This document discusses software architecture and design testing. It explains that software architecture and design defects can lead to bugs and issues later in development. Some common types of early-stage defects include requirements defects, architectural defects, and design defects. Thorough testing of architecture and design can help reduce later defects by discovering problems early. The document recommends techniques like architecture reviews, modeling, and inspections to test software architecture and design quality before implementation.
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
The document discusses various approaches to designing software architectures and systems. It covers the standard engineering design process, potential problems that can arise, and alternative design strategies like cyclic, parallel, adaptive, and incremental processes. It also discusses tools for design like abstraction, separation of concerns, and applying experience. Architectural patterns, styles, and domain-specific software architectures are introduced as ways to apply lessons learned to new designs.
This document provides an introduction to usability and related topics. It defines usability, user experience, and user-centered design. It explains how these concepts fit together and discusses evaluation methods like expert evaluations, usability testing, and web analytics. Examples of usability studies are also provided. The document is intended to give an overview of key concepts in human factors, ergonomics, and usability for designers and researchers.
The document discusses the software requirement engineering process which includes inception, elicitation, analysis, negotiations, specification, and validation. It describes several common requirement elicitation techniques such as interviews, questionnaires, scenarios, use cases, and storyboarding. Examples of a library system scenario and use case are also provided to illustrate how these techniques can be used to understand system requirements.
This document discusses interaction design for medical systems. It begins by noting the importance of understanding what users want and incorporating user-centered design processes. It then discusses how regulatory agencies view design positively as a way to reduce risk. The document contrasts interaction design with engineering disciplines, noting interaction design focuses more on understanding user needs. It emphasizes the importance of user research through methods like ethnography to understand user behaviors and contexts. The document provides an example of how personas can be created from user research to represent different user types.
This document discusses different approaches to system development including the Systems Development Life Cycle (SDLC), Rapid Application Development (RAD), and Joint Application Development (JAD).
SDLC is a process involving users, analysts, engineers and programmers to build information systems through phases like planning, analysis, design, implementation and support. RAD relies on automated tools to streamline the development process. JAD emphasizes participatory development through workshops involving system owners, users, designers and builders.
JAD is noted as an effective method for collecting requirements from users through a series of meetings. It involves stakeholders to work together on a product. General principles of JAD include involving all affected parties, using a neutral facilitator, and producing meeting
The document discusses usability and user experience (UX) in several contexts:
1. It defines usability according to ISO usability standard 9241 as how effectively, efficiently, and satisfactorily users can achieve goals within a specified context.
2. It lists 47 common usability activities including heuristic evaluation, personas, usability testing, and more.
3. It describes how to measure usability through effectiveness, efficiency, and satisfaction metrics like tasks completed, time on task, errors, and user ratings.
4. It notes that usability is complex and interdisciplinary, drawing on fields like information architecture, interaction design, industrial design, and more.
5. It suggests that
The document discusses various approaches to designing software architectures and systems. It covers the standard engineering design process, potential problems that can arise, and alternative design strategies like cyclic, parallel, adaptive, and incremental processes. It also discusses tools for design like abstraction, separation of concerns, and applying experience. Architectural patterns, styles, and domain-specific software architectures are introduced as ways to apply lessons learned to new designs.
This document provides an introduction to usability and related topics. It defines usability, user experience, and user-centered design. It explains how these concepts fit together and discusses evaluation methods like expert evaluations, usability testing, and web analytics. Examples of usability studies are also provided. The document is intended to give an overview of key concepts in human factors, ergonomics, and usability for designers and researchers.
The document discusses the software requirement engineering process which includes inception, elicitation, analysis, negotiations, specification, and validation. It describes several common requirement elicitation techniques such as interviews, questionnaires, scenarios, use cases, and storyboarding. Examples of a library system scenario and use case are also provided to illustrate how these techniques can be used to understand system requirements.
This document discusses interaction design for medical systems. It begins by noting the importance of understanding what users want and incorporating user-centered design processes. It then discusses how regulatory agencies view design positively as a way to reduce risk. The document contrasts interaction design with engineering disciplines, noting interaction design focuses more on understanding user needs. It emphasizes the importance of user research through methods like ethnography to understand user behaviors and contexts. The document provides an example of how personas can be created from user research to represent different user types.
This document discusses different approaches to system development including the Systems Development Life Cycle (SDLC), Rapid Application Development (RAD), and Joint Application Development (JAD).
SDLC is a process involving users, analysts, engineers and programmers to build information systems through phases like planning, analysis, design, implementation and support. RAD relies on automated tools to streamline the development process. JAD emphasizes participatory development through workshops involving system owners, users, designers and builders.
JAD is noted as an effective method for collecting requirements from users through a series of meetings. It involves stakeholders to work together on a product. General principles of JAD include involving all affected parties, using a neutral facilitator, and producing meeting
The document discusses requirements engineering and provides an overview of the requirements engineering process. It describes requirements elicitation, analysis and negotiation, specification, system modeling, validation, and management as the key steps in requirements engineering. Requirements engineering aims to understand customer needs, analyze and negotiate requirements, unambiguously specify the solution, and manage requirements as the system is developed. It provides the best process currently available for ensuring a system properly meets customer needs and expectations.
The document discusses various system development methodologies: Waterfall, Prototyping, Incremental, Spiral, and Rapid Application Development (RAD). For each methodology, it describes the framework type, basic principles, strengths, weaknesses, and situations where most/least appropriate. The Waterfall methodology is described in the most detail. It emphasizes structured development processes but can be inflexible. Prototyping focuses on iterative development and user involvement. Incremental combines linear and iterative approaches. Spiral emphasizes risk assessment. RAD aims for fast delivery through tools, iteration, and user involvement.
This document discusses requirement engineering and techniques for requirements elicitation. It defines requirements and describes the different levels of requirements from business to functional to non-functional. The key techniques discussed for eliciting requirements include interviewing stakeholders, holding requirements workshops, brainstorming with users, creating storyboards and use cases, and building prototypes. Prototyping in particular is highlighted as an effective way to address common issues in requirements elicitation like the "yes, but" syndrome and discovering additional undisclosed needs.
At the core of all usability is a design—the one being used by your customer. The blueprint or foundation of that design is found in the interaction design. Over the years, I’ve worked with many people, from clients to co-workers, who are involved in design but who don’t consider themselves “designers”. They usually have good design instincts, but don’t have a “design” background—and they are always asking me how they can become better “designers”.In this presentation, I distill the concepts of interaction design down to just the basics, to focus on what is most useful for non-interaction designers. Using the design process as a framework, I’ll provide an overview of the basic building blocks, design principles, and underlying structure of interaction design, and illustrate them using familiar real-world examples. Through these basic elements, I’ll discuss how design decisions are made, how to evaluate them at each level of an interaction design, and more importantly, what makes a “good” design decision. I will also discuss one or two emerging trends in interaction design and show how these basic elements can also be used to understand and evaluate them.This presentation won’t turn everyone into an interaction designer, but it will give you an understanding of the basics, and hopefully move you further along the road to being a better “designer”.
The document discusses the system development life cycle and its phases. It describes the importance of project management, feasibility assessment, documentation, and data gathering techniques. The phases discussed include planning, analysis, design, implementation, operation, support, and security. Activities like requirements gathering, process modeling, documentation, and alternative solutions are discussed for the analysis phase.
Extraordinary design considerations e bacon 2011 08-05Elizabeth Bacon
This presentation was delivered at Device Design Day 2011 by Elizabeth Bacon of Devise. The talk was recorded, so if you're interested in seeing that please contact liz(dot)devise(at)gmail(dot)com for a link.
This document discusses software requirements engineering. It describes that software requirements engineering is a process to establish the services required by stakeholders from a system under given constraints. It also discusses that a software requirements specification is a detailed document describing the system's services and acts as a contract between client and contractor. Finally, it outlines some common requirements engineering tasks like elicitation, specification and validation.
- Principles provide general guidance on usability but have low authority. They promote learnability through predictability, familiarity and consistency. Flexibility is supported by dialogue initiative and multithreading. Robustness comes from observability, recoverability and responsiveness.
- Standards and guidelines specify more concrete design rules with higher authority but limited applications. They constrain design in systematic ways to promote usability.
- Design patterns capture proven solutions to common design problems and allow experience to be reused, improving efficiency and quality of new designs. They supplement principles, standards and guidelines.
Software engineering is the systematic application of engineering principles to software development and maintenance. It involves requirements analysis, design, development, testing, documentation, and maintenance following a systematic process. Software engineering aims to provide cost-effective solutions to software problems and is the branch of engineering concerned with developing software solutions.
Software architecture is the set of principal design decisions about a software system. It includes decisions about the system's structure, behavior, and interactions. Principal design decisions are those that have a significant impact on the system and are important to stakeholders. A software system's architecture can change over time as design decisions are made and remade throughout the system's lifetime.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
الإتحــــــــــــــــــــــاد الوطني للشبــــــــــاب السوداني
المؤسسة الشبابية لتقانة المعلومات
ورشة صناعة البرمجيات في السودان
الورقة الاولى :
مناهج التعليم وصناعة البرمجيات في السودان
أسامة عبدالوهاب ريس
This document provides an introduction to software architecture. It discusses how software engineers have long employed architectures without realizing it and how architecture addresses issues identified by researchers. It differentiates between accidental difficulties that have been solved through advances like programming languages and essential difficulties like complexity, conformity, changeability and intangibility that cannot be fully solved. It uses an analogy to building architecture to illustrate key parallels and roles. Examples of the World Wide Web and Unix architectures are provided to demonstrate architecture in action.
The document discusses the software engineering design process and usability engineering. It describes the typical activities in the design life cycle including requirements specification, architectural design, detailed design, verification and validation. It emphasizes that usability should be considered throughout the life cycle. The document also discusses using design rules/standards, usability specifications, iterative design/prototyping, and capturing design rationale to improve the process and outcome.
User Testing talk by Chris Rourke of User Visiontechmeetup
This document provides an overview of usability testing and discusses key aspects of conducting usability tests, including:
1) Defining usability in terms of effectiveness, efficiency and satisfaction from the user's perspective.
2) Explaining the importance of usability testing and incorporating direct user feedback throughout the development process.
3) Detailing essential elements of usability testing such as recruiting appropriate users, designing test tasks, metrics, and observation techniques.
4) Discussing when during the design/development process usability testing should occur for maximum impact and the relationship between time of testing and impact on design.
BARRIERS SURROUNDING KNOWLEDGE TRANSFER IN NON-COLLOCATED SOFTWARE ARCHITECTU...IJASCSE
This document summarizes a study on the barriers surrounding knowledge transfer in non-collocated software architecture development. The study conducted interviews with 30 experts from software companies in Malaysia. The interviews aimed to identify the external conditions that inhibit effective knowledge transfer between remotely located teams. The most commonly cited conditions were physical distance between teams, differences in team capabilities and experiences, and a lack of time. The study takes a perspective of looking at these conditions not just as barriers, but also as hidden opportunities to improve team capabilities through knowledge transfer.
Fundamental principles of Usability and User Centred DesignBART RADKA
The document discusses fundamental principles of usability and user-centered design. It defines usability as the effectiveness, efficiency and satisfaction with which users can achieve goals in a particular environment. It emphasizes involving users in the design process through techniques like interviews, observations, personas and prototyping to gather requirements and iteratively test designs. The goal is to create intuitive, learnable and robust interfaces through an approach focused on the user experience.
The document discusses requirements engineering and outlines several key points:
1) Requirements are early guesses about a project that can be difficult to get right, especially with multiple stakeholders involved who may have conflicting needs.
2) Lightweight notations are important for capturing requirements in a way that allows for fast writing and reasoning.
3) Getting requirements wrong can be extremely costly, so methods like feature mapping and the Decision Dependency Diagram are presented as ways to help systematically capture and analyze stakeholder needs.
The document discusses impediments to continuous value delivery through software development such as misunderstood requirements, conflicting priorities, loss of focus, and integrating heterogeneous teams. It proposes solutions like using backlogs and task boards, local workspaces, storyboarding and feedback, unit testing with fakes, continuous integration, and tools like IntelliTrace to help overcome these impediments and enable faster and more effective software development. The goal is to allow for continuous delivery of working software and integration to deliver value to users more rapidly.
Balance in design refers to the symmetrical or asymmetrical distribution of elements on a page. Symmetrical designs have mirroring shapes on both sides of a central axis, while asymmetrical designs do not. Elements like shape, line, form, and space can be used to create balanced designs with positive and negative space. Emphasis, dominance, unity, pattern, movement, and rhythm are other principles that involve arranging elements in intentional ways, such as through proportion, complexity, tone, or repetition, to direct attention or create a sense of flow.
Data Visualisation and Infographic Design: 'State of the Union'Andy Kirk
This document is a presentation by Andy Kirk on the state of data visualization and infographic design. It covers various projects in these areas, techniques used, relevant technologies, issues in the field, the marketplace for data visualization professionals, and predictions for 2014 and beyond. The presentation includes numerous examples and links to specific works and resources within each topic.
The document discusses requirements engineering and provides an overview of the requirements engineering process. It describes requirements elicitation, analysis and negotiation, specification, system modeling, validation, and management as the key steps in requirements engineering. Requirements engineering aims to understand customer needs, analyze and negotiate requirements, unambiguously specify the solution, and manage requirements as the system is developed. It provides the best process currently available for ensuring a system properly meets customer needs and expectations.
The document discusses various system development methodologies: Waterfall, Prototyping, Incremental, Spiral, and Rapid Application Development (RAD). For each methodology, it describes the framework type, basic principles, strengths, weaknesses, and situations where most/least appropriate. The Waterfall methodology is described in the most detail. It emphasizes structured development processes but can be inflexible. Prototyping focuses on iterative development and user involvement. Incremental combines linear and iterative approaches. Spiral emphasizes risk assessment. RAD aims for fast delivery through tools, iteration, and user involvement.
This document discusses requirement engineering and techniques for requirements elicitation. It defines requirements and describes the different levels of requirements from business to functional to non-functional. The key techniques discussed for eliciting requirements include interviewing stakeholders, holding requirements workshops, brainstorming with users, creating storyboards and use cases, and building prototypes. Prototyping in particular is highlighted as an effective way to address common issues in requirements elicitation like the "yes, but" syndrome and discovering additional undisclosed needs.
At the core of all usability is a design—the one being used by your customer. The blueprint or foundation of that design is found in the interaction design. Over the years, I’ve worked with many people, from clients to co-workers, who are involved in design but who don’t consider themselves “designers”. They usually have good design instincts, but don’t have a “design” background—and they are always asking me how they can become better “designers”.In this presentation, I distill the concepts of interaction design down to just the basics, to focus on what is most useful for non-interaction designers. Using the design process as a framework, I’ll provide an overview of the basic building blocks, design principles, and underlying structure of interaction design, and illustrate them using familiar real-world examples. Through these basic elements, I’ll discuss how design decisions are made, how to evaluate them at each level of an interaction design, and more importantly, what makes a “good” design decision. I will also discuss one or two emerging trends in interaction design and show how these basic elements can also be used to understand and evaluate them.This presentation won’t turn everyone into an interaction designer, but it will give you an understanding of the basics, and hopefully move you further along the road to being a better “designer”.
The document discusses the system development life cycle and its phases. It describes the importance of project management, feasibility assessment, documentation, and data gathering techniques. The phases discussed include planning, analysis, design, implementation, operation, support, and security. Activities like requirements gathering, process modeling, documentation, and alternative solutions are discussed for the analysis phase.
Extraordinary design considerations e bacon 2011 08-05Elizabeth Bacon
This presentation was delivered at Device Design Day 2011 by Elizabeth Bacon of Devise. The talk was recorded, so if you're interested in seeing that please contact liz(dot)devise(at)gmail(dot)com for a link.
This document discusses software requirements engineering. It describes that software requirements engineering is a process to establish the services required by stakeholders from a system under given constraints. It also discusses that a software requirements specification is a detailed document describing the system's services and acts as a contract between client and contractor. Finally, it outlines some common requirements engineering tasks like elicitation, specification and validation.
- Principles provide general guidance on usability but have low authority. They promote learnability through predictability, familiarity and consistency. Flexibility is supported by dialogue initiative and multithreading. Robustness comes from observability, recoverability and responsiveness.
- Standards and guidelines specify more concrete design rules with higher authority but limited applications. They constrain design in systematic ways to promote usability.
- Design patterns capture proven solutions to common design problems and allow experience to be reused, improving efficiency and quality of new designs. They supplement principles, standards and guidelines.
Software engineering is the systematic application of engineering principles to software development and maintenance. It involves requirements analysis, design, development, testing, documentation, and maintenance following a systematic process. Software engineering aims to provide cost-effective solutions to software problems and is the branch of engineering concerned with developing software solutions.
Software architecture is the set of principal design decisions about a software system. It includes decisions about the system's structure, behavior, and interactions. Principal design decisions are those that have a significant impact on the system and are important to stakeholders. A software system's architecture can change over time as design decisions are made and remade throughout the system's lifetime.
The document discusses prototyping techniques for software development. It defines prototyping as an essential element of user-centered design that involves testing design ideas with users early in the development process. Different types of prototyping are appropriate for different stages, from paper-based prototypes to test initial ideas to software-based prototypes that provide limited functionality for further testing. The goal of prototyping is to identify and address design errors and user requirements before significant development effort.
الإتحــــــــــــــــــــــاد الوطني للشبــــــــــاب السوداني
المؤسسة الشبابية لتقانة المعلومات
ورشة صناعة البرمجيات في السودان
الورقة الاولى :
مناهج التعليم وصناعة البرمجيات في السودان
أسامة عبدالوهاب ريس
This document provides an introduction to software architecture. It discusses how software engineers have long employed architectures without realizing it and how architecture addresses issues identified by researchers. It differentiates between accidental difficulties that have been solved through advances like programming languages and essential difficulties like complexity, conformity, changeability and intangibility that cannot be fully solved. It uses an analogy to building architecture to illustrate key parallels and roles. Examples of the World Wide Web and Unix architectures are provided to demonstrate architecture in action.
The document discusses the software engineering design process and usability engineering. It describes the typical activities in the design life cycle including requirements specification, architectural design, detailed design, verification and validation. It emphasizes that usability should be considered throughout the life cycle. The document also discusses using design rules/standards, usability specifications, iterative design/prototyping, and capturing design rationale to improve the process and outcome.
User Testing talk by Chris Rourke of User Visiontechmeetup
This document provides an overview of usability testing and discusses key aspects of conducting usability tests, including:
1) Defining usability in terms of effectiveness, efficiency and satisfaction from the user's perspective.
2) Explaining the importance of usability testing and incorporating direct user feedback throughout the development process.
3) Detailing essential elements of usability testing such as recruiting appropriate users, designing test tasks, metrics, and observation techniques.
4) Discussing when during the design/development process usability testing should occur for maximum impact and the relationship between time of testing and impact on design.
BARRIERS SURROUNDING KNOWLEDGE TRANSFER IN NON-COLLOCATED SOFTWARE ARCHITECTU...IJASCSE
This document summarizes a study on the barriers surrounding knowledge transfer in non-collocated software architecture development. The study conducted interviews with 30 experts from software companies in Malaysia. The interviews aimed to identify the external conditions that inhibit effective knowledge transfer between remotely located teams. The most commonly cited conditions were physical distance between teams, differences in team capabilities and experiences, and a lack of time. The study takes a perspective of looking at these conditions not just as barriers, but also as hidden opportunities to improve team capabilities through knowledge transfer.
Fundamental principles of Usability and User Centred DesignBART RADKA
The document discusses fundamental principles of usability and user-centered design. It defines usability as the effectiveness, efficiency and satisfaction with which users can achieve goals in a particular environment. It emphasizes involving users in the design process through techniques like interviews, observations, personas and prototyping to gather requirements and iteratively test designs. The goal is to create intuitive, learnable and robust interfaces through an approach focused on the user experience.
The document discusses requirements engineering and outlines several key points:
1) Requirements are early guesses about a project that can be difficult to get right, especially with multiple stakeholders involved who may have conflicting needs.
2) Lightweight notations are important for capturing requirements in a way that allows for fast writing and reasoning.
3) Getting requirements wrong can be extremely costly, so methods like feature mapping and the Decision Dependency Diagram are presented as ways to help systematically capture and analyze stakeholder needs.
The document discusses impediments to continuous value delivery through software development such as misunderstood requirements, conflicting priorities, loss of focus, and integrating heterogeneous teams. It proposes solutions like using backlogs and task boards, local workspaces, storyboarding and feedback, unit testing with fakes, continuous integration, and tools like IntelliTrace to help overcome these impediments and enable faster and more effective software development. The goal is to allow for continuous delivery of working software and integration to deliver value to users more rapidly.
Balance in design refers to the symmetrical or asymmetrical distribution of elements on a page. Symmetrical designs have mirroring shapes on both sides of a central axis, while asymmetrical designs do not. Elements like shape, line, form, and space can be used to create balanced designs with positive and negative space. Emphasis, dominance, unity, pattern, movement, and rhythm are other principles that involve arranging elements in intentional ways, such as through proportion, complexity, tone, or repetition, to direct attention or create a sense of flow.
Data Visualisation and Infographic Design: 'State of the Union'Andy Kirk
This document is a presentation by Andy Kirk on the state of data visualization and infographic design. It covers various projects in these areas, techniques used, relevant technologies, issues in the field, the marketplace for data visualization professionals, and predictions for 2014 and beyond. The presentation includes numerous examples and links to specific works and resources within each topic.
This presentation discusses the key principles of design including balance, emphasis, contrast, proximity, rhythm and movement, proportion, harmony, and unity and variety. It provides examples and explanations of each principle using illustrations from various design disciplines like graphic, web, and product design. The presentation concludes with an assignment asking students to create an artwork applying at least 5 of the principles discussed.
The document defines and provides examples of the key elements of art including line, shape, form, space, color, value, and texture. It discusses the different types of each element such as vertical, horizontal, and curved lines. Geometric and organic shapes are defined. Color is described in terms of hue, value, and intensity. Examples of works by famous artists are provided to illustrate each element of art.
This document defines and provides examples of the elements and principles of art. The elements are line, color, value, shape, form, space, and texture. The principles are balance, emphasis, contrast, rhythm and movement, pattern and repetition, unity, and variety. They are the basic building blocks and organizational tools used to create visual artworks. Examples of artists who exemplified the use of these elements and principles in their works are provided.
Organizing Design-Driven Development Using Rational Requirements ComposerKurt Solarte
This document provides an overview of using Rational Requirements Composer to organize design-driven development. It discusses the importance of requirements and outlines how Rational Requirements Composer can be configured to store requirements, wireframes, cities, categories, and data sources for a project. Real-world examples are shown of how wireframes, requirements, and unique data can be represented in Rational Requirements Composer to facilitate traceability between different project elements.
Ask 5 Software Architects for a definition of Software Architecture and you'll get 10 definitions. However definition important to understand responsibilities, skills requirements and activities. Furthermore, separation of Software Architecture and Application Design has many practical benefits.
The document discusses key concepts and principles of software design. It explains that design involves two major phases - diversification, where alternative solutions are considered, and convergence, where elements are chosen and combined to meet requirements. Good design principles include modularity, information hiding, and functional independence. The goal of design is to produce models and specifications that can be implemented to meet a customer's needs.
This document provides an introduction and overview of key concepts in software engineering. It discusses how software engineering aims to develop software systematically using principles of engineering to address issues like cost, schedule, and quality. The document covers topics such as the software crisis in the 1960s that demonstrated a need for a more disciplined approach, the balancing required to address potentially conflicting priorities, and the major activities involved in software development projects.
Case Study: Practical tools and strategies for tackling legacy practices and ...Alejandro S.
In this talk you will learn how strategic tools like Wardley Maps, the C4 model and DDD’s strategic design helped a struggling CTO to fight against a crumbling monolith and the organizational practices that allowed its creation.
Among other things we will cover:
* How to plan, communicate and challenge strategies.
* Why strategy and thinking strategically is important for software developers.
* High-level overview of Simon Brown’s C4 Model
* High-level overview of DDD’s strategic design
* DDD Context Mapping
* High-level overview Wardley Maps.
* Wardley Maps: Landscape.
* FUN random facts about software development in startups :)
This document provides a summary of key topics from Microsoft's Application Architecture Guide, including definitions of software architecture, its importance, goals and principles. It covers common architectural styles, inputs/outputs of the design process, guidelines for layered designs including presentation, business, data and service layers. It also summarizes common application archetypes like web, rich client, mobile and service-oriented applications, and provides considerations for designing each type.
This document discusses software architecture and the role of the software architect. It defines software architecture as the structure of the system comprising software elements, their relationships and properties. Good architecture balances structure and vision. The architect role involves requirements analysis, technology selection, design, evaluation and evolution of the software architecture. Architects can operate at different levels from component to enterprise. Their role varies depending on a team's maturity but generally involves guidance, standards and balancing concerns. The document also discusses architectural drivers, views, reference architectures and the architect's involvement within an organization.
The tension between agile and architecturePeter Hendriks
Agile and architecture are often considered cats and dogs. Many "classic" software architecture methods are considered an enemy of agile principles: often describing heavyweight, upfront documents and decisions, and a hierarchy with architects wielding all technical decision power and responsibility.
Although there are some new "agile architecture" concepts out there, these typically only address small parts of the problem and often require significant skill to practice correctly. There is even the notion that architecture is not needed anymore when applying agile practices.
But what is "architecture" anyway? This infodeck gives an overview on architecture as a concept, a process and a role. It is delivered as stand-alone slides, and should be useful for anyone involved in building software systems.
This document provides an overview of a course on software design and architecture. The course aims to introduce principles of good software design and architectural techniques. It covers topics like software design processes, architectural styles, object-oriented design, design patterns, and component-based design. The course is divided into two modules - the first covers software architecture and styles, and the second focuses on detailed design using object-oriented principles and design patterns.
software engineering notes for cse/it fifth semesterrajesh199155
The document provides an overview of software engineering principles and practices. It discusses:
1) The scope and necessity of software engineering to systematically develop large, complex software products. Without principles, developing large programs would be difficult and error-prone.
2) The "software crisis" caused by ineffective development leading to cost overruns and inefficient resource usage. Proper use of principles can help solve this.
3) The difference between a program developed by an individual and a commercial software product developed by a team for multiple users, requiring careful design, documentation and adherence to principles.
4) How early exploratory development styles focused on error correction after coding, while modern styles emphasize error prevention through defined stages like
This document discusses key concepts in software architecture. It defines software architecture as the set of principal design decisions about a software system. These decisions encompass structure, behavior, interaction, and non-functional properties. The document also discusses architectural styles, patterns, models, views and visualizations as important concepts for understanding and communicating a system's architecture.
This document introduces architectural modeling and discusses key concepts including:
- Architectural models capture principal design decisions about a system's architecture. Architectural modeling is documenting these decisions.
- When modeling, architects choose what to model based on stakeholder concerns, desired level of detail, and cost/benefit. Aspects that are more important to stakeholders receive more modeling depth.
- Common things modeled include architectural elements like components, connectors and interfaces, as well as static and dynamic aspects, and functional and non-functional properties. Models are organized into views that focus on specific concerns or viewpoints.
This document provides an overview of software architecture. It defines software architecture as the set of structures needed to reason about a computing system, including elements, relations among them, and their properties. Good architecture is important as poor design decisions can lead to project cancellation. It also discusses the differences between architecture and design. Additionally, it describes why documenting architecture is important to allow stakeholders to use it effectively. Finally, it briefly introduces the Model-View-Controller pattern used in web development to separate user interface, data, and application logic.
The document provides an overview of software engineering, discussing what it is, why it is important, common challenges, and key concepts. It defines software engineering as the application of engineering principles to software development. Major points covered include the software crisis that led to its emergence as a discipline, examples of costly software failures, attributes of good software like maintainability and dependability, different software development models and their costs, and ongoing challenges like managing heterogeneity.
The document provides an overview of software engineering fundamentals including definitions of software and software engineering, a discussion of the software engineering process and how it differs from programming, and a brief history of the evolution of software engineering from the 1950s to the present day focusing on approaches like abstract data types, object-oriented programming, and component-based design.
The document discusses key concepts in software design, including:
- Mitch Kapor's "software design manifesto" emphasized good design exhibiting firmness, commodity, and delight.
- Design encompasses principles, concepts, and practices that lead to high quality systems, including data/class design, architectural design, interface design, and component-level design.
- Quality guidelines for design include modularity, distinct representations of elements, appropriate data structures, independent components, and reduced complexity interfaces.
This document discusses key topics in software engineering including its importance, costs, methods, challenges and professional responsibilities. It begins by outlining the objectives of understanding what software engineering is, its importance, and ethical issues. It then discusses that software costs, especially maintenance, often exceed development costs. Software engineering aims to improve cost-effectiveness. The document poses several frequently asked questions about software engineering and provides concise answers, covering topics such as the definition of software and differences between computer science, software engineering and system engineering. It also discusses software processes, costs, methods, CASE tools, attributes of good software and challenges in the field.
Similar to Elevator pitch architecture design (20)
1. Why and how should we test
software architecture and
software design?
Zarko Acimovic
2. Software Defects Potentials
As an example for function point measure Win 7 has ~100K Function Points, Microsoft Word has
~5K Function Points. The technology assumptions underlying below table assume CMMI level 1
and a traditional waterfall development method.
Source: Chapter 2. Estimating and Measuring Software Quality. The Economics of Software
Quality, ISBN: 9780132564762 , Pages 40, 41, Capers Jones, Olivier Bonsignour
http://www.amazon.com/Economics-Software-Quality-Capers-Jones/dp/0132582201
http://www.informit.com/store/product.aspx?isbn=0132582201
Defects per Function Point Percent of Total Defects
Requirement Defects 1.15 9.58%
Architectural Defects 0.25 2.08%
Design Defects 1.50 12.50%
Coding Defects 2.00 16.67%
Test Plan and Test Case Defects 1.85 15.42%
User Documentation Defects 0.75 6.25%
Database Defects 2.75 22.92%
Website Defects 1.75 14.58%
TOTAL 12.00 100.00%
3. ms
Te
te
ch
Sys
n ic
DoD Architecture
al
Operational
Framework
Overview
Alessio Mosto
May, 2004
Source:
http://www.disi.unige.it/person/ReggioG/ISII04WWW/DODAF.ppt
4. Architecture Definition
“The structure of components, their
relationships, and the principles and guidelines
governing their design and evolution over time.”
DoD Integrated Architecture Panel, 1995, based on IEEE STD 610.12
“An architecture is the fundamental organization
of a system embodied in its components, their
relationships to each other, and to the
environment, and the principles guiding its
design and evolution.”
IEEE STD 1471-2000
Alessio Mosto DoD Architectural Framework 2
5. Architecture vs. Design
System Architecture is used to:
Make buy decisions
Discriminate between options
“Discover” the true requirements
Drive one or more systems to a
common “use” or purpose
System Design is used to:
Develop system components
Build the system
Understand configuration changes
as the system is modified
Alessio Mosto DoD Architectural Framework 3
6. Basic Principles - An Integrated
Architecture with Three Views
Activities/ Operational
Tasks Operational Elements
View
Identifies What Needs To Be
Done And Who Does It
Information Flow
Systems Data Flow Standards Rules
Systems Technical
X View X
Z
Y
Standards View
Y
Relates Systems and Characteristics
Y Prescribes Standards and
to Operational Needs
X
Conventions
Communications Conventions
Alessio Mosto DoD Architectural Framework 4
8. Software Architecture Defects
Source: A Dissertation Presented to the Graduate School of Clemson University
In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy
Computer Science by Kyungsoo Im December 2010
Links http://etd.lib.clemson.edu/documents/1306855520/
http://etd.lib.clemson.edu/documents/1306855520/Im_clemson_0050D_10926.pdf
ArchStudio and ArchLight !
http://www.isr.uci.edu/projects/archstudio/whatis.html
13. 6/24/2009
Software Design Defects
Software Design Defects Design Patterns are “good” solutions to
recurring design problems
◦ Where you want to be in terms of good design
Design Defects are “bad” solutions to
recurring problems
◦ Where you should not find yourself in software
development
Design Defects lessen the quality of OO
architectures and impede their evolution and
their maintenance
Patterns and Software Defects AntiPatterns
To Err Is Human AntiPatterns provide patterns that have
negative consequences on software
2 categories: development effort
◦ High-level (global) problems: AntiPatterns ◦ Reality of a good number of software projects
◦ Low-level (local) problems: Code Smells Help identifying problems in software
“ deviations from specifications or expectations ◦ Bad design results from common mistakes and
misunderstandings
which might lead to failures in operation ” Provide common vocabulary to discuss
They describe in general what not to do problems and their solutions in software
Arise due to lack of knowledge and experience industry
Understanding AntiPatterns provides the
A good form of problem-solving approach knowledge to prevent or recover from them
Well-
Well-known AntiPatterns
AntiPatterns
Root causes
AntiPatterns are all around us. They’re often ◦ Haste
used as tools for social control. Good design is a product of careful study
Trimming budgets, unrealistic committeements
SOCIAL AntiPatterns Leads to compromises in software quality
◦ Apathy
◦ Criminal Not caring about solving known problems
◦ Narrow-mindedness
◦ Drug Addict Refusal to accept widely known solutions
◦ Laziness (Sloth)
◦ Witch Configuration management
◦ Ignorance
◦ PickPocket Failing to seek understanding
◦ Pride
Not-invented-here syndrome: avoids using or buying already existing
products
1
14. 6/24/2009
AntiPatterns The Blob
Blob (Huge Class)
Describe context and causes
“ Procedural-style design
Describe symptoms to detect an leads to one object with a
lion’s share of the
AntiPattern in legacy software responsibilities while most
other objects only hold
Describe their consequences data or execute simple
Describe a roadmap for their solution processes ”
Large controller class
Many fields and methods
with a low cohesion
In this course, we shall only cover Dependent on the data
AntiPatterns related to software code stored in associated data
classes
The Blob
The Blob Causes and Consequences
Library_Main_Control Item
Person
Current_Catalog Title
Typical Causes
Name Current_Item ISBN
User_ID User_ID Author ◦ Lack of proper Object-Oriented architecture
Items_Out Fine_Amount Publisher
Fines Etc.
Cost
Data_In
◦ Prototype software evolves into a product
…
Do_Inventory()
Check_Out_Item(Item)
Qty
…
◦ Lack of architectural enforcement
Check_In_Item(Item)
Add_Item(Item) Consequences
Delete_Item(Item) Catalog
Print_Catalog()
Topic
◦ Modular continuity is compromised
Sort_Catalog()
Search_Catalog(Params)
Inventory
…
◦ Too complex for reuse and testing
Print()
Issue_Library_Card() ◦ Expensive to load into memory even for small
Calculate_Late_Fine()
operations
The Blob
The Blob - Solution
Solution
Library_Main_Control Item
Avoid it Person
Current_Catalog Title
Name Current_Item ISBN
◦ Managers should review program design User_ID User_ID Author
Items_Out Publisher
regularly Fines
Fine_Amount
Etc.
Cost
… Data_In
Refactor it Do_Inventory()
Check_Out_Item(Item)
Qty
…
Check_In_Item(Item)
◦ Move behavior away from the Blob Add_Item(Item)
Delete_Item(Item)
◦ Construct cohesive classes: cohesive set of Print_Catalog()
Catalog
Topic
attributes and methods are encapsulated Sort_Catalog()
Search_Catalog(Params)
Inventory
…
together Print()
Issue_Library_Card()
◦ Remove far-coupling Calculate_Late_Fine()
2
15. 6/24/2009
Spaghetti Code
Spaghetti Code Causes and Consequences
“ Ad hoc software structure makes it difficult Typical Causes
to extend and optimize code.”
Code with very little software structure, ◦ Inexperience with Object-Oriented design
lack clarity technologies
Implementation invokes a process flow ◦ Ineffective code reviews
Lack of structure : no inheritance, no ◦ No initial software design
reuse, no polymorphism
Long methods process oriented with no Consequences
parameters and low cohesion ◦ Code reuse is difficult
Procedural names of classes and methods ◦ Follow-on maintenance efforts contribute to the
Negligible degree of interaction between problem
objects
Use of global variables for processing ◦ Software reaches point of diminishing returns: the
effort involved to maintain existing code exceeds the
cost of developing a new “ground up” solution
public boolean startElement(int, XMLAttrList) if (prefix == -1) {
...
throws Exception {
if (!fValidating && !fNamespacesEnabled) {
return false;
if (elementURI != -1) {
fStringPool.setURIForQName(...);
•No Objects
•Process Flow
Spaghetti Code
}
}
if (contentSpecType == -1 && fValidating) {
}
else {
•Conditionals
•Complexity
Solution
... ...
} if (elementURI == -1) { •Cannot be The best way is to prevent spaghetti code by first
if (... && elementIndex != -1) {
... }
... reused thinking and then developing. To avoid:
}
}
fStringPool.setURIForQName(.elementURI); ◦ Domain model even when it is well-understood
if (DEBUG_PRINT_ATTRIBUTES) {
... if (attrIndex != -1) { ◦ OO Analysis
} int index = attrList.getFirstAttr(attrIndex);
if (fNamespacesEnabled) {
while (index != -1) { ◦ OO Design
int attName = attrList.getAttrName(index);
fNamespacesScope.increaseDepth();
if (attrIndex != -1) {
if (!fStringPool.equalNames(...)) { ◦ Objects should be sufficiently refined
...
int index = attrList.getFirstAttr(attrIndex); if (attPrefix != fNamespacesPrefix) { When adding new features, remove code defects
while (index != -1) { if (attPrefix == -1) {
... ... Write accessor functions for member variables
if (fStringPool.equalNames(...)) { }
... else { Refactor code into methods
} if (uri == -1) {
else {...} … Remove obsolete code
} }
index = attrList.getNextAttr(index); fStringPool.setURIForQName(attName, uri); Rename classes, functions, data types to conform
if (fElementDepth >= 0) {
}
}
fElementDepth++; to industry standards
if (fElementDepth == fElementTypeStack.length) {
int prefix =
...
fStringPool.getPrefixForQName(elementType); } }}}
int elementURI; return contentSpecType == fCHILDRENSymbol; }
Functional Decomposition
Functional Decomposition Causes and Consequences
One main routine that calls several other Typical Causes
subroutines ◦ No use of OO concepts like inheritance or
Invoked subroutines are implemented as polymorphism
classes ◦ Lack of understanding of OO concepts
Classes with single action such as a ◦ Lack of architecture enforcement
function Consequences
Attributes are private and used only ◦ Difficult to reuse
inside the class ◦ Expensive to maintain
The resulting code resembles a structural ◦ no way to clearly document (or explain) how
the system works
language like C and is incredibly complex
3
16. 6/24/2009
Functional Decomposition Functional Decomposition
Solution A customer loan scenario
Find the original Use Cases to ascertain Adding a new customer
features from user view point Updating a customers address
OO reengineering process Calculating a loan to a customer
Find matching OO design model Calculating the interest on a loan
Combine classes which assist each other Calculating a payment schedule for a
Combine classes which try to achieve the customer loan
same design objective Altering a payment schedule
Find similar subsystems (reuse of code)
Functional Decomposition OO Version
Cut-and-
Cut-and-Paste Programming Cut-and-
Cut-and-Paste Programming
Causes and Consequences
“Man, you guys work fast. Over 400,000 lines of Typical Causes
code in just three weeks is outstanding progress.”
◦ Reusable code is difficult to create and organizations prefer
Cut-and-Paste Programming is a short term benefits
very common degenerate form of ◦ Easier to modify existing code than writing from scratch
software reuse that causes
maintenance nightmares. ◦ Lack of abstraction in developers
Less experienced programmers ◦ Lack of knowledge of tools and technologies, hence working
examples are modified to create new components
learn by changing code of
experienced developers ◦ Lack of forward thinking
Presence of several similar Consequences
segments of code ◦ Software defects and bugs are replicated
Creates code duplication ◦ Difficult to locate all instances of a bug
Positive short-term consequences ◦ Code reviews and inspections are needlessly extended
such as boosting line count metrics ◦ Excessive software maintenance costs
◦ Duplication of testing, review, bug fixing efforts
4
17. 6/24/2009
Cut-and-
Cut-and-Paste Programming
Swiss Army Knife
Solution
A Swiss Army knife is a
Three step approach brand of multi-function
◦ Identify Code duplication pocket knife or multi-tool.
Excessively complex class
◦ Refactoring duplicates into libraries or interface
components for black-box reuse Designer attempts to
◦ Configuration management : code inspection, provide for all possible
uses of the class.
reviews and validation efforts in future to Large number of interface
avoid Cut-and-Paste Programming signatures
No clear abstraction or
focus of the class interface
Swiss Army Knife Swiss Army Knife
Causes and Consequences Solution
Causes Describe a profile for the class
◦ No focused responsibility Profile documents the way to use a
◦ Class attempting to provide too much complex technology
functionality
Consequences Profile for an interface describe the
◦ More != Better signatures and parameter values
◦ Confusion
◦ Maintenance problems
◦ Each interface requires implementation of
items on that interface
Conclusions Code Smells
“If it stinks, change it”
AntiPatterns provide patterns that have negative
consequences on software development effort
Each AntiPattern includes a solution + solution pair
Hint that something has gone wrong
◦ AntiPattern Solution Generates mostly negative
consequences Opportunities for improving program
◦ Refactored Solution Generates mostly positive design
benefits
AntiPatterns are useful for refactoring, migration, Code smells indicate the need for the
upgrade, and reengineering application of a possible refactoring
5
18. 6/24/2009
Code Smells - Examples Code Smells – More Examples
Duplicate Code Long Parameter List
◦ Duplication of bugs, tests, reviews
◦ Same (or nearly) code in multiple places
◦ Programs harder to understand
◦ Frequently the result of cut-and-paste coding ◦ Difficult to reuse and change
Long Method ◦ Parameter lists should be shorter in OO
◦ OO puts premium on short methods programs than in traditional programs
◦ Long procedures always harder to understand
Divergent Change
Large Class
◦ Class has poor cohesion ◦ One class commonly changed in different
◦ Too many instance variables or methods means a class is ways for different reasons
doing too much ◦ Some methods changed in one case
◦ Class interface does not provide consistent level of
abstraction ◦ Other methods changed in another
Code Smells – More Examples
Feature Envy
◦ Method seems more interested in a class other
than the one it is in
◦ Most common focus is data (lots of getter calls)
Data Clumps
◦ Same data items in multiple classes
◦ Parameter lists of several methods
◦ If after deleting one from clump the rest wouldn’t
make sense, a clear candidate for refactoring
6
21. ArgoUML Design Critics
Chapter 15. The Critics
Table of Contents
15.1. Introduction
15.1.1. Terminology
15.1.2. Design Issues
15.2. Uncategorized
15.3. Class Selection
15.3.1. Wrap DataType
15.3.2. Reduce Classes in namespace <namespace>
15.3.3. Clean Up Diagram
15.4. Naming
15.4.1. Resolve Association Name Conflict
15.4.2. Revise Attribute Names to Avoid Conflict
15.4.3. Change Names or Signatures in a model element
15.4.4. Duplicate End (Role) Names for an Association
15.4.5. Role name conflicts with member
15.4.6. Choose a Name (Classes and Interfaces)
15.4.7. Name conflict in a namespace
15.4.8. Choose a Unique Name for a model element (Classes and Interfaces)
15.4.9. Choose a Name (Attributes)
15.4.10. Choose a Name (Operations)
15.4.11. Choose a Name (States)
15.4.12. Choose a Unique Name for a (State related) model element
15.4.13. Revise Name to Avoid Confusion
22. 15.4.14. Choose a Legal Name
15.4.15. Change a model element to a Non-Reserved Word
15.4.16. Choose a Better Operation Name
15.4.17. Choose a Better Attribute Name
15.4.18. Capitalize Class Name
15.4.19. Revise Package Name
15.5. Storage
15.5.1. Revise Attribute Names to Avoid Conflict
15.5.2. Add Instance Variables to a Class
15.5.3. Add a Constructor to a Class
15.5.4. Reduce Attributes on a Class
15.6. Planned Extensions
15.6.1. Operations in Interfaces must be public
15.6.2. Interfaces may only have operations
15.6.3. Remove Reference to Specific Subclass
15.7. State Machines
15.7.1. Reduce Transitions on <state>
15.7.2. Reduce States in machine <machine>
15.7.3. Add Transitions to <state>
15.7.4. Add Incoming Transitions to <model element>
15.7.5. Add Outgoing Transitions from <model element>
15.7.6. Remove Extra Initial States
15.7.7. Place an Initial State
15.7.8. Add Trigger or Guard to Transition
15.7.9. Change Join Transitions
15.7.10. Change Fork Transitions
15.7.11. Add Choice/Junction Transitions
15.7.12. Add Guard to Transition
15.7.13. Clean Up Diagram
15.7.14. Make Edge More Visible
15.7.15. Composite Association End with Multiplicity >1
15.8. Design Patterns
23. 15.8.1. Consider using Singleton Pattern for <class>
15.8.2. Singleton Stereotype Violated in <class>
15.8.3. Nodes normally have no enclosers
15.8.4. NodeInstances normally have no enclosers
15.8.5. Components normally are inside nodes
15.8.6. ComponentInstances normally are inside nodes
15.8.7. Classes normally are inside components
15.8.8. Interfaces normally are inside components
15.8.9. Objects normally are inside components
15.8.10. LinkEnds have not the same locations
15.8.11. Set classifier (Deployment Diagram)
15.8.12. Missing return-actions
15.8.13. Missing call(send)-action
15.8.14. No Stimuli on these links
15.8.15. Set Classifier (Sequence Diagram)
15.8.16. Wrong position of these stimuli
15.9. Relationships
15.9.1. Circular Association
15.9.2. Make <association> Navigable
15.9.3. Remove Navigation from Interface via <association>
15.9.4. Add Associations to <model element>
15.9.5. Remove Reference to Specific Subclass
15.9.6. Reduce Associations on <model element>
15.9.7. Make Edge More Visible
15.10. Instantiation
15.11. Modularity
15.11.1. Classifier not in Namespace of its Association
15.11.2. Add Elements to Package <package>
15.12. Expected Usage
15.12.1. Clean Up Diagram
15.13. Methods
15.13.1. Change Names or Signatures in <model element>
24. 15.13.2. Class Must be Abstract
15.13.3. Add Operations to <class>
15.13.4. Reduce Operations on <model element>
15.14. Code Generation
15.14.1. Change Multiple Inheritance to interfaces
15.15. Stereotypes
15.16. Inheritance
15.16.1. Revise Attribute Names to Avoid Conflict
15.16.2. Remove <class>'s Circular Inheritance
15.16.3. Class Must be Abstract
15.16.4. Remove final keyword or remove subclasses
15.16.5. Illegal Generalization
15.16.6. Remove Unneeded Realizes from <class>
15.16.7. Define Concrete (Sub)Class
15.16.8. Define Class to Implement <interface>
15.16.9. Change Multiple Inheritance to interfaces
15.16.10. Make Edge More Visible
15.17. Containment
15.17.1. Remove Circular Composition
15.17.2. Duplicate Parameter Name
15.17.3. Two Aggregate Ends (Roles) in Binary Association
15.17.4. Aggregate End (Role) in 3-way (or More) Association
15.17.5. Wrap DataType