2017
Authors
Moreira, RMLM; Paiva, AC; Nabuco, M; Memon, A;
Publication
SOFTWARE TESTING VERIFICATION & RELIABILITY
Abstract
Software systems with a graphical user interface (GUI) front end are typically designed using user interface (UI) Patterns, which describe generic solutions (with multiple possible implementations) for recurrent GUI design problems. However, existing testing techniques do not take advantage of this fact to test GUIs more efficiently. In this paper, we present a new pattern-based GUI testing (PBGT) approach that formalizes the notion of UI Test Patterns, which are generic test strategies to test UI patterns over their different implementations. The PBGT approach is evaluated via 2 case studies. The first study involves 2 fielded Web application subjects; findings show that PBGT is both practical and useful, as testing teams were able to find real bugs in a reasonable time interval. The second study allows deeper analysis by studying software subjects seeded with artificial faults; the findings show that PBGT is more effective than a manual model-based test case generation approach.
2017
Authors
Ye, Z; Gwizdka, J; Lopes, CT; Zhang, Y;
Publication
Diversity of Engagement: Connecting People and Information in the Physical and Virtual Worlds - Proceedings of the 80th ASIS&T Annual Meeting, ASIST 2017, Washington, DC, USA, October 27 - November 1, 2017
Abstract
We present a case study of quality evaluation of online health information. Two participants were selected from a health information search (HIS) study, in which we are investigating consumers' evaluation of the quality of online health information. The selected cases offered a rare example of two almost exactly opposite eye-movement patterns on the same webpage. To better understand the differences in these patterns, we investigated participants' cognitive evaluation processes by examining their textual explanations collected in post-task questionnaires and verbal explanations collected in the retrospective think-aloud (RTA) sessions. We discuss how eHealth literacy and personality scores may be related to the behavioral differences. The findings of this case study inform the formulation of hypotheses for full data analysis of the HIS study, as well as future research addressing behavior patterns and factors affecting consumers' quality evaluation of online health information. Copyright © 2017 by Association for Information Science and Technology
2017
Authors
Oroszlányová, M; Lopes, CT; Nunes, S; Ribeiro, C;
Publication
Journal of Information Systems Engineering & Management
Abstract
2017
Authors
Terra, Ana Lúcia; Batista, Ana Alice; Lopes, Carla Teixeira; Ribeiro, Cristina; Martins, Fernanda; David, Gabriel; Rodrigues, Irene; Borbinha, José; Borges, Maria Manuel; Pinto, Maria Manuela; Fialho, Paulo;
Publication
ECIL 2017, Fifth European Conference on Information Literacy
Abstract
This study reports the Portuguese contribution to an international survey on data literacy of academics and researchers are presented in this study. The community contributed with 943 filled questionnaire, covering key aspects related to the use and production of research data (e.g. file type and volume of data created and used; the choice of data storage devices and the creation of metadata on research data, among others). Also considered were the use of Data Management Plan and data management practices (e.g. file naming, citation rules, use of unique identifiers and tags), as also sharing of research data. Based on the results, it is concluded that there is a need to formulate institutional policies for the management of scientific data and to design training initiatives to develop data literacy skills. The comparing of these results with those of the overall international study is a next step.
2017
Authors
Saraiva, Fernando; Morgado, Lina; Rocio, Vitor;
Publication
1st Workshop on Gamification and Games for Learning (GamiLearn’17)
Abstract
The article describes the Impact of using Gamification Elements like Badges, Status Bar and a Rating System on the Interaction, Collaboration, Cooperation and the Presences of the Community of Inquiry Framework, inside an Academic Social Platform. We used a Design Base Research Methodology with Mixed Methods. We started by collecting opinions of users using semistructured interviews. The results from coding, informed on the construction of a gamified prototype, made with Elgg. Then Usability tests were conducted and the data helped refine the subsequent implementation. A Survey was deployed, Observations were made, and we gathered some Analytics. Results are presented congruent to the iterations and discussed. Some indications for the use of Badges and the implementation of Gamification are considered.
2017
Authors
Gaspar, RMA; Coelho, JPFdS; Bastos, GML;
Publication
International Journal of Creative Interfaces and Computer Graphics
Abstract
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