Week 2: Empirical Evaluation of Models for EA Flashcards

1
Q

Nature of comparison

A
  • Single grammar comparison:
    + Inter-grammar comparison
    + Intra-grammar comparison
  • Multi grammar comparison.
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2
Q

Inter-grammar comparison

A
  • BPMN vs Activity Diagram

- Entity Relationship vs Class Diagram

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3
Q

Intra-grammar comparison

A

Example: Within an ER Diagram.

  • Cardinality
  • Attributes
  • Relationships
  • Inheritance
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4
Q

Multi-grammar comparison

A

UML vs DODAF

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5
Q

Empirical Evaluation of models

A

Setting:
- Assume that we want to compare model A and model B.
- Choose at least one case, that are informationally equivalent.
- Randomly assign study participants to the two groups.
- Group 1 is given model A and Group 2 is given model B.
- Make everything similar or they would say the result was because of the difference.
- Evaluate all subjects using similar test.
- If experts are grading the outcome, use at least two experts and have Inter-Rater-Reliability (IRR) >0.8
- Compare the average of two groups (e.g. ANOVA).
+ Check if there is a significant difference between the averages.

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6
Q

Breakdown

A

Errors that are identified from the verbal protocols of sessions.

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7
Q

Error

A

A breakdown that lasts and not corrected by the end of the process.

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8
Q

Confidence

A

In correctness is an indicator of comfort level generated throughout the process.

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9
Q

Diagrama comprehension

A

A set of questions about elements (constructs) in the model. -> number of items remembered, recall (redraw the model) fill-in-the-blank questions.

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10
Q

Problem solving

A

Number of suggested solutions, then, check which diagram is better; BPMN or an activity diagram.

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11
Q

Ontology

A

Addresses what exists and happens in the world and how they can be grouped.

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12
Q

Zachman Framework

A

Approach: Linguistic
Complete representation occurs if .. : Models answers all questions (What, Where, Who, …) from different perspectives.
Not empirically supported.

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13
Q

Bunge, Wand, and Weber (BWW)

A

Approach: Ontological
Complete representation occurs if .. : Models have a corresponding construct for each construct in the ontology.
Empirically supported.

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14
Q

Ontological deficiencies:

A
  • Ontological incompleteness (construct deficit)
  • Ontological completeness but vagueness construct overload.
  • Ontological completeness but vagueness construct redundancy.
  • Ontological completeness but vagueness construct excess.
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15
Q

Ontological incompleteness (construct deficit)

A

An ontological construct exists that has no mapping from any grammatical construct (a 1:0 mapping).

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16
Q

Ontological completeness but vagueness construct overload.

A

A single grammatical construct maps to two or more ontological constructs (a m:1 mapping).

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17
Q

Ontological completeness but vagueness construct redundancy.

A

Two or more grammatical constructs map to a single ontological construct (a 1:m mapping).

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18
Q

Ontological completeness but vagueness construct excess.

A

A grammatical modelling construct does not map onto any ontological construct (a 0:1 mapping).

19
Q

Empirical support for ontological expressiveness.

A
- Ontological expressiveness.
\+ Ontological completeness on perceived useful of modelling -> construct deficit.
- Ontological clarity on perceived ease of use of modelling:
\+ Construct redundancy
\+ Construct overload
\+ Construct excess
- Path significance 
\+ >0.1
\+ Variability explained
20
Q

THING (BWW)

A

A thing is the elementary unit in the BWW model. The real world is made up of things. Two or more things (composite or simple) can be associated into a composite thing.

21
Q

PROPERTY (BWW)

A

Things possess properties. A property is modeled via a function that maps the thing into some value.

22
Q

CLASS (BWW)

A

A class is a set of things that can be defined via their possessing a single property.

23
Q

KIND (BWW)

A

A kind is a set of things that can be defined only via their possessing two or more common properties.

24
Q

STATE (BWW)

A

The vector of values for all property functions of a thing is the state of a thing.

25
Q

LAWFUL STATE SPACE (BWW)

A

The lawful state space is the set of states of a thing that comply with the state laws of the thing.

26
Q

STABLE STATE (BWW)

A

A stable state is a state that will be changed into another state by virtue of the action of transformations in the system.

27
Q

UNSTABLE STATE (BWW)

A

An unstable state is a state that will be changed into another state by virtue of the action of transformations in the system.

28
Q

HISTORY (Logs of State Changes) (BWW)

A

The chronologically-ordered states that a thing traverses in time are the history of the thing.

29
Q

EVENT (BWW)

A

A change in state of a thing is an event. It is effected via a transformation.

30
Q

LAWFUL EVENT SPACE (BWW)

A

The lawful event space is the set of all events in a thing that are lawful.

31
Q

TRANSFORMATION (BWW)

A

A transformation is a mapping from one state to another state.

32
Q

COUPLING (BWW)

A

Two things are said to be coupled (or interact) if one thing acts on the other.

33
Q

SYSTEM (BWW)

A

A set of things is a system if, for any bi-partitioning of the set, couplings exist among things in the two subsets.

34
Q

SYSTEM STRUCTURE (BWW)

A

The set of couplings that exist among things within the system, and among things in the environment of the system and things in the system is called the structure.

35
Q

EVENT (BPMN)

A

An event is something that happens during the course of a process or a choreography. Symbol: Circle with open center.

36
Q

ACTIVITY (BPMN)

A

An activity is a generic term for work that company performs in a process. Symbol: Square with open center.

37
Q

GATEWAY (BPMN)

A

A gateway is used to control the divergence and convergence of sequence flows in a process and in a choreography. Symbol: Diamond with open center.

38
Q

SEQUENCE FLOW (BPMN)

A

A sequence flow is used to show the order that activities will be performed in a process or choreography. Symbol: Arrow

39
Q

MESSAGE FLOW (BPMN)

A

A message flow is used to show the flow of messages between two participants that are prepared to send and receive them. Symbol: Dotted arrow.

40
Q

POOL (BPMN)

A

A graphical representation of a participant in a collaboration.

41
Q

LANE (BPMN)

A

A lane is a sub-partition within a process, sometimes within a pool, and will extend the entire length of the proces, either vertically or horizontally. Lanes are used to organize and categorize activities.

42
Q

TEXT ANNOTATION (BPMN)

A

Text annotations are a mechanism for a modeler to provide additional text information for the reader of a BPMN diagram.

43
Q

OFF-PAGE-CONNECTOR

A

Generally used for printing, this object will show where a sequence flow leaves one page and then restarts o the next page.

44
Q

Tips

A

First look at the ontology for models before starting your modelling. BizzDesign is the best one to model.