112,989 research outputs found
Generating User Stories in Groups
User stories allow customers to easily communicate desired specifications as part of Agile Software Development methods. When elicited from groups instead of individuals, the number of stories generated and the comprehensiveness of the stories is likely to increase. We present a 2 X 2 study design involving group vs. individual user story brainstorming with one or two sentence vs. unlimited user story length
Generating User Stories in Groups with Prompts
Communicating about system requirements with user stories is a distinctive feature of Agile Software Development methods. While user stories make system requirements intelligible to both customers and technical developers, they also create new challenges for the requirements elicitation process such as personal bias and requirements coverage. In this study we propose that when elicited from groups instead of individuals, and with prompts, the number of stories generated and comprehensiveness of the stories is likely to increase. A lab experiment was conducted to examine these hypotheses is delineated in this paper. We found that prompting significantly increased the number of user stories generated as well as the comprehensiveness of the stories generated. We did not find a difference in user stories generated or comprehensiveness of stories generated by groups and individuals
Improving Requirements Generation Thoroughness in User-Centered Workshops: The Role of Prompting and Shared User Stories
The rise of stakeholder centered software development has led to organizations engaging users early in the development process to help define system requirements. To facilitate user involvement in the requirements elicitation process, companies can use Group Support Systems (GSS) to conduct requirements elicitation workshops. The effectiveness of these workshops for generating a valuable set of requirements for system developers has been previously demonstrated. However, a more representative measure of progress towards a system that will meet usersâ needs-- the completeness of the requirements generated by such groups has not been explored. We explore two process design considerations for increasing the completeness of requirements generated by these users: increased sharing of user stories (individual electronic brainstorming groups vs. shared user stories electronic brainstorming groups), and the use of reflective inducement prompts (unprompted vs. prompted groups). Using the Search for Ideas in Active Memory model, we predict that prompted electronic brainstorming groups will outperform any other group, including prompted, shared user stories groups at generating a more thorough set of requirements. To test the hypotheses an experiment with 56 groups consisting of 197 users was conducted. The users were asked to generate requirements for a fictitious online textbook exchange website. All hypotheses received support. The study has implications for GSS-Supported workshop design and for future research on collaborative performance in requirements elicitation
The FĂschlĂĄr-News-Stories system: personalised access to an archive of TV news
The âFĂschlĂĄrâ systems are a family of tools for capturing, analysis, indexing, browsing, searching and summarisation of digital video information. FĂschlĂĄr-News-Stories, described in this paper, is one of those systems, and provides access to a growing archive of broadcast TV news. FĂschlĂĄr-News-Stories has several notable features including the fact that it automatically records TV news and segments a broadcast news program into stories, eliminating advertisements and credits at the start/end of the broadcast. FĂschlĂĄr-News-Stories supports access to individual stories via calendar lookup, text search through closed captions, automatically-generated links between related stories, and personalised access using a personalisation and recommender system based on collaborative filtering. Access to individual news stories is supported either by browsing keyframes with synchronised closed captions, or by playback of the recorded video. One strength of the FĂschlĂĄr-News-Stories system is that it is actually used, in practice, daily, to access news. Several aspects of the FĂschlĂĄr systems have been published before, bit in this paper we give a summary of the FĂschlĂĄr-News-Stories system in operation by following a scenario in which it is used and also outlining how the underlying system realises the functions it offers
Usability evaluation of digital libraries: a tutorial
This one-day tutorial is an introduction to usability evaluation for Digital
Libraries. In particular, we will introduce Claims Analysis. This approach
focuses on the designersâ motivations and reasons for making particular
design decisions and examines the effect on the userâs interaction with
the system. The general approach, as presented by Carroll and
Rosson(1992), has been tailored specifically to the design of digital
libraries.
Digital libraries are notoriously difficult to design well in terms of their
eventual usability. In this tutorial, we will present an overview of
usability issues and techniques for digital libraries, and a more detailed
account of claims analysis, including two supporting techniques â
simple cognitive analysis based on Normanâs âaction cycleâ and
Scenarios and personas. Through a graduated series of worked
examples, participants will get hands-on experience of applying this
approach to developing more usable digital libraries. This tutorial
assumes no prior knowledge of usability evaluation, and is aimed at all
those involved in the development and deployment of digital libraries
Generating Narrative Spaces from Events History
For a successful distributed teamwork it is vital to provide team-members with awareness on collaborative activities. One way of achieving this is through applying a narrative based approach to construct the events that have taken place on documents and folders in a project workspace, as various members make changes to its content. The research presented in this paper investigates the possibility of exploring the history of activities performed by team members. Past events are aggregated in the form of a three dimensional environment time tunnel, providing the team-members with a generative tool to visualize the project?s events history in various configurations, in order to reveal the usually hidden relationships between separate pieces of events. Furthermore we provide a tool for managing and inspecting the folder?s contents: the DocuDrama Timetunnel. Here we present preliminary findings showing how the visualisation of a sequence of connected actions and happenings using a temporal and spatial narrative based approach may lead to a better understanding of the project-related events history
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
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