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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Workshops, OpenRE, Posters and Tools Track, and Doctoral Symposium, Essen, Germany</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Creative People are great Thieves with lousy Dealers</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marcus Trapp</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fraunhofer IESE</institution>
          ,
          <addr-line>Fraunhofer-Platz 1, 67663 Kaiserslautern, Germanny</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>1</volume>
      <fpage>2</fpage>
      <lpage>04</lpage>
      <abstract>
        <p>As “software is eating the world” the importance of creativity continues to grow, especially in business. Because it is the people who design software, we need creative people who use their creative ideas to create and invent requirements for new products and services; and we need a lot of ideas as the innovation cycle is getting shorter and shorter. In this position paper I describe my point of view on creativity in requirements engineering, reveal my most important insight regarding creativity (creativity is all about 'stealing'), name my one recommendation for creativity in requirements engineering (improve distributed virtual creative work) and reveal my greatest challenge for creativity in requirements engineering (turning creative inventions into innovations).</p>
      </abstract>
      <kwd-group>
        <kwd>1 Creativity</kwd>
        <kwd>Requirements Engineering</kwd>
        <kwd>Innovation</kwd>
        <kwd>Invention</kwd>
        <kwd>Cross-disciplinarity</kwd>
        <kwd>Virtual Distributed Work</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Creativity has always been important in most areas of our lives. Yet the importance of creativity
continues to grow, especially in business. “Software is eating the world.” [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] There is no better way to
sum it up than Marc Andreessen. Software has been changing our world for a very long time. Almost
every industry has been permanently changed by digital products, digital processes, digital services and
digital business models. Even though this article is now more than 10 years old and the insight in it
probably much older, still (too) many companies, especially in Germany and the rest of Europe, have
still seen software as a necessary evil or nice accessory to their main product the car, the production
machine or the building. But even these stragglers have long since been convinced. Mike
CannonBrookes summed it up aptly: “All companies fit into one of two buckets: either becoming a software
company or being disrupted by one.” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] Thus, companies need to transform their business using the
number one innovation driver: software.
      </p>
      <p>Software is no end in itself; it always supports or enables business. We can therefore use software
in two dimensions: First, to make existing products and services more efficient and cost-effective.
Second, to design products and services that could not exist at all without software and thus create new
value. Unfortunately, too many companies still focus (almost exclusively) on the first dimension. Of
course, you’ll have to be even more creative to use software in this second dimension. Nevertheless,
we find it incredibly difficult to dare to do something new, especially if this is something that is largely
or even exclusively digital.</p>
      <p>
        It's hard to say exactly what this is due to. Most likely, there is not just one reason either. Certainly,
to a certain extent, the fact that software is intangible and is therefore probably difficult to understand
is a contributing factor. Software does not follow the laws of physics, but it still follows rules. Martin
Fowler has said: “Software is not limited by physics, like building are. It is limited by imagination, by
design, by organization. In short, it is limited by properties of people, not by properties of the world.”
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] Because it is the people who design software or design with software, we must also start with the
people.
      </p>
      <p>So we need creative people who use their creative ideas to create and invent requirements for new
products and services that are implemented with the help of software. In fact, we need a lot of creative
people to come up with more and more creative ideas, because the innovation cycle is getting shorter
and shorter. Customers are demanding more and more features or even completely new products and
services at ever shorter intervals.</p>
      <p>At Fraunhofer IESE, we have therefore been dealing with the use of creativity and innovation
techniques as well as the design of creativity and innovation workshops, especially in the context of
requirements engineering, for very many years.</p>
      <p>
        During the nine-year history of the CreaRE Workshop, there has always been at least one Fraunhofer
IESE staff member on the organizing committee, and always at least one staff member on the program
committee. Over the years, Fraunhofer IESE staff members have contributed at least ten papers,
tutorials, or interactive sessions to the CreaRE Workshop series [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref4 ref5 ref6 ref7 ref8 ref9">4,5,6,7,8,9,10,11,12,13</xref>
        ].
      </p>
      <p>
        In our projects, we have analyzed and categorized hundreds of creativity techniques from state of
the art and state oft he practice to best apply them in our own creativity and innovation workshops. We
always tailor our creativity workshops to the problem of each client and select the most appropriate
creativity techniques. In most cases, existing techniques are slightly adapted to even better address the
challenges at hand. We have published some of the lessons learned in the CreaRE Worshop series [
        <xref ref-type="bibr" rid="ref4 ref6">4,6</xref>
        ].
      </p>
      <p>
        We have also developed our own creativity techniques for specific challenges [
        <xref ref-type="bibr" rid="ref12">12,14</xref>
        ], in particular
our Tangible Ecosystem Design Method (TED) for the design of Digital Ecosystems [15,16].
      </p>
      <p>As a domain-independent institute, Fraunhofer IESE has customers in a wide variety of domains.
Thus, we have already conducted our workshops with customers and researchers from diverse domains
and industries: agriculture, insurance, banking, tax, military, lotteries, pipeline maintenance,
refrigeration, retail, smart cities and communities, smart rural areas, smart mobility, disaster
management, road construction, aircraft manufacturing, medical facilities, automotive, manufacturing,
foundries, document management, infotainment, sporting goods, energy, chemical industry, ... and
many more.</p>
      <p>During the last years I have personally organized and moderated a large number of creativity and
innovation sessions and workshops. Most of them were full-day or even multi-day workshops. To be
honest, I've forgotten the exact number but it's definitely well over 100, not even counting the ones
where I was just a participant. Of course, I could write down a lot of things I learned during this time,
but in this paper I would like to focus on three things: my biggest insight regarding creativity, my most
important recommendation for creativity in requirements engineering, and my biggest challenge
regarding creativity in requirements engineering.</p>
    </sec>
    <sec id="sec-2">
      <title>2. My most important Insight regarding Creativity</title>
      <p>If there's one thing I've learned from my work with creative people and creativity techniques, it's
that creativity is all about ‘stealing’. There is nothing new at all that is not based on something that has
been around (for quite some time). By the way, I'm not just referring to software, I'm referring to
everything. Kirby Ferguson summed it up perfectly: “Everything is a remix” [17]. Every song, every
movie, every book, every feature, and every product is based on something that existed before. In [17]
Ferguson introduces the three basic elements of creativity: copy, transform and combine (see Figure 1).
That means everything we ever invent (and have invented) is based on something that is either a copy
of something, or is a transformation of something, or is a combination of several things that existed
before. Everything is a remix and that's perfectly fine the way it is. Thus, we don't need to feel bad at
all if we take inspiration from other things to create something new based on them. The only thing that
is reprehensible is to pass off a direct copy of something existing as your own creation. Austin Kleon
calls this “bad theft” [18] and we should avoid this by all means. To be creative thus means ‘simply’ to
create a remix, a collage, a derivative, a citation, a parody, a cut-up, a montage, a pastiche, a cover, a
mash-up, an imitation, an appropriation, a bricolage, a contrafact, a remake, a transformation, a
combination, etc. from existing things.</p>
      <p>But in order to ‘steal’ well, you have to know what is worth stealing and from whom. I have therefore
extended the basic elements of creativity by one: collect [19] (see Figure 1). We need to collect as many
things and impressions as possible in order to be able to process them creatively. In my opinion, this is
even the most important element of creativity, as it is the most elaborate and difficult to implement. It
does not only mean that we have to know well the state of the art and the state of the practice in our
work domain, we also have to study carefully the history of our discipline. Bill Buxton points out that
anything that is a true innovation (which is determined by it becoming a billion dollar industry) is based
on something that is already at least 20 years old [20]. Thus, we need to know the history and present
of our discipline very well to know what we should ‘steal’ from whom.</p>
      <p>
        However, it is far from sufficient that we are very familiar with our own discipline in our own
domain. Many, often even the best innovations come from transferring something from another
discipline, from another domain, into our own. This is not only about business, but also about things
from our free time. We should always go through the world with open eyes and ears and absorb
everything. Only then can we (at some point) check whether it is worthwhile to build something on it
in our business. To strengthen this approach, we launched the International Workshop Series on
Learning from other Disciplines for Requirements Engineering (D4RE) in 2018 [21,22,23,24]. In the
last years, we explored together with with workshop participants the domains of sports, publishing,
police, law, movie making, and finance, looking for things that may improve requirements engineering.
Among other things, this led to the development of the conspiracy wall technique, which was presented
at the CreaRE workshop in 2020 [
        <xref ref-type="bibr" rid="ref12">12,13</xref>
        ].
      </p>
      <p>During a creativity and innvation session, if the participants have good background knowledge, then
the workshop facilitators ‘only’ have to do one thing well: prepare the right triggers to retrieve the right
experiences from the participants where they can ‘steal’ from.</p>
      <p>So, in summary, creativity is about ‘stealing’ and creativity sessions are about setting the right
triggers to ‘steal’.
3. My one</p>
    </sec>
    <sec id="sec-3">
      <title>Engineering</title>
    </sec>
    <sec id="sec-4">
      <title>Recommendation regarding</title>
    </sec>
    <sec id="sec-5">
      <title>Creativity in</title>
    </sec>
    <sec id="sec-6">
      <title>Requirements</title>
      <p>
        It wasn't just the COVID-19 crisis that showed us that we can still improve a great deal in the area
of virtual distributed working. But the crisis has forced us to address this improvement immediately.
While some work can actually be done better in a distributed fashion, there is other work that benefits
greatly from people being in the same room together. Creative work, in my opinion, falls squarely into
the second category. Many creativity and innvation techniques aim to have people trigger each other
and spur each other on to ever better performance. An entire area in creativity research is even
concerned with how to further increase creative performance through spatial design. At Fraunhofer
IESE, we have also spent a long time looking at how we can design a space that supports creative work
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The training of moderators also aims at facilitating workshops where the participants are together
in one place, in one room (see Figure 2, left). Many of the things we have learned for designing and
conducting creativity and innovation workshops do not work (at all) when these workshops are now
distributed virtually and the participants are sitting alone at home in front of their notebooks or PCs.
      </p>
      <p>Therefore, I would like to clearly recommend to focus more on creative work under distributed
virtual conditions and to call for adapting existing creativity and innovation techniques to this situation
or inventing completely new techniques (see Figure 2, right). At Fraunhofer IESE, we have taken first
steps in this direction [25]. In addition, we should also support the improvement and development of
general tools and devices that enable any kind of virtually distributed work (e.g., meeting and
conferencing tools). In particular, we should publicly share our experiences working creatively under
distributed virtual conditions, both the positive and the negative ones. Of course, I hope that soon we
will be able to work more together in one place again, but we will certainly work more distributed
virtually in the future than we did before the COVID-19 crisis. We will never work the way we used
to, it will be a new work.</p>
      <p>Honestly, I don't think we will ever be able to collaborate creatively in a distributed virtual way as
well as we can together in one place, but I am quite sure that we will soon be able to do it much better
than we can at the moment.</p>
    </sec>
    <sec id="sec-7">
      <title>4. My greatest Challenge for Creativity in Requirements Engineering</title>
      <p>The greatest challenge for developing innovations is not the achievement of having a creative idea
and turning it into an invention, it is the challenge of turning this invention into an innovation.</p>
      <p>In all the workshops I have ever organized and facilitated for companies that needed to generate an
innovation for their products, their services or their whole company, it was never a problem to generate
a lot of creative ideas for it. Even if the participants claimed about themselves that they were not
creative, they always managed to generate a large number of (good) ideas.</p>
      <p>What most companies struggle with, however, is deciding which ideas are actually good, then
selecting and pursuing them. Unfortunately, we have often witnessed workshop participants leaving the
best ideas behind and selecting (obviously) worse ideas for incomprehensible reasons in order to
continue working with them in the workshop. In most cases, companies cannot be persuaded to
reconsider their selection, neither during the workshop nor afterwards.</p>
      <p>Even worse, however, is that companies leave the actual implementation work of their ideas
(regardless of whether they were well or poorly selected) far too long or even completely behind after
the initial creativity and innovation sessions. We have had to witness so many times how great
inventions are simply not considered further and thus never developed into an innovation. Quite often
we have had to witness how competitors have implemented a similar invention and thus improved their
business and market position.</p>
      <p>I would therefore strongly recommend that we develop better methods and techniques to firstly drive
the selection of good ideas and secondly, to improve the implementation of these ideas in companies
until they have become an innovation. In this way, we can ensure that the talented thieves that are
creative people also have great dealers (‘fences’) at their disposal to turn their stolen goods into profit.
Let's get creative in this area!</p>
    </sec>
    <sec id="sec-8">
      <title>5. Acknowledgements</title>
      <p>I would like to thank all my current and former colleagues with whom I had the opportunity to work
in the area of creativity in requirements engineering and who helped me to reach the insights described
here. In particular, I would like to thank Claudia Nass, Anne Hess, Christian Müller, Patrick Mennig,
Jill-Valerie Tamanini, Jörg Dörr, Sebastian Adam, Özgür Ünalan, Matthias Koch, Eduard C. Groen,
Daniel Kerkow, Dominik Rost, and Matthias Naab.</p>
    </sec>
    <sec id="sec-9">
      <title>6. References</title>
      <p>Requirements Engineering, collocated with International Working Conference on Requirement
Engineering: Foundation for Software Quality (REFSQ) 2020, Essen, Germany, 2020
[13] Hess, A., Mennig, P., Bartels, N., Interactive Session: Conspiracy Walls, CreaRE 2020: Ninth
International Workshop on Creativity in Requirements Engineering, collocated with International
Working Conference on Requirement Engineering: Foundation for Software Quality (REFSQ)
2020, Essen, Germany, 2020
[14] Doerr, J., Hess, A., Koch, M., RE and Society - a Perspective on RE in Times of Smart Cities and
Smart Rural Areas, RE’2018: IEEE 26th International Requirements Engineering Conference,
Banff, Alberta, Canada, 2018
[15] Nass, C., Trapp M., Villela, K., Tangible Design for Software-Ecosystems with Playmobil®,</p>
      <p>NordiCHI '18: 10th Nordic Conference on Human-Computer Interaction., Oslo, Norway, 2018
[16] Trapp. M, Nass, C., Design Digitaler Ökosysteme, Webinar, https://youtu.be/Bc3FJeFMLAs
[17] Ferguson, K., Everything is a Remix – remastered, YouTube, USA, 2015,
https://youtu.be/nJPERZDfyWc
[18] Kleon, A., Steal like an Artist: 10 Things Nobody Told Me About the Creative Life, Adams Media,</p>
      <p>USA, 2014, ISBN 978-0761169253
[19] Trapp, M., User Experience Made of Steal, UX Day, Mannheim, Germany, 2015,
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[20] Buxston, B., An Informal Walk through 35 Years of Interactive Devices, CHI’2011: ACM SIGCHI
Conference on Human Factors in Computing Systems, Vancouver, BC, Canada, 2011,
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[21] Hess, A., Trapp, M., Lauenroth, K., Seyff, N., 1st International Workshop on Learning from other
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[25] Tamanini, J., Lampe, S., Koch, M., Digitaler Workshop geht doch nicht? Doch!, Fraunhofer IESE
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