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El autor Oscar Diaz ha publicado 11 artículo(s):

1 - WebMakeup: An End-user Tool for Web Page Customization

The Personal Web refers to a collection of technologies that confer the ability to reorganize, configure and manage online content rather than just viewing it. The main forms of Web content are HTML pages. HTML pages are represented as DOM trees, hence the Web is conceived as a «forest of DOM trees». The vision is for users to «prune» (removing nodes) or «graft» (adding nodes) existing DOM trees to improve their Web experience. Hence, Web content is no longer consumed as canned by Web masters. Rather, users can remove content of no interest to them, or placing new content from somewhere else. This vision accounts for a post-production user-driven Web customization. Being user driven, appropriate abstractions and tools are needed. The paper introduces an IDE (realized as a plugin from Chrome) to empower nonprogrammers to achieve HTML rearrangement.

Autores: Oscar Díaz / Cristóbal Arellano / Iñigo Aldalur / Sergio Firmenich / Haritz Medina / 
Palabras Clave: Domain Specific Languages - End User Programming - Visual Programming - Web Modding - Web Widget - WebMakeUp

2 - A Language for End-user Web Augmentation: Caring for Producers and Consumers Alike

This work advocates for the use of Domain Specific Languages to empower hobby programmers to achieve their own scripts for Web Augmentation (a special kind of applications to customize web pages). The work follows Mernik’s methodology whereby the DSL is gradually constructed from the feature model to the concrete syntax.

Autores: Oscar Díaz / Cristóbal Arellano / Maider Azanza / 
Palabras Clave: Domain Specific Language - JavaScript - Web Augmentation

3 - Wiki Scafolding: Aligning wikis with the corporate strategy

1 An outline about the rationales and contribution of this work Companies are increasingly realizing the benets of wikis [2]. As any other In- formation System, the interplay of technology, work practice, and organization is paramount to achieve successful wiki deployments. Documentation, organi- grams, project milestones are all there by the time the wiki is created. This Wikipediacontrasts with open wikis (e.g., ) where the community did not exist prior to the wiki. As a result, corporate wikis (i.e., wikis host by an existing organization) might be tuned at the onset to the already existing information ecosystem. This is the assumption behind Wiki Scaolding. Next paragraphs Whatintroduce the what, the why and the how of this term. . Wiki Scaolding stands for a wiki installation (a.k.a. a wiki project) that is available from the wiki’s onset, before any contribution is made. Such installation mirrors the practices of the hosting organization. Some examples follow: (1) company schedulings might impact the pace at which wiki articles are provided (e.g., deadlines, project milestones); (2) products, services, customers or established terminology within an organization might become categories to classify wiki articles; (3) employees eligible to contribute, and their access control permissions, might be based on the company’s organigram. A Wiki Scaolding Whycaptures this setting as a wiki installation. . The fact that wikis facilitate knowledge creation does not imply that such knowledge comes out of the blue. Both, the paralysis of facing an empty article and the lack of a holistic view of the wiki content, might prevent grassroot initiatives from getting o the ground. At this respect, Wiki Scaolding brings three main benets: 1. Wikis are frequently a bottom-up phenomenon whereby the wiki is introduced by an individual employee or a small group within the organization without the support of management. This approach may be useful to uncover hidden knowledge or hidden ways-of-working in a dynamic and unplanned way. However, it might fail in having a strategic intent. A lack of strategy might result in no clear guidelines about what, how and who should contribute. If so, Wiki Scaolding forces to think about these concerns right from the beginning. Wiki Scaolding promotes user engagement. In a corporate setting, a wiki article might require some permissions, be subject to a deadline, belong to some wiki categories, or follow a given template. All these aspects might not be directly related with the article’s content as such, yet they frame the contribution. Setting this frame is cumbersome and delays users in putting their wheels in motion (e.g., start to edit the article). Wiki Scaolding permits this frame to be available by the time contributors start their articles. 3. Wiki Scaolding as a wiki map. The rules of practice that govern a site (i.e., roles, access rights, templates, etc) should be easily accessible to new- comers. So far, this information is scattered around the wiki, and frequently READMEhidden in administrative pages. At best, a page can provide some textual description of these practices. Wiki Scaolding can play the role of an initial practice sitemap . Newcomers can consult the scaolding to have an eye-bird view of the rules that govern the wiki’s operation. How. We introduce the notion of Wiki Scaolding, and advocate for the use of Wiki Scaolding Lan-DSLs as the engineer means. Specically, we introduce the guage (WSL) (pronounced whistle). WSL is built on top of FreeMind [1], a pop- ular, open source tool to create mind maps. You create your scaolding by draw- ing mind maps. Next, you can export your mind map as a Wiki Scaolding: a new wiki is created along the lines of the directives of the scaolding (see a video of WSL at work at http://vimeo.com/31548363). The source code, examples and installation instructions can be found at http: // www. onekin. org/ wsl . FreeMindAlternatively, WSL source code is also available in the ocial repos- itory http://bit.ly/xsA040. The extension of this work to handle wiki refac- toring is also available at [3]. Acknowledgments This work is co-supported by the Spanish Ministry of Ed- (Scrip-ucation, and the European Social Fund under contract TIN2011-23839 tongue). Puente has a doctoral grant from the Spanish Ministry of Science & Education.
References

Autores: Oscar Díaz / Gorka Puente / 
Palabras Clave:

4 - WikiLayer: A DSL for Wikipedia Annotation

Reading Wikipedia can be the entry to more involved activities (e.g. editing). However, the jump from reading to editing could be too big for some wikipedians who can be intimidated by exposing their content to public scrutiny. Annotating might foster not only reading but be the prelude to editing. Different Web annotation tools exist (e.g. Evernote). Being a Web application, Wikipedia can benefit from these tools. However, general-purpose annotation tools do not make annotation a natural gesture within Wikipedia. That is, annotation editing, rendering or retrieval in e.g. Evernote is dissociated from the editing, rendering or location of articles in Wikipedia. This demo shows WikiLayer, a Firefox extension that supports Wikipedia-specific annotation (hereafter referred to as wikinotes). The approach is characterised as follows: (1) annotation content can be wikitext formatted or obtained through transclusion; (2) annotation rendering is seamlessly integrated within the Wikipedia front-end; (3) annotation editing, management and sharing is achieved without leaving Wikipedia. WikiLayer is realized as a DSL available as a Firefox extension at http://webaugmentation.org/wikilayer.xpi. Examples can be found at http://tinyurl.com/icwikinoteexamples.

Autores: Cristóbal Arellano / Oscar Díaz / 
Palabras Clave:

5 - Requirement-driven Evolution in Software Product Lines: A Systematic Mapping Study

Artículo relevante. Leticia Montalvillo, Oscar Díaz: Requirement-driven evolution in software product lines: A systematic mapping study. Journal of Systems and Software Volume 122, December 2016, Pages 110-143, COMPUTER SCIENCE, SOFTWARE ENGINEERING, IF: 1,424, Posición: (24/106), Cuartil: Q1. DOI http://dx.doi.org/10.1016/j.jss.2016.08.053

Autores: Leticia Montalvillo Mendizabal / Oscar Diaz / 
Palabras Clave: Evolution - software product lines - Systematic Mapping Study

6 - DScaffolding: una Herramienta de Apoyo en el Aprendizaje y la Ejecución de Investigación Científica Basada en Diseño

El aprendizaje y la práctica de Investigación Científica Basada en Diseño (ICBD) son tareas complejas para las que no existe asistencia más allá de publicaciones. Estas dos tareas abarcan numerosas actividades que deben ser dominadas y coordinadas. Este artículo describe una nueva herramienta, DScaffolding, desarrollada con el fin de asistir a los investigadores principiantes en la ejecución de proyectos de ICBD. Las actividades de ICBD se integran dentro un popular editor de mapas mentales (MindMeister). Se ha realizado una evaluación formativa sobre una versión inicial de DScaffolding. El prototipo está disponible en forma de extensión en la tienda web de Google Chrome.

Autores: Oscar Diaz / Jeremías P. Contell / John Venable / 
Palabras Clave: Análisis de Causa Raíz - Investigación Científica Basada en Diseño - Mapas Mentales

7 - Highlight&Go: una extensión para automatizar la extracción de datos en revisiones sistemáticas de la literatura utilizando Google Sheets

Una revisión sistemática de la literatura no es tarea baladí. Conlleva almacenar, gestionar, validar y analizar una gran cantidad de datos. Extraer estos datos implica identificar los párrafos de los estudios primarios que justifican su clasificación en base a las dimensiones del estudio. Esto conlleva mover datos desde el entorno donde se ha realizado la lectura (p.e. Mendeley) al lugar dónde se recogen estos datos (p.e. Excel). Si estas actividades se mueven a la Web, este flujo de datos se puede automatizar. Este trabajo aborda este objetivo mediante la utilización de extensiones para navegadores. En concreto, hemos desarrollado Highlight&Go, una extensión de Google Chrome, donde el investigador subraya («highlight») los estudios primarios, y se va («go»): la hoja de cálculo se puebla sola a partir de las anotaciones realizadas. Los beneficios esperados incluyen: (1) mejoras en la eficiencia al eliminar el copiar&pegar; (2) mejoras en la fiabilidad al reducir los errores de la intervención manual; y (3) mejoras en la trazabilidad al recoger no sólo la clasificación sino también los párrafos que sustentan esta clasificación.

Autores: Haritz Medina / Oscar Díaz / Felipe I. Anfurrutia / 
Palabras Clave: Automatization - Color-Coding Annotation - Data Extraction - Mapping Studies

8 - Reducing Coordination Overhead in SPLs: Peering in on Peers

Abstract. SPL product customers might not always wait for the next core asset release. When an organization aims to react to market events, quick bug fixes or urgent customer requests, strategies are needed to support fast adaptation, e.g. with product-specific extensions, which are later propagated into the SPL. This leads to the grow-and-prune model where quick reaction to changes often requires copying and specialization (grow) to be later cleaned up by merging and refactoring (prune). This paper focuses on the grow stage. Here, application engineers branch off the core-asset Master branch to account for their products’ specifics within the times and priorities of their customers without having to wait for the next release of the core assets. However, this practice might end up in the so-called «integration hell». When long-living branches are merged back into the Master, the amount of code to be integrated might cause build failures or requires complex troubleshooting. On these premises, we advocate for making application engineers aware of potential coordination problems right during coding rather than deferring it till merging time. To this end, we introduce the notion of «peering bar» for Version Control Systems, i.e. visual bars that reflect whether your product’s features are being upgraded in other product branches. In this way, engineers are aware of what their peers are doing on the other SPL’s products. Being products from the same SPL, they are based on the very same core assets, and hence, bug fixes or functional enhancements undertaken for a product might well serve other products. This work introduces design principles for peering bars. These principles are fleshed out for GitHub as the Version Control System, and pure::variants as the SPL framework.

Autores: Leticia Montalvillo / Oscar Diaz / 
Palabras Clave: Git - Líneas de Producto - pure::variants - Sistemas de Control de Versiones

9 - ¿Cómo escribir la sección de Trabajo Relacionado? Una propuesta (con su herramienta) basada en las prácticas de estudios secundarios

En la Ciencia del Diseño (“Design Science Research”) las contribuciones tienen el reto de demostrar que la solución propuesta avanza el conocimiento previo. Por ello, la sección de Trabajo Relacionado es fundamental para su difusión, aunque en la práctica tiende a estar descuidada. Esta sección no es una mera recopilación de artículos, sino que exige posicionar la solución propuesta dentro del contexto de soluciones existentes. Para ello, hace falta un marco de comparación; marco que, al igual que en las Revisiones Sistemáticas de la Literatura (RSL), no está disponible al inicio sino que se va elaborando a medida que avanza la investigación. Pero a diferencia de las RSL, la elaboración de la sección de Trabajo Relacionado aborda una pregunta más limitada, por lo que el número de trabajos difícilmente supera la media docena. Por lo tanto, recurrir a Software de Análisis de Datos Cualitativos como NVivo puede resultar excesivo. Este trabajo presenta FRAMEndeley, una herramienta para elaborar marcos de comparación integrada dentro de Mendeley, un Sistema de Gestión de Referencias.

Autores: Oscar Diaz / Jeremías P. Contell / 
Palabras Clave: Ciencia del Diseño - Marco de comparación - Trabajo Relacionado

10 - Onboarding in Software Product Lines: Concept Maps as Welcome Guides

With a volatile labour and technological market, onboarding is becoming increasingly important. The process of incorporating a new developer, a.k.a. the newcomer, into a software development team is reckoned to be lengthy, frustrating and expensive. Newcomers face personal, interpersonal, process and technical barriers during their incorporation, which, in turn, aects the overall productivity of the whole team. This problem exacerbates for Software Product Lines (SPLs), where their size and variability combine to make onboarding even more challenging, even more so for developers that are transferred from the Application Engineering team into the Domain Engineering team, who will be our target newcomers. This work presents concept maps on the role of sensemaking scaolds to help to introduce these newcomers into the SPL domain. Concept maps, used as knowledge visualisation tools, have been proven to be helpful for meaningful learning. Our main insight is to capture concepts of the SPL domain and their interrelationships in a concept map, and then, present them incrementally, helping newcomers grasp the SPL and aiding them in exploring it in a guided manner while avoiding information overload. This work’s contributions are four-fold. First, concept maps are proposed as a representation to introduce newcomers into the SPL domain. Second, concept maps are presented as the means for a guided exploration of the SPL core assets. Third, a feature-driven concept map construction process is introduced. Last, the usefulness of concept maps as guides for SPL onboarding is tested through a formativeevaluation.Link to the online demo: https://rebrand.ly/wacline-cmap

Autores: Maider Azanza / Arantza Irastorza / Raul Medeiros / Oscar Diaz / 
Palabras Clave: Concept Maps - Onboarding - software product lines

11 - Promoting Design Knowledge Accumulation Through Systematic Reuse: The Case for Product Line Engineering

La Ciencia del Diseño (DSR) consiste en abordar problemas reales mediante la creación de artefactos, ya sean modelos, métodos o sistemas software. Además del propio artefacto, la contribución de los proyectos de DSR radica en la abstracción de la solucion en forma de conocimiento prescriptivo sobre cómo abordar problemas similares. De este modo, una de las piedras angulares de DSR es la acumulación de conocimiento de diseño para su posterior reutilización. Sin embargo, la literatura de DSR evidencia limitaciones en la reutilización de este tipo de conocimiento más all+AOE del propio proyecto en el que surge. La premisa de este trabajo es que el conocimiento de diseño y los artefactos son dos caras de la misma moneda, ya que los artefactos son esenciales para que la acumulación de conocimiento prospere. Con esta premisa, y centrándonos únicamente en artefactos software, este trabajo propone complementar los tradicionales ciclos de DSR (Relevancia, Diseño y Rigor) con un cuarto ciclo: la Refactorización. En concreto, este afán por la reutilización introduce dos perspectivas de desarrollo: el desarrollo basado en el reuso, que parte de código reutilizable, y el desarrollo para el reuso, que integra de nuevo las adaptaciones hechas por los diferentes artefactos en la plataforma base. Al entrelazar estas dos perspectivas se genera gradualmente una plataforma de reutilización que se extiende más allá de un único proyecto DSR, y de esta manera, se convierte en la contraparte del artefacto en la base de conocimiento. Este trabajo aborda esta idea a través de la Ingeniería de Líneas de Producto (PLE). Esta metodología concibe la reutilización de una manera sistemática, ya que trabaja sobre familias de artefactos en vez de artefactos independientes. Este trabajo describe la adopción de técnicas de PLE para abordar un problema de diseño a lo largo de tres proyectos de DSR, cada uno con su propio artefacto, pero lo suficientemente similares como para conformar una familia de artefactos.

Autores: Oscar Diaz / Haritz Medina / Jeremías P. Contell / 
Palabras Clave: Acumulación de Conocimiento de Diseño - Ciencia del Diseño - Ingeniería de Líneas de Producto