JN
J.P.T. Nederveen
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2 records found
1
Software engineers often lack the domain knowledge needed to validate context specific parts of software. Domain experts do have this knowledge needed to validate the software, but often lack the expertise and tools to apply this knowledge in a way that tests the software product. Based on a case study at business-software company Exact, this study proposes a method of change impact analysis to help domain experts comprehend the structure of the system and allow them to take part in the code review process by assessing whether the impact of a change is as expected. Evaluation of a developed proof of concept at Exact using common-scenarios and a user evaluation shows that the method is effective in providing insights about the impact of changes to domain experts which provides a good intuition that using change impact analysis can aid domain experts to be involved in the process of improving software quality.
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Software engineers often lack the domain knowledge needed to validate context specific parts of software. Domain experts do have this knowledge needed to validate the software, but often lack the expertise and tools to apply this knowledge in a way that tests the software product. Based on a case study at business-software company Exact, this study proposes a method of change impact analysis to help domain experts comprehend the structure of the system and allow them to take part in the code review process by assessing whether the impact of a change is as expected. Evaluation of a developed proof of concept at Exact using common-scenarios and a user evaluation shows that the method is effective in providing insights about the impact of changes to domain experts which provides a good intuition that using change impact analysis can aid domain experts to be involved in the process of improving software quality.
Bachelor thesis
(2019)
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Matthias Bakker, Ayrton Braam, Wouter Morssink, Tim Nederveen, Alexander Sterk, Jan-Willem Manenschijn, Marcus Specht
Raccoon Serious Games hosts so called escape events. These events are similar to an escape room in which teams work together to solve puzzles, only on larger scale. Different kinds of challenges, arise when hosting these events, such as monitoring the progress of the teams and managing collection of physical puzzles. For an escape event, different kinds of staff help the teams to have the best experience possible. The teams need to be able to submit their answers to puzzles, while the staff should provide them with the right materials and monitor their progress. To facilitate these needs, Raccoon Serious Games created the Massive Online Reactive Serious Escape (M.O.R.S.E) system. However, the old system lacked in the parts of modularity and flexibility, while having the event hardcoded. To solve this problem, we created a new system to improve the lesser points of the old system while also improving the usability and maintainability. Over the course of ten weeks, we researched and created the Massive Online Reactive Serious Escape 2.0 (M.O.R.S.E 2.0) system. The first part of the project consisted of researching the previous system to find the requirements for a new system. After that, a new system was designed and implemented from the ground up. M.O.R.S.E 2.0 contains all the functionality of the old system, while also improving the structure of the administrator panel. Furthermore, the final product comes with several editors, allowing for designing the puzzles, schedule and logic in the form of rulesets for an escape event and allowing multiple events to be created managed. Furthermore the configuration editor allows the employees of Raccoon Serious Games to adjust different types of settings and cosmetics. The product was successfully tested during an escape event and will be used by Raccoon Serious Games for future events.
...
Raccoon Serious Games hosts so called escape events. These events are similar to an escape room in which teams work together to solve puzzles, only on larger scale. Different kinds of challenges, arise when hosting these events, such as monitoring the progress of the teams and managing collection of physical puzzles. For an escape event, different kinds of staff help the teams to have the best experience possible. The teams need to be able to submit their answers to puzzles, while the staff should provide them with the right materials and monitor their progress. To facilitate these needs, Raccoon Serious Games created the Massive Online Reactive Serious Escape (M.O.R.S.E) system. However, the old system lacked in the parts of modularity and flexibility, while having the event hardcoded. To solve this problem, we created a new system to improve the lesser points of the old system while also improving the usability and maintainability. Over the course of ten weeks, we researched and created the Massive Online Reactive Serious Escape 2.0 (M.O.R.S.E 2.0) system. The first part of the project consisted of researching the previous system to find the requirements for a new system. After that, a new system was designed and implemented from the ground up. M.O.R.S.E 2.0 contains all the functionality of the old system, while also improving the structure of the administrator panel. Furthermore, the final product comes with several editors, allowing for designing the puzzles, schedule and logic in the form of rulesets for an escape event and allowing multiple events to be created managed. Furthermore the configuration editor allows the employees of Raccoon Serious Games to adjust different types of settings and cosmetics. The product was successfully tested during an escape event and will be used by Raccoon Serious Games for future events.