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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mark Santcroos</string-name>
          <email>m.a.santcroos@hro.nl</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Arnold Vermeeren</string-name>
          <email>a.p.o.s.vermeeren@tudelft.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ingrid Mulder∗†</string-name>
          <email>mulderi@acm.org</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human Information and, Communication Design, Dept. of Industrial Design, Delft University of Technology</institution>
          ,
          <addr-line>Landbergstraat 15, 2628 CE, Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>ID-StudioLab, Dept. of Industrial Design, Delft University of Technology</institution>
          ,
          <addr-line>Landbergstraat 15, 2628 CE, Delft</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Communication, Media and, Information Technology, Rotterdam University</institution>
          ,
          <addr-line>P.O. Box 25035, 3001 HA, Rotterdam</addr-line>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This position paper describes the issues surrounding teaching Human Centered Software Engineering (HCSE). We identify a lack of methods in software engineering practices in new media projects. To get a better understanding of that, we are currently conducting a study to identify the current practices in the new media industry. The Human Centered ICT Toolkit is discussed, what it achieved, and what is missing. Looking at problems from an educational viewpoint, we propose to create an integrated HCSE approach by improving the descriptions of methods and their relations giving richer meaning to students and improving understanding of HCSE.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Human Centered</kwd>
        <kwd>Software Engineering</kwd>
        <kwd>SE</kwd>
        <kwd>Education</kwd>
        <kwd>CASE</kwd>
        <kwd>UCD</kwd>
        <kwd>HCI</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>The Rotterdam University’s School of Communication,
Media and Information Technology (CMI) has a broad scope,
with six bachelor studies ranging from (visual) Design to
Technical Informatics. With this wide range of expertise,
CMI established a research center on Human Centered
Information and Communication Technology to conduct research
in the field of human-computer interaction, intelligent
environments and exploiting these technologies to understand
human behavior and user experience as well as informing
the design of innovative technology and interactive media.</p>
    </sec>
    <sec id="sec-2">
      <title>1.1 Mediatechnology</title>
      <p>One of the six studies within CMI is Mediatechnology, a
software engineering degree primarily developing for the web
and mobile. This field distinguishes itself from traditional
software in the degree of user interaction that is involved.
Consequently it has usability as a higher priority. Based
on discussions we have learned that (almost) none of the
organizations in this industry are using formalized methods
and methodologies in their development process. In order to
get more insight into this new field of software engineering,
recently a study has been started. In this study we want
to identify distinctive characteristics of media projects and
what methods are being used for software evaluation and
usability testing.</p>
    </sec>
    <sec id="sec-3">
      <title>1.2 Research approach</title>
      <p>All of our third year students have an internship in industry.
During this period students are asked to report in detail
about how their employer’s software engineering process is
arranged. In particular, they look at how clients and
endusers are involved, what methods, techniques and models
are used, how and when tests and evaluations are performed.
Where possible, also information about whether the projects
are finished within time and budget will be gathered.</p>
    </sec>
    <sec id="sec-4">
      <title>1.3 Human Centered ICT Toolkit</title>
      <p>
        One of the recent results of our group is the Human
Centered ICT toolkit[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. It offers an overview of methods and
tools available for different phases (research, concept,
design, development and implementation) in a project. Figure
1 shows the (iterative) phases. The higher goal was to guide
Human Computer Interaction (HCI) and Software
Engineering (SE) researchers and practitioners (i.e. the students of
our six bachelor studies) and to enable them to develop a
shared understanding of the overlapping fields of SE and
HCI. It was constructed for the following goals:
• A guide to easily get an overview of user centered
design and evaluation methods for interactive software
and media;
• An overview of methods, tools and techniques available
in literature and online resources; student’s realistic
projects).
• An overview of methods, tools and techniques learned
and applied in CMI courses;
• An overview of techniques and tools being employed
in different IT- and media enhanced sectors (i.e.
student’s realistic projects).
      </p>
      <p>The results from the described industry survey as well as
the toolkit presenting the overview of the existing methods
will be guiding the design and teaching of the curriculum of
all six studies.</p>
      <p>While the toolkit is a good start in listing the various
methods, not all of the original goals have been reached. In the
next section we touch upon possible solution scenarios for
the identified issues.</p>
    </sec>
    <sec id="sec-5">
      <title>2. USABILITY PARADOX</title>
      <p>
        Essential in HCSE is usability testing. In recent years many
methods for user-centered design have been developed and
many tools are at hand. The design has even been
standardized by ISO 13407[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The Usability Engineering Lifecycle
approach [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] is a well-known example of implementing the
user-centered design approach showing how the various
elements of such an approach link to software engineering
activities. It refers to a general development approach (rapid
prototyping) as well as to the Object-Oriented Software
Engineering approach OOSE [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. However, we still see many
suboptimal products and interfaces that do not meet
usability quality standards. Therefore it can be said that usability
practices are apparently not consequently applied. Reasons
for this can very from business to technical arguments. In
the remainder of this work we reflect upon some directions
for improving usability practice adoption.
      </p>
    </sec>
    <sec id="sec-6">
      <title>2.1 Information loss</title>
      <p>We define the (human centered) software development
process as the product of the five phases analysis, concept,
design, development and implementation, as taken from the
toolkit model. In an ideal world, people involved in this
process are all around the same table, together with all the
stakeholders of their product. The real world is far from
the ideal situation. However, different phases are handled
by different people not sitting around the same table.
Handover from one phase to the other is most often done in
writing and important information gets lost, resembling the
Chinese Whisper game, getting worse with every step.</p>
    </sec>
    <sec id="sec-7">
      <title>2.2 Integrated approach</title>
      <p>Currently, the model (and implementation) of the toolkit is
flat which makes it unscalable when it grows and therefore
it’s adoption difficult. While it was not claimed that the
model is linear, it does not ensure handover of information
between the various phases. To remove the loss of
information between the phases it is needed that a dimension is
added that describes the input and output of every method.
By giving the description more descriptive information, it
can be made more valuable to students. By adding this
dimension to the model and the methods described in it,
students might get a better understanding of the intrinsic
purpose of the methods and can also better judge how the
various methods can be used together.</p>
    </sec>
    <sec id="sec-8">
      <title>2.3 CASE tool</title>
      <p>To facilitate the proposed integrated approach we argue for
the development of a CASE tool build on top of the toolkit.
This will primarily be targeted for education. We realize
that the use for the real world could be limited, as it has
to fit with regular workflow. By using the CASE tool in
software engineering processes undertaken by students, all
kinds of data can be gathered. This information could be
used for further studies regarding the process.</p>
    </sec>
    <sec id="sec-9">
      <title>3. CONCLUSIONS</title>
      <p>In this position paper we identify that there is a problem
with the adoption of usability practices. We also experience
a lack of standardization in the field of new media software
development. Our conclusion is that these both facts
contribute to a fuzzy teaching model for HCSE.</p>
      <p>Future results from the study that we initiated to identify
software practices in this new media industry will hopefully
give more guidance for developing HCSE courses. More
descriptive information enables the students to have a better
understanding of the issues at hand.</p>
      <p>We also believe that the final outcome of this research will
be of benefit to the new media industry if we can educate
the market through our students.</p>
    </sec>
    <sec id="sec-10">
      <title>4. ACKNOWLEDGMENTS</title>
      <p>We thank our colleagues for the discussions. In particular
Bas Leurs for his leading role on the toolkit and Geert de
Haan for his comments on this paper.</p>
    </sec>
  </body>
  <back>
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</article>