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  • ItemOpen Access
    Designing Digital Surface Applications
    (SurfNet, 2016) Maurer, Frank
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    Investigating Tabletop Interfaces to Support Collaborative Decision-Making in Maritime Operations
    (2010) Scott, S.D.; Allavena, A.; Cerar, K.; Franck, G.; Hazen, M.; Shuter, T.; Colliver, C.
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    Improving the Social Gaming Experience by Comparing Physical and Digital Tabletop Board Games
    (2012) Chang, Y.-L.B.; Hancock, M.; Scott, S.D.; Pape, J.; Graham, T.C.N.
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    OneSpace: Shared Depth-Corrected Video Interaction
    (2013) Ledo, D.; Aseniero, B. A.; Greenberg, S.; Tang, A.
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    Towards Supporting Interactive Sketch-Based Visualizations
    (2013) Walny, Jagoda; Carpendale, Sheelagh
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    A Multi-Agency Collaboration and Coordination Hub (MACCH)
    (2011) Cheaib, N.; Cheung, V.; Cerar, K.; Scott, S.D.
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    Distributed data and displays via SVG and HTML5
    (2013) Wilson, Jeff; Brown, Judith; Biddle, Robert
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    The day-in-the-life scenario: A technique for capturing user experience in complex work environments
    (IEEE, 2013) Samaroo, R.; Brown, J.M.; Biddle, R.; Greenspan, S.
    We study complex work environments to enable innovative improvements. In this paper we report on a technique we have created to depict the complex work environments of operators in IT operations control centers, developed after a 3-day field study in a large operations center. Because of security issues and tight time constraints on the operators' work, this environment is not accessible to software teams. The technique is a Day-in-the-life scenario, which extends on the work of personas and scenarios. The scenario has two forms: a narrative, and a diagram. Our narrative captures typical daily events in the life of the operator and conveys the gist of their day in terms of attentional focus and tensions between and within their activities. The Day-in-the-life diagram uses the UML sequence diagram notation to depict the narrative visually, bringing important details of the day to the fore. These techniques especially capture the many activities of operators and the subsequent demands on an operators' attention.
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    Information needs in bug reports: improving cooperation between developers and users
    (ACM, 2010) Breu, Silvia; Premraj, Rahul; Sillito, Jonathan; Zimmermann, Thomas
    For many software projects, bug tracking systems play a central role in supporting collaboration between the developers and the users of the software. To better understand this collaboration and how tool support can be improved, we have quantitatively and qualitatively analysed the questions asked in a sample of 600 bug reports from the MOZILLA and ECLIPSE projects. We categorised the questions and analysed response rates and times by category and project. Our results show that the role of users goes beyond simply reporting bugs: their active and ongoing participation is important for making progress on the bugs they report. Based on the results, we suggest four ways in which bug tracking systems can be improved.
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    A Literature Review on Story Test Driven Development
    (Springer, 2010) Park, Shelly; Maurer, Frank
    This paper presents a literature review on story-test driven development. Our findings suggest that there are many lessons learned papers that provide anecdotal evidence about the benefits and issues related to the story test driven development. We categorized these findings into seven themes: cost, time, people, code design, testing tools, what to test and test automation. We analyzed research papers on story test driven development to find out how many of these anecdotal findings were critically examined by researchers and analyzed the gaps in between. The analysis can be used by researchers as a ground for further empirical investigation.
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    ActiveStory Enhanced: Low-Fidelity Prototyping and Wizard of Oz Usability Testing Tool
    (Springer, 2009) Hosseini-Khayat, Ali; Ghanam, Yaser; Park, Shelly; Maurer, Frank
    This paper presents “ActiveStory Enhanced” as a tool that enables prototyping user interfaces and conducting usability tests in a way that is aligned with agile principles. The tool allows designers to sketch user interface prototypes as well as add basic interactions to provide navigation. Sketching can be done using a mouse or stylus on tablet PCs. Designers can then export the prototype to a web-based Wizard of Oz testing tool, allowing test participants to remotely walk through a UI while recording metrics such as mouse movements and time spent on pages. ASE improves on the original by providing some usability improvements, improved browser support, undo support, more control over the design and an improved pen and paper metaphor.
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    Extreme Product Line Engineering – Refactoring for Variability: A Test-Driven Approach
    (Springer, 2010) Ghanam, Yaser; Maurer, Frank
    Software product lines - families of similar but not identical software products - need to address the issue of feature variability. That is, a single feature might require various implementations for different customers. Also, features might need optional extensions that are needed by some but not all products. Software product line engineering manages variability by conducting a thorough domain analysis upfront during the planning phases. However, upfront, heavyweight planning approaches are not well-aligned with the values of minimalistic practices like XP where bottom-up, incremental development is common. In this paper, we introduce a bottom-up, test-driven approach to introduce variability to systems by reactively refactoring existing code. We support our approach with an eclipse plug-in to automate the refactoring process. We evaluate our approach by a case study to determine the feasibility and practicality of the approach.
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    Improving Responsiveness, Bug Detection, and Delays in a Bureaucratic Setting: A Longitudinal Empirical IID Adoption Case Study
    (Springer, 2010) Pinheiro, Caryna; Maurer, Frank; Sillito, Jonathan
    This paper empirically studies a group of projects in a large bureau-cratic government agency that adopted iterative and incremental development (IID). We found that a project that followed IID since inception provided substantially better bug-fixing responsiveness and found bugs earlier in the development lifecycle than existing projects that migrated to IID. IID practices also supported managerial decisions that lead to on-time & on-budget delivery.
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    Auto-tagging Emails with User Stories Using Project Context
    (Springer, 2010) Sohan, S.M.; Richter, Michael M.; Maurer, Frank
    In distributed agile teams, people often use email as a knowledge sharing tool to clarify the project requirements (aka user stories). Knowledge about the project included in these emails is easily lost when recipients leave the project or delete emails for various reasons. However, the knowledge contained in the emails may be needed for useful purposes such as re-engineering software, changing vendor and so on. But, it is difficult to relate texts such as emails to certain topics because the relation is not explicit. In this paper, we present and evaluate a technique for automatically relating emails with user stories based on their text and context similarity. Agile project management tools can use this technique to automatically build a knowledge base that is otherwise costly to produce and maintain.
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    Test-Driven Development of Graphical User Interfaces: A Pilot Evaluation
    (Springer, 2011) Hellmann, Theodore D.; Hosseini-Khayat, Ali; Maurer, Frank
    This paper presents a technique for test-driven development of GUI based applications, as well as a pilot evaluation. In our approach, user interface prototypes are created in such a way as to allow capture/replay tools to record interactions with them. These recordings can then be replayed on the actual GUI as it is being developed in a test-driven fashion. The pilot evaluation found that developers integrated GUI tests, based on user interface prototypes,into their development process and used them as a way to determine when a feature is actually complete.Study participants felt that TDD of GUI based applications is useful.
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    A Test-Driven Approach for Extracting Libraries of Reusable Components from Existing Applications
    (Springer, 2011) Selim, Elaf; Ghanam, Yaser; Burns, Chris; Seyed, Teddy; Maurer, Frank
    In agile approaches such as Extreme Programming, time is not spent on making sure that system components can be reused in similar systems. Therefore, there is a need to investigate whether reuse can be achieved by extracting reusable assets from existing applications. This paper presents an approach that relies on refactoring and testing practices for extracting reusable assets from existing applications. The approach creates reusable APIs in a bottom-up fashion, on demand when a new application might benefit from component in an existing application. The extraction process is guided and supported by the usage examples and the testing scenarios in the existing application and the new one. The paper presents a case study, where the approach was used to extract components from the user interface of an existing application, wrap these components in an API, and use this API in the existing and new applications.
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    Collaborative Multi-Touch Log Browsing
    (VizSec, 2010) Wilson, Jeff; Biddle, Robert
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    Raptor: sketching games with a tabletop computer
    (ACM, 2010) Smith, J. David; Graham, T.C. Nicholas
    Game sketching is used to identify enjoyable designs for digital games without the expense of fully implementing them. We present Raptor, a novel tool for sketching games. Raptor shows how table-top interaction can effectively support the ideation phase of game design by enabling collaboration in the design and testing process. Raptor heavily relies on simple gesture-based interaction, mixed-reality interaction involving physical props and digital artifacts, Wizard-of-Oz demonstration gameplay sketching, and fluid change of roles between designer and tester. An evaluation of Raptor using seven groups of three people showed that a sketching tool based on a tabletop computer indeed supports collaborative game sketching better than a more traditional PC-based tool.