Bringing Life to the Classroom: Engaging Students through the
Integration of HCI in SE Projects
Milene S. Silveira and Alessandra C. S. Dutra
School of Technology, Pontifícia Universidade Católica do RS (PUCRS), Porto Alegre, Brazil
Keywords: Integration of Theory and Practice, Interdisciplinarity, Software Engineering Program, Human-Computer
Interaction.
Abstract: Integration is a key aspect of teaching and learning processes. Integrating theory and practice based on
knowledge from different courses and even from different programs is fundamental and strategic so that
students can better understand not only their specific fields of study and work but also their relationship within
research and market contexts. This study aims at presenting integration experiences between theory and
practice from a Software Engineering Program. We focus on the application of methods studied in a course
from the Human-Computer Interaction area in courses of software development practices, through projects
involving real clients, developed by the students themselves. We discuss the lessons learned, challenges, and
perspectives of change in those involved courses, bringing the students’ opinions, who have highlighted,
among other points, the importance of such integration to bring theory closer to their real universe of action.
1 INTRODUCTION
Integration is a key aspect of our current teaching and
learning process. Integrating theory and practice
based on knowledge from different courses and even
from different programs is fundamental and strategic
so that students can better understand not only their
specific fields of study and work but also how they
relate in broader research and market contexts.
According to Zaina and Alvaro (2014),
“Interdisciplinarity in undergraduate education is a
practice that directly contributes to the development
of competencies and skills based on the integrative
vision and the constant relationship between theory
and practice”. Matos (2013) also highlights that
“curriculum integration has been one of the education
initiatives so that lessons make sense to students”.
In this context, we present an account of the
integration experiences between theory and practice
in a Software Engineering (SE) Program, focusing on
the application of methods studied in a course from
the Human-Computer Interaction (HCI) area in
courses of software development practices, through
projects developed by the students themselves, for
real clients.
From this account, we discuss the lessons learned,
challenges, and perspectives of change in those
involved courses, bringing the students’ opinions,
who have highlighted, among other points, the
importance of such integration to bring theory closer
to their real universe of action.
To better understand the scenario in which this
work is inserted, the next section will address some
work related to the subject, presenting
interdisciplinarity and integration experiences in
courses and programs related to the area of HCI and
SE. In section 3, the implementation context of these
integration experiences is presented, describing the
program, the environment where the practical
developments are carried out and the HCI course in
question. Section 4 presents four different integration
experiences encountered in the HCI course
throughout the Program’s implementation, followed
by a discussion on this integration, bringing
statements from the Program’s students. Lastly, we
present final considerations about our study,
supported by the references used for its construction.
390
Silveira, M. and Dutra, A.
Bringing Life to the Classroom: Engaging Students through the Integration of HCI in SE Projects.
DOI: 10.5220/0007710103900397
In Proceedings of the 21st International Conference on Enterprise Information Systems (ICEIS 2019), pages 390-397
ISBN: 978-989-758-372-8
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
2 INTERDISCIPLINARITY AND
TEACHING-PRACTICE
INTEGRATION
In exploratory research conducted in 2012 with the
Brazilian community, both teaching-practice
integration and interdisciplinarity were highlighted as
challenges regarding the teaching of HCI in the
country (Barbosa, 2012). Silva (2014) also
emphasized this lack of integration among areas,
particularly considering HCI, as a major issue in
computing education.
Taking this context into account, we have had
several initiatives, arising from the HCI community
to try to foster integration and interdisciplinarity.
Bim (2010) presented an integration experience
among HCI, SE, and Database courses, highlighting
the potential of such integration not only for the
experimentation, in practice, of the concepts from
each area, but also for professors to better understand
the role of each course in a systems development
project.
Zaina and Alvaro (2014), in turn, analyzed the
perspectives of working with interdisciplinary
projects and, through Project and System
Development and Human-Computer Interface
courses, proposed, in 2012, a model for conducting
those courses that would integrate the concepts
studied in both of them into a practical project with
the objective of creating entrepreneurial solutions.
In another approach conducted by Silva (2014),
articulation and integration happened by means of
conceptualizing interaction as a communication
process, analogous to other fundamental activities of
the software development process: requirements
engineering, software design, and programming.
Furthermore, Britto (2014) provided an
experience report on the integration of HCI concepts
and techniques in the Design Patterns and Software
Engineering courses, corroborated by the research
carried out with students, indicating positive
indicators about the approach being used.
These initiative examples help to illustrate the
community concerns regarding such important issues
and how much we can work to improve this context.
3 WORK CONTEXT
In the following sections, we will present some details
about the Program in which the study described here
is inserted, the environment in which the practical
developments are carried out, and the concerned HCI
course.
3.1 The Program
The main objective of the Software Engineering
Program from Pontifícia Universidade Católica do Rio
Grande do Sul (PUCRS), is to prepare professionals
with solid training in Computer Science,
Mathematics, and Software Production processes,
specializing in the development of applications from
information and communication technologies
(PUCRS, 2019). Focused primarily on software
solutions aligned to business, these professionals will
have in-depth knowledge of software architecture,
technology, and development processes, so as to be
able to produce robust, high-quality software in a
systematic and efficient way. Their performance will
be buoyed by a humanistic and solidary formation,
according to the educational principles that guide the
actions of the University.
Being innovative in its design, it was created from
the context of regional and national industry, in which
large software companies require this kind of
professionals.
This program started in March 2015, having its
first group graduating at the end of this year.
3.2 The Agency and Practice Courses
At the Software Engineering Experiential Agency,
undergraduate students have a practical learning
environment, which was designed for the following
purposes (Yamaguti et al, 2017):
a. provide students with the experience of real
project situations in an environment that focuses
on learning through real projects and clients;
b. enable the interdisciplinary integration of contents
from the Software Engineering Program;
c. integrate teaching, research, and extension;
d. allow contact with organizations and companies
whenever this contact adds elements for the
background of the alumni profile;
e. build with the students their project portfolio
through the projects executed by them in the
Agency.
At the Agency, the practice courses are
developed, being a curricular component of the
program. The courses are composed of four modules:
Practice in Experiential Agency I, II, III, and IV, each
with 120 hours (60 hours in the classroom (4 credits)
and 60 outside the classroom). Table 1 presents the
competencies related to each module developed in the
Bringing Life to the Classroom: Engaging Students through the Integration of HCI in SE Projects
391
Agency, as well as the prerequisites for each module,
according to the curricular matrix of the program.
As for the projects executed inside the Agency,
they come from:
a. Demands from other University Units;
b. Demands from students;
c. Demands from professors;
d. Open call for project selection;
e. Demands from Companies;
f. University incentive programs to support
entrepreneurship and the development of startups.
Regarding the incentive programs (item f), the
Agency rewards the top performers with the
execution – within the Agency– of their projects.
Table 1: Set of evaluative assignments.
Related
Competencies
Curricular matrix
requisites
I
Programming
Unit testing
Debugging
Object-Oriented
Programming (co-
requisite)
Introduction to
Software
Engineering
(special requisite)
II
Database Project
Requirements
Analysis
Development
Database Modeling
and Design
(special requisite)
Object-Oriented
Programming
(prerequisite)
III
Testing and
Verification
Software project
Software
Architecture
Verification and
Validation II
(special requisite)
Software
Architecture and
Design
(prerequisite)
IV
Project
Management
Deepening of
other
competencies
developed in the
program
Senior project
portfolio
Software Project
Management
(prerequisite)
3.3 The Course
The HCI area includes two courses from the program:
Fundamentals of HCI, a 4-credit mandatory course
offered in the 3
rd
semester, and Interaction Design, a
2-credit course which is also compulsory, offered in
the 4
th
semester. In this article, our focus is on the first
course.
This course aims at introducing the HCI area, its
main concepts and theories, as well as different
evaluation methods on quality of use and the
principles of the interaction design process.
The course has several of its topics deepened
through the practical application of the methods
discussed in class. In addition to various exercises and
activities throughout the semester, a set of four
evaluative assignments is carried out: the first three
dealing with the evaluation of the quality of use of
interactive systems (one with the application of
collecting users’ opinion, another with the application
of evaluation methods by inspection, and the last one
through usage observation), and the fourth on
elicitation and analysis of user data, as presented in
Table 2.
Table 2: Set of evaluative assignments.
Focus Used Methods
T1.1
Collecting
Users’
opinions
Surveys
Interviews
Focus Groups
T1.2
Inspection
Heuristic Evaluation
T1.3
Usage
Observatio
n
Usability Evaluation
Communicability
Evaluation
T2
Elicitation
and
analysis of
user data
Surveys
Interviews
Focus Groups
Personas
Scenarios
The main focus of these assignments relies on real
projects, especially those under development at the
Agency itself. This way, students may analyze real
cases, with the opportunity to interact with their
stakeholders, with their project and development
team, as well as with their future users. Moreover, all
results obtained from the projects are forwarded to the
Agency, so that they can be used as inputs for new
design and development stages.
The course’s first class was in 2016/1 and, in the
last semesters, it was possible to analyze a good range
of projects. Some of these experiences will be
discussed in the next section.
ICEIS 2019 - 21st International Conference on Enterprise Information Systems
392
4 INTEGRATION EXPERIENCES
As mentioned in the previous section, the
assignments carried out at Fundamentals of HCI have
been mostly applied in real cases under development
in the Agency, and, in some cases, in other projects
developed within the University.
To better illustrate how these experiences happen,
some of these experiences of integration between the
course and the Agency will be presented and
discussed.
4.1 Contact with Stakeholder
One of the projects developed at the Agency met a
demand from the University library for bibliographic
records by curriculum/program’s course, integrated
to the consultation of existing titles in the library and
allowing the generation of acquisition demands and
monitoring of requests. In the previous semester, we
had already met a request from the director of the
library with the analysis of the library’s search
system. In this case, focusing on the bibliographic
registration system, the focus was on the collection
and representation of users’ needs (T2), two moments
of emphasis on students.
At first, a collective interview was held with the
director of the library, who was willing to go during
the course and talk to the class, to which the students
had prepared themselves from what there had already
been in terms of documentation on the project,
creating, in small groups, questions to be asked
during the interview. They were also responsible for
conducting the interview and recording all obtained
data.
From the data collected and analyzed, the students
created personas representing the system’s main
users, as well as possible scenarios of interaction with
the system. On the work presentation day, the director
of the library attended again, discussing the obtained
results with the students.
As a highlight, in this specific case, besides the
real contact with the main stakeholder of the project,
we mention the need of internal organization of the
groups, in the definition of who would record the
answers, who would ask the questions, and so on,
always bearing in mind they were dealing with a
professional - the Director of the library - and not a
classmate.
4.2 Feedback during Sprints
Generally, feedback from HCI students to the Agency
is given at the end of each semester, when the results
of each group (for each assignment) are consolidated
and sent to be used by the teams. In a particular
semester, we were able to align the analysis of a
prototype system with one of its delivery sprints and
thus provide feedback during the development
process.
The project in question was intended for people
with visual impairments, with a system that, from the
donation of voices, would help in the creation of
audiobooks, to be developed by the University
Publishing House.
For the assignment of the course (T1.3), students
should perform a Communicability Evaluation of the
current version of the system, focusing on voice
donor users. After planning the evaluation,
conducting user observations, and analyzing the data
collected, the professor of Fundamentals of HCI and
the students representing the class met with the
Practice Professor at the Agency and representatives
of her students to present and discuss the results
obtained.
For the Fundamentals of HCI students, this was a
significant opportunity to discuss the evaluation
carried out directly with those who would make use
of the results for project improvement. As for the
Practice students, this was an opportunity to receive
feedback about the work developed through an
external view, and, based on such feedback, they were
able to review the whole project, thus, presenting a
new version already with the adjustments for the
project client.
4.3 Contact with Potential Users
Getting to know your potential users is fundamental
for the development of an interactive system that
values the quality of use. One of the Agency’s
projects focused on developing a game that would
help children “take care of their health without
knowing they were taking care of their health”, id est,
to support disease prevention.
In order to better understand the problem and the
profile of potential users of this type of game (T2),
besides studying the project documentation, students
researched scientific articles in qualified publications
about children, games, disease prevention, among
others, and also sought results from demographic
research on the subject. After appropriating the
subject, in small groups, they developed interview
scripts to be carried out with children.
A group of 5 children (children of professors from
the program) was invited to participate in one of the
classes so that the students could understand this
profile and, most importantly, the children’s point of
Bringing Life to the Classroom: Engaging Students through the Integration of HCI in SE Projects
393
view, which would be crucial in an application of this
genre.
The class was composed of 32 students and was
divided into three large groups. The children - 3 girls
and 2 boys, aged between 9 and 13 years old – were
also divided into three groups (2 pairs and 1
individual), and were interviewed as a “circuit” (they
went through all groups).
Besides the observation of this dynamic by the
course professor, the software architect, member of
the Agency’s technical team, also took part in the
lesson, observing the activity.
One of the activity highlights was to “break” some
preconceived views students had regarding children
in general (many of their “certainties” about children
behavior ended up not being confirmed), proving the
importance of knowing the users intended to be
achieved.
4.4 Self-knowledge
As stated in the previous section, knowing your
potential users is critical, but self-knowledge and self-
reflection are also key steps in the teaching and
learning process. In some cases, HCI students
themselves were invited to participate as users, in the
scope of users’ opinion collection work (T1.1).
In one of the assignments, the focus was on the
project of a system directly related to the Agency, to
capture ideas of new projects to be executed in it. In
this assignment, students, through semi-structured
interviews, should collect opinions from students of
the Software Engineering program.
In total (in the consolidation of answers from
different groups of the class), 42 students from the
program were interviewed. In addition to specific
points related to the project, the students’ knowledge
(or not) about the Agency’s objective in the Program
was emphasized. Some students pointed out that they
would have restrictions on sending ideas to the
Agency – through the system in question- fearing
plagiarism of their ideas, and others stated they
expected some sort of bonus for the projects
developed in it. These points, more than helping to
(re)think the tool in question, help in a refinement of
the presentation of the Agency and its objective,
which is, as mentioned before, to provide the students
with the experience of real project situations in an
environment focused on learning, through the
development of projects with real clients.
Another example of the students’ participation as
users during the period of opinion collection, focused
on the same project of the game to support children in
the prevention of diseases previously mentioned, but
in the course that took place in the semester following
that of the interview with the children. On this
occasion, with a greater understanding of what the
project would be (a quiz game), an activity was
carried out with the application of usage logs, in
which, for a week, the students should use known
quiz tools daily (some of which even mentioned by
the children in the previous stage), recording their
interaction every day. After the recording stage, the
students participated in focus groups to define main
characteristics, positive and negative points, which
were then returned to the game design team.
Another interesting factor worth highlighting in
this Agency’s project analysis is that sometimes
students are in Fundamental courses and developing
the Practices at the same time, and can bring feedback
from the class to their teams in an immediate way,
besides serving as a support point of the class for
doubts about the projects as well.
5 DISCUSSION
Each semester and each new analyzed project bring a
new set of learned lessons, challenges, and
perspectives for reflection and change. Some
assignments, for example, required to have their focus
changed during their implementation period, either
due to unavailability of the target audience for data
collection or some specific platform for usage of the
system under development. Similarly to what would
happen in a project in the industry, the students in
class needed to adapt to changes, new demands, and
new scopes of work.
The contact with people outside the class, whether
being project stakeholders and/or potential end users,
is always a challenge. The search for profiles they
wanted to achieve, as well as and especially the
contact with these people, make the students have to
improve their interpersonal communication skills.
Communication is of paramount importance in the
course, when most of the work – whether by the
methods used or by the need to reach a broader
audience – is carried out in groups, which also makes
cooperation and collaboration essential for its
success. Written communication is also essential
while writing the reports for each assignment, with
detailed specifications to be followed not only for the
course evaluation but also to be subsequently passed
on to the Agency for studies and usage in ongoing
projects.
In order to comprise the students’ vision regarding
this integration as well, an online survey was
conducted, questioning them about their opinion on
ICEIS 2019 - 21st International Conference on Enterprise Information Systems
394
the use of Agency projects as a basis for the
assignments of Fundamentals of HCI. We gathered
16 answers, which, despite not being a high number,
shed light on some points for discussion and
reflection on the course. Respondents represent
students from different semesters of the program, and
even two students were attending the course when the
survey was applied. Everyone had already taken at
least one of the Agency’s courses.
As for the experience of working with projects
developed (or under development) by the Agency, the
use of real projects stands out, as described by P14,
analyzing a real project was a good experience
(P14, student from the 4
th
semester), and by P15, “I
liked it, because it brings a real level of difficulty to
the assignments” (P15, student from the 4
th
semester).
Moreover, the importance for the projects themselves
was mentioned: “It was a great idea because the
contents we saw in HCI are perfectly compatible with
any project developed in the Agency. This would also
benefit project teams, as UX and usability issues are
often overlooked by teams. It is important that people
understand how important this area is in SE” (P9, a
student from the 3
rd
semester), and “The dynamics
worked out quite well (...). The cool thing is that many
of the stories had not been implemented yet, so
investigating criteria and options for using the tool
via interviews and surveys made a lot of sense” (P11,
7
th
semester).
Figure 1: Respondents’ semester (3rd 4th 5th 6th 7th).
The benefits for the teams were also highlighted
when students were asked about the return of the
results to the Agency: “Great, because this way we
can make improvements” (P7, 7
th
semester), “It
helped to find no visible problems in the progress of
the project” (P14, 4
th
semester), and “it helped to find
errors that had gone unnoticed. Not to mention that it
helped us make the interface more user-friendly
(P15, 4
th
semester).
For one of the students, it was “Indifferent,
because we received feedback only in the project’s
finish line and we did not have time to evaluate
students’ suggestions. I believe that the ideal would
be to follow-up sprints” (P10, 4
th
semester). This is
one of the challenges faces by the courses, in the
sense of adjusting the calendars of both, which, as
previously described, we have achieved in some
semesters and have more and more tried to align.
Furthermore, still in relation to the return to the
Agency, the concepts worked on the course as a
whole, and not necessarily the analysis of some
specific project, was also highlighted: “Only in one
instance did I see this bridge being made; in my
second module, some students were attending the
course and, with some fresher concepts in mind,
brought improvements to the system” (P7, 7
th
semester).
When asked about the contact with real users, the
students have emphasized the importance of this point
of view to better understand users’ needs: “It was
important to know what the users were thinking, we
have already had an idea of what the application
would be like, but seeing what they thought of it was
important” (P3, 5
th
semester); “I found the proposals
very nice, and they emphasize the importance of the
User's point of view very much, which is a matter that
certainly cannot be missing in the HCI course,” (P4,
5
th
semester); “Great interaction with the stakeholder
to clarify doubts” (P7, 6
th
semester); “Direct
involvement with the client and not with the
developer, thus being a ‘clearer’ view of real needs”
(P13, 6
th
semester).
An interesting point highlighted by a student who
is attending the course this semester is that it is
unfair that only one project is involved. If this is so,
only one project will always benefit, because often
these things are not done within other projects due to
lack of time”. He suggests to diversify the projects in
each semester, not being the same for the whole class,
and “with this, we can benefit all teams, or at least
give them a chance” (P9, 3
rd
semester). This
suggestion was taken into account during the current
semester, and the groups were able to choose the
projects they would like to analyze, seeking partner
teams in the Agency.
Finally, one of the students from the class of
possible graduates points out that “The more courses
having a bridge with the Agency the better, because it
is within the Agency that students without any market
experience have their first notion of this universe,
which is totally different from the academic
environment” (P16, 7
th
semester).
Besides the students’ point of view, we also
sought the software architect’s vision, who is a
Bringing Life to the Classroom: Engaging Students through the Integration of HCI in SE Projects
395
member of the Agency’s technical team and monitors
the students’ work:
The Agency’s integration with the courses from
the Software Engineering program is very enriching
for the students’ learning. We have been able to
achieve great results with the HCI course, as a
consequence of the work that has been improving
throughout the semesters of existence and
development of the Agency. At the end of each
semester, we were able to analyze, reflect, and adapt
the teaching process for next semester.
In the case of HCI course, at the beginning of each
semester, we set up a new schedule and define which
Agency projects will be object of study, always with
the guidance and endorsement of the responsible
professor. The chosen projects may have already
been finished or still in progress, depending on the
status of each of the Agency's projects.
Throughout the semesters, some students came to
me requesting further information on these projects,
trying to better understand the decisions made. Some
of the questions were, as follows:
Why do we use such technology?
Why was a certain functionality made like that?
Where did the “stakeholders” come from?
There are also dynamics in the classroom that
attracted a great deal of interest in the students. I
remember one in particular, which was the interview
made with children for the project whose objective
was the development of a game. The children came
up with incredible insights, to which the students were
led to think really fast to accompany them.
I can assure the interdisciplinarity between the
Agency and the IHC course has been gratifying for
both the Agency and our students, and the learning
outcomes are excellent.”
6 FINAL CONSIDERATIONS
The need to integrate more and more theory and
practice from different courses of the same program
and even from other programs is essential so that
students can gain a more concrete insight into the
skills and competencies they need to develop and the
knowledge they need to build throughout their
undergraduate program.
In the experiences reported here, we have been
trying to meet this need and, with each new
experience, there are also points to be improved, new
ideas and new perspectives for this integration. We
have also sought new teaching methods to support
such interdisciplinary practice.
This semester, for instance, taking into account
the students’ request, as previously mentioned in the
Discussion section, they had to seek their partners in
the Agency, also having as challenge to “measure”
how much the current progress of each project would
favor the analysis from the point of view of HCI or
not. Following these discussions among different
teams has been fascinating. As many of them are also
taking Practice courses, they ended up “exchanging”
evaluations with their classmates (one team analyzing
the project of the other).
The challenge is constant. Each new class and
new project have their own particularities; in addition
to learning the concepts inherent to the involved
courses and developing the necessary skills and
competencies, the obstacles and problems faced along
the way (projects that are not able to meet the
expected timing, difficult-to-contact stakeholders and
users, etc.) help understand how, in real life, software
development projects work, and that so many other
skills are needed so that the agreed goals and
deadlines are achieved.
Our current goal is to increase integration with
other courses from the program, as well as the courses
from other programs. In the latter case, we have
begun the interaction with the development of
applications that are intended to other programs of the
University, to which we have the closest stakeholders
and users, favoring a quite interesting contact among
areas.
REFERENCES
Barbosa, S. D. J., 2012. Pesquisa sobre Ensino de IHC no
Brasil em 2012: desafios e oportunidades (in English:
Research on IHC Education in Brazil in 2012:
challenges and opportunities). In WEIHC2012, III
Workshop sobre Ensino de IHC. CEUR Workshop
Proceedings Vol. 977, 3-5 (text in portuguese).
Bim, S. A., 2010. Uma experiência de integração entre as
disciplinas de IHC, Engenharia de Software e Banco de
Dados (in English: An experience of integration
between the disciplines of HCI, Software Engineering,
and Database). In WEIHC2010, Workshop sobre
Ensino de IHC (text in portuguese).
Britto, T. C. P., 2014. Como integrar IHC em disciplinas da
Especialização em Software Engineering: relato de
experiência (in English: How to integrate IHC in
specialization disciplines in Software Engineering:
experience report). In WEIHC2014, V Workshop sobre
Ensino de IHC. SBC, 20-24 (text in portuguese).
Matos, E., 2013. Integração curricular por meio da prática
de ensino interdisciplinar em IHC (in English:
Curricular integration through the practice of
interdisciplinary teaching in IHC). In WEIHC 2013, V
ICEIS 2019 - 21st International Conference on Enterprise Information Systems
396
Workshop sobre Ensino de IHC. CEUR Workshop
Proceedings, 25-30 (text in portuguese).
PUCRS, Pontifícia Universidade Católica do RS,
http://www.pucrs.br/politecnica/curso/engenharia-de-
software/ access in: June 2018.
Silva, B., 2014. Computadores e Sociedade: uma
oportunidade de ensinar conceitos básicos de IHC (in
English: Computers and Society: an opportunity to
teach basic IHC concepts). In WEIHC2014, V
Workshop sobre Ensino de IHC. SBC, 15-19 (text in
portuguese).
Yamaguti H. M., Oliveira M. F., Trindade A.W.C. and
Dutra C. S. A, 2017. AGES – An Interdisciplinary
Space Based on Projects for Software Engineering
Learning. In Proceedings of SBES, Fortaleza, CE,
Brazil. https://doi.org10.1145/3131151.3131187 (text
in portuguese)
Zaina, L., Alvaro, A., 2014. IHC e Empreendedorismo:
uma parceria de sucesso no ensino de desenvolvimento
de software (in English: IHC and Entrepreneurship: A
Successful Partnership in Teaching Software
Development). In WEIHC2014, V Workshop sobre
Ensino de IHC. SBC, 15-19 (text in portuguese).
Bringing Life to the Classroom: Engaging Students through the Integration of HCI in SE Projects
397