You are previewing Human Factors in Software Development and Design.
O'Reilly logo
Human Factors in Software Development and Design

Book Description

Computer programs and processes that take into account the goals and needs of the user meet with the greatest success, so it behooves software engineers to consider the human element inherent in every line of code they write. Human Factors in Software Development and Design brings together high quality research on the influence and impact of ordinary people on the software industry. With the goal of improving the quality and usability of computer technologies, this premier reference is intended for students and practitioners of software engineering as well as researchers, educators, and interested laymen.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
  5. Dedication
  6. Editorial Advisory Board and List of Reviewers
    1. Editorial Advisory Board
  7. Preface
    1. OVERVIEW
    2. BOOK OBJECTIVE
    3. TARGET AUDIENCES
    4. BOOK ORGANIZATION
  8. Acknowledgment
  9. Section 1: Introduction
    1. Chapter 1: Open Innovation
      1. ABSTRACT
      2. INTRODUCTION
      3. THE GLOBAL LANDSCAPE OF SOFTWARE ENGINEERING
      4. OPEN INNOVATION IN GLOBAL SOFTWARE DEVELOPMENT
      5. VALUE CO-CREATION: A SOCIO-ECONOMIC VIEW OF GSD
      6. MODELLING THE SOCIO-ECONOMIC GSD ENVIRONMENT
      7. SOCIO-ECONOMICS OF AN OPEN INNOVATION ENVIRONMENT
      8. DISCUSSION
      9. CONCLUSION
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
      13. ENDNOTES
    2. Chapter 2: Innovations in Information and Communication Technology Platforms for Public Administration
      1. ABSTRACT
      2. INTRODUCTION
      3. DIS(CONNECTED) CITIZENSHIP? AN EXPLORATION OF KEY CONCEPTS
      4. GOVERNANCE, ICTs, AND PUBLIC ENGAGEMENT IN THE EUROPEAN UNION
      5. RESEARCH METHODOLOGY
      6. E-CONSULTATION: TWO-WAY GOVERNANCE IN THE DIGITAL AGE?
      7. UNDERSTANDING POLITICAL PARTICIPATION ONLINE
      8. PUBLIC ADMINISTRATION AND ICT POLICY IN THE UNITED KINGDOM
      9. THE NO.10 DOWNING STREET E-PETITIONS INITIATIVE
      10. RECONFIGURING GOVERNMENT-CITIZEN RELATIONS THROUGH E-PETITIONS
      11. DESIGNING PUBLIC POLICY FOR E-DEMOCRACY IN THE UK
      12. CONCLUSION
      13. REFERENCES
      14. ADDITIONAL READING
      15. KEY TERMS AND DEFINITIONS
      16. ENDNOTES
    3. Chapter 3: Software Engineering and New Emerging Technologies
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. MAIN FOCUS OF THE CHAPTER
      5. RELATED WORK
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    4. Chapter 4: The Games People Play
      1. ABSTRACT
      2. INTRODUCTION
      3. RESEARCH METHODOLOGY
      4. E-GOVERNMENT: DEFINITION AND SCOPE
      5. E-GOVERNMENT DELIVERY MODELS
      6. UNDERSTANDING ACTOR BEHAVIOUR
      7. FROM HUMAN FACTORS TO HUMAN ACTORS: THE PSYCHOLOGY BEHIND COMPUTER SYSTEM DESIGN
      8. ANALYTICAL FRAMEWORK: THE ECOLOGY OF GAMES
      9. ASSESSING PROJECT OUTCOME: THE DESIGN-ACTUALITY GAP MODEL
      10. DIGITISING PROPERTY TAX RECORDS IN BANGALORE, INDIA: EXAMINING ACTOR ATTITUDES AND PERCEPTIONS
      11. IDENTIFYING GAMES THAT IMPACT THE PLANNING AND UPTAKE OF ICTs IN BUREAUCRACIES
      12. PUBLIC SECTOR REFORM GAMES: PROCESS RE-ENGINEERING AND E-GOVERNMENT
      13. EXPLORING THE CASE OF THE GREATER BANGALORE CITY MUNICIPAL CORPORATION (BBMP)
      14. WHAT’S IN A GAME? DISCUSSING E-GOVERNMENT SUCCESS AND FAILURE
      15. CONCLUSION
      16. REFERENCES
      17. ADDITIONAL READING
      18. KEY TERMS AND DEFINITIONS
      19. ENDNOTES
    5. Chapter 5: Investigating the Success of OSS Software Projects
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. LITERATURE REVIEW
      4. 3. RESEARCH METHOD
      5. 4. RESULTS
      6. 5. CONCLUSION
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
  10. Section 2: User-Centered Design
    1. Chapter 6: Creating Effective Communication among User-Centered Technology Design Groups
      1. ABSTRACT
      2. INTRODUCTION
      3. HISTORY OF COMMUNICATION RESEARCH ON TEAM PROCESS
      4. CONTEMPORARY RESEARCH INTO GROUP PROCESS
      5. CHARACTERISTICS OF AN EFFECTIVE TEAM
      6. IMPLICATIONS FOR USER-CENTERED DESIGN TEAMS
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    2. Chapter 7: Managing Differences in Situational Awareness Due to Roles in the Design-Use Process of Complex Systems
      1. ABSTRACT
      2. INTRODUCTION
      3. SITUATIONAL AWARENESS
      4. RELATIVE AWARENESS
      5. AWARENESS OF RELATIVE AWARENESS
      6. SITUATIONAL AWARENESS IN THE DESIGN-USE PROCESS
      7. ROLES IN THE DESIGN-USE PROCESS
      8. MANAGING THE DESIGN-USE PROCESS
      9. CONCLUSION
      10. ACKNOWLEDGMENT
      11. REFERENCES
      12. KEY TERMS AND DEFINITIONS
    3. Chapter 8: Improving Novice Programmers' Skills through Playability and Pattern Discovery
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. GAME BUILDING WORKSHOP
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    4. Chapter 9: Wiki for Agility
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. UNDERSTANDING AND EXPLORING THE USE OF WIKI FOR MANAGING CONTENT IN AGILE SOFTWARE DEVELOPMENT
      5. FUTURE RESEARCH DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
    5. Chapter 10: A Semantic Approach for Multi-Agent System Design
      1. ABSTRACT
      2. 1. INTRODUCTION
      3. 2. AN OVERVIEW OF MADAE-PRO
      4. 3. THE DOMAIN DESIGN AND APPLICATION DESIGN TASKS
      5. 4. RELATED WORK
      6. 5. CONCLUSION AND FURTHER WORK
      7. ACKNOWLEDGMENT
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    6. Chapter 11: Model to Estimate the Human Factor Quality in FLOSS Development
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. EHFQ-FLOSS QUALITY MODEL
      5. METRICS FOR EHFQ-FLOSS QUALITY MODEL
      6. FUTURE WORK
      7. CONCLUSION
      8. REFERENCES
      9. KEY TERMS AND DEFINITIONS
    7. Chapter 12: From Knowledge Management to Knowledge Governance
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. CONCLUSION
      5. ACKNOWLEDGMENT
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
  11. Section 3: Usability Engineering
    1. Chapter 13: Usability Evaluation Methods
      1. ABSTRACT
      2. INTRODUCTION
      3. USABILITY
      4. USABILITY EVALUATION METHODS
      5. METHODS
      6. RESULTS
      7. DISCUSSION
      8. CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    2. Chapter 14: Personas and Scenarios Based on Functioning and Health Conditions
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RELATED WORK
      5. METHODS
      6. RESULTS
      7. DISCUSSION
      8. CONCLUSION
      9. ACKNOWLEDGMENT
      10. REFERENCES
      11. ADDITIONAL READING
      12. KEY TERMS AND DEFINITIONS
    3. Chapter 15: Role of Usability in E-Learning System
      1. ABSTRACT
      2. INTRODUCTION
      3. RELATED WORK
      4. METHODOLOGY
      5. EMPIRICAL STUDY
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
  12. Compilation of References
  13. About the Contributors