There are significant interactions between video game stakeholder emotional requirements and security requirements. Counter-intuitively, some traditional security requirements are not necessarily met by the game implementation some forms of security breaches are condoned by the stakeholders (if not actually demanded by them) and the requirements engineering process must support these contradictions. We present an overview of security requirements for video games and show how stakeholder diversity introduces significant complexities to the requirements negotiation process. Our analysis of certain security threats, and their emotional motivations, shows that these motivations form an important element of the emotional requirements and that significant context is necessary for properly capturing the emotional requirements related to security. Finally, we show how emotional requirements can be used to guide security goal development for this domain and propose the use of in-game justice systems to allow players to address security violations in realtime.
{"title":"Requirements in Conflict: Player vs. Designer vs. Cheater","authors":"David Callele, E. Neufeld, Kevin A. Schneider","doi":"10.1109/MERE.2008.5","DOIUrl":"https://doi.org/10.1109/MERE.2008.5","url":null,"abstract":"There are significant interactions between video game stakeholder emotional requirements and security requirements. Counter-intuitively, some traditional security requirements are not necessarily met by the game implementation some forms of security breaches are condoned by the stakeholders (if not actually demanded by them) and the requirements engineering process must support these contradictions. We present an overview of security requirements for video games and show how stakeholder diversity introduces significant complexities to the requirements negotiation process. Our analysis of certain security threats, and their emotional motivations, shows that these motivations form an important element of the emotional requirements and that significant context is necessary for properly capturing the emotional requirements related to security. Finally, we show how emotional requirements can be used to guide security goal development for this domain and propose the use of in-game justice systems to allow players to address security violations in realtime.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125981417","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Based on the survey results of Chinese requirements engineering practices, this paper reports a few general patterns of Chinese-culture-related ways of thinking and their influence to requirements elicitation activities. A multimedia enhanced goal oriented requirement elicitation method is proposed, in which media measures are used to help capture user requirements and preferences more easily. The method is applied in the design of an electronic marine chart navigation system. Some lessons are summarized. We argue that a media-enhanced approach can help improve the efficiency of requirement elicitation process.
{"title":"MEGORE: Multimedia Enhanced Goal-Oriented Requirement Elicitation Experience in China","authors":"Yuhui Shan, Lin Liu, Fei Peng","doi":"10.1109/MERE.2008.4","DOIUrl":"https://doi.org/10.1109/MERE.2008.4","url":null,"abstract":"Based on the survey results of Chinese requirements engineering practices, this paper reports a few general patterns of Chinese-culture-related ways of thinking and their influence to requirements elicitation activities. A multimedia enhanced goal oriented requirement elicitation method is proposed, in which media measures are used to help capture user requirements and preferences more easily. The method is applied in the design of an electronic marine chart navigation system. Some lessons are summarized. We argue that a media-enhanced approach can help improve the efficiency of requirement elicitation process.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132073545","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
B. Brügge, Oliver Creighton, Maximilian Reiss, H. Stangl
In the development of software-intensive systems, the interaction between customer and supplier is usually text-based. We argue that with agile project management gaining momentum, the inclusion of end-user feedback and a better mutual understanding between customer and supplier on hardware and software design goals becomes increasingly important. We propose the use of video techniques, video-based requirements engineering (VBRE), to support the communication between all stakeholders. The key ingredients of VBRE are user-centric videos and an exploratory environment for creating multi-path scenarios. In this workshop session, the participants will get hands-on experience with VBRE techniques and tools while working on a fictitious airport baggage handling system.
{"title":"Applying a Video-based Requirements Engineering Technique to an Airport Scenario","authors":"B. Brügge, Oliver Creighton, Maximilian Reiss, H. Stangl","doi":"10.1109/MERE.2008.2","DOIUrl":"https://doi.org/10.1109/MERE.2008.2","url":null,"abstract":"In the development of software-intensive systems, the interaction between customer and supplier is usually text-based. We argue that with agile project management gaining momentum, the inclusion of end-user feedback and a better mutual understanding between customer and supplier on hardware and software design goals becomes increasingly important. We propose the use of video techniques, video-based requirements engineering (VBRE), to support the communication between all stakeholders. The key ingredients of VBRE are user-centric videos and an exploratory environment for creating multi-path scenarios. In this workshop session, the participants will get hands-on experience with VBRE techniques and tools while working on a fictitious airport baggage handling system.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"62 10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126074900","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
When teaching requirements engineering, we need to teach the so called human factor. However, traditionally we concentrate on hard facts such as how to identify and consolidate requirements. Thus, experiencing soft facts is left aside. Here, we propose a way to instruct soft facts in requirements engineering, using improvisation theatre techniques, and therefore helping the participants to experience the human factor.
{"title":"Teaching Soft Facts in Requirements Engineering Using Improvisation Theatre Techniques","authors":"Anne Hoffmann","doi":"10.1109/MERE.2008.7","DOIUrl":"https://doi.org/10.1109/MERE.2008.7","url":null,"abstract":"When teaching requirements engineering, we need to teach the so called human factor. However, traditionally we concentrate on hard facts such as how to identify and consolidate requirements. Thus, experiencing soft facts is left aside. Here, we propose a way to instruct soft facts in requirements engineering, using improvisation theatre techniques, and therefore helping the participants to experience the human factor.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116809174","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
While the traditional focus of requirements engineering was mainly on the systematic, reliable and adequate translation of the customers intentions into requirements documentation, it became recently increasingly accepted that requirements engineering, especially for innovative and novel products, is probably more adequately described as a process of joint discovery of requirements that can be supported by creativity techniques. However, so far little work exists on how to systematically select techniques as a basis for requirements engineering. As part of the IdSpace Project, which focuses on collaborative product innovation, we are currently investigating this area. This paper provides a brief overview of our work in this domain.
{"title":"Selecting Creativity Techniques for Innovative Requirements Engineering","authors":"P. Grube, Klaus Schmid","doi":"10.1109/MERE.2008.6","DOIUrl":"https://doi.org/10.1109/MERE.2008.6","url":null,"abstract":"While the traditional focus of requirements engineering was mainly on the systematic, reliable and adequate translation of the customers intentions into requirements documentation, it became recently increasingly accepted that requirements engineering, especially for innovative and novel products, is probably more adequately described as a process of joint discovery of requirements that can be supported by creativity techniques. However, so far little work exists on how to systematically select techniques as a basis for requirements engineering. As part of the IdSpace Project, which focuses on collaborative product innovation, we are currently investigating this area. This paper provides a brief overview of our work in this domain.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126752547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Requirements engineering (RE) is often neglected and not taken seriously. In particular, students and small or medium enterprises do not see how RE activities are related to the success or failure of projects. We address this serious problem with a game students can play in a few minutes. Our software quantum metaphor helps to visualize a main challenge of RE: building the right system within available time. We animate the metaphor and present it as simulated software project. Agile ideas and comprehensive documentation can be tried out, as well as the impact of prototypes and reviews on requirements. A player needs to balance speed and quality, and should weed out early misunderstandings later. This helps to experience advantages of systematic RE. The game facilitates comprehension and encourages taking RE a little more seriously.
{"title":"A Game for Taking Requirements Engineering More Seriously","authors":"E. Knauss, K. Schneider, Kai Stapel","doi":"10.1109/MERE.2008.1","DOIUrl":"https://doi.org/10.1109/MERE.2008.1","url":null,"abstract":"Requirements engineering (RE) is often neglected and not taken seriously. In particular, students and small or medium enterprises do not see how RE activities are related to the success or failure of projects. We address this serious problem with a game students can play in a few minutes. Our software quantum metaphor helps to visualize a main challenge of RE: building the right system within available time. We animate the metaphor and present it as simulated software project. Agile ideas and comprehensive documentation can be tried out, as well as the impact of prototypes and reviews on requirements. A player needs to balance speed and quality, and should weed out early misunderstandings later. This helps to experience advantages of systematic RE. The game facilitates comprehension and encourages taking RE a little more seriously.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126808397","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
"It was Olly by the water cooler on a post-it!" Being able to trace back to the source of a requirement is often crucial to gain clarification on the requirement and to support any subsequent change. The medium used to capture the requirement at its point of origin and its initial representational form can also convey information that is pertinent to understanding the trace record. However, preparing for the potential to retrieve such seemingly simple information on a project can be sidelined in the rush to engineer an end product, meaning that the ability to undertake pre-requirements traceability is lost. This paper suggests that a familiar whodunit game could be used to raise awareness of this important topic amongst students and practitioners, and be used for team building on projects. It is intended to seed a wider discussion on whether there is a place for a requirements engineering compendium of games.
{"title":"Tracing Whodunit","authors":"O. Gotel","doi":"10.1109/MERE.2008.8","DOIUrl":"https://doi.org/10.1109/MERE.2008.8","url":null,"abstract":"\"It was Olly by the water cooler on a post-it!\" Being able to trace back to the source of a requirement is often crucial to gain clarification on the requirement and to support any subsequent change. The medium used to capture the requirement at its point of origin and its initial representational form can also convey information that is pertinent to understanding the trace record. However, preparing for the potential to retrieve such seemingly simple information on a project can be sidelined in the rush to engineer an end product, meaning that the ability to undertake pre-requirements traceability is lost. This paper suggests that a familiar whodunit game could be used to raise awareness of this important topic amongst students and practitioners, and be used for team building on projects. It is intended to seed a wider discussion on whether there is a place for a requirements engineering compendium of games.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132793573","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
It is almost a truism that system stakeholders do not fully understand and communicate what they want, often until a system is produced and they see it isn't right. Such an outcome is wasteful, expensive, and unsatisfactory. Working with requirements in comic book style provides affordances, absent or weaker in other requirements forms, that may as- sist stakeholders in surfacing and expressing desires sooner and developers in understanding them and each other. Appropriate incorporation of comic book style artifacts into requirements work, in addition to making it more playful and enjoyable, can contribute to greater stakeholder satisfaction and more effective software development.
{"title":"Articulating Software Requirements Comic Book Style","authors":"A. M. Williams, T. Alspaugh","doi":"10.1109/MERE.2008.3","DOIUrl":"https://doi.org/10.1109/MERE.2008.3","url":null,"abstract":"It is almost a truism that system stakeholders do not fully understand and communicate what they want, often until a system is produced and they see it isn't right. Such an outcome is wasteful, expensive, and unsatisfactory. Working with requirements in comic book style provides affordances, absent or weaker in other requirements forms, that may as- sist stakeholders in surfacing and expressing desires sooner and developers in understanding them and each other. Appropriate incorporation of comic book style artifacts into requirements work, in addition to making it more playful and enjoyable, can contribute to greater stakeholder satisfaction and more effective software development.","PeriodicalId":322286,"journal":{"name":"2008 Third International Workshop on Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115720586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}