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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.
171

Abordagens baseadas em processos de negócio para a especificação de requisitos de sistemas de informação empresariais. / Business process-based approaches for enterprise information systems requirements specification.

Adriana Jacoto Unger 29 August 2018 (has links)
O advento do BPM (Business Process Management) ofereceu uma nova abordagem para a melhoria do alinhamento estratégico entre negócio e TI nas organizações, através do desenvolvimento de EIS (Enterprise Information Systems) orientados a processos, que permitiu não somente derivar requisitos de software a partir dos modelos de processos de negócio como também obter sistemas flexíveis, capazes de se ajustar a mudanças na operação a partir do redesenho dos processos. Esta pesquisa explora a compreensão, tanto do ponto de vista teórico como prático, da aplicação de diferentes abordagens orientadas a processos de negócio para a especificação de requisitos de EIS. A pesquisa resultou no panorama do estado da arte da literatura no tema e na avaliação de casos reais de aplicação de BPM à Engenharia de Requisitos de EIS em organizações que reestruturaram seus processos de negócio e precisaram desenvolver ou ajustar seus sistemas de informação aos novos processos. A revisão sistemática de literatura revelou seis diferentes tipos de abordagens, com variação no grau de automação de desenvolvimento de software, sugerindo diversas estratégias para a adoção de EIS orientados a processos. O estudo de casos múltiplos explorou a influência de diferentes variáveis relacionadas às características das organizações, de seus processos de negócio e de seus EIS no sucesso da aplicação das diferentes abordagens orientadas a processos de negócio na derivação de requisitos. Os resultados da pesquisa podem fornecer os fundamentos para a formulação de um modelo de recomendação de tipo de abordagem, visando melhor alinhamento entre processos de negócio (business) e sistemas de informação (IT) e maior flexibilidade dos EIS para adaptação a mudanças na operação. / The advent of Business Process Management (BPM) offered an innovative approach to improve business and IT strategic alignment in organizations throughout development of process-aware Enterprise Information Systems (EIS). For that matter, extracting softwar requirements from business process models leverages engineering of adaptive information systems, which can adjust to changes in operation as of process redesign. This research explores theoretical and practical comprehension of the application of different business process-oriented approaches for EIS requirements specification. Research has provided the state-of-the-art academic overview on this research topic and real case evaluation about BPM application to Requirements Engineering of EIS in organizations that have restructured its business processes and demanded development or adjustment of its EIS to the new processes. Systematic literature review has revealed six different approach types, with variations on software development degree of automation, suggesting diverse strategies for process-oriented information systems adoption. Multiple case study has explored influence of different variables related to organization characteristics, its business processes and EIS on the success of application of different business process-oriented approaches to requirements derivation. Research results can provide fundamentals for a recommendation model for approach type, aiming to provide a better alignment between business processes and information systems, and better flexibility of EIS do adapt to changes in operation.
172

STREAM: a systematic process to derive architectural models from requirements models

Lucena, Márcia Jacyntha Nunes Rodrigues 05 March 2010 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-06-14T14:46:42Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) completa.pdf: 3521353 bytes, checksum: 5e3d6b5f886f0a1f26221fd82af32df8 (MD5) / Made available in DSpace on 2016-06-14T14:46:42Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) completa.pdf: 3521353 bytes, checksum: 5e3d6b5f886f0a1f26221fd82af32df8 (MD5) Previous issue date: 2010-03-05 / Engenharia de Requisitos (ER) e Projeto de Arquitetura de Software (PAS) são atividades iniciais de um processo de desenvolvimento de software. Desde que sistemas de software atuais apresentam uma crescente complexidade, diversidade e longevidade, o desenvolvimento destes sistemas deve considerar o uso de apropriados métodos e linguagens de modelagens para ER e PAS. Um grande desafio, neste contexto, é o desenvolvimento de métodos sistemáticos para projetar arquiteturas que satisfaçam especificações de requisitos. Além disso, com o uso de processos iterativos e incrementais de desenvolvimento de software considerados como um padrão de fato, uma forte integração entre atividades de ER e PAS podem facilitar a rastreabilidade e a propagação de mudanças entre os modelos produzidos nestas atividades. No entanto, muitos passos para gerar modelos de arquitetura a partir de modelos de requisitos são feitos por intuição ou conhecimento na arquitetura. Esta tese apresenta STREAM (Strategy for Transition between Requirements models and Architectural Models – Estratégia para Transição entre modelos de requisitos e modelos arquiteturais) que é um processo sistemático baseado em transformações de modelos para gerar modelos arquiteturais a partir de modelos de requisitos incluindo regras de transformações horizontais e verticais. As regras horizontais são aplicadas nos modelos de requisitos resultando em modelos intermediários próximos de modelos arquiteturais. Transformações verticais mapeam estes modelos intermediários em modelos arquiteturais. As atividades relacionadas ao projeto arquitetural envolvem seleção e aplicação de padrões arquiteturais que melhor satisfaçam aos requisitos não funcionais. Em nosso trabalho, modelos de requisitos são descritos usando i* (iStar), uma linguagem de modelagem orientada a objetivos definida em termos de atores estratégicos e dependências sociais entre eles. Enquanto que modelos arquiteturais são descritos usando linguagem de descrição arquitetural Acme que fornece um framework estrutural simples para representar arquitetura. Requisitos não funcionais são usados para selecionar entre soluções arquiteturais e determinar os padrões arquiteturais que são aplicados. Dois casos de estudos são usados para mostrar a viabilidade da nossa abordagem: sistema de recomendação Web e um sistema de informação Web. / Requirements engineering (RE) and software architecture design (SAD) are initial activities of a software development process. Since current software systems present increasing complexity, diversity and longevity, their development must consider the use of proper methods and modeling languages both for RE and SAD. A great challenge, in this context, is the development of systematic methods for designing architectures that satisfy requirements specifications. Besides, with the widely use of iterative and incremental software development processes as the de facto standard, a strong integration between RE and SAD activities can facilitate traceability and the propagation of changes between the models produced in these activities. However, many steps toward generating architecture models from requirements models are driven by intuition and architectural knowledge. This thesis presents STREAM (Strategy for Transition between Requirements models and Architectural Models) that is a systematic process based on model transformations to generate architectural models from requirements models and includes horizontal and vertical transformations rules. The horizontal transformations are applied to the requirements models resulting in intermediary requirements models closer to architectural models. Vertical transformations map these intermediary models into architectural models. The activities related to architectural design involves the selection and application of architectural patterns that best satisfy non-functional requirements. In our process, requirements models are described using the i* (iStar), a goal oriented modeling language defined in terms of strategic actors and social dependencies among them. Whereas architectural models are described using the Acme ADL which provides a simple structural framework for representing architectures. Non-functional requirements are used to select among architectural solutions and determine the architectural patterns that are applied. Two real case studies are used to show the feasibility of our process: a web-based recommendation system and a web-based information system.
173

Engenharia de requisitos em projetos ágeis: um mapeamento sistemático baseado em evidências da indústria

ALVES, Daniela de Castro Pereira 19 August 2015 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-07-01T11:40:55Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) dissertacao biblioteca revisado.pdf: 2828757 bytes, checksum: 94e8f0f95ebbe83536b00d9b18b31d8c (MD5) / Made available in DSpace on 2016-07-01T11:40:55Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) dissertacao biblioteca revisado.pdf: 2828757 bytes, checksum: 94e8f0f95ebbe83536b00d9b18b31d8c (MD5) Previous issue date: 2015-08-19 / Nos últimos anos, percebe-se um interesse crescente na utilização de metodologias ágeis como estratégia para minimizar os problemas no desenvolvimento de software. Apesar disso, pouco ainda se sabe sobre como a engenharia de requisitos está sendo conduzida em conjunto com essas metodologias. Neste contexto, o objetivo desta pesquisa é investigar como a engenharia de requisitos e as metodologias ágeis vêm sendo utilizadas conjuntamente na prática em projetos de desenvolvimento de software aplicados na indústria. Para isso, foi realizado um mapeamento sistemático da literatura que encontrou 24 estudos primários relevantes, cujos dados foram extraídos e sintetizados. Esse mapeamento identificou as técnicas e processos de engenharia de requisitos que estão sendo mais utilizados no contexto de desenvolvimento ágil e quais os principais problemas e limitações encontradas. Após a execução do mapeamento, verificou-se que a falta de envolvimento do usuário associada às características das atuais técnicas utilizadas para especificar requisitos e suas constantes mudanças são os principais desafios a serem superados. / In recent years, we can see a growing interest in using agile methodologies as a strategy to minimize the problems in software development. Nevertheless, little is known as requirements engineering is being conducted in conjunction with these methodologies. In this context, the objective of this research is to investigate how the requirements engineering and agile methodologies have been used jointly in practice in software development projects applied in the industry. For this, it was conducted a systematic literature mapping that found 24 relevant primary studies, whose data were extracted and synthesized. This mapping identified the most used techniques and process of requirements engineering and what are the main problems and limitations encountered in the context of agile development. After the execution of the mapping, it was found that lack of user involvement associated with the characteristics of current techniques used to specify requirements and their constant changes are the main challenges to overcome.
174

Gamificação para softwares educacionais: um catálogo de requisitos

PEIXOTO, Mariana Maia 23 February 2016 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-10-31T11:45:25Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) versaodigitalmarianamaia.pdf: 1787800 bytes, checksum: 601a3b28ed9295caf889e629f48a4287 (MD5) / Made available in DSpace on 2016-10-31T11:45:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) versaodigitalmarianamaia.pdf: 1787800 bytes, checksum: 601a3b28ed9295caf889e629f48a4287 (MD5) Previous issue date: 2016-02-23 / CNPq / A gamificação apresenta-se como um fenômeno emergente para aplicação em softwares educacionais com o intuito de envolver, motivar e melhorar o desempenho dos alunos. Contudo, apesar de sua relevância, a identificação dos requisitos da gamificação que tornam os softwares educacionais significativos para aprendizagem é problemática e um consenso ainda não foi alcançado. Motivado por este cenário, o presente trabalho realiza um estudo exploratório com o intuito de investigar aspectos de gamificação para o contexto de software educacional e, assim, desenvolver um catálogo de requisitos da gamificação, como uma abordagem da engenharia de requisitos para o auxílio no desenvolvimento de softwares educacionais. Esta pesquisa está dividida em três etapas. A primeira é destinada à condução de um mapeamento sistemático da literatura. A segunda etapa baseia-se nos achados da primeira para o desenvolvimento de um catálogo de requisitos da gamificação para softwares educacionais. Por fim, a terceira etapa prioriza e avalia os requisitos por meio de um survey. Na primeira etapa, um total de 127 trabalhos foram selecionados, dos quais identificou-se os seguintes aspectos: levantamento da distribuição temporal, regional e dos tipos de pesquisas sobre a gamificação na educação; levantamento dos tipos de softwares, modalidade de ensino e os objetivos educacionais propostos com a gamificação; levantamento das principais características, em termos de requisitos necessários à criação de softwares gamificados voltados à educação, e; levantamento das abordagens que consideram os tipos de personalidade dos alunos. Na segunda etapa, é apresentado o catálogo de requisitos desenvolvido com 229 itens. Na terceira etapa, um survey foi realizado com 64 especialistas da área da gamificação e priorizou e avaliou os requisitos em: pouco relevantes (26 itens), relevantes (161 itens), muito relevantes (42 itens). Três itens apresentaram avaliação baixa e, portanto, são desconsiderados para inclusão no catálogo. O mapeamento mostra que há um grande número de publicações sobre a utilização de gamificação em softwares educacionais, no entanto, a maioria é superficial e descreve poucas características da gamificação, de forma geral, sem uma avaliação adequada. Assim, este trabalho é uma tentativa de estabelecer um consenso sobre os requisitos da gamificação que podem auxiliar o desenvolvimento de softwares educacionais. / Gamification is an emerging phenomenon for use in educational software in order to engage, motivate and improve the performance of students. However, despite its importance, the identification of significant gamification requirements for educational software is not trivial and a consensus of such requirements has not been reached. Motivated by this scenario, this study conducts an exploratory study in order to investigate aspects of gamification to the educational context and thus develop a gamification requirements catalog, as an approach to requirements engineering, and for assistance in the development of educational software. This research was conducted in three stages. The first stage is related to the conduction of a systematic literature mapping. The second stage is based on the findings of the former one with the purpose of developing a gamification requirements catalog for educational software. Finally, the third stage prioritizes and evaluates the requirements by applying a survey. In the first stage, the total of 127 papers are selected, in which we identify: temporal and regional distribution, and types of research about gamification in education; types of softwares, education methods, and the educational goals intended to gamification; the main characteristics in terms of requirements for the setting up of gamified software aimed on education; the approaches that consider personality types of students. In the second stage, we present the developed requirements catalog with 229 itens and composed by three hierarchical levels. In the third stage the survey conducted with 64 experts in the field of gamification prioritizes and evaluates the requirements with: little relevance (26 items), relevant (161 items), and very relevant (42 items). 3 items received low evaluation, and therefore were not considered for inclusion. The mapping shows that there are a lot of publications about gamification in education, however, most papers are superficial and describe a few characteristics of gamification, without adequate assessment. Thus, this work is an attempt to establish a consensus on the requiremets gamification that serves as an aid to the development of educational softwares.
175

Creadtivity: um processo que integra design thinking e técnicas de criatividadade na elicitação de requisitos de software

VALENÇA, Marcello Cysneiros Landim 10 June 2016 (has links)
Submitted by Rafael Santana (rafael.silvasantana@ufpe.br) on 2017-05-04T18:50:45Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Marcello.pdf: 3678946 bytes, checksum: 257c255d9fcd97bd9f9631b0200bad58 (MD5) / Made available in DSpace on 2017-05-04T18:50:45Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Marcello.pdf: 3678946 bytes, checksum: 257c255d9fcd97bd9f9631b0200bad58 (MD5) Previous issue date: 2016-06-10 / As soluções de Tecnologia da Informação vêm se tornando cada vez mais parte da vida cotidiana das pessoas, e com isso as exigências sobre a utilidade e a usabilidade têm crescido continuamente. Os problemas a serem resolvidos estão cada vez mais complexos, e as técnicas tradicionais utilizadas pelos engenheiros de software para encontrar oportunidades e resolver problemas nem sempre conseguem atingir o seu objetivo e, quando o fazem, nem sempre chegam a produtos que satisfaçam os usuários e tragam vantagem competitiva para a empresa. A verdade é que os produtos de TI dependem, cada vez mais, da dinâmica da vida social, que não são primariamente a preocupação da engenharia, mas do design. Nesse contexto, o Design Thinking fornece uma metodologia para elicitar as necessidades dos usuários, produzindo uma série de protótipos rápidos e simples que eventualmente convergem para soluções inovadoras. Já as técnicas de criatividade possuem uma grande capacidade de geração de novas ideias, o que pode ajudar na elicitação de requisitos. Para integrar a filosofia do Design Thinking e as técnicas de criatividade, unindo assim os conceitos do design com a exploração de novas ideias, um processo estruturado foi proposto. Este trabalho descreve esse processo, chamado de Creadtivity, que integra a metodologia do Design Thinking com técnicas de criatividade para elicitação de requisitos de software, visando promover a inovação. Espera-se que este processo possa ser utilizado para ampliar as habilidades das equipes de TI para resolver problemas de forma criativa. Uma primeira avaliação do processo foi realizada através da aplicação do processo em uma empresa de desenvolvimento de software e da utilização de um questionário para coletar os dados. Uma segunda avaliação foi feita através de um experimento para a utilização do processo por alunos de mestrado e posterior comparação dos protótipos gerados, realizada pelos stakeholders e especialistas em design. Como resultado das duas avaliações, o Creadtivity se mostrou fácil de ser aprendido e utilizado, sistemático e possível de ser integrado com outros processos e técnicas. Já o resultado da comparação dos protótipos mostrou que o protótipo gerado pela equipe que utilizou o Creadtivity possui indícios de inovação. / IT solutions are becoming more and more part of people’s everyday life, and with that the demands on usefulness and usability have been growing continuously. The problems to be solved are increasingly complex, and traditional techniques used by software engineers to find opportunities and solve problems do not always manage to achieve their goals and, when they do, the result is not always a product that satisfies users and brings competitive advantage to the company. The truth is that IT products deeply depend on social life dynamics, which are primarily not the concern of engineering but of design. In this context, Design Thinking provides a methodology to elicit user needs, producing a series of quick and simple prototypes that eventually converge to innovative solutions. In addition, creativity techniques have a great capacity to generate new ideas, which can help in the requirements elicitation. To integrate the philosophy of design thinking with creativity techniques, thus uniting concepts of design with the exploitation of new ideas, a structured process was proposed. This paper describes this process, called Creadtivity, which integrates the Design Thinking methodology with creativity techniques for software requirements elicitation, in order to reach innovation. The aim is that this process can be used to expand the skills of IT teams to solve problems creatively. A first evaluation of the process was carried out by applying the process in a software development company and by using a questionnaire to collect data. A second evaluation was performed through an experiment for the use of the process by master's students and subsequent comparison of the prototypes generated, getting the opinion of stakeholders and experts in design. As a result of the two assessments, Creadtivity proved to be easy to be learned and used, systematic and possible to be integrated with other processes and techniques. In addition, the result of the comparison of the prototypes showed that the prototype generated by the team using Creadtivity has indication of innovation.
176

Proposta de método para gestão de requisitos de sistemas integrando modelagem de negócio e linguagens formais. / Proposal for management system requirements method integrating business modeling and formal languages.

Valter Castelhano de Oliveira 23 October 2008 (has links)
Apesar das novas e efetivas técnicas de engenharia de software, os projetos de desenvolvimento de sistemas estão propensos a ter os mesmos problemas que acometem o software de apoio à gestão. Entrega com atraso, acima do orçamento e não suprindo as reais necessidades dos usuários finais ou da organização que está financiando o desenvolvimento do sistema, são os principais problemas. Esse último problema é o que mais afeta o desenvolvimento de sistemas e é um desafio para que o desenvolvimento personalizado seja uma solução real para várias empresas. Este trabalho apresenta uma proposta de método de gestão que auxilie a comunicação entre as atividades associadas à engenharia de requisitos e as atividades associadas à modelagem dos processos de negócio. Essa abordagem concerne à gestão e tratamento de requisitos de sistemas baseando-se em técnicas de engenharia de processos de negócios e de engenharia de requisitos, no processo unificado de desenvolvimento de software e na utilização de linguagens semi-formais e formais de modelagem, UML e SysML respectivamente. O método pretende mitigar os efeitos dos problemas de comunicação existentes entre os diversos integrantes de um projeto, com especial atenção para a comunicação entre a equipe de requisitos do projeto e os stakeholders responsáveis pela aceitação e aprovação do sistema. A pesquisa, com o apoio da apresentação de dois casos que ilustram o método de gestão proposto, permite concluir que é possível tornar mais efetiva e produtiva a comunicação entre os diversos envolvidos com o projeto, podendo resultar em um processo mais eficiente para a aceitação dos requisitos junto aos stakeholders. / Despite new and effective software engineering techniques, system development projects are likely to have the same problems that affect the management support software. Delivery delay, above budget and not fitting the real needs of end users or the organization that is funding the system development, are the most common problems. The latter problem is the one that most affects the systems development and is a challenge for the custom development to be a real solution to several companies. This work presents a proposal for a management method to help the communication between the activities associated with the engineering requirements and the activities associated with business processes modeling. This approach, concerns to the systems requirements treatment and management, is based on business processes engineering and requirements engineering, in software development unified process and in the use of semi-formal and formal modeling languages as UML and SysML, respectively. The method seeks to mitigate the effects of the communication problems among the project members, with special attention to the communication between the project requirements team and the stakeholders responsible for the system acceptance and adoption. The research, supported by the presentation of two cases which illustrates the proposed management method, has concluded that it is possible to make more effective and productive communication among members related with the project, which may result a more efficient process for the stakeholders requirement acceptance.
177

BESMART : a framework for shifting from BESpoke to MARkeT-driven requirements engineering

Bergström, Jonas, Dahlqvist, Andreas January 2007 (has links)
Requirements Engineering has two main directions, Bespoke (product developed for one customer) and Market-Driven (several potential customers for the same product). These two are in some ways very much alike but in some aspects very different. Over the last couple of years the software development industry has tended to shift more and more to Market-Driven Requirements Engineering. This has brought attention to the challenges facing a Market-Driven development organization, without focusing on the actual shift from Bespoke development. Based on the differences and similarities between Bespoke and Market-Driven Requirements Engineering, this thesis presents a framework for shifting from the former to the latter. The framework (BESMART) involves three steps. Firstly, the organization assesses their potential to become more Market-Driven. Secondly they assess their current way of working to identify which areas that may need to be improved. Finally, BESMART provides multiple suggestions that address the identified improvement areas. The organization is then able to choose the one that best suits their needs. This also lets the organization choose a solution that they find feasible. The framework was used at a case organization during its development. This way it was ensured that the theoretical framework could actually be used in a real world setting. The practical use of BESMART resulted in some refinements aimed at making it more applicable in industry. Once the framework had been applied, it was evaluated by representatives from the case organization. The industry evaluation resulted in some improvement suggestions but showed that the framework was both useful and usable and provided an improvement plan that seemed promising enough to pilot in the organization.
178

Requirements Engineering Process Maturity Model for Market Driven Projects : The REPM-M Model

Awan, Rashid January 2005 (has links)
Several software projects are over budgeted or have to face failures during operations. One big reason of this is Software Company develops wrong software due to wrong interpretation of requirements. Requirements engineering is one of the well known discipline within Software engineering which deals with this problem. RE is the process of eliciting, analyzing and specifying requirements so that there won’t be any ambiguity between the development company and the customers. Another emerging discipline within requirements engineering is requirements engineering for market driven projects. It deals with the requirements engineering of a product targeting a mass market. In this thesis, a maturity model is developed which can be used to assess the maturity of requirements engineering process for market driven projects. The objective of this model is to provide a quick assessment tool through which a company would be able to know what are the strengths and weaknesses of their requirements engineering process.
179

Requirements Engineering Skills Development : A Survey

Chiwenda, Madock January 2004 (has links)
Software projects are among the failure prone projects in engineering and software requirements problems have been attributed to be one of main reasons to software project failures. There are many techniques and methodology developed for practitioners to use in working with software requirements, which makes it impossible for one to master them during formal education. In addition, many of the practitioners are coming from different disciplines. Thus they are required to learn in practice. Previous studies have shown informal learning (i.e. not planned or run by institutions or organizations) to be more effective and more used in workplace learning situations. The study investigates how the requirements engineering skills are and can be learned in workplace especially informally. By comparing the results obtained by the literature study and empirical study the recommendations are given on how one can recognise, utilise, and encourage the informal learning activities to develop requirements engineering skills. The study does not rule out the need to have the formal education and training in requirements engineering but identify it as an important prerequisite and/or complement. It provides insight on how informal learning practices are utilised by practitioners who are rather experienced in requirements engineering and how they could try to recognise and/or utilise other learning opportunities presented by previous literature. It furthermore offers general recommendations of how to utilise the informal learning for developing requirements engineering skills and other related disciplines.
180

Suitability of the Requirements Abstraction Model (RAM) Requirements for High Level System Testing / Lämpligheten av kravabstraktionen modellerar (RAM), krav för att testa för hög nivåsystem

Muhammad, Naeem January 2007 (has links)
In market-driven requirements engineering requirements are elicited from various internal and external sources. These sources may include engineers, marketing teams, customers etc. This results in a collection of requirements at multiple levels of abstractions. The Requirements Abstraction Model (RAM) is a Market Driven Requirements Engineering (MDRE) model that helps in managing requirements by organizing them at four levels (product, feature, function and component) of abstraction. The model is adaptable and can be tailored to meet the needs of the various organizations e.g. number of abstraction levels can be changed according to the needs of the organization. Software requirements are an important source of information when developing high-level tests (acceptance and system level tests). In order to place a requirement on a suitable level, workup activities (producing abstraction or breaking down a requirement) can be performed on the requirement. Such activities on the requirements can affect the test cases designed from them. Organizations willing to adopt the RAM need to know the suitability of the RAM requirements for designing high-level tests. This master thesis analyzes the requirements at product, feature, function and component level to evaluate their suitability for supporting the creation of high-level system test. This analysis includes designing test cases from requirements at different levels and evaluating how much of the information needed in the test cases is available in the RAM requirements. Test cases are graded on a 5 to 1 scale according to the level of detail they contain, 5 for better detailed and 1 for very incomplete. Twenty requirements have been selected for this document analysis; twenty requirements contain five requirements from each level (product, feature, function and component). Organizations can utilize the results of this study, while making decision to adopt the RAM model. Decomposition of the tests developed from the requirements is another area that has been explored in this study. Test decomposition involves dividing tests into sub-tests. Some benefits of the test decomposition include better resource utilization, meet time-to-market and better test prioritization. This study explores how tests designed from the RAM requirements support test decomposition, and help in utilizing above listed benefits of the test decomposition.

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