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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Requirements Elicitation and Repeatable Processes - Interdisciplinary Collaboration between Software Engineering and Design</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Leon Sterling</string-name>
          <email>lsterling@swin.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>James George Marshall</string-name>
          <email>jgmarshall@swin.edu.au</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sonja Pedell</string-name>
          <email>spedell@swin.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Steven Murdoch</string-name>
          <email>stmurdoch@swin.edu.au</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre for Design Innovation, Swinburne University of Technology</institution>
          ,
          <addr-line>Melbourne</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Film, Games and Animation, Swinburne University of Technology</institution>
          ,
          <addr-line>Melbourne</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Design, Swinburne University of Technology</institution>
          ,
          <addr-line>Melbourne</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Motivational modelling and the use of emotional goals has flourished from interdisciplinary interactions between software engineering, HCI and design. This paper discusses how interdisciplinary interactions produced outcomes that would not have been achieved if we had stayed within discipline boundaries. Innovation from a software perspective was the identification of emotional goals, the use of more engaging terminology and images, and improved requirements elicitation. Innovation from a design perspective was the introduction of an abstraction layer that produced helpful methods, spurred new research, and provided insight on repeatable processes.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>At first glance, it may seem that design and software
engineering are separate disciplines. Two naive stereotypes
support that view. One stereotype is that design attracts
creative students where artistic expression is key. The other
stereotype is that software engineering attracts technical nerds
with no social skills who just sit at a machine cutting code.
Both stereotypes are misleading at best and harmful at worst.</p>
      <p>In practice, a design project is similar to a software project
in many respects. In both design and software projects, an
individual, but more usually a team, collects requirements from
a client. The team then comes up with a proposal for the
client’s approval, often iteratively. Once approval is given, the
team must deliver the project to the client.</p>
      <p>
        Both design and software engineering have developed
processes and methods for projects [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Software engineering
popularised the waterfall approach with successive stages of
requirements elicitation, design, implementation, testing and
delivery. The waterfall approach has been largely superseded
by agile methods which are more iterative and flexible, but
still go through stages as above [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Design has developed the
double diamond method which has four stages of discover,
define, develop and deliver, though its emphasis was design
innovation. Design thinking has become popular with five
stages: empathise, define, ideate, prototype and test [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These
methods provide insights and are not in conflict.
      </p>
      <p>Projects today usually involve people and software, i.e.
socio-technical systems, and are inherently interdisciplinary.
This paper discusses how an interdisciplinary approach has
enhanced the authors’ experience in both design projects and
software engineering projects. We discuss an overall approach
of motivational modelling, and how it has led to innovation
in design through a ‘principle-led’ design’ process, a related
design method and new ways of discussing animations. It has
led to innovation in software engineering by increasing
engagement with non-technical stakeholders and allowing better
validation with requirements artefacts.</p>
      <p>The paper is organised as follows. The next section
discusses how the modern context of universities led to our
interdisciplinary collaboration. It includes subsections on design
and software engineering. Understanding context is always
important. The following section discusses motivational
modelling, while Section 4 discusses a case study. We conclude
with some observations and an outline of our future research
directions.</p>
    </sec>
    <sec id="sec-2">
      <title>II. THE UNIVERSITY RESEARCH IMPERATIVE</title>
      <p>Over the past thirty years universities have been under
pressure to increase research output. That has led to less
emphasis on teaching only roles and more discussion about what
research-led teaching might entail. There is an expectation that
all university academics should pursue doctorates if they don’t
have one already, and to investigate research possibilities.</p>
      <p>The discipline of design at Swinburne University of
Technology has exemplified the push for research. With the arrival
of a new Dean a decade ago, the teaching staff of Swinburne’s
award-winning design program was charged with becoming
more research-active, and for all staff to acquire doctorates.</p>
      <p>Copyright © 2022 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
This led to the initial interaction between the authors of the
paper.</p>
      <p>
        Leon was impressed with the computer games produced
in the digital media capstone unit that James coordinated
and to which Steven was a major contributor. Leon asked
somewhat naively whether James and Steven could accurately
articulate the process that was being followed by the students
that seemed clearly repeatable. The question became a focus
of two PhD theses [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] and [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and was the birth of this
paper. The authors constitute the supervisors and former PhD
candidates. The aim of James’ PhD research was to identify
elements of wonderful design and incorporate them into a
repeatable process, and to help designers create a future that
enriches life. The aim of Steven’s PhD research was to give a
more systematic method for animators to produce animations.
      </p>
      <p>From Leon and Sonja’s perspectives after bringing together
software engineering and user-centred design, the aim was to
learn how a designer perspective can improve the elicitation
of requirements for socio-technical systems.</p>
      <p>The successful interactions led to the first author being
placed in the Centre for Design Innovation after a
university re-structure. The placement was intended to help foster
research with members of Swinburne’s School of Design in
general, and with the authors of the paper in particular. The
collaboration has been unusual in a university context where
interdisciplinarity, while formally desired, is not actively
encouraged and difficult to practically realise.</p>
      <p>It is rare for an academic to gain knowledge of another
discipline due to the time and experience needed to learn
the essence of the second discipline. Yet genuine
interdisciplinarity between two disciplines requires deep disciplinary
knowledge of both disciplines. In this instance the nature of
the PhDs undertaken, the requirements of PhD supervision,
the placement in a design research centre, and the support
of Australian Research Council Discovery grants led to
effective interaction across boundaries. The placement has been
successful, with ongoing research output through the Future
Self and Design Living Lab within the Centre for Design
Innovation.</p>
      <p>
        Capstone design projects turned out to be an excellent
vehicle for advancing the collaboration. Student projects can
be a fertile area for research, one that is currently underrated in
our opinion and insufficiently tapped into. The projects were
run with 70-80 students which is a scale unusual for testing a
methodology. Ethics was obtained to study the outputs of the
projects. Details of the evaluations are in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. There is
a discussion of one of the projects in the Case Study section.
      </p>
      <p>Before moving into the methods and approach, we comment
about the two disciplines.</p>
      <sec id="sec-2-1">
        <title>A. Design</title>
        <p>Design has a long history of studio-based teaching and
commercial, studio-based industry consultancy. Extending from
the traditional master and apprentice model, the purpose of
studio-based learning is to blend mastery of practical skills
with a formal, professional discipline knowledge base. This
combination was exemplified by the Staatliches Bauhaus,
the German design school that operated between 1919 and
1933. The Bauhaus aimed to unify individual artistic vision
with mass production, combining function and aesthetics. The
studio-based model also exemplifies John Dewey’s concept of
experiential learning and his philosophical pursuit of aesthetic
experience. The studio-based model, much like other aspects
of design, was much revered following the massive revenue
generated by design in the late twentieth and early twenty-first
centuries.</p>
        <p>The prerequisites to a successful design studio-based model
are equatable to film and music studios. It requires talented
designers (including students), a myopic goal-focused work
ethic, creative vision, peer critique, group identity, mentors
that can and do, and mentees with agency to investigate
and develop work practices on real projects. In addition to
being talented, skilful, and creative designers must have an
inherent knowledge or tacit feel for the work and culture. The
projects discussed in the case study section were created at the
National School of Design, located in the suburb of Prahran
in Melbourne Australia. The school opened in 1967, and was
considered one of the best (if not the best) design schools in
Australia.</p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Software Engineering</title>
        <p>
          Software engineering is a term first used in the 1960s
when it was desired to gain control over software
development. Other branches of engineering knew how to deliver an
outcome, and a systematic approach was needed to produce
guaranteed outputs. The desire for a guaranteed outcome was
strong for defence applications which is where the waterfall
method emerged and subsequently improved to become the
spiral model [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Large specification standards were
developed. However detailed documentation and rigid following of
process failed to guarantee success of projects.
        </p>
        <p>
          Agile methods have been developed in reaction to
difficulties in timely delivery of projects under the waterfall
method. Extensive documentation has been eschewed in terms
of working code which is developed incrementally. Various
requirements artefacts have evolved including user stories
and prototypes. In this paper we want to focus primarily on
requirements elicitation as it is important to the success of a
project. A useful survey on requirements engineering in an
agile context can be found in [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>
          Understandable concepts are needed as well as appropriate
methods to help ensure all members of a project can easily
reach a shared understanding. An important abstraction for
socio-technical systems is an agent, which can stand for both
people and software. Many methodologies for agent-oriented
development have been proposed but none has had wide
engagement. One attempt to describe how agile methods fit
with an agent methodology is given in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>III. MOTIVATIONAL MODELLING</title>
      <p>
        Agent-oriented software engineering emerged as a way
to systematically model and develop socio-technical systems
which were conceptualised as multi-agent systems. The
approach is described in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. It discussed the development of
models to express functional and quality requirements. With
the emergence of smart phones and tablets, and social media,
and the increased consumer uptake of the Internet, many
nonstandard requirements emerged. Examples are “increasing
positive experiences between family members” and “having fun.”
Expressing how to achieve such nonstandard requirements
traditionally has been seen to be the responsibility of designers
rather than of software engineers.
      </p>
      <p>
        The models of Sterling and Taveter, and indeed other
software engineering methodologies, presumed that requirements
would be available to do suitable analysis and design. A
comparison of methodologies is given in Chapter 7 of [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
All of the methodologies presented have an initial block of
’Requirements Elicitation’ without much discussion of how
the requirements would be elicited. As discussed in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
researchers have looked to HCI and user-centred design to
suggest ways of gaining the requirements.
      </p>
      <p>A lesson from design is to embrace the stage of
requirements elicitation. It is essentially the discovery stage from the
double diamond method, and corresponds to the first stage of
Design Thinking ’empathise with your client’. Seeing whether
the agent-oriented models would be useful to capture design
processes was an attractive proposition and a driver for the
interdisciplinary collaboration. A series of design projects have
applied the models to describe and provide direction, capture
non-standard requirements and convey process.</p>
      <p>
        The interdisciplinary interactions resulted in several
significant changes to the agent-oriented modelling of [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
The overall approach was recast as motivational modelling
rather than goal modelling to emphasise the overall purpose.
Emotional requirements were separated from other quality
requirements and depicted separately as hearts within
motivational modelling.
      </p>
      <p>The terms were simplified and made more accessible to
non-technical stakeholders, which is a more natural thing for
designers to do rather than software engineers. Functional
requirements were labelled ’Do goals’, quality requirements
were labelled ’Be goals’, and the newly separated emotional
requirements were labelled ’Feel goals’. Stakeholders
corresponding to roles from agent-oriented modelling became the
’Who’. As a designer, icons were re-drawn which had a
positive affect on people in projects. The icons are available from
emotionalgoals.com which is maintained by James. The icons
were also incorporated into the motivational goal modelling
editor available at motivationalmodelling.com maintained by
Leon.</p>
      <p>
        An elicitation method was introduced as the first stage of
motivational modelling and was identified as an activity in
its own right. The method is called do/be/feel elicitation. The
name is intuitive, memorable, and self-explanatory, which are
important design concerns if the aim is to have a method that
is broadly adopted. Using do/be/feel elicitation has resulted in
more effective elicitation sessions in a range of applications as
discussed in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] for example. Do/be/feel elicitation allowed
us to introduce motivational modelling to a much broader
audience.
      </p>
      <p>A do/be/feel elicitation session produces four lists - ’who’
stakeholders, ’do’ goals, ’be’ goals, and ’feel’ goals. While
who/do/be/feel elicitation might be a more accurate name,
do/be/feel elicitation has a better ring to it, as observed in over
five years of use. Such considerations are another disciplinary
difference between design and software engineering. Designers
have more experience and success of engaging with a broader
audience than software engineers and realise that nomenclature
matters.</p>
      <p>
        The approach to emotional goals differs from affective
computing where the system is concerned with detecting and
expressing emotions. Emotions are described as aspirational
goals that are requirements for the user to feel when interacting
with a system. Our view of emotional goals is compatible
with the theory of constructed emotion as articulated and
popularised by Lisa Feldman Barrett [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. A good discussion
of the issue for requirements engineering is given in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        Emotions play a key role in design. Famously, Apple
designers ask how do we want people to feel? [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In addition
Hartmut Esslinger, a designer of Apple products claims [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
that ’Form follows Emotion.’ How emotions are used in
capstone projects has been presented in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In evaluating
emotional goals Marshall has argued that the discussion builds
a collective intentionality [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. It is beyond scope to discuss in
more detail how do/be/feel elicitation aligns with establishing
collective intentionality.
      </p>
      <p>From a design perspective, having a structured method
during the discovery stage and constructing lightweight abstract
models has proven useful. It became more easily possible to
quantitatively evaluate student progress. It became possible to
communicate a shared understanding. For the animations that
were produced as part of the capstone projects, it became more
easily possible to link various scenes in emotions being desired
to be invoked by viewers of the animation.</p>
      <p>
        Trying to describe the nature of the repeatable process has
led to a principle-led design process and a design method in
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The process has five stages and multiple steps within
the stages. The five stages are Leadership, Vision, Concept,
Realisation and Application. The first two stages, as well as
the final stage, are beyond scope for discussion here. Rather
we discuss the third and fourth stages and the four steps
they contain where motivational modelling is helpful, namely
product branding, ideation, refinement, and evaluation and
critique. Both the principle-led process and the design method
have built-in appraisal and iterative feedback loops.
      </p>
    </sec>
    <sec id="sec-4">
      <title>IV. CASE STUDY - CAPSTONE PROJECTS IN DESIGN</title>
      <p>
        The first application of motivational models in Design came
in the capstone project developing the game Aspergion to help
with an understanding of people on the autism spectrum. A
large motivational model was placed on the back wall of the
Design lab, and students found it helpful to both keep focus
and monitor progress. The case study is described in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], there is a detailed discussion of the most elaborate
application of the process in a project called Science Island.
This is a massive project running over 5 years and is still
ongoing. It contains a detailed evaluation of emotional goals,
both qualitatively and quantitatively.
      </p>
      <p>We describe a smaller study, previously unpublished, of
a successful capstone project called Gunter’s Fables. The
Gunter’s Fables project involved animating and promoting a
series of storybooks created by the entrepreneur and
sustainability activist Gunther Pauli. The primary goal of the project
was to ‘inspire kids’ to become more interested and aware of
sustainability projects.</p>
      <p>Gunter’s Fables was undertaken in 2012 by 75 final year
Digital Media Design students, being supervised by four
lecturers representing approximately 23,200 hours of research
and development. The students were distributed somewhat
evenly (18-19 per team) across four teams, each with a primary
objective to animate one of Gunter’s Fables and address one
of the following secondary objectives. The overall logo is
depicted in Figure 1.</p>
      <p>A publication team was responsible for generating outputs
for various platforms such as a PDF storybook, eBook, DVD
and a website. An edutainment team developed a game for
each of the four books being animated. A design team provided
art direction including style guides, characters, environments,
audio and visualisations. Finally, a marketing team was
responsible for developing a promotional video trailer, branding
and identity, promotional posters, a book and documentary of
the development process. Examples of the artwork from three
of the stories are given in Figure 2.</p>
      <p>Figure 3 contains a picture of design students looking at a
motivational model for the Gunter’s Fables project. The project
was printed on a large roll of paper and displayed on the back
wall of the Design lab for the capstone students. Anecdotal
conversations with the students suggested that having the
model so visible was helpful for keeping a project focus.</p>
      <p>The overall motivational model is in the left hand part of
the diagram. The four separate teams each had a submodel
which were in the columns across the page. The goals were
developed with the students in the spirit of co-creation and so
were a reminder of what needed to be achieved.</p>
      <p>
        Note that the colour red is prominent in the model. The
design project colour coded the goals, where red was at an
incomplete stage and green represented a completed goal. This
model was from the early stage of the project. More about the
benefits of colour coding projects is given in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>
        Detailed goal models were created for each of the four
animations produced. The models served as a project management
tool that communicated a repeatable animation process for
teams to follow, and is described in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Primary goals and
emotional goals were later incorporated into a new approach
for communicating and producing three-dimensional character
animation, and is the subject of [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Both the Aspergion and
Gunter’s Fables capstone projects demonstrated the use of
multi-level agent-oriented goal models in developing,
managing, and evaluating large Design projects.
      </p>
    </sec>
    <sec id="sec-5">
      <title>V. CONCLUSIONS AND FUTURE WORK</title>
      <p>The interdisciplinary collaboration between software
engineering and design at Swinburne University of Technology
has been fruitful. It has led to goal-focused workflows and
interactions between non-technical stakeholders (designers and
clients), and novel methods for requirements elicitation and
process communication within design.</p>
      <p>Future work will expand on the data collected during the
PhD research. There are new evaluation techniques involving
motivational modelling. The techniques involve both a
qualitative and a quantitative approach.</p>
    </sec>
    <sec id="sec-6">
      <title>ACKNOWLEDGMENTS</title>
      <p>The authors would like to acknowledge discussions with
members of the Future Self and Design Living Lab at
Swinburne University of Technology. The current write up was
partially supported by ARC Discovery grant DP200102955,
‘Maturing design-led innovation processes with motivational
models’.</p>
    </sec>
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