated company, external companies and observations performed at the investigated company has been analyzed against existing theory in the field. Furthermore, conclusions have been drawn from information gathered during the course of the study. Based on this survey, it can be noted that in the activities that were investigated, an implemented agile method can add value to the maintenance operation. These added values present themselves in the form of a better and clearer structure, better communication and more effective working methods. One of the biggest challenges of agile agility in management has proved to be cross-functionality in the team. In this case as well as in other theoretical cases, the lack of cross functionality has been something identified. The theoretical cases show that the introduction of an agile method helps maintenance teams to become cross-functional. In the business investigated in this study, there were only indications stating that the business had started a transition to a cross-functional team. The fact that no definitive link between agile methods and transition to cross-functionality was identified in this case is considered to be due to the fact that the agile work was at an earlier stage. In conclusion, this study shows that agile methods are well-suited for use in maintenance, but some modifications to the agile approach need to be implemented. / I dagsläget är området agila metoder inom systemförvaltning ett relativt outforskat område. Syftet med denna studie har varit att undersöka hur väl lämpade agila metoder är för en förvaltande verksamhet. Detta har gjorts genom att bakgrundsmaterial i ämnet samlats in, för att bilda en teoretisk grund för en fallstudie. I studien har det insamlade materialet från det undersökta företaget, externa företag samt egna observationer som utförts på fallföretaget analyserats gentemot existerande teori inom området, varefter egna slutsatser dragits. Utifrån studien kan det konstateras att i den verksamhet som undersökts har en implementerad agil metod tillfört värde till verksamheten. Detta i form av en bättre och tydligare struktur, bättre kommunikation och ett effektivare arbetssätt. En av de största utmaningarna med att arbeta agilt inom systemförvaltning har visat sig vara tvärfunktionalitet i teamet. I detta fall såväl som i andra teoretiska fall har avsaknaden av tvärfunktionalitet varit något som identifierats. De teoretiska fallen påvisar att införandet av en agil metod har hjälpt förvaltningsteamen att bli tvärfunktionella. I verksamheten som undersöktes uppmärksammades enbart indikationer på att verksamheten påbörjat en övergång till ett tvärfunktionellt team. Att ingen definitiv koppling mellan agila metoder och övergång till tvärfunktionalitet identifierades i detta fall anses bero på att det agila arbetet befann sig i ett tidigare skede. Avslutningsvis styrker studien att agila metoder är väl lämpade för användning inom systemförvaltning, men vissa modifikationer i det agila arbetssättet behöver genomföras.
63

Hur påverkar agila metoder kreativitet och innovationsförmåga? : En fallstudie utifrån ett litet IT-konsultföretag som arbetar enligt Scrum-metoden

Ljungman, Evelina January 2019 (has links)
Frågeställningar: Hur påverkas deltagarnas kreativitet när agila metoder används i praktiken? Hur påverkar agila arbetsmetoder innovationsförmågan? Syfte: Syftet med denna studie är att undersöka hur ett litet IT-företag arbetar med att främja kreativitet genom att arbeta enligt det agila arbetssättet, för att på så sätt kunna påverka innovationsförmågan. Metod: Denna studie baseras på en fallstudie. Företaget är ett litet IT-konsultföretag som arbetar med systemutveckling. Företaget har 15 anställda och arbetar enligt det agila arbetssättet och de har två Scrum-team. Detta arbete har sin grund i den kvalitativa metoden med influenser av ett deduktivt förhållningssätt, då studien huvudsakligen baseras på semi-strukturerade intervjuer och observationer. Slutsatser: Slutsatserna som kan dras är att det agila arbetssättet påverkar kreativiteten genom att öka deltagarnas motivation. Det agila arbetssättet påverkar kreativiteten hos de anställda, då det är fritt att plocka de uppgifter som man själv vill i varje sprint bidrar det till att det kan öka både motivationen och nyfikenheten. En annan slutsats är att det agila arbetssättet påverkar deltagarnas kreativitet då det ger de anställda en mer frihet att planera sitt arbete och ger de möjligheten att själva lösa sin arbetsuppgift på sitt sätt, genom att exempelvis testa nya tekniker. Det agila arbetssättet påverkar deltagarnas kreativitet på så sätt att det kan minska stressen utifrån för själva arbetsgruppen. Detta på grund av att det är produktägaren som har den främsta kontakten med slutkunden.Det agila arbetssättet påverkar innovationsförmågan genom att i och med att det ständigt kommer in nya arbetsuppgifter som arbetsgruppen ska lösa och då arbetsuppgifterna skiljer sig mycket åt, bidrar det till en ökad dynamik och utmaning. En intressant slutsats var att produktägarna skapade en ometveten utmaning kopplat till de anställdas arbetsuppgifter då de anställda ansåg att kravspecifikationerna som de fick var svåra att förstå. Sista slutsatsen som kan dras är att det agila arbetssättet skapade en frihet hos de anställda att själva kunna prioritera bland sina arbetsuppgifter och metoden som de ska lösas på. / Research questions: How are participants' creativity affected when agile methods are used in practice? How do agile methods affect the ability to innovate? Purpose: The purpose of this study is to investigate how a small IT company works to increase creativity by working according to the agile approach, in order to be able to affect the capacity for innovation. Method: This study is based on a case study. The company is a small IT consulting company that works with system development. The company has 15 employees and works according to the agile approach and they have two Scrum teams. This work is based on the qualitative method with influences of a deductive approach, since the study is mainly based on semi-structured interviews and observations. Conclusions: The conclusions are that the agile methods affect creativity by increasing the participants' motivation. The agile way of working affects the creativity of the employees, as it is free to pick the tasks that you want in each sprint, it contributes to increase both motivation and curiosity. Another conclusion is that the agile methods affects the participants' creativity as it gives the employees more freedom to plan their work and gives them the opportunity to solve their task in their own way, for example by testing new technologies. The agile methods affect the participants' creativity in such a way that it can reduce the stress from outside the workgroup itself. This is because it is the product owner who has the main contact with the end customer.The agile way of working affects the ability to innovate because it is constantly entering new tasks that the working group has to solve, and the tasks are very different to each other, it contributes to increased dynamism and challenge. An interesting conclusion was that the product owners created an unconscious challenge linked to the employees' tasks, as the employees felt that the requirement specifications that they received were difficult to understand. The final conclusion is that the agile methods created freedom for the employees to be able to prioritize themselves among their tasks and choose how to solve the tasks.
64

Definição e gerenciamento de métricas de teste no contexto de métodos ágeis / Definition and management of testing metrics in agile methods context

Vicente, André Abe 22 April 2010 (has links)
Métodos ágeis são técnicas adequadas para o desenvolvimento de software sujeito a mudanças constantes. Essas mudanças não devem afetar o cronograma, orçamento do projeto e devem assegurar o atendimento às necessidades do cliente. Diversos valores, princípios e boas práticas de desenvolvimento e de condução de projeto são aplicados em projetos ágeis com esse objetivo. Algumas dessas práticas são relacionadas a atividade de teste de software. Este trabalho teve como objetivo caracterizar a atividade de teste de software aplicada dentro de métodos de desenvolvimento ágil, buscando eliminar aspectos de teste não produtivos, identificando boas práticas e, principalmente, criando formas de acompanhar e melhorar continuamente a condução da atividade de teste. A partir da caracterização da atividade foi proposta a adoção de um conjunto de métricas para facilitar o seu acompanhamento e melhoria constante da mesma. Algumas dessas métricas de acompanhamento de testes foram implementadas na ferramenta Agile Testing Metrics Management (ATMM). O objetivo principal da ferramenta é gerenciar as iterações de desenvolvimento do projeto ágil e, também, exibir a evolução das métricas relacionadas ao código que está sendo testado e aos casos de teste desenvolvidos utilizando a ferramenta JUnit. Para validar a ferramenta e as métricas foram conduzidos estudos de casos com dois projetos de software de domínios diferentes que utilizaram métodos ágeis e testes de unidade / Agile methods are appropriate techniques for software development subject to constant changes. These changes should not affect the project schedule, budget and must ensure meeting the clients needs. Several values, principles and practices of project development and driving are applied in agile projects with this goal. Some of these practices are related to software testing activity. This study aimed at characterizing the software testing activity applied to agile development methods, trying to eliminate unproductive testing aspects, identifying good practices and especially creating ways of tracking and continuously improve the test activity. From this activity characterization, it was proposed an adoption of metrics set to facilitate the monitoring and constant improvement of the activity. Some of these testing tracking metrics were implemented in the Agile Testing Metrics Management Tool (ATMM). The main goal of this tool is to manage the iterations of agile project development and, also show the metrics evolutions regarding the code that have been tested and the test cases developed using JUnit. The tool and metrics were validated by case studies that were conducted with two software projects of different domains which used agile methods and unit testing
65

Diretrizes para desenvolvimento de linhas de produtos de software com base em Domain-Driven Design e métodos ágeis / Guidelines for developing software product lines based on Domain-Driven Design and agile methods.

Macedo, Otávio Augusto Cardoso 20 February 2009 (has links)
Linhas de produtos de software (LPS) são coleções de sistemas que compartilham características comuns, desenvolvidas de forma sistemática a partir de um conjunto comum de ativos centrais. Dentre as técnicas propostas por vários autores para o desenvolvimento de LPS, dois padrões podem ser observados: o processo de desenvolvimento geralmente é sequencial e o foco do projeto (design) costuma estar em interesses técnicos, como alocação de componentes e separação em subsistemas, e não em um modelo de domínio. Embora essas práticas sejam reportadas como bem-sucedidas, um outro paradigma de desenvolvimento, baseado em métodos ágeis e em um conjunto de princípios de projeto conhecido como domain-driven design, é apresentado neste trabalho e pode produzir resultados mais satisfatórios, comparados aos métodos tradicionais. Essa hipótese é sustentada por comparações entre padrões de modelagem e por um estudo de caso feito neste trabalho / Software product lines (SPL) are collections of systems that have common features. Those systems are systematically developed from a common set of core assets. Two patterns outstand among the various techniques proposed by several authors for developing software product lines: the development process is generally sequential and the primary design concerns deal with technical issues, such as component allocation and system partitioning (into subsystems). The importance of a domain model is often neglected. Although such practices have been reported as successful, this work proposes another paradigm, which can yield more satisfactory results. This paradigm is based on agile methods and a set of design principles known as domain-driven design. This hypothesis is supported by comparing different modeling patterns and by developing a case study
66

Webové aplikace pro podporu řízení malých projektů / Web applications to support managing small projects

Vlček, Michal January 2011 (has links)
This thesis deals with description and analysis of market with web applications to support small business projects. In a theoretical part the reader is familiar with basic concepts relating to project management. Furthermore, reader is familiar with methodology for project management and software development. Part of the theoretical part is analysis of market with web applications. To conclude the theoretical part is found out support of methodologies. A practical part, on the contrary aims, set requirements for a small project. According to these requirements are selected web applications. These web applications are described and according to criterions is selected single web application. In conclusion thesis is reviewed feedback from students. The main contribution of this thesis is found out support of methodologies, overview of free apps, user's guide to application TeamBox and feedback from students subject 4IT115.
67

A systematic framework of recovering process patterns from project enactment data as inputs to software process improvement

Huo, Ming, Computer Science & Engineering, Faculty of Engineering, UNSW January 2009 (has links)
The study of the software development process is a relatively new research area but it is growing rapidly. This development process, also called 'the software life cycle' or 'the software process', is the methodology used throughout the industry for the planning, design, implementation, testing and maintenance that takes place during the creation of a software product. Over the years a variety of different process models have been developed. From the numerous process models now available, project managers need validation of the choice he/she has made for a software development model that he/she believes will provide the best results. Yet the quality software so sought after by software project managers can be enhanced by improving the development process through which it is delivered. Well tested, reliable evidence is needed to assist these project managers in choosing and planning a superior software process as well as for improving the adopted software process. While some guidelines for software process validation and improvement have been provided, such as CMMI, quantitative evidence is, in fact, scarce. The quantitative evidence sometimes may not be able to be obtained from high level processes that refer to a planned process model, such as a waterfall model. Furthermore, there has been little analysis of low level processes. These low level processes refer to the actions of how a development team follow a high level software process model to develop a software product. We describe these low level processes as project enactment. Normally there is a gap between the high level software process and the project enactment. In order to improve this software development process, this gap needs to be identified, measured and analyzed. In this dissertation, we propose an approach that examines the deviation between a planned process model and the project enactment of that plan. We measure the discrepancy from two aspects: consistency and inconsistency. The analytical results of the proposed approach, which include both qualitative and quantitative data, provide powerful and precise evidence for tailoring, planning and selecting any software process model. The entire approach is composed of four major phases: 1) re-presentation of the planned process model, 2) pre-processing the low level process data, 3) process mining, and 4) analysis and comparison of the recovered process model and planned process model. We evaluate the proposed approach in three case studies: a small, a medium, and a large-sized project obtained from an industrial software development organization. The appropriate data on low level processes is collected and our approach is then applied to these projects individually. From each case study we then performed a detailed analysis of the inconsistencies that had surfaced as well as the consistencies between the plan and the enactment models. An analysis of the inconsistencies revealed that several 'agile' practices were introduced during the project's development even though the planned process model was initially based on 'ISO-12207' instead of the 'agile' method. In addition, our analysis identifies the patterns in the process that are frequently repeated. The outcome of the case studies shows that our approach is applicable to a range of software projects. The conclusions derived from these case studies confirmed that our approach could be used to enhance the entire software development process, including tailoring and assessment.
68

Ljud i rörelse : Att framhäva ljudens berättande potential

Nohage, Jesper, Danielsson, Simon January 2018 (has links)
Med detta kandidatarbete strävar vi efter att utveckla en förståelse och ett intresse för ljuddesignens berättande funktion. Detta strävar vi efter genom att tillämpa ett rhizomatiskt perspektiv i vår designprocess samt försök till att närma oss en icke-linjär designmetodik. Det rhizomatiska perspektivet används som en källa för inspiration, en väg till att finna nya lösningar och verktyg till berättandet. Vårt prövande av ljuddesignen gjordes i en filmproduktion där vi som ljuddesigners gjorde försök till att väva in ljuddesign under hela projektets gång och arbeta proaktivt för att skapa utrymme för vår design. / With this bachelor thesis we seek to expand the understanding and interest of the narrative potential in sound design. We aim to do this by applying a rhizomatic perspective to our design process and attempt to approach a non-linear design method. The rhizomatic perspective is used as a source of inspiration, a way of finding new narrative tools and solutions. The testing of sound design was made in a film production where we, as sound designers, made attempts to weave sound design into the whole course of the project and work proactively to create space for our design.
69

Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0 / Analysis of the use of agile methods in the development of virtual learning environments: a case study of the Solar 2.0

Torres Filho, Ari do Amaral January 2014 (has links)
TORRES FILHO, Ari do Amaral, Análise da utilização de métodos ágeis no desenvolvimento de ambientes virtuais de aprendizagem: um estudo de caso do Solar 2.0. 2014. 158 f. : Dissertação (mestrado) - Universidade Federal do Ceará, Centro de Ciências, Departamento de Computação, Fortaleza-CE, 2014. / Submitted by guaracy araujo (guaraa3355@gmail.com) on 2016-05-31T19:51:19Z No. of bitstreams: 1 2014_dis_aatorresfilho.pdf: 5052662 bytes, checksum: bbc494f5731e2ba4a447896641ee5d11 (MD5) / Approved for entry into archive by guaracy araujo (guaraa3355@gmail.com) on 2016-05-31T19:51:40Z (GMT) No. of bitstreams: 1 2014_dis_aatorresfilho.pdf: 5052662 bytes, checksum: bbc494f5731e2ba4a447896641ee5d11 (MD5) / Made available in DSpace on 2016-05-31T19:51:40Z (GMT). No. of bitstreams: 1 2014_dis_aatorresfilho.pdf: 5052662 bytes, checksum: bbc494f5731e2ba4a447896641ee5d11 (MD5) Previous issue date: 2014 / In the last two decades there has been considerable progress in the use of Information Technologies and Digital Communication in the process of teaching and learning, both in the form of classroom education as distance. In this context, the use of Virtual Learning Environments - software designed to support the courses via the Internet - is growing and access becoming increasingly diverse, ranging from desktop computers to mobile smartphones. Thus, the complexity of creating these environments becomes increasingly technical and requires Software Engineering and Project Management always better to ensure product quality and customer satisfaction generated. Given such a scenario, this paper proposes the use of Agile methodologies in the development and project management of virtual environments as a more interesting way than traditional software delivery based only on product quality, forgetting often , customer satisfaction and motivation of developers. This paper reports the adoption of agile methodologies in the development of the SOLAR AVA 2.0, showing that it is possible to succeed in both the technical level and at the organizational and personally with the adoption of agile practices in the development of AVAs that can be proven through experiments done with the satisfaction surveys with users and project developers. / Nas duas últimas décadas houve um considerável avanço no uso de Tecnologias da Informação e Comunicação Digitais no processo de ensino e aprendizagem, tanto na modalidade de Educação presencial quanto a distância. Neste contexto, o uso de Ambientes Virtuais de Aprendizagem - softwares criados para o suporte a cursos através da Internet - vêm crescendo e seu acesso se tornando cada vez mais diversificado, indo de computadores desktop a celulares smartphones. Desta forma, a complexidade de criação destes ambientes se torna cada vez maior e exige técnicas de Engenharia de Software e Gestão de Projetos cada vez melhores para garantir a qualidade do produto gerado e a satisfação do cliente. Tendo em vista tal cenário, o presente trabalho propõe o uso de Metodologias Ágeis tanto no desenvolvimento quanto na gestão de projetos de ambientes virtuais como uma solução mais interessante que a tradicional forma de criação de softwares baseada somente na qualidade do produto, esquecendo, muitas vezes, a satisfação do cliente e a motivação dos desenvolvedores
70

[en] REPORTING THE EXPERIENCE OF DEPLOYMENT OF SOFTWARE ENGINEERING BEST PRACTICES IN A HETEROGENEOUS ENVIRONMENT / [pt] RELATO DE EXPERIÊNCIA DA IMPLANTAÇÃO DE BOAS PRÁTICAS DE ENGENHARIA DE SOFTWARE EM UM AMBIENTE HETEROGÊNEO

KELLY AZEVEDO BORGES LEAL 31 January 2011 (has links)
[pt] Métodos Ágeis são estratégias recentes na Engenharia de Software (começaram a se popularizar em 2001), que surgiram com a promessa de serem flexíveis e adaptáveis - características muito importantes para lidar com constantes mudanças de requisitos em projetos. O Scrum, método ágil estudado neste trabalho, necessita de uma infraestrutura adequada para gerar benefícios ao time que o utiliza. Neste estudo, implementou-se o Scrum, com o auxílio de uma infraestrutura adequada de ferramentas e processos, em uma organização que não utilizava qualquer tipo de gerenciamento de projetos. A partir do estabelecimento de algumas metas com o apoio do modelo GQM, buscou-se a melhoria nas métricas relacionadas e os resultados estão detalhados neste presente trabalho. / [en] Agile methodology is a recent Software Engineering strategy (it became popular in 2001) that was created to be flexible and adaptable enough - characteristic very import to deal with constant requirements changes during a project lifecycle. Scrum, the agile methodology used during this study, requires an adequate infrastructure in order to offer its benefits. This study implemented Scrum and an adequate infrastructure of processes and tools to support it, inside a organization that didn’t use any kind of project management before. With the establishment of some goals using the GQM model, some improvements were expected and the results are detailed in this study.

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