Introduction: Techniques that help in understanding and designing user needs are increasingly being used in Software Engineering to improve the acceptance of applications. Among these techniques we can cite personas, scenarios and interaction models. Personas are fictitious representations of target users. Scenarios provide various types of information at different levels of abstraction. Interaction models help in design of an adequate user interaction with the system. Case description: This paper presents a research that reports a set of practical activities applied by a software team using techniques in the analysis and design phases of a mobile application. In the analysis phase, we created personas and scenarios for the extraction of requirements. In the design phase, we created interaction models for describes the behavior between user and system during the interaction. We employed these interaction models to develop other artifacts, such as prototypes. In addition, we presented a technique developed by the analysis and design team for the inspection of interaction models. This technique reduced the spread of defects in the interaction models.Discussion and evaluation: From the results of this research, we suggest: (i) employing personas and scenarios to understand the requirements; (ii) employing interaction models to understand the behavior between user and system; and (iii) using interaction models as basis to develop other artifacts. Conclusions: Through the reporting of this set of practical activities, we hope to provide support for software engineers willing to adopt techniques that support the analysis and design of applications aiming at better quality of use for their users.
AGNER, Luiz. Ergodesign e arquitetura dainformao: trabalhando com o usurio. Rio deJaneiro: Quartet, 2006. 173p. [ISBN 85-85696-80-X]Ergodesign e arquitetura da informao faz uma abordagem de questes de design centrado no usurio sob diferentes pontos de vista: clientes, designers, analistas de sistemas e arquitetos da informao. Voltado para o pblico ainda leigo (interessados em ingressar no campo), se desenvolve a partir de e sobre este foco, de maneira simples, num linguajar coloquial. Se como diz o autor, Luiz Agner, a crise atual mesmo de como transformar informao em conhecimento, ele comeou a dar combate crise ao optar por produzir um livro de forma bem-humorada e compreensvel para todos os interessados no tema. [ANAMARIA DE MORAES, 2006] [ Download ]
This paper discusses the process created for key performance indicators in the Design Thinking Mentoring for startups in the Creative Economy Program created by Samsung. In almost two years, more than twenty Startups were evaluated using this methodology, which allowed to identify the individual evolutions in each stage of the mentoring process and phase of the Design Thinking Process. The evaluation of the indicators gained refinements along this trajectory, allowing to be applied in different segments of startups market, stages of product maturity and business models. The process aims evaluate the evolution of startups from the application of methodology of Design Thinking, being ultimately an evaluation of the method itself.
KEYWORDSKPI; Design Thinking; Startups; Metrics; Mentoring.
RESUMOEste artigo aborda o processo criado para indicadores-chave de performance na Mentoria em Design Thinking para startups no Programa de Economia Criativa criado pela Samsung. Em quase dois anos, mais de vinte Startups foram avaliadas utilizando essa metodologia, a qual permitiu identificar as evoluções individuais em cada etapa do processo de mentoria e fase do Processo de Design Thinking. A avaliação dos indicadores ganhou refinamentos ao longo desta trajetória, permitindo ser aplicado em diferentes segmentos de atuação de startups, estágios de maturidade do produto e modelo de negócios. O processo tem como propósito avaliar a evolução das startups a partir da aplicação da metodologia de Design Thinking, sendo em última instância uma avaliação do método em si.3
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