Relevance of UCD Education to Software
Development – Recommendation for Curriculum Design
Amir Dirin
1
and Marko Nieminen
2
1
Business Information Technology, Haaga-Helia UAS, Helsinki, Finland
2
Computer Science Dept., Aalto University, Espoo, Finland
Keywords: Project based Learning, User-Centred Design, Mobile Application Development.
Abstract: This paper describes the implementation and impact of specific focus on user-centred design (UCD)
methods and practices to a mobile application concept development course. The course has been held for
two consecutive years at a University of Applied Sciences. This project-based course educates students in
teamwork, user study techniques, data interpretation, and scenario-based design. Moreover, by applying
usability assessment methods such as heuristic evaluations and usability tests, students learn the basics of
usability engineering methods and principles. In addition to outcomes on students’ learning, the course has
resulted in several innovative mobile application concepts some of which are in the process of being
commercialized. This paper presents student feedback about the applied methods months after the
completion of the course. The questionnaire-originating results indicate that students gain knowledge and
skills that are very valuable for their future careers in software and service development. Knowledge on
UCD is relevant in contemporary mobile application development and an important asset for students to
become competitive in job markets. Almost all students have applied the educated methods in their work,
and they are willing to promote the UCD methods and framework to their professional peers. The results are
further used to discuss and emphasize the importance of UCD education.
1 INTRODUCTION
Users’ role in product concept development has
become increasingly important (Kujala et al. 2005)
(Constantine 2006). User-Centred Design (UCD) in
the development of interactive systems and devices
has an increasing importance in product development
organizations (Nieminen 2004), (Gould and Lewis
1985), and (Gould et al. 1997). Contemporary
software development methodologies and
approaches, such as UCD, lean (Stone 2012), and
agile (Szalvay 2004) promote customers’ and users’
involvement in application development. This trend
and market demand has also had an impact on the
arrangements and approaches in software
development companies (Cusumano 2008) (Bosch
2009). This progress introduces new demands, skill
requirements and mindset changes in teaching and
learning of software development.
The trend on customer and user focus has
changed the demands in software industry in hiring
new employees. This was specially confirmed in
Finland based on the interview study conducted with
IT companies by Haaga-Helia University of Applied
Sciences (Soitinaho and Palviainen 2015). Software
development skills are not anymore limited to
programming knowledge (Ruparelia 2010).
Programmers are expected to have basic user study
and negotiation skills in addition to technological
proficiencies. Software companies are searching for
employees, such as consultants and programmers,
who have competencies in engaging with end users.
The employees must be able to conduct end user
studies, analyze the collected data, and derive
requirements and specifications based on such
findings. As a result of such activities, the resulting
software is more likely to meet users’ needs and
expectations (Kristensson et al. 2002) which is
important for software business.
Contrasting with the past, a software
development company does not anymore receive full
requirements directly from customers. The
traditional role as an implementation partner that
delivered software based on the pre-defined
requirements has changed. Nowadays, software
developers are expected to communicate and interact
closely with customers when creating and
completing the requirements and implementation for
112
Dirin, A. and Nieminen, M.
Relevance of UCD Education to Software Development Recommendation for Curriculum Design.
In Proceedings of the 8th International Conference on Computer Supported Education (CSEDU 2016) - Volume 2, pages 112-120
ISBN: 978-989-758-179-3
Copyright
c
2016 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
software and digital services.
Industry and education always impact each other
(Richardson and Hynes 2008) despite occasional
conflicts on the overall values (Tasker and Packham
1993). The demand from industry drives the
educational content and, vice versa, novel
development methods and practices traverse to
companies as students with new skills are hired as
new employees. For a sustainable software
development business, end-users’ involvement in
development gaining increasing importance in
ensuring the acceptance and perceived quality of the
resulting system. In addition to ascertaining that the
resulting software is error-free, developers must
make sure that it is usable and fulfills users’
essential needs. Developer skills, such as user
studies, data analysis, and usability assessment have
become increasingly important.
Undergraduate students gain their basic
technological competence in information technology
(IT) related courses at the University of Applied
Sciences. Traditionally, IT faculties of these
educational institutes have provided various courses
to teach the latest technologies in different
semesters. These courses are both basic and
advanced courses in programming and software
engineering. After the completion of their degree
program, students are hired by software companies
to various positions as programmers, consultants,
and product managers, to mention a few.
In order to anticipate the changing demands of
software companies as well as to improve students’
competitiveness at the job market, we have included
a user-centered design course to the course
curriculum of the Business Information Technology
(BIT) faculty. At this course, we have been teaching
human factors in software development processes.
The course is a six credit compulsory course for
second semester students. A typical number of
students who participate in the course varies
between 20-30 students per semester. The course
contains basic team working requirements, methods
and techniques for user studies such as diary,
questionnaire, interview etc. and various qualitative
data analysis methods, such as transcript coding
(Weston et al. 2001), task and environment analysis
(Hackos and Redish 1998a) and affinity
diagramming (Holtzblatt et al. 2005). Additionally,
students learn to do concept design with scenario-
based design (Rosson and Carroll 2002) and low-
fidelity prototyping, as well as various usability
assessments methods. Students are given a project
topic that they have to work on as a team of 4-5
fellow students. The topics are either recommended
by partner companies, given by course instructors, or
they can be selected and defined by the students
themselves. In addition to these, students are given a
presentation topic that they have to present to the
class. The presentation topics, cover the theoretical
parts of the course e.g. user study methods, usability
assessments, benefit of the usability etc. At the end
of their presentation students are asked to raise two
questions from their presentations that the class
should answer with their own words and submit
their result by the due date. After the presentation,
the groups start to work on the project based on
given UCD framework phases. At each phase,
groups share their findings with other classmates.
2 UCD METHODS AND PROCESS
AT THE COURSE
As mentioned in the widely-accepted principles of
user-centered design in ISO 9241-210, we need to
involve users in the software development process.
Based on users’ feedback the design will be modified.
User requirements should have the focus in all stages
of product development cycle (ISO 2010). ISO 9241-
210 defines three different levels for UCD: I.
Cooperative design; designers and the user involved
in all stages; II. Participatory design; users’
occasionally participate in the design process; III.
Contextual design; design based on the actual context.
Based on widely known UCD principles, Preece
et al. (2002) recommends user involvement in various
stages of development. Additionally, Preece provides
appropriate methods at various stages of the artifacts /
product development. These methods are also applied
during project development by students.
2.1 UCD Framework for Student
Projects at the Course
In the fall of 2013, we run the course with a UCD
framework. Students were asked to apply the UCD
framework for m-learning application development
(Dirin and Nieminen 2014a). The applied UCD
framework consisted of three main parts:
identification and definition of the stakeholders/role-
players (Dirin and Nieminen 2014b), exploration
and description of the context-of-use, and processes
(Dirin and Alamäki 2015).
The UCD framework instructs that the
application stakeholders are identified at the
elicitation phase. This ensures users’ involvement in
defining the requirements
and impacting the design of
Relevance of UCD Education to Software Development Recommendation for Curriculum Design
113
the application concept as early as possible. The
stakeholders of the potential application often directly or
indirectly affect the application development at the various
phases of UCD framework. Figure 1 presents the UCD
framework for m-learning application development.
Figure 1: The applied UCD development framework.
The framework requires users’ involvement in all
stages of the application concept development.
Accordingly, the project group is asked to carry out
the processes to attain the required concept design of
the given project topics. The phases of the
framework are as follows:
User Study – This is done by applying methods
such as questionnaires and semi-structured interviews.
In this phase, the designer aims to learn about the users’
existing means to handle their work related tasks.
Data Analysis – Analysis of the collected data in
user study phase. The analysis consists of transcript
coding of user interviews (Saldana 2009) as well as
the analysis and description of users’ tasks and
environments (Hackos and Redish 1998b). The
overall requirements for the target application are
identified in this phase.
Idea Creation – By using affinity diagrams
(Holtzblatt et al. 2005), actions and requirements
created at the previous phases are categorized. Use
cases and scenarios are applied as design methods to
create a communicable description of the application
concept to the target users.
Product Concept – Scenarios are shared with 3-5
users for their feedback. A scenario reflects the
potential overall concept of the application. After
users’ review of the scenario, the designers conduct
a short, semi-structured interview to learn about
users’ viewpoints about the application concept and
the intended functionalities. User feedback is
analyzed to validate the feasibility of the concept, to
ensure that the users and designers share the same
understanding of the potential application, and that
the functionality of the application fulfils users’
needs. When necessary, designers may return back
to the previous phase to modify the scenarios. After
validating the concept through scenarios, students
are asked to design a low-fidelity or high-fidelity
prototype which is based on the proposed scenarios.
Finally, students are requested to perform usability
evaluation with heuristic evaluation guidelines
(Nielsen 1995) on the prototype.
Most project topics that are given to students are
real projects originating from industrial companies.
As a result, students are advised to conduct the user
study with actual stakeholders and potential
application users.
Finally, the project teams have to share the final
concept of their application with their classmates
and submit the final report for their course
assessment. In addition to being just an assignment
for studies, those groups of students who come up
with a novel mobile application prototype are
advised to contact startup school for possible
commercializing support.
3 IMPLEMENTATION OF THE
COURSE
Students are requested to conduct the user study after
they have studied and learned the phases and methods
of the framework. Students develop competence on
user study techniques and research ethics.
After students have successfully conducted the
user study, they have to provide the interview
transcript and prepare a presentation about the
interview experiences. This is shared with other
classmates. This helps the other groups to learn about
their fellow students’ achievements and help them to
identify what was done properly in their project.
For the next step, the teacher describes the data
analysis methods in face-to-face sessions through
examples and class based activities. These include
transcript coding, task and environment analysis,
and the creation of affinity diagrams. Students are
given time for two weeks to create the needs and
requirements list based on the data analysis sessions.
Similarly, as in the previous phases, the project
groups have to report their findings and present their
findings to other classmates in a face-to-face
session. This phase improves students’ skills in
teamwork as they have to work as a team to come up
with a list of requirements.
Similarly, students are requested to report, and
categorize the requirements list by applying affinity
diagrams and finally share the requirements list and
categorized list of requirements with fellow
classmates in a face-to-face session. Following that,
students must write a scenario or scenarios which
contain all the categorized requirements that represent
the potential application functionalities. The scenario
CSEDU 2016 - 8th International Conference on Computer Supported Education
114
method makes students learn that they can present an
application concept even through a simple story.
As this course is taught in the second semester of
the Business Information Technology (BIT) degree
program, students learn the importance of the user
study and concept development through scenario.
This is another mind-set change that the initial
software application concept is not necessarily
presented only by graphical presentations or coding.
However, they eventually have to proceed and
present the concept graphically as a low-fidelity
prototype. The scenario then is shared and reviewed
with potential users. Often, 3 to 5 users are needed
to review, 3 of whom are new users and the rest are
users who have participated in the requirements
elicitation phase. Those in the groups who already
have experience in coding have the option to design
a non-functional prototype through coding or using
the commercial prototype design applications such
as Marvel (Marvel 2014). The low-fidelity prototype
will then be evaluated in a usability lab study with
potential users. This is typically the first usability lab
experience for the students. For this part, they need
to prepare a set of tasks that users must carry out
during the test sessions. In a normal way, the test
sessions are recorded to enable further analysis.
Table 1: Summary of prototypes and designs from the
course.
Application
Prototype Design
Context Users
M-learning app
(Java)
Higher education
Students and
Teachers
Driving Licenses
Private driving
school
Driving licenses’
candidate
Instructors
Business Game Higher education
Students and
Teachers
new visitors
mHealth
Hospitals
Nurses
Doctors
Administrator
Tourism
Guidelines
Small business
Marketing
Sales and
Managers
4 OUTCOMES: CONCEPTS AND
APPLICATIONS FROM THE
COURSE
What kind of innovative concepts have resulted from
the course, then? The course has been organized
consecutively every semester (spring, autumn) since
fall 2013. Some of the students at the course have
successfully completed the course with innovative
mobile application concepts including proof-of-
concept prototypes. Based on the resulting
application concepts, the overall innovativeness and
outcome of the student projects has been promising.
Some groups (5-10%) fail to reach a proper
application concept for the given project in each
implementation. The dropout rate is relatively low in
this course despite it being very time consuming,
especially for second semester students. In the fall
2014 semester, the dropout rate was 7% (Dirin and
Alamäki 2015).
The outcomes from the project have been
intriguing for the students to such extent that there
has been at least one start-up company from each
course implementation by students (project team
members).
Many innovative application concepts that have
been dropped off from further development were
mainly due to the lack of motivation or support;
these include financial resources. Table 1 and
following list briefly describe the most recent
concepts developed at the course.
A Context-Aware Nurse Assistance at Elderly
Houses (Dirin et al. 2015): A context-aware
mobile web services that provide the basic
location based service to assist nurses in their
work related activities.
Adaptive m-learning application for driving
license candidates: An adaptive mobile learning
application that helps driving license candidates
to record and pass the independent driving part
with their smartphones. The application delivers
the reports to the instructors in driving schools
about the route that users drive as well as
possible failures etc. during driving.
Customer Guidance Game (Dirin and Vainio
2015): A mobile game application that helps new
visitors to learn the location and offices in the
target office premises.
A Value-Added Mobile Guide Service for Small
Tourism Companies (Alamäki and Dirin 2014):
A cloud-based mobile service that help kayakers
and bikers to navigate.
5 RESULTS: IMPACT OF THE
COURSE
In order to evaluate the impact and importance of the
content and the course to the students, we conducted
an online questionnaire with the class in December
Relevance of UCD Education to Software Development Recommendation for Curriculum Design
115
2014, two months after the completion of the course.
In addition to this, the online questionnaires were
also delivered to the participants of an earlier course
implementation that had been implemented in 2013.
Data. Altogether 19 students that had taken the
course provided their answers. For the courses
completed in 2014, the majority of the students (18
from total of 22 participants) answered the
questionnaire and provided their feedback. One
student had taken the course already in spring 2013.
Method. The results were gathered using a
Google Forms online questionnaire consisting of 19
questions. A link to the questionnaire was sent to
students’ email. The questions addressed the various
phases of the applied UCD framework, methods
applied, and overall satisfaction with the framework.
There were two sections in the questionnaire. In
the first part we asked students to describe in a
qualitative way some the overall feedback about the
methodology, what they remember from the
methodology, what they considered the drawback of
the methodology, and what they would like to
improve. The second part of the questionnaire
focused on quantitative questions. The low number
of responses, however, constrains the analysis of
thorough statistical testing. Therefore, the emphasis
in this paper is in the qualitative results that are
supported with answers to the quantitative part.
Results. Altogether 17 respondents provided
their answer to question “What do you remember
from the UCD framework methods”. Most answers
were rather brief, just listing/mentioning the
methods by name. Two respondents elaborated the
theme slightly more aligning the UCD methods with
the stages of the UCD process (requirements
gathering with user studies, ideation of features /
specification of functionality, prototyping and
concept/technical development, testing) including
the iterative nature of user-centred development
work.
In the free-form answers, most respondents
mentioned interviews (N=8/17), prototyping (7),
questionnaires (6), scenarios (6), and testing (6) in
various ways (as a process stage as well as prototype
testing). An educationally much-presented method
heuristic evaluation was mentioned a few times (3)
as well as transcript coding (3).
However, when asked directly (in the
“quantitative questions part”, N=19) “Which method
you have applied in user study phase”, and presented
with choices interview, questionnaire, diary, and
shadowing, almost all students (N=18/19) pointed
out interviews and questionnaires as the way to get
basic information about their users (see fig. 2).
Moreover, slightly over half (N=10/19) of the
respondents had additionally used observations to
get further knowledge about users. Shadowing was
not that commonly applied among respondents (1).
Figure 2: The applied methods by students.
In the free form answers about the methods,
transcript coding (i.e. transcribing interviews into
text and analysing/coding that data) was mentioned
by 3 of 17 respondents. Students in the classroom
often present objections for writing the interview
transcript as a laborious and time consuming
activity. This objection has been heard many times
during the course. Therefore, it is interesting to find
out the utility and practical applicability of transcript
coding in real-life development settings.
Based on respondents’ experience in industry,
the attitude toward the transcript coding appears to
have changed (fig. 3). The majority of the students
(N=15/19) find transcript coding as a very useful or
useful method for interview data analysis. None of
the participants considered transcript coding as “not
at all useful” method for their work.
Figure 3: Answers on the usefulness of transcript coding.
Scenarios were the method which students
learned to present their mobile application concept
to the potential users. Scenarios were among the
most mentioned methods in the qualitative answers
(6/17) indicating its importance and good
applicability in industrial/commercial application
and service development. In the quantitative part,
majority of the students (11/19) considered scenarios
as an excellent design approach (fig. 4).
CSEDU 2016 - 8th International Conference on Computer Supported Education
116
Figure 4: Usefulness of scenarios in design.
After preparing the scenarios, students have been
requested to assess their proposed scenario with the
potential users. According to the answers, most
respondents (15/19, fig. 5) experience that scenario
reviews provide much valuable feedback from users.
Additionally, course participants have considered
that scenario reviews are a good approach to receive
most of the users’ feedback on the initial application
concept.
Figure 5: Respondents’ answers on user feedback from
scenario reviews.
As a final question summarising the industrial
and commercial experience that the graduated
students had about the UCD framework, a question
about the efficiency of the method was presented
(fig. 6).
Figure 6: Answers on UCD framework efficiency.
Slightly less than half of the respondents
(N=8/19) considered the UCD framework as very
efficient (5). A similar amount found the UCD
framework as an efficient methodology for
designing applications and services. One respondent
considered the framework as an inefficient way for
doing development work.
Would these students act as advocates of the
UCD framework? The Net Promoter Score (NPS)
(Kristensen and Eskildsen 2011) can be used to
assess how the students value the UCD methods and
process after completing the course. The questions
in our survey addressing this were “On a scale from
1 to 10 would you apply the same method in other
projects” (fig. 7) and “On a scale from 1 to 10 would
you recommend the method to other developers”
(fig. 9).
Figure 7: Applying the UCD framework in other projects.
Most students (N=14/19) are expected to apply
the UCD methods in their forthcoming projects.
The last numeric question was focused on NPS
to confirm whether the students would like to
recommend the methodology to others. Majority of
students would recommend the method to their
colleagues and other developers (fig. 8).
Figure 8: Recommending the UCD framework
to other developers.
Students’ qualitative feedback on the contents
and utility of the framework and the course was
mainly positive. The course was considered as “A
great course” and “interesting topic”. The open-
ended question “What were the most interesting
things in the UCD framework” prompted for
answers such as: “Engage users at all UCD phases”,
Scenario creation and prototype design”, “Great to
conduct a user study, this was my first experience”,
and “The coding of transcripts into quantitative data
was surprisingly robust”.
Relevance of UCD Education to Software Development Recommendation for Curriculum Design
117
Following issues were raised as challenges,
though: “not very easy to make prototype”,
choosing the topic and brainstorming”, “to get
clear meaning from interviewee”, and “time”. One
respondent pointed out thatI would like to come to
watch this course once again after I take
requirements analysis course”. Additionally, the
contents of the course were considered to require
more practical acquaintance: “UCD Framework was
pretty hard to follow as first timer and all the
principles and methodologies require practising.
6 DISCUSSION
The collected data through our questionnaire study
indicates that students are in general satisfied with
the outcomes and the competence that they have
developed during the User-Centered Design (UCD)
course - despite the fact that they considered the
development phases as a time consuming efforts.
The contents of the course did not receive much
comments on question “What was missing in the
methodology” (“I don't know”, “nothing comes to
mind”) even though answers included “more
interviewees” and “user experience guidelines”.
Out of the UCD methods, interviews,
questionnaires, scenarios, prototyping, and testing
were considered of great importance for real-life
development activities. These methods do constitute
a solid body in the user-centred development process
making the contents of the course/framework nicely
aligned with the working-life demands. An
interesting finding in the results was the changed
appreciation of transcript coding, which appears as
an “inconvenient” method during the course – but
somewhat more appreciated in real-life settings.
The overall positive experience towards the
course is well-reflected in both qualitative answers
as in numeric responses. Most students appear to act
as advocates of the methodology even in their
professional surroundings. They consider the
framework efficient and worth recommending to
their professional peers indicating that there appears
a good fit between the contents of the course and the
contemporary software and service development.
The experience that we have gained with the
implementation of this course is valuable. We expect
that if the project topic appeals to students, it
motivates them more towards deep learning and
appropriate results. Since the results in this paper do
not directly enable us to conclude that, we propose
this as a future research topic. Possibilities for
outreach and spin-offs may provide increased
motivation for at least some of the students. We
suggest that the influence of motivating
characteristics of the final innovative concepts and
applications should be taken more carefully into
account when evaluating the learning experience.
Despite our attempts toward quantitative results,
the number of respondents limits our analysis and
conclusions to be based on qualitative results that
are supported with the “numerical answers”.
Statistically significant results are not possible to
achieve based on these results. Nevertheless, the
qualitative analysis paves the way forward, and as
we continue getting complementing answers to our
survey, also such analyses are enabled. However, in
addition to just getting survey data, interviews
would provide even deeper insights about the uses
and utility of the user-centred methods and processes
for industrial application.
This course had originally been offered to those
students in their sixth semester. By sixth semester,
students have already developed competence on
software engineering related courses such as
programming, project management, etc. However,
the changes in course curriculum at the Business
Information Technology department, resulted that
this course is offered to second semester students.
Offering the course already at the second semester
has introduced some unavoidable challenges
including students’ lack of knowledge on software
development process, software engineering, etc. At
this stage of their studies, students often require
more explanations as to why this type of course
needed in their curriculum. At the same time,
commitment to the deadlines to return the
assignments, reporting, and the presentation itself
has become more challenging to some students.
However, when offered at this “early stage” of their
studies, the course con be considered as a mindset
changer for freshmen.
7 CONCLUSIONS
The main goal of the User Centered Design course is
to develop and increase students’ capabilities on
consulting and user study research. Moreover, the
course aims to teach students the development of
new application concept. Additionally, the course
highlights the importance of users’ involvement in
software development process at beginning of their
studies.
Nowadays, the software development companies
involve more often potential users in their
requirement elicitation and design phases.
CSEDU 2016 - 8th International Conference on Computer Supported Education
118
Therefore, the user-centred design course is
considered as an appropriate way to educate and
prepare students for these demands at the job
markets. With the current contents of the course, this
goal is well reached. Additionally, the course
enables students to select different carrier paths as
usability expert or a user study expert. Those
students who have had job interviews for developer
positions appreciate their competence on usability
and user study techniques. Therefore, as the
collected data in the questionnaire indicates, students
are willing to promote the UCD principles to their
friends and colleagues. As an additional motivating
factor, the course helps some teams to pursuit
commercializing their concepts through a start-up
school. So far, the course has been implemented by
only one instructor. The instructor is mainly
responsible for group coordination and lecturing.
The number of students who are currently enrolled
are more than 50 students in each semester. For
future development and implementation the aim is to
recruit previous students’ of the course as tutors.
Tutors are then responsible to help their dedicated
group to achieve better results.
This paper demonstrates that students who
successfully pass the course do acknowledge the
importance of UCD and user experience related
courses. Therefore, the Business Information
Technology (BIT) department at the target
University of Applied Sciences aims at extending
their course curriculum with user-centred design and
user experience related topics. These offerings are
the response to the software companies’ demands on
students’ increased competence requirements.
Education on UCD increases students’
competitiveness in the current and future job
markets.
Finally, to conclude, our experience in educating
students to use user-centred methods in software and
service development is perhaps best illustrated with
the following quotation from the responses:
It’s real and very important for future career.
REFERENCES
Alamäki, A. & Dirin, A., 2014. A. Alamäki and A. Dirin,
“Designing Mobile Guide Service for Small Tourism
Companies Using User Centered Design Principle,.”
In International Conference on Computer Science,
Computer Engineering, and Social Media,
Thessaloniki, Greece. pp. 47–58. Available at:
http://sdiwc.net/conferences/cscesm2014/.
Bosch, J., 2009. From software product lines to software
ecosystems. Proceedings of the 13th International
Software Product Line Conference, pp.111–119.
Available at: http://dl.acm.org/citation.cfm?id=175323
5.1753251.
Constantine, L., 2006. Users, Roles, and Personas. In The
Persona Lifecycle. pp. 498–519.
Cusumano, M.A., 2008. The changing software business:
Moving from products to services. Computer, 41,
pp.20–27.
Dirin, A. & Alamäki, A., 2015. ANALYSING THE
IMPLEMENTATION OF TWO DISTINCT
PEDAGOGICAL APPROACHES IN HIGHER
EDUCATION INSTITUTION. , (inted2015, Madrid,
Spain).
Dirin, A. & Nieminen, M., 2014a. Framework for
addressing usability and user experience in m-
learning. Journal of Computers, in press.
Dirin, A. & Nieminen, M., 2014b. Managing m-learning
application development: Roles and Responsibilities.
In A. Dirin & M. Nieminen, eds. International
Conference on Advanced ICT (ICAICTE-2014).
Dirin, A. & Vainio, V., 2015. Case Study: Adapting UCD
Framework for Mobile Learning in Customer Guided
Game . In 2nd International Conference on
Communication and Technology ICCT 2015, 17-18
Jan. DUBAI, UAE. Available at: http://isro.eu.com/du
bai_comp2014/Default.aspx#.
Dirin, M., Dirin, A. & Laine, T.H., 2015. User-Centered
Design of a Context-Aware Nurse Assistant ( CANA )
at Finnish Elderly Houses. In The 9th International
Conference on Ubiquitous Information Management
and Communication. The Mulia, Bali, Indonesia.
Gould, J.D., Boies, S.J. & Ukelson, J., 1997. How to
Design Usable Systems. In M. G. Helander, T. K.
Landauer, & P. V. Prabhu, eds. Handbook of Human
Computer Interaction. Elsevier Science, pp. 231–254.
Gould, J.D. & Lewis, C., 1985. Designing for usability:
key principles and what designers think.
Communications of the ACM, 28(3), pp.300–311.
Hackos, J.T. & Redish, J.C., 1998a. User and Task
Analysis for Interface Design, Available at:
http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?
arnumber=784573.
Hackos, J.T. & Redish, J.C., 1998b. User and Task
Analysis for Interface Design, John Wiley & Sons.
Holtzblatt, K., Wendell, J.B. & Wood, S., 2005. Chapter 8
- Building an Affinity Diagram. In Interactive
Technologies. pp. 159–179. Available at: http://www.s
ciencedirect.com/science/article/pii/B9780123540515
500094.
ISO, 2010. Ergonomics of human-system interaction - Part
210: Human-centred design for interactive systems
(ISO 9241-210:2010(E)). ISO, pp.1–32.
Kristensen, K. & Eskildsen, J., 2011. Is the Net Promoter
Score a reliable performance measure? In 2011 IEEE
International Conference on Quality and Reliability,
ICQR 2011. pp. 249–253.
Kristensson, P., Magnusson, P.R. & Matthing, J., 2002.
Users as a Hidden Resource for Creativity: Findings
from an Experimental Study on User Involvement.
Creativity and Innovation Management, 11, pp.55–61.
Relevance of UCD Education to Software Development Recommendation for Curriculum Design
119
Available at: http://doi.wiley.com/10.1111/1467-8691.
00236.
Kujala, S. et al., 2005. The role of user involvement in
requirements quality and project success. 13th IEEE
International Conference on Requirements
Engineering (RE’05).
Marvel, 2014. Free mobile & web prototyping for
everyone. No coding required. , p.https://marvelapp.co
m/features/. Available at: https://marvelapp.com/featur
es/.
Nielson, J., 1995. Heuristic Evaluation: How-To: Article
by Jakob Nielsen. Nielson Norman GroupNorman.
Available at: http://www.nngroup.com/articles/how-
to-conduct-a-heuristic-evaluation/.
Nieminen, M., 2004. Information Support for User-
Oriented Development Organisation. Considerations
based on the Construction and Evaluation of
Knowledge Storage. Tesis Doctoral, p.228.
Preece, J., Rogers, Y. & Sharp, H., 2002. Interaction
Design: Beyond Human-Computer Interaction,
Available at: http://linkinghub.elsevier.com/retrieve/pi
i/S0010448586800215.
Richardson, I. & Hynes, B., 2008. Entrepreneurship
education: towards an industry sector approach.
Education + Training, 50, pp.188–198.
Rosson, M.B. & Carroll, J.M., 2002. Scenario-Based
Design. In The human-computer interaction
handbook: fundamentals, evolving technologies and
emerging applications. pp. 1032–1050.
Ruparelia, N.B., 2010. Software Development Lifecycle
Models. SIGSOFT Softw. Eng. Notes, 35, pp.8–13.
Available at: http://doi.acm.org/10.1145/1764810.176
4814.
Saldana, J., 2009. An Introduction to Codes and Coding.
In The coding manual for qualitative researchers. Los
Angeles: Sage Publications, pp. 1–31.
Soitinaho, J. & Palviainen, H., 2015. THE IMPACT OF
DIGITAL REVOLUTION ON THE
COMPETENCES OF BUSINESS INFORMATION
TECHNOLOGY STUDENTS IN. In 9th International
Technology, Education and Development Conference.
Madird, 2015, pp. 1–10.
Stone, K.B., 2012. Four decades of lean: a systematic
literature review. International Journal of Lean Six
Sigma, 3, pp.112–132.
Szalvay, V., 2004. An introduction to agile software
development. Danube Technologies. Available at:
http://www.danube.com/docs/Intro_to_Agile.pdf.
Tasker, M. & Packham, D., 1993. Industry and higher
education: A question of values. Studies in Higher
Education, 18, pp.127–136.
Weston, C. et al., 2001. Analyzing Interview Data: The
Development and Evolution of a Coding System.
Qualitative Sociology, 24, pp.381–400.
CSEDU 2016 - 8th International Conference on Computer Supported Education
120