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Proceedings ArticleDOI

Visualization of design knowledge component relationships to facilitate reuse

08 Nov 2004-pp 414-419
TL;DR: This work proposes a new system, called CERVi, to browse a repository through visualization by exploiting relationships between units of knowledge (in this case, claims), key to finding the most appropriate reusable knowledge based on design conditions.
Abstract: Within the software development process, reuse at the requirements level has become an increasingly more compelling notion. Following a human-centric approach, this work focuses on both requirements and design solution reuse using a design knowledge repository. In recent years, many improvements have been made to increase reuse through design knowledge repositories, but retrieval of knowledge in the context of design activities continues to be a formidable challenge. We propose a new system, called CERVi, to browse a repository through visualization by exploiting relationships between units of knowledge (in our case, claims). These relationships are key to finding the most appropriate reusable knowledge based on design conditions. Testing shows that CERVi enhances the design knowledge selection process and helps users proceed through structured design decision making. Our approach would be most useful to those interested in unlocking the potential of design knowledge reuse.

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Citations
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01 Jun 1986

1,197 citations

01 Jun 1995
TL;DR: In this paper, an action science approach to human-computer interaction (HCI) is presented, which leverages development practices of current HCI with methods and concepts to support a shift toward using broad and explicit design rationale to reify where we are in a design process, why we are there and to guide reasoning about where we might go from there.
Abstract: We are developing an “action science” approach to human-computer interaction (HCI), seeking to better integrate activities directed at understanding with those directed at design. The approach leverages development practices of current HCI with methods and concepts to support a shift toward using broad and explicit design rationale to reify where we are in a design process, why we are there, and to guide reasoning about where we might go from there. We represent a designed artifact as the set of user scenarios supported by that artifact and more finely by causal schemas detailing the underlying psychological rationale. These schemas, called claims, unpack wherefores and whys of the scenarios. In this paper, we stand back from several empirical projects to clarify our commitments and practices.

33 citations

Journal ArticleDOI
TL;DR: This paper describes a heuristic creation process based on the notion of critical parameters, and a comparison experiment that demonstrates the utility of heuristics created for a specific system class.

20 citations


Cites methods from "Visualization of design knowledge c..."

  • ...Many of these efforts are instantiated in a claims library, our LINKUP design system, and accompanying visualization tools that provide constant access to problem and design claims throughout the stages of design (Payne et al., 2003; Chewar et al., 2004a; Wahid et al., 2004a,b)....

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Proceedings ArticleDOI
Shahtab Wahid1
26 Jun 2006
TL;DR: A reuse approach is presented that is based on claims, design knowledge units encapsulating tradeoffs, that shows potential in allowing practitioners to design based on previously identified concerns.
Abstract: Reusing HCI design knowledge shows potential in allowing practitioners to design based on previously identified concerns. A reuse approach is presented that is based on claims, design knowledge units encapsulating tradeoffs. Fundamental characteristics of reuse include abstraction, selection, specification, and integration. Claim relationships provide the key to instantiating each of these traits within the claims reuse approach. A claims library is used implement a working model of the reuse process. Studies analyzing various components of this work validate existing efforts and provide impetus for future work.

8 citations

Journal ArticleDOI
TL;DR: The case study results show that a design knowledge IDE centered on the CDR can help novices make connections between requirements data, design representations and evaluation data and better understand how to leverage that information to improve designs.
Abstract: Purpose – Decades of innovation in designing usable (and unusable) interfaces have resulted in a plethora of guidelines, usability methods, and other design tools. The purpose of this research is to develop ways for novice developers to effectively leverage and contribute to the large and growing body of usability knowledge and methods.Design/methodology/approach – This work presents the first extensive usage evaluation of an integrated design environment and knowledge management system, LINK‐UP. Key to this effort is the central design record (CDR), a design representation meant to prevent breakdowns occurring between design and evaluation phases.Findings – The case study results show that a design knowledge IDE centered on the CDR can help novices make connections between requirements data, design representations and evaluation data and better understand how to leverage that information to improve designs.Research limitations/implications – Future efforts are focusing on exploring the utility of this ap...

6 citations


Cites background from "Visualization of design knowledge c..."

  • ...Design tools have been developed to address this need (Bailey et al, 2001; Lin et al, 2000; Wahid et al, 2004)....

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References
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Book
17 Oct 2013
TL;DR: A data model, called the entity-relationship model, is proposed that incorporates some of the important semantic information about the real world and can be used as a basis for unification of different views of data: the network model, the relational model, and the entity set model.
Abstract: A data model, called the entity-relationship model, is proposed. This model incorporates some of the important semantic information in the real world. A special diagramatic technique is introduced as a tool for data base design. An example of data base design and description using the model and the diagramatic technique is given. Some implications on data integrity, information retrieval, and data manipulation are discussed.The entity-relationship model can be used as a basis for unification of different views of data: the network model, the relational model, and the entity set model. Semantic ambiguities in these models are analyzed. Possible ways to derive their views of data from the entity-relationship model are presented.

5,941 citations

Proceedings ArticleDOI
22 Sep 1975
TL;DR: A data model, called the entity-relationship model, which incorporates the semantic information in the real world is proposed, and a special diagramatic technique is introduced for exhibiting entities and relationships.
Abstract: A data model, called the entity-relationship model, is proposed. This model incorporates some of the important semantic information about the real world. A special diagrammatic technique is introduced as a tool for database design. An example of database design and description using the model and the diagrammatic technique is given. Some implications for data integrity, information retrieval, and data manipulation are discussed.The entity-relationship model can be used as a basis for unification of different views of data: the network model, the relational model, and the entity set model. Semantic ambiguities in these models are analyzed. Possible ways to derive their views of data from the entity-relationship model are presented.

3,693 citations

Journal ArticleDOI
TL;DR: This paper surveys the different approaches to software reuse found in the research literature and uses a taxonomy to describe and compare the different approach and make generalizations about the field of software reuse.
Abstract: Software reuse is the process of creating software systems from existing software rather than building software systems from scratch. This simple yet powerful vision was introduced in 1968. Software reuse has, however, failed to become a standard software engineering practice. In an attempt to understand why, researchers have renewed their interest in software reuse and in the obstacles to implementing it.This paper surveys the different approaches to software reuse found in the research literature. It uses a taxonomy to describe and compare the different approaches and make generalizations about the field of software reuse. The taxonomy characterizes each reuse approach in terms of its reusable artifacts and the way these artifacts are abstracted, selected, specialized, and integrated.Abstraction plays a central role in software reuse. Concise and expressive abstractions are essential if software artifacts are to be effectively reused. The effectiveness of a reuse technique can be evaluated in terms of cognitive distance—an intuitive gauge of the intellectual effort required to use the technique. Cognitive distance is reduced in two ways: (1) Higher level abstractions in a reuse technique reduce the effort required to go from the initial concept of a software system to representations in the reuse technique, and (2) automation reduces the effort required to go from abstractions in a reuse technique to an executable implementation.This survey will help answer the following questions: What is software reuse? Why reuse software? What are the different approaches to reusing software? How effective are the different approaches? What is required to implement a software reuse technology? Why is software reuse difficult? What are the open areas for research in software reuse?

1,592 citations

01 Jun 1986

1,197 citations

Journal ArticleDOI
TL;DR: The approach leverages development practices of current HCI with methods and concepts to support a shift toward using broad and explicit design rationale to reify where in a design process, why the authors are there, and to guide reasoning about where they might go from there.
Abstract: We are developing an “action science” approach to human-computer interaction (HCI), seeking to better integrate activities directed at understanding with those directed at design. The approach leverages development practices of current HCI with methods and concepts to support a shift toward using broad and explicit design rationale to reify where we are in a design process, why we are there, and to guide reasoning about where we might go from there. We represent a designed artifact as the set of user scenarios supported by that artifact and more finely by causal schemas detailing the underlying psychological rationale. These schemas, called claims, unpack wherefores and whys of the scenarios. In this paper, we stand back from several empirical projects to clarify our commitments and practices.

433 citations


"Visualization of design knowledge c..." refers background in this paper

  • ...These relationships are key to finding the most appropriate reusable knowledge based on design conditions....

    [...]