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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Be Ahead of the Game: Gamification for Inclusive RE</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Naomi Unkelos-Shpigel</string-name>
          <email>naomiu@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Irit Hadar</string-name>
          <email>hadari@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Systems Department, University of Haifa Carmel Mountain 31905</institution>
          ,
          <addr-line>Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Requirement Engineering (RE) research has evolved in the last decades, addressing new challenges emerging from advanced software development methodologies, and from extending the user population to special groups of users. Although more and more products are developed for special needs user groups, only few research works address the unique challenges of eliciting requirements for users with whom such collaboration requires overcoming substantial barriers. In parallel, the use of gamification techniques has been investigated for the purpose of enhancing RE task performance, typically not addressing special user groups. In this paper, we focus on using gamification for RE tasks, intended for three special user groups: young children, individuals on the spectrum of autism, and elderly adults. We propose a model representing cognitive barriers hindering the RE process with the aforementioned groups of users, and set the ground for a research agenda which addresses theseTebxtarriers of communication and engagement, by exploring gamification as a facilitator of inclusive RE.</p>
      </abstract>
      <kwd-group>
        <kwd>Inclusive requirement engineering</kwd>
        <kwd>gamification</kwd>
        <kwd>children</kwd>
        <kwd>autism</kwd>
        <kwd>elderly adults</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Requirements engineering (RE) is an important part of software development, and has
a considerable effect on the quality of the deployed software and on customer
satisfaction. Several challenges were found in RE, many of which are related to stakeholder
involvement in, and contribution to, the various RE tasks – requirements elicitation,
specification and validation ([
        <xref ref-type="bibr" rid="ref6">6</xref>
        ][
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]). The RE process requires ongoing communication
involving customers, managers and developers. In the software domain, RE is typically
even more complex than in other product domains, as often the stakeholders come from
different backgrounds, with many of the end users having little or no technical
understanding of the software product developed. This makes the tasks of eliciting
requirements and specifying them in a way that will be coherent to all stakeholders highly
complex. RE, starting with the task of requirements elicitation becomes even more
challenging when the end users have further barriers, affecting their motivation,
communication capabilities, or both.
      </p>
      <p>Copyright (c) by the paper’s authors. Copying permitted for private and academic purposes.</p>
      <p>This position paper aims to explore the use of gamification for facilitating inclusive
RE. It briefly reviews existing literature in order to understand what has been achieved
so far in inclusive RE, and to what extent gamification has been included in these
research efforts (section 2). Next, we propose a model of communication and engagement
barriers hindering RE with special populations and discuss the potential contribution of
gamification for overcoming these barriers (section 3). We summarize the paper by
presenting guiding research questions for future research (section 4).
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Scientific Background</title>
      <sec id="sec-2-1">
        <title>Gamification in RE</title>
        <p>
          Gamification is defined as the use of game design elements in non-game contexts in
order to encourage individuals to participate in certain tasks and contribute to their
success [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. In recent years, various gamification elements have been embedded in different
information systems and applications in general and, more recently, in applications
intended for the use of RE in particular.
        </p>
        <p>
          Research works concerning gamification in RE have thus far been mostly examined
empirically with student participants (e.g., [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ][
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]), with several recent studies
conducted with practitioners (e.g., [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ][
          <xref ref-type="bibr" rid="ref9">9</xref>
          ][
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]). For example, gamification used in virtual
teams during requirements elicitation was found to assist the teams to locate experts and
share their knowledge [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Another work [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] identified three types of activities needed
to be performed when engaging gamification into RE: analysis, integration, and
evaluation, and found that students performing these activities had better results in RE. These
research works mostly focused on measuring the outcomes of embedding gamification
techniques in RE processes. Still, a systematic research revealing specific factors leading
to motivation and productive behavior, thus guiding gamification design, is yet to be
conducted. Little attention has been paid to the individual influence of each gamification
technique, or of the combination thereof, on the results [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>In the following subsection, we bring several examples of special groups for whom
gamification has been used for eliciting requirements.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Gamification in inclusive RE</title>
      </sec>
      <sec id="sec-2-3">
        <title>2.2.1 RE for young children as users</title>
        <p>
          RE for young children, who are still unable to express their needs of a software
product, is usually done by educational experts, whereas the intended users are involved in
the process only as testers [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. This method, called child-centered design, is common
when designing games for children. However, it does not involve the children in early
stages of the product development, and, in particular, in RE. Several attempts have
recently been made to involve children in RE. For example, Heikkinen et al. [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] created
a tool for requirements elicitation for mobile applications for children. They found a
technical gap between the children’s requirements and the developers’ capabilities, and
concluded that with the lack of proper requirements management, many of the desired
requirements collected from the children could not be mapped to technical capabilities.
Marti and Giusty [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] asked children with disabilities to use a robot for assisting them
in social interactions; this facilitated the enhancement of the robot’s visual interface.
        </p>
        <p>The involvement of children in the RE process of products designed for them is still
relatively scarce. The few attempts made highlight the need for a systematic method
guiding the elicitation of requirements from young or disabled children, in a way that
would lend these requirements to be “translatable” to the developers.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.2.2 RE for end users on the spectrum of autism.</title>
        <p>
          Some effort has been invested during the last decade in researching RE for autistic
spectrum disorder (ASD) users. The main progress in this area is the acknowledgment
that AURE (Autistic Users RE) requires special attention, such as visual over verbal
communication, that rationalization plays an important role in this process, as does
prepping a detailed report of the process conclusion [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>
          Documented challenges of requirements elicitation for ASD users (typically
focusing on children) stem mostly from the fact that verbal communication is very difficult,
and while some advantages were found in the work of ASD children interacting with a
robot as an agent, many challenges remained [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Additional empirical efforts were
made, such as using picture completion tasks instead of user stories, bearing promising
results [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. In recent years, as research concerning gamification for ASD children has
evolved, gamification has been used for collaboration among young ASD children as a
way to assist them in understanding social contexts and encouraging motivation to
participate in these games [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. The game serves as a therapeutic tool, as well as a source
of enjoyment. Such game could possibly be designed for the specific use of eliciting
requirements for software products to be used by ASD children.These attempts are still
in preliminary steps of their operationalization in RE for ASD users. As communication
is difficult and the engagement of these users is usually low, additional strategies are
needed in order to understand what their needs are.
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>2.2.3 RE for elderly end users</title>
        <p>
          As the use of computers and mobile applications becomes a necessity today, and with
the rise of digital healthcare for all, including elderly patients, elderly users often
struggle with the use of these applications. One major challenge in assisting elderly users to
overcome the technology gap is their lack of motivation and engagement in performing
tasks related to the use of these applications [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ][
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>
          Several examples of gamification exist in the literature, where gamification was
employed to engage elderly users to use technology and to be aware of its risks. For
example, a game was designed to increase elderly users’ motivation in user authentication
when using online applications. The results showed that although gamification was
helpful in promoting authentication awareness among elderly users, the task was highly
time consuming and was thus recommended to be restricted to scenarios where a higher
level of security is required [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. While limited, this example shows some promise as to
the potential of gamification to engage elderly users in technology-related processes.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Inclusive RE Barriers - Proposed Model</title>
      <p>Literature review reveals very few examples of using gamification as an inclusive
mechanism in RE. In other words, the question of whether gamification may enhance
requirements elicitation from special groups, with whom traditional RE methods do not
produce the desired results, is yet to be addressed. As a starting point for directing this
research, we propose a model that captures and maps the different communication and
engagement levels, with regards to the example populations (see Fig.1).</p>
      <p>Unlike traditional RE, in which users are capable to communicate their needs, and
are often keen to express their opinions and thoughts, in the case of inclusive RE, at
least one of the characteristics – communication or engagement – is compromised. In
the case of young children, for example, we can expect them to demonstrate high
engagement in the process (and even more so, when they are asked to play a game), but
the younger the children the more difficult it is to communicate with them and capture
a clear and realistic specification of their requirements. In the case of elderly adults, we
may assume high communication skills (as long as their cognitive condition is not
impaired), but often low engagement, due to the reluctance to use technology, as discussed
above. RE for users on the spectrum of autism presents challenges on both dimensions:
communication and engagement.
We propose a research agenda that can guide research works aiming to investigate and
improve requirements elicitation for special populations. Specifically, we propose to
address the following research questions: How can gamification be used for improving
requirements elicitation from populations with (1) communication barriers? (2)
engagement barriers? (3) with both, communication and engagement, barriers?</p>
      <p>In order to address these questions, we propose to construct a framework of models,
where each model refers to various gamification techniques, with regard to different
special user groups. Several combinations of gamification techniques should be
evaluated for each group, trying to determine which gamification techniques can enhance the
RE process, facilitating and promoting user communication, engagement, or both.</p>
    </sec>
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