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Graphical User Interface Prototyping for Distributed Requirements Engineering

by Sven Scheibmayr (Author)
©2014 Thesis XVI, 164 Pages

Summary

Finding and understanding the right requirements is essential for every software project. This book deals with the challenge to improve requirements engineering in distributed software projects. The use of graphical user interface (GUI) prototypes can help stakeholders in such projects to elicit and specify high quality requirements. The research objective of this study is to develop a method and a software artifact to support the activities in the early requirements engineering phase in order to overcome some of the difficulties and improve the quality of the requirements, which should eventually lead to better software products. Therefore, this study seeks to support the work with these prototypes in distributed projects. It is based on a theoretical analysis and follows a design science research approach.

Table Of Contents

  • Cover
  • Title
  • Copyright
  • About the Author
  • About the Book
  • This eBook can be cited
  • Acknowledgments
  • Contents
  • List of Figures
  • List of Tables
  • List of Abbreviations
  • 1. Introduction
  • 1.1. Problem Outline
  • 1.2. Research Focus and Objective
  • 1.3. Research Method
  • 1.4. Organization of this Thesis
  • 2. Foundations
  • 2.1. Requirements Engineering
  • 2.1.1. Requirements Engineering as a Discipline in Software Development
  • 2.1.2. Requirements Engineering Process
  • 2.1.2.2 Requirements Analysis and Negotiation
  • 2.1.2.3 Requirements Specification
  • 2.1.2.4 Requirements Validation
  • 2.1.2.5 Requirements Management
  • 2.2. Distributed and Collaborative Software Engineering
  • 2.3. Graphical User Interface Prototypes
  • 2.4. Design Science Research
  • 2.5. Related Research
  • 3. Theory-informed Design
  • 3.1. Theoretical Concepts
  • 3.1.1. Boundary Objects
  • 3.1.2. Cognitive-Affective Model of Organizational Communication for Designing IT
  • 3.1.3. Media Synchronicity Theory
  • 3.2. Design Implications
  • 3.3. Preliminary Evaluation
  • 3.4. Existing Tools
  • 4. Designed Artifacts
  • 4.1. A Method for Distributed GUI Prototyping
  • 4.1.1. Conceptual Overview of the Method
  • 4.1.2. Steps of the Method
  • 4.1.3. Example Scenarios
  • 4.1.3.1 Waterfall-like Process
  • 4.1.3.2 Agile Development
  • 4.2. A Tool for Distributed GUI Prototyping
  • 4.2.1. Description of Use
  • 4.2.1.1 Projects
  • 4.2.1.2 Creating Graphical Elements
  • 4.2.1.3 GUI Widgets
  • 4.2.1.4 Linking
  • 4.2.1.5 Collaboration
  • 4.2.2. Technologies
  • 4.2.2.1 Web Platform
  • 4.2.2.2 Dojo
  • 4.2.2.3 Vector Graphics
  • 4.2.2.4 Comet
  • 4.2.2.5 Operational Transformations
  • 4.2.2.6 Persistence
  • 4.2.2.7 Summary of Technologies
  • 4.2.3. Architecture
  • 4.2.3.1 Architecture Overview
  • 4.2.3.2 Architecture Details
  • 4.2.3.2.1. Projects
  • 4.2.3.2.2. Drawing Surfaces
  • 4.2.3.2.3. Shapes
  • 4.2.3.2.4. Library
  • 4.2.3.2.5. Collaboration
  • 4.2.3.2.6. Creating Shapes
  • 5. Evaluation
  • 5.1. Evaluation Context
  • 5.2. Evaluation Design
  • 5.3. Evaluation Results
  • 5.3.1. Proposition P1 – Shared Understanding
  • 5.3.2. Proposition P2 – Collaboration Efficiency
  • 5.3.3. Suggestions for Improvements
  • 6. Discussion
  • 6.1. Contributions
  • 6.2. Implications
  • 6.3. Limitations
  • 7. Summary and Outlook
  • 7.1. Summary
  • 7.2. Outlook
  • A. Interview Guideline for the Preliminary Evaluation
  • B. Interview Guideline for the Evaluation
  • Bibliography
  • Series Index

| xi →

List of Figures

2.1. Requirements Engineering Phases

4.1. Conceptual Overview of the Method

4.2. Steps of the Method

4.3. The Projects Dialog

4.4. Overview of the ProtoColl Application

4.5. Prototype Drawn with the Pencil Tool

4.6. Editing Text of a Text Box

4.7. Multiple Selections

4.8. Alignment Within a Group of Elements Dialog

4.9. The Library with the Standard Widgets Category Open

4.10. Configuring a Table Widget

4.11. Link Dialog

4.12. Internal Linking Mode

4.13. Link Icon of an Element

4.14. Indicating the Selections of a User

4.15. Marker Example

4.16. Log Sidebar

4.17. Vector Graphic Versus Raster Graphic

4.18. Changes Leading to an Inconsistency

4.19. Transformation of Operation 1 to Fix the Inconsistency

4.20. Overall Architecture of the ProtoColl System

4.21. Simplified Class Diagram ← xi | xii →

4.22. Example of an Operational Transformation Performed When Shapes Are Edited in ProtoColl

4.23. Sequence Diagram Showing the Creation of a Shape by a Local User

4.24. Sequence Diagram Showing the Creation of a Shape by a Remote User

| xiii →

List of Tables

2.1. Characteristics of Low and High Fidelity Prototypes (Rudd et al., 1996)

2.2. Design Science Research Guidelines by Hevner et al. (2004)

3.1. Summary of the Design Implications

3.2. Existing Tools

3.3. Characteristics of Existing Tools

4.1. Technologies Used by ProtoColl

4.2. Example Insert Operation of a Shape on the Canvas at Position

4.3. Possible Transformations of Cooperative Events

5.1. Industry Experts

| xv →

Details

Pages
XVI, 164
Year
2014
ISBN (PDF)
9783653043150
ISBN (ePUB)
9783653987447
ISBN (MOBI)
9783653987430
ISBN (Hardcover)
9783631650943
DOI
10.3726/978-3-653-04315-0
Language
English
Publication date
2014 (April)
Keywords
Graphical User Interface Prototypes Distributed Software Engineering Requirements Engineering Software Engineering Distributed Software Engineering: Graphical User Interface
Published
Frankfurt am Main, Berlin, Bern, Bruxelles, New York, Oxford, Wien, 2014. XVI, 164 pp., 9 tables, 25 graphs

Biographical notes

Sven Scheibmayr (Author)

Sven Scheibmayr studied Business Administration at the University of Mannheim and worked there as a research associate at the Chair of General Management and Information Systems of Prof. Dr. Armin Heinzl.

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