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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Scenario-Driven Continuous Mobility Requirements Analysis in Mobile App Maintenance</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Xiaozhou Li</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zheying Zhang</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Timo Poranen</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Tampere</institution>
          ,
          <addr-line>Kalevantie 4, 33014, Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>As mobile devices have become an indispensable part of people's lives, the growth of mobile app market is inevitably rapid. Accordingly, the mobile app users have increasing demands on the quality of the apps. Their tolerance towards bugs and poor usability of the apps is growing low. In addition, as the mobile devices and apps have enabled users to use them in various contexts, the mobility of the apps, referred to as their capability to provide ubiquitous services with quality, is also required. In this study, we propose the scenario-driven approach of mobility requirements analysis with context and ways of interaction. It supports the continuous requirements analysis in the maintenance of mobile apps where their mobility is constantly maintained despite the changes in the features.</p>
      </abstract>
      <kwd-group>
        <kwd>Mobile App</kwd>
        <kwd>Mobility</kwd>
        <kwd>Requirements</kwd>
        <kwd>Scenario</kwd>
        <kwd>Situational Contexts</kwd>
        <kwd>Interaction</kwd>
        <kwd>Maintenance</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The mobility of mobile apps, as their most significant feature, is defined as the ability
to access services ubiquitously, on the move, though wireless networks and various
mobile devices [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It enables the users to access the services with the independence
from time and space [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. The mobility of mobile apps is closely related to their
context of use, especially the situational context, which largely influences the
postadoption behaviors of the users, including use continuance, word-of-mouth, and
complaints [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Therefore, the quality of the mobile apps that enables the user to use them
comfortably and respond with positive post-adoption behaviors in various contexts
determines the apps’ overall success [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        The different digital distribution platforms for mobile apps enable and promote the
easy communication among users and developers. Therefore, it is a common strategy
for the companies to update their apps in short cycles continuously [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Despite the
proposed continuous requirements engineering methods for mobile app development
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], it does not cover the mobile app maintenance and the continuous requirements
engineering on mobile app mobility. Abrupt changes in a feature or design might
affect the mobility attribute of an app. When change requests are proposed, the impact
analysis shall consider the various contexts and users’ way of interaction with the
Copyright 2018 for this paper by its authors. Copying permitted for private and academic purposes.
affected features. Therefore, in addition to the common practices on impact analysis,
the app maintainers must pay attention to: 1) the identification of contexts where users
most often interact with the affected feature and 2) the analysis of ways by which
users interact with this feature in identified contexts.
      </p>
      <p>
        Context is defined as “any information that characterizes a situation related to the
interaction between humans, applications, and the surrounding environment” [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In
addition, many studies categorize context [
        <xref ref-type="bibr" rid="ref10 ref8 ref9">8-10</xref>
        ], among which Belk [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] emphasizes
the situational characteristics of context that have an impact on the customer
behaviors, and categorizes them into physical context, social context, temporal context, task
definition, and antecedent states. Such impact on the customer behavior of mobile
services is also studied [
        <xref ref-type="bibr" rid="ref11 ref12">11,12</xref>
        ]. On the other hand, the different ways of interaction
between users and apps are also identified [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Hence, to analyze the mobility attribute of an app, we shall obtain information on
the context in which the app is often used. Scenario is an efficient tool to facilitate
context information acquisition and its mapping with the system functions from the
users’ viewpoint [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] it has been used widely in requirements engineering related
activities [
        <xref ref-type="bibr" rid="ref14 ref15 ref16 ref17">14-17</xref>
        ]. In this paper, we tackle the issue of how to maintain the mobility of
mobile apps when a new feature is requested, or a change request is proposed. We
focus on the integration of the use of scenarios into the identification of situational
contexts and the analysis of ways of interaction and present a process model for
mobility requirements analysis to maintain the app mobility.
      </p>
      <p>The remainder of the paper is organized as follows. Section 2 overviews
understanding of mobility as the quality of mobile apps, and the situational contexts of
using an app. Section 3 presents the use of scenarios to elicit contexts information for
mobility requirements analysis. Section 4 explains the use of conflicts in ways of
interaction representing mobility loss and the process model of analyzing a change
request towards mobility maintenance. Section 5 demonstrates how our approach is
applied for requirements analysis in a real-life mobile app case. Section 6 concludes
the paper with the limitation and future work covered.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Mobility and Situational Context</title>
      <p>
        Mobility is the ability to access services ubiquitously, on the move, though wireless
networks and various mobile devices [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Closely related to ubiquitous computing
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] and nomadic computing [
        <xref ref-type="bibr" rid="ref19 ref2">2,19</xref>
        ], the concept of mobility is seen as the capability
of mobile apps providing services with the independence from time and space or the
accessibility whenever and wherever [
        <xref ref-type="bibr" rid="ref19 ref2">2,19</xref>
        ]. From the perspective of app
development, mobility is a unique quality attribute of mobile apps that enables not only
operations on functionalities, but also the comfortable interaction throughout various
contexts [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Hence, identifying what the contexts are and how users use the app in
those contexts is the prerequisite to maintain and enhance the mobility of mobile
apps.
      </p>
      <p>
        The context of information systems and mobile devices have been studied widely.
Most of the given definitions of context claim that context encompasses the aspects
including, location, the physical environment, people nearby the user, the time of the
day, the computing environment, user’s emotional states, the focus of attention, and
so on [
        <xref ref-type="bibr" rid="ref20 ref21 ref8 ref9">8,9,20,21</xref>
        ]. Amongst the wide spectrum of mobile context in general, the
situational characteristics of context, referred to as the situational context, has been found
closely influential to the users’ continuous use and behaviors after use [
        <xref ref-type="bibr" rid="ref3 ref4 ref8">3,4,8</xref>
        ].
      </p>
      <p>
        The temporality, spatiality, sociality are the three critical perspectives to illustrate
the situational context [
        <xref ref-type="bibr" rid="ref23 ref4 ref8">4,8,23</xref>
        ]. The temporal perspective illustrates originally the
time of day or season of the year when the users’ interaction occurs [
        <xref ref-type="bibr" rid="ref38 ref8">8,38</xref>
        ]. To
investigate the situational influence of temporality towards the users’ behavior, we see the
temporal perspective as the users’ sense of time when starting the use of the app as
well as their sense of time for the interaction of the app itself which influences the
contextual activities [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Therefore, to provide a straightforward understanding of the
temporal context influence on users’ behavior, we categorize temporality into
intensive and allocative. The second important perspective of situational context is the
spatiality. It indicates the influence of physical surroundings towards users’ use of the
apps [
        <xref ref-type="bibr" rid="ref38 ref8">8,38</xref>
        ]. Concerning only the situational variables, the environmental influence of
the light, wind, air, and etc. are excluded. We see the spatial context as the one
influences the users’ physical movement and gestures, and the indicator of the users’
physical availability relevant to the use of apps [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. We specify the spatial context by
adopting the value categorization based on the concept of mobile modality [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ],
including, visiting, traveling and wandering. The sociality is the perspective describing
the interpersonal interaction between the user and the others [
        <xref ref-type="bibr" rid="ref21 ref25 ref26 ref8">8,21,25,26</xref>
        ]. We
interpret the social context based as the social norms that constrain users from or
encourage users into the interaction with the app [
        <xref ref-type="bibr" rid="ref26 ref4">4,26</xref>
        ]. Thus, it contains the value of either
constraining or encouraging. The description and example of each situational context
perspective are shown in Table 1.
in urgent need of achieving other goals with a limited spare
time of interacting with the app (e.g., catching a train which
leaves in 5 min)
no urgent goal to achieve and is temporally available (e.g.,
idle at home)
in a physically and geographically stationary status (e.g.,
sitting in class)
in a passively moving status (e.g., sitting in a car)
in an actively moving status (e.g., walking in a building)
the social norms require the user not to interact with the app
(e.g., speaking to the president)
the social norms allow the user to interact with the app
(e.g., drinking coffee alone)
      </p>
      <p>
        Based on our categorization of the situational context of the mobile app, for each
user, we consider he/she must be situated in one combination of temporary, spatial
and social context. Thus, by cross-combining the different perspective values of the
situational contexts, we have then 12 unique situational contexts including IVC,
AVC, IVE, AVE, ITC, ATC, ITE, ATE, IWC, AWC, IWE, AWE [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. A description
of a situational context example is referred to as a scene. It can be used in the mobility
analysis to ease the understanding of each situational context. For example, a typical
situation of “a person is sitting alone in the classroom doing nothing”, falls into the
situational context AVE (i.e., Allocative, Visiting, Encouraging). It indicates that the
user is in a physically stationary status (i.e., Visiting) and temporally available (i.e.,
Allocative) and is able to interact with the app (i.e., Encouraging). Herein, such a
situation is one scene of the AVE context.
      </p>
      <p>Furthermore, the situational contexts are not equally important to take into account
for each app. Based on the vision and scope of each app, it is originally planned and
developed to fit specific situational contexts. For example, the game Vainglory1 (a
real-time player-vs-player multiplayer online battle arena) is certainly designed for
the AVE context, as one gameplay session of it will take quite long time with users’
full concentration. It is unsafe to play the game when walking or running and is also
inappropriate to play in a social event too. However, the game 20482 (a casual game
without time limit) for not only AVE context but also other contexts, such as ITE, and
AWE, as the user can make a quick move even when the time is limited. We define
such more important context(s) as the primary context(s) of the app. The suitable
context for individual features can be inherited from the primary contexts, however, it
can also differ from feature to feature. Because the different features serve the
different courses of interaction, which occur more preferably, in a different context. Taking
Pokémon Go3as an example, the feature of “searching for a Pokémon nearby”
requires a player to walk around the streets and encourages users to play in an AWE
context, while “catching a Pokémon” requires the player to stop walking for a short
while and mostly fits an AVE context. Therefore, the prioritization of situational
contexts is also necessary for each individual feature.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Scenarios in Requirements Analysis</title>
      <p>
        Scenarios are stories or examples of events as grounded narrative taken from
realworld experience, in which the design rationale or a problem situation is anchored for
requirements analysis and design decisions [
        <xref ref-type="bibr" rid="ref13 ref27 ref28">13,27,28</xref>
        ]. Also, they can be sequences of
behavior and possible contextual description used for guiding software design and
providing the basis of test scripts [
        <xref ref-type="bibr" rid="ref27 ref28">27,28</xref>
        ]. According to the roles they take in software
system development, their representation varies from rich and informal narrative
description of real-world experience on using a system to formatted texts and more
formal models of an event sequence or system behavior. Although the content and the
formality of representation of scenarios may vary, they have an essential element in
common, which is the event sequences.
      </p>
      <sec id="sec-3-1">
        <title>1 https://5v5.vainglorygame.com/</title>
        <p>2 https://gabrielecirulli.github.io/2048/
3 https://www.pokemongo.com/</p>
        <p>
          An event sequence is a description of what people do and how people use a
software system in a particular instance. It is a sequence of activities or a more or less
richly branched structure of such sequences [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ]. In addition to the event sequence, a
scenario may also include the description of people who are engaged in the event, the
goals the people hope to achieve, and the condition or situational context where the
event occurs [
          <xref ref-type="bibr" rid="ref28 ref30">28,30</xref>
          ]. These are useful elements to support the analysis of the use of a
target system in requirements elicitation and analysis, to gather stories, search for
generalities, identify and analyze the needed behavior of software [
          <xref ref-type="bibr" rid="ref14 ref15 ref16 ref28">14-16, 28</xref>
          ]. For
example, the sentence “… After my morning class, I sit at my table and feel bored. I
then opened my WeChat to send a message to Vicky to have a quick chat.” is
extracted from a large textual scenario paragraph for requirements analysis for an app
WeChat4. It contains the mentioned elements, which describes a “sending a message”
feature expected by a user for achieving his/her goal to “have a quick chat”. In
addition, the user is in a particular context, i.e., “after my morning class” and “sits at my
table and feel bored”, when interacting with the application. To apply the definition
of context given in the prior section, we get the context as AVE (allocative, visiting,
encouraging).
        </p>
        <p>
          The intrinsic mobility of mobile devices and the apps within have enabled users to
use them ubiquitously [
          <xref ref-type="bibr" rid="ref2 ref31 ref4">2,4,31</xref>
          ], which largely changed the ways of people perceiving
the use of mobile apps [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ]. The use of mobile apps in various contexts shall be
analyzed when an app’s feature is designed for implementation. Scenarios form a means
of situating discussion about the design so that the mobility attribute can be elicited
for fulfillment by reasoning about an event sequence posed by scenarios describing a
context of use [
          <xref ref-type="bibr" rid="ref27 ref28">27,28</xref>
          ].
        </p>
        <p>
          Many studies propose methods and processes to construct scenarios for
requirements analysis in various forms [
          <xref ref-type="bibr" rid="ref15 ref16 ref27">15,16,27</xref>
          ], as well as the formal methods translating
scenarios into a set of executable state machines for simulation and validation [
          <xref ref-type="bibr" rid="ref33">33</xref>
          ].
Other studies cover scenario-based requirements analysis methods for mobile app
development as well [
          <xref ref-type="bibr" rid="ref34">34</xref>
          ]. In this study, we focus on using scenarios as the driver to
facilitate the situational context extraction. Different from the scenario-based
requirements engineering approach, in app maintenance, previous requirements
documents can be used as reference to identify the concerned feature.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Continuous Mobility Requirements Analysis</title>
      <p>To maintain the mobility attribute of the mobile apps in the maintenance and
evolution phase, the mobility loss resulting from changes in features must be detected and
controlled. It shall prevent the changed features cause the users’ uncomfortable
interactions in some important situational contexts. Such practice shall continuously detect
and address the potential mobility loss within the proposed change requests.</p>
      <sec id="sec-4-1">
        <title>4 https://web.wechat.com/</title>
        <sec id="sec-4-1-1">
          <title>Context Extraction from Scenarios</title>
          <p>The first critical step of proceeding the approach is to obtain the context information
concerning the proposed change requests. Here we use scenarios to elicit the required
context information.</p>
          <p>When a change request is proposed in the maintenance phase, referencing the
documented requirements, the features affected by the change request could be identified.
Presumably, when similar mobility requirements analysis has been executed in the
development phase, the previous context analysis results can be inherited.</p>
          <p>
            A change request records an adjustment for an app which includes a narrative
abstract of the change. If the change is about specific features, the scene could be
extracted from the abstract. In addition, scenes and scenarios can be identified and
specified by interviewing the originator who submitted the change request, as well as the
stakeholders who are related to the affected features. Therein, the requirements
analyst shall pay attention to the edge of the complete use session of the feature and the
scene switching. For ambiguities, the stakeholder shall be further probed. On the other
hand, the event sequence of scenarios can be recorded in various forms, including
textual descriptions, use cases, activity sequence diagrams, etc. [
            <xref ref-type="bibr" rid="ref27 ref28">27,28</xref>
            ].
          </p>
          <p>With the created scenarios, the requirements analyst shall be able to obtain a list of
scenes where the change occurs. For each scene, the situational context (one out of
the 12) will be identified. When there are multiple scenes describing the same
situational context, the number will be recorded to facilitate the prioritization of the
situational contexts. When the list of situational contexts is extracted from the scenarios,
they shall be distinguished from the primary contexts for the app and assigned
uniquely to each feature.
4.2</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>Detection of Ways of Interaction Conflicts</title>
          <p>
            The way of interaction describes the users’ ways of switching from their activity in
the context to the interaction with the apps until the goal of app use is accomplished
[
            <xref ref-type="bibr" rid="ref4">4</xref>
            ]. Ideally, the user shall be able to start the interaction with the app whenever
possible, while presumably, the context has zero influence on the app use. However, when
the context has influence, the switching from context interaction to the app interaction
becomes a trade-off. Subjectively, the users can choose not to use any feature of any
app, especially when the context activity cannot be interrupted or even slightly
influenced, temporally, spatially, or socially. For example, when the user is taking an
exam at school, although he/she is able to use apps physically or spatially, the time
limits (temporally intensive) and social norms (socially constraining) will influence his
decision on the app use. Therefore, the matching between the ideal way of interaction
from the context and the expected way of interaction with the app feature determines
how the users feel about the mobility of the app. Hence, the mismatching between
such two ways of interaction results in mobility loss.
          </p>
          <p>
            There are four different ways of interaction, including accompanying, interrupting,
intermittent, and ignoring (shown in Table 2) [
            <xref ref-type="bibr" rid="ref4">4</xref>
            ].
          </p>
          <p>Ways of Interaction</p>
          <p>Description
Accompanying
Interrupting
Intermittent
Ignoring
The paralleling engagement in both user’s interaction in context and
the interaction with app. (e.g., Listen to music when reading)
The user converts full concentration on the interaction with app and
ceases the original activity. (e.g., Stop reading and start browsing
friends’ status updates)
The interlaced engagement in both the user’s interaction in context
and the interaction with app, with the whole process of several short
interactions, which are neither consistent nor interfering the
proceeding of the original task. (e.g., Watch TV and send messages)
The interaction with app is ignored by the user in order to maintain
the proceeding of interaction in context. (e.g., Ignore all messages
when taking exams)</p>
          <p>According to the definition of the ways of interaction, it represents the users’
interaction switching from the context to the app. Therefore, for every context as
categorized in the previous section, one or more ways of interaction is encouraged, and
defined as the ideal way of interaction (IWoI), as shown in Table 3. To identify the
IWoIs for a typical situational context, the three perspectives of the situational
context, temporality, spatiality, and sociality must be taken into account. For example,
Table 3 shows an example of determining the possible ideal ways of interaction for
each context perspective.</p>
          <p>Based on the table of IWoIs for context perspectives, the IWoI for each situational
context is thus the intersection of ways of interaction set of all three perspectives. For
example, the IWoI of IVC situational context (Intensive, Visiting, Constraining) is
Intermittent, which is the intersection of (Accompanying, Intermittent),
(Accompanying, Intermittent, Interrupting), and (Intermittent).</p>
          <p>
            Similarly, for a feature offered by an app, some ways of interaction are also
required, defined as the expected way of interaction (EWoI). The EWoI of the feature is
determined by the persistence and obtrusiveness of the feature [
            <xref ref-type="bibr" rid="ref36 ref37">36,37</xref>
            ]. The
persistence of a feature indicates the duration for a user to complete a use session with it.
Therein, a persistent feature requires long interaction when an ephemeral feature
requires a short duration. The obtrusiveness of a feature indicates whether the feature
urges the user to start using immediately.
          </p>
          <p>Table 4 shows one example of determining the EWoI of one app feature. For
example, the “sending instant message” feature of WeChat is ephemeral (i.e., it takes
several seconds to send a message) and obtrusive (i.e., the user will be notified when
receiving a message). Therefore, the possible EWoI of this feature is intermittent or
accompanying.</p>
          <p>Therefore, the conflicts between such ways of interaction choices and the ones for
the contexts will then cause the users’ uncomfortable use of the app or frequent
ignoring the app when such contexts occur often. Thus, detecting and addressing such
conflicts between IWoI and EWoI is the key to improve users’ comfortable use of the app
in primary contexts, and further the sense of mobility overall.
4.3</p>
        </sec>
        <sec id="sec-4-1-3">
          <title>The Mobility Requirements Analysis Process Model</title>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>The mobility requirements analysis process model is shown in Fig. 1.</title>
        <sec id="sec-4-2-1">
          <title>Key Activity 1. Collect Scenarios &amp; Identify Feature</title>
          <p>Before the maintenance phase starts, the development team shall possess the
project vision and scope, as well as the requirements documents in a certain form.
Therefore, when a feature change request is proposed (e.g., based on the reviews of the end
users) the team shall start collecting the scenarios from the stakeholders who propose
the change based on the team’s experiences and overall understanding of the app. On
the other hand, the affected features will be identified. The feature is associated with
information such as the context and the EWoI which has been accumulatively
specified during the development and maintenance process.</p>
        </sec>
        <sec id="sec-4-2-2">
          <title>Key Activity 2. Identify Scenes &amp; Match Context</title>
          <p>Based on the scenarios collected, the team shall then be able to specify the
situational context of the feature with the reference of the situational context classification.
If the primary contexts of the app are available in the requirements document, the
context information shall be compared with the ones obtained from the scenarios.
When the predefined primary contexts are not covered in the scenarios, they shall also
be taken into account. On the other hand, when no previous primary contexts are
defined, the situational contexts of the feature will then be only based on the scenes
from the collected scenarios.</p>
        </sec>
        <sec id="sec-4-2-3">
          <title>Key Activity 3. Specify Ways of Interaction</title>
          <p>If the identified feature is a new one, the team shall specify this new feature as well
as its EWoI. When the feature is identified from the previous requirements document,
the EWoI, as well as the related primary situational contexts will be inherited. On the
other hand, the identified situational contexts from the collected scenarios will be
matched with primary contexts. When a significant number of new situational
contexts are identified from the scenarios, the new situational contexts will be seen as a
primary context. Then the IWoIs for all primary contexts will be specified.</p>
        </sec>
        <sec id="sec-4-2-4">
          <title>Key Activity 4. Identify Conflicts</title>
          <p>Conflicts of interactions will be identified when both EWoI and IWoI are
specified. For example, the EWoI of “playing a combat” feature of Vainglory
(interrupting) has conflict with the IWoI of IVE situational context (intermittent). It indicates
the users will mostly not have a good experience playing the game while he/she is
watching an intensive ice hockey game (a scene for IVE).</p>
        </sec>
        <sec id="sec-4-2-5">
          <title>Key Activity 5. Propose &amp; Validate Change Requests</title>
          <p>When conflicts of interaction occur, the changes shall be made to the feature in
terms of the functional and quality requirements related in order to solve such
conflicts. Each requirement with conflicting ways of interaction will be further analyzed.
Changes are made, or new requirements are added, based on the collective
understanding towards the nature of the features to comply those requirements with the
IWoIs of the primary contexts. For example, to address the conflict in the previous
example, one option is to change the gameplay towards the intermittent way of
interaction, which provides ephemeral play session not interrupting the original activity.</p>
          <p>The process shall continue through the whole maintenance phase. It continuously
detects and addresses the potential conflicts in ways of interaction and maintain the
mobility of the target apps towards the users’ primary situational contexts.
5</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>An Example with FireStatus Mobile App</title>
      <p>In this section, we apply the mobility requirements analysis approach into a change
control process in the maintenance of a mobile app, called FireStatus. FireStatus is an
Android app designed to facilitate the emergent message transmission between the
Emergency Response Centre and the Volunteer Fire Department. The client of the
project, Perhon Palomiesyhdistys ry5, is one of the Finnish Volunteer Fire
Departments. In the volunteer fire department, firefighters are not present at the fire station,
but at home, at work, etc. The FireStatus app enables the volunteer firefighters, who
are in various contexts, to receive messages of emergency calls and respond quickly.</p>
      <p>The app was developed in a student project6. Its main features include receiving
and responding to emergency messages (Screenshot 1 in Fig. 2.), checking the
responding situation of the incident calls (Screenshot 2), and various settings of the
alarm sound, the keywords, incident dispatching number, etc. (Screenshot 3).</p>
      <p>When a volunteer receives an alarm message, he/she can respond with coming
immediately, later or not coming by clicking one of the three buttons. The
participation information is given in the Participant tab, which shows three firemen will come
immediately (in the green bar) with their names and their skills shown in the gray
area, another three comes in five minutes (in the yellow bar), one is unable to come
(in the red bar) and nine are without any response (in the white bar). The settings tab
shows the functions of changing alarm sound, changing vibration and so on.</p>
      <sec id="sec-5-1">
        <title>Key Activity 1. Collect Scenarios &amp; Identify Feature</title>
        <p>We started an online interview with the end-users of the FireStatus app for their
feedback on the application. Despite of the overall satisfaction on the app from the
users, they did mention that the main feature of the app can be certainly improved to
be more convenient. Therefore, tracing back to the original requirements document,
we confirm the core feature of the app was recorded as Requirement 170057, which
states a volunteer firefighter shall be able to get information about the accident when
receiving the emergency alarm and make decision on whether to participate and
when. Concerning this specific feature of the app, further questions concerning the
scenarios of use are also forwarded to the users.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Key Activity 2. Identify Scenes &amp; Match Context</title>
        <p>5 http://www.perhonpalomiehet.fi/
6 http://www.uta.fi/sis/tie/pw/previous-projects.html</p>
        <p>When a set of scenarios are collected with the situational contexts are easily
specified (shown in Table 5). As the context analysis was not included in the development
phase nor recorded in requirements document, the situational contexts acquired from
the users’ scenarios will be seen as the primary contexts. A typical scene is assigned
to each situational context to ease the understanding of such contexts.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Key Activity 3. Specify Ways of Interaction</title>
        <p>Furthermore, we prioritize the acquired situational contexts by the occurrence of
such context in the scenarios. For each situational context, one or more IWoIs are
assigned based on the previous reference tables in Section 3 (shown in Table 6). The
EWoI is defined as Interrupting.</p>
      </sec>
      <sec id="sec-5-4">
        <title>Key Activity 4. Identify Conflicts</title>
        <p>Therefore, by comparing the IWoIs of the situational contexts and the EWoI of the
feature, we can easily identify the conflicts. As shown in Table 6, the interrupting
nature of this core feature of the app only suits the situational context of AVE, which
means that the user shall have a pleasant use of the app only when he/she is in a
situation similar to “being idle at home”. In other situations, for example, when the users
are engaged in a social interaction (socially constraining, e.g., AVC, IVC), or when
they have limited time to put attention and focus on reading the information
(temporally intensive, e.g., IVE, ITC), intermittent or accompanying ways of interaction
shall be more preferable by the users, towards which the feature shall be updated.</p>
      </sec>
      <sec id="sec-5-5">
        <title>Key Activity 5. Propose &amp; Validate Change Requests</title>
        <p>Currently, considering the current design of the app, information of the occurred
incident and the participants are separately displayed (Screenshot 1 &amp; 2). This shall
result in long concentration and interruption towards users’ original action and should
be improved. Furthermore, ways of acquiring information other than reading from the
screen is also a good way to avoid interrupting. A set of change requests are proposed
as new requirements shown in Table 7.</p>
        <p>New Requirements
The volunteer firefighter shall be able to view the incident information
(e.g., location, severity, keywords, responded participants) and respond on
one screen.</p>
        <p>The volunteer firefighter shall be able to listen to the read-out of the
incident information.</p>
        <p>The volunteer firefighter shall be able to respond and change the response
via voice control (e.g., Siri, OK Google)
From opening the app to the response is sent, the duration shall be no
longer than 3 seconds.</p>
        <p>Among the new requirements, Requirement 170057.1 aims to reduce the
interaction duration of the targeting feature and enable retractable action. In this way, the
feature shall then provide more intermittent ways of interaction, which suits more for
socially constraining situations and temporally intensive situations. Furthermore, to
specify Requirement 170057.1 towards shortened concentration time and effective
information acquiring, a set of sub-requirements can also be proposed, such as the
notification sound varies according to the severity of the incident, the theme color
varies according to the severity of the incident, the keywords related to the
firefighter’s skills shall be highlighted and shown at front, etc. On the other hand,
Requirements 170057.2 and 170057.3 aim to create an alternative accompanying way of
interaction for the feature by introducing information read-out and voice control, so that
the users are then able to continue focusing on their original activity while acquiring
the information and making decisions. In addition, non-functional Requirement
170057.4 adds further constraints on and emphasize the short interaction duration.</p>
        <p>With the help of the app development team and the end users, we further validated
the new requirements. The development team agree that the six scenes shown in
Table 3 are indeed the most common situations. Furthermore, despite not recognizing
any enhancement possibilities at the beginning, the developers do believe
Requirement 170057.1, 170057.1.3 and 170057.4 are necessary considering the situational
context of use. However, they also emphasize that “simplicity” is the key attribute of
the app, as the app targets to provide the pure functional service for the users from a
special domain, who might be confused with more features added. Therefore, they
consider reading-out information and voice control features unnecessary. Concerning
the end users, a majority of them are satisfied with the current version of the app
when the rest express rooms for improvement but not dissatisfaction. Concerning the
proposed new features, the end users also like the way to reduce interaction duration
by condensing key information on single screen and using easily detectable
visualizations. Moreover, like the indication from the developers, only a minority of the end
users like the idea of voice-based info acquiring and responding.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>As the key quality attribute of mobile apps, their mobility should be taken into
account in both development and maintenance phase. When one change request is
proposed, whether it will cause mobility loss is a question to be addressed before the
app is updated. By using scenarios as a supporting tool, we propose the continuous
mobility requirement analysis approach for app maintenance with the process model
and relevant techniques, illustrating the way of maintaining the mobility of the app.
Via the demonstration of the example of proposing change request to FireStatus app,
we validate the usefulness of this approach in detecting the potential mobility loss
hazard and addressing the issue by updating requirements. This approach will
facilitate the mobile app maintenance practice by enhancing the understanding of the
relation between mobility-impacting factors, e.g., the situational context and ways of
interactions.</p>
      <p>On the other hand, this study can be improved by a more thorough classification in
each of the perspectives of situational context. Furthermore, a more explicit and
unified reference model for detecting the conflicts in ways of interaction is also needed.
A predefined scenario modeling approach shall also facilitate the process of acquiring
context scenes and identifying features. A collaborating analysis tool can support this
approach well. Further validation and evaluation of the approach are required with the
support of empirical data. The relevant future empirical study shall also investigate
the relation between the feature changes in maintenance and the mobility loss, as well
as the factors to it. A prospective case study with real-life mobile companies shall be
planned to address the aspects mentioned above.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgments</title>
      <p>We thank the development team of the FireStatus app, Perhon Palomiehet association,
and Ossi Puustinen for their help in this study.</p>
    </sec>
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