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Esta es la versión de autor del artículo publicado en: This is an author produced version of a paper published in:Journal of Systems and Software 105 (2015) AbstractUsability is a software system quality attribute. There are usability issues that have an impact not only on the user interface but also on the core functionality of applications. In this paper, three web applications were developed to discover patterns for implementing two usability functionalities with an impact on core functionality: Abort Operation and Progress Feedback. We applied an inductive process in order to identify reusable elements to implement the selected functionalities. For communication purposes, these elements are specified as design and programming patterns (PHP, VB .NET and Java). Another two web applications were developed in order to evaluate the patterns. The evaluation explores several issues such as ease of pattern understanding and ease of pattern use, as well as the final result of the applications. We found that it is feasible to reuse the identified solutions specified as patterns. The results also show that usability functionalities have features, like the level of coupling with the application or the complexity of each component of the solution, that simplify or complicate their implementation. In this case, the Abort Operation functionality turned out to be more feasible to implement than the Progress Feedback functionality.
Usability is a software systems quality attribute. Although software engineers originally considered usability to be related exclusively to the user interface, it was later found to affect the core functionality of software applications. As of then, proposals for addressing usability at different stages of the software development cycle were researched. The objective of this paper is to present three reusable solutions at detailed design and programming level in order to effectively implement the Abort Operation, Progress Feedback and Preferences usability functionalities in web applications. To do this, an inductive research method was applied. We developed three web applications including the above usability functionalities as case studies. We looked for commonalities across the implementations in order to induce a general solution. The elements common to all three developed applications include: application scenarios, functionalities, responsibilities, classes, methods, attributes and code snippets. The findings were specified as an implementation-oriented design pattern and as programming patterns in three languages. Additional case studies were conducted in order to validate the proposed solution. The independent developers used the patterns to implement different applications for each case study. As a result, we found that solutions specified as patterns can be reused to develop web applications.
The success of using agile methodologies for collaborative work in industry, has led to adopt these methodologies for teaching Software Engineering. The curricula has evolved in recent years in order to introduce the use of agile development, so that the students practice their use and train the required skills for project-based collaborative work. Agile methodologies are characterized by being iterative and incremental, with short cycles, constant deliveries and a high level of interaction among team members. These characteristics constitute a challenge for educators and students since, in short periods of time, it is necessary to evaluate and provide feedback to individual and group work, regarding aspects like methodology usage, tools management, and collaboration within the team. For that reason, a Computer Supported Collaborative Learning (CSCL) environment has been developed to assist academics in evaluating and providing feedback to students. The CSCL environment is based on the collaborative platform GitLab, which has been adapted to implement concepts associated to SCRUM, an agile methodology widely adopted. Additionally, the use of GitLab allows to automatically collect information regarding individual and team work of students. Using GitLab data collected, a Learning Analytics platform has been developed in order to analyse group and individual work during the execution of student projects using SCRUM. The objective is to determine if SCRUM helps students to elaborate better software, by evaluating methodology adoption and quality of the resulting software. A prototype of the platform was developed and used in a Software Engineering undergrad course at a Spanish University, in which 79 students divided into groups of 3-4 people, developed two independent projects. Preliminary results show that the proposed CSCL environment helps in providing insight for evaluating and giving feedback to students. Additionally, the data collected by the CSCL environment showed a good correlation of SCRUM adoption by students and quality of resulting software.
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