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Requirements
Published in Randall Fulton, Roy Vandermolen, Airborne Electronic Hardware Design Assurance, 2017
Randall Fulton, Roy Vandermolen
Probing further into the relationship between requirements and the design process, since the “how” of the hardware cannot be known until after the design has been conceptualized or designed, and the requirements are constrained to contain only the “what” of the hardware’s functionality, then the way to document the “how” of the hardware is to use another type of document that is written specifically for that purpose. That document is the Design Description document, sometimes referred to as a Design Document.
Designing an electronic performance support system for technology-rich environments
Published in Behaviour & Information Technology, 2018
Following the evaluation of the system by three groups of participants, aspects that were found to be deficient or difficult to understand were identified. Revisions were made to the design document and the simulated interface, and the design was given its final shape. The main screen of the simulated interface for the final design is shown in Figure 2.
Does Playing Cooperative Mobile Games Facilitate Social Interaction and Positive Affect in Middle Childhood?
Published in International Journal of Human–Computer Interaction, 2022
Ayse Busra Iplikci, Gul Gunaydin, Emre Selcuk, Yavuz Eren, Lindon Krasniqi
Following past work that developed a new game for specific research purposes (e.g., see Chang et al., 2016; Gennari et al., 2017), the cooking game was developed for the present study to investigate the effects of cooperative (vs. solitary) mobile gaming on children’s social behaviors and positive affect. Unity game engine technology was used due to the wide range of assets available to assist in game development (e.g., the code for cutting 3D ingredients using players’ finger movements). The core game mechanics and software development incorporated the phases of creating a game design document, prototyping, Unified Modeling Language (UML) based software architecture design, and agile development. To allow players to interact in real time, Unity’s networking technology (a set of code libraries allowing multiple players to connect to a common game from different devices) was modified for transferring the ingredient geometry information across multiple devices. Device-specific libraries were accessed to incorporate additional input types, such as tilting the mobile devices to roll 3D objects. Deployment packages were generated for both Android and iOS devices. The final stage, before deployment on the Android and iOS, was an extensive quality assurance (Q/A) period in which the following elements were tested: (a) User interface and user experience (UI/UX) performance, (b) network stress testing, (c) various player join/quit scenarios, and (d) general playability. These tests were conducted by non-technical personnel who played the game across multiple device configurations (different combinations of mobile phones and tablets) and provided feedback to the development team. Examples of changes following the Q/A period included: (a) fixing timing-related code to ensure all players were accessing the same game state, (b) changing the size and positions of user interface elements (e.g., buttons) to limit accidental presses, and (c) implementing fallback code to keep the game from crashing if a player loses Wi-Fi connection.