2014
Autores
Morgado, IC; Paiva, ACR; Faria, JP;
Publicação
2014 9th International Conference on the Quality of Information and Communications Technology (QUATIC)
Abstract
This paper presents an approach for testing mobile applications using reverse engineering and behavioural patterns. The goal of this research work is to ease the testing of mobile applications by automatically identifying and testing behaviour that is common in this type of applications, i.e., behaviour patterns. The approach includes a tool to automatically explore an Android application. This tool also identifies patterns in the behaviour of the application and apply tests previously associated with those patterns. The final results of this research work will be a catalogue of behavioural patterns and the tool which will output a report on the matched patterns and another one on the testing of those patterns.
2014
Autores
Nabuco, M; Paiva, ACR; Faria, JP;
Publicação
COMPUTATIONAL SCIENCE AND ITS APPLICATIONS - ICCSA 2014, PT V
Abstract
This paper presents a dynamic reverse engineering approach to extract User Interface (UI) Patterns from existent Web Applications. Firstly, information related to user interaction is saved, in particular: user actions and parameters; the HTML source pages; and the URLs. Secondly, the collected information is analysed in order to calculate several metrics (e.g., the differences between subsequent HTML pages). Thirdly, the existent UI Patterns are inferred from the overall information calculated based on a set of heuristic rules. The overall reverse engineering approach is evaluated with some experiments over several public Web Applications.
2013
Autores
Faria, JP; Paiva, ACR;
Publicação
ACM SIGSOFT Software Engineering Notes
Abstract
2013
Autores
Faria, JP; Paiva, ACR; De Castro, MV;
Publicação
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Abstract
Novel techniques and a toolset are presented for automatically testing the conformance of software implementations against partial behavioral models constituted by a set of parameterized UML sequence diagrams (SDs), describing both external and internal interactions. Test code is automatically generated from the SDs and executed on the Java implementation under test, and test results and coverage information are presented back visually in the model. A runtime test library handles internal interaction checking, test stubs, and user interaction testing. Incremental conformance checking is achieved by first translating SDs to non-deterministic acceptance automata with parallelism. © IFIP International Federation for Information Processing 2013.
2017
Autores
Dias, F; Paiva, ACR;
Publicação
2017 IEEE International Conference on Software Testing, Verification and Validation Workshops, ICST Workshops 2017, Tokyo, Japan, March 13-17, 2017
Abstract
Usability is a critical aspect of software systems because poor user experience can lead users to choose other software. One way to improve usability is through testing. But, usability testing is a challenge because, most of the times, it can not be accomplished without the presence of real users, which is complex and requires a lot of effort. However, there are some aspects and usability guidelines that can be tested automatically. This paper presents a test approach that defines generic test strategies (test patterns) to test usability guidelines (or best practices). It is an extension to previous work on testing functional aspects of web applications through the GUI (PBGT - Pattern Based GUI Testing). The main goal of this work is to be the first step in extending PBGT's PARADIGM language with usability testing patterns, so that it is possible to build test models from which usability tests can be generated and automatically executed over a website. This paper presents a new usability test pattern, called 'Reachability Test Pattern', which is validated in a case study performed over an academic software system available on the web. © 2017 IEEE.
2016
Autores
Flores, NH; Paiva, ACR; Letra, P;
Publicação
2ND INTERNATIONAL CONFERENCE ON HIGHER EDUCATION ADVANCES,HEAD'16
Abstract
Software engineering (SE) is an area with a wide range of concepts and knowledge. Such diversity of topics, requires the application of different teaching and learning techniques for an effective education. Serious Games is one of such techniques, yet its design tends to be complex, currently lacking a map of game design standards that comply with SE education requirements. This paper presents a process to identify the game design patterns that can be effective for teaching software engineering, specifically the software project management topic. Firstly, it begins by identifying the relationship between game design patterns and teaching and learning functions based on literature review. Secondly, it filters which of those teaching and learning functions is most relevant to software project management education, according to SE education specialists. Finally, it validates the relationship between game design patterns and software project management education through an empirical study conducted with master students. The results can be used as a basis for designing and developing serious games for teaching software project management. (C) 2016 The Authors. Published by Elsevier Ltd.
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