=Paper= {{Paper |id=Vol-1342/creare2 |storemode=property |title=Success Factors for Creativity Workshop in RE |pdfUrl=https://ceur-ws.org/Vol-1342/01-CreaRE.pdf |volume=Vol-1342 }} ==Success Factors for Creativity Workshop in RE== https://ceur-ws.org/Vol-1342/01-CreaRE.pdf
        Success Factors for Creativity Workshops in RE

                              Sebastian Adam, Marcus Trapp

                                   Fraunhofer IESE
                  Fraunhofer-Platz 1, 67663 Kaiserslautern, Germany
           {sebastian.adam, marcus.trapp}@iese.fraunhofer.de



        Abstract. In today’s economy, innovation is the key factor to remain
        competitive. However, due to the revolutionary and disruptive nature of
        innovations, it is apparent that traditional requirements engineering (RE)
        activities alone are not sufficient in this context (even though still highly
        important, of course). Rather, there is a strong need to enhance traditional RE
        activities with creativity techniques in a product or service development
        process. In the last seven years, we have supported several organizations from
        different domains in innovation finding during the RE phase. This paper
        presents our experiences from the creativity workshops we applied there, and it
        shows how such workshops can be integrated into RE processes. In this context,
        we list success factors that we observed and show the key ingredients of
        successful creativity workshops from our experience.

        Keywords: RE, innovation, creativity, workshop, elicitation


1       Introduction

   In today’s economy, innovation is the key factor to remain competitive. Without
having real innovations that inspire and bind customers, almost every organization
can easily be replaced by other organizations that provide the same services and
products with higher quality or lower prices.
   However, innovation may not be mixed up with novelty. Adding a new feature to
an existing product is typically an evolution but seldom an innovation. Real
innovations change the way how customers experience a product, service or task in a
certain domain, or they change the insights people can gain through it. Innovations
therefore enhance the status quo and enable new benefits that did not exist there
before.
   At least in projects in which there is the need to have disruptive ideas, external
inspirations, or a creative involvement of different stakeholder groups, it is therefore
apparent that traditional requirements engineering (RE) activities alone are not
sufficient (even though still highly important, of course). This means that, in such a
context, merely eliciting expectations and requirements from the stakeholders, or
analyzing their problems and frustrations will probably not lead to a solution that is
needed for changing this domain sustainably. The often cited statement from Henry




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Ford, i.e., “if I had asked people what they wanted, they would have said faster
horses” is therefore still valid today.
   Thus, at least under the aforementioned circumstances, there is a strong need to
enhance traditional RE activities with creativity techniques in a product or service
development process. However, we claim that doing a brainstorming [1] or another
creativity technique in isolation is not sufficient for systematically elaborating
innovative ideas. Rather, creativity is a hard work, which needs clear guidance in a
relaxed atmosphere, even though everyone can basically be more creative than he or
she thinks.
   In the last seven years, we have supported several organizations from different
domains in innovation finding during the RE phase. This paper presents our
experiences from the creativity workshops we applied there, and it shows how such
workshops can be integrated into RE processes. In this context, we argue that many
things during such a workshop can go wrong if not carefully anticipated. Thus, we list
the good and bad things we observed during our creativity workshops and we
highlight the need for an excellent preparation, moderation and rework that we
consider as indispensable for coming up with really beneficial results. Based on this,
we also explain how the workshop results can be processed further in order to transfer
initial ideas into concrete requirements.
   As we have already presented a first set of 12 success factors at CREARE 2010
[1], this paper will re-discuss these factors based on our additional experience we
have made since then. Further, new, essential success factors will be presented in this
paper. This is especially important as the creativity workshops we reported on in our
CREARE paper were almost all in research project settings, while our recent
creativity workshops have all taken place in the context of industry projects.
   The remainder of this paper is structured as follows. In section II, we describe the
projects in which we did a creativity workshop during RE in the past and we
summarize their contexts and goals. In this context, we elaborate the success factors
of these workshops and also present a re-discussion of the factors presented in our
previous publication [1]. In section III, related work in the area of creativity
workshops is briefly considered while section IV concludes.


2      Success Factors

   Table 1 lists nine creativity workshops we performed over the last few years (i.e.,
since our CREARE paper from 2010) in RE processes including their goals, results,
context characteristics and participants.
   In the following, we will share our insights from this series of creativity workshops
from two perspectives: first, we present new success factors that we learned during
these workshops. Second, we discuss the already existing lessons learned reported in
our previous CREARE paper under the light of the new projects reported in Table 1
for showing which success factors were confirmed or which new insights we
received.




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     Project            P1                               P2                              P3                               P4                               P5
     Characteristics
     Domain             ICT:                             Insurance:                      ICT:                             ICT:                             Agricultural Engineering:
                        Business Intelligence            Mobile Business Apps            IT Product (HW & SW)             IT Product (HW & SW)             Product & Service
     Workshop Goal      Interaction Concepts and         Mobile Business App Ideas       Product Ideas that can be        Product Ideas that can be        Product or Service Ideas for
                        Feature Ideas for a given        (B2E & B2C)                     developed in less than 3 Years   developed in less than 3 Years   the next 3-5 Years that utilize
                        Product Idea                                                                                                                       the latest IT trends
     Desired            Medium: For 3 given Product      High: As many App Ideas as      Low: Exactly 2 Product Ideas     Low: Exactly 2 Product Ideas     High: As many Product, or
     Workshop           Feature Areas a small Number     possible; Participants should                                                                     Service Ideas as possible;
     Result Quantity    of competing Ideas each          mark their favorites                                                                              Participants should mark their
                                                                                                                                                           favorites
     esired Workshop    Medium: The Results have to      Low: The Results have to        High: The Results have to       High: The Results have to         Medium: The Results have to
     Result Fidelity    enable Product Design to         enable Management to decide     enable Product Management to enable Product Management to         enable Management create a
                        create a coherent Interaction    which Idea clusters should be   directly create a Business Plan directly create a Business Plan   prioritized Development
                        Design for the given Product     investigated in more detail                                                                       /Execution Plan for the Ideas
                        Idea
     Desired Degree     Medium: It should be possible    Medium: It should be possible   High & Low: 1 very               High: It should be possible to   Low-Medium: It should be
     of Innovation      to implement the ideas in 1      to implement the ideas within   innovative (“crazy”) Idea, 1     implement the Idea in 3 Years    possible to implement some
                        Year with a team of 7            1 Year with a Team of 7         low innovative (“normal”)        with a Team of 100               Ideas directly and some over
                                                                                         Idea;                                                             the next 1-5 Years
                                                                                         It should be possible to
                                                                                         implement the Idea in 3 Years
                                                                                         with a Team of 100
     Starting Basis /   Intense Interviews with the      Small List of potential App     Intense Interviews of the        Description of the Business      Short Interviews to derive the
     Input Material     Client about the given Product   Ideas derived by the Client,    current Roadmap of the Client,   Domains of interest,             Goals of the Workshop,




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                        Idea, Goals of the Workshop,     Short List of existing          Documentation about the          Description of the current       Examples to illustrate current
                        User Stories, Initial            Insurance Apps, Goals of the    current Roadmap, List of         Roadmap                          ICT Trends
                        Wireframes                       Workshop                        Areas of Improvement,
                                                                                         Product Ideas derived by the
                                                                                         Moderators’ company, Goals
                                                                                         of the Workshop
     Duration           1,5 Days                         1 Day                           1,5 Day                          2 Days                           1,5 Day
                        (Start 1st Day in the Morning)   (Start in the Morning)          (Start 1st Day in the Afternoon) (Start 1st Day in the Morning)   (Start 1st Day in the Afternoon)
     Number of          9                                14                              9                                10                               15
     Participants
     Background of      Business Experts, End-Users,     Business Experts, Product       Business Experts, Product        Business Experts, Product        Business Experts, End-Users,
     Participants       Product Managers, Developers     Managers, Developers            Managers, Top-Level CEO,         Managers, Developers,            Product Managers, CEO,
                                                                                         Developers                       Usability Expert                 Developers
     Number of          3                                2                               2                                2                                2
     Moderators
     Environment /      Neutral Location                 Neutral Location                Neutral Location                 Client                           Client
     Location
     Briefing of        Very little;                     Very little;                    Very little; Verbal by the       Extensive;                       Very little; Verbal by the
     Participants       E-Mail by the Client             E-Mail by the Client            Client                           Verbal and E-Mail by the         Client
                                                                                                                          Client

                                                                            Table 1. Comparison of the different workshops
     Project            P6                                P7                                P8                                P9
     Characteristics
     Domain             Fashion:                          Fashion:                          Insurance:                        Finance:
                        Big Data / Marketing              Big Data / Marketing              Mobile Business Apps              Mobile Business Apps
     Workshop Goal      Usage Scenarios in Product        Usage Scenarios in Product        Mobile Business App Ideas         Mobile Business App Ideas
                        Marketing that utilize Big Data   Marketing that utilize Big Data   with Focus on Context             (B2E & B2C)
                        Technology                        Technology                        Awareness
     Desired            Low: 1-2 concrete Usage           Low: 1-2 concrete Usage           Medium: 6 App Ideas               Low & High: As many App
     Workshop           Scenarios                         Scenarios                                                           Ideas as possible; 3 App
     Result Quantity                                                                                                          should be described in more
                                                                                                                              Detail
     Desired            High: The Results have to         High: The Results have to         Low: The Results have to          Medium: The Results have to
     Workshop           enable the IT Department to       enable the IT Department to       enable Management to decide       enable Management create a
     Result Fidelity    find and combine the required     find and combine the required     on Intensification of Effort in   prioritized Development
                        data sources and enable them      data sources and enable them      the Area of Mobile Business       /Execution Plan for the Ideas
                        to select appropriate Big Data    to select appropriate Big Data    Apps
                        Technology                        Technology
     Desired Degree     Low: It should be possible to     Low: It should be possible to     Medium-High: It should be         Low-Medium: It should be
     of Innovation      implement the Ideas directly in   implement the Ideas directly in   possible to implement some        possible to implement some
                        the next 6 Month                  the next 6 Month                  Ideas directly and some over      Ideas directly and some over
                                                                                            the next 1-5 Years                the next 1-5 Years

     Starting Basis /   Use Cases, several Interviews     Use Cases, several Interviews     Short Interviews to derive the    Use Cases, several Interviews
     Input Material     with Business Experts to elicit   with Business Experts to elicit   Goals of the Workshop,            with Business Experts to elicit
                        the As-IS-Situation as well as    the As-IS-Situation as well as    Examples to illustrate current    the As-IS-Situation as well as




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                        first Ideas, Goals of the         first Ideas, Goals of the         ICT Trends                        first Ideas, Goals of the
                        Workshop                          Workshop                                                            Workshop, List of Areas of
                                                                                                                              Improvement, Detailed
                                                                                                                              Documentation of 2 main Use
                                                                                                                              Cases, Examples to illustrate
                                                                                                                              current ICT Trends
     Duration           0,5 Days                          0,5 Days                          0,5 Days                          2 Days (Start 1st Day in the
                        (Start in the Afternoon)          (Start in the Morning)            (Start after Lunch)               Morning)
     Number of          7                                 7                                 12                                13
     Participants
     Background of      Marketing Experts,                Marketing Experts,                Business Experts, Product         Business Experts, Product
     Participants       Developers, Big Data Experts,     Developers, Big Data Experts,     Managers, Mid-Level               Managers, Top-Level
                        IT Service Experts                IT Service Experts                Management, Sales Experts,        Management, Sales Experts,
                                                                                            IT Service Experts                IT Service Experts
     Number of          2                                 2                                 2                                 2
     Moderators
     Environment /      Client                            Client                            Client                            Neutral Location
     Location
     Briefing of        Very little; Verbal by the        Very little; Verbal by the        Very little; Verbal by the        2 Participants: Extensive;
     Participants       Client                            Client                            Client                            Verbal and E-Mail as
                                                                                                                              requested by the Client.
                                                                                                                              Others: Very little; E-Mail by
                                                                                                                              the Client
                                                                    Table 1 (continued). Comparison of the different workshops
2.1    New Success Factors

   As the first new success factor, we consider having six key ingredients
(participants’ roles) in each creativity workshop. First, an idea generator with a
domain (not technical) perspective is needed to generate unusual ideas in the
workshop. As a kind of pendant, we need as second role an idea evaluator with a
technical perspective in order to estimate feasibility and needed effort for the
evaluation phase. Third, we need an idea generator with a technical perspective to
produce innovative ideas based on technical innovation potential. As a pendant for
this person, we need as fourth role the idea evaluator with a domain perspective that
can judge whether a technology-driven idea would be accepted by the domain and
what would be the impact. The fifth and sixth role are the moderators of the
workshop. Both moderators should be skilled in creativity techniques and also
moderation. We differentiate the moderators in the analytical moderator and the
motivating moderator. The motivating moderator continuously guides the participants
through the workshop and motivates them to contribute actively. By his behavior he
encourages the participants to contribute continuously to reduce their shyness. The
analytical moderator keeps a close eye on the meta-level on the one side and the
results of the creativity techniques on the other side. In case he or she realizes a
problem on the meta-level (like participants getting into too intense discussions) or on
the result level (output completely different than expected), the analytical moderator
interrupts the workshop and re-plans the workshop in a coffee break.
   A second new success factor we learned is starting with the collection of negative
“ideas” at the beginning of a creativity workshop instead of starting with positive
ones. The reason is that the human nature seems to be much more productive if we
ask for negative aspects than if we ask for positive ones. One can use this simple
mechanism in RE within creativity techniques. Thus, we made very positive
experience using the so called FlipFlop technique if we want to get many ideas. This
means that instead of gathering ideas for a question like “how can we make sure that
our new feature will be successful in the market?” we ask for “how can we make sure
that our new feature will be completely unsuccessful in the market?” In our
experience, asking like this, will lead to more than double the answers compared to
the first, positive version of the question. Of course, we then have to reverse the
statements so that the contrary (being successful) can be used for further processing.


2.2    Re-Discussing Existing Success Factors

   In the following, we present new insights for seven out of the 12 success factors
that we reported already at CREARE [1].
   Regarding the success factor of “Prepare the convergence step carefully, plan
breaks” and “Don’t oversimplify the prioritization and evaluation step” we would like
to emphasize now also the explicit need for intermediate prioritization steps during a
creativity workshop, and not only the need for a final evaluation at the end. Especially
when time is rare to elaborate each intermediate idea in detail, divergence and




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convergence need to be used alternately. However, as such intermediate
prioritizations may quickly end up in time-consuming discussions (e.g., “all ideas are
important!”), we made very positive experience with forcing the participants to
“select the idea that you like most” in a “first come, first serve” setting.
    Regarding the success factor of “Plan enough time” and “Atmosphere” we
emphasized that a good (and different) environment and enough time is indispensable
for running these workshops. In particular, we experienced that approximately 1.5
days of concentrated work are usually needed for coming up with fruitful results. We
also realized that it is extremely important that the participants participate
continuously, and that they should not be distracted by emails or parallel meetings.
Thus, in the meantime we even tend to postpone or even cancel creativity workshops,
if the probability is high that participants have to leave, or if the organizational
surrounding conditions are not good enough to work in a creative atmosphere (e.g., no
willingness to move to a different location).
      In our previous CREARE paper, we also emphasized the need to use even not
very well-known “Creativity techniques to enforce variations” even though people
might be sceptic if we use something beyond the classic brainstorming. We can
clearly confirm that we came to many settings where classical brainstorming style
techniques have been used with no or very limited success, and that different
techniques created much more innovative ideas. However, we learned in the
meantime that there is no strong need for making use of too many different techniques
and that it is not needed to always (re-) select from the over 200 existing creativity
techniques that are out there. Rather, we recommend adhering to an individual set of
techniques with which the moderators have made good experience and which work
well in their individual context. In the different projects we conducted so far (cf.
Table 1), we always used, similar set of techniques, always with very positive results.
    When we reported our lesson “Never start without prior analysis of the problem
space in the domain”, we wanted to emphasize that we strongly recommend
performing domain, market, problem and requirements analyses beforehand.
However, we would like to extend this success factor with our observation that even
for moderators that did many creativity workshops in the past, a thorough and detailed
planning of each individual workshop is still indispensable. In particular, the creation
of a dedicated, detailed script for the moderators explaining, for instance, how the
results of one technique are processed by a subsequent technique, the anticipation of
results of each techniques (sometimes with trial runs) and the intensive discussion of
the analytic and motivating steps in the preparation of the event is needed. In addition,
it is essential for the perception of success that the participants experience a logical
connection between the results of each step of the creativity workshop.
    In CREARE, we also reported that one should “Choose participants carefully”,
arguing that one should not invite the narrow minded fellows to the workshops for not
letting them slow down the creative group process. As can be seen from the new
success factor of “six key ingredients for successful creativity workshops”, we
relativized our opinion on this. Of course, we still have to choose the participants
carefully, but also with regard to the mix of persons. In addition, we want to
emphasize how essential it is to use “evangelists”, i.e., persons that participated in




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such events and can positively affect other people experiencing this the first time.
Second, we always experienced having interdisciplinary in such sessions as a key
success factor. In particular, involving a real customer in the process of product
innovation is always a win for both sites. We experienced that customers felt a higher
loyalty when they are invited to participating in product development. Of course, this
involves the risk of disappointing the customers, if no ideas are implemented.
   Finally, we also want to comment briefly on the other five success factors that we
reported in our former CREARE paper [1]. The factors “Don’t start too late in a
project” and “Contact people personally beforehand and clarify expectations and
goals” are of course still valid, even though we achieved very good results also when
not always contacting the people personally before.
   When we reported the success factor “Have fun, but not too much” we argued for
finding the right balance between enjoyable time and making clear to the participants
that everybody must work hard on the ideas to make the workshop a success. We
made good experience with keeping this always in mind.
   Also “Include good Incubation” is very valid. We often experience in the new
projects that the incubation phase can have significant impact on the generated ideas.
    In the new projects, we did not stick much to the factor “Don´t rotate participants
unless there is enough time”. We also made good experience with mixing teams, even
though one needs to keep in mind that a group of people needs some time to find
together to become effective. In this regard, we made good experience with “force fit”
in which persons with different backgrounds have to combine different ideas.


3      Related Work

   Several further authors reported also their experiences on creativity workshops.
Geschka [2] reports on several benefits of creativity in RE in comparison to individual
problem solving, especially an increased effectiveness with higher amounts of new
ideas at lower costs.
   Maiden et al. [3] report their lessons learned, for instance, that one-day workshops
are too short, restricting the time to develop trust and collaboration among employees
as well as the time to incubate and illuminate ideas too much. Furthermore, they
report the necessity to define clear input and output models for each half-day session.
   Gryskiewicz et al. [4] describe lessons learned from the participants of the creative
RE project, mainly concerned with group dynamics. Additionally, they recommend
discussing problems in a group of people with different backgrounds, not only with
experts of the domain.
   Rhodes and Thame [5] give recommendations for the performance of workshops to
speed up the process of innovation in organizations. The type of workshop they
present is claimed to be suitable for the identification of market chances of the
organization and the creation of new product / market concepts.
   Anderson [6] describes experiences from the perspective of a workshop participant
as well as of a workshop leader. He presents some suggestions to improve the
performance of creativity workshops: For example he recommends the participants to
arrive in the workshop already with prepared ideas.




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   Schlosser et al. [7] contains an extensive description of the workshop and a
collection of “creativity triggers” with specific explanations and examples they
defined for the context of the project to enable creative thinking during the workshop.
Because of the usage of a creativity workshop, they authors experienced an increased
efficiency of the requirements elicitation.
   Mahaux et al. [8] report in general on what creativity can mean to different persons
in RE and, therefore, give a good foundation for creativity in RE.


4      Conclusion

   We argued that in today’s economy, innovation is the key factor to remain
competitive. Therefore, including innovation into the RE activities by means of
creativity workshops is key to success. This paper extends a previous report on
success factors when performing creativity workshops [1]. We report on experience
from conducting creativity workshops in new, purely industrial projects and discuss
and extend success factors that were reported previously [1]. As part of this, we
present the six key ingredients for performing creativity workshops successfully. We
hope that sharing these experiences enables other researchers and practitioners to
perform creativity workshops more successfully and motivates people to extend
research on creativity in RE, respectively.


References
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 2. H. Geschka, "Creativity Workshops in Product Innovation," Journal of Product Innovation
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