• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 19
  • 17
  • 2
  • 2
  • 1
  • 1
  • 1
  • Tagged with
  • 44
  • 44
  • 44
  • 15
  • 14
  • 14
  • 14
  • 10
  • 9
  • 8
  • 7
  • 6
  • 6
  • 6
  • 5
  • 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.
31

Práticas ágeis no processo de desenvolvimento de jogos eletrônicos / Best practices in process development of electronic games

Petrillo, Fábio dos Santos January 2008 (has links)
A indústria de jogos eletrônicos está entrando em uma nova era, na qual a tecnologia e a criatividade fundem-se, produzindo alguns dos mais estonteantes entretenimentos do Séc. XXI. Essa indústria, que já em 2003 ultrapassou o faturamento do cinema, tendo um rendimento anual de bilhões de dólares, emerge como uma das mais poderosas, excitantes e influentes no mundo das artes. Mesmo com toda essa pujança e rentabilidade, muitos dos relatos sobre projetos de jogos (doravante denominados postmortems) mostram que a produção desses softwares não é uma tarefa simples, estando ainda distante de um processo de trabalho saudável e sinergético. Entretanto, ao analisarmos mais atentamente os postmortems disponíveis nos sites especializados em jogos eletrônicos, pode-se constatar a adoção de várias práticas de engenharia de software, em especial, práticas ágeis de desenvolvimento. Assim, é possível melhorar o processo de desenvolvimento de jogos eletrônicos através da aplicação dessas práticas? Que práticas são mais adequadas para este domínio? Que impacto sua adoção tem sobre propriedades subjetivas como a criatividade e a diversão? O objetivo deste trabalho é avaliar o impacto da aplicação de práticas ágeis no processo de desenvolvimento de jogos eletrônicos, analisando os principais problemas da indústria de jogos, levantando as boas práticas já adotadas e propondo um conjunto de práticas ágeis que contemplem as características do processo de desenvolvimento de jogos. Finalmente, com o intuito de obter resultados experimentais da aplicação dessas práticas, será realizado um estudo de caso, possibilitando avaliar seus efeitos sobre o processo de trabalho. / The industry of electronic games is entering a new age, in which technology and creativity are fused, producing some of the most stunning entertainment of the 21st Century. This industry, which already in 2003 exceeded the cinema invoice, having an annual yield of billions of dollars, emerges nowadays as one of the most powerful, exciting and influential in the world of arts. Despite of all this exuberance and profitability, many reports about games projects show that the production of these softwares is not a simple task, surrounded by common problems and being still distant of having a healthy and synergetic work process. However, despite of problems found, game postmortems claims to use software engineering best practices in the game development process, specially, agile practices. Thus, is possible to improve the electronic game development process using agile practices? What practices are most appropriate for game development? What is the impact of such practices on subjective properties as creativity and fun? The aim of this work is to study the effects of agile practices on electronic game development process, analysing the most important problems in the game industry, surveying best practices and proposing a set of agile practices focused on the game development issues. Finally, a case study will be presented.
32

Achieving Lean Software Development : Implementation of Agile and Lean Practices in a Manufacturing-Oriented Organization

Norrmalm, Thomas January 2011 (has links)
The study reveals improvement areas in terms of lead time and quality in a traditionalsoftware development process of a large manufacturing-oriented organization, andidentifies four obstacles to the application of a Lean software development frameworkin order to achieve such improvements. The data from interviews are matched tofour predefined categories. These categories are evaluated using value streammapping and a framework of seven common improvement areas in softwaredevelopment. A large project and task tracking system indicate that lead time is a realproblem in the process. The most significant improvement area is wait time forchange approval meetings. A second prominent improvement area is the large amountof approval handshakes. At least a few of these handshakes are always approved, thusadding unnecessary lead time to the process. The four most imminent obstacles in adopting lean software development areidentified through estimating the efficiency of two in-house derivations of Scrum andKanban. The first obstacle is deep vertical but narrow horizontal expertise amongdevelopers. With some systems, there’s only one developer who knows how tomaintain the product. This makes it impossible to work as a team which is animperative principle of lean. A second obstacle is how the teams are arrangedorganizationally. They have a functional setup over three departments and threemanagers, which to some extent create a silo mentality, rendering cooperationdifficult. A third obstacle is how the teams are arranged geographically. Split over twolocations, manufacturing and headquarters, they have different customers, objectivesand a plain unfamiliarity with another that has reduced the will and opportunity tocommunicate and coordinate. A fourth obstacle is the inherent conflict between theprescriptive activities of ITIL, optimized for IT operational services,  and theadaptability of agile methodologies, optimized for rapid change and empiricaldecisions. ITIL fulfills a sometimes uncalled for need to get all changes approvedthrough several layers of management. The study concludes that Lean software development is in conflict with manytraditional values of a manufacturing organization. Although lean may be prevalent inother parts of the organization, this does not necessarily include the IT function. ITstill seems to have hard time grasping the lean concepts of flow, waste and value.
33

Modell und Optimierungsansatz für Open Source Softwareentwicklungsprozesse

Dietze, Stefan January 2004 (has links)
Gerade in den letzten Jahren erfuhr Open Source Software (OSS) eine zunehmende Verbreitung und Popularität und hat sich in verschiedenen Anwendungsdomänen etabliert. Die Prozesse, welche sich im Kontext der OSS-Entwicklung (auch: OSSD – Open Source Software-Development) evolutionär herausgebildet haben, weisen in den verschiedenen OSS-Entwicklungsprojekten z.T. ähnliche Eigenschaften und Strukturen auf und auch die involvierten Entitäten, wie z.B. Artefakte, Rollen oder Software-Werkzeuge sind weitgehend miteinander vergleichbar. Dies motiviert den Gedanken, ein verallgemeinerbares Modell zu entwickeln, welches die generalisierbaren Entwicklungsprozesse im Kontext von OSS zu einem übertragbaren Modell abstrahiert. Auch in der Wissenschaftsdisziplin des Software Engineering (SE) wurde bereits erkannt, dass sich der OSSD-Ansatz in verschiedenen Aspekten erheblich von klassischen (proprietären) Modellen des SE unterscheidet und daher diese Methoden einer eigenen wissenschaftlichen Betrachtung bedürfen. In verschiedenen Publikationen wurden zwar bereits einzelne Aspekte der OSS-Entwicklung analysiert und Theorien über die zugrundeliegenden Entwicklungsmethoden formuliert, aber es existiert noch keine umfassende Beschreibung der typischen Prozesse der OSSD-Methodik, die auf einer empirischen Untersuchung existierender OSS-Entwicklungsprojekte basiert. Da dies eine Voraussetzung für die weitere wissenschaftliche Auseinandersetzung mit OSSD-Prozessen darstellt, wird im Rahmen dieser Arbeit auf der Basis vergleichender Fallstudien ein deskriptives Modell der OSSD-Prozesse hergeleitet und mit Modellierungselementen der UML formalisiert beschrieben. Das Modell generalisiert die identifizierten Prozesse, Prozessentitäten und Software-Infrastrukturen der untersuchten OSSD-Projekte. Es basiert auf einem eigens entwickelten Metamodell, welches die zu analysierenden Entitäten identifiziert und die Modellierungssichten und -elemente beschreibt, die zur UML-basierten Beschreibung der Entwicklungsprozesse verwendet werden. In einem weiteren Arbeitsschritt wird eine weiterführende Analyse des identifizierten Modells durchgeführt, um Implikationen, und Optimierungspotentiale aufzuzeigen. Diese umfassen beispielsweise die ungenügende Plan- und Terminierbarkeit von Prozessen oder die beobachtete Tendenz von OSSD-Akteuren, verschiedene Aktivitäten mit unterschiedlicher Intensität entsprechend der subjektiv wahrgenommenen Anreize auszuüben, was zur Vernachlässigung einiger Prozesse führt. Anschließend werden Optimierungszielstellungen dargestellt, die diese Unzulänglichkeiten adressieren, und ein Optimierungsansatz zur Verbesserung des OSSD-Modells wird beschrieben. Dieser Ansatz umfasst die Erweiterung der identifizierten Rollen, die Einführung neuer oder die Erweiterung bereits identifizierter Prozesse und die Modifikation oder Erweiterung der Artefakte des generalisierten OSS-Entwicklungsmodells. Die vorgestellten Modellerweiterungen dienen vor allem einer gesteigerten Qualitätssicherung und der Kompensation von vernachlässigten Prozessen, um sowohl die entwickelte Software- als auch die Prozessqualität im OSSD-Kontext zu verbessern. Desweiteren werden Softwarefunktionalitäten beschrieben, welche die identifizierte bestehende Software-Infrastruktur erweitern und eine gesamtheitlichere, softwaretechnische Unterstützung der OSSD-Prozesse ermöglichen sollen. Abschließend werden verschiedene Anwendungsszenarien der Methoden des OSS-Entwicklungsmodells, u.a. auch im kommerziellen SE, identifiziert und ein Implementierungsansatz basierend auf der OSS GENESIS vorgestellt, der zur Implementierung und Unterstützung des OSSD-Modells verwendet werden kann. / In recent years Open Source Software (OSS) has become more widespread and its popularity has grown so that it is now established in various application domains. The processes which have emerged evolutionarily within the context of OSS development (OSSD – Open Source Software Development) display, to some extent, similar properties and structures in the various OSSD projects. The involved entities, e.g., artifacts, roles or software tools, are also widely comparable. This leads to the idea of developing a generalizable model which abstracts the generalizable development processes within the context of OSS to a transferable model. Even the scientific discipline of Software Engineering (SE) has recognized that the OSSD approach is, in various aspects, considerably different from traditional (proprietary) models of SE, and that these methods therefore require their own scientific consideration. Numerous publications have already analyzed individual aspects of OSSD and formulated theories about the fundamental development methods, but to date there is still no comprehensive description of the typical processes of OSSD methodology based on an empirical study of existing OSSD projects. Since this is a precondition for the further scientific examination of OSSD processes, a descriptive model of OSSD processes is obtained on the basis of comparative case studies and described in a formalized manner with UML modeling elements within the context of this dissertation. The model generalizes the identified processes, process entities and software infrastructures of the analyzed OSSD projects. It is based on a specially developed meta model which identifies the entities to be analyzed and describes the modeling viewpoints and elements which are used for the UML-based description of the development processes. Another procedure step includes the further analysis of the identified model in order to display the implications, and the potential for optimization. For example, these encompass the insufficient planning and scheduling capability of processes or the observed tendency of OSSD actors to carry out various activities at different intensities depending on the subjectively perceived incentives which leads to some processes being neglected. Subsequently, the optimization targets which address these inadequacies are displayed, and an optimization approach for the improvement of the OSSD model is described. The approach incorporates the expansion of the identified roles, the introduction of new or the expansion of already identified processes and the modification or expansion of artifacts of the generalized OSSD model. The presented model enhancements serve, above all, to increase quality assurance and to compensate neglected processes in order to improve developed software quality as well as process quality in the context of OSSD. Furthermore, software functionalities are described which expand the existing identified software infrastructure and should enable an overall, software-technical support of OSSD processes. Finally, the various application scenarios of OSSD model methods - also in commercial SE - are identified and an implementation approach based on the OSS GENESIS is presented which can be used to implement and support the OSSD model.
34

Práticas ágeis no processo de desenvolvimento de jogos eletrônicos / Best practices in process development of electronic games

Petrillo, Fábio dos Santos January 2008 (has links)
A indústria de jogos eletrônicos está entrando em uma nova era, na qual a tecnologia e a criatividade fundem-se, produzindo alguns dos mais estonteantes entretenimentos do Séc. XXI. Essa indústria, que já em 2003 ultrapassou o faturamento do cinema, tendo um rendimento anual de bilhões de dólares, emerge como uma das mais poderosas, excitantes e influentes no mundo das artes. Mesmo com toda essa pujança e rentabilidade, muitos dos relatos sobre projetos de jogos (doravante denominados postmortems) mostram que a produção desses softwares não é uma tarefa simples, estando ainda distante de um processo de trabalho saudável e sinergético. Entretanto, ao analisarmos mais atentamente os postmortems disponíveis nos sites especializados em jogos eletrônicos, pode-se constatar a adoção de várias práticas de engenharia de software, em especial, práticas ágeis de desenvolvimento. Assim, é possível melhorar o processo de desenvolvimento de jogos eletrônicos através da aplicação dessas práticas? Que práticas são mais adequadas para este domínio? Que impacto sua adoção tem sobre propriedades subjetivas como a criatividade e a diversão? O objetivo deste trabalho é avaliar o impacto da aplicação de práticas ágeis no processo de desenvolvimento de jogos eletrônicos, analisando os principais problemas da indústria de jogos, levantando as boas práticas já adotadas e propondo um conjunto de práticas ágeis que contemplem as características do processo de desenvolvimento de jogos. Finalmente, com o intuito de obter resultados experimentais da aplicação dessas práticas, será realizado um estudo de caso, possibilitando avaliar seus efeitos sobre o processo de trabalho. / The industry of electronic games is entering a new age, in which technology and creativity are fused, producing some of the most stunning entertainment of the 21st Century. This industry, which already in 2003 exceeded the cinema invoice, having an annual yield of billions of dollars, emerges nowadays as one of the most powerful, exciting and influential in the world of arts. Despite of all this exuberance and profitability, many reports about games projects show that the production of these softwares is not a simple task, surrounded by common problems and being still distant of having a healthy and synergetic work process. However, despite of problems found, game postmortems claims to use software engineering best practices in the game development process, specially, agile practices. Thus, is possible to improve the electronic game development process using agile practices? What practices are most appropriate for game development? What is the impact of such practices on subjective properties as creativity and fun? The aim of this work is to study the effects of agile practices on electronic game development process, analysing the most important problems in the game industry, surveying best practices and proposing a set of agile practices focused on the game development issues. Finally, a case study will be presented.
35

Práticas ágeis no processo de desenvolvimento de jogos eletrônicos / Best practices in process development of electronic games

Petrillo, Fábio dos Santos January 2008 (has links)
A indústria de jogos eletrônicos está entrando em uma nova era, na qual a tecnologia e a criatividade fundem-se, produzindo alguns dos mais estonteantes entretenimentos do Séc. XXI. Essa indústria, que já em 2003 ultrapassou o faturamento do cinema, tendo um rendimento anual de bilhões de dólares, emerge como uma das mais poderosas, excitantes e influentes no mundo das artes. Mesmo com toda essa pujança e rentabilidade, muitos dos relatos sobre projetos de jogos (doravante denominados postmortems) mostram que a produção desses softwares não é uma tarefa simples, estando ainda distante de um processo de trabalho saudável e sinergético. Entretanto, ao analisarmos mais atentamente os postmortems disponíveis nos sites especializados em jogos eletrônicos, pode-se constatar a adoção de várias práticas de engenharia de software, em especial, práticas ágeis de desenvolvimento. Assim, é possível melhorar o processo de desenvolvimento de jogos eletrônicos através da aplicação dessas práticas? Que práticas são mais adequadas para este domínio? Que impacto sua adoção tem sobre propriedades subjetivas como a criatividade e a diversão? O objetivo deste trabalho é avaliar o impacto da aplicação de práticas ágeis no processo de desenvolvimento de jogos eletrônicos, analisando os principais problemas da indústria de jogos, levantando as boas práticas já adotadas e propondo um conjunto de práticas ágeis que contemplem as características do processo de desenvolvimento de jogos. Finalmente, com o intuito de obter resultados experimentais da aplicação dessas práticas, será realizado um estudo de caso, possibilitando avaliar seus efeitos sobre o processo de trabalho. / The industry of electronic games is entering a new age, in which technology and creativity are fused, producing some of the most stunning entertainment of the 21st Century. This industry, which already in 2003 exceeded the cinema invoice, having an annual yield of billions of dollars, emerges nowadays as one of the most powerful, exciting and influential in the world of arts. Despite of all this exuberance and profitability, many reports about games projects show that the production of these softwares is not a simple task, surrounded by common problems and being still distant of having a healthy and synergetic work process. However, despite of problems found, game postmortems claims to use software engineering best practices in the game development process, specially, agile practices. Thus, is possible to improve the electronic game development process using agile practices? What practices are most appropriate for game development? What is the impact of such practices on subjective properties as creativity and fun? The aim of this work is to study the effects of agile practices on electronic game development process, analysing the most important problems in the game industry, surveying best practices and proposing a set of agile practices focused on the game development issues. Finally, a case study will be presented.
36

Wiki for Global Knowledge Management in Distributed Software Development Process

Sharma Adhikari, Ashok, Khan, Zuhair Haroon January 2013 (has links)
Problem Area/ Purpose  The purpose of this research is to study how geographically scattered employees learn and create new knowledge with the help of wiki tool in distributed software development process. We aim to analyze how wiki supports four modes of knowledge conversion process model and how wiki helps in solving the complex problem in virtual organization learning.  Research Methodology  In this research qualitative interview study was used. We have conducted the interview with eight developers and experts in the company. Nonaka and Takeuchi (1995) knowledge conversion model was used while conducting the interview with developers. Similarly, in this research same knowledge conversion model was used for interpreting the answers that we got from the developers and experts.  Findings/Conclusion  Wiki as a knowledge management tool is possible for providing effective as well as efficient communication as per necessity of knowledge requirement in distributed software organization. The use of wiki in the organization for the virtual learning is really beneficial for knowledge creation, solving the complex problem and obtaining the useful effect on virtual team. Some drawbacks were also seen by the expert and developers in using wiki. Those drawbacks were all about genuineness, authenticity, accuracy, trustworthy and uniqueness of knowledge content.  Research Limitation & Delimitations  Due to geographically dispersed location of research sites, we faced difficulty to gather information related to company documents, reports and contextual information of organization. We conducted this research in the offices of Pakistan and office in USA.   Outcomes  The research that we have conducted showed that the developers in Software Company can share knowledge and also can learn through different modes of knowledge conversion model. This research also showed that developers are using the wiki tool for creating new knowledge as well as solving complex problem. This research helps in showing the benefit for other company and motivates the virtual organizations for implementing the use of wiki for different purposes.
37

Um processo de desenvolvimento de software focado em sistemas distribuídos autonômicos / A software development process focused on autonomic distributed systems

Pedro Felipe do Prado 20 June 2017 (has links)
Os Sistemas Distribuídos (SDs) tem apresentado uma crescente complexidade no seu gerenciamento, além de possuir a necessidade de garantir Qualidade de Serviço (QoS) aos seus usuários. A Computação Autonômica (CA) surge como uma forma de transformar os SDs em Sistemas Distribuídos Autonômicos (SDAs), com capacidade de auto-gerenciamento. Entretanto, não foi encontrado um processo de desenvolvimento de software, focado na criação de SDAs. Na grande maioria dos trabalhos relacionados, simplesmente é apresentado um SD, juntamente com qual aspecto da CA deseja-se implementar, a técnica usada e os resultados obtidos. Isso é apenas uma parte do desenvolvimento de um SDA, não abordando desde a definição dos requisitos até a manutenção do software. Mais importante, não mostra como tais requisitos podem ser formalizados e posteriormente solucionados por meio do auto-gerenciamento fornecido pela CA. Esta tese foca na proposta de um processo de desenvolvimento de software voltado para SDAs. Com esse objetivo, foram integradas diferentes áreas de conhecimento, compreendendo: Processo Unificado de Desenvolvimento de Software (PU), SDs, CA, Pesquisa Operacional (PO) e Avaliação de Desempenho de Sistemas Computacionais (ADSC). A prova de conceito foi feita por meio de três estudos de caso, todos focando-se em problemas NP-Difícil, são eles: (i) otimização off-line (problema da mochila com múltiplas escolhas), (ii) otimização online (problema da mochila com múltiplas escolhas) e (iii) criação do módulo planejador de um gerenciador autonômico, visando realizar o escalonamento de requisições (problema de atribuição generalizado). Os resultados do primeiro estudo de caso, mostram que é possível usar PO e ADSC para definir uma arquitetura de base para o SDA em questão, bem como reduzir o tamanho do espaço de busca quando o SDA estiver em execução. O segundo, prova que é possível garantir a QoS do SDA durante sua execução, usando a formalização fornecida pela PO e sua respectiva solução. O terceiro, prova que é possível usar a PO para formalizar o problema de auto-gerenciamento, bem como a ADSC para avaliar diferentes algoritmos ou modelos de arquitetura para o SDA. / Distributed Systems (DSs) have an increasing complexity and do not have their management, besides having a quality of service (QoS) to its users. Autonomic Computing (AC) emerges as a way of transforming the SDs into Autonomous Distributed Systems (ADSs), with a capacity for self-management. However, your software development process is focused on creating SDAs. In the vast majority of related works, simply an SD model, along with what aspect of the AC implement, a technique used and the results obtained. This is only a part of the development of an ADS, not approaching from an definition of requirements for a maintenance of software. More importantly, it does not show how such requirements can be formalized and subsequently solved through the self-management provided by AC. This proposal aims at a software development process for the DASs. To this end, different areas of knowledge were integrated, including: Unified Software Development Process (PU), SDs, CA, Operations Research (OR) and Computer Systems Performance Evaluation (CSPE). The proof of concept was made through three case studies, all focusing on NP-Hard problems, namely: (i) off-line optimization (problem of the backpack with multiple choices), (ii) (Problem of the backpack with multiple choices) and (iii) creation of the scheduling module of an autonomic manager, aiming to carry out the scheduling of requests (problem of generalized assignment). The results of the first case study show that it is possible to use OR and CSPE to define a base architecture for the DAS in question, as well as reduce the size of the search space when SDA is running. The second, proves that it is possible to guarantee the QoS of the DAS during its execution, using the formalization provided by the OR and its respective solution. The third, proves that it is possible to use the PO to formalize the self-management problem, as well as the ADSC to evaluate different algorithms or architecture models for the ADS.
38

Engenharia de requisitos aplicada em sistema legado de gestão e custeio de propostas comerciais: pesquisa-ação em empresa do setor de estamparia / Requirements engineering applied to legacy system of management and costing methods of sales proposals: research-action in company stamping industry

Oliveira, Paulo Henrique Ribeiro de 29 February 2016 (has links)
Submitted by Nadir Basilio (nadirsb@uninove.br) on 2016-07-01T14:26:09Z No. of bitstreams: 1 Paulo Henrique Ribeiro De Oliveira.pdf: 2464979 bytes, checksum: 93b7213ac2b763d9ce75892da0e93cda (MD5) / Made available in DSpace on 2016-07-01T14:26:09Z (GMT). No. of bitstreams: 1 Paulo Henrique Ribeiro De Oliveira.pdf: 2464979 bytes, checksum: 93b7213ac2b763d9ce75892da0e93cda (MD5) Previous issue date: 2016-02-29 / The effort spent in maintaining systems regarded as legacies is relatively higher than that of new projects development effort. Such systems should be kept in place because, in most cases, are difficult to replace, given the complexity of changing the interaction and the impact on the functioning of processes, ie, the system can not stop. Thus, maintenance or modifications represent a sign of success for a Legacy System because it means that it is still useful and worth investing resources to keep it updated and running. However, if changes are carried out due to an emergency on business dynamics, and proper documentation is not completed, problems involving control and management of future maintenance might arise. In this context, it is the Requirements Engineering´s responsibility, as a sub-area of Software Engineering, to improve processes by proposing methods, tools and techniques that promote the development of the Requirement´s documentation, so that the requirements are in accordance with the satisfaction of stakeholders, meeting the business attributes in question. The objective of this work was to apply the Requirements Engineering in Legacy Systems of Management and Costing Methods of Sales Proposals in the stamping industry. Through literature review, document analysis and action research, the study was divided into four phases considering the development of the Sales Proposal Management and Costing Method System and three maintenance stages performed with the application of Requirements Engineering. In the first phase, a group of artifacts was generated expressing all system features. In the second phase, a progressive maintenance incorporated new features based in the system´s backlog with requirements collected in the first phase. The third phase included a new stamping business area that was not present in the initial development. Lastly, the fourth phase included new maintenance adjustments that answered to the needs of the stamping business system. The results of the study phases proved that the processes described in the Requirements Engineering (RE) were present in the information gathering actions, analysis, documentation and verification and validation of requirements, bringing academic and technical knowledge on issues related to legacy systems, ER and Software Engineering. As a result, it was concluded that the Requirements Engineering can be applied to Legacy Systems of Management and Costing Methods of Sales Proposals in stamping company in the industry. / O esforço despendido para a manutenção de sistemas considerados como legado é relativamente maior que o esforço de desenvolvimento de novos projetos. Tais sistemas devem ser mantidos em funcionamento pois, em sua maioria, são de difícil substituição, dada a complexidade de convívio da mudança e o impacto no funcionamento dos processos, ou seja, o sistema não pode parar. Dessa forma, manutenções ou modificações representam um sinal de sucesso para um sistema legado, pois significam que ele ainda é útil e que vale a pena investir recursos para mantê-lo atualizado e em funcionamento. No entanto, se modificações são realizadas emergencialmente devido a dinâmica do negócio, e a devida documentação não é realizada, tem-se instaurado o caos para o controle e gerência de futuras manutenções. Neste contexto, cabe à Engenharia de Requisitos, como sub-área da Engenharia de Software, aperfeiçoar os processos para o gerenciamento do ciclo de vida dos requisitos propondo métodos, ferramentas e técnicas que promovam o desenvolvimento do documento de requisitos, para que os requisitos estejam em conformidade com a satisfação dos stakeholders, atendendo as características do negócio em questão. Assim, o objetivo deste trabalho foi aplicar a Engenharia de Requisitos em Sistema Legado de Gestão e Custeio de Propostas Comerciais em empresa do setor de estamparia. Por meio de levantamento bibliográfico, análise documental e pesquisa-ação, o estudo foi dividido em quatro fases considerando o desenvolvimento do Sistema de Gestão e Custeio de Propostas Comerciais e três manutenções realizadas com a aplicação da Engenharia de Requisitos. Na primeira fase um conjunto de artefatos foi gerado expressando todas as funcionalidades do sistema. Na segunda fase uma manutenção evolutiva incorporou novas funcionalidades no sistema baseada em requisitos de backlog coletados na primeira fase. A terceira fase incluiu uma nova área de negócios da estamparia que não esteve presente no desenvolvimento inicial e a quarta fase contemplou novas manutenções ajustando o sistema as necessidades de negócio da estamparia. Os resultados das fases do estudo possibilitaram identificar que os processos descritos na Engenharia de Requisitos (ER) se fizeram presentes nas ações de levantamento, análise, documentação e verificação e validação de requisitos trazendo conhecimento acadêmico e técnico nos temas relacionados a sistemas legados, ER e Engenharia de Software. Concluiu-se, então, que a Engenharia de Requisitos pode ser aplicada em Sistema Legado de Gestão e Custeio de Propostas Comerciais em empresa do setor de estamparia.
39

Sustainable Software Engineering : An Investigation Into the Technical Sustainability Dimension

HYGERTH, HENRIK January 2016 (has links)
is study has focused on the technical sustainability dimension of sustainable soŸware engineering. Sustainabilitywithin soŸware engineering is something that has recently started to gain traction, where most of theresearch has focused on the environmental dimension.e purpose of this study was to investigate the technicalsustainability dimension, and contribute by continuing to build upon previous research which has suggestedsustainability as a part of non-functional requirements and as a part of soŸware quality.is study was conducted with a qualitative approach. is approach used interviews with people withexperience of working in soŸware development to collect data. e interviews were used to gain in-depthinformation of the dišerent aspects in soŸware development, e.g. development processes.e results, based on the interviews, showed that from a technical sustainability perspective there are issueswith where the focus of the work is in soŸware development and also problems related to how timemanagementis used.e results also showed that there was some lacking in understanding the benets and tradeošs ofdecisions made in the project, for example regarding the soŸware design, which can result in unnecessarycomplexity is acquired.e study found that the culture within soŸware development projects and companies needs to be changedtowards a culture which promotes the development of high quality soŸware. Because non-functional requirementsand soŸware quality are components of technical sustainability, therefore is the technical sustainabilityhigher if the quality is high. It was further found that this culture would be possible if changes were made tothe way prioritisations are made, and the way testing is performed should be extended. Finally it was foundthat the understanding of the benets and tradeošs of decisions and ideas needs to be increased and extendedcollectively.e study concluded that the technical sustainability dimension can be achieved through these changes andthat the problem and solution therefore are not small and local but rather a big and complex issue where thesolution spans several solutions that encompasses dišerent aspects and perspectives.
40

Enhancing Usability in Aerospace Software Development Processes Through Gamification / Förbättrad användbarhet i mjukvaruutvecklingsprocesser inom flygindustrin genom spelifiering

Alexandersson, Joel, Choura, Lucia January 2024 (has links)
This thesis explores the integration of gamification into the Software Development Process (SDP) at Saab, a defense and aerospace company. The thesis aims to address some of the complexities of the SDP standard used in the industry, DO-178C. The research primarily focuses on how gamification principles can enhance the usability of software development processes in aerospace. The method includes a pre-study, an inception phase, and two sprints, where a gamified tool is designed, implemented, and revised based on feedback from developers at Saab. The results of interviews after these sprints, along with insights from the inception phase, are discussed to evaluate the effectiveness and impact of the gamified tool.  The findings indicate that gamification can make the SDP more approachable and engaging for developers, with elements like real-time progress tracking, quizzes, and certificates being well-received. However, the effectiveness of these gamification elements varies among individuals, underscoring the importance of tailoring these elements to user preferences and the specific context of aerospace software development. This research contributes to the understanding of gamification's role in improving SDP usability in the aerospace industry, highlighting the need for careful customization of gamification to individuals and the context. Although the study provides valuable insights, it also acknowledges limitations, including the hypothetical nature of the gamified tool used and the reliance on user feedback, suggesting future research should involve more practical implementations and a focus on long-term impacts on productivity and user satisfaction.

Page generated in 0.4981 seconds