The travel metaphor as design principle and training aid for navigating around complex systems
Proceedings of Third Conference of the British Computer Society Human-Interactio on People and computers III
Recording the reasons for design decisions
ICSE '88 Proceedings of the 10th international conference on Software engineering
gIBIS: a hypertext tool for exploratory policy discussion
ACM Transactions on Information Systems (TOIS)
SRE: a knowledge-based environment for large-scale software re-engineering activities
ICSE '89 Proceedings of the 11th international conference on Software engineering
Report on a development project use of an issue-based information system
CSCW '90 Proceedings of the 1990 ACM conference on Computer-supported cooperative work
Concepts as hypertext nodes: the ability to learn while navigating through hypertext nets
Designing hypermedia for learning
The role of critiquing in cooperative problem solving
ACM Transactions on Information Systems (TOIS) - Special issue on computer—human interaction
Object oriented application frameworks
Object oriented application frameworks
Deceived by ease of use: using paradigmatic applications to build visual design environments
Proceedings of the 1st conference on Designing interactive systems: processes, practices, methods, & techniques
Extending the Potts and Bruns model for recording design rationale
ICSE '91 Proceedings of the 13th international conference on Software engineering
Prototyping in industrial software projects—bridging the gap between theory and practice
ICSE '93 Proceedings of the 15th international conference on Software Engineering
vis-A-vis: An Object-Oriented Aplication Framework for Graphical Design-Tools
Proceedings of the IFIP TC5/WG5.10 Working Conference on Interfaces in Industrial Systems for Production Engineering
Learning organizational knowledge: an evolutionary proposal for requirements engineering
SEKE '02 Proceedings of the 14th international conference on Software engineering and knowledge engineering
Experience Magnets: Attracting Experiences, Not Just Storing Them
PROFES '01 Proceedings of the Third International Conference on Product Focused Software Process Improvement
Breaking the Ice for Agile Development of Embedded Software: An Industry Experience Report
Proceedings of the 26th International Conference on Software Engineering
Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles
The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas
ACM Transactions on Computer-Human Interaction (TOCHI)
Agile methods and visual specification in software development: a chance to ensure universal access
UAHCI'07 Proceedings of the 4th international conference on Universal access in human computer interaction: coping with diversity
Generating fast feedback in requirements elicitation
REFSQ'07 Proceedings of the 13th international working conference on Requirements engineering: foundation for software quality
Prototype evaluation and user-needs analysis in the early design of emerging technologies
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: interaction design and usability
Using FLOW to Improve Communication of Requirements in Globally Distributed Software Projects
CIRCUS '09 Proceedings of the 2009 Collaboration and Intercultural Issues on Requirements: Communication, Understanding and Softskills
Future studies of learning software organizations
WM'05 Proceedings of the Third Biennial conference on Professional Knowledge Management
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Software prototypes are becoming more and more important, as computer applications invade new domains and as personal prototyping environments become more powerful. Although numerous approaches recommend their use, prototypes are sometimes treated like their developers' personal toys, and little effort is made to extract and share the experiences and knowledge that emerged as a by-product of building the prototype. In this paper, a strategy is proposed to extract crucial pieces of knowledge from a prototype and from its developer. The strategy is based on monitoring explanations that developers give, analyzing their structure, and feeding results back to support and to focus explanations. During this process, the prototype turns into the centerpiece of a hyperstructured information base, which can be used to convey concepts, implementation tricks and experiences. If organizations begin to view-and treat-prototypes as executable representations of knowledge, they can fully capitalize on the assets prototypes really are.