Reducing Ambiguity in Requirements Elicitation Via Gamification

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2020 IEEE 28th International Requirements Engineering Conference (RE)

Reducing Ambiguity in Requirements Elicitation via


Gamification
Hafsa Shareef Dar
Dept. of Computer Science and Software
Engineering
Int. Islamic University Islamabad
Islamabad, Pakistan
hafsa_darr@yahoo.com, hafsa.dar@uog.edu.pk

Abstract— The overall quality and success of software highly complete requirements since they are unable to involve and
depends on the involvement of stakeholders. Requirements maintain interest of stakeholders for an effective elicitation.
elicitation supports RE analyst to gather requirements from the
stakeholders based on their needs. There are multiple elicitation One of the young, yet exciting method in requirements
techniques present in literature and used by the practitioners. elicitation is ‘gamification’ [5]. Gamification is the use of
Some of them are questionnaires, interviews, prototyping, and gaming elements in non-gaming contexts [6]. With the help of
user stories etc. However, these techniques are based on textual using user-involvement activities in requirements elicitation,
representation of requirements. These techniques are quite the process not only becomes easy, but it is possible to get
common among the requirement engineers yet problems of clear and understandable requirements. Therefore, if we
ambiguity, inconsistency, incompleteness still exist mostly due to reduce ambiguity at this stage i.e. during the process of
their textual nature and lack of stakeholder involvement. Lack requirements elicitation, it will have a positive impact on the
of clarity about the system increases the ambiguity of what project. The cost and time of the development will reduce. To
exactly are the system requirements. Since elicitation is carried elicit unambiguous and clear requirements from the user, we
at an early stage of development the users are not sure of what aim to develop a gamification tool to help RE team during
they want, as requirements tend to evolve with the help of requirements elicitation.
discussions and interactions among various stakeholders and
technical team. Furthermore, the conventional elicitation After Introduction, Background and Motivation is
methods are limited when it comes to stakeholders’ presented in Section 2. Section 3 presents the problem
participation and involvement, thus leaving a space for more statement, consisting of research questions, objectives and
ambiguous and incomplete requirements. In this work, technical challenges, where Section 4 is Literature Review. In
Gamification, a game-based context will be used in non-gaming Section 5 methodology of proposed work is mentioned. And
context for user involvement in fun ways. During elicitation, contributions are highlighted in Section 6.
gamification would help to involve and interact with the
stakeholders, with an intention to develop their interest in II. BACKGROUND AND MOTIVATION
eliciting and finalizing system requirements. The goal of this
paper is to reduce ambiguity during requirements elicitation. Requirements Engineering emerged in the early 1960s
This would help in reducing the cost and time of development. when structured approached of software development was
Furthermore, we will elicit software requirements using used [7]. After the popularity of the object-oriented
gamification by developing a gamification tool with a focus to approaches in 1991, gradually RE was considered as an
elicit unambiguous requirements by ensuring users’ important and first step of software development [8]. RE is an
participation and maintaining interest. The validation of tool important area of software engineering that also covers
would be done using multiple confirmatory case studies from identification of functions and system constraints [9]. The
software industry. requirements are elicited from various stakeholders, yet it is a
difficult part where stakeholders have to decide ‘what to
Keywords—ambiguity, requirements engineering, build’. The lack of clarity of what is requirement by the
requirements elicitation, gamification, software development stakeholders makes requirement elicitation a complex and
crucial activity [4].
I. INTRODUCTION
Not limited to eliciting the user needs, RE also focuses on
Requirements Engineering (RE) is the process to get developing the system according to the goals [16].
users’ requirements and transfer them into a useful and Requirements elicitation techniques tend to help in identifying
interpretable system. RE itself is a major phase of software and analyzing user needs. These techniques such as traditional
development that includes elicitation, analysis, specification, or conversational, collaborative, cognitive, innovative and
validation, negotiation and requirements management [3]. contextual techniques [16-20] facilitate the user and the RE
An extremely significant sub-process of RE is team in eliciting requirements. These techniques are divided
requirements elicitation, which supports the RE team to gather into different methods such as questionnaire, interviews,
users’ requirements with the help of various elicitation social analysis, user stories and others [2]. Details of the
techniques [2]. If the process of elicitation is not conducted existing techniques are given below [21].
correctly and requirements are not gathered properly, it would Traditional or cconversational techniques use verbal
not only impact other phases of requirement engineering but communication to elicit requirements. These techniques
would impact the overall quality of the software under include interviews [22-24, 25] and brainstorming [25]. The
development. Lack of clear and unambiguous requirements most commonly used technique is interviews but biasness is
can result in project failure [4]. Acquiring clear and the factor that makes it less effective in yielding outcomes.
unambiguous requirements is therefore a critical goal of Similarly, brainstorming is another technique that requires
requirement elicitation activity. The traditional techniques to active participation of users in the session. Observational
elicit requirements are insufficient to gather unambiguous and

2332-6441/20/$31.00 ©2020 IEEE 440


DOI 10.1109/RE48521.2020.00065
techniques use a common way of observing different human A. Research Questions
activities. Its famous methods are ethnography and social Based on the identified gaps, three research questions have
analysis [21, 26]. Such techniques largely depends upon the been formulated: 1. How to elicit unambiguous and complete
observation skills of the observant, in order to elicit software requirements via gamification? 2. What are the
unambiguous requirements. In analytical techniques, existing challenges of using gamification during elicitation of
organizational or system documents and requirements are requirements with a focus on unambiguous and complete
analyzed during elicitation. The methods like document software requirements? 3. What are the game-based elements
analysis is one of its famous method [24, 27, 28]. However, if of the gamification tool for requirement elicitation?
documents are incomplete or unclear, it leads towards
ambiguous requirements. Synthetic techniques works with the B. Aims and Objectives
contextual circumstances and it involves methods like The aim of this paper is to reduce requirements ambiguity
prototyping [24, 25, 29] and Joint Application Development with participation of stakeholders that will be ensured using
(JAD) /Rapid Application Development (RAD) sessions. gamification. However, improving the motivation of
These methods face the same issue as traditional methods i.e. participation is to ensure that they will tell requirements and
biasness may occur due to participation of specific are able to work on them, unless requirements are
organization focused group. unambiguous. Hence, for both of the aims, the objectives are:
The choice of technique selection largely depends on to identify attractive game elements of gamification for
technical factors and project environment. Where most of requirements elicitation; to develop a tool based on
these techniques acquire requirements by asking questions, gamification for elicitation of unambiguous with the help of
studying relevant material or observing different usage ambiguity reduction techniques; to perform validation by
scenarios, no method ensures active participation of the user. conducting multiple confirmatory case studies on cases taken
Gamification maintains the fun part that is using gaming from software industry; and to compare and analyze the results
elements in a serious scenario, to gain and maintain the of before and after using the tool.
interest of stakeholders during elicitation. Moreover, user Gamification is a method to improve user motivation and
motivation to participate in the process via gamification to be actively engaged in the system. For participation of
platform may result in unambiguous and complete stakeholders, we will use attractive and useful game elements
requirements. for elicitation, and for reducing ambiguity, ambiguity
In recent years, gamification has also become part of reduction technique will be used.
elicitation [10, 11] [41]. However, less work is present that C. Technical Challanges
focuses on getting unambiguous and complete requirements
In context of identified problem, the first technical
from the user [12-14]. The motivation of this work is to
develop a gamification tool that would support elicitation problem in terms of development is tool design and
process in getting unambiguous and complete requirements development. Because gaming elements for unambiguous
from the user. and complete requirements elicitation tool are not clear from
literature. Second technical challenge is we need case studies
III. PROBLEM STATEMENT and organizations willingness to execute our method of
One of the common challenges in requirements elicitation elicitation.
is to involve all the stakeholders, which is a difficult part. Even
IV. EXISTING LITERATURE
if they get involved in the process, they do not provide the
requirements clearly because of having less or no Gamification as a concept was first documented in 2010
understandability about the system. This results in ambiguous [6] and since then it gained a lot of popularity. It is commonly
and unclear requirements. In previous studies, some used in human resources, collection of data, healthcare etc.
limitations like requirements of few statements, exclusion of [32, 33]. It mainly includes different elements like setting
extensive requirements, in-scalable for real life systems, goals, rules, rewards, leaderboards, and feedback [5]. The
manual dependency, and inability to find complete words in a main elements of gamification are known as PBL i.e. points,
sentence [48] are present. The limitations of elicitation badges and leaderboards [34-36]. Points are the tracking of
techniques such as experts’ dependency, document score achieved by the user, feedback and progress display,
incompleteness, biasness, untrained team and invalid solution whereas badges represent the achievements of user and
adds more to the challenges [22, 25]. In this context, leaderboards provide ranking by comparing the user score to
gamification provides help in form of an interactive platform other users.
to stakeholders where they can understand their own system Gamification is not an old concept and is evolving, that is
and provide requirements. There are few challenges of using why it may have issues of design, unachievable goals,
gamification such as more time consumption activity, increase unrealistic rules and mechanisms [30, 31]. Recently [49] it has
in difficulty level, requires proper analysis, user involvement been declared as a state of the art, but there are certain
and participation, and difficulty in finding active users [51]. problems linked to it which can impact the outcome of the
Therefore, in our work, requirements ambiguity will be gamification activity in the long run, for instance in
reduced by involving stakeholders to participate in elicitation gamification the level of stress and tension increases that
process. For this purpose, a gamification tool will be used. effects productivity in long run, gamification consumes a lot
This tool would support the process and the team in eliciting of time, it requires a rigorous analysis before implementation,
unambiguous and complete requirements. participation awareness in users is required, absence of
standard plugins, and difficulty to get active users during the
process [51].

441
A. Requirements Elicitation via Gamification TABLE I. RELEVANT WORK IN GAMIFICATION
In RE some aspects have been gamified but there is still a
lot to be explored. The current practices have problems of Year Gamification Method Limitations Ref.
evaluation, less technological support, and challenges of 2019 GARUSO Level of biasness, [42]
Stakeholders’ involvement doubted requirements’
reliable results using gamified platforms. iThink [12], a in RE quality
gamified tool, was used to increase the participation and 2018 Ring-i process based on Size of sample, [43]
collaboration of stakeholders. The tool was designed based on i*models inconsistent model,
gamification concept with six thinking hats which is a creative Focused on requirements unclarity of idea, no
thinking method. iThink rewards the player on generating new inspection empirical evaluation
requirements. A project is setup by the project manager but 2017 CCRE crowd centric RE Not a comprehensive [13]
method solution, issues in
not rewarded because project manager is not considered as a Stakeholders’ engagement trustworthiness of
player. The game was implemented using Outsystems Agile Refine tool requirements
Platform and was evaluated using two case studies. Although 2016 CloudTeams Persona Absence of requirements [44]
iThink was fun, engaging and motivating, yet participants Builder specification, missing
reported that it was dependent on how new ideas are An application of user privacy, invalidated
generated. It was hard to draw further conclusion as test crowdsourcing on personas solution
in elicitation
sample was too limited. 2015 REVISE tool Only a proposed idea [14]
For elicitation, requirements visualization is considered as Developed for without implementation
requirements elicitation
a good approach to attract stakeholders, such as Architect Use and verification
Case Diagram (AUCD) [40]. To involve more customers and 2015 CCRE method in SPO Inexperienced team, less [46]
facilitate expressive communication for capturing A prototype attractive gaming
architecturally significant requirements, gamification using Refine tool was used for elements, issues to
AUCD was proposed for requirements elicitation and method presentation merge needs
analysis. In AUCD, images are used as communication media
and requirements’ representation is in visuals. Other In previous studies, gamification has been used in RE
operations of this game are to set goals, select players, game mainly to engage and motivate stakeholders so that they can
rules, and analysis of results. The tool worked with functional, participate in requirements elicitation activity, but still there
scalability and performance requirements. It was applied in are some limitations of previous work. In iThink, it was hard
different projects and for validation purpose, two different to generalize the results because of limited test sample [12]
questionnaires were conducted from players, and project [38]. Stakeholders’ background, design issues, and platform
managers/architects. The response showed that all participants usability were also missing [37, 39]. AUCD was a UML based
had a positive feedback on this method. AUCD uses use case model that doesn’t support NLP [40]. GREM was not a
diagram to manage functional and quality attributes in one comprehensive model for requirements elicitation [41].
diagram, hence it doesn’t support natural language Another work [11] mentioned a challenge to involve
requirements. stakeholders as they thought it was a non-serious fun task.
The Gamified Requirements Engineering Model (GREM) Similarly, REVISE [14] is a proposed idea using CARE, so
aimed to integrate gamification with stakeholder engagement far, the tool has not been developed and implemented. Another
and performance [41]. Thus, it worked on three variables gamified platform CCRE has limitations of less attractive
where gamification was measured with dichotomous variable, game elements and inexperienced team [46].
motivation with Reiss Profile, and emotions with PANAS Ambiguity in requirements is a huge problem that arise
(Positive and Negative Affect Schedule). Requirements were due to unclear system understanding [47]. A small number of
elicited through user stories and acceptance tests via gaming studies in literature have mentioned about ambiguity of
platform that was developed in WordPress and gaming requirements in elicitation [12, 43, 44]. However, studies also
elements including PBL, levels, challenges and activity feeds report some limitations of gamification in elicitation such as
were embedded using Captain Up API. It was evaluated by less effective outcomes [46], lack of visual appeal [12],
conducting a controlled experiment in a company, involving absence of concrete work and only a proposed idea [14],
12 participants divided into two groups considering invalid solutions [44], and biasness [42].
motivation, gender and expertise. It was concluded that
although quality, productivity and creativity may increase by Gamification in RE requires analysis, participation
using gamification, but it can reduce stakeholders’ awareness, difficulty in finding active users. Also, several
communication and collaboration may have negative studies revealed the negative effect of selecting limited sample
consequences. The choice of game elements affects size. Therefore, we aim to resolve the reported problems of
gamification. More experiments are required to represent requirements ambiguity by proposing a requirements
requirements because the authors have not tested the model elicitation gamification tool for software development. This
with respect to stakeholder engagement. tool would be made attractive by using well-suited game
elements. The tool would support RE team in eliciting
Following are more gamification methods in table 1 that unambiguous and complete requirements.
are present in literature. Table shows limitations of
gamification methods.
V. RESEARCH METHODOLOGY
The research method of this study comprises of following
steps and research methods.

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