Este documento contiene una serie de símbolos y caracteres extraños sin significado aparente. No hay información relevante o de alto nivel que resumir.
Henken Bean presented on defining user experience (UX) design. He argued that UX design is about service, not just empathy, storytelling or conversation. He told a story about difficulties withdrawing money from an ATM to illustrate a service/design failure with a bank. However, he saw it as a service/design opportunity to provide customers with self-service tools through email alerts, identity confirmation and card unlocking, empowering them to help themselves. In the end, he concluded that UX design is about creating a holistic service experience through building systems and tools for customers.
Software development effort reduction with Co-oplbergmans
This talks explains the motivations for the Co-op technology: what are the challenges it addresses, in particular focusing on reducing accidental complexity, where it comes from, and a general vision on how to resolve it. Then we continue to show practical application of Co-op, including experience figures from large-scale application of a previous generation of this technology. Show a little bit about its realization, and conclude with an evaluation of the technology.
The document discusses lessons learned from designing an architecture for a product line of custom laser conversion systems. It describes the context of laser-based manufacturing systems that cut, weld, and mark materials. The product line includes different scanner technologies and multi-stage processing configurations. The goal was a scalable design that could adapt to changing requirements and new products. Some key architecture design trade-offs discussed are balancing robustness versus flexibility in run-time control, and separating device control concerns from product-specific logic.
Close Encounters in MDD: when models meet codelbergmans
“Close encounters in MDD: when Models meet Code”
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Finally, we discuss how the presented approach fits with the ‘scalable design’ approach for developing software that is scalable with respect to evolving requirements.
Close encounters in MDD: when Models meet Codelbergmans
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Henken Bean presented on defining user experience (UX) design. He argued that UX design is about service, not just empathy, storytelling or conversation. He told a story about difficulties withdrawing money from an ATM to illustrate a service/design failure with a bank. However, he saw it as a service/design opportunity to provide customers with self-service tools through email alerts, identity confirmation and card unlocking, empowering them to help themselves. In the end, he concluded that UX design is about creating a holistic service experience through building systems and tools for customers.
Software development effort reduction with Co-oplbergmans
This talks explains the motivations for the Co-op technology: what are the challenges it addresses, in particular focusing on reducing accidental complexity, where it comes from, and a general vision on how to resolve it. Then we continue to show practical application of Co-op, including experience figures from large-scale application of a previous generation of this technology. Show a little bit about its realization, and conclude with an evaluation of the technology.
The document discusses lessons learned from designing an architecture for a product line of custom laser conversion systems. It describes the context of laser-based manufacturing systems that cut, weld, and mark materials. The product line includes different scanner technologies and multi-stage processing configurations. The goal was a scalable design that could adapt to changing requirements and new products. Some key architecture design trade-offs discussed are balancing robustness versus flexibility in run-time control, and separating device control concerns from product-specific logic.
Close Encounters in MDD: when models meet codelbergmans
“Close encounters in MDD: when Models meet Code”
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
Finally, we discuss how the presented approach fits with the ‘scalable design’ approach for developing software that is scalable with respect to evolving requirements.
Close encounters in MDD: when Models meet Codelbergmans
Model-Driven Development (MDD) promises a number of advantages, which include the ability to work at higher abstraction levels, static reasoning about models, and generation of platform-specific code. To achieve this, generally a transformation-based approach is adopted, which generates code from models. In this presentation we discuss –in addition to the potential advantages– a number of possible misunderstandings and risks of MDD.
In particular, we address the risks of transformation-based software development, such as:
• It is rarely possible to generate the full functionality of a (sub-)system from models; as a result, it is necessary to either do additional ‘manual coding’ –a challenge to integrate with the generated code– or annotate the model with small or larger fragments of executable code, which has several restrictions and practical consequences: for instance it mingles abstraction levels, and reduces maintainability of code and models.
• MDD is particularly effective when various different models can be used, each optimized for a specific domain. However, when using transformation techniques, de combination of multiple models in an integrated application is far from trivial.
In this talk we propose –as a low-threshold approach–, ‘bottom-up’ model-driven development. This means that the focus on domain-specific abstractions remains, as well as the separation of platform-specific and platform-independent software. This approach, which is related to Domain-Driven Design and domain-specific languages (DSLs), aims to exploit the advantages of modeling in terms of abstractions, while at the same time reducing the gap between models and code. This can be achieved by specifying the models in code, while separating platform-specific code from the model code. An important issue is the capability to combine several different models, without getting into technical difficulties: we discuss existing as well as a novel approach, entitled Co-op, which aim to address this problem.
El documento describe cuatro plantas diferentes, proporcionando detalles sobre sus hojas, flores, tallos y frutos. Para cada planta, ofrece una o dos oraciones sobre sus características distintivas.
This document discusses the components and principles of improvisation. It breaks improv down into modes (seeing, hearing, feeling), structures (rules that guide group creation), and core actions (passive listening vs. active contributing). Example improv structures are provided for dance, music, speaking and art. The document also covers practical applications of improv like brainstorming and team building. Refinement involves quick recovery from mistakes, practicing structures in a group, and optimizing for variation.
Este documento contiene una serie de símbolos y caracteres extraños sin significado aparente. No hay información relevante o de alto nivel que resumir.
A tall, oddly dressed stranger named Lamont Woods appeared at the man's door, and despite sensing trouble, the man agreed to drive off with him. This began 49 hours of terror as Woods kidnapped the man and demanded a $7 million ransom, telling a strange political story. The man's wife Virginia witnessed their departure and noted Woods was driving a dark green Ford Torino but couldn't make out the license plate.
Managing Complexity and Change with Scalable Software Designlbergmans
This is a presentation I gave to a group of IT managers. It explains what 'scalable design' is about, discusses its motivations by a number of facts and figures about software development, and illustrates the approach through a real-world case.
The document provides instructions for creating a wiki entry with sorting capabilities in 5 steps:
1) Access the wiki page and select the school to add an entry to.
2) Click "Create Page" and select the page template and title, as well as the school to place it under.
3) Input the wiki entry content into the editable screen.
4) Click "Save" to complete the entry.
5) Entries can be easily modified or deleted later using the "Edit Page" and "Delete Page" options.
A woman in Brighton, England gave birth to an eight-pound baby while in a self-induced hypnotic trance, becoming Britain's first self-hypnosis mother. The document also describes an ominous silence being broken by an explosion and the yells of charging troops, suggesting the start of a military offensive to clear out guerrilla fighters.
The document discusses surviving alone in the wilderness by defending against predators, finding food and water, and also touches on sacrificing one's life for others as well as recounting an eventful party in Malaysia. It also questions whether money is a need or necessity.
The document discusses requirements for applying Software Defined Networking (SDN) in carrier grade networks using Openflow. It addresses three key requirements:
1) Scalability in terms of supporting a huge number of network elements and flows across multiple network domains. Openflow controllers must be able to scale sustainably to handle this.
2) Availability in that carriers require reliable failover and their networks cannot stop operating. Openflow controllers need to guarantee uninterrupted network function.
3) The IRIS SDN controller from ETRI aims to solve scalability and availability issues through a clustered, hierarchical design that can support large networks split across multiple operational units.
No one says it aloud, but let it ring true, I am nothing without you. Designers and engineers are truly the heart and soul of the user experience. Let’s bring the best of each other out through communication, collaboration and embracing our common goals. A casual discussion on working together.
Slides by Justin Gravante
Slides/Talk by Justin Gravante + Henken Bean
Onboarding: "the experience a customer has when they become oriented to a product or service." Experiences included in the Onboarding phase could be a self install kit, a getting started guide, a first time user experience, or contextual help mid-use. After a few months of working on a new Onboarding experience for Comcast, I came to the conclusion that designing for this phase in the user experience is more psychological than other kinds of interface design. It's about tying into the emotional state of the user: like playing a game or having a conversation. This talk provides a core set of principles for designing Onboarding experiences that tie into this psychological approach.
El documento describe cuatro plantas diferentes, proporcionando detalles sobre sus hojas, flores, tallos y frutos. Para cada planta, ofrece una o dos oraciones sobre sus características distintivas.
This document discusses the components and principles of improvisation. It breaks improv down into modes (seeing, hearing, feeling), structures (rules that guide group creation), and core actions (passive listening vs. active contributing). Example improv structures are provided for dance, music, speaking and art. The document also covers practical applications of improv like brainstorming and team building. Refinement involves quick recovery from mistakes, practicing structures in a group, and optimizing for variation.
Este documento contiene una serie de símbolos y caracteres extraños sin significado aparente. No hay información relevante o de alto nivel que resumir.
A tall, oddly dressed stranger named Lamont Woods appeared at the man's door, and despite sensing trouble, the man agreed to drive off with him. This began 49 hours of terror as Woods kidnapped the man and demanded a $7 million ransom, telling a strange political story. The man's wife Virginia witnessed their departure and noted Woods was driving a dark green Ford Torino but couldn't make out the license plate.
Managing Complexity and Change with Scalable Software Designlbergmans
This is a presentation I gave to a group of IT managers. It explains what 'scalable design' is about, discusses its motivations by a number of facts and figures about software development, and illustrates the approach through a real-world case.
The document provides instructions for creating a wiki entry with sorting capabilities in 5 steps:
1) Access the wiki page and select the school to add an entry to.
2) Click "Create Page" and select the page template and title, as well as the school to place it under.
3) Input the wiki entry content into the editable screen.
4) Click "Save" to complete the entry.
5) Entries can be easily modified or deleted later using the "Edit Page" and "Delete Page" options.
A woman in Brighton, England gave birth to an eight-pound baby while in a self-induced hypnotic trance, becoming Britain's first self-hypnosis mother. The document also describes an ominous silence being broken by an explosion and the yells of charging troops, suggesting the start of a military offensive to clear out guerrilla fighters.
The document discusses surviving alone in the wilderness by defending against predators, finding food and water, and also touches on sacrificing one's life for others as well as recounting an eventful party in Malaysia. It also questions whether money is a need or necessity.
The document discusses requirements for applying Software Defined Networking (SDN) in carrier grade networks using Openflow. It addresses three key requirements:
1) Scalability in terms of supporting a huge number of network elements and flows across multiple network domains. Openflow controllers must be able to scale sustainably to handle this.
2) Availability in that carriers require reliable failover and their networks cannot stop operating. Openflow controllers need to guarantee uninterrupted network function.
3) The IRIS SDN controller from ETRI aims to solve scalability and availability issues through a clustered, hierarchical design that can support large networks split across multiple operational units.
No one says it aloud, but let it ring true, I am nothing without you. Designers and engineers are truly the heart and soul of the user experience. Let’s bring the best of each other out through communication, collaboration and embracing our common goals. A casual discussion on working together.
Slides by Justin Gravante
Slides/Talk by Justin Gravante + Henken Bean
Onboarding: "the experience a customer has when they become oriented to a product or service." Experiences included in the Onboarding phase could be a self install kit, a getting started guide, a first time user experience, or contextual help mid-use. After a few months of working on a new Onboarding experience for Comcast, I came to the conclusion that designing for this phase in the user experience is more psychological than other kinds of interface design. It's about tying into the emotional state of the user: like playing a game or having a conversation. This talk provides a core set of principles for designing Onboarding experiences that tie into this psychological approach.