Software engineering is a complex field integrating various knowledge areas into activities like requirements, design, testing, and maintenance. In this sense, effective communication and shared understanding among diverse team members are crucial challenges in this domain. Shared understanding involves team members sharing a common mental model of the system being developed, fostering collaboration and knowledge sharing. This paper presents systematic literature mapping on shared understanding in software engineering, highlighting challenges in verification, process support tools, and empirical evaluations. It underscores the importance of shared understanding and its role in fostering continuous working within teams, aiding in overcoming communication barriers throughout software development.
Usability and accessibility evaluation is essential to ensure that software products are intuitive and available to all users, regardless of their abilities. However, small software development companies face significant barriers to conducting these evaluations due to a lack of resources, specialized personnel and adequate tools. These limitations hinder their ability to implement effective and consistent assessment processes. To address this problem, this study proposes a lightweight method for usability and accessibility evaluation designed specifically for small businesses. This method is characterized by being simple, fast and easy to implement, without requiring the intervention of experts. During its development, adapted templates and questionnaires were designed to evaluate the most relevant aspects of both components. The method was validated through an experiment in a software development company in Popayan, where a structured survey was applied to measure three key elements: feasibility, ease of use and completeness of the method. The results showed that the method is feasible, with clear activities and adequate timeframes; easy to use, thanks to intuitive templates; and complete, addressing all essential aspects of evaluation. However, areas for improvement were identified, such as including percentage feedback on accessibility and refining the documentation. This lightweight approach represents a practical and reusable tool, with the potential to be adopted by small companies, enabling them to improve the quality of their digital products in an efficient way.
Previous research has sought to identify factors and moderators that influence students' perceived social presence of their instructors in face-to-face, remote, synchronous, and asynchronous (MOOC) classes, which affect engagement levels. However, few studies have examined instructors' social presence in remote courses mediated by immersive augmented reality virtual classrooms and identified how instructor's teaching experience affects this perception. This case study uses a sample of 198 students with 11 instructors and Kruskal-Wallis and Dunn tests to determine whether years of teaching experience moderates students' perceived social presence of their instructors, associating it with both individual and methodological factors of instructors. The results show that "teaching experience" moderates students' perceived social presence of their instructors during synchronous remote classes mediated by an immersive virtual classroom. This moderator, "teaching experience," is influenced primarily by verbal and nonverbal immediacy behaviors exhibited by instructors during classes and, to a lesser extent, by instructional methodological factors, along with other unknown factors cultivated throughout their teaching experience.
Sustainable water resource management is crucial in indigenous territories, where water is not only a vital natural resource but also a central component of cultural and spiritual life. In the Kisgó indigenous reserve (Cauca, Colombia), climate variability and reduced water flows have affected traditional agricultural cycles. Although Internet of Things solutions for water monitoring exist, they incorporate the specific cultural contexts and ancestral knowledge of indigenous communities. This article presents the design and validation of a conceptual architecture and software prototype that articulates quantitative IoT data with qualitative ancestral indicators (e.g., signs from nature). Adopting a multi-cyclic action research approach and user-centered design, the proposal was developed through active community participation. The validation phase, which used the System Usability Scale, yielded an average score of 82, demonstrating high usability and acceptance. In addition, expert evaluation confirmed the architecture's conceptual integrity. The results suggest that integrating digital technologies with indigenous worldviews facilitates social appropriation and supports decision-making for sustainable water management.
In the context of the digital environment, e-commerce platforms emerge as mediators in a variety of interactions and transactions among users, sellers, and service providers. Nowadays e-commerce systems are, perhaps, the most important in all the world. Most people and businesses in the world make their purchases and transactions through these kind systems, hence its usability is, if possible, even more important. This study focuses on formulating and developing specific evaluation heuristics for e-commerce platforms, integrating concepts from Collaboration Engineering, Quiñones and Rusu's methodology, and Granollers’ methodology. The combination of these methodologies aims to address the complexities of e-commerce platforms, strengthening evaluation heuristics to enhance the quality of digital experiences. A new version of the heuristics is proposed, based on Granollers’ methodology, consisting of a single heuristic with 8 characteristics, each with a series of questions to assess the usability of e-commerce websites. This research aims to optimize interactions and increase the effectiveness of these platforms in the digital environment.
UNESCO emphasizes the need for inclusive and quality education for all. In this context, the present article introduces BlipBla, a mobile and collaborative application designed to teach lip reading to preschool-aged deaf children. The development of BlipBla integrates active pedagogical methodologies, mobile technologies, and an accessible interface that facilitates interaction between teachers and students without requiring advanced reading and writing skills. The main contributions of this work include: (1) the design of an educational tool that incorporates vocabulary and sentences with clear grammatical structure; (2) the implementation of a customizable and collaborative environment; and (3) the validation of the application based on the ISO 25010 standard, which reported functional compliance above 94% in both the administrator and student environments. It is concluded that BlipBla represents a significant advancement in the development of accessible resources tailored to the needs of the deaf child community, and further testing with end users is projected to strengthen its usability and educational reach.
The purpose of this article is to present the Colombian sign language translator software capable of communicating deaf-mute people with people of common speech, improving the adaptation of deaf-mute people to society since they are very excluded today, a tool that seeks to influence the improvement of communication and relationships between ordinary people who suffer from this condition, in addition to not only being able to interact with deaf-mute people but also with people who have other conditions, for example a blind person can communicate with a deaf-mute person, a mute person could also communicate with a deaf-mute person. The processing of the images was achieved by capturing points on the hands, which in total add up to twenty-one points recognizable by the training module. The software is based on Machine Learning modeling through Artificial Neural Networks. The storage of the letters was reflected in a 98
Usability and accessibility evaluation are fundamental characteristics of user-centred development, aiming to provide a satisfactory, efficient, quality, and accessible experience to users interacting with different technologies. There is a great need to know the current state and evolution of these domains, in order to provide more specific knowledge so that small companies can take advantage of their characteristics in a better way to apply these methods. With this in mind, this study conducted a bibliometric analysis using the bibliometrix tool to investigate current research trends in the area of usability and accessibility evaluation. The results indicate an annual publication growth trend of 3.1
A good usability and accessibility evaluation in a development process has a direct impact on the success of the developed application, specifically due to the large number of users, which can often be of different types, with different skills and needs and interacting on different devices, in this sense, such development demands new needs and challenges that software development companies must consider. This is why these evaluation processes should be of great relevance within companies because the quality of a product depends on including and guaranteeing usability and accessibility within the developments, and the way to do this is through the evaluation of the products. However, it is not always easy to implement existing evaluation methods or strategies, due to the time, resources, personnel, etc. required and very necessary for these evaluations. Considering the importance of including these two characteristics in the software development process, this paper presents the general steps for the construction of the method and the execution of an evaluation on this first version. With the realization of this method, it is expected to contribute to improve the usability and accessibility evaluation processes in terms of time, resources, costs and experience. The project will carry out a research process, which initially seeks to identify and characterize existing evaluation methods, with these elements to build the evaluation method, which will subsequently validate its usefulness, efficiency and ease of use, through its implementation of two case studies in the Corporacion Universitaria Comfacauca—Unicomfacauca Colombia, one with students in their last semesters and another with students in their first semesters; as a result of this, it is obtained that the method is moderately easy to use, complete and viable although there are problems and needs that must be solved throughout the improvement and development of the method.
This bibliometric study examines collaboration, defined as the capacity for coordination and joint work between different actors and stakeholders such as professionals, caregivers, family and the children themselves, in the specific context of children diagnosed with Autism Spectrum Disorder, using statistical methods and analysis of networks to discern trends, gaps and emerging themes in this topic. 781 articles published between 1975 and 2023, obtained from Scopus, were analyzed. The results emphasize a variety of sources, showcasing the leadership of medical and computer science journals that work on these aspects. On the other hand, the United States and the United Kingdom stand out in publications, while Latin American countries such as Brazil and Chile emerge as prominent collaborators internationally. International collaboration is essential, especially for Latin American countries, whose participation is increasing. Key topics cover human-computer interaction, human aspects, diseases, adolescence, education and social interactions. Considering the results obtained, the importance of collaboration between different actors and collaborative learning in the education of children with ASD is highlighted, highlighting the need for a multidisciplinary approach, which together with technological integration can improve social skills and quality of life of these children. This study provides a comprehensive overview of the current state of the ASD collaboration research domain, identifying areas for future research and international collaborations.
The Internet of Things presents significant opportunities to small and medium-sized companies in the industrial sector. However, adopting and implementing the Internet of Things effectively remains a challenge because it depends not only on technical capabilities but also on organizational readiness and workforce adaptation, especially in the industrial landscape. This study presents ATLANTIS, a novel maturity model specifically designed to assess the adoption and implementation of the Internet of Things in small and medium-sized industrial enterprises. Addressing a critical gap identified in the literature, ATLANTIS adopts a holistic assessment framework incorporating organizational, human, and technological dimensions based on an established taxonomy. The model consists of seven key components and detailed rubrics, allowing for a granular assessment of an organization’s progress in technology adoption. Validation was carried out using the Delphi method, with the participation of 44 experts from different countries. The predominantly positive feedback regarding satisfaction, completeness, and applicability suggests that ATLANTIS effectively captures the relevant dimensions and challenges associated with adopting the Internet of Things in this organizational context. This research provides a practical, robust, and validated tool for assessing Internet of Things maturity within small and medium-sized enterprises in the industrial sector. It is a valuable resource for organizations to understand their IoT adoption level and identify areas for improvement. Future work can focus on the longitudinal application of ATLANTIS for tracking maturity progression over time, comparing different countries, and exploring the correlation between Internet of Things maturity and organizational performance outcomes.
Addiction to video games is a disorder of increasing concern in society since it represents certain negative consequences on the mental health and well-being of the players. This article shows the results of a literature review in several databases, such as Science Direct, Scopus, and IEEE Xplore. Demographic trends in video game addiction were identified, as well as the influence of intrinsic and extrinsic motivation. Addictive elements by nature are highlighted, as well as the influence of designers and developers in these addictive games. The findings suggest that, although video games can offer certain cognitive benefits, excessive use driven by specific motivational factors can lead to health issues. The study highlights the need to design strategies to address and mitigate video game addiction, based on the Octalysis framework, which will help in creating balanced and healthy games. Based on these findings, the progress of a video game interface that follows the provided recommendations is presented.
The Coronavirus crisis affected the higher education system drastically. A rapid surge in the usage of sensors and wearable technologies was observed. So, a need to pursue further research on the implementation of sensors in higher education institutions has been witnessed. This research study revolves around exploring the relevant research studies on sensors and higher education. The study found that a notable number of global research studies have been pursued on sensors but very few were relevant to the context of higher education institutions. It was also observed that the number of relevant research studies on the topics increased during and after the COVID-19 pandemic. It was also observed that most of the relevant research studies were published by developed countries like the USA, China, and England but negligible studies were performed by other countries. So, this study can pave the foundation to formulate novel approaches in the strategic implementation of sensors in higher education institutions across the world.
In a knowledge society, the term knowledge must be considered a core resource for organizations. So, beyond being a medium to progress and to innovate, knowledge is one of our most important resources: something necessary to decide.Organizations that are embracing knowledge retention activities are gaining a competitive advantage. Organizational rearrangements from companies, notably outsourcing, increase a possible loss of knowledge, making knowledge retention an essential need for them. When Knowledge is less shared, collaborative decision-making seems harder to obtain insofar as a “communication breakdown” characterizes participants' discourse. At best, stakeholders have to finda consensus according to their knowledge. Sharing knowledge ensures its retention and catalyzes the construction of this consensus. Our vision of collaborative decision-making aims not only at increasing the quality of the first parts of the decision-making process: intelligence and design, but also at increasing the acceptance of the choice. Intelligence and design will be done by more than one individual and constructed together; the decision is more easily accepted. The decided choice will then be shared. Thereby where decision-making could be seen as a constructed model, collaborative decision-making, for us,is seen as the use of socio-technical media to improve decision-making performance and acceptability. The shared decision making is a core activity in a lot of human activities. For example, the sustainable decision-making is the job of not only governments and institutions but also broader society. Recognizing the urgent need for sustainability, we can argue that to realize sustainable development, it must be considered as a decision-making strategy. The location of knowledge in the realization of collaborative decision-making has to be regarded insofar as knowledge sharing leads to improve collaborative decision-making: a “static view” has to be structured and constitutes the “collaborative knowledge.” Knowledge has an important role in individual decision-making, and we consider that for collaborative decision-making, knowledge has to be shared. What is required is a better understanding of the nature of group work”. Knowledge has to be shared, but how do we share knowledge?
Increasing the awareness for the field of Human-Computer Interaction (HCI) in the Global South faces many challenges. The value of integrating HCI into computer science programs is still in its infancy across locations. Drawing from 16 years of experiences supporting Student Design Competitions (SDCs) in Latin America and Africa, in this paper we reflect on the intrinsic and extrinsic value of the CHI SDC in conjuction with local and regional events to address this challenge. Via the competitions, students get exposed to global perspectives on HCI, and industry experiences first hand the power of bringing students together. The SDC provides regional and global visibility for local research and HCI groups, which would be impossible otherwise. It allows the student teams to be on par with other teams worldwide. This, in turn, supports local researchers to raise resources both locally and regionally. Participation in the SDC, however, needs reframing and more support to deliver its full potential.
Scrum es una de las metodologías ágiles más ampliamente adoptadas en el desarrollo de software, ha experimentado un notable aumento en su uso en los últimos años. Se basa en el trabajo colaborativo entre los miembros del equipo para lograr los objetivos del proyecto, puesto que, se espera que los miembros del equipo trabajen juntos de forma colaborativa para lograr estos objetivos. El objetivo de este artículo fue presentar los desafíos o problemas de colaboración en los equipos de desarrollo de software durante el proceso de adopción de Scrum, se abordó la colaboración desde la perspectiva de la comunicación, conciencia e interacción en las actividades asociadas. La metodología empleada para identificar los desafíos consistió en realizar entrevistas semiestructuradas a líderes de equipos de desarrollo de software adoptantes de Scrum del departamento del Cauca, Colombia. Estas entrevistas permitieron obtener una perspectiva detallada de los problemas que enfrentan los equipos durante el proceso de su implementación, específicamente con relación a la colaboración. El análisis de estas entrevistas se realizó utilizando una herramienta de investigación cualitativa usada para el análisis de datos textuales. Los resultados obtenidos fueron una lista de once desafíos asociados a la colaboración durante el proceso de adopción en Scrum. Estos desafíos incluyeron la preferencia por el trabajo individual, la falta de participación en las sesiones, la ausencia de una comunicación efectiva y la falta de comprensión de los valores ágiles. Además, se identificaron problemas asociados al factor persona, como la influencia de la personalidad y las creencias individuales en el proceso de implementación. Se concluye que la colaboración desempeña un papel crucial, destacando la importancia de abordar proactivamente los desafíos identificados, ya que, impactan negativamente en la confianza en Scrum y dificultan su aplicación exitosa.
The Internet of Things has emerged as a disruptive technological paradigm with exponential growth and potential benefits for enterprises. However, assessing its technological maturity in organizations is complex because of the need for standardized mechanisms, adequate tools, and rapid growth. This study aims to consolidate and analyze the existing knowledge in the field to support measuring technological maturity in the domain. A systematic literature review was conducted following the methodology proposed by Petersen to synthesize and analyze the state of the art in the area. The study retrieved 1,375 documents from seven bibliographic databases and applying inclusion and exclusion criteria, 58 primary studies were selected. The main results show a diversity of approaches, mechanisms, and dimensions to estimate the technological maturity of the Internet of Things in enterprises, but also a need for more empirical evidence, practical implementations, and a lack of standardization in the proposals, which limits their possibilities. The most important conclusion is that the domain matures but requires further multidisciplinary research to address the identified challenges and gaps.
This research focuses on the assessment of attention to identify the design needs for optimized learning technologies for children with autism. Within a single case study incorporating a multiple baseline design involving baseline, intervention, and post-intervention phases, we developed an application enabling personalized attention strategies. These strategies were assessed for their efficacy in enhancing attentional abilities during digital learning tasks. Data analysis of children's interaction experience, support requirements, task completion time, and attentional patterns was conducted using a tablet-based application. The findings contribute to a comprehensive understanding of how children with autism engage with digital learning activities and underscore the significance of personalized attention strategies. Key interaction design principles were identified to address attention-related challenges and promote engagement in the learning experience. This study advances the development of inclusive digital learning environments for children on the autism spectrum by leveraging attention assessment.
Technology has become a key element with which we interact on a daily basis, taking advantage of it in areas such as education due to its benefits of ubiquity and combining the use of audiovisual elements that help capture the user's interest. This publication presents the proposal of an educational tool for deaf children of initial basic level, guides the teaching process from a playful and collaborative approach, addressing architectural aspects for the mobile technological solution. The games contemplate key knowledge of vocabulary and sentences that will be progressively available to the child, and will be coordinated according to the progress of the classes taught by the teacher in the classroom (virtual or face-to-face), focusing on teaching aspects of community, coexistence, understanding and expression of language, others, in such a way that what has been learned allows the student to relate to his environment.
La tecnología se ha convertido en un elemento clave con el que interactuamos a diario, aprovechándose en ámbitos como el educativo por sus bondades de ubicuidad y combinar el uso de elementos audiovisuales que ayudan a captar el interés del usuario. Esta publicación presenta la propuesta de una herramienta educativa para niños sordos de nivel básico inicial, orienta el proceso de enseñanza desde un enfoque lúdico y colaborativo, abordando aspectos arquitectónicos para la solución tecnológica móvil. Los juegos contemplan conocimientos claves de vocabulario y oraciones que estarán disponibles progresivamente para el niño, y se coordinarán según el avance de las clases que imparte el profesor en el aula (virtual o presencial), centrados a enseñar aspectos de comunidad, convivencia, comprensión y expresión del lenguaje, otros, de tal manera que, lo aprendido le permita al estudiante relacionarse con su entorno.
William J. Giraldo合作论文数Ingeniería de Sistemas y Computación.
Universidad del Quindío35