Software Engineering Project Management

Software Development Life Cycles

Data Structures Reflection

Read Dicheva & Hodge (2018). Think about an online system which you use on a daily basis. Consider how it might operate at the back-end using data structures. This will inform our discussion during next week’s seminar.

The main insights I found in the article by Dicheva & Hodge (2018) are.

  • When teaching data structures using computers and active learning, teaching must be adapted to the nature of computing and the new generations.
  • Educational games are a type of active learning. It stimulate the learning process of different computing disciplines. N data structure, the number of educational games available is very little.
  • This lack of educational tools to learn dat structures motivated the author. To develop the Stack Game.

Jira (Data structures)

Tasks or Tickets: Could use lists to have tickets organised and can be sortable. Tickets can have status and can be assigned to a user.

In Jira, the statuses could be stored in an array pre-manipulation. The status of a user is not something that could change often (enable, disable, blocked).

In the comments part, do Undo/Redo can be managed with stacks. Following the principle of last in, first out, it makes easy to go back or forward through the text changes.

In the same comments section, the comments can be organised using a queue according to the date they are created. This has to be preserved when using the views to show the end user all the list of messages.

References

Dicheva, D. & Hodge, A. (2018) Active Learning through Game Play in a Data Structures Course. The 49th ACM Technical Symposium. 834-839. DOI:http://dx.doi.org/10.1145/3159450.3159605


Collaborative Discussion

Collaborative Learning Discussion 2: Scanning Exercise and Results (Summary Post)

The article by (Minge & Thuering) analysed the perception of products and emotions in the early phases of using those products. The perception of product qualities and the emotions produced when using the product are part of a holistic perspective of the UX.

As I agree with Trevor in terms of the CUE model not being easy to read and understand (Woodman, 2023), I suggested other factors that affect the perception and also suggested how to incorporate them into the existing model. Being simple to understand is only sometimes a sign of efficiency. So, at the same time, the model could be improved on both fronts, readability and incorporating sub-elements that affect the key concept of perception.

Another important concept that we have discussed is emotions. They can affect the behaviour positively or negatively, meaning that they have a strong effect on the possibility of producing a purchase. Emotional experiences that are positive can lead to a good experience and, therefore, increase the chances for the product to be a success (Kujale & Talya, 2013).

The inclusion of a way to represent the stages of the user experience in a continuous cycle is the best way to present a model that will explain the variation of emotions and perceptions over time.

Taking into account the above, the ContinUE model proposed by (Pohlmeyer et al.,2009) does take into account the cycles of user experience in a continuous way.

References

Kujale, S. & Talya, M. (2013). Emotions, Experiences and Usability in Real-Life Mobile Phone Use. CHI'13 Proceedings, 1061-1070 DOI: http://dx.doi.org/10.1145/2470654.2466135

Minge, M., & Thuering, M. (2018). Hedonic and pragmatic halo effects at early stages of User Experience. International Journal of Human-Computer Studies, 109, 13-25. ISSN 1071-5819. DOI: 10.1016/j.ijhcs.2017.07.007

Pohlmeyer et al. (2009) User Expereince Lifecycle Model ContinUE. Available from: https://www.researchgate.net/publication/268288740_User_Experience_Lifecycle_Model_ContinUE_Continuous_User_Experience [Accessed November 25th, 2023]

Woodman, T. (2023) Initial Post. Available from: https://www.my-course.co.uk/mod/forum/discuss.php?d=192766 [Accessed November 25, 2023]