The document discusses an iterative and user-centered approach to developing administrative systems at the University of Washington. It involves collaborating closely with end users to design prototypes and conduct user testing in an agile manner. This evolutionary approach aims to develop systems that meet user needs by engaging stakeholders from across the university throughout the entire development process. In contrast to traditional top-down IT projects, these user-driven projects have vague scopes but produce flexible systems through open communication and feedback.
What’s Standard? Industry Application versus University Education of Engineer...Chelsea Leachman
This document summarizes a study on the use of engineering standards by students and professionals. For students, the study found that standards were integrated into design projects and safety standards were most heavily used. A survey of industry professionals found that standards identification involves client requirements, industry standards, and safety standards. Professionals acquire standards through purchases, subscriptions, and physical/digital collections. The use of standards has increased over engineers' careers as solutions have grown more complex.
One day Workshop on Project Development using Visual Basic 6.0 was handled by Dr. R. Muralidharan on 24-01-2015 (Saturday) at Sri Vasavi College (SFW) for the M.Com (CA) students.
The document discusses the foundations of digital research and software sustainability. It promotes practices like developing reusable, reproducible software and careers in software. It also addresses issues like skills and training, recognition for software, and ensuring software is accessible, open, and its "correctness" can be assured. The document proposes a 5-star rating system for software quality and sustainability.
Cody Ryan Fields has over 10 years of experience in quality assurance, coating development, consulting, and explosives detection. He received a Bachelor of Science in Chemical Engineering from Oklahoma State University in 2011, where he passed the Fundamentals of Engineering Exam. Currently, Fields works as a Quality Assurance Engineer at Cytec Industries, where he monitors product performance, conducts audits, and supports the quality management system. Previously, he held roles as a Coating Development Engineer at Essilor Laboratories of America and as a Consultant developing software solutions. Fields also has experience in research and explosives detection from internships at ICx Technologies and as an Egress Technician in the Oklahoma Air National Guard.
The document discusses various challenges around tracking contributions and attributing authorship to software. It notes that while version control systems make it easy to track changes to software, they do not uniquely attribute the work to individuals. There are open questions around what level of a software project deserves attribution (e.g. functions vs. whole packages). Micro-attribution of individual contributions is also discussed. The document proposes that following the "Five Stars of Research Software" can help make software more identifiable, reusable and accessible to others.
Standards as enablers for innovation in education - a reality checkTore Hoel
This document discusses challenges with the standardization process in education. It notes that standardization is paradoxical, as it aims to both constrain and enable innovation. The standardization process involves creators developing specifications, but there can be barriers to participation that limit input. Standards must balance being comprehensive yet understandable for implementers and users. Feedback from implementers and users is also important but often lacking. Overall, greater engagement is needed from all parties to better support the full innovation cycle from idea to implementation.
Scientific Software: Sustainability, Skills & SociologyNeil Chue Hong
This document discusses the importance of software sustainability. It notes that software is everywhere, long-lived, and hard to define, which makes sustainability challenging. It emphasizes that software sustainability requires cultivating skills in developers and researchers, providing proper incentives, and recognizing that people are a key part of maintaining software over long periods of time.
What’s Standard? Industry Application versus University Education of Engineer...Chelsea Leachman
This document summarizes a study on the use of engineering standards by students and professionals. For students, the study found that standards were integrated into design projects and safety standards were most heavily used. A survey of industry professionals found that standards identification involves client requirements, industry standards, and safety standards. Professionals acquire standards through purchases, subscriptions, and physical/digital collections. The use of standards has increased over engineers' careers as solutions have grown more complex.
One day Workshop on Project Development using Visual Basic 6.0 was handled by Dr. R. Muralidharan on 24-01-2015 (Saturday) at Sri Vasavi College (SFW) for the M.Com (CA) students.
The document discusses the foundations of digital research and software sustainability. It promotes practices like developing reusable, reproducible software and careers in software. It also addresses issues like skills and training, recognition for software, and ensuring software is accessible, open, and its "correctness" can be assured. The document proposes a 5-star rating system for software quality and sustainability.
Cody Ryan Fields has over 10 years of experience in quality assurance, coating development, consulting, and explosives detection. He received a Bachelor of Science in Chemical Engineering from Oklahoma State University in 2011, where he passed the Fundamentals of Engineering Exam. Currently, Fields works as a Quality Assurance Engineer at Cytec Industries, where he monitors product performance, conducts audits, and supports the quality management system. Previously, he held roles as a Coating Development Engineer at Essilor Laboratories of America and as a Consultant developing software solutions. Fields also has experience in research and explosives detection from internships at ICx Technologies and as an Egress Technician in the Oklahoma Air National Guard.
The document discusses various challenges around tracking contributions and attributing authorship to software. It notes that while version control systems make it easy to track changes to software, they do not uniquely attribute the work to individuals. There are open questions around what level of a software project deserves attribution (e.g. functions vs. whole packages). Micro-attribution of individual contributions is also discussed. The document proposes that following the "Five Stars of Research Software" can help make software more identifiable, reusable and accessible to others.
Standards as enablers for innovation in education - a reality checkTore Hoel
This document discusses challenges with the standardization process in education. It notes that standardization is paradoxical, as it aims to both constrain and enable innovation. The standardization process involves creators developing specifications, but there can be barriers to participation that limit input. Standards must balance being comprehensive yet understandable for implementers and users. Feedback from implementers and users is also important but often lacking. Overall, greater engagement is needed from all parties to better support the full innovation cycle from idea to implementation.
Scientific Software: Sustainability, Skills & SociologyNeil Chue Hong
This document discusses the importance of software sustainability. It notes that software is everywhere, long-lived, and hard to define, which makes sustainability challenging. It emphasizes that software sustainability requires cultivating skills in developers and researchers, providing proper incentives, and recognizing that people are a key part of maintaining software over long periods of time.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Why is Test Driven Development so hard to implement in an analytics platform?Phil Watt
Test Driven Development (TDD) is a common pattern in software engineering that helps reduce cycle time, improve code quality and reduce production defects. Within data engineering and analytics projects, TDD is held up as best practice in development and maintenance lifecycle phases. Anecdotally, many organisations do not see the promised benefits of TDD in an analytics context, prompting the question:
Why is it so hard to effectively implement Test Driven Development in an analytics platform?
This talk outlines Phil's research so far in his master's thesis on the topic of test automation in data and analytics projects. He presents seven key challenges revealed in academic studies, and the next steps in the research process.
Mshi week8: What are the issues and challenges in implementing electronic hea...jgfabia
This document discusses the issues and challenges of implementing an electronic health record (EHR) system in primary care settings in geographically isolated areas of the Philippines. Key challenges include limited infrastructure like unreliable electricity and internet access, lack of equipment, unique workflows at each site, and low digital literacy among older health workers. Solutions proposed are to thoroughly assess each site's capacity and needs before deploying, provide ongoing training and technical support, prioritize basic usability, and identify champions to encourage EHR adoption. The goal of the EHR project is to improve healthcare services and reporting through paperless and accessible patient records.
Answers the following questions:
What is prototyping?
What are the different types of prototypes?
What is it used for?
How do you prototype for usability testing?
This document discusses different approaches to usability testing, including heuristic analysis, usability testing with user panels, focus groups, and eye tracking. Heuristic analysis involves experts reviewing a site based on recognized usability issues. Usability testing measures user performance on tasks without guidance. Focus groups involve moderated discussions with small groups of users. Eye tracking provides objective data on user eye movements that can complement traditional usability methods. The approaches vary in resources required, costs, and type of output generated.
Badges First Workshop #et4online #dallas w @whitneykilgore @robinwbJoyce Seitzinger
Lean Startup Cycle for Badge Systems. Poster for Badges First workshop w Whitney Kilgore and Robin Bartoletti at the Emerging Technologies conference in Dallas, Texas, 22 April 2015. #et4online
Integrating Interaction Design Evaluation into Product DesignYingjie Chen
Formative evaluation plays an important role in the domain of interaction design (IXD). It occurs throughout the design and development processes, with the results of evaluation feeding back to revise the design. How important is formative evaluation in a product design process? Will this method obstruct creativity, or it can inspire and promote better design? In the fall of 2010, students from a senior-level product design course and a graduate-level interaction design course were grouped together to work on a GE Healthcare sponsored design project: home-based health monitors for individuals with Cerebral Palsy, Parkinson’s Disease, Multiple Sclerosis, and Arthritis. Product design students led the overall process of design: investigating the diseases, brainstorming the concepts and finalizing the design with stages of prototypes and computer models. IXD students acted in two roles: designing the interactive design components of the concepts and running formative evaluations iteratively to improve the outcome during the process. They adopted several evaluation methods, including usability testing, interface criticism, cognitive walkthrough, and heuristic evaluation at different stages to evaluate and improve the design outcomes. Instead of being an outside critic, they actively participated in the creation process. Product design students gained from the experience of working in a multi-role team, listening to the evaluation results, and integrating suggestions into their work. This paper reports the structure and outcomes of these design collaborations, highlights the gains and losses in the process, and most importantly, illustrates a potential path to conduct such design education in the future.
This document provides an overview of how human-computer interaction (HCI) affects the software development process. It discusses how usability engineering promotes interactive system design and the software life cycle. The software life cycle involves requirements specification, design, implementation, testing, and maintenance. Iterative design and prototyping are important to overcome the limitations of traditional software development models. Usability metrics and standards help specify and test usability requirements. While iterative design has benefits, initial design decisions and a lack of understanding problems can limit its effectiveness.
The V-model is a software development lifecycle model that addresses issues with the traditional waterfall model. It incorporates testing activities, like validation and verification, into each phase of development. Testing begins as early as reviewing requirements and continues through different levels - like component, integration, system, and acceptance testing. Each level has distinct objectives and tests are conducted in parallel with development. The V-model aims to find defects earlier and provide feedback throughout the lifecycle.
SGCI at Center for Trustworthy Scientific Cyberinfrastructure workshopNancy Wilkins-Diehr
The document discusses the challenges of building science gateways and describes the services provided by the Science Gateways Community Institute (SGCI) to help address these challenges. The SGCI offers consulting expertise, extended developer support, a scientific software collaborative, and community engagement and exchange opportunities to help gateway developers. The goal is to provide diverse expertise, training, software resources, and a community to support gateway development and sustainability.
Comparative Study and Evulation of system analysis and design methodsshoriful435
This document provides an overview and comparison of several systems analysis and design methodologies. It discusses the waterfall model and its stages, as well as its benefits of catching errors early and minimizing changes, and shortcomings like long development times. Rapid application development and prototyping are covered next, including how they use iterative prototyping to involve users and refine requirements. Other methodologies summarized are joint application design and agile development. Key factors for selecting the appropriate methodology are also listed.
Why developing research software is like a startup (and why this matters)Neil Chue Hong
When we think about the software used in research and science, we might think of the commercial packages with thousands of users, or the millions of lines of code that support experiments such as the Large Hadron Collider, or indeed the millions of scripts written every day by researchers across the world to undertake simple tasks. What is clear is that modern research relies on software: a recent survey of UK researchers conducted by the Software Sustainability Institute reported that 92% of researchers used software, and 69% could not conduct their work without it. Millions of dollars are invested each year in supporting a quasi-industry of software production, with the equivalent of the full-spectrum from large multinationals and tiny cottage industries, but little is known about whether this is efficient or indeed appropriate. This talk will examine the similarities between the development of software in the research environment and the lifecycle of technology startup companies. It will also consider the driving factors behind adoption of software and the impact of software sustainability on the ability to conduct research.
User-centric design for large enterprisesInVision App
Centric Digital is a global digital transformation company with 300+ employees across 5 offices and 17 cities. They help traditional businesses transform their business models, customer experiences, and operational processes for the digital age. Centric Digital uses a proprietary 6-step methodology including assessing opportunities, envisioning experiences, planning capabilities, architecting technical solutions, implementing experiences, and embedding changes. They presented three case studies of transforming enterprise clients through rapid prototyping, co-creation workshops, and code-a-thons to encourage collaboration, educate stakeholders, and promote agility.
Webinar - Design Thinking for Platform EngineeringOpenCredo
This document discusses approaching platform engineering with a design thinking mindset. It begins by outlining challenges with existing approaches, such as tools being difficult to use and responsibilities being blurred. It then defines platform engineering and describes design thinking, which integrates user needs, technology possibilities, and business requirements. The design thinking process involves empathizing with users to gain insights, defining opportunities, ideating solutions, prototyping ideas, and testing assumptions. The document argues that applying a human-centered design thinking approach helps focus on outcomes rather than just technology, surfaces conflicts, identifies new opportunities, and involves frequent testing with users. It concludes by recommending getting started with design thinking for platform engineering by identifying and prioritizing problems, engaging stakeholders
Open 2013: Best Practices for Assistive Technology Design Classes and Their ...the nciia
This document summarizes best practices for team-based assistive technology design courses based on a literature review and case study. It discusses the background of a course at the University of Pittsburgh involving multidisciplinary student teams designing assistive devices. A literature review identified themes around projects, processes, and recommendations. A case study course evaluation found mostly positive outcomes in students' design skills and confidence. Recommendations include using multidisciplinary teams, a process-oriented model, frequent client communication, and opportunities to develop professional roles and commercialization plans. The goal is to train students while benefiting people with disabilities.
We’re currently gathering the wisdom of the champions who have had success in embedding innovative practices in their organisations. Several of these champions will be taking part in the panel session.
Join us for a fun, fast moving and engaging live event where you can listen to words of wisdom from our Australian champions about the processes, the tools and their achievements in Innovation and Integration.
Carole McCulloch will be facilitating this event as the provocateur – Carole invites you to send in your questions to the wise, prior to the event. Look for the Innovate and Integrate discussion thread at: http://networksevents.flexiblelearning.net.au
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that consulting with and keeping users as the central focus leads to designs that best solve the problems users face.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that innovation comes from addressing the right problems for the target users.
Agile development and open development practices share a great deal of features. But the distributed nature of open development can make some common Agile practices difficult, or even impossible to adopt. This presentation is an initial exploration of how the two may mesh together.
Techniques For Sustainable Digital Delivery At Scale - Leeds Digital FestivalAxiologik
Axiologik's presentation at Leeds Digital Festival on how to build sustainable digital transformation in large and complex environments. The techniques here are based on our experience of successfully leading similar transformations in government departments and large private sector clients
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Why is Test Driven Development so hard to implement in an analytics platform?Phil Watt
Test Driven Development (TDD) is a common pattern in software engineering that helps reduce cycle time, improve code quality and reduce production defects. Within data engineering and analytics projects, TDD is held up as best practice in development and maintenance lifecycle phases. Anecdotally, many organisations do not see the promised benefits of TDD in an analytics context, prompting the question:
Why is it so hard to effectively implement Test Driven Development in an analytics platform?
This talk outlines Phil's research so far in his master's thesis on the topic of test automation in data and analytics projects. He presents seven key challenges revealed in academic studies, and the next steps in the research process.
Mshi week8: What are the issues and challenges in implementing electronic hea...jgfabia
This document discusses the issues and challenges of implementing an electronic health record (EHR) system in primary care settings in geographically isolated areas of the Philippines. Key challenges include limited infrastructure like unreliable electricity and internet access, lack of equipment, unique workflows at each site, and low digital literacy among older health workers. Solutions proposed are to thoroughly assess each site's capacity and needs before deploying, provide ongoing training and technical support, prioritize basic usability, and identify champions to encourage EHR adoption. The goal of the EHR project is to improve healthcare services and reporting through paperless and accessible patient records.
Answers the following questions:
What is prototyping?
What are the different types of prototypes?
What is it used for?
How do you prototype for usability testing?
This document discusses different approaches to usability testing, including heuristic analysis, usability testing with user panels, focus groups, and eye tracking. Heuristic analysis involves experts reviewing a site based on recognized usability issues. Usability testing measures user performance on tasks without guidance. Focus groups involve moderated discussions with small groups of users. Eye tracking provides objective data on user eye movements that can complement traditional usability methods. The approaches vary in resources required, costs, and type of output generated.
Badges First Workshop #et4online #dallas w @whitneykilgore @robinwbJoyce Seitzinger
Lean Startup Cycle for Badge Systems. Poster for Badges First workshop w Whitney Kilgore and Robin Bartoletti at the Emerging Technologies conference in Dallas, Texas, 22 April 2015. #et4online
Integrating Interaction Design Evaluation into Product DesignYingjie Chen
Formative evaluation plays an important role in the domain of interaction design (IXD). It occurs throughout the design and development processes, with the results of evaluation feeding back to revise the design. How important is formative evaluation in a product design process? Will this method obstruct creativity, or it can inspire and promote better design? In the fall of 2010, students from a senior-level product design course and a graduate-level interaction design course were grouped together to work on a GE Healthcare sponsored design project: home-based health monitors for individuals with Cerebral Palsy, Parkinson’s Disease, Multiple Sclerosis, and Arthritis. Product design students led the overall process of design: investigating the diseases, brainstorming the concepts and finalizing the design with stages of prototypes and computer models. IXD students acted in two roles: designing the interactive design components of the concepts and running formative evaluations iteratively to improve the outcome during the process. They adopted several evaluation methods, including usability testing, interface criticism, cognitive walkthrough, and heuristic evaluation at different stages to evaluate and improve the design outcomes. Instead of being an outside critic, they actively participated in the creation process. Product design students gained from the experience of working in a multi-role team, listening to the evaluation results, and integrating suggestions into their work. This paper reports the structure and outcomes of these design collaborations, highlights the gains and losses in the process, and most importantly, illustrates a potential path to conduct such design education in the future.
This document provides an overview of how human-computer interaction (HCI) affects the software development process. It discusses how usability engineering promotes interactive system design and the software life cycle. The software life cycle involves requirements specification, design, implementation, testing, and maintenance. Iterative design and prototyping are important to overcome the limitations of traditional software development models. Usability metrics and standards help specify and test usability requirements. While iterative design has benefits, initial design decisions and a lack of understanding problems can limit its effectiveness.
The V-model is a software development lifecycle model that addresses issues with the traditional waterfall model. It incorporates testing activities, like validation and verification, into each phase of development. Testing begins as early as reviewing requirements and continues through different levels - like component, integration, system, and acceptance testing. Each level has distinct objectives and tests are conducted in parallel with development. The V-model aims to find defects earlier and provide feedback throughout the lifecycle.
SGCI at Center for Trustworthy Scientific Cyberinfrastructure workshopNancy Wilkins-Diehr
The document discusses the challenges of building science gateways and describes the services provided by the Science Gateways Community Institute (SGCI) to help address these challenges. The SGCI offers consulting expertise, extended developer support, a scientific software collaborative, and community engagement and exchange opportunities to help gateway developers. The goal is to provide diverse expertise, training, software resources, and a community to support gateway development and sustainability.
Comparative Study and Evulation of system analysis and design methodsshoriful435
This document provides an overview and comparison of several systems analysis and design methodologies. It discusses the waterfall model and its stages, as well as its benefits of catching errors early and minimizing changes, and shortcomings like long development times. Rapid application development and prototyping are covered next, including how they use iterative prototyping to involve users and refine requirements. Other methodologies summarized are joint application design and agile development. Key factors for selecting the appropriate methodology are also listed.
Why developing research software is like a startup (and why this matters)Neil Chue Hong
When we think about the software used in research and science, we might think of the commercial packages with thousands of users, or the millions of lines of code that support experiments such as the Large Hadron Collider, or indeed the millions of scripts written every day by researchers across the world to undertake simple tasks. What is clear is that modern research relies on software: a recent survey of UK researchers conducted by the Software Sustainability Institute reported that 92% of researchers used software, and 69% could not conduct their work without it. Millions of dollars are invested each year in supporting a quasi-industry of software production, with the equivalent of the full-spectrum from large multinationals and tiny cottage industries, but little is known about whether this is efficient or indeed appropriate. This talk will examine the similarities between the development of software in the research environment and the lifecycle of technology startup companies. It will also consider the driving factors behind adoption of software and the impact of software sustainability on the ability to conduct research.
User-centric design for large enterprisesInVision App
Centric Digital is a global digital transformation company with 300+ employees across 5 offices and 17 cities. They help traditional businesses transform their business models, customer experiences, and operational processes for the digital age. Centric Digital uses a proprietary 6-step methodology including assessing opportunities, envisioning experiences, planning capabilities, architecting technical solutions, implementing experiences, and embedding changes. They presented three case studies of transforming enterprise clients through rapid prototyping, co-creation workshops, and code-a-thons to encourage collaboration, educate stakeholders, and promote agility.
Webinar - Design Thinking for Platform EngineeringOpenCredo
This document discusses approaching platform engineering with a design thinking mindset. It begins by outlining challenges with existing approaches, such as tools being difficult to use and responsibilities being blurred. It then defines platform engineering and describes design thinking, which integrates user needs, technology possibilities, and business requirements. The design thinking process involves empathizing with users to gain insights, defining opportunities, ideating solutions, prototyping ideas, and testing assumptions. The document argues that applying a human-centered design thinking approach helps focus on outcomes rather than just technology, surfaces conflicts, identifies new opportunities, and involves frequent testing with users. It concludes by recommending getting started with design thinking for platform engineering by identifying and prioritizing problems, engaging stakeholders
Open 2013: Best Practices for Assistive Technology Design Classes and Their ...the nciia
This document summarizes best practices for team-based assistive technology design courses based on a literature review and case study. It discusses the background of a course at the University of Pittsburgh involving multidisciplinary student teams designing assistive devices. A literature review identified themes around projects, processes, and recommendations. A case study course evaluation found mostly positive outcomes in students' design skills and confidence. Recommendations include using multidisciplinary teams, a process-oriented model, frequent client communication, and opportunities to develop professional roles and commercialization plans. The goal is to train students while benefiting people with disabilities.
We’re currently gathering the wisdom of the champions who have had success in embedding innovative practices in their organisations. Several of these champions will be taking part in the panel session.
Join us for a fun, fast moving and engaging live event where you can listen to words of wisdom from our Australian champions about the processes, the tools and their achievements in Innovation and Integration.
Carole McCulloch will be facilitating this event as the provocateur – Carole invites you to send in your questions to the wise, prior to the event. Look for the Innovate and Integrate discussion thread at: http://networksevents.flexiblelearning.net.au
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that consulting with and keeping users as the central focus leads to designs that best solve the problems users face.
This document discusses the principles of user-centered design. It emphasizes the importance of understanding users, conducting research to learn about their needs and tasks, and involving users throughout the design process. Some key user research methods mentioned include wants and needs analysis, card sorting, group task analysis, and contextual interviews. The document stresses that good design starts with the user, and that innovation comes from addressing the right problems for the target users.
Agile development and open development practices share a great deal of features. But the distributed nature of open development can make some common Agile practices difficult, or even impossible to adopt. This presentation is an initial exploration of how the two may mesh together.
Techniques For Sustainable Digital Delivery At Scale - Leeds Digital FestivalAxiologik
Axiologik's presentation at Leeds Digital Festival on how to build sustainable digital transformation in large and complex environments. The techniques here are based on our experience of successfully leading similar transformations in government departments and large private sector clients
Owning the product by owning the user experienceMark Notess
Effective product ownership means owning the user’s experience (UX) of that product. This presentation provides a practical introduction to UX concepts and methods as adapted for Agile software development. Sample deliverables, activities and results will be drawn from the Avalon Media System project, a jointly developed open source system developed by Indiana University and Northwestern University. This was presented at Agile Indy 2014.
This 3-day training event on human factors for medical devices will take place in Dublin, Ireland from October 6-8, 2015. It will provide comprehensive instruction on integrating human factors into the medical device development process to improve usability and streamline regulatory approval. Speakers will include experts from the FDA and industry who will discuss guidance, standards, and the FDA approval process. Attendees will learn methods for requirements analysis, formative testing, validation studies, and reporting to meet FDA expectations. They will also engage in workshops and Q&A sessions to discuss real-world applications and challenges. The goal is to help participants incorporate human factors best practices to bring new devices to market more efficiently.
Case 2OverviewHealth care management requires leadership skill.docxwendolynhalbert
Case 2
Overview
Health care management requires leadership skills which will test your ability to make vital decisions. “Like a rapidly mutating cancer cell, poor leadership within healthcare systems can cause toxic symptoms that adversely impact organizational work cultures and staff satisfaction and lead to burnout” (Werberg, 2010, para. 1). Assessments made by leadership have a direct relation to many areas, including but not limited to the following: The quality of care provided, staff morale, and organizational reputation. As a trailblazer of your organization, you will use effective leadership skills to manage/avoid conflict, make effective recommendations, manage staff, and protect the overall quality/efficiency of the organization. To make effective decisions as a leader you should identify the major facts, indicate if or what problems exist, and finally, recommend a solution.
This assignment requires you to review a practical case study and analyze the elements of poor leadership. The case study also explores characteristics of a health care leader while introducing safety culture. Your assessment and responses to the realistic scenario should be based off leadership attributes.
Werberg, D. (2010). Transformational leadership and staff retention: Anevidence review with implications for healthcare systems. Nursing Administration Quarterly. 34(3), 246-258. doi: 10.1097/NAQ.0b013e3181e70298
Read the following case study published by the Institute for Healthcare Improvement:
Griner, P. (2017). Case study: On being transparent. Retrieved from http://www.ihi.org/education/IHIOpenSchool/resources/Documents/Participant_On%20Being%20Transparent.pdf
After reading the case study, you should complete a 2- to 3-page case analysis that includes three distinct sections (in addition to your introduction and conclusion):
1. Major Facts – Summarize the facts in the case. This includes the most important incidents in the case. Avoid simply restating the case.
2. Problem(s) – From the facts it should reveal the problems that need attention. Specify those problems and explain their significance.
3.
Solution
and Expected Outcome – Recommend a solution, and for each recommendation provide an action on how it would be implemented. For each solution provide your expected outcome.
Assignment Expectations
1. Conduct additional research to gather sufficient information to justify/support your recommendations and outcomes. You should have at least two solutions and two outcomes respectively.
2. Limit your response to a maximum of 3 pages.
3. Support your case with peer-reviewed articles, with at least 2 references. Use the following source for additional information on how to recognize peer-reviewed journals: http://www.angelo.edu/services/library/handouts/peerrev.php.
4. You may use the following source to assist in formatting your assignment: https://owl.english.purdue.edu/owl/resource/560/01/
SYSTEMS ANALYSIS & DESIGN
An Object-Oriented Approach w ...
This document summarizes a presentation on conducting user needs assessments. It discusses why user-centered design is important, how to sell needs assessments to project sponsors, and techniques for gathering user information, including surveys, interviews, observations and contextual inquiries. Case studies are provided to illustrate how these techniques were applied to understand users of a webcast study tool. The document concludes with recommendations for analyzing findings and convincing teams to use results.
tableau together with analytics
introduction to the simple examples of using data visualisation.. and also how to bridge the gap for using data for Education
Strategies
Data
Analytics
Bringing User-CenteredDesign Practices intoAgile Development Projectsabcd82
The document discusses bringing user-centered design practices into agile development projects. It outlines an agenda for a workshop on this topic, including discussions of the agile development context, project inception and planning, building and validation, and adapting practices. The workshop will cover modeling business goals and users, aligning user research with agile processes, and leveraging information radiators. Releasing software incrementally can increase return on investment by starting to generate value earlier.
11 - Evaluating Framework in Interaction Design_new.pptxZahirahZairul2
The document discusses evaluation frameworks in interaction design. It introduces key concepts like prototypes, evaluation paradigms, and techniques. Low and high fidelity prototyping are described. Evaluation paradigms include quick and dirty evaluations, usability testing, field studies, and predictive evaluation. Common techniques involve observing, asking, and testing users. The DECIDE framework is presented as a process for planning evaluations by determining goals, exploring questions, choosing techniques, and addressing practical and ethical concerns. Pilot studies are recommended to test evaluation plans.
The document discusses various techniques for requirements elicitation including interviews, workshops, brainstorming, storyboards, use cases, role playing and prototyping. It provides guidelines for each technique and discusses common challenges in requirements elicitation such as dealing with stakeholder objections and unknown future requirements. The key is to employ multiple techniques, collect requirements from different perspectives, and iterate elicitation over time to discover additional needs.
The document discusses common pitfalls organizations face when adopting agile processes. It notes that without discipline, agile approaches may fail due to lack of closure on work items and endless scope changes. It also highlights challenges with testing, changes in team roles and responsibilities, and difficulties adjusting working styles to more collaborative ways of working. Critical success factors include training, experience adopting agile, and support from experienced practitioners.
The document discusses different types of lemon squeezers that have been designed over time ranging from wooden to modern plastic versions. It then provides an evaluation model to assess the squeezers based on criteria like aesthetics, cost, size, function, and materials. Finally, it discusses various evaluation strategies like qualitative and quantitative evaluation as well as methods for gathering user feedback through literature reviews, user trials, user research, and expert appraisal.
This document provides an overview of agile methodology. It begins with an introduction to the author and their background. It then discusses what agile is, the history and development of agile practices, the 12 principles of the agile manifesto, advantages and disadvantages of agile, how agile addresses software requirements, and common agile methodologies like Scrum, Kanban, and Extreme Programming that are used to implement agile. The document aims to explain agile in simple terms and provide context around its origins and framework.
1. Implementing
Administrative Systems?
You need an Evolution,
not a Revolution!
UNIVERSITY OF WASHINGTON
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2. Jeanne Marie Isola, Director, Strategic Initiatives Office
Linda Nelson, Administrator, Department of Physics
Gary Prohaska, Technology Manager
Paul Schurr, Senior Systems Engineer
Jelena Curless – Senior Systems Engineer
Erick Winger – FDI Customer Service Lead
UNIVERSITY OF WASHINGTON
Public Research University
Three Campus Sites
41,089 Student Enrollment
23,462 Faculty and Staff
Two medical centers and a School of Medicine
#1 public university in federal support for research and training
3. Agenda
I. Overview - Jeanne Marie Isola
II. End User Perspective - Linda Nelson
III. Technology Manager’s Perspective - Gary Prohaska
IV. Usability Perspective - Jelena Curless
V. Developer’s Perspective - Paul Schurr
VI. Customer Support Perspective - Erick Winger
5. Involvement
The USER approach to creating administrative systems
USER Teams
Iterative
Approach!
*Executive Vice President, Vice Provost for Research, Vice Provost for Planning and Budgeting, Vice President for Computing & Communications
**e.g., Financial Management, Planning and Budgeting, Human Resources, Computing & Communications
Meeting
user
needs!
Engaging
University
Users!
8. STEP 1: Prepare and Define Scope
STEP 2: Envision and Whiteboard
STEP 3: Design Prototype
STEP 4: Working Prototype
STEP 5: Test and Implement
STEP 6: Measure and Monitor
IterativeA Six Step Process
9. Significant time commitment
Opportunity to contribute to
institution-wide endeavor
Gain understanding of institutional
structure and processes
Sense of accomplishment
Volunteers’ Experiences
10. ev.o.lu.tion
A gradual process in which something changes
into a different and usually more complex or better
form
The process of developing
Software
Evolution
11. Intensely collaborative design with end-users,
central office experts, and technical developers
Massively iterative; change is relentless
Evolutionary; no mistakes
Visual
Agile; lightweight
More Art than Science
Strong executive sponsorship and IT governance
The USER Approach to
software development
12.
13. The Usability Perspective
Usability is not a science - the typical answer to any
question is:
“it depends”
Requires considering many perspectives
You won’t get it right by yourself, with your development
team, or just talking to business experts
You won’t get it right the first time
14. The Usability Perspective
Off-the-shelf products reflect the development
company’s priorities
not our business language
someone else’s tradeoffs
Developing own products takes time, but you get it
right the first time
teams include business specialists, end users, and
technical specialists (so you can make good tradeoffs)
well thought-out - tradeoffs are made in advance,
communicated to all, feedback is invited
15. The Usability Perspective
Iterative approach works well:
opportunity to refine the design
insert testing using the visual aids developed along
the way
Expand feedback to broader audience each time
you develop a set of ever more detailed visuals
17. USER Projects are Different from
Traditional IT Projects
no spec, vague scope
18. USER Projects are Different from
Traditional IT Projects
no spec, vague scope
frustrating and rewarding
19. USER Projects are Different from
Traditional IT Projects
no spec, vague scope
frustrating and rewarding
sometimes it’s the only way to get it right
20. Developing with a User Task
Group
provide research and technical feedback
21. Developing with a User Task
Group
provide research and technical feedback
provide mock-ups and prototypes
22. Developing with a User Task
Group
provide research and technical feedback
provide mock-ups and prototypes
create flexible architecture, expect change
23. Developing with a User Task
Group
provide research and technical feedback
provide mock-ups and prototypes
create flexible architecture, expect change
enjoy the help
24. Customer Support Involvement
Change Management: those on the frontline of
change understand why
Customer Support has credibility/knowledge
Gain understanding of system limitations and processing
Communication with campus prior to rollout
Helping Hand for developers: Customer Support can
manage broad testing representation
Facilitate creation of testing groups
Create testing scripts
Manage testing groups and filter feedback
25. Customer Support Involvement
Being involved in building process and
testing assists the Customer Support team in
creating:
Triage Structure
Rollout: training key-items
FAQs
Understanding of user types
HELP pages, web documentation
http://ucs.admin.washington.edu/MyFD/Home.aspx
26. Questions?
Jeanne Marie Isola
jmisola@u.washington.edu
Linda Nelson
lrn@phys.washington.edu
Gary Prohaska
gpro@cac.washington.edu
Paul Schurr
pschurr@u.washington.edu
Jelena Curless
jelena@u.washington.edu
Erick Winger
erickw@u.washington.edu
Editor's Notes
GREETINGS
MY NAME IS JEANNE MARIE ISOLA
EXCITED TO BE HERE TODAY!
SHARE WITH YOU A UNIQUELY SUCCESSFUL METHOD OF INCORPORATING CHANGE MANAGEMENT AND CONTINUOUS PROCESS IMPROVEMENT INTO THE PROCESS OF IMPLEMENTING NEW ADMINISTRATIVE SYSTEMS SOFTWARE
INTRODUCE PERSPECTIVES AND INTRODUCE uw – CHECK ON FACTS
FIRST – LET ME TELL YOU A LITTLE BIT ABOUT EACH OF US AND THE INSTITUTION WE REPRESENT – THE UNIVERSITY OF WASHINGTON
I AM JOINED WITH MY COLLEGUES LINDA NELSON, AN ADMINISTRATOR OF PHYSICS……
AND, GARY PROHASKA….
MY BACKGROUND IS…..
“Evolution” vs. “Revolution”
What comes to mind?
When Implementing Administrative Systems?
Who here has been involved with implementing Administrative Systems?
Who here has been involved in implementing Enterprise Resource Planning Systems (e.g. PeopleSoft, Oracle, SAP)
How would you characterize your experience? An evolution? A revolution? Why?
Engaging University community
Employees
Sponsors*
USER Steering Committee
User Task Group
Process Improvement Teams
Business Stewards**
Outcomes
Old systems automated
Web tools for Users
Streamlined
business
practices
Culture of change
TALK ABOUT ROLE OF SIO – PROVIDING NEUTRALITY
Good morning, my name is Linda Nelson and I’m going to speak about the USER method from a users standpoint. I’ve worked at the UW for 18 years and experienced significant changes to the administrative systems whose purpose was to benefit the end user. The intent was excellent and the execution much less so. What makes USER different? First, it is customer drive. Points to make: Users have an opportunity to share input through out process, while technical staff is ‘on the job’ the other folks are volunteering time away from primary (paying) jobs. Project Management takes care of upper level details (planning meetings, working across groups) to let team members concentrate on application. Managers report to Sponsor who serves as an advocate (but doesn’t run the show)
Process is Iterative. Points to make: PITs prepare groundwork and define scope. UTGs do the work of creating application. UTGs include developers, users and customer service staff.
Volunteering – a time commitment. Reporting UTG meet 2 hrs a week weekly for 18 months (or was in 20??). Volunteers find it very rewarding as outlined above.
Hi, my name is Gary Prohaska. I’ve worked at the UW for 25 years in the central IT organization. My current role is Technology Manager responsible for enterprise level development projects, including Financial Desktop and the other web applications like Employee Self-Service you saw in a previous slide. But not all of our development projects use the “USER Approach”. Some are much more traditional in nature, due in part to IT staff who have either not been exposed to the USER Approach or who remain skeptical that forgoing reams of detailed requirements documentation can actually yield a better product. Traditional methodology is more like a revolution. You have several meetings with the “clients”, draft the requirements document, get them to sign it and start construction. When you’re done building you get back together to find out if you built the right thing.
The word EVOLUTION defines the USER Approach. A highly iterative process which starts with a set of high level requirements and evolves into very sophisticated software thru constant collaboration involving much trial and error.
1. all the right people working on the same problem at the same time for a long time; the UTG is not where you take something to show people for their consent; it’s a place you come away from with requirements for the next iteration
2. rapid cycles; not much time between iterations
3. ideas get transformed into software; relies upon trial and error and discovery. All dead ends are natural consequences of evolution; not mistakes. Traditional methodology relies upon contractual scope and detailed specifications prior to building. “You can’t start building until you know what to build.” USER says that in a complex, heterogeneous environment like a research university, “you can’t know EXACTLY what to build until you start building it” --- i.e. discovery and evolution
4. emphasis on visual models and usability. Usability is the most important consideration. If no one uses your incredibly well-engineered software, what good is it?
5. more emphasis on feedback than on extensive documentation; low level of initial technical commitment makes it easier to adapt to change
6. Sometimes there is a naïve belief that technical products are mysteriously complex because of the technology, whereas, as most of you have experienced first hand, most of the mystery and complexity comes from us being human, acting irrationally and belonging to campus organizations that are even more mysterious and irrational. No wonder codifying business rules is more art than science or engineering. The USER Approach embraces that notion and takes the time to get it right, acknowledging that trial and error is often a cost-effective strategy.
7. essential for any successful project
Here’s the Jester Hat slide depiction of the USER methodology. We start with what people see. The plumbing comes later. Lots of low cost modeling with increasing bits of functionality. Constant feedback and iteration. All ideas subject to “SURVIVAL OF THE FITTEST”. Every small change is validated with the UTG (“Let’s UTG it!”)
Now I’d like to hand it off to Jelena who will talk more about the importance of usability.
Hi, I’m Paul Schurr. I’m a developer with Human Resources and Payroll Products. I’m going to talk a little about the experience of being a developer under the USER approach...
It’s pretty different from a traditional IT project.
As developers on a traditional IT project, we would typically receive a detailed set of specifications to code from. On a USER project, on the other hand, we don’t get a spec at all. Instead we participate in a process of designing a product and teasing out the business rules that define it.
Our original charter might start out very vague – for example, “produce financial reports” or “make the university’s time and leave collection systems work together”. And the scope may change significantly over the life of the project.
This can be an inefficient and frustrating way to work. It can be very slow to get started and the work that we do in the early phases often gets discarded as the project requirements change.
But it’s also a pretty rewarding way to work. In the end, we build products that people actually want to use. We don’t have to guess about this because we design them along with the people who will use them. It’s fun to be a part of products that people all over campus are using.
The User approach gets users thinking like engineers - that is, like problem solvers. I think this has long term benefits for the university as a whole. It also gets engineers thinking like end users – like people who have jobs to do and want tools that make it easier - and who don’t necessarily get excited about the latest, most complicated technology.
It’s a real partnership and I think we all benefit from expanding our way of looking at things.
In a decentralized environment like the University of Washington, it almost goes without saying that the business rules are hard to figure out. Often they don’t exist in any one person’s head and, sometimes, the only way to define them is to get a variety of people together to tease them out over time. This is generally the most complicated part of the products we build. The coding by contrast is almost easy.
If we tried to build products like these alone or with a more limited group of people, we would definitely get them out the door faster. But we would probably end up making something that didn’t meet the needs of many end-users and didn’t account for the many exceptions to the rules. And we wouldn’t know that it didn’t work until we launched it and the phone started ringing.
In the early stages, our main role is to research proposals and to try to help people understand the technical trade-offs as they assemble their wish-list of product features.
We provide mock-ups to help users visualize the various options. We’ve found that this is crucial because many times the users and engineers don’t picture things the same way. We think we are agreeing when we really aren’t.
As the project progresses, we provide increasingly sophisticated and functional prototypes so that users can more fully identify how the product should work. As my colleagues have said, it’s a very iterative process.
We start thinking about our software architecture early on but we have to recognize that the project requirements are continually refined and that the project will change a lot from beginning to end. So we have to architect with change in mind.
This is a lot of work up front but, in the end, it can be an advantage. Given the myriad sources that influence the university’s business rules: federal, state, and local laws; multiple union contracts; various grant requirements; different departmental policies; and so on, it’s important that when we produce administrative software we understand that the rules that drive the application are subject to change.
Developing under the user approach drives this idea home from the beginning. Our software needs to be agile; it needs to easily adapt to change. Still, it’s a difficult lesson to learn. It’s one that we’re learning over time and sharing with other developers at the university.
One of the great advantages of being a developer on a USER project is that we are part of a larger team that can share a lot of the work. Besides helping to design the product…
- The product management is handled by the user team leaders.
- The team members make a great pool of testers and, when it comes time to recruit larger groups for beta testing, they have the contacts we need.
- Team members are also perfect evangelizers of the product because they work with the people who will use it. This really helps us gain campus acceptance for new products.
- And finally, having people from customer support and training as part of the team is another huge advantage. Who has a better insight into what confuses end users than the people who provide customer support? We end up with a simpler user interface and a support staff that really understands how the application works and why it was built the way it was.
With that, I’d like to turn it over to Erick Winger for a customer support perspective…