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Journal articles on the topic "Communication user-developer"

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Gallivan, Michael J., and Mark Keil. "The user-developer communication process: a critical case study." Information Systems Journal 13, no. 1 (January 2003): 37–68. http://dx.doi.org/10.1046/j.1365-2575.2003.00138.x.

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Helminen, Pia, Samuli Mäkinen, and Mari Holopainen. "Better user-developer communication in service development by collaborative physical modelling." International Journal of Services and Operations Management 23, no. 2 (2016): 169. http://dx.doi.org/10.1504/ijsom.2016.074054.

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Guimaraes, Tor, Ketan Paranjape, and Thomas Timmerman. "Looking At The User Side Of Software Engineering For Project Success." SAM Advanced Management Journal 86, no. 2 (June 30, 2021): 15–31. http://dx.doi.org/10.52770/bafm5902.

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As a general definition, software engineering is “the application of a systematic, disciplined, quantifiable approach to the development, operation, and maintenance of software.” The importance of user-related factors has long been recognized by various researchers as important to the successful implementation of any commercially available system. This study attempts to test the importance of these factors as determinants of software engineering project success as measured by adherence to specified requirements, compliance with initial budget estimations, timeliness of agreed delivery, and overall user satisfaction with the product delivered. It has brought together some user-related variables (degree of user participation, user expertise, user/developer communication, user training, user influence, and user conflict) previously studied separately by different authors into a more cohesive model. Data regarding 178 system development projects using software engineering methodologies has been used to test proposed relationships between the independent variables and project success as defined in this study. The results confirm the importance of user participation, training, expertise, user/developer communication, and lack of user conflict for improving project success.
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Setiorini, Kusumaningdiah Retno. "PENGARUH PEMAKAI DAN KONFLIK PEMAKAI TERHADAP KUALITAS SISTEM INFORMASI AKUNTANSI DENGAN LIMA VARIABEL MODERATING DI SKPD PEKANBARU." JESI (Jurnal Ekonomi Syariah Indonesia) 5, no. 1 (May 23, 2016): 93. http://dx.doi.org/10.21927/jesi.2015.5(1).93-111.

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Abstract The purpose of this study was to test the infl uence of users and user confl ict on the quality of accounting information systems with superior support, user communications developer, the complexity of the task, the complexity of the system, the user experience as a variable moderating. The method used survey method with processed primary data obtained from the questionnaire. The population in this study was 98 SKPD Pekanbaru which has a function as a task of fi nancial matters relating to the quality of accounting information systems with the number of samples that can be analyzed as much data as 78 respondents. The sampling technique used purposive sampling. Test data validation and reliability of respondent data using Pearson product moment and Cronbach’s alpha. Data were analyzed using Moderated Regression Analysis (MRA). The results showed (1) Effect of users positive effect on the quality of accounting information systems. (2) Confl ict users will not negatively affect the quality of accounting information system. (3) The infl uence of supervisor support moderated wearer no positive effect on the quality of accounting information systems. (4) The effect of the user moderated user communications developer is not a positive infl uence on the quality of accounting information systems. (5) Effect of users moderated complexity of the task is not a positive infl uence on the quality of accounting information systems. (6) The effect of the user moderated system complexity is not a positive infl uence on the quality of accounting information systems. (7) Effect of the wearer moderated user experience no positive effect on the quality of accounting information systems. (8) Confl ict wearer superior failed to support moderated negative effect on the quality of accounting information systems. (9) Confl ict wearer user communication moderated the developer is not a negative effect on the quality of accounting information systems. (10) The confl ict wearer moderated complexity of the task is not a negative effect on the quality of accounting information systems. (11) Confl icts user moderated system complexity is not a negative effect on the quality of accounting information systems. (12) Confl icts wearer moderated user experience a negative effect on the quality of accounting information system. Keywords: infl uence of users, user confl ict, supervisor support, user communications developer, the complexity of the task, the complexity of the system, the user experience.
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Safitri, Gita Najmi, and I. Made Pande Dwiana Putra. "Analisis Faktor-Faktor yang Mempengaruhi Kinerja Sistem Informasi Akuntansi pada Lembaga Perkreditan Desa." E-Jurnal Akuntansi 31, no. 2 (February 22, 2021): 414. http://dx.doi.org/10.24843/eja.2021.v31.i02.p12.

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This study aims to determine the effect of user involvement variables in system development, user education and training programs, personal technical skills, user communication and information systems developers and organizational size on the performance of the Accounting Information System. Respondents in this study were 40 employees found in the LPD in South Denpasar District. Determination of the sample using purposive sampling method. The analytical tool used is multiple regression analysis. The results of this study indicate that the variables of user involvement in system development, user training and education programs, personal technical skills, user communication and information system developers and organizational size have a significant positive effect on SIA performance. Keywords: User Involvement; Training and Education; Personal Engineering; User and Developer Communication.
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Gómez, M., and J. Cervantes. "User Interface Transition Diagrams for customer–developer communication improvement in software development projects." Journal of Systems and Software 86, no. 9 (September 2013): 2394–410. http://dx.doi.org/10.1016/j.jss.2013.04.022.

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Schaffitzel, Wilhelm, and Uwe Kersten. "Introducing CAD systems. Problems and the role of user–developer communication in their solution." Behaviour & Information Technology 4, no. 1 (January 1985): 47–61. http://dx.doi.org/10.1080/01449298508901786.

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Lee, Yunjin, Mingyu Lim, and Yangchan Moon. "Application-level Communication Services for Development of Social Networking Systems." International Journal of Electrical and Computer Engineering (IJECE) 5, no. 3 (June 1, 2015): 586. http://dx.doi.org/10.11591/ijece.v5i3.pp586-598.

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In this paper, we present our communication middleware (CM), which is designed to reduce the effort of developing common communication functionalities for social networking services (SNSs) in the client-server model. SNS developers can apply the application-level communication services of CM both to an SNS server and to client applications simply by calling application programming interfaces (APIs) and configuring various options related to communication services. CM was developed to enable SNS developers to easily build fundamental services such as transmission of a user-defined event, user membership and authentication management, friend management, content upload and download with different numbers of attachments, chat management, and direct file transfer. All of the communication services also provide options that a developer can customize according to his or her SNS requirements.
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Hale, Holly J. "Primer on the Implementation of a Pharmacy Intranet Site to Improve Department Communication." Hospital Pharmacy 48, no. 7 (July 2013): 574–79. http://dx.doi.org/10.1310/hpj4807-574.

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Purpose The purpose of the article is to describe the experience of selecting, developing, and implementing a pharmacy department intranet site with commentary regarding application to other institutions. Clinical practitioners and supporting staff need an effective, efficient, organized, and user-friendly communication tool to utilize and relay information required to optimize patient care. Summary To create a functional and user-friendly department intranet site, department leadership and staff should be involved in the process from selection of product through implementation. A product that supports both document storage management and communication delivery and has the capability to be customized to provide varied levels of site access is desirable. The designation of an intranet site owner/developer within the department will facilitate purposeful site design and site maintenance execution. A well-designed and up-to-date site along with formal end-user training are essential for staff adoption and continued utilization. Conclusion Development of a department intranet site requires a considerable time investment by several members of the department. The implementation of an intranet site can be an important step toward achieving improved communications. Staff utilization of this resource is key to its success.
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Khoirrani, Tri Lestari, and Risma Nur Arifah. "Default Solution on Sharia Housing in The View of Private Law and Islamic Law." AT-TURAS: Jurnal Studi Keislaman 8, no. 1 (June 30, 2021): 27–48. http://dx.doi.org/10.33650/at-turas.v8i1.1603.

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Sharia housing with sharia developer system using cash and in house method without involving the bank is thriving, because in the advert mentioned no fines and confiscations. While every financing there is a possibility of contract breach, such as La Tansa Cluster Malang Housing, there are several users doing breach of contract. This breach of contract can cause problems between developer and user so that solution is needed. The goals of this research are determining factors that led to the breach of contract and the efforts to resolve trade breach of contract in La Tansa Cluster Malang in terms of civil code and Islamic laws. This research uses empirical legal research with a sociological juridical approach, a concept approach, and a legislative approach. Data collected by interviews with developer of La Tansa Cluster Malang and the user, and then analyzed using qualitative descriptive analysis methods. The results showed that breach of contract occurred in La Tansa Cluster Malang due to lack of user candidate analysis, postpone payments, family deaths, business failures, serious illness, and inaccurate financial predictions. According to civil code, the efforts to resolve contract breach of sharia housing trade in La Tansa Cluster Malang are doing deliberation, communication, time extension, PPJB canceling (according to the Article 1338 paragraph (2) of Civil Code), and money returning (according to Article 1267 and Article 1248 of Civil Code). While the efforts to resolve the breach of contract in La Tansa Cluster Malang according to Islamic laws are doing deliberation or reconciliation (shulh), communication, time extension (according to surah al-Baqarah (2): 280), PPJB canceling (based on fasakh iqalah), and money returning (based on dhaman al ‘aqdi).
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Dissertations / Theses on the topic "Communication user-developer"

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Abelein, Ulrike [Verfasser], and Barbara [Akademischer Betreuer] Paech. "User-Developer Communication in Large-Scale IT Projects / Ulrike Abelein ; Betreuer: Barbara Paech." Heidelberg : Universitätsbibliothek Heidelberg, 2015. http://d-nb.info/118039643X/34.

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Malanovicz, Aline Vieira. "Contribuição do modelo de organização de Karl Weick para a compreensão teórica do processo de entendimento compartilhado entre usuários e desenvolvedores sobre as demandas de desenvolvimento de sistemas de informação." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/36529.

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Esta pesquisa tem como objetivo principal investigar a possível contribuição do modelo de organização de Karl Weick (1973) para a compreensão teórica do processo de entendimento compartilhado entre usuários e desenvolvedores sobre as demandas de desenvolvimento de sistemas de informação. A pesquisa se justifica pela atualidade do tema e pela relevância da abordagem. Embora existam muitas pesquisas sobre o tema, o problema de comunicação (misunderstanding) sobre as demandas permanece atual nas empresas. Além disso, as pesquisas existentes adotam abordagens preponderantemente pragmáticas e deixam uma lacuna em relação à adoção de abordagens mais compreensivas. Dentre as teorias adotadas nos estudos organizacionais, o modelo de organização como processo, de Karl Weick (1973), pareceu oferecer potencial explicativo para processos dinâmicos como o entendimento compartilhado sobre as demandas. Esse modelo foi adotado como base conceitual do trabalho, sendo estendido na forma de proposições que expressam sua possível aplicação ao objeto de pesquisa. Essa aplicação foi investigada com uso do método Estudo de Caso único em profundidade com múltiplas fontes de coleta de dados (entrevistas individuais, observação participante e consulta documental) e múltiplas unidades de análise (dez projetos de desenvolvimento ou alteração de sistemas de informação). Os resultados da pesquisa foram provenientes da técnica de Análise de Conteúdo, utilizada para a descrição analítica de cada projeto, a identificação de indícios dos conceitos do modelo teórico e a geração de categorias dos dados empíricos. Esse processo de análise permitiu a verificação da plausibilidade de cada proposição. Com base nessa análise, a consolidação feita por comparação e agrupamento dos projetos, por verificação das transições entre os elementos, e pela identificação de divergências entre o modelo teórico e os dados empíricos permitiu a investigação e o desenvolvimento de uma possível contribuição do modelo de Weick (1973) como alternativa para a compreensão teórica do objeto de pesquisa. Esse resultado também permitiu identificar outras diferentes perspectivas para novas pesquisas baseadas na abordagem adotada (como a perspectiva de serviços, de sensemaking e a de subculturas organizacionais), o que pode configurar uma contribuição acadêmica inovadora e relevante.
The present study aims to investigate the potential contribution of Weick’s organizing model (1973) to theoretical comprehension of the shared understanding process between users and developers about demands of information systems. The relevance of this issue rises from the existence of many other investigations about it and the remaining of the misunderstanding problem about demands in practice. A great deal of papers has approached this issue pragmatically, showing an opportunity to researches which adopt comprehensive approaches. One of the most studied organizational theories, namely Weick’s organizing model (1973), potentially offer an alternative point of view to this dynamic process and was adopted as the conceptual basis of this investigation. An extension or application of the model to the research object was developed in form of research propositions. An in-depth case-study was developed with multiple data sources (individual interviews, participant observation and documents consulting) and multiple analysis units (ten information systems development projects). Content Analysis techniques offered the results, including analytical descriptions of each project, identification of clues of model concepts and generation of categories from empirical data. This analytical process allows verifying plausibility of each theoretical proposition. A consolidation was done by comparing projects, verifying transitions among elements, identifying divergences between conceptual model and empirical data. This entire process made possible an investigation and the development of a potential contribution of Weick’s organizing model as an alternative mode for theoretical comprehension of this research object. These results also allow identifying other alternative perspectives for new investigations based on this approach (for example, perspectives of services, sensemaking and organizational subcultures), which can be seen as innovative and relevant academic contributions.
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Books on the topic "Communication user-developer"

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Hörnle, Julia. Internet Jurisdiction Law and Practice. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780198806929.001.0001.

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Jurisdiction is the foundational concept for both national laws and international law as it provides the link between the sovereign government and its territory, and ultimately its people. The internet challenges this concept at its root: data travels across the internet without respecting political borders or territory. This book is about this Jurisdictional Challenge created by internet technologies. The Jurisdictional Challenge arises as civil disputes, criminal cases, and regulatory action span different countries, rising questions as to the international competence of courts, law enforcement, and regulators. From a technological standpoint, geography is largely irrelevant for online data flows and this raises the question of who governs “YouTubistan.” Services, communication, and interaction occur online between persons who may be located in different countries. Data is stored and processed online in data centres remote from the actual user, with cloud computing provided as a utility. Illegal acts such as hacking, identity theft and fraud, cyberespionage, propagation of terrorist propaganda, hate speech, defamation, revenge porn, and illegal marketplaces (such as Silkroad) may all be remotely targeted at a country, or simply create effects in many countries. Software applications (“apps”) developed by a software developer in one country are seamlessly downloaded by users on their mobile devices worldwide, without regard to applicable consumer protection, data protection, intellectual property, or media law. Therefore, the internet has created multi-facetted and complex challenges for the concept of jurisdiction and conflicts of law. Traditionally, jurisdiction in private law and jurisdiction in public law have belonged to different areas of law, namely private international law and (public) international law. The unique feature of this book is that it explores the notion of jurisdiction in different branches of “the” law. It analyses legislation and jurisprudence to extract how the concept of jurisdiction is applied in internet cases, taking a comparative law approach, focusing on EU, English, German, and US law. This synthesis and comparison of approaches across the board has produced new insights on how we should tackle the Jurisdictional Challenge. The first three chapters explain the Jurisdictional Challenge created by the internet and place this in the context of technology, sovereignty, territory, and media regulation. The following four chapters focus on public law aspects, namely criminal law and data protection jurisdiction. The next five chapters are about private law disputes, including cross-border B2C e-commerce, online privacy and defamation disputes, and internet intellectual property disputes. The final chapter harnesses the insights from the different areas of law examined.
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Book chapters on the topic "Communication user-developer"

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Abelein, Ulrike, and Barbara Paech. "State of Practice of User-Developer Communication in Large-Scale IT Projects." In Requirements Engineering: Foundation for Software Quality, 95–111. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05843-6_8.

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Mkrttchian, Vardan. "Artificial and Natural Intelligence Techniques as IoP- and IoT-Based Technologies for Sustainable Farming and Smart Agriculture." In Artificial Intelligence and IoT-Based Technologies for Sustainable Farming and Smart Agriculture, 40–53. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-1722-2.ch003.

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In this chapter, the author describes the main new challenges and opportunities of blockchain technology for digital economy in Russia. The study in Russia showed that the Russian research community has not addressed a majority of these challenges, and he notes that blockchain developer communities actively discuss some of these challenges and suggest myriad potential solutions. Some of them can be addressed by using private or consortium blockchain instead of a fully open network. In general, the technological challenges are limited at this point, in terms of both developer support (lack of adequate tooling) and end-user support (hard to use and understand). The recent advances on developer support include efforts by of the towards model-driven development of blockchain applications sliding mode in intellectual control and communication and help the technological challenges and created tools. The chapter shows how avatars may communicate with each other by utilizing a variety of communications methods for sustainable farming and smart agriculture.
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Mudgal, Praveen Kumar, Shailendra Singh, and Sanjay Singh Kushwah. "Middleware Architecture Using SOA System." In Advances in Business Information Systems and Analytics, 1–13. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2157-0.ch001.

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The developer attracted to Service-Oriented Architecture (SOA) because it offers so many advantages almost covers all fields. The resource linking on demand is the basis of enterprise-scale IT architecture. The SOA resources are available to the user according to user specification. This partition is based on value net, enterprises, line of business. This chapter talks about Middleware Architecture and Service Oriented architecture (SOA).This capabilities of the SOA is useful for different application domains. Visibility, communication, and effects reflect major notion for explaining the SOA model. Chapter also covers the assumption related to system execution modeling tools and the significance of security architecture for SOA -based IoT middleware system. The chapter concludes with Concept of oracle fusion middleware.
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Nath, Dhruv, Varadharajan Sridhar, Monica Adya, and Amit Malik. "Project Quality of Off-Shore Virtual Teams Engaged in Software Requirements Analysis." In Software Applications, 2115–36. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-060-8.ch126.

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The off-shore software development companies in countries such as India use a global delivery model in which initial requirement analysis phase of software projects get executed at client locations to leverage frequent and deep interaction between user and developer teams. Subsequent phases such as design, coding and testing are completed at off-shore locations. Emerging trends indicate an increasing interest in off-shoring even requirements analysis phase using computer mediated communication. We conducted an exploratory research study involving students from Management Development Institute (MDI), India and Marquette University (MU), U.S.A. to determine quality of such off-shored requirements analysis projects. Our findings suggest that project quality of teams engaged in pure off-shore mode is comparable to that of teams engaged in collocated mode. However, the effect of controls such as user project monitoring on the quality of off-shored projects needs to be studied further.
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Nath, Dhruv, Varadharajan Sridhar, Monica Adya, and Amit Malik. "Project Quality of Off-Shore Virtual Teams Engaged in Software Requirements Analysis." In IT Outsourcing, 1997–2018. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-770-6.ch127.

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The off-shore software development companies in countries such as India use a global delivery model in which initial requirement analysis phase of software projects get executed at client locations to leverage frequent and deep interaction between user and developer teams. Subsequent phases such as design, coding and testing are completed at off-shore locations. Emerging trends indicate an increasing interest in off-shoring even requirements analysis phase using computer mediated communication. We conducted an exploratory research study involving students from Management Development Institute (MDI), India and Marquette University (MU), U.S.A. to determine quality of such off-shored requirements analysis projects. Our findings suggest that project quality of teams engaged in pure off-shore mode is comparable to that of teams engaged in collocated mode. However, the effect of controls such as user project monitoring on the quality of off-shored projects needs to be studied further.
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Biskup, Thomas, Nils Heyer, and Jorge Marx Gómez. "Conceptual Model Driven Software Development (CMDSD) as a Catalyst Methodology for Building Sound Semantic Web Frameworks." In Software Applications, 611–34. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-060-8.ch040.

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This Chapter introduces Hyperservices as a unified application model for Semantic Web frameworks, and proposes Conceptual Model-Driven Software Development as a means of easy adoption to them. Hyperservices are based on agent societies, provided with structured information by the Semantic Web, and using Web services as a collaboration and communication interface. Afterwards, the WASP model is proposed as a framework for implementing Hyperservices, also adding personalization rules to modify the agents’ perception as well as the HIVE Architecture as Semantic Information Server infrastructure within the WASP framework. For easier adoption of these new models, Conceptual Model-Driven Software Development is proposed. It separates the conceptual aspects from the technical details by automatically generating executable code from models while the implementation details are hidden to the end user, the service developer.
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Xu, Zhe, David John, and Anthony C. Boucouvalas. "Social Factors and Interface Design Guidelines." In Encyclopedia of Human Computer Interaction, 523–32. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch078.

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Designing an attractive user interface for Internet communication is the objective of every software developer. However, it is not an easy task as the interface will be accessed by an uncertain number of users with various purposes. To interact with users, text, sounds, images, and animations can be provided according to different situations. Originally, text was the only medium available for a user to communicate over the Internet. With technology development, multimedia channels (e.g., video and audio) emerged into the online context. Individuals’ sociability may influence human behaviour. Some people prefer a quiet environment and others enjoy more liveliness. On the other hand, the activity purpose influences the environment preference as well. Following usability principles and task analysis (Badre, 2002; Cato, 2001; Dix, Finlay, Abowd, & Beale, 1998; McCraken & Wolfe, 2004; Neilsen, 2000; Nielsen & Tahir, 2002; Preece, Rogers, & Sharp, 2002), we can predict that business-oriented systems and informal systems will require different types of interfaces: Business systems are concerned with the efficiency of performing tasks, while the effectiveness of informal systems depend more on the user’s satisfaction with the experience of interacting with the system. Suppose you are an Internet application designer; should you provide a vivid and multichannel interface or a concise and clear appearance? When individuals’ sociability and the activity purpose contradict, should the interface design follow the sociability requirement, the purpose of the activity, or even neither of them? To answer these questions, the characteristics of communication interfaces should be examined. For face-to-face communications, sounds, voices, various facial expressions, and physical movements are the most important contributing factors. These features are named physical and social presence (Loomis, Golledge, & Klatzky, 1998). In the virtual world, real physical presence does not exist anymore; however, emotional feelings, group feelings, and other social feelings are existent but vary in quantity. The essential differences of interfaces are the quantity of the presented social feelings. For example, a three-dimensional (3-D) interface may provide more geographical and social feelings than a two-dimensional (2-D) chat room may present. To assess the different feelings that may emerge from different interfaces, a two-dimensional chat room and a three-dimensional chatting environment were developed. The identification of social feelings present in the different interface styles is presented first. Then an experiment that was carried out to measure the influence the activity styles and the individuals’ sociability have on the interface preferences is discussed. The questions raised in this article are “What are the social feelings that may differ between the two interfaces (2-D vs. 3-D)?” and “Will users prefer different interfaces for different types of activities?”
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Xu, Zhe, David John, and Anthony C. Boucouvalas. "The Influence of Expressive Images for Computer Interaction." In Encyclopedia of Human Computer Interaction, 324–31. IGI Global, 2006. http://dx.doi.org/10.4018/978-1-59140-562-7.ch050.

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The soul is divided into an immortal part, located in the head, and a mortal part, distributed over the body. Philosophical and intellectual loves of beauty are located in the immortal soul. Other “regular” emotions are located in the mortal soul. (Plato as cited in Koolhaas, 2001) Emotion is one of the lovely gifts from nature. It is present not only in humans, but most species present sorts of emotions and expressions in daily behaviors. However, only human beings ask for explanations. Research into the mystery of emotion can be traced back to Heraclitus (500 BC), who claimed that “the emotional state is characterized by a mixture of body parameters such as temperature (hot/cold) and sweat amount (wet/dry)” (as cited in Koolhaas, 2001). In the 21st century, technology has achieved a standard that Plato never dreamed about, but emotion is still an unsolved question. Although science needs more time to work out the mechanism, it does not keep emotion out of human communication. With the commercial success of the Internet, more people spend their time with their box: the computer. Designing an attractive user interface is not only the objective of every software developer but also is crucial to the success of the product. Methods and guidelines (Newman & Lamming, 1995) have been published to design a “vivid” user interface. One of the most important methods is to add expressive images in the display (Marcus, 2003). For example, when a user finishes some operation, an emotional icon or emoticon (an industry term introduced in the 1980s by Meira Blattner) will pop up to communicate “well done” to the user. Two widely accepted methods exist for displaying emotional feelings in software interfaces. One is the use of emotion-oriented icons; the other is using complex images, for example, a cartoon or a facial image (Boucouvalas, Xu, & John, 2003; Ekman, 1982). Emotion icons cannot communicate complex feelings, and they are not usually customized. As the industry matures, perhaps emoticons will be replaced by expressive images as sophisticated as the computer-generated Golem of The Lord of the Rings movie fame. Expressive images present emotional feelings to users. What internal factors (e.g., image intensity or people’s mood) may influence the perceived emotional feelings? Will external factors (e.g., display duration) influence the perceived emotional feelings as well? In this article, we are particularly interested in discussing the factors that may influence the perceived emotional feelings. Our conclusions are based on the findings from a series of experiments that demonstrate an empirical link between the level of expressive-image intensities and the perceived feelings. The detected factors include the following: • Expression intensity • Wear-down effect (display duration effect) The test results demonstrate that increasing the expressive-image intensity can improve the perceived emotional feeling. However, when the intensity is increased to an extreme level, the perceived emotional feelings fall. The experiment results also indicate that the perceived emotional feelings are not affected by the length of time that users are exposed to the expressive images.
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M., Thangavel, Divyaprabha M., and Abinaya C. "Threats and Vulnerabilities of Mobile Applications." In Encyclopedia of Information Science and Technology, Fifth Edition, 473–92. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-3479-3.ch034.

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Smart devices like mobile phones, tablets, and laptops have become necessities in our lives due to the services they provide. However, in recent days, mobile applications have become a major threat for an attack. One of the most attractive features of smartphones is the availability of a large number of apps for users to download and install. However, it also means hackers can easily distribute malware to smartphones, launching various attacks. Each day, a mobile device attack is changing dynamically, and it is very difficult to represent a complete set of threats and vulnerabilities. Mobile phone security has become an important aspect of security issues in wireless multimedia communications. The development of mobile applications has increased drastically; hence, it is our responsibility to protect our devices and the data within them. Being aware is the first step to protect data. Thus, to prevent the mobile from the threats, efforts are required to form the application developer, app market administrator, and user to defend against the malware. This article explores those threats and vulnerabilities of mobile applications.
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M., Thangavel, Divyaprabha M., and Abinaya C. "Threats and Vulnerabilities of Mobile Applications." In Research Anthology on Securing Mobile Technologies and Applications, 560–80. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-8545-0.ch031.

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Smart devices like mobile phones, tablets, and laptops have become necessities in our lives due to the services they provide. However, in recent days, mobile applications have become a major threat for an attack. One of the most attractive features of smartphones is the availability of a large number of apps for users to download and install. However, it also means hackers can easily distribute malware to smartphones, launching various attacks. Each day, a mobile device attack is changing dynamically, and it is very difficult to represent a complete set of threats and vulnerabilities. Mobile phone security has become an important aspect of security issues in wireless multimedia communications. The development of mobile applications has increased drastically; hence, it is our responsibility to protect our devices and the data within them. Being aware is the first step to protect data. Thus, to prevent the mobile from the threats, efforts are required to form the application developer, app market administrator, and user to defend against the malware. This article explores those threats and vulnerabilities of mobile applications.
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Conference papers on the topic "Communication user-developer"

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Abelein, Ulrike, and Barbara Paech. "A proposal for enhancing user-developer communication in large IT projects." In 2012 5th International Workshop on Cooperative and Human Aspects of Software Engineering (CHASE). IEEE, 2012. http://dx.doi.org/10.1109/chase.2012.6223014.

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Hoeltgebaum Pereira, Eduardo, Aurélio Faustino Hoppe, and Miguel Alexandre Wisintainer. "Smart Water:A Prototype for Monitoring Water Consumption." In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2020. http://dx.doi.org/10.14210/cotb.v11n1.p321-325.

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The traditional metering system of water meters, through human readers, although still widely used by companies that provide water service, tends to become an increasingly unviable process over the years, due to urban growth. With the objective of finding a solution to this question, this paper presents the development of a prototype to monitor water consumption and an application that allows the end user to visualize his consumption. For the prototype, it was used the NodeMCU module, because of it being a low-cost device, along with a Wisol WSSFM10R2 Breakout module, which allows communication through the Sigfox network, considered an alternative network for IoT communications, using simple AT commands, besides the Sigfox company provide all the architecture for the developer. The present work also discusses about how the Sigfox hardware and network works, explaining the pulse conversion processes emitted by the flow and pressure sensors, as well as the use of the NodeMCU module for control and sending of messages through the Sigfox network. In general, the prototype obtained a satisfactory result in relation to the calculation of water consumption, reaching accuracy rates above 90% in tests that used the values returned by both sensors in constant flows and an average accuracy rate of around 99% for tests with varied flows, where it has been proven that the use of the pressure sensor optimizes the consumption calculation.
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Opiyo, Eliab Z. "Supporting the Ideation Process and Representation of the Design of a Product as Part of a Real Life Use Process." In ASME 2012 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/imece2012-85938.

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Numerous virtual and physical prototyping techniques have been developed in the past decades. These techniques are typically used for prototyping of products in the embodiment and detail design phases of the product development process, without taking into consideration the processes associated with products. These processes include sub-processes related to the operation of the products, interactivity of the product developer or the user with the product, and thinking and manipulative control of humans. The main challenge addressed in this paper is how to conceptualize and communicate ideas about products together with all accompanying processes. We have developed a new concept of abstract prototyping (AP), with the intent to enable the ideation and representation of products or systems as real life processes. In this paper, we present application case studies to demonstrate the applicability of this new concept of abstract prototyping. The preliminary results show that this is indeed the case and prove that process-focused abstract prototyping can be a useful new enabler for design communication. One of the major benefits of the proposed method over the competing approaches such as the application of VR solutions is that it provides a low-cost, but yet effective solution for the challenge of taking into consideration how the product will be used in user’s context or scenario at the very early design stage.
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Bendel, Sven, and Daniel Schuster. "WatchMyPhone — Providing developer support for shared user interface objects in collaborative mobile applications." In 2012 IEEE International Conference on Pervasive Computing and Communications Workshops (PerCom Workshops). IEEE, 2012. http://dx.doi.org/10.1109/percomw.2012.6197471.

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5

Liebal, Andreas, Heidi Krömker, Atif Mahboob, and Christian Weber. "Toolbox for User-Centered Specification of VR Systems." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97340.

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Abstract Breaking into the consumer market, Virtual Reality (VR) has now penetrated wide areas of the industrial market. Rapidly developing technologies are opening up new application possibilities with low cost and high quality solutions. Although VR has been used exclusively as a marketing tool in companies up to now, it is still being extended to support all areas of the complete product development process. However, this is also accompanied by the difficulty to manage the amount of functionalities and design options associated with VR. Developers of such VR systems must nevertheless maintain an overview of the multitude of technological and content-related possibilities and bring them in line with the requirements of VR customers or VR users. At the same time, VR customers must also have an idea of the technological possibilities and formulate their vision of a VR system as precisely, completely and goal-oriented as possible. In the end, both sides must find a common level of communication in order to record the characteristics of the VR system in the form of a requirement specification or an offer. Factors such as different terminologies and different views about the product development process along with the diverse knowledge about VR functionalities on both sides complicate this process. This article is intended to show the concept for a toolbox that supports the definition of a customer-specific VR solution. This shall exploit the full potential of VR for the customer’s specific product development process in VR. The generic product development process will be studied and the VR application areas will be located. In this regard, a classification of the main components of VR systems is performed. The goal of such a classification is to establish a relationship between the product model (along with product specific properties and relationships) and the VR system components. As the field of VR does not yet have an established set of standardized terms, a definition of all terms in this context can help to improve communication between customer and developer. This article shows how a toolbox for agencies and development departments must be structured so that the VR developer can design, evaluate, calculate and develop a complex VR system in a customer-oriented way. Furthermore, the vision of the toolbox presented in this paper also has the goal that the VR customer can specifically formulate his/her requirements in a customer-specific way that leads to an easier understanding for VR developer and eventually to a VR solution. Finally, the possibility of extension of the presented toolbox structure is discussed to automatically generate specification proposals and suitable technology recommendation based on the problem at hand.
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