El autor Ana M. Moreno ha publicado 8 artículo(s):
This contribution presents the extension of the existing ScrumTime tool to support usability mechanisms that has been done. The presented tool is used to manage agile projects. The extension increases the features of ScrumTime to define user stories through usability mechanisms selection, acceptance criteria definition and recommendation about usability tasks, acceptance criteria and usability stories. The tool is available to be tested.
Autores: Ana M. Moreno / Agustin Yagüe / Diego Yucra /
Palabras Clave: Agile development - HCI - usability patterns - user stories
Agile teams have to address usability to properly catch their users experience. But like in traditional software development, this task is not easy to achieve; there exists an interesting debate in the agile and usability communities about how to deal with this integration. In this paper we try to contribute to this debate by discussing the incorporation of particular usability recommendations into one of the most popular artifacts for communicating agile requirements, user stories. We discuss about the changes the incorporation of particular usability issues may introduce in a user story, and describe a tool that helps the agile team to deal with such usability issues during the specification of user stories. Some encouraging results about preliminary validation are also presented in the paper.
Autores: Ana M. Moreno / Agustin Yagüe / Diego Yucra /
Palabras Clave: Agile development - HCI - usability patterns - user stories
CMMI and Agile can work together. Over 80% of CMMI appraisals in 2018 were conducted at agile organizations, even though pre-2018 CMMI versions do not provide guidelines for agile contexts. A number of experience reports and research studies address the alignment between the two approaches but also pinpoint open tactical and organizational challenges. CMMI V2.0, published in 2018, was designed to be understandable, accessible, and flexible. It was intended to be integrated with other methodologies such as Agile. In this paper, we discuss to what extent the new CMMI V2.0 addresses the existing Agile-CMMI alignment challenges. We identify the two most significant CMMI V2.0 artifacts for this aim, the context-specific sections provided for most of the practice areas, and the value statements linked to the practices. We analyze how they contribute to each of the existing challenges and highlight important issues that organizations still need to tackle regarding this alignment.
Autores: Valeria Henriquez / Ana M. Moreno / Jose A. Calvo-Manzano / Tomas San Feliu /
Palabras Clave: Agile and CMMI-DEV V2.0 - Agile software development - CMMI V2.0 - Software process Improvemen
Los beneficios de incorporar la usabilidad en el desarrollo del software han sido ampliamente documentados tanto desde el punto de vista del usuario como para la propia organización de desarrollo. Los modelos de madurez de usabilidad (MMUs) se usan para evaluar cómo una organización integra buenas prácticas de usabilidad en su proceso de desarrollo de software, por lo tanto, los MMUs son, así mismo, un vehículo eficaz para promover dicha integración. El objetivo de este trabajo es proporcionar información actualizada y detallada sobre los MMUs utilizados en la última década. Para ello hemos realizado un mapeo siste-mático de los MMUs objeto de publicación en los últimos 10 años. Como resul-tado, hemos identificado once modelos desde 2006. Para cada uno de ellos se han analizado en detalle distintas características de diseño y aplicación. El análisis ex-haustivo de dichos modelos, confirma la falta de evidencia empírica y de docu-mentación de soporte para su aplicación objetiva, carencias ya predichas por tra-bajos anteriores. Nuestro estudio identifica además otras carencias como son el grado de prescriptividad o mutabilidad de dichos modelos. Este estudio justifica así la necesidad de seguir trabajando en mejorar la madurez de los MMUs para potenciar su eficacia en la integración de prácticas de usabilidad en el desarrollo de software.
Autores: Carmen L. Carvajal / Ana M. Moreno /
Palabras Clave: mapeo sistemático - modelos de madurez - Modelos de madurez de usabilidad - usabilidad
The potential of gamification in education is based on the hypothesis that it supports and motivates students and can thus lead to enhanced learning processes and outcomes. Gamification is just kicking off in software engineering (SE) education. However, as SE educators we are particularly interested in understanding how gamification is pollinating our field and the extent to which the above claim is valid in our context. A systematic literature mapping has underscored the difficulty in fully corroborating the above claim because few empirical data are available so far. However, key trends and challenges have been identified. We found that the purpose of applying gamification in the SE field is mostly directly related to improving student engagement and, to a lesser extent, to improving student knowledge, although other targets are the application of SE best practices and socialization. We have also discussed insightful issues regarding the technological cost of gamification, patterns in the most often used gamification elements, and the SE processes and teaching activities addressed. Of the identified challenges, we should highlight the complexity of deciding which gamification approach to follow, the lack of information for choosing gamification elements and the need to control the impact of gamification.
Autores: Ana M. Moreno /
Palabras Clave: Gamification - High Education - Software Engineering Education
Over the past two decades the HCI community has proposed specific features that software applications should include to overcome some of the most common usability problems. However, incorporating such usability features into software applications may not be a straightforward process for software developers who have not been trained in usability (i.e., determining when, how, and why usability features should been considered). We have defined a set of usability guidelines for software development to help software engineers incorporate particular usability features into their applications. In this paper we focus on the software design artifacts provided by the guidelines. We detail the structure of the proposed design artifacts and how they should be used according to the software development process and software architecture used in each application. We have tested our guidelines in an academic setting. Preliminary validation shows that the use of the guidelines reduces development time, improves the quality of the resulting designs and significantly decreases the perceived complexity of the usability features from the developers’ perspective.
Autores: Laura Carvajal / Ana M. Moreno / María-Isabel Sánchez-Segura / Ahmed Seffah /
Palabras Clave:
La adopción de aproximaciones ágiles a nivel de equipo es una práctica habitual en la industria del software, pero muchas de estas organizaciones continúan usando enfoques tradicionales para gobernar estos equipos ágiles, con los consiguientes efectos negativos. Aunque existen algunas soluciones de gobernanza ágil, la mayoría están orientadas a grandes organizaciones, mientras que el contexto de las pymes (Pequeñas y Medianas Empresas) permanece sin abordar. Nuestro trabajo utiliza el marco de la ciencia del diseño (design science) para desarrollar guías de gobernanza para pymes de desarrollo de software ágiles. Este artículo muestra una de las guías generadas tras un proceso de armonización entre las prácticas de gobernanza de CMMIV2.0 y SAFe 5.0, y su adaptación a las características de las pymes.
Autores: Valeria Henriquez / Ana M. Moreno / Jose A. Calvo-Manzano / Tomas San Feliu /
Palabras Clave: Agilidad organizacional. - CMMI V2.0 - Gobernanza ágil - SAFe 5.0
Este trabajo presenta los resultados de una síntesis cualitativa de la literatura orientada a identificar pautas y recomendaciones que ayuden a integrar la usabilidad en una organización software desde el punto de vista corporativo. Los resultados constituyen el primer paso para definir un conjunto de guías y prácticas que puedan usar los gestores o responsables de calidad de las organizaciones software para crear una cultura de usabilidad que ayude a integrar dicho atributo de calidad de manera sostenible en los distintos proyectos de la organización. La metodología utilizada es la síntesis temática, con la que se han sintetizado 44 artículos dando como resultado la identificación de cinco prácticas generales que agrupan otras 13 prácticas más concretas para abordar este fin. Finalmente, se presenta un modelo de interrelaciones entre las distintas prácticas identificadas.
Autores: Carmen L. Carvajal / Ana M. Moreno /
Palabras Clave: experiencia de usuarios - síntesis temática - usabilidad - usabilidad a nivel organizativo