<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>" Journal of Computer Information Systems</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1016/j.scico.2019.03.005</article-id>
      <title-group>
        <article-title>The Use of Context-Free Grammar and Gamification to Reduce User Story Ambiguity and Raise Ambiguity Awareness: A Proposal</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anis R. Amna</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ghent University, Faculty of Economics and Business Administration</institution>
          ,
          <addr-line>Ghent</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>8020</volume>
      <issue>9</issue>
      <fpage>125</fpage>
      <lpage>133</lpage>
      <abstract>
        <p>User story ambiguity has been identified as a serious challenge in Requirements Engineering (RE) due to various linguistic and contextual constraints. These challenges have been addressed by research employing mainly Natural Language Programming (NLP) techniques and Conceptual Modeling. However, existing studies have only limitedly investigated the impact of personal and organizational elements on user story ambiguity and user awareness of ambiguity issues. Therefore, this research aims to mitigate user story ambiguity by developing a knowledge repository for user story writing from different domains. To do so, we aim to investigate the role of cognitive elements to enhance user story clarity. Technically, the use of context-free grammar will be investigated to maintain the quality of the knowledge repository. Finally, for raising awareness of ambiguity issues, gamification concepts (e.g., levels/tags, points) will be applied to monitor user progress.</p>
      </abstract>
      <kwd-group>
        <kwd>1 User story</kwd>
        <kwd>ambiguity</kwd>
        <kwd>reuse user story</kwd>
        <kwd>cognitive elements</kwd>
        <kwd>context-free grammar</kwd>
        <kwd>gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>As a widely known RE artifact, the user story is perceived as a compelling yet challenging artifact
in Agile Software Development (ASD). Despite their effectiveness as requirements documentation
instruments, user story creation and/or review have also been recognized as challenging processes due
to implicit ambiguity. This ambiguity emerges as a result of differences in linguistics expressions and
context understanding.</p>
      <p>Regarding linguistic issues, user story expression is prone to misunderstanding because one word
might have several related meanings regarding specific contexts. For example, the term “key account”
might be perceived by marketing as valuable customers, while procurement comprehends the term as
an important supplier. Distributed cognition (DCog) theory explained that these various understandings
emerge due to information processing in people’s minds and associated environment where the
knowledge have been acquired and distributed. The personal and organizational aspects that influence
knowledge understanding consists of knowledge, skills, and experiences, which is referred as
sociocultural cognition [1]. Furthermore, Harris [2] described that the DCog may unconsciously prompts
different perceptions in a particular field (i.e., business, IT) through human and machine interactions.
This phenomenon has been shown by Wautelet et al. [3] and Jia et al. [4], who demonstrated a
significant involvement of socio-cultural cognition (i.e., knowledge background, experience) in
creating a shared understanding of requirements between user and developer communities.</p>
      <p>Besides apparently emanating in requirements elicitation and documentation activities, the literature
study we performed indicates that ambiguity also affects requirements analysis and negotiation
activities. Regarding requirements elicitation and documentation, ambiguity issues have typically been
resolved by employing linguistic techniques. The solutions were generally concerned with NLP
algorithms detecting user story similarity [5, 6] and inconsistency [7, 8]. Studies focusing on
requirements analysis and negotiation have approached ambiguity in terms of a lack of shared
understanding of requirements between user and developer communities. Proposed solutions have
generally mapped user stories to (graphical) conceptual models [9, 10]. However, our literature study
revealed that the number of studies addressing ambiguity issues related to requirements documentation
with user stories is relatively small. Furthermore, this research topic is also immature, as almost half of
the proposed solutions have not been empirically verified.</p>
      <p>Apart from these gaps, the studies emphasizing linguistic solutions have barely considered human
factors (e.g., knowledge, skills, experience) in the search for a solution to overcome user story
ambiguity. Therefore, we aim to extend the state of the art by exploring personal and organizational
factors that lead to user story ambiguity during requirements elicitation and documentation. Our
intention is to investigate how a focus on these factors might help creating solutions for mitigating user
story ambiguity and raising awareness of user story ambiguity. To do so, we propose the development
of a knowledge repository of user stories, based on context-free grammar for duplication and similarity
detection, augmented with a gamification concept (e.g., levels/tags, points) for promoting individual
cognitive skills and organizational culture to enhance a shared understanding between user and
developer communities.
1.1.</p>
    </sec>
    <sec id="sec-2">
      <title>Relevance</title>
      <p>Requirements ambiguity has been studied from linguistics [11] and contextual [12] perspectives.
Compared to the contextual approach, the linguistics approach has drawn smaller attention from
researchers. Given that situation, our study aims to develop a comprehensive solution to mitigate user
story ambiguity by elaborating socio-cultural cognition that have generally been neglected in these
studies. Our solution will take advantage of the DCog theory to investigate which socio-cultural
cognition aspects influencing user story writing. We will also exploit NLP techniques to elaborate these
finding by constructing a knowledge repository comprised of word glossaries and ontology as a
standard terminology for avoiding semantic ambiguity. Finally, a gamification concept will be
introduced in the shape of points and levels to observe the adequacy of the solution to improve user
awareness for mitigating ambiguity while writing user stories.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Research plan</title>
      <p>Our research plan comprises of four sections: research problems and questions, research
methodology, proposed solution, and novelty of the solution
2.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Research problems and questions</title>
      <p>In order to identify the main problems in user story ambiguity, we conducted a systematic literature
review in 2020 (in progress). From the literature study, we extracted 38 documents addressing user
story ambiguity for the last 20 years. The study then identified four shortcomings or research gaps:
1. Numerous studies highlighting user story ambiguity have promoted the use of conceptual
models, while a smaller number of the studies have proposed a linguistics-based approach.
Especially, the latter approach is interesting for avoiding, rather than detecting and
remedying, ambiguity in user stories.
2. Only a few studies have addressed socio-cultural cognition (e.g., knowledge background,
experience) as a factor impacting the shared understanding of user stories.
3. The existing studies have mainly focused on providing solutions for user story ambiguity
for one particular business or societal sector (e.g., e-commerce, university)
4. The existing solutions were limitedly verified and/or applied in a real-world setting.
Given this analysis of state of the art, our research questions have been formulated as follows:
RQ1: To what extent have socio-cultural cognition been investigated in the search for solutions for
mitigating user story ambiguity?</p>
      <p>RQ2: How do socio-cultural cognition improve/impede a shared understanding of user stories?
RQ3: How can the sharing of contextualized knowledge of user stories help in writing unambiguous
user stories and improve the awareness of potential ambiguity issues?</p>
      <p>Hence, our study strives to leverage mechanisms related to distributed cognition (i.e., the
contextualized knowledge) to reduce ambiguity and misunderstanding of user stories. In order to do so,
socio-cultural cognition aspects related to individual and organizational elements will be explored to
improve user story clarity and promote a shared understanding of requirements contexts. Semantic
ambiguity will be detected and reduced with a knowledge repository based on a glossary, ontology, and
context-free grammar. The result will be evaluated through a case study involving a medium-sized
enterprise with Scrum practitioners.
2.2.</p>
    </sec>
    <sec id="sec-5">
      <title>Research methodology</title>
      <p>Our research methodology will be implemented in sequential steps as follows. The steps consist of
a literature review, data collection and exploratory study, solution development, and validation.</p>
      <sec id="sec-5-1">
        <title>Steps:</title>
      </sec>
      <sec id="sec-5-2">
        <title>Outcome: 1</title>
        <p>Literature review</p>
        <p>Ambiguity
challenges in the
use of the User
Story technique</p>
        <p>2
Investigation of the</p>
        <p>socio-cultural
cognition in user
story ambiguity</p>
        <p>(RQ1)</p>
        <p>Socio-cultural
cognition in user
story ambiguity</p>
        <p>3</p>
        <p>Development of a
knowledge repository</p>
        <p>comprising
sociocultural cognition for
user story writing (RQ2)
Knowledge repository</p>
        <p>comprising
sociocultural cognition for
user story writing</p>
        <p>4</p>
        <p>Validation of the
knowledge repository
solution to improve user
awareness of potential
ambiguity issues (RQ3)</p>
        <p>Empirical validation
using case study
research
adoption has encountered many challenges due to requirements complexity, features misfit, and others
[14, 15].</p>
        <p>Our research study aims to apprehend individual and organizational determinants to a shared
understanding of user story context. Hence, the data collection will be focused on three categories of
items: (1) business or societal sector, (2) user profiles and organizational culture, (3) participant
qualification. For the business or societal sector, the information will be collected from manufacturing,
information technology, and financial services. The information should be presented in user stories or
text-based requirements, which has similar components to user stories: as a [role], I want [goal] so that
[reason].</p>
        <p>Regarding determinants, we intend to conduct an exploratory study to verify which factors of user
profile and organizational culture have impacted user story ambiguity related to a shared understanding.
As a starting point, we refer to the study of Wautelet et al. [3] and Jia et al. [4], who have confirmed
knowledge background as an important factor to a shared understanding. Subsequently, we attempt to
investigate working experience (i.e., entry-level, intermediate, mid-level, senior) and managerial
responsibility level (i.e., operational, middle manager, senior manager, executive) as we posit that those
factors might significantly influence a common concept of user story context. In respect of
organizational culture, we determine to explore the organizational structure, communication culture,
and employee turnover because these factors have been committed as a crucial elements to ASD
adoption [16] (see Table 1). Information on user-profiles and organizational culture will be carefully
analyzed to understand the impact of those elements on word selection and grammatical expression in
user story writing and/or review.</p>
        <p>Finally, we select Scrum practitioners as participants considering that the method is the most widely
practiced in ASD [17]. Additionally, we require five years of experience and a geographically
distributed team.</p>
        <p>Table 1.</p>
        <p>Personal and Organization determinants</p>
        <p>Qualifications type</p>
        <p>Personal</p>
        <p>Step 3: Development of a knowledge repository comprising socio-cultural cognition aspects for
user story writing (RQ2)</p>
        <p>Next, the requirements from different domains will be structured to ontology, while terminology
will be arranged in a glossary. For a terminology having different interpretations across domains (i.e.,
homonyms), the meanings will be classified accordingly to support different interpretations for the
various objects/actions. Furthermore, synonyms will be recorded to facilitate alternative phrases to refer
to the same object/action (i.e., polysemy). Context-free grammar will be adopted as a classifier to verify
sentence similarity, predict subsequent phrases, and provide alternatives for user story sentences.</p>
        <p>With respect to socio-cultural cognition factors, suppose there is evidence of personal and
organizational determinants to word choice, the element will be carefully considered a branch of the
ontology. Next, corresponding words will be examined to distill the glossary. The recommendation for</p>
        <p>Organizational</p>
        <sec id="sec-5-2-1">
          <title>Element</title>
          <p>Educational background
Working experience
Responsibility
Organization structure
Communication culture
Employee turnover</p>
        </sec>
        <sec id="sec-5-2-2">
          <title>Agile practitioners Scrum &gt;=5 years Distributed</title>
          <p>Pair programming
user story writing will be provided according to a user profile and project domain that have been
recorded into our knowledge repository. User awareness of user story ambiguity will be assessed by
comparing the sentence grammar with the standard terminology, and the result will then be converted
into points. User improvement of producing unambiguous user stories will be evaluated based on
standard vocabulary from the knowledge repository. The shared understanding of user story context
will be validated by specifying user stories into product backlogs.</p>
          <p>Step 4: Validation of the knowledge repository solution to improve user awareness of potential
ambiguity issues (RQ3)</p>
          <p>The effectiveness of our solution will be evaluated using case study research. The study will observe
the solution performance to improve a shared understanding of user story context and raise user
awareness of user story ambiguity. We determine accuracy, efficiency, and consistency as key variables
to measure the adequacy of our solution in practice. The validation will be performed by measuring
user acceptance and duration to formulate unambiguous user stories with the help of our knowledge
repository.</p>
          <p>The accuracy of the repository will be evaluated by inviting Agile practitioners to write/review user
stories from the given scenario using our knowledge repository. Then, they will be requested to specify
those stories into product backlogs. The differences between the backlogs and the expected features
will be compared to predict accuracy.</p>
          <p>The evaluation of solution efficiency will be performed by measuring time spent by the participants
to fulfill the expected requirements of the user stories. If the time to write/review user stories supporting
the knowledge repository is less than manual writing/review, our solution will be considered sufficient.</p>
          <p>The solution consistency will be verified through the prevalence of the sentences to precisely
interpret user needs in the form of the product backlog. To do so, user performance during the reference
periods (i.e., points and levels) will be measured.
2.3.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Proposed solution</title>
      <p>Our solution will be proposed by incorporating socio-cultural cognition as a result of personal
behavior (related to user profiles) and the organizational cultures of their working environment as
components of an integrated solution to mitigate user story ambiguity. These factors have been carefully
selected based on empirical studies confirming the positive influence of those factors to improve a
shared understanding of user stories [4], [6]. The factors will be verified through an exploratory study
to finalize what cognitive factors have influenced word selection in writing and/or reviewing user
stories. The factor will then be inserted as an ontology branch, while the corresponding word will be
installed in the parallel glossary.</p>
      <p>User story duplication and similarity will be avoided by adopting context-free grammar in the
knowledge repository. Finally, user activity will be awarded into a point, and the awareness of user
story ambiguity will be monitored through level every time they work using our repository.
2.4.</p>
    </sec>
    <sec id="sec-7">
      <title>Novelty of the solution</title>
      <p>Our research focuses on mitigating user story ambiguity by means of a knowledge repository, which
is developed by adopting DCog theory as a theoretical framework to establish socio-cultural cognition
aspects in user story writing. Owing to socio-cultural cognition, we determine user profile and
organizational culture as the solution attributes because these factors have been limitedly studied in user
story research.</p>
      <p>The knowledge repository will be developed by reusing user stories on the basis of ERP systems
from different business domains. The standard terminology will be extracted from the business domain
by utilizing context-free grammar. Then, the terminology will be classified using an ontology.
Furthermore, the gamification concept (i.e., points, levels) will also be adopted by virtue of reward and
level to raise user awareness of user story ambiguity.</p>
    </sec>
    <sec id="sec-8">
      <title>3. Research Methods</title>
      <p>In order to provide a solution to mitigate user story ambiguity, our study follows the design science
research method by developing a knowledge repository. In order to do so, we will contact software
companies to participate in our research. We intentionally set some minimum requirements for our
participants (see Table 2.) as we expect diverse working experiences and practices. Then, an online
survey will be conducted to collect user profiles and organizational culture data from our participants
(see Table 1). User profiles will be collected by applying a purposive sample technique, targeting
Product Owners, Business Analysts, System Analysts, and Developers. This information will be useful
to initiate a corresponding glossary with regard to word selection and grammatical expression.</p>
      <p>Organizational culture data will be compiled from an in-depth interview that will be conducted with
Scrum Masters and Managers (e.g., software team managers, product line managers, COO, CIO) as
such profiles might best comprehended organizational culture. Additionally, requirements
documentation (i.e., user stories) will be solicited from participants as a base for our glossary and
ontology. Therefore, the participants are required to supply documentation of some ERP projects from
various business sectors. Afterward, the knowledge repository will be developed by reusing user stories,
user profiles, and organizational culture parallel with the business domain. Context-free grammar will
be used to avoid user story similarity and duplication by detecting similar words or meanings of a new
user story. The new user story could be added as new knowledge by the Scrum team after getting
authorization from the Scrum Master. Eventually, a case study will be conducted by observing the
knowledge repository performance in terms of accuracy, efficiency, and consistency. The accuracy will
be assessed by comparing the recommended user stories with expected requirements from users, while
efficiency will be measured by calculating time to write and/or review user stories with the repository.
The consistency will be evaluated by observing user experience working with our knowledge
repository. Furthermore, the improvement of user awareness to user story ambiguity will be monitored
through a gamification concept (i.e., levels/tags, points) installed as a feature of our knowledge
repository</p>
    </sec>
    <sec id="sec-9">
      <title>4. Progress</title>
      <p>Concerning the research plan that has been presented in Section 2, the first stage, a systematic
literature review, has nearly been completed (see Figure 1). This proposal is structured based on
research gaps that have been found during our literature study.</p>
      <p>From selected papers addressing user story ambiguity, our study indicated that the ambiguity
emerged due to natural language and contextual understanding of the user story. Despite less mature,
existing solutions focusing on ambiguity have mostly neglected socio-cultural cognition aspects as
crucial elements influencing ambiguity. Our study discloses that linguistics-related solutions have
typically been proposed to overcome ambiguity during requirements elicitation and documentation,
while the (graphical) conceptual model has generally promoted requirements analysis and negotiation
to enhance a shared understanding between user and developer communities.</p>
      <p>At this stage, we are in the second stage of our research study. Therefore, we attempt to contact
software companies in Belgium to join our research study. Scrum practitioners will be called
participants, considering that the Scrum method has been widely adopted. The participants are required
to have a minimum of five years of working experience, besides working in distributed teams. On top
of that, we expect to conduct an exploratory study to collect user profiles and organizational culture
data as a basis of our proposed solution. We also aim to collect user stories or other similar user
requirements representation from ERP projects to construct glossary and ontology components for our
knowledge repository.</p>
    </sec>
    <sec id="sec-10">
      <title>5. References</title>
    </sec>
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