<?xml version="1.0" encoding="ISO-8859-1"?><article xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<front>
<journal-meta>
<journal-id>1405-5546</journal-id>
<journal-title><![CDATA[Computación y Sistemas]]></journal-title>
<abbrev-journal-title><![CDATA[Comp. y Sist.]]></abbrev-journal-title>
<issn>1405-5546</issn>
<publisher>
<publisher-name><![CDATA[Instituto Politécnico Nacional, Centro de Investigación en Computación]]></publisher-name>
</publisher>
</journal-meta>
<article-meta>
<article-id>S1405-55462005000300006</article-id>
<title-group>
<article-title xml:lang="en"><![CDATA[The Practical Design Method: A Software Design Method for a First Object-Oriented Project]]></article-title>
<article-title xml:lang="es"><![CDATA[El Método Práctico de Diseño: Un Método de Diseño de Software para un Primer Proyecto Orientado a Objetos]]></article-title>
</title-group>
<contrib-group>
<contrib contrib-type="author">
<name>
<surname><![CDATA[Ortega Arjona]]></surname>
<given-names><![CDATA[Jorge L]]></given-names>
</name>
<xref ref-type="aff" rid="A01"/>
</contrib>
</contrib-group>
<aff id="A01">
<institution><![CDATA[,UNAM Facultad de Ciencias Departamento de Matemáticas]]></institution>
<addr-line><![CDATA[ ]]></addr-line>
</aff>
<pub-date pub-type="pub">
<day>00</day>
<month>09</month>
<year>2005</year>
</pub-date>
<pub-date pub-type="epub">
<day>00</day>
<month>09</month>
<year>2005</year>
</pub-date>
<volume>9</volume>
<numero>1</numero>
<fpage>41</fpage>
<lpage>54</lpage>
<copyright-statement/>
<copyright-year/>
<self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_arttext&amp;pid=S1405-55462005000300006&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_abstract&amp;pid=S1405-55462005000300006&amp;lng=en&amp;nrm=iso"></self-uri><self-uri xlink:href="http://www.scielo.org.mx/scielo.php?script=sci_pdf&amp;pid=S1405-55462005000300006&amp;lng=en&amp;nrm=iso"></self-uri><abstract abstract-type="short" xml:lang="en"><p><![CDATA[Commercial object-oriented design methods are often complicated and hard to learn and use. This paper presents a software design method that is a pragmatic and simple approach to designing object-oriented applications. It is based on the fundamental principles of object-oriented design: objects and their cooperation. Design process descriptions are described, considering modeling notations, as well as steps from collecting customer requirements to implementing code. The design method includes only three notations and five clear steps. Still, it covers the software design process from requirements capture to testing. The approach presented here is simple and easy enough to apply and further develop. It can be used in the very first object-oriented projects of a company, and in domains and environments that are clear and simple enough, such as a design course in a computing school. For more complex domains or environments, the method scales up.]]></p></abstract>
<abstract abstract-type="short" xml:lang="es"><p><![CDATA[Los métodos de diseño orientados a objetos comerciales son frecuentemente complicados y difíciles de aprender y usar. Este artículo presenta un método de diseño de software como una aproximación pragmática y sencilla para el diseño de aplicaciones orientadas a objetos. Se basa en los principios fundamentales del diseño orientado a objetos: los objetos y su cooperación. Las descripciones de los procesos de diseño se describen, considerando notaciones para el modelado, así como para los pasos desde la recolección de requerimientos del cliente hasta la implementación del código. El método de diseño incluye tan solo tres notaciones y cinco pasos. Aun así, cubre el proceso de diseño desde la captura de requerimientos hasta las pruebas. La aproximación que se presenta aquí es sencilla y suficientemente fácil para aplicarse y continuar desarrollándose. Puede usarse en los primeros proyectos orientados a objetos de una compañía, y en dominios y ambientes suficientemente claros y sencillos, como un curso de diseño en las escuelas de computación. Para dominios y ambientes más complejos, el método escala.]]></p></abstract>
<kwd-group>
<kwd lng="en"><![CDATA[Object-Oriented]]></kwd>
<kwd lng="en"><![CDATA[Software Design]]></kwd>
<kwd lng="en"><![CDATA[Design Method]]></kwd>
<kwd lng="en"><![CDATA[Notation]]></kwd>
<kwd lng="en"><![CDATA[Process]]></kwd>
<kwd lng="en"><![CDATA[Artifactcs]]></kwd>
<kwd lng="es"><![CDATA[Orientación a Objetos]]></kwd>
<kwd lng="es"><![CDATA[Diseño de Software]]></kwd>
<kwd lng="es"><![CDATA[Método de Diseño]]></kwd>
<kwd lng="es"><![CDATA[Notación]]></kwd>
<kwd lng="es"><![CDATA[Proceso]]></kwd>
<kwd lng="es"><![CDATA[Artefactos]]></kwd>
</kwd-group>
</article-meta>
</front><body><![CDATA[ <p align="center"><font face="verdana" size="4"><b>The Practical Design Method: A Software Design Method for a First Object&#150;Oriented Project</b></font></p>     <p align="center"><font face="verdana" size="2">&nbsp;</font></p>     <p align="center"><font face="verdana" size="3"><b><i>El M&eacute;todo Pr&aacute;ctico de Dise&ntilde;o: Un M&eacute;todo de Dise&ntilde;o de Software para un Primer Proyecto Orientado a Objetos</i></b></font></p>     <p align="center"><font face="verdana" size="2">&nbsp;</font></p>     <p align="center"><font face="verdana" size="2"><b>Jorge L. Ortega Arjona</b></font></p>     <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>     <p align="justify"><font face="verdana" size="2"><i>Departamento de Matem&aacute;ticas, Facultad de Ciencias, UNAM Tel. +52 56 22 4858 E&#150;mail <a href="mailto:jloa@fciencias.unam.mx">jloa@fciencias.unam.mx</a></i></font></p>     <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>     <p align="justify"><font face="verdana" size="2">Article received on February 24, 2002    <br>   Accepted on March 18, 2005 </font></p>     ]]></body>
<body><![CDATA[<p align="justify"><font face="verdana" size="2">&nbsp;</font></p>     <p align="justify"><font face="verdana" size="2"><b>Abstract</b></font></p>     <p align="justify"><font face="verdana" size="2">Commercial object&#150;oriented design methods are often complicated and hard to learn and use. This paper presents a software design method that is a pragmatic and simple approach to designing object&#150;oriented applications. It is based on the fundamental principles of object&#150;oriented design: objects and their cooperation. Design process descriptions are described, considering modeling notations, as well as steps from collecting customer requirements to implementing code. The design method includes only three notations and five clear steps. Still, it covers the software design process from requirements capture to testing. The approach presented here is simple and easy enough to apply and further develop. It can be used in the very first object&#150;oriented projects of a company, and in domains and environments that are clear and simple enough, such as a design course in a computing school. For more complex domains or environments, the method scales up. </font></p>     <p align="justify"><font face="verdana" size="2"><b>Keywords:</b> Object&#150;Oriented, Software Design, Design Method, Notation, Process, Artifactcs.</font></p>     <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>     <p align="justify"><font face="verdana" size="2"><b>Resumen</b></font></p>     <p align="justify"><font face="verdana" size="2">Los m&eacute;todos de dise&ntilde;o orientados a objetos comerciales son frecuentemente complicados y dif&iacute;ciles de aprender y usar. Este art&iacute;culo presenta un m&eacute;todo de dise&ntilde;o de software como una aproximaci&oacute;n pragm&aacute;tica y sencilla para el dise&ntilde;o de aplicaciones orientadas a objetos. Se basa en los principios fundamentales del dise&ntilde;o orientado a objetos: los objetos y su cooperaci&oacute;n. Las descripciones de los procesos de dise&ntilde;o se describen, considerando notaciones para el modelado, as&iacute; como para los pasos desde la recolecci&oacute;n de requerimientos del cliente hasta la implementaci&oacute;n del c&oacute;digo. El m&eacute;todo de dise&ntilde;o incluye tan solo tres notaciones y cinco pasos. Aun as&iacute;, cubre el proceso de dise&ntilde;o desde la captura de requerimientos hasta las pruebas. La aproximaci&oacute;n que se presenta aqu&iacute; es sencilla y suficientemente f&aacute;cil para aplicarse y continuar desarroll&aacute;ndose. Puede usarse en los primeros proyectos orientados a objetos de una compa&ntilde;&iacute;a, y en dominios y ambientes suficientemente claros y sencillos, como un curso de dise&ntilde;o en las escuelas de computaci&oacute;n. Para dominios y ambientes m&aacute;s complejos, el m&eacute;todo escala. </font></p>     <p align="justify"><font face="verdana" size="2"><b>Palabras Clave: </b>Orientaci&oacute;n a Objetos, Dise&ntilde;o de Software, M&eacute;todo de Dise&ntilde;o, Notaci&oacute;n, Proceso, Artefactos.</font></p>     <p align="justify"><font face="verdana" size="2">&nbsp;</font></p>     <p align="justify"><font face="verdana" size="2"><a href="/pdf/cys/v9n1/v9n1a6.pdf" target="_blank">DESCARGAR ART&Iacute;CULO EN FORMATO PDF</a></font></p>     ]]></body>
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