UsaUS e-learning: uma abordagem para incorporar aspectos de usabilidade em User Stories
Lopes, Larissa Albano
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Inside the software development context for e-learning, there is a constant con- cern about the usability improvement of these aplications, already their can bring significant impacts in the learning of the student. These applications are highly interactive and needs to have easily their resources adopted according to knowledge domain and target public. The Agile methods has been a relevant and well accepted methodology by developers for this domain. This method allows always to change the scope and characteristics in an agile manner. In the agile development, the user stories had been used by developers in different moments and for different aims du- ring the development process. Yet, still there are difficulties in the write of the user stories in the manner that it really communicate what have to be the developers focus, especially in the interaction questions. Considering the scenario exposed, this master’s degree project propose an approach to support software developers inside of the e-learning domain in the elaboration of the user stories aimings to catch the usability aspects. Based on two exploratory studies carried out with software deve- lopers, the UsaUS e-learning approach was proposed. This approach have a specific grammar to write the user stories and also usability guidelines to support develo- perts to focus on revelants aspects for the e-learning applications development. The UsaUS e-learning was evaluate through three experimental studies that aimings to verify the acceptance and use of this approach: the first one evaluated the use ac- ceptance of the approach in the perspective of the software developer; the second investigated the user stories use, written in the first, in low fidelity prototypes de- velopment to concept an e-learning application. Finally, the third inspected the developed prototypes to verify if these apply the UsaUS e-learning guidelines. In these third was evaluated if the guidelines that had been used in the first to write, communicate the usability aspects and if these were understood by the participants that developed the prototypes. The evaluation results showed that the approach reach its propose inside of the e-learning context.