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1.
This article examines distributed participatory design in open source software (OSS) development. User participation is becoming a relevant topic of research in the OSS development context. Though it has not been examined much to date, the OSS development context has been argued to advocate a particular type of participatory design, which can now be scrutinised in its natural setting as it evolves. Two interpretive case studies on user participation in OSS development are included in this article. The first examines a traditional community OSS development project; the second concentrates on the company OSS development context, the case being a software development unit of a global corporation involved in OSS development. Through analysis of the cases, different forms of participatory design (PD), especially of distributed PD, are identified. Distributed PD is interpreted to include gaining an understanding of users' current practices, redesigning them together with users and gathering feedback from users related to the solutions. Different kinds of roles are available to users, as well as to for intermediaries ‘representing users’. Especially, the importance of online forum-based and intermediary-driven PD is emphasised in this article. Implications for PD and OSS research and practice are considered.  相似文献   

2.
This paper is predicated on requirements analysis as the Achilles heel of information systems development, and accepts that information systems often disappoint. Most design paradigms can be located within a rationalistic framework polarised by requirements analysis and system delivery. Such traditional design paradigms are seen as palliatives that prevent us moving toward more satisfying information systems. It is argued that this rationalistic framework forces us to identify, and attempt to solve, problems that are symptomatic of the approach adopted. A pluralistic framework for information system development is presented which rejects the notions of requirements analysis and system optimality. Participatory design, derived from the field of human computer interaction, is located within this framework and identified as a possible paradigm for information system development. A case study is conducted to assess the benefits of participatory design techniques and to evaluate the extent to which participatory design can overcome the failings of traditional methodologies.  相似文献   

3.
This paper addresses the question of the extent to which structured design methods contribute to the quality of a software product. Comparative data were obtained from the development of a commercial real-time embedded system, for which two versions of the product were produced. Version A was developed informally; by contrast version B used a structured design method. Maintenance effort for A was high compared with that for B. The case study was set up to measure the effect of using structured design on the resulting internal code structure whose metrics were captured by a static analysis tool. Results show that version B has less component coupling than version A. The component size results show that the distribution of B is shifted with respect to A, with more smaller components and fewer large ones. In respect of the detailed code structure within components, the results indicate that B is better structured than A. Only the fully structured components of A and B could be measured for testability, with no significant difference being apparent for the specified test case strategies. Overall, the evidence of this comparative study points to modest advantages of the structured method over the informal development method in this case. Caution must be exercised, however, against sweeping generalizations of these results.  相似文献   

4.
5.
Tony Gorschek  Claes Wohlin 《Software》2004,34(14):1311-1344
Software process improvement is a challenge in general and in particular for small‐ and medium‐sized companies. Assessment is one important step in improvement. However, given that a list of improvement issues has been derived, it is often very important to be able to prioritize the improvement proposals and also look at the potential dependencies between them. This paper comes from an industrial need to enable prioritization of improvement proposals and to identify their dependencies. The need was identified in a small‐ and medium‐sized software development company. Based on the need, a method for prioritization and identification of dependencies of improvement proposals was developed. The prioritization part of the method is based on a multi‐decision criteria method and the dependencies are identified using a dependency graph. The developed method has been successfully applied in the company, where people with different roles applied the method. The paper presents both the method as such and the successful application of it. It is concluded that the method worked as a means for prioritization and identification of dependencies. Moreover, the method also allowed the employees to discuss and reason about the improvement actions to be taken in a structured and systematic way. Copyright © 2004 John Wiley & Sons, Ltd.  相似文献   

6.
Modular software model checking of large real‐world systems is known to require extensive manual effort in environment modelling and preparing source code for model checking. Avinux is a tool chain that facilitates the automatic analysis of Linux and especially of Linux device drivers. The tool chain is implemented as a plugin for the Eclipse IDE, using the source code bounded model checker CBMC as its backend. Avinux supports a verification process for Linux that is built upon specification annotations with SLICx (an extension of the SLIC language), automatic data environment creation, source code transformation and simplification, and the invocation of the verification backend. In this paper technical details of the verification process are presented: Using Avinux on thousands of drivers from various Linux versions led to the discovery of six new errors. In these experiments, Avinux also reduced the immense overhead of manual code preprocessing that other projects incurred. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

7.
随着科技的发展和社会的不断进步,我国计算机技术不断崛起,给人们的生活和生产带来了很多方便。伴随着经济和科技的迅速发展,社会已经逐渐向科技发展迈进,而计算机技术已经广泛应用到经济、军事和政治等领域,尤其是计算机软件技术的开发和利用。本文主要针对计算机软件开发的难点进行分析,研究当今计算机发展出现的现状和存在的不足,并针对存在的问题提出合理的措施。  相似文献   

8.
E-business and organizational change: a structurational approach   总被引:1,自引:1,他引:0  
Abstract.  Although e-business is a familiar part of the organizational landscape, its implementation remains a problem for large traditional organizations. This paper argues that the pervasiveness of e-business calls for the adoption of an organizational change perspective to study its implementation. Using structuration theory, the paper analyzes a detailed case study of the implementation of a major e-business initiative in a traditional automotive manufacturer. It shows how a combination of structural contradictions and unexpected consequences derailed the initiative.  相似文献   

9.
A recent model analyzing the role of information and communications technology (ICT) in development shows promise. The model coheres with theory on contingency, the problem of reductionism, and distinctions between deeply and shallowly inscribed organizational change arising from ICT. Conditions of e-readiness at the University of Botswana provide an opportune case study for the model. On the whole the original model holds up well, although the case study reveals relevant factors missed by the model: underlying support infrastructure and postimplementation growth in demand. Accordingly, we define an explicit role for time in the model and add a major new dimension of financial sustainability. These additions equip the model to better account for realities affecting ICT's role in development. Further research needs include case and cross-case studies of the revised model. © 2007 Wiley Periodicals, Inc.  相似文献   

10.
Computer Simulation will play an important role in future changes in Education. Here we will review how the Spanish National Project for Computers in Education, called Atenea, looks at Modelling and Simulation and how the first training courses for teachers, recommended by this project, are being carried out. We will give particular attention to the applications of the Simulation in the classroom using System Dynamics techniques. A real case study, developed by the pupils of a Simulation course for teachers, is outlined showing numerical and graphics results. Afterwards, SDSE—System Dynamics Simulator for Education—is superficially described: it is a microcomputer based system which has been developed by the authors to assist the process of building and simulating System Dynamics models in educative environments.Finally, some pedagogical applications, alternatives of use and major problems of the Simulation in educational environments are presented.  相似文献   

11.
Social software is increasingly being used in higher and further education to support teaching and learning processes. These applications provide students with social and cognitive stimulation and also add to the interaction between students and educators. However, in addition to the benefits the introduction of social software into a course environment can also have adverse implications on students, educators and the education institution as a whole, a phenomenon which has received much less attention in the literature. In this study we explore the various implications of introducing social software into a course environment in order to identify the associated benefits, but also the potential drawbacks. We draw on data from 20 social software initiatives in UK‐based higher and further education institutions to identify the diverse experiences and concerns of students and educators. The findings are presented in form of a SWOT analysis, which allows us to better understand the otherwise ambiguous implications of social software in terms of its strengths, weaknesses, opportunities and threats. From the analysis we have derived concrete recommendations for the use of social software as a teaching and learning tool.  相似文献   

12.
We report on participatory design activities within the PoliTeam project, a large project which introduces groupware into the German government. Working with a representative small group of users in different worksites, an existing system was adapted to user and organizational needs, with the plan to improve and expand the system to a large scale. We integrated new approaches of user advocacy and osmosis with an evolutionary cycling process. User advocates and osmosis were techniques used to explore the users' needs during actual system use. These techniques were incorporated into the system development. In this paper, we present experiences with this approach and reflect on its impact on the design process from the designers' point of view.  相似文献   

13.
The characteristics of a global information warehouse (GIW) can be understood with reference to the three dimensions implied by the three words in its name. These dimensions are boundary of the system, semiotic level of the objects in the system, and organization of objects in the system, corresponding to the terms 'global', 'information' and 'warehouse', respectively. This paper defines these three dimensions and describes the system characteristics that flow from the definitions. These characteristics also highlight the issues involved in the design, development and implementation of GIWs. The case study following the discussion of the three dimensions illustrates these issues.  相似文献   

14.
This study is to examine the attitudes of students towards the case studies based on mobile messaging in a pharmacotherapy introduction class. Case studies were divided into 4 groups, with 30 pharmacy students each group. Each group was required to share pharmaceutical care plans on WeChat by posting messages. A post‐activity survey was conducted: Over 70% of the students agreed that mobile messaging‐based case studies (MMBC) helped developing skills and knowledge and stimulating additional research and readings. Over 60% of the students felt that MMBC helped understanding others' viewpoints and sharing their experience and knowledge. More than half of the students agreed that MMBC was more convenient than traditional and internet‐based case study. Less than 30% of the students agreed that the interaction with other students was good. The findings reflect the MMBC studies' popularity with students. Recommendations to use MMBC studies include (a) balance the merits, such as expressing opinions clearly and concisely, allowing for collaborative learning, with the drawbacks: distraction and the low quality of interactions; (b) use small groups for case discussion; (c) design a collaborative schedule dividing the discussion into different sections.  相似文献   

15.
The widespread uptake of platform strategies turns many vendors of enterprise software into curators of an ecosystem of firms that collaboratively develop and commercialize a shared technology. As a platform owner's effectiveness in integrating knowledge across ecosystem participants will distinguish it from its competitors, we investigate the management of development‐related knowledge across firm boundaries. Our exploratory, multiple‐case study of 4 platforms illustrates how “knowledge boundaries” emerge between platform owners and complementors. We observe that knowledge boundaries are influenced by a platform's functional extent, interface design, and evolutionary dynamics, which create differences, dependencies, and novelty of development knowledge, resulting in qualitatively distinct types of knowledge boundaries. To overcome knowledge boundaries, platform owners provide various resources at the boundary, including information portals, documentation, helpdesks, and alignment workshops. We observe that in shaping these resources, platform owners face a trade‐off between providing knowledge at the right scope, while allowing for the scalability of knowledge resources for the entire ecosystem. Depending on their scope and scale, we classify knowledge boundary resources as broadcasting, brokering, and bridging, each representing qualitatively distinct patterns in managing knowledge in platform ecosystems. We conclude with implications for researchers and managers.  相似文献   

16.
COPERSUCAR Ltda (the acronym for the Sugarcane and Ethanol Producers' Cooperative in São Paulo state) is a Brazilian cooperative of sugarcane producers and the largest sugar and ethanol manufacturer in Brazil, producing 4.4 million metric tons of sugar and 2.7 billion liters of ethanol. The cooperative is composed of 34 sugar mills with centralized sales and marketing. This organization establishes the amount of each product that will be manufactured in each mill to reduce total transportation and storage costs and, consequently, increase overall gain. Critical aspects of this problem are seasonal production and, therefore, the need to store final products to meet demand during the off‐season period. This study focuses on the application of a multi‐period linear programming model that provides optimal assignment of production, transportation, and storage of final products subject to manufacturing and flow capacity constraints. The expected annual benefits of implementing the proposed solution are 3.3 million dollars. In addition, a sensitivity analysis was carried out to investigate the possibility of increasing the capacity of the installed mills.  相似文献   

17.
The paper describes results of a longitudinal study of developments in the area of software product and process quality improvement within a Hungarian software company, IQSOFT Ltd. This company has been active in this area since 1993, trying to build, introduce and maintain an efficiently working quality management system which, e.g., fulfils the ISO 9001 requirements, allows steady software process improvement and, at the same time, conforms to company's own needs. Over the last eight years five phases could be distinguished. Each phase is described shortly, following the same structure, namely: basic starting points, key problem areas, literature consulted, activities and design executed, reflections on what happened and why. The lessons resulting from the analysis of this case have been formulated in terms of guidelines. We feel that these are applicable to any low maturity software development organisation embarking on a product or process quality improvement endeavour. These guidelines are developed around a framework containing the basic issues of software production (project management, technical processes and products). The guidelines advocate a careful step-by-step development of definitions, quality characteristics, and metrics related to these objects while at the same time developing and introducing the associated process.  相似文献   

18.
In providing a better experience to users in terms of product usage, we focus on the important concept of a user-centred design (UCD), and explore a new approach to user experience (UX), with the effort to understand experience-driven innovation. Based on the conceptual framework of experiential network and the results of multiple case studies covering 643 successfully designed products or services providing an optimised UX, we categorise the UX context into the following four representative types: individualisation, combination, integration, and ecosystem. Furthermore, we identify the essential UCD concepts that reflect the core needs and expectations of users in each of the designed contexts, that is, specialty, usefulness, usability, and fluency. Finally, we discuss the dynamic concepts that help achieve a successful experience innovation. We expect these findings to play a crucial role in the development of novel design concepts or strategies, not only to better understand the needs of contemporary users, but also to better understand the dynamics of innovation.  相似文献   

19.
In recent times, social media has been increasingly playing a critical role in response actions following natural catastrophes. From facilitating the recruitment of volunteers during an earthquake to supporting emotional recovery after a hurricane, social media has demonstrated its power in serving as an effective disaster response platform. Based on a case study of Thailand flooding in 2011 – one of the worst flooding disasters in more than 50 years that left the country severely impaired – this paper provides an in‐depth understanding on the emergent roles of social media in disaster response. Employing the perspective of boundary object, we shed light on how different boundary spanning competences of social media emerged in practice to facilitate cross‐boundary response actions during a disaster, with an aim to promote further research in this area. We conclude this paper with guidelines for response agencies and impacted communities to deploy social media for future disaster response.  相似文献   

20.
This paper explores how people make sense of the ambiguity caused by newly introduced information technology (IT) in organizations. A better understanding of these sense‐making processes might provide some basis for improving the way in which information technology is adapted in organizations. On the basis of an interpretive case study, the paper identifies how certain attention structures facilitated and restricted the meaningful construction of IT in a particular organizational context – social work. In this context, the previous coincidence of IT introductions with increasing administrative workload had considerable implications for the way in which a communications technology (First Class) was adapted. On a general level, it is concluded that making sense of ambiguity is an important ingredient in successful IT adaptation.  相似文献   

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