603 research outputs found
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User roles in asynchronous distributed collaborative idea generation
This paper presents the findings of an exploratory study within a real-life context that investigates participant behaviour and emergent user roles in asynchronous distributed collaborative idea generation by a defined community of users. In the study, a high-fidelity prototype of an online virtual ideas room was built and used by a Community of Interest consisting of representatives from 10 different voluntary organisations spread across Denmark. The study revealed five user roles, which the authors propose that future asynchronous distributed collaborative idea generation platforms should consider
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The effect of variability modeling on requirements satisfaction for the configuration and implementation of off-the-shelf software packages
An industrial experience of the use of a method for discovering customer requirements with which to configure an off-the-shelf software package for implementation is reported. The method uses an adapted form of product variability model to provide common ground between the customer and supplier about requirements and capabilities. An associated decision support software tool guides the supplier and customer through a model-based walkthrough to discover new requirements, based on equivalent capabilities described in the product variability model. We applied the method in the work processes of the commercial provider of a software-based learning management system, and collected quantitative and qualitative data from supplier-customer interactions. Our first experiences with the method led to an increased exposure and expression of customer requirements in the customer-supplier dialogue, compared to the baseline dialogue during software package demonstrations. The paper also reports some first lessons learned to improve the method and adopt its use with other software supplier organizations
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Power and politics in requirements engineering: embracing the dark side?
This vision paper considers the role of power and politics in requirements engineering (RE). It offers a working definition of both terms and reviews the existing literature both in RE and related disciplines. It argues that, given the increased complexity, uncertainty and organisational embeddedness faced by RE in practice, power and politics have become increasingly relevant factors that have not been adequately considered. Building upon recent relevant research, a research agenda is proposed that presents a methodological framework which examines power and politics through the structure of power relations and the process of decision-making. This framework will require validation through empirical research as a first step to developing models of power and politics that could be of practical use for RE. Although the potential problems faced by the study of power and politics in an RE context are acknowledged, it is argued that the potential benefits could be significant
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Provoking creativity: Imagine what your requirements could be like
Requirements engineering research, with its focus on elicitation, analysis and management, offers little to support the creation or invention of requirements. This paper reports the use of innovative techniques to encourage creative thinking about requirements for an air traffic control system. It describes results from 3 creativity workshops and lessons learned to integrate creativity workshops into structured requirements processes
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Requirements Engineering as Creative Problem Solving: A Research Agenda for Idea Finding
This vision paper frames requirements engineering as a creative problem solving process. Its purpose is to enable requirements researchers and practitioners to recruit relevant theories, models, techniques and tools from creative problem solving to understand and support requirements processes more effectively. It uses 4 drivers to motivate the case for requirements engineering as a creative problem solving process. It then maps established requirements activities onto one of the longest-established creative problem solving processes, and uses these mappings to locate opportunities for the application of creative problem solving in requirements engineering. The second half of the paper describes selected creativity theories, techniques, software tools and training that can be adopted to improve requirements engineering research and practice. The focus is on support for problem and idea finding - two creative problem solving processes that our investigation revealed are poorly supported in requirements engineering. The paper ends with a research agenda to incorporate creative processes, techniques, training and tools in requirements projects
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Digital Creativity Support for Original Journalism
The decline in circulations and revenues resulting from the digitalization of news production and consumption has led to a crisis in journalism.Journalists have less time to research, investigate and write original stories, leading to problems for our democratic processes and holding the powerful to account. This paper reports the architecture, features and rationale for new digital creativity support designed to support journalists to discover more original angles onstories. It also summarises the evaluation of the tool’s use in 3 newsrooms
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Computational alignment of goals and scenarios for complex systems
The purpose of requirements validation is to determine whether a large requirements set will lead to the achievement of system-related goals under different conditions - a task that needs automation if it is to be performed quickly and accurately. One reason for the current lack of software tools to undertake such validation is the absence of the computational mechanisms needed to associate scenario, system specification and goal analysis tools. Therefore, in this paper, we report first research experiments in developing these new capabilities, and demonstrate them with a non-trivial example associated with a Rolls Royce aircraft engine software component
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Creativity Support in a Serious Game for Dementia Care
This paper advocates the use of computer-based serious games as a form of creativity support tool. Whilst the use of serious games has grown considerably in recent years, support for players to think creatively is often implicit in the game, and does not exploit the wide range of creativity techniques and software tools available. This paper makes the case for explicit creativity support in serious games, explores how implicit creativity support can be delivered in game play, and extends one reported model of serious game play with activities in which players deploy different forms of supported creative thinking. The model is then applied to inform 2 versions of a serious game developed to train carers in creativity techniques to deliver more person-centered care to people with dementia. Each version of the game was delivered as a prototype to support playtesting of the game and its effect on carer training
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Evaluating the Use of Digital Creativity Support by Journalists in Newsrooms
This paper reports the evaluation of a new digital support tool designed to increase journalist creativity and productivity in newsrooms. After outlining the tool’s principles, interactive features and architecture, the paper reports the installation and use of the tool over 2 months by 12 journalists in the newsrooms of 3 newspapers. Results from this evaluation revealed that tool use was associated with published news articles rated as more novel but not more valuable than published articles written by the same journalists without the tool. However, tool use did not increase journalist productivity. The evaluation results were used to inform future changes to the digital creativity support tool
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