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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Educating for Empathy in Software Engineering Course</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Meira Levy</string-name>
          <email>lmeira@shenkar.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Industrial Engineering and Management, Shenkar College of Engineering</institution>
          ,
          <addr-line>Design and Art Ramat-Gan</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The ability to empathize with end-users is an engineering skill that is as necessary as technical expertise and social competency. In particular, empathy is required when embracing the otherness of a group of people and defining their requirements. Empathy is the first step in the design thinking method, which has garnered interest among software development organisations nowadays for leveraging the design and innovation processes and for better realizing the required end-user experience. The design thinking approach places the customer needs up-front, and emphasizes building empathy with users, observing their behavior, and drawing conclusions about what people want and need. This paper presents preliminary findings of a collaboration between design students and engineering students at the Shenkar College of Engineering, Design and Art. The findings show how engineering students, when coping with a serious, human (as opposed to organizational) wicked problem presented to them, practiced empathy and used emotional language when defining requirements for their solutions. The paper posits that the multidisciplinary learning experience of engineering and design students, gained while practicing the design thinking method, can foster empathy and other skills needed in modern digital culture, which exhibits the confluence of technology, knowledge, and culture.</p>
      </abstract>
      <kwd-group>
        <kwd>Design thinking</kwd>
        <kwd>software engineering</kwd>
        <kwd>creativity</kwd>
        <kwd>emotions</kwd>
        <kwd>multidisciplinary learning</kwd>
        <kwd>wicked problem</kwd>
        <kwd>inclusive requirements engineering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        When preparing engineers to cope with wicked problems of the 21st century, which are
often grand, messy and indeterminate, training should focus on technical as well as
social aspects. Engineers must possess not only strong and solid technical expertise but
also broader social competencies, such as empathy, communication skills, and the
ability to collaborate in multidisciplinary teams [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Although many current engineering
programs address aspects of communication, teamwork, and multidisciplinary
collaboration, empathy training is less commonly incorporated into undergraduate
engineering education, partly due to the lack of a "coherent framework" [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Design thinking (DT) is being used increasingly in software development, and it is now
widely agreed that DT belongs in the curriculum of every leading technical university
and that graduates need to be proficient in the method [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. "It would seem that
contemporary, innovative product and service development is hardly conceivable now without
some knowledge of design thinking". [ibid, p. ix]. The DT method places the customer
needs up-front, and emphasizes building empathy with users, observing their behavior,
and drawing conclusions about what people want and need. In addition, it fosters the
use of emotional language to describe desires, aspirations, engagement, and experience,
as well as products and users [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Moreover, in the new global economic era,
multidisCopyright (c) by the paper’s authors. Copying permitted for private and academic purposes.
ciplinary knowledge and capabilities are required in order to gain competitive
advantages and foster innovation [
        <xref ref-type="bibr" rid="ref5 ref6">5,6</xref>
        ]. Previous research addressed the need to promote
effective collaboration among people from different disciplines, and found that
successful multidisciplinary encounters depend on tailoring the selection of a theme,
participants, and location to the encounter’s particular objectives [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. In particular,
universities are revising their curricula to include disciplines such as social science,
humanities, cultural studies, and management studies so that students will be prepared to
meet the changing needs of industry and society, which seek to bridge the gap that
exists between producers and consumers of technology [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. For this aim,
multidisciplinary learning opportunities are organized in which participants are familiarized with
one another’s profession and learn to appreciate dissimilar viewpoints [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In line with
this, innovation can no longer be considered a functional problem since it touches on
all aspects of society including cultural and environmental issues [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. This leads to the
perception that research and development (R&amp;D) functions are not enough to drive
innovation, and the novel perspective requires involving user experience in the R&amp;D
processes [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Within this new business environment, design skills have a central role in
driving innovation processes and bridging different fields such as engineering,
humanities, social science, economics, and production [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Such design skills foster design
thinking in innovation management, encompassing a creative, proactive, and empathic
approach to the connecting of different bodies of knowledge in order to shape
innovative solutions [
        <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
        ]. Or as Meyer put it: "Combining strategic objectives and technical
business requirements with emotions and conceptual thinking, design thinking is used
to create interactions between people and systems, products or technology, with a goal
of making those interactions simple, intuitive, and empathetic." [4, p. 42]. Although the
literature suggests that multidisciplinary programs are beneficial for broadening student
perspectives, only a handful of reports describe the multidisciplinary educational
experiences and the interactions that occur among their participants.
      </p>
      <p>This paper reports on a multidisciplinary collaboration between a software engineering
course given by the School of Industrial Engineering and Management and a design
course given by the Department of Interior Building and Environment Design, both at
the Shenkar College of Engineering, Design and Art. Preliminary findings show that
coping with a human challenge and practicing the DT method during the course
fostered empathy among the engineering students. Moreover, the method promotes the use
of empathic questions, thus educated the students to use empathic language while
presenting their solution requirements. The paper is organized as follows: first, the need
for empathy in engineering education is discussed. Next, the DT method is discussed,
followed by a presentation of the multidisciplinary learning experience and the
preliminary insights gained so far. The paper concludes with a presentation of a vision for
empathy education in engineering training through multidisciplinary learning
experiences while using the DT method. Finally, future research on this issue is suggested.</p>
    </sec>
    <sec id="sec-2">
      <title>Empathy and Engineering</title>
      <p>
        Empathy is considered a necessary professional skill for 21st century engineers [
        <xref ref-type="bibr" rid="ref1 ref15">1,15</xref>
        ].
Hecker [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] noted how soft skills such as active listening skills, the ability to show
concern and empathy, and a positive attitude "may have as great an influence over an
engineer’s overall career success as technical competence" (p. 62). Nowadays,
understanding of the importance of educating engineering students to develop empathic skills
for coping with the increasingly globalized nature of society is ever increasing [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
While recognition of the importance of empathy for contemporary engineering practice
is growing, the literature on professional skills provides no guidance on how to foster
empathy in undergraduate engineering programs [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Empathy is one component of
emotional intelligence, alongside self-awareness, motivation, self-regulation, and
adeptness in relationships [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        The literature provides various activities, such as role play and peer reviews, that can
support the development of emotional intelligence, and so empathy is, so it seems, a
teachable and learnable skill [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. This paper focuses on developing empathy in a
design context that requires combining empathic and analytical thinking. Previous
research identified a reciprocal inhibitory relationship between social cognition (i.e.,
reasoning about the mental states of other persons) and physical cognition (i.e., reasoning
about the causal/mechanical properties of the system) [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. A follow-up study
illustrated the inverse relationship between empathic, social and non-technical concerns and
analytical thought that is relevant to the engineering work [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. These studies show the
importance of including empathy development in engineering programs, in particular
in the context of DT and multidisciplinary learning experiences. However, according
to Walter et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], engineering educators who wish to integrate such skill training into
undergraduate programs are still challenged in doing so due to a lack of conceptual
clarity regarding the nature and purpose of empathy. To close this gap, Walter et al.
developed a model of empathy for engineering that conceptualizes empathy as a skill,
a practice orientation, and a professional way of being. The skill dimension focuses on
enhancing empathic communication, relationship building, and decision making (e.g.
self- and other-awareness, emotional regulation, moving from empathic to analytic
thinking modes and more). The orientation dimension captures a range of mental
dispositions, assumptions, and personal values that influence the way engineers
empathically engage with others (e.g. micro to macro focus, reflective-value awareness, and
value pluralism). Finally, the being dimension situates empathic skills and practices
within a contextualizing framework of broader values (e.g. service to society, dignity
and worth of all stakeholders, and integrating personal values and beliefs with
professional goals and actions) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. This model served in analyzing the findings of the
multidisciplinary learning experience presented in Section 4.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>The DT Method</title>
      <p>
        DT has three perspectives: (1) mindset, (2) process, and (3) toolbox [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. As a mindset,
it exhibits three key principles: (1) a combination of divergent and convergent thinking,
(2) a strong orientation towards both explicit and implicit needs of customers and users,
and (3) prototyping. As a process it combines a micro- and a macro-process. The
microprocess—as an innovation process per se—consists of five steps: (1) define the
problem; (2) find needs and synthesize; (3) ideate; (4) create prototype; and (5) test. The
macro-process consists of managing milestones while developing prototypes that must
fulfill defined requirements. As a toolbox, DT refers to the application of numerous
methods and techniques taken from various disciplines: design, engineering,
informatics, and psychology [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. DT includes well-known practices such as brainstorming [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ],
which is implemented during the "ideate" step. Indeed, allowing divergent and
convergent thinking during the "ideate" step, motivates team members to suggest many ideas
without considering whether they are feasible or not, hence reducing criticism and
encouraging associative thinking that may lead to innovation.
      </p>
      <p>
        DT places empathy with the end-users up-front. Empathy design differs from other
user-centered design techniques in the way users and other stakeholders are conceived:
"More recently, however, there has been a shift toward empathic design as a way to
genuinely engage with and involve users (and other stakeholders) in the development
of solutions that best fit their needs and life circumstances, rather than simply the
economic bottom line of designers" [1, p.132]. To better realize end-user needs, an
empathy map is often used to analyze conversations and interviews with stakeholders,
especially end customers. These conversations are categorized into four categories: "Say"
(quotations and central terms), "Do" (observed behaviors), "Think" (assumptions of
thoughts) and "Feel" (emotions) [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. This method was practiced by the engineering
students in their learning experience, presented next.
4
      </p>
      <p>The Multidisciplinary Learning Experience and Preliminary Findings
This paper reports on a multidisciplinary collaboration between two courses given by
two different schools at Shenkar, College of Engineering, Design and Art. The first
course–"Software Analysis and Design 1"–was a 3rd year course given by the author at
the School of Industrial Engineering and Management, and deals with information
system (IS) analysis and design. During the course students learned about the IS
development cycle, and practiced IS requirement analysis and design using entity-relationships
diagrams (ERDs) as well as data flow diagrams (DFDs). The students proposed and
designed ISs in three stages: requirements analysis, functional system design (using
DFDs) and data base design (using ERDs). The second course–"Special Project –
Attention Movement 1"– was given by the Department of Interior Building and
Environment Design. The two courses were taught in parallel, and each course was taught by
an instructor from its owning faculty and was attended by students from this owning
faculty. In total, 150 engineering students and 22 design students participated in the two
courses.</p>
      <p>In former years, the engineering students were required to identify an IS need in an
organizational context and provide the requirements as well as a system analysis and
design to meet the identified need. This year, students could choose whether to develop
an organizational IS or to collaborate with the design students and develop an IS for an
object the design students were designing in the context of attention disordered
children. Developing an IS for such an object was considered to be a serious challenge,
since the engineering students were familiar neither with the scientific understanding
of children with attention disorder, nor with the relevant IS that may be applicable to
the designed object. Nevertheless, most of the engineering students (117) chose to
develop an IS for the designed object, which implies that they were interested in
collaborating with the design students, although that required additional coordination among
team members. Since the number of engineering students exceeded the number of
design students, we divided the two classes into 21 teams of 4-6 engineers and one
designer each. Each class had its own lessons with the relevant teaching materials. In
addition, each lecturer presented the other class with an overview of her domain during
the first lesson so that students from both classes would have the perspective of the
other domain, in addition to their own.</p>
      <p>Moreover, in order to initiate a common language among the students, the lecturers
developed a mutual questionnaire designed to lead to common understanding between
members of the multidisciplinary teams. For example, the engineering students asked
about the design language of the design object while the designers asked about the
purpose of IS and the benefit it could bring to the project.</p>
      <p>In addition to the traditional learning materials in each course, the DT method was
discussed in both classes, and emphasis was placed on three major steps: (1) define the
problem, (2) find needs and synthesize and (3) ideate. The purpose of these steps was
to better study the end-users and foster empathy and creativity.</p>
      <p>
        Our preliminary findings relate to the "define the problem" and "find needs and
synthesize" steps, which required the engineering students to learn a new domain and a new
kind of user, while collaborating with design students who were used to different
developing phases and looser timetables. The engineers had to familiarize themselves
with the context of children with attention disorder, which was new for them. They
could not jump immediately to a solution, as they often do when creating solutions in
an organizational context. The designers served as their clients, which differed
completely from past, familiar client. To facilitate empathy, the engineering students had to
address the four questions of the empathy map tool, which is part of the DT method
[
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]: What do the end-users do? What do the end-users say? What do the end-users
think? And what do the end-users feel? The DT method requires the developers to
empathize with various stakeholders, and in this case, this meant feeling empathy with
attention disordered children and their teachers, and in several projects with their
parents as well. Following are several examples that demonstrate how empathic language
was embedded in the requirements presented by the engineering students:
Empathy with attention disordered students:
      </p>
      <p>"In their daily life, these people cope with missions like learning, driving, taking
tests, interviewing for jobs, all of which create anxiety and stress for them. We need to
help them build self-esteem".</p>
      <p>"I feel discomfort in class, frustration because I cannot concentrate because of the
noise in class."
Empathy with a teacher who has attention disordered students in class:
"I feel frustrated that I can't deliver what I planned. A few students make so much
noise that the entire class is disturbed. I need to cope with these children who influence
the behavior and learning achievements of the entire class."
Empathy with a parent of an attention disordered student:</p>
      <p>"I feel guilty that my child misbehaved again. I am worried what will happen with
my child, whether the teacher will transfer him to a special class or school."
With regard with the model of empathy for engineering presented in Section 2, the
described learning experience created opportunities for the engineering students to
acquire and practice several empathy competencies:
Empathy as a skill:
The engineering students had to communicate with the design students who are used to
different working practices, regarding both tasks and scheduling issues. The
engineering students had to communicate and regulate their emotional stresses, since it was the
first time they were actually engaged with design student in a shared goal. Moreover,
they had to transition from empathic thinking, when learning about the attention
disordered phenomenon, to analytic thinking when required to come up with system
requirements that relate to the design object.</p>
      <p>Empathy as an orientation:
The engineering students had to empathize by reflecting on other viewpoints. When the
design students described their design language and their influence sources, the
engineering students had to translate it to their own professional language and reflect it back
to the designers so that they understand each other. They moved from the micro level
to the macro level; from understanding the specific project they were involved in, to a
higher level of understanding how to collaborate with designers as professionals and
how to value various opinions and perspectives.</p>
      <p>Empathy as a professional way of being:
Coping with attention disorder syndrome gave the engineering students the opportunity
to integrate their personal and professional values. Several of them reported having a
similar problem or knowing someone with the syndrome. In those cases it was much
more meaningful for them than creating a solution in an organizational context.
The findings analysis presented above shows how practicing DT in multidisciplinary
teams, while coping with a human challenge, fostered empathy capabilities and
developed use of empathic language with end-users during the requirements analysis phase.
Executing the first steps of DT prevented the engineering students from jumping
immediately to functional requirements and forced them to better learn about their
endusers, and specifically their emotional needs. DT postponed addressing the technical
aspects of the solution, while bringing out the voices of the various stakeholders. When
dealing with inclusive requirement engineering that relate to the otherness of a user
group, it is necessary to bring out the users' authentic voices and feelings, with which
the developers of the needed solutions are often unfamiliar.</p>
    </sec>
    <sec id="sec-4">
      <title>Summary and Future Work</title>
      <p>
        This paper is based on the understanding that the increasing complexity of markets and
social contexts involving different scales of problems and stakeholders, pushes
academic institutes to restructure their traditional educational offerings towards more
sustainable social and economic paradigms, opening up novel knowledge synergies [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
In particular, DT has gained attention in the field of requirements engineering both in
the academia and in the industry [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. "Requirements engineering systems are geared
for developing information system palaces and aren’t what’s needed for today’s world
of rapidly changing, app-enabled products. These Web and mobile apps are small,
require rapid development, must closely fit customer needs, and change often.
Requirements engineering for these would greatly benefit from design thinking — that is, a
human centered, rapid-prototyping method for innovative design." [ibid, p. 91].
The learning experience discussed in this paper is part of an ongoing research that
studies the development processes in multidisciplinary teams of engineering and design
students [
        <xref ref-type="bibr" rid="ref26 ref27">26,27</xref>
        ]. Such multidisciplinary teams have the potential to foster innovation
and develop products that enhance user experience since they address technological as
well as human aspects of their outcomes. The learning experience showed that the
"define the problem", and "find needs and synthesize" steps, which require developers
to empathy with end-users and realize their explicit and implicit needs, which often
requires emotional understanding and reflecting, are not easy tasks to accomplish.
Learning from design students to extend the requirements phase and to move more
slowly toward the solution phase is an important practice that can enhance empathy
with end-users. Hence, following the reported multidisciplinary learning experience,
the paper argues that implementing DT practices in multidisciplinary teams of
engineers and designers that cope with social issues as well as addressing the otherness of
end-user groups, can expand the capabilities of the different disciplines and help
engineering students to include empathic elements when designing IS systems. Future
research will continue to study and evaluate this approach in additional multidisciplinary
learning settings.
      </p>
    </sec>
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