Infusing Design Thinking into a Software Engineering Capstone Course

Software engineering (SE) educators are challenged to balance the scope and depth in their courses to train students in skills which will fulfill the ever-evolving industry needs. Capstone courses are a tool for educators to transfer hands-on experience into practical knowledge and skills of SE students. This paper describes the design of a Casptone course, at Lappeenranta University of Technology. The designed course is "human-centric SE capstone", infusing design thinking methods and agile practices into the project life-cycle knowhow. The capstone was offered in spring of 2017 as a 16-week course for 29 students. Design thinking was effective to perform requirement elicitation, software design and testing. Also, the applied approach allowed students to be self-directed which increased their motivation, as a result there was zero dropout rate. Design thinking is a powerful mean of problem solving and effectively supports SE education in bringing a more hands-on and minds-on, problem-based curriculum.

[1]  Jane Cleland-Huang,et al.  A Case Study: Injecting Safety-Critical Thinking into Graduate Software Engineering Projects , 2017, 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET).

[2]  H. Wayment,et al.  Increasing Student Participation in Undergraduate Research Benefits Students, Faculty, and Department , 2008 .

[3]  Peggy A. Ertmer,et al.  The Interdisciplinary Journal of Problem-based Learning Essential Readings in Problem-Based Learning : Exploring and Extending the Legacy of Howard S , 2017 .

[4]  K. Kvåle,et al.  Improving service quality through customer journey analysis , 2016 .

[5]  P. Krutchen,et al.  The Rational Unified Process: An Introduction , 2000 .

[6]  Antti Knutas Increasing Beneficial Interactions in a Computer-Supported Collaborative Environment , 2016 .

[7]  J. B. Brooke,et al.  SUS: A 'Quick and Dirty' Usability Scale , 1996 .

[8]  M. Csíkszentmihályi Toward a Psychology of Optimal Experience , 2014 .

[9]  Feng S. Din,et al.  The Effects of Playing Educational Video Games on Kindergarten Achievement , 2001 .

[10]  A. Gokhale Collaborative Learning Enhances Critical Thinking , 1995 .

[11]  C. Bryson,et al.  The role of engagement in inspiring teaching and learning , 2007 .

[12]  Spencer P. Magleby,et al.  A Review of Literature on Teaching Engineering Design Through Project‐Oriented Capstone Courses , 1997 .

[13]  Jun Park,et al.  AR storyboard: an augmented reality based interactive storyboard authoring tool , 2005, Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR'05).

[14]  Ulla Johansson-Sköldberg,et al.  Design Thinking: Past, Present and Possible Futures , 2013 .

[15]  Tamara Sumner,et al.  Using Personas to Understand the Needs and Goals of Institutional Repositories , 2008, D Lib Mag..

[16]  Tayana Conte,et al.  The Students' Perspectives on Applying Design Thinking for the Design of Mobile Applications , 2017, 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET).

[17]  Eunji Lee,et al.  Design Thinking Methods and Tools for Innovation , 2015, HCI.

[18]  Toshio Okamoto,et al.  Collaborative technology and new e-pedagogy , 2004, IEEE International Conference on Advanced Learning Technologies, 2004. Proceedings..

[19]  Khalid Khan,et al.  Integrating usability engineering and agile software development: A literature review , 2010, 2010 International Conference On Computer Design and Applications.

[20]  Viljan Mahnic,et al.  A Capstone Course on Agile Software Development Using Scrum , 2012, IEEE Transactions on Education.

[21]  Sarah Gielen,et al.  On the dynamics of students' approaches to learning: The effects of the teaching/learning environment , 2006 .

[22]  Gail E. Kaiser,et al.  Increasing Student Engagement in Software Engineering with Gamification , 2012 .

[23]  Barry W. Boehm,et al.  Value-Based Software Engineering: Overview and Agenda , 2006, Value-Based Software Engineering.

[24]  Synneva Gjertrudsdotter Storaas Service blueprints and user journeys , 2015 .

[25]  Mark J. Sebern,et al.  SE 2014: Curriculum Guidelines for Undergraduate Degree Programs in Software Engineering , 2015, Computer.

[26]  Hakan Erdogmus,et al.  Flipping a Graduate-Level Software Engineering Foundations Course , 2017, 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET).

[27]  Sofie M. M. Loyens,et al.  Investigating effects of problem-based versus lecture-based learning environments on student motivat , 2011 .

[28]  Marie Schmidt,et al.  Learning to Teach in Higher Education , 1992 .

[29]  Robert J. Youmans,et al.  A Comparison of Prototyping on Paper (POP) Software and Traditional Paper Prototyping for Developing Mobile Products with Optimal User Experience , 2014 .

[30]  John R. Savery,et al.  Overview of Problem-Based Learning: Definitions and Distinctions. , 2006 .

[31]  S. Erzurumlu,et al.  Sustainable mining development with community using design thinking and multi-criteria decision analysis , 2015 .

[32]  V. Shute,et al.  What Is Design Thinking and Why Is It Important? , 2012 .

[33]  Jonathan Arnowitz,et al.  Effective Prototyping for Software Makers , 2006 .

[34]  M. Cecilia Bastarrica,et al.  What Can Students Get from a Software Engineering Capstone Course? , 2017, 2017 IEEE/ACM 39th International Conference on Software Engineering: Software Engineering Education and Training Track (ICSE-SEET).

[35]  James M. Purtilo,et al.  A methodology for prototyping-in-the-large , 1991, [1991 Proceedings] 13th International Conference on Software Engineering.

[36]  D. Kember Interpreting Student Workload and the Factors Which Shape Students' Perceptions of Their Workload. , 2004 .

[37]  A. T. Chamillard,et al.  The software engineering capstone: structure and tradeoffs , 2002, SIGCSE '02.

[38]  Nergiz Ercil Cagiltay Teaching software engineering by means of computer-game development: Challenges and opportunities , 2007, Br. J. Educ. Technol..

[39]  Juan José Gómez-Alday,et al.  Assessing student workload in Problem Based Learning: Relationships among teaching method, student workload and achievement. A case study in Natural Sciences , 2011 .

[40]  Ian Glover,et al.  Play As You Learn: Gamification as a Technique for Motivating Learners , 2013 .

[41]  Joanna C. Dunlap Changes in Students' Use of Lifelong Learning Skills During a Problem‐based Learning Project , 2008 .

[42]  Pierre Dillenbourg,et al.  The Evolution of Research on Computer-Supported Collaborative Learning , 2009 .

[43]  Baochuan Lu,et al.  Teaching agile methodology in a software engineering capstone course , 2011 .

[44]  Tim Brown,et al.  Design Thinking for Social Innovation , 2010 .

[45]  Joanna C. Dunlap Problem-based learning and self-efficacy: How a capstone course prepares students for a profession , 2005 .

[46]  Glenn A. Fink,et al.  Mixed-Initiative Cyber Security: Putting humans in the right loop , 2009 .

[47]  Natalia Juristo Juzgado,et al.  A HCI technique for improving requirements elicitation , 2012, Inf. Softw. Technol..

[48]  Tim Knight,et al.  The ISO 9000 Quality Systems Handbook , 2006 .

[49]  Susannah Howe,et al.  Where Are We Now? Statistics on Capstone Courses Nationwide. , 2010 .

[50]  Jouni Ikonen,et al.  Teaching programming with flipped classroom method: a study from two programming courses , 2015, Koli Calling.

[51]  Maryanne M. Gobble,et al.  Design Thinking , 2010, The Palgrave Encyclopedia of the Possible.

[52]  Baharuddin Aris,et al.  Gamification's Role as a Learning and Assessment Tool in Education , 2016, Int. J. Knowl. Based Organ..

[53]  G. Gibbs Learning by doing: A guide to teaching and learning methods , 1988 .

[54]  Gill Christy,et al.  Management and Organisational Behaviour , 1985 .

[55]  John S. Pruitt,et al.  The Persona Lifecycle: Keeping People in Mind Throughout Product Design , 2006 .

[56]  D. Bligh Learning to teach in higher education , 1993 .

[57]  Richard Buchanan,et al.  Wicked Problems in Design Thinking , 1992 .

[58]  Robert M. Keller,et al.  Fun and games: a new software engineering course , 2005, ITiCSE '05.

[59]  Christopher Dean,et al.  Student perspectives on learning through developing software for the real world , 2011, 2011 Frontiers in Education Conference (FIE).

[60]  Herbert A. Simon,et al.  The Sciences of the Artificial , 1970 .

[61]  Elisabeth R. Hayes,et al.  Making Computer Games and Design Thinking , 2008, Games Cult..

[62]  Andrew Peter Wallace McCarthy E DITOR ’ S C OMMENTS Diversity of Design Science Research , 2022 .

[63]  Gerald C. Gannod,et al.  Using the inverted classroom to teach software engineering , 2008, 2008 ACM/IEEE 30th International Conference on Software Engineering.

[64]  C. Shaun Longstreet,et al.  Software engineering senior design course: experiences with agile game development in a capstone project , 2011, GAS '11.

[65]  Waddah Akili,et al.  Perspectives on engineering design learning: Realities, challenges, and recommendations , 2015, 2015 IEEE Frontiers in Education Conference (FIE).

[66]  Fabian Groh Gamification : State of the Art Definition and Utilization , 2012 .