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REfine: A Gamified Platform for
Participatory Requirements Engineering
R. Snijders, F. Dalpiaz, S. Brinkkemper (Utrecht University, NL)
Mahmood Hosseini, Raian Ali (Bournemouth University, UK)
Atilla Özüm (KPMG Technology Advisory, NL)
Agenda
1. Stakeholders involvement in RE
2. The potential: crowdsourcing, gamification
3. The REfine platform
4. Results from a case study
5. Conclusions and FutureWork
REfine: a gamified platform for participatory RE
1. Stakeholders involvement in RE
REfine: a gamified platform for participatory RE
1. Stakeholders involvement in RE
 Software projects keep failing, or being challenged
 Results from the 2014 Chaos Standish Report
16.2
31.1
52.7
Successful Cancelled Challenged
REfine: a gamified platform for participatory RE
1. Stakeholders involvement in RE
 What are the key determinants for success/failure?
Taken from the 2014
Standish Chaos Report
REfine: a gamified platform for participatory RE
1. Stakeholders involvement in RE
 But what can stakeholder/user involvement deliver?
 More accurate requirements
 Expensive and unnecessary features avoided
 Improved acceptance (Kujala, 2003)
 Higher quality of requirements
 Higher chances of project success (Kujala et al., 2005)
 Improved loyalty
 Broadened market (Kabbedijk et al., 2009)
REfine: a gamified platform for participatory RE
2.The potential:
crowdsourcing, gamification
REfine: a gamified platform for participatory RE
2. The potential: crowdsourcing, gamification
 Involving the crowd! Relying on a crowd of humans to
get things done!
 Feature requests (Win10)
 Crowdwork (Mturk)
REfine: a gamified platform for participatory RE
2. The potential: crowdsourcing, gamification
 Gamify it!The trend is manifest
 4Square, Stackoverflow, LinkedIn, etc.
 Gamification:“the use of game design elements in non-
game contexts” (Deterding et al., 2011)
 Intrinsic kinds of motivation
 Personal gratification
 Social status
REfine: a gamified platform for participatory RE
3.The REfine platform
REfine: a gamified platform for participatory RE
3. The REfine platform
 An interactive platform to elicit and refine requirements
 Crowd-centric: all stakeholders are welcome to participate
 Gamified: incentives through game elements
REfine: a gamified platform for participatory RE
3. The REfine platform
 Discussing needs via REfine (perform actions)
 Agree/disagree with needs
 Add comments
 “Liking” comments
 Branching needs
 Actions have a cost
 Money obtained
when others find
one’s contributions
useful
REfine: a gamified platform for participatory RE
3. The REfine platform
 Leaderboards to determine the most useful participants
 General leaderboard (overall points)
 Per type of contribution: ideator, assessor, commenter
 Per need
REfine: a gamified platform for participatory RE
3. The REfine platform
 The CCRE method
 From feasibility to focus group
 Fits in agile development (sprints)
 Highly iterative, despite figure
 Main characteristics
 Determines if crowd involvement
has a potential
 Uses an interactive platform like REfine
 Rewards the most active stakeholders
by inviting them to the focus groups
REfine: a gamified platform for participatory RE
4. Results from a case study
REfine: a gamified platform for participatory RE
4. Results from a case study
 The Qubus software product
 A governance, risk, and compliance tool developed by KPMG
 Under the hood, it hosts a workflow management system
 Object of our study: needs for version 7 beta
REfine: a gamified platform for participatory RE
4. Results from a case study
 Crowdsourcing preparation
 Three-steps invitation: internal stakeholders, clients & users,
off-stage actors
 Small crowd involved (19 people)
 Crowd involvement
 21 needs, 37 comments, 130 votes
 Little moderation
 One-month period
REfine: a gamified platform for participatory RE
4. Results from a case study
Stakeholder type N Active Needs Comments Votes Points
Avg. Total Avg. Total Avg. Total Avg. Total
Community
manager
1 - 2 2 8 8 21 21 41 41
Product
management
2 67% 0 0 3 6 6 12 13.5 27
Development team 4 100% 0.8 3 3.8 15 14.8 59 26.8 107
Experts 4 100% 1 4 1.3 5 2.5 10 16 64
Client 1 100% 0 0 0 0 0 0 3 3
Users 1 6% 1 1 0 0 3 3 11 11
Off-stage actors 6 86% 1.8 11 0.5 3 4.2 25 20 120
Total 19 50% 1.1 21 1.9 37 6.8 130 19.6 373
REfine: a gamified platform for participatory RE
4. Results from a case study
 Questionnaire: comparing with previous experiences in
communicating requirements
0% 20% 40% 60% 80% 100%
Difficulty
Usefulness
Engagement
1 2 3 4 5
3.88 (more engaging)
4.19 (more useful)
2.69 (as difficult)
REfine: a gamified platform for participatory RE
4. Results from a case study
 Questionnaire: perceived experience/usefulness of Refine
3.47
2.82
4.12
1.92
4.71
4.41
2.94
REfine: a gamified platform for participatory RE
4. Results from a case study
 Evaluation with experts from the industry (generality)
 1 = strong disagreement
 7 = strong agreement
REfine: a gamified platform for participatory RE
5. Conclusions and FutureWork
REfine: a gamified platform for participatory RE
5. Conclusions and Future Work
 User involvement is crucial for project success
 Potential: crowdsourcing and gamification
 The REfine tool
 Gamification to maximize stakeholder involvement
 Mixed results from a case study
 Gamification improves the experience
 It is difficult to attract a large crowd
REfine: a gamified platform for participatory RE
5. Conclusions and Future Work
 Large-scale studies with more stakeholders
 Long-term incentives (real-life gamification)
 How to assess the actual effect of gamification?
 Ongoing work using user stories
REfine: a gamified platform for participatory RE
Thanks for listening!
Questions?
mhosseini@bournemouth.ac.uk
f.dalpiaz@uu.nl
REfine: a gamified platform for participatory RE
References
 S. Deterding, D. Dixon, R. Khaled, and L. Nacke,“From Game Design Elements to
Gamefulness: Defining Gamification,” in Proc. of MindTrek: Envisioning Future Media
Environments, 2011, pp. 9–15
 J. Kabbedijk, S. Brinkkemper, S. Jansen, and B. van derVeldt,“Customer Involvement
in Requirements Management: Lessons from Mass Market Software Development,”
in Proc. of RE,Aug. 2009, pp. 281–286
 S. Kujala,“User Involvement:A Review of the Benefits and Challenges,” Behaviour &
InformationTechnology,2003
 S. Kujala, M. Kauppinen, L. Lehtola, andT. Kojo,“The Role of User Involvement in
Requirements Quality and Project Success,” in Proc. of RE, 2005, pp. 75–84
 R. Snijders, F. Dalpiaz, M. Hosseini,A. Shahri, and R.Ali,“Crowd-Centric
Requirements Engineering,” in Proc. of the 2nd InternationalWorkshop on
Crowdsourcing and Gamification in the Cloud,2014
REfine: a gamified platform for participatory RE

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REfine a gamifiedplatform for participatory requirements engineering

  • 1. REfine: A Gamified Platform for Participatory Requirements Engineering R. Snijders, F. Dalpiaz, S. Brinkkemper (Utrecht University, NL) Mahmood Hosseini, Raian Ali (Bournemouth University, UK) Atilla Özüm (KPMG Technology Advisory, NL)
  • 2. Agenda 1. Stakeholders involvement in RE 2. The potential: crowdsourcing, gamification 3. The REfine platform 4. Results from a case study 5. Conclusions and FutureWork REfine: a gamified platform for participatory RE
  • 3. 1. Stakeholders involvement in RE REfine: a gamified platform for participatory RE
  • 4. 1. Stakeholders involvement in RE  Software projects keep failing, or being challenged  Results from the 2014 Chaos Standish Report 16.2 31.1 52.7 Successful Cancelled Challenged REfine: a gamified platform for participatory RE
  • 5. 1. Stakeholders involvement in RE  What are the key determinants for success/failure? Taken from the 2014 Standish Chaos Report REfine: a gamified platform for participatory RE
  • 6. 1. Stakeholders involvement in RE  But what can stakeholder/user involvement deliver?  More accurate requirements  Expensive and unnecessary features avoided  Improved acceptance (Kujala, 2003)  Higher quality of requirements  Higher chances of project success (Kujala et al., 2005)  Improved loyalty  Broadened market (Kabbedijk et al., 2009) REfine: a gamified platform for participatory RE
  • 7. 2.The potential: crowdsourcing, gamification REfine: a gamified platform for participatory RE
  • 8. 2. The potential: crowdsourcing, gamification  Involving the crowd! Relying on a crowd of humans to get things done!  Feature requests (Win10)  Crowdwork (Mturk) REfine: a gamified platform for participatory RE
  • 9. 2. The potential: crowdsourcing, gamification  Gamify it!The trend is manifest  4Square, Stackoverflow, LinkedIn, etc.  Gamification:“the use of game design elements in non- game contexts” (Deterding et al., 2011)  Intrinsic kinds of motivation  Personal gratification  Social status REfine: a gamified platform for participatory RE
  • 10. 3.The REfine platform REfine: a gamified platform for participatory RE
  • 11. 3. The REfine platform  An interactive platform to elicit and refine requirements  Crowd-centric: all stakeholders are welcome to participate  Gamified: incentives through game elements REfine: a gamified platform for participatory RE
  • 12. 3. The REfine platform  Discussing needs via REfine (perform actions)  Agree/disagree with needs  Add comments  “Liking” comments  Branching needs  Actions have a cost  Money obtained when others find one’s contributions useful REfine: a gamified platform for participatory RE
  • 13. 3. The REfine platform  Leaderboards to determine the most useful participants  General leaderboard (overall points)  Per type of contribution: ideator, assessor, commenter  Per need REfine: a gamified platform for participatory RE
  • 14. 3. The REfine platform  The CCRE method  From feasibility to focus group  Fits in agile development (sprints)  Highly iterative, despite figure  Main characteristics  Determines if crowd involvement has a potential  Uses an interactive platform like REfine  Rewards the most active stakeholders by inviting them to the focus groups REfine: a gamified platform for participatory RE
  • 15. 4. Results from a case study REfine: a gamified platform for participatory RE
  • 16. 4. Results from a case study  The Qubus software product  A governance, risk, and compliance tool developed by KPMG  Under the hood, it hosts a workflow management system  Object of our study: needs for version 7 beta REfine: a gamified platform for participatory RE
  • 17. 4. Results from a case study  Crowdsourcing preparation  Three-steps invitation: internal stakeholders, clients & users, off-stage actors  Small crowd involved (19 people)  Crowd involvement  21 needs, 37 comments, 130 votes  Little moderation  One-month period REfine: a gamified platform for participatory RE
  • 18. 4. Results from a case study Stakeholder type N Active Needs Comments Votes Points Avg. Total Avg. Total Avg. Total Avg. Total Community manager 1 - 2 2 8 8 21 21 41 41 Product management 2 67% 0 0 3 6 6 12 13.5 27 Development team 4 100% 0.8 3 3.8 15 14.8 59 26.8 107 Experts 4 100% 1 4 1.3 5 2.5 10 16 64 Client 1 100% 0 0 0 0 0 0 3 3 Users 1 6% 1 1 0 0 3 3 11 11 Off-stage actors 6 86% 1.8 11 0.5 3 4.2 25 20 120 Total 19 50% 1.1 21 1.9 37 6.8 130 19.6 373 REfine: a gamified platform for participatory RE
  • 19. 4. Results from a case study  Questionnaire: comparing with previous experiences in communicating requirements 0% 20% 40% 60% 80% 100% Difficulty Usefulness Engagement 1 2 3 4 5 3.88 (more engaging) 4.19 (more useful) 2.69 (as difficult) REfine: a gamified platform for participatory RE
  • 20. 4. Results from a case study  Questionnaire: perceived experience/usefulness of Refine 3.47 2.82 4.12 1.92 4.71 4.41 2.94 REfine: a gamified platform for participatory RE
  • 21. 4. Results from a case study  Evaluation with experts from the industry (generality)  1 = strong disagreement  7 = strong agreement REfine: a gamified platform for participatory RE
  • 22. 5. Conclusions and FutureWork REfine: a gamified platform for participatory RE
  • 23. 5. Conclusions and Future Work  User involvement is crucial for project success  Potential: crowdsourcing and gamification  The REfine tool  Gamification to maximize stakeholder involvement  Mixed results from a case study  Gamification improves the experience  It is difficult to attract a large crowd REfine: a gamified platform for participatory RE
  • 24. 5. Conclusions and Future Work  Large-scale studies with more stakeholders  Long-term incentives (real-life gamification)  How to assess the actual effect of gamification?  Ongoing work using user stories REfine: a gamified platform for participatory RE
  • 26. References  S. Deterding, D. Dixon, R. Khaled, and L. Nacke,“From Game Design Elements to Gamefulness: Defining Gamification,” in Proc. of MindTrek: Envisioning Future Media Environments, 2011, pp. 9–15  J. Kabbedijk, S. Brinkkemper, S. Jansen, and B. van derVeldt,“Customer Involvement in Requirements Management: Lessons from Mass Market Software Development,” in Proc. of RE,Aug. 2009, pp. 281–286  S. Kujala,“User Involvement:A Review of the Benefits and Challenges,” Behaviour & InformationTechnology,2003  S. Kujala, M. Kauppinen, L. Lehtola, andT. Kojo,“The Role of User Involvement in Requirements Quality and Project Success,” in Proc. of RE, 2005, pp. 75–84  R. Snijders, F. Dalpiaz, M. Hosseini,A. Shahri, and R.Ali,“Crowd-Centric Requirements Engineering,” in Proc. of the 2nd InternationalWorkshop on Crowdsourcing and Gamification in the Cloud,2014 REfine: a gamified platform for participatory RE