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    Tayana Uchoa Conte

    Usabilidade é um dos atributos chave de qualidade de software que afeta a aceitação e facilidade de uso de aplicativos móveis. Este artigo relata um caso prático do uso de técnicas de design e avaliação de usabilidade para a melhoria da... more
    Usabilidade é um dos atributos chave de qualidade de software que afeta a aceitação e facilidade de uso de aplicativos móveis. Este artigo relata um caso prático do uso de técnicas de design e avaliação de usabilidade para a melhoria da qualidade do aplicativo Web móvel Dona Know. Ao aplicar técnicas de design de usabilidade, foi possível entender melhor os usuários finais do aplicativo. Além disso, a execução de avaliações de usabilidade permitiu apontar problemas de usabilidade que devem ser corrigidos. Os resultados desta experiência mostram que é possível identificar oportunidades de melhoria da qualidade a um baixo custo.
    Design Thinking (DT) has been chosen as an approach to support problem-solving by many software development companies. However, there are divergences between the professionals of these companies concerning which techniques are performed,... more
    Design Thinking (DT) has been chosen as an approach to support problem-solving by many software development companies. However, there are divergences between the professionals of these companies concerning which techniques are performed, which steps are followed, and the way to implement this approach, as it proposes itself, to be divergent to generate numerous alternatives and, also, convergent, to find a solution. For this reason, aiming to characterize how the software companies have been implemented DT, this paper presents the results of a survey answered by 127 professionals from the Brazilian software industry. The results report a variety of scenarios in which DT has been applied: more than ten different models (sets of steps) are followed by the professionals; more than 50 techniques have been used, mainly, for meeting the needs in the process, according to the context of use and based on previous experiences. We also present 29 computational tools that, according to the res...
    Neste trabalho em progresso está sendo realizado um estudo sobre quais elementos de jogos mais motivam e atraem os diferentes tipos de usuários de sistemas gamificados, bem como quais são as tendências e interesses típicos dos usuários de... more
    Neste trabalho em progresso está sendo realizado um estudo sobre quais elementos de jogos mais motivam e atraem os diferentes tipos de usuários de sistemas gamificados, bem como quais são as tendências e interesses típicos dos usuários de cada tipo. O modelo HEXAD será adotado para classificar os usuários em seis tipos distintos. Para realizar esse estudo, serão empregados o juiz on-line CodeBench e a plataforma de gamificação CodePlay, onde os alunos precisam completar os exercícios de programação disponibilizados pelos professores para avançar nas fases do sistema gamificado.Link para o vídeo da apresentação: https://youtu.be/P9Y218F_9OA
    Requirements Engineering (RE) has established itself as a software engineering discipline over the past decades. While researchers have been investigating the RE discipline with a plethora of empirical studies, attempts to systematically... more
    Requirements Engineering (RE) has established itself as a software engineering discipline over the past decades. While researchers have been investigating the RE discipline with a plethora of empirical studies, attempts to systematically derive an empirical theory in context of the RE discipline have just recently been started. However, such a theory is needed if we are to define and motivate guidance in performing high quality RE research and practice. We aim at providing an empirical and externally valid foundation for a theory of RE practice, which helps software engineers establish effective and efficient RE processes in a problem-driven manner. We designed a survey instrument and an engineer-focused theory that was first piloted in Germany and, after making substantial modifications, has now been replicated in 10 countries worldwide. We have a theory in the form of a set of propositions inferred from our experiences and available studies, as well as the results from our pilot s...
    O Design Thinking aparece na Engenharia de Software como uma abordagem promissora, incentivando a colaborac¸a~o, auxiliando no entendimento e consequente especificac¸a~o das necessidades do usua´rio. Inspirado em pra´ticas de Design... more
    O Design Thinking aparece na Engenharia de Software como uma abordagem promissora, incentivando a colaborac¸a~o, auxiliando no entendimento e consequente especificac¸a~o das necessidades do usua´rio. Inspirado em pra´ticas de Design centradas no usua´rio, a abordagem ainda tem seus benefi´cios pouco conhecidos no apoio ao desenvolvimento de software. Assim, este projeto visa identificar como o Design Thinking tem sido usado neste contexto. Propo~e-se uma abordagem empi´rica de pesquisa baseada em mu´ltiplos estudos com usua´rios e profissionais da indu´stria, bem como especialistas no uso da abordagem para explorar o assunto. Estes estudos sera~o conduzidos a` luz de conceitos das areas de Interac¸a~o Humano-Computador (e.g., design centrado no usua´rio, personas) e Sistemas Colaborativos (e.g., colaborac¸a~o), vislumbrando contribuir para a integrac¸a~o das a´reas. Um primeiro estudo esta´ em andamento com instrutores e alunos de academias de musculac¸a~o visando tratar a problema´...
    Software organizations need to increase their productivity to stay competitive. Although there is a lot of research on productivity in software development, software organizations still do not know what are the most significant... more
    Software organizations need to increase their productivity to stay competitive. Although there is a lot of research on productivity in software development, software organizations still do not know what are the most significant productivity factors in which they should invest. This paper presents a Tertiary Literature Review (TLR) that aims to identify and analyze Systematic Literature Reviews (SLR) on the influence factors of software productivity reported in the scientific literature. We extracted and classified the influence factors into organizational factors (organizational-dependent factors) and human factors (people-dependent factors). The relevance of the factors was extracted according to the amount of references found in the secondary studies. Using this information, software organizations can improve the productivity of their projects by evaluating the influence factors that best fit their context.
    ABSTRACT In the development process, evaluations and metrics are used for measurement and control of the involved variables, such as expenses, labor effort and project prioritization. Therefore, it is necessary to manage human resources... more
    ABSTRACT In the development process, evaluations and metrics are used for measurement and control of the involved variables, such as expenses, labor effort and project prioritization. Therefore, it is necessary to manage human resources as well, beyond the administration of resources invested on products. This paper proposes the Monk tool that suggests professionals who can collaborate on a team with tacit knowledge, based on team organization supported by the Belbin theory. The Monk tool aims to support Knowledge Management, specifically on the socialization of the tacit knowledge in development teams and the sharing of organizational experience. Also, it seeks to encourage collaboration among the group and minimize conflicts on a team.
    Research Interests:
    Research Interests:
    Research Interests:
    User eXperience (UX) refers to quality attributes related to the feelings and emotions of the users. In order to evaluate UX, several technologies (tools, methods, techniques, others) have been proposed that range from using... more
    User eXperience (UX) refers to quality attributes related to the feelings and emotions of the users. In order to evaluate UX, several technologies (tools, methods, techniques, others) have been proposed that range from using questionnaires to employing biometrics. However, it is essential to characterize UX evaluation technologies to obtain evidence on the contexts in which using a specific technology can provide better evaluation results. In this paper, we present the state of the art on how to evaluate the UX of software applications. We performed a systematic mapping study with an initial sample of 2101 papers from which 227 relevant papers describing UX evaluation technologies have been identified. The results suggest that there is a need for specific UX evaluation technologies that are easy and comfortable to use from the point of view of users, while supporting practitioners in the correction of the aspects that cause poor experiences.
    Agile approaches arose as a way of addressing some of the main challenges in software development. Some of the challenges are changing requirements, lack of understanding about the system's scope, and out-of-sync between code,... more
    Agile approaches arose as a way of addressing some of the main challenges in software development. Some of the challenges are changing requirements, lack of understanding about the system's scope, and out-of-sync between code, requirements, and documentation. Software companies' professionals have adopted Design Thinking (DT) to support software development to understand better what customers want, fostering the creation of features and products. Due to the importance of requirement engineering to software development success, this study aimed to characterize what DT benefits and challenges were perceived in requirements engineering by the Brazilian software development community. The current study used mixed methods combining two qualitative methods, a focus group to collect and understand the professionals' DT usage opinions and a survey to confirm the professionals' challenges and benefits. This study identified that DT has helped the professionals improve the requirements gathering and specification, reflecting on better users' real needs understanding and building fittable solutions to support them. The results serve to understand better DT potential, perceived by software industry professionals, to anticipate and support these issues with other professionals.
    Traditional models applied in the design of interactive systems focus on aspects related to the application functionality rather than its interaction with the user. Although some approaches have been developed for interaction modeling,... more
    Traditional models applied in the design of interactive systems focus on aspects related to the application functionality rather than its interaction with the user. Although some approaches have been developed for interaction modeling, there is no consensus on the more adequate model, making it necessary to evaluate the proposed models. To address the issue, this paper presents an empirical study comparing MoLIC (Modeling Language for Interaction as a Conversation) and CTDM (Comprehensive Tasks and Dialog Model) regarding their support for interaction modeling. While the number of defects in MOLIC diagrams was higher, there was no significant difference between the number of defects in MoLIC and CTDM diagrams. 60% of the participants pointed out that MoLIC is more useful and easier to use for designing interaction. And 56% of them indicated MoLIC as the more complete model in comparison with CTDM.
    As Internet-based technology becomes more accessible, learning institutions have been adopting platforms such as Learning Management Systems (LMSs) to support and also complement face to face learning. Their widespread adoption raises the... more
    As Internet-based technology becomes more accessible, learning institutions have been adopting platforms such as Learning Management Systems (LMSs) to support and also complement face to face learning. Their widespread adoption raises the importance to evaluate them regarding quality in use attributes such as usability and User eXperience (UX). This paper presents the application of Design Science Research (DSR) to develop a technique and a tool to evaluate the usability and UX of LMSs called TUXEL. By applying DSR, we ensure a high level of rigor in the development process, combining theory and practice. The empirical studies indicated that TUXEL is adequate, in addition to providing better results compared to other techniques.
    ABSTRACT In the current days, there are a many inspection techniques. However, just few techniques offer tool support. In addition, usability inspections are still a challenge when the reviewers have little knowledge in this activity.... more
    ABSTRACT In the current days, there are a many inspection techniques. However, just few techniques offer tool support. In addition, usability inspections are still a challenge when the reviewers have little knowledge in this activity. This paper presents a tool to support a new ...
    Several approaches have been proposed to ensure the quality of interactive systems. However, interactive systems continue to reach users with malfunctions, such as usability, communicability and interaction errors. Researches show that... more
    Several approaches have been proposed to ensure the quality of interactive systems. However, interactive systems continue to reach users with malfunctions, such as usability, communicability and interaction errors. Researches show that the lack of usability knowledge in software development organizations is an obstacle for usability evaluation. Our research goal is to popularize usability inspections so that even novice inspectors are able to perform it. Aiming to provide an approach to be used during the development process of web application, we have proposed the WE-QT technique. We are using an experimental methodology to evolve our technique and transfer it from the academy to industry. This paper presents a new comparative study; the results show that WE-QT technique is more efficient than and as effective as the compared technique.
    The main goal of the proposed work is to develop a technique for evaluating web mobile applications that focuses on identifying the largest number of usability problems while reducing costs in the development process and, consequently,... more
    The main goal of the proposed work is to develop a technique for evaluating web mobile applications that focuses on identifying the largest number of usability problems while reducing costs in the development process and, consequently, increasing the quality of applications.
    Research Interests:
    ABSTRACT During interaction design, interaction models are developed to help design adequate user interaction with the system. MoLIC (Modeling Language for Interaction as Conversation) is a language used to represent an interaction model,... more
    ABSTRACT During interaction design, interaction models are developed to help design adequate user interaction with the system. MoLIC (Modeling Language for Interaction as Conversation) is a language used to represent an interaction model, which can then be used as a basis for building other artifacts, such as mockups. However, inspections are necessary to verify whether the MoLIC diagrams are complete, consistent, unambiguous, and contain few or no defects, to avoid propagating preventable defects to derived artifacts. In this paper, we present MoLVERIC, a technique for the inspection of MoLIC diagrams that uses cards with verification items and employs principles of gamification. Furthermore, we discuss the results of a pilot study conducted to analyze the feasibility of this technique.
    ABSTRACT Interactive systems are increasingly present in daily life, but many people still face difficulties to use them. We believe that using models and artifacts to represent the interaction in a systematic way during systems design... more
    ABSTRACT Interactive systems are increasingly present in daily life, but many people still face difficulties to use them. We believe that using models and artifacts to represent the interaction in a systematic way during systems design may prevent such difficulties. In this paper, we investigate the combined use of MoLIC, an interaction modeling language, with user interface mockups. While both artifacts are supposed to promote the understanding of user goals and the designer's reflection on alternative solutions and decisions regarding the interaction, we have not found evidence of their usage impacts on quality. Thus, this paper presents an experimental study on the joint usage of MoLIC interaction diagrams and mockups during systems design, aiming both to identify participants' perceptions on the joint use of the two artifacts and to analyze the quality of the generated artifacts by observing which types of defects would occur. The results show that, although some participants found that MoLIC diagrams were not very easy to build, most participants considered the creation of mockups based on MoLIC diagrams useful. In addition, the number of defects found in the MoLIC diagrams points to the need of developing techniques to evaluate the artifact before proceeding with the design process.
    (2008) Neto et al. VI Workshop Um Olhar Sociotécnico Sobre a Engenharia de Software. Read by researchers in: 100% Computer and Information Science. A fase de elicita o de requisitos fundamental para o sucesso do projeto de software. Se os... more
    (2008) Neto et al. VI Workshop Um Olhar Sociotécnico Sobre a Engenharia de Software. Read by researchers in: 100% Computer and Information Science. A fase de elicita o de requisitos fundamental para o sucesso do projeto de software. Se os requisitos no forem bem definidos ...

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