• 제목/요약/키워드: Software Requirements Engineering Process

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An investigation of the User Research Techniques in the User-Centered Design Framework - Focused on the on-line community services development for 13-18 Young Adults (사용자 중심 디자인 프레임워크에서 사용자 조사기법의 역할에 관한 연구 - 13-18 청소년용 온라인 커뮤니티 컨텐트 개발 프로젝트를 중심으로)

  • 이종호
    • Archives of design research
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    • 제17권2호
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    • pp.77-86
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    • 2004
  • User-Centered Design Approach plays important role in dealing with usability issues for developing modern technology products. Yet it is still questionable whether the User-Centered approach is enough for the development of successful consumer contents since the User-Centered Design is originated from the software engineering field where meeting customers' functional requirement is the most critical aspect in developing a software. However, modern consumer market is already saturated and in order to meet ever increasing consumer requirements, the User-Centered Design approach needs to be expanded. As a way of incorporating the User-Centered Approach into the consumer product development, Jordan suggested the 'Pleasure-based Approach' in industrial design field, which usually generates multi-dimensional user requirements: 1)physical, 2)cognitive, 3)identity and 4) social. It is the current tendency that many portal and community service providers focus on fulfilling both functional and emotional needs for users when developing new items, contents and services. Previously fulfilling consumers' emotional needs solely depend on visual designer's graphical sense and capability. However, taking the customer-centered approach on withdrawing consumers' unknown needs is getting critical in the competitive market environment. This paper reviews different types of user research techniques and categorized into 6 ways based on Kano(1992)'s product quality model. Based on his theory, only performance factors, such as suability, can be identified through the user-centered design approach. The user-centered design approach has to be expanded to include factors include personality, sociability, pleasure, and so on. In order to identify performance as well as excellent factors through user research, a user-research framework was established and tested through the case study, which is ' the development of new online service for teens '. The results of the user research were summarized at the end of the paper and the pros and cons of each research techniques were analyzed.

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CIA-Level Driven Secure SDLC Framework for Integrating Security into SDLC Process (CIA-Level 기반 보안내재화 개발 프레임워크)

  • Kang, Sooyoung;Kim, Seungjoo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • 제30권5호
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    • pp.909-928
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    • 2020
  • From the early 1970s, the US government began to recognize that penetration testing could not assure the security quality of products. Results of penetration testing such as identified vulnerabilities and faults can be varied depending on the capabilities of the team. In other words none of penetration team can assure that "vulnerabilities are not found" is not equal to "product does not have any vulnerabilities". So the U.S. government realized that in order to improve the security quality of products, the development process itself should be managed systematically and strictly. Therefore, the US government began to publish various standards related to the development methodology and evaluation procurement system embedding "security-by-design" concept from the 1980s. Security-by-design means reducing product's complexity by considering security from the initial phase of development lifecycle such as the product requirements analysis and design phase to achieve trustworthiness of product ultimately. Since then, the security-by-design concept has been spread to the private sector since 2002 in the name of Secure SDLC by Microsoft and IBM, and is currently being used in various fields such as automotive and advanced weapon systems. However, the problem is that it is not easy to implement in the actual field because the standard or guidelines related to Secure SDLC contain only abstract and declarative contents. Therefore, in this paper, we present the new framework in order to specify the level of Secure SDLC desired by enterprises. Our proposed CIA (functional Correctness, safety Integrity, security Assurance)-level-based security-by-design framework combines the evidence-based security approach with the existing Secure SDLC. Using our methodology, first we can quantitatively show gap of Secure SDLC process level between competitor and the company. Second, it is very useful when you want to build Secure SDLC in the actual field because you can easily derive detailed activities and documents to build the desired level of Secure SDLC.

DESIGN AND IMPLEMENTATION OF HITL SIMULATOR COUPLEING COMMUNICATIONS PAYLOAD AND SOFTWARE SPACECRAFT BUS (통신탑재체와 소프트웨어 위성버스체를 통합한 HITL 시뮬레이터의 설계 및 구현)

  • 김인준;최완식
    • Journal of Astronomy and Space Sciences
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    • 제20권4호
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    • pp.339-350
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    • 2003
  • Engineering qualification model payload for a communications and broadcasting satellite(CBS) was developed by ETRI from May, 2000 to April, 2003. For. the purpose of functional test and verification of the payload, a real-time hardware-in-the-loop(HITL) CBS simulator(CBSSIM) was also developed. We assumed that the spacecraft platform for the CBSSIM is a geostationary communication satellite using momentum bias three-axis stabilization control technique based on Koreasat. The payload hardware is combined with CBSSIM via Power, Command and Telemetry System(PCTS) of Electrical Ground Support Equipment(EGSE). CBSSIM is connected with PCTS by TCP/IP and the payload is combined with PCTS by MIL-STD-1553B protocol and DC harness. This simulator runs under the PC-based simulation environment with Windows 2000 operating system. The satellite commands from the operators are transferred to the payload or bus subsystem models through the real-time process block in the simulator. Design requirements of the CBSSIM are to operate in real-time and generate telemetry. CBSSIM provides various graphic monitoring interfaces and control functions and supports both pre-launch and after-launch of a communication satellite system. In this paper, the HITL simulator system including CBSSIM, communications payload and PCTS as the medium of interface between CBSSIM and communications payload will be described in aspects of the system architecture, spacecraft models, and simulator operation environment.

A Policy-Based Meta-Planning for General Task Management for Multi-Domain Services (다중 도메인 서비스를 위한 정책 모델 주도 메타-플래닝 기반 범용적 작업관리)

  • Choi, Byunggi;Yu, Insik;Lee, Jaeho
    • KIPS Transactions on Software and Data Engineering
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    • 제8권12호
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    • pp.499-506
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    • 2019
  • An intelligent robot should decide its behavior accordingly to the dynamic changes in the environment and user's requirements by evaluating options to choose the best one for the current situation. Many intelligent robot systems that use the Procedural Reasoning System (PRS) accomplishes such task management functions by defining the priority functions in the task model and evaluating the priority functions of the applicable tasks in the current situation. The priority functions, however, are defined locally inside of the plan, which exhibits limitation for the tasks for multi-domain services because global contexts for overall prioritization are hard to be expressed in the local priority functions. Furthermore, since the prioritization functions are not defined as an explicit module, reuse or extension of the them for general context is limited. In order to remove such limitations, we propose a policy-based meta-planning for general task management for multi-domain services, which provides the ability to explicitly define the utility of a task in the meta-planning process and thus the ability to evaluate task priorities for general context combining the modular priority functions. The ontological specification of the model also enhances the scalability of the policy model. In the experiments, adaptive behavior of a robot according to the policy model are confirmed by observing the appropriate tasks are selected in dynamic service environments.

Exploring Influence of Network Structure, Organizational Learning Culture, and Knowledge Management Participation on Individual Creativity and Performance: Comparison of SI Proposal Team and R&D Team (네트워크 구조와 조직학습문화, 지식경영참여가 개인창의성 및 성과에 미치는 영향에 관한 실증분석: SI제안팀과 R&D팀의 비교연구)

  • Lee, Kun-Chang;Seo, Young-Wook;Chae, Seong-Wook;Song, Seok-Woo
    • Asia pacific journal of information systems
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    • 제20권4호
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    • pp.101-123
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    • 2010
  • Recently, firms are operating a number of teams to accomplish organizational performance. Especially, ad hoc teams like proposal preparation team are quite different from permanent teams like R&D team in the sense of how the team forms network structure and deals with organizational learning culture and knowledge management participation efforts. Moreover, depending on the team characteristics, individual creativity will differ from each other, which will lead to organizational performance eventually. Previous studies in the field of creativity are lacking in this issue. So main objectives of this study are organized as follows. First, the issue of how to improve individual creativity and organizational performance will be analyzed empirically. This issue will be performed depending on team characteristics such as ad hoc team and permanent team. Antecedents adopted for this research objective are cultural and knowledge factors such as organizational learning culture, and knowledge management participation. Second, the network structure such as degree centrality, and structural hole is used to analyze its influence on individual creativity and organizational performance. SI (System Integration) companies are facing severely tough requirements from clients to submit very creative proposals. Also, R&D teams are widely accepted as relatively creative teams because their responsibilities are focused on suggesting innovative techniques to make their companies remain competitive in the market. SI teams are usually ad hoc, while R&D teams are permanent on an average. By taking advantage of these characteristics of the two kinds of teams, we will prove the validity of the proposed research questions. To obtain the survey data, we accessed 7 SI teams (74 members), and 6 R&D teams (63 members), collecting 137 valid questionnaires. PLS technique was applied to analyze the survey data. Results are as follows. First, in case of SI teams, organizational learning culture affects individual creativity significantly. Meanwhile, knowledge management participation has a significant influence on Individual creativity for the permanent teams. Second, degree centrality Influences individual creativity significantly in case of SI teams. This is comparable with the fact that structural hole has a significant impact on individual creativity for the R&D teams. Practical implications can be summarized as follows: First, network structure of ad hoc team should be designed differently from one of permanent team. Ad hoc team is supposed to show a high creativity in a rather short period, implying that network density among team members should be improved, and those members with high degree centrality should be encouraged to show their Individual creativity and take a leading role by allowing them to get heavily engaged in knowledge sharing and diffusion. In contrast, permanent team should be designed to take advantage of structural hole instead of focusing on network density. Since structural hole can be utilized very effectively in the permanent team, strong arbitrators' merits in the permanent team will increase and therefore helps increase both network efficiency and effectiveness too. In this way, individual creativity in the permanent team is likely to lead to organizational creativity in a seamless way. Second, way of Increasing individual creativity should be sought from the perspective of organizational culture and knowledge management. Organization is supposed to provide a cultural atmosphere in which Innovative idea suggestions and active discussion among team members are encouraged. In this way, trust builds up among team members, facilitating the formation of organizational learning culture. Third, in the ad hoc team, organizational looming culture should be built such a way that individual creativity can grow up fast in a rather short period. Since time is tight, reasonable compensation policy, leader's Initiatives, and learning culture formation should be done In a short period so that mutual trust is built among members quickly, and necessary knowledge and information can be learnt rapidly. Fourth, in the permanent team, it should be kept in mind that the degree of participation in knowledge management determines level of Individual creativity. Therefore, the team ought to facilitate knowledge circulation process such as knowledge creation, storage, sharing, utilization, and learning among team members, which will lead to team performance. In this way, firms must control knowledge networks in permanent team and ad hoc team in a way mentioned above so that individual creativity as well as team performance can be maximized.