ithink: a game-based approach towards improving collaboration and participation in requirement...
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Agenda• Context• IThink• Six Thinking Hats• Gamification• Prototype
• Case-Studies• Conclusions
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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Common Problems• Lack of users involvement.• Complex communication between stakeholders and analysts.• Stakeholders do not always know what they want or how to articulate their needs.• Analysts may not entirely understand business concepts, leading to low quality requirements.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
ITHINK
Ideas Generation
Methodology
GamificationWeb-based interface
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
ITHINK
Ideas Generation
Methodology
GamificationWeb-based interface
![Page 8: IThink: A Game-based Approach Towards Improving Collaboration and Participation in Requirement Elicitation](https://reader036.vdocument.in/reader036/viewer/2022062614/546af747af7959664c8b6ac0/html5/thumbnails/8.jpg)
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
ITHINK
Ideas Generation
Methodology
GamificationWeb-based interface
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The Six Hats Revisited• The adaptation of the six thinking hats method into the game mechanics requires some adjustments over the traditional method, taking into account the given context.
• Each thinking hat was mapped into an activity in a elicitation process, carrying out these activities will contribute to obtain points generating new requirements and discussion.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
Project Manager
Blue Hat
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The Blue Hat• Is used by the project manager when a project is set up and the categories to group requirements are defined, this activity is not rewarded with point, since the project manager is not considered a player.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
Player
Green Hat
Red Hat
Yellow Hat
Black Hat
White Hat
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The Green Hat• Is used by players, to create and propose new requirements being this activity rewarded with more points.
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The Other Hats• The players can express their opinion on a requirement in four different ways, rating the requirement with stars (red hat), a positive comment (yellow hat), a negative comment (black hat), a concrete or statistical comment (white hat). • In order to obtain to preserve the game fairness, a player cannot express opinions about their own requirements.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
IThink
Green Hat
500 Point
s
Red Hat
50 Point
s
Yellow Hat
100 Point
s
Black Hat
100 Point
s
White Hat
50 Point
s
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
ITHINK
Ideas Generation Metodology
GamificationWeb-based interface
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The Other Hats
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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Evaluation Case Studies• First Case Study - ”Board Game”• Second Case Study – Web-Based Prototype
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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Board Game• This case study took place at a childcare center that was restructuring its information system.• Seven persons with different roles in the organization participated in this experiment: two from management, two teachers, one educator, one secretary and one transportation manager.• The game was presented in a form of board game and was played by rounds, each person played one round.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
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Board Game
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
New Re-quirements
Positive Negative Concrete0
2
4
6
8
10
12
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Web-Based Prototype• This case study took place at a classroom from a course of the last year from a Msc in Information Systems and Computer Engineering.• The students were asked to use the prototype to elicit requirements for an information system that would be used for the management of a course.• Seventeen students participated in this case study with new requirements, ratings and comments to the initial requirements.
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Web-Based Prototype
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
New Re-quirements
Positive Negative Concrete0
10
20
30
40
50
60
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Player Questionnaire• Q1 - Do you consider that the game is easy to understand?• Q2 - Do you consider that the game is easy to play?• Q3 - Rate the amusement rate of the game• Q4 - The game motivates you to participate in requirements elicitation?• Q5 - Do you consider that the game is a useful tool for requirements elicitation?
The answers were based on a six points Likert scale with 0 meaning ”No” and 5 meaning ”Yes”
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Results First Case-Study
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
Q1 Q2 Q3 Q4 Q50
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6
Max Min Avg
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Results Second Case-Study
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
Q1 Q2 Q3 Q4 Q50
1
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6
Max Min Avg
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Results• In general all participants agreed that using iThink as a way to elicit requirements, was fun, interesting and potentially more motivating than traditional approaches.
• Nevertheless, the interface is still limited and unappealing, which may affect the acceptance of this tool and limit its use.
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Project Manager Questionnaire• Q1 - Are you satisfied with the number of the contributions obtained with the game?• Q2 - The relevance of each requirement is well represented by its rating?• Q3 - The requirements obtained with the game have helped to better define the project scope?
The answers were based on a six points Likert scale with 0 meaning ”No” and 5 meaning ”Yes”
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Results First Case-Study
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
Q1 Q2 Q30
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2
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5
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PM PO
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Results Second Case-Study
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
Q1 Q2 Q30
1
2
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PM
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Results• In both case-studies, project managers reported an high degree of satisfaction, regarding the amount and quality of generated requirements. • Moreover they pointed out that the amount of valid requirements and requirements feedback was similar or better when comparing to traditional tools that they recurrently use on their projects.
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Conclusion• The results demonstrate a good number of contributions which may indicate that this approach may enhance the user involvement in requirements elicitation.
• The feedback from the project owner and project managers assured the quality of the requirements and the contributions.
• weakest point of this proposal seems to be the amusement factor, which may be related with the developed interface that was seen as unappealing by several users.
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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)