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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>you will not find any of the CreaRE publications listed in the bibliography. The purpose of the bibliography is to allow the reader to find the
relevant publications. Any CreaRE publication can be found through the links to the proceedings of each past CreaRE workshop that can be found in the
“Past Editions of the Workshop” section of the “Organization” page of the CreaRE home at https://creare.iese.de/. Note that each CreaRE
publication that might have found its way into the bibliography was superseded by a like-titled journal publication that is in the bibliography.</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>The Tenth Anniversary of the CreaRE Workshops: A Look Back and a Look Forward</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Daniel M. Berry School of Computer Science University of Waterloo Waterloo</institution>
          ,
          <addr-line>ON N2L 3G1</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>On the occasion of the 10th anniversary of CreaRE, this paper explains why creativity is essential in requirements engineering (RE). However, not everyone is able to be as creative as needed. So, the research in creativity in RE has focused on ways to help people and groups be more creative in generating requirement ideas. The role of CreaRE has been and must continue to be to allow showcasing proposals and early results in this research. To fulfill this role, CreaRE has published mainly papers about specific techniques to enhance creativity in and for RE and about empirical studies of specific techniques, of comparisons between multiple techniques, and of industrial attempts to be creative in RE. It has also encouraged discussions about creativity in RE through some of its papers; some workshops, panels, and discussions; and some keynotes.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>Copyright c 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
    </sec>
    <sec id="sec-2">
      <title>Brief Overview of Creativity in RE</title>
      <p>
        It was observed very early by Couger, Gause, Gizikis, Glass, Maiden, McBreen, the Robertsons, Weinberg and others
[
        <xref ref-type="bibr" rid="ref10 ref21 ref22 ref23 ref30">21, 22, 23, 10, 34, 30, 46, 47, 32, 33</xref>
        ] that creativity, the ability to think of new and useful ideas, is essential in RE.
Basically, without creativity in RE, there would be no innovation in software development; all new software would
implement the same old functionality. It is worth noting that RE [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] has all the characteristics of tough problems [38] that call
for creativity, in particular when groups of stakeholders are involved. Therefore, it helps that all stakeholders, including
customers and end users, are creative about system functionality, and not just the requirements engineers. Finally,
creativity gives the hope of attacking what some consider to be the most difficult problem in RE, that of discovering missing
requirements, especially tacit requirements and those arising from unknown unknowns [
        <xref ref-type="bibr" rid="ref1 ref19 ref22">22, 57, 1, 59, 19</xref>
        ].
      </p>
      <p>
        Some argue that every human being is creative, even saying that creativity is what distinguishes human beings from
other animals [
        <xref ref-type="bibr" rid="ref15">15, 35</xref>
        ]. However, it is clear that some are more creative than others [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and thus, some are less creative
than others. Nevertheless, many believe that creativity is a learnable skill [60]. Indeed, the assumption underneath the drive
to develop creativity enhancement techniques (CETs), such as those listed below, is that creativity can be guided through
more or less formalized methods [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
      </p>
      <p>
        So, the research in creativity in RE has been, and must continue to be, to find ways to help people be more creative
about generating creative ideas about functionality and other requirements for the systems they need to build. This work
has included and is not limited to
finding new and more effective creativity enhancement techniques (CETs), such as Brainstorming [42], Creative
Analysis [45], Six Thinking Hats [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], Creative Problem Solving [43], Creative Pause Technique [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], Creativity
Software [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], and EPMcreate [37];
improving or optimizing existing CETs such as with Structured Brainstorming [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], Solo Brainstorming [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and
POEPMcreate [49, 50];
finding RE methods that allow or even encourage creativity in individuals or groups, such as managed group creativity
[58], User-Centered System Design [41], brainstormed collective decision-making [56], Collaborative Requirements
Engineering [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Joint Application Design or Joint Application Development (JAD) [
        <xref ref-type="bibr" rid="ref11">61, 11</xref>
        ], and creativity workshops
[
        <xref ref-type="bibr" rid="ref31">31, 52</xref>
        ];
foundational research about what makes people and groups of people creative, more creative, and less creative [
        <xref ref-type="bibr" rid="ref14 ref16 ref17 ref18 ref2 ref20 ref29 ref5 ref7">44,
55, 18, 17, 53, 2, 54, 7, 14, 16, 51, 20, 48, 60, 29, 5</xref>
        ]; and
the effects of domain knowledge, or the lack thereof, on creativity [
        <xref ref-type="bibr" rid="ref27 ref6">6, 27, 36, 40</xref>
        ].
      </p>
      <p>Note that if in a fit of creativity, some new category of work outside the traditional creativity-in-RE box is discovered, it
should, of course, be added to this list!</p>
      <p>
        When any of this work leads to proposals for an actionable way to improve the creativity of RE, by making individuals
or groups doing RE more able to generate useful and innovative requirement ideas, the effectiveness of the way must be
validated empirically in the context of RE processes [
        <xref ref-type="bibr" rid="ref25 ref8">39, 8, 37, 62, 49, 50, 25</xref>
        ]. This empirical validation requires evaluating
the creativity of generated ideas. The basis for evaluating the creativity of an idea is the notion that a creative idea is both
new and useful [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>The Role of CreaRE Workshops</title>
      <p>I see the role of the CreaRE workshops as being that of fostering this research by providing a forum in which</p>
      <sec id="sec-3-1">
        <title>1. just proposals and early results can be showcased and discussed, and</title>
      </sec>
      <sec id="sec-3-2">
        <title>2. foundational ideas, and what works and what does not, can be discussed.</title>
        <p>This work is far enough outside of the RE box, that occasionally, an early paper about a new idea in creativity in RE has
been rejected from conferences and journals as being out of scope. For example, an early version of one empirical study
of ways to use EPMcreate [50] was permanently rejected from one important RE venue because of one strongly negative
review that included the comment
- The term “inventing” requirements is essentially flawed. Requirements are not invented. They are discovered
or elicitated [sic].
Sadly and ironically, some work on creativity in RE is too creative for the taste of the RE field. Thus, another function of
CreaRE is to help educate the RE field about the importance of creativity in RE. Just repeatedly staging this workshop and
being visible helps in this endeavor.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Brief Assessment of the Impact of CreaRE Publications</title>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>The eight incarnations of the CreaRE workshop have reliably provided a venue for presenting early versions of research on
improving creativity in RE, in particular for presenting descriptions of and empirical evaluations of various CETs geared
to generating requirement ideas. Even though there is no evidence that the workshop has had any industrial impact, the
papers, keynotes, panels, and discussions have helped researchers move in fruitful directions, and in some cases to move
papers to fully refereed conferences and journals. Therefore, my view is that the CreaRE workshop has done a decent job
of fulfilling its roles in its first 10 years, and it must continue to do so in the coming years.
I thank the reviewers, Eduard Groen, and Andrea Herrmann for their constructive comments on the submitted and later
versions of this paper. My work was supported in part by a Canadian NSERC Discovery Grant, NSERC-RGPIN227055-15.
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