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    <article-meta>
      <title-group>
        <article-title>A Dialectic Approach for User Requirements Engineering for Multi-User Systems Research Abstract of my Ph.D. Proposal</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andreas Maier</string-name>
          <email>andreas.maier@iese.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fraunhofer Institute for Experimental Software Engineering (IESE) Kaiserslautern</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Problem</title>
      <p>
        Interactions with information systems shall create a positive user experience (UX)
based on a perceived fulfillment of the user requirements during these interactions
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. User requirements reveal the user needs with respect to the achievement of
particular goals with the help of a particular system in a particular context. The user
needs are the underlying rationales of desires which are expressed by users [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
However, users tend to form requirements for desired experiences or design solutions
rather than for concrete goals or needs. A proper user requirements engineering has to
identify these needs by reasoning, which requires an intense engagement with user
goals, needs, and desires. This is especially hard in projects with a large number of
geographically distributed stakeholders, where the organizational handling is hard and
cost intensive [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Due to this fact, the number of misunderstandings, overlooked
requirements and ambiguities increases and cannot be discovered and resolved in an
early development phase. As shown in [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], particular existing requirements
elicitation approaches are not appropriate for a large group of stakeholders and leave
out important information; others require a lot of effort or time or face a hard
selection of adequate stakeholders; some might elicit incorrect and outdated requirements,
or are unlikely to reflect the experience of actual users; some are applicable only
when a system already exists or are hard to organize. For user requirements
elicitation, the current best practice is provided by [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]: design solutions (prototypes) are
produced after having understood and specified the context of use and the user
requirements and evaluated by end-users or by designers who take the end-users’ view.
This human-centered design process is performed iteratively to revise and refine the
prototypes in each iteration [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Further, [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] advances the view that user requirements
are better expressed and understood (and therefore are validated) when prototypes are
available. In general, prototypes are used for the evolutionary discovery, refinement,
and satisfaction of user requirements [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. They are also used for the better
understanding of problems, the dissolving of uncertainties, and the completion and
validation of requirements; furthermore, they are supposed to make the user needs more
tangible, explore possible designs, and uncover overlooked requirements [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. With
prototype, we refer to any type of prototype, from a mock-up, via a simulation, to a
fully functional electronic prototype [
        <xref ref-type="bibr" rid="ref18 ref9">9, 18</xref>
        ]. However, prototypes have a number of
known and severe disadvantages [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: they often represent what users said, but not
what they meant, the set of functions provided by prototypes prevents users from
articulating other key requirements, users are not engaged effectively, and the number
of features and options provided by the prototype may confuse the users. These
disadvantages are predominantly solved by a prototyping process comprising the
creation of personas, the creation of a series of scenarios which describe the goals which
shall be achieved by using the system under development, and finally the rapid
prototyping of potentially required functionality [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. But this prototyping process has to be
run through several times and requires a number of prototypes both at specific phases
of development and throughout the whole system development. Remaining general
challenges of prototyping are that users have difficulties to express their needs with
respect to a system under development until they concretely see an existing solution.
In such cases, prototypes have to be built on the developers’ best guesses just to learn
that the solution which the prototype offers is not what the users need and desire.
Furthermore, prototypes can distract users and miss their original purpose by their
visual design; in such cases, the visual design is what the users talk about instead of
concepts or requirements the prototype represent [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. In any case, prototypes bear
the danger of confusing users and limit their thoughts to the functionality and design
provided by the prototypes and preventing requirements engineers from eliciting the
real needs and rationales of user statements which is the precondition for validating
the user requirements. Although the resolution of uncertainties early in the
development process is often the primary reason for creating prototypes [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], it is this usage
of prototypes which we consider as being too time and cost intensive and bearing the
problems we mention above. Usually, end-users start concrete considerations of their
requirements not until prototypes are available [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], which results in a late validation
of user requirements. So, the elicitation as well as the validation of user requirements
with the help of such prototypes seems not to be the most appropriate practice for
projects with a large number of geographically distributed stakeholders. The resulting
question is: how can requirements of distributed end-users be validated earlier in the
life-cycle?
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Relevance</title>
      <p>
        Currently, (user) requirements evolve from initial user intentions which are
clarified by corresponding statements. These statements are negotiated, i.e., a set of
statements has to exist until negotiation can be initiated. When the statements meet
particular characteristics, are consistent and feasible, their meaning and rationales are
identified, and end-users agree on the statements, they become requirements [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In the
agreement process with prototype-based approaches, end-users often realize too late
that they did not get what they requested. Due to these difficulties in the elicitation
and the validation of requirements either reworks become necessary that cause high
costs and an extended time to market or the user requirements are met insufficiently,
which leads to systems with a bad quality and without a basis for a positive UX.
Reaching the state of specified requirements early in the software development
process allows for an early validation of the requirements and therefore to an earlier, cost
saving implementation of the requirements and finally to a more positive UX.
Prototypes do not have to be developed for the sake of requirements evolution and
discarded afterwards, but can be evolutionary prototypes for implementing already existing
requirements with a proper architecture.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Proposed Solution</title>
      <p>From our point of view, requirements engineering does not only denote the elicitation
and specification of problems in the as-is situation, but also the discussion of possible
solutions. For both the elicitation and discussion of user requirements, user statements
have to be questioned to identify the rationales of these statements. This way, further
discussions are stimulated, users are motivated to participate in the discussions, and
discussions are led into a direction which otherwise would not have been considered.
This approach leads to user requirements that better represent the expectations and
desires of the users as well as their underlying needs, in contrast with prototype-based
approaches. The stimulation of discussions of statements including their questioning
statements by a large number of end-users leads to a common understanding of the
requirements and their effects on the product under development. Also, a larger
number of statements are provided and an early clarification of statements is possible.
Therefore, an earlier specification and an earlier validation of user requirements
compared to prototype-based approaches can take place. Due to a deeper engagement with
their needs and the discussion of possible solutions for the system under development,
we assume that end-users get a clear mental system image. This helps users validate
their requirements; a prototype for negotiations and clarifications is not necessary
anymore. Simultaneously, the clearer system image enables the users to anticipate the
UX they will gain when they actually use the finally developed system. As an effect,
the system is supposed to create a more positive UX and motivate a larger number of
potential users to be engaged in using the system than a system developed with a
prototype-based approach. Furthermore, the proposed approach reduces the system’s
time to market.</p>
      <p>
        To stimulate reflections on user statements and to solve the depicted challenge of
reasoning with existing requirements elicitation approaches, we propose to use
dialectics [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Dialectics is a method of reasoning by the creation of the synthesis of
opposites, in our case a logical method for the identification of rationales of user
statements through the synthesis of opposite user statements. Since a large number of
end-users shall participate in the discussions of their statements and large-scale
projects usually involve geographically distributed end-users, a web-based approach for
the facilitation of conjoint discussions is proposed. Therefore, we plan to implement a
web-based discussion platform which uses dialectics and automatically creates
questioning statements, which represent the contrary statements to the ones provided by
the end-users. Topics for discussions on this platform shall be classified according to
UX factors and general user requirements issues, both of which are provided by the
platform. Clarification questions shall be identified by implementing a glossary,
which is dynamically created based on terms used in the user statements. With the
help of linguistic techniques like part-of-speech tagging, stemming, and pattern
matching, terms which are not defined yet can be identified by comparing the terms in
the user statements with the ones in the glossary. Conflicting requirements can be
automatically identified with the help of a lexical ontology: again, linguistic
algorithms can be used for looking up antonyms of terms used in user statements and thus
for identifying conflicts. The requirements’ adherence to [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] is based on
part-ofspeech tagging and keyword-spotting; therefor, a keyword list is used and matched
with the user statements to detect particular characteristics. Undetected characteristics
are treated as unmet. Users of the discussion platform are all end-users of the system
under development, i.e., end-users participate in discussions on a voluntary basis and
are not pre-selected on particular characteristics and forced to participate as in
workshops, focus groups, or interview approaches, for example. All in all, the proposed
solution comprises (1) a UX quality model which provides the topics for discussions,
(2) linguistic algorithms for the automated check on the adherence of user statements
to characteristics provided in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], (3) for the generation of questioning statements,
(4) statements for term clarification, (5) and the identification of conflicting
requirements, and (6) a web-based user requirements discussion platform based on dialectics
and the linguistic algorithms.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Novelty of the Approach and Related Work</title>
      <p>
        The problem we want to tackle is so far described by the terms ‘requirements
evolvement’, ‘requirements negotiation’ or ‘requirements discussion’, which fail to
support the conjoint development of a complete set of correct requirements
specifications at an early stage. Although the problem of misleading, conflicting, incorrect, or
incomplete requirements is known, existing approaches mainly deal with the
requirements negotiation process, which requires an existing set of statements and thus bias
and limits the users’ thoughts [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. There are a number of approaches focusing on the
distributed requirements negotiation process (e.g., [
        <xref ref-type="bibr" rid="ref13 ref16 ref5 ref7">5, 7, 13, 16</xref>
        ]). Other related
approaches address the analysis of requirements specifications [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] and the discovery of
stakeholder requirements in projects with distributed stakeholders [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Further
approaches focus on distributed participatory design [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], and forum-based [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] or social
media-based requirements elicitation [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. These approaches help collecting
statements and specify requirements, but do not question the statements and their
rationales or do not ask for rationales at all, and do not stimulate the elicitation and
discussion of tacit requirements beyond already elicited statements. Thus, the proposed
approach is supposed to be a novelty in user requirements elicitation and validation
for projects with a large number of geographically distributed end-users in terms of
the early and semi-automated identification of the rationales of user statements by
questioning these statements.
5
      </p>
    </sec>
    <sec id="sec-5">
      <title>Research Method</title>
      <p>
        To get to the proposed solution, we follow the GQM approach [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and define the
following GQM goals:
      </p>
      <p>
        G1: Analyze the set of user requirements resulting from using the dialectic
discussion platform for the purpose of characterization with respect to the adherence to
the characteristics of requirements according to [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] from the viewpoint of
requirements engineers and user experience engineers in the context of projects with
geographically distributed end-users;
G2: Analyze the user requirements engineering process of the dialectic discussion
platform for the purpose of comparison with respect to the earliest possible point in
time of conduction of user requirements validation from the viewpoint of
requirements engineers and user experience engineers in the context of projects with
geographically distributed end-users;
G3: Analyze the system developed in consideration of the user requirements
specified by applying the proposed user requirements engineering process for the
purpose of comparison with respect to the perceived user experience from the
viewpoint of end-users in the context of projects with geographically distributed
endusers;
G4: Analyze the proposed user requirements engineering process for the purpose
of comparison with respect to costs from the viewpoint of the corporation in the
context of projects with geographically distributed end-users.
      </p>
      <p>
        G1 requires the check of each user requirement against its adherence to a large
number of requirements characteristics provided by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. To get to a pragmatic approach,
we will assess if each of these criteria is applicable to and necessary for user
requirements. In terms of G3, we assume that the perceived UX is more positive for the
endusers who participated in the discussions of the statements leading to the user
requirements than for the end-users who did not participate in the discussions and assess
the fulfillment of their requirements when they use the system. Although we wish to
motivate every single end-user in participating in the discussions of statements via the
dialectic discussion platform, we assume a number of end-users will not participate.
Following the GQM approach, we are going to refine the GQM goals into questions
about measurable issues which contribute to the achievement of these goals and
appropriate metrics for answering each question.
      </p>
      <p>
        To illustrate why prototypes might be inappropriate for the elicitation and validation
of user requirements in projects with geographically distributed end-users, we are
going to perform a literature research on existing models of UX emergence and
combine the findings to a new UX emergence model. We also plan to build the
dialecticsbased online discussion platform based on a literature research on factors which
influence UX and are influenceable by software engineering. For this purpose, we will
create a new UX quality model based on the identification of UX factors
influenceable by software engineering in existing UX models and enhanced with appropriate
metrics also found in literature. The identified factors shall serve as topics within the
discussion platform. In addition, the literature research is used to reveal appropriate
linguistic methods for the generation of contrastive statements, the generation of
statements to clarify aspects, the identification of conflicts, and for checking the user
requirements’ adherence to [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Regarding the appropriate formulization of
dialectics, we also begin with a literature research and may need to perform some
interviews or case studies. This also holds for single aspects of the dialectics-based online
discussion platform. Finally, we are going to evaluate the discussion platform in an
experiment where we want to validate the following hypotheses and compare them
with a prototype-based requirements engineering approach:
─ H1: The user requirements specified via the dialectics-based online discussion
platform are correctly specified (i.e., do not need further refinement, clarification,
or negotiation) according to the requirements characteristics provided by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ];
─ H2: The user requirements can be validated earlier compared to a prototype-based
approach;
─ H3: The user experience is more positive compared to a prototype-based approach;
─ H4: The costs (money, time, resources) the whole requirements elicitation,
specification, and validation process causes are significantly lower compared to a
prototype-based approach.
      </p>
      <p>H2 is assumed since correct requirements specifications are supposed to be available
early, which allows for early requirements validation. Qualitative studies may be
necessary to find out which is the most appropriate technique to approximate an absolute
correctness and completeness of user requirements. We assume H3, because we
suppose the users to be deeper engaged in discussions and because of a larger number of
elicited user requirements due to this deeper engagement. The assumption of H4 is
based on the supposed achievement of the high-level goal of this approach that a
prototype for requirements elicitation, negotiation, and clarification does not have to be
developed.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Progress in My Research</title>
      <p>I have been working on my thesis since beginning 2013. Since then, I have been
sharpening my theses and established a border between the scope of my approach and
existing approaches, state-of-the-art, and best practice. Currently, I almost finished
the literature research, had a deeper look into the UX emergence process and have
built a new UX emergence model based on existing literature. The same is true for
factors which influence UX and are influenceable by software engineering. Both
models are important bases of the discussion platform, which will follow dialectics
principles found in literature and use linguistic algorithms. I plan to begin
implementing the dialectics-based online discussion platform based on the findings in the
literature research soon. I I wish to begin my experiment later in 2014 and finish my thesis
end of 2015 / beginning of 2016.</p>
    </sec>
  </body>
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