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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Controlled Experiments on User Stories' Modeling: Past, Present, and Future</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Konstantinos Tsilionis</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anis Rahmawati Amna</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samedi Heng</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stephan Poelmans</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Geert Poels</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ghent University</institution>
          ,
          <addr-line>Ghent</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>HEC Liège, Université de Liège</institution>
          ,
          <addr-line>Liège</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>KU Leuven</institution>
          ,
          <addr-line>Leuven</addr-line>
          ,
          <country country="BE">Belgium</country>
        </aff>
      </contrib-group>
      <fpage>27</fpage>
      <lpage>32</lpage>
      <abstract>
        <p>User stories (US) are short sentences written in natural language, structured around 3 dimensions (WHO/WHAT /WHY ). They describe functionalities of the to-be software system and constitute the primary requirements artifacts used in agile methods. Originally, a few US templates have been suggested but these were written in a completely informal manner without guidance. In time some research has been made to furnish better guidelines when creating US and develop frameworks to increase their overall quality. Some of these frameworks are based on conceptual modeling, some others on linguistic approaches. The application of these frameworks in real life contexts nevertheless remains an open issue. To evaluate their applicability several experiments have been conducted in various settings. The present paper aims to summarize these experiments and suggest some others for future work.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;User Stories</kwd>
        <kwd>User Story</kwd>
        <kwd>Agile Requirement Modeling</kwd>
        <kwd>Modeling Experiment</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>User stories (US) are artifacts often used in agile methods (i.e., Extreme Programming and
Scrum) and tools (i.e., Jira) to describe user desiderata during the requirements’ elicitation
stage preceding the implementation of the system. These artifacts are purposed to document
major functionalities and/or indispensable features that the to-be system needs to satisfy;
they are commonly built around the WHO-dimension (i.e., explicating the role asking for the
functionality), the WHAT -dimension (i.e., describing the functionality), and the WHY -dimension
(i.e., justifying the reasoning for implementing the functionality). The benefits of utilizing these
artifacts are mostly associated to the understandability and readability that they yield to the
requirements’ gathering process especially when perceived individually or in small sets.</p>
      <p>Nevertheless, the utilization of such a simple requirements’ specification format does come at
a cost. A lot of freedom is given in their creation which is in a sense very positive for users
nonfamiliar with technical aspects but could lead to poor consistency in the way they are expressed
and the overview and consistency of the requirements they express. Also, US do not provide
visually-aided requirements representations that would help with the sorting of multiple (and
extended) sets of US and would provide alternative modeling configurations for the impending
system. The following section provides a discretionary collection of experiments purposed to
delineate some of the factors that may be influencing a more qualitative appropriation of US
artifacts on behalf of novice modelers.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Past Controlled Experiments</title>
      <p>
        To begin with, the studies of Dapiaz et al. [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ] describe two modes of an experiment
investigating the impact of two requirements’ specification notations (namely Use Cases and US) on
the derivation of static conceptual models (i.e., UML class diagrams). The entire experiment
was meant to explore the factors afecting the quality of these models so as to assist agile
practitioners and modelers in making informed decisions concerning the choice of requirements
engineering notations. First, the authors describe a controlled mode for the experiment where
they realize that the US accounted for the participants’ preferred notation, contributing to higher
quality static conceptual models. However, this mode included a requirements’ specification
process that was pre-determined by the researchers and uniform to all the subjects. The second
mode of the experiment was more pragmatic in the conditions of its execution in the sense that
test subjects had to go through the entire process of requirement elicitation and specification to
derive their conceptual models. This second mode revealed that it is not much the notation that
afects the quality of the derived models but other factors inherent to the derivation process
itself. Nonetheless, the findings support an overall degree of optimality attributed to the US
notation as measured by the correctness and completeness of a manually derived UML class
diagram by novice modelers.
      </p>
      <p>
        The problem of poor representability concerning the nature, granularity, and
interdependence of the constituted elements within a US set has been acknowledged in the study
of Wautelet et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. To deal with these issues, the authors furnish a unified US model (see
Fig. 1) for tagging the elements of the WHO-, WHAT -, and WHY -dimensions of a US; each
tag represents a concept with an inherent nature and defined granularity. The constructs of
this model (i.e., Role, Task, Hard-Goal, Soft-Goal, etc.) become the basis for the creation for the
visual representation of a US structuring method called the Rational Tree [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. The latter uses
the notation of the i* Strategic Rationale (SR) diagram [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] to build various trees of relating US
elements in a single project (Fig. 2.a) with the purpose of identifying depending US, identifying
Epic ones and group them around common Themes (Fig. 2.b). In this way, the utilization of
the Rational Tree can recognize and reduce even further any occurring modeling redundancies
during the stages of requirements’ analysis and design.
      </p>
      <p>
        The study performed by Wautelet et al. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] was meant to uncover the dificulties that software
modelers face in the process of building visually-aided representations (i.e., conceptual models)
when the software problem is structured in the form of US sets. For this, the authors have
conducted an experiment purposed to analyze, describe, and compare the feasibility of novice
modelers (master-level students) and experienced modelers (PhD candidates and Post-docs) to
1..n
      </p>
      <p>Role
name : String
dimension : String = WHO</p>
      <p>1..n
WHAT</p>
      <p>WHY</p>
      <p>Element of EPIC US
Links
Means-end link</p>
      <p>Decomposition link
Hard-goal</p>
      <p>Soft-goal</p>
      <p>Task</p>
      <p>Capability</p>
      <p>Contribution link(+,-)
(a) Icons used for representing user story’s elements</p>
      <p>Role_1 Hard_Goal_1</p>
      <p>US1: As Role_1, I want Task_1, so Task_2
Figure t2ha:t HUarsdi_nGogal_R1 ationale Tree to Structure UTsaesk_r1 Stories’ Sets.</p>
      <p>Capability_1
US2: As Role_1, I want Capability_1,
so that Task_2 Soft_Goal_1
build and use a Rationale Tree diagram1 out of an existing US set. Both groups had to start by</p>
      <p>US3: As Role_1, I want Soft_Goal_1,
recognizing and tagging elements of the RWole_H2O-, WHAT-, WHY-dimensions of a given US set to</p>
      <p>
        Task_3
the conUsSt4r:uAscRtosle_o2f,ItwhanetCuapnabiilfieityd_2,model of [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], with each tag representing a concept with an inherent
nature asonthdat Tdasek_fin3 ed granularity. Once tagged,Catphabielity_U2 S eHlaerd_mGoael_n2ts had to be graphically represented
by buildUiSn5:gAs oRonlee_2, oIwranmtCoaprabeilitRy_a3,tional Tree diagrams. Overall, the participants had some dificulties
Capability_3
in makisnotghattHhared_Gaosals_2ociation between the WHO-, WHAT-, WHY-afiliated concepts within the US
sets and the modeling constructs of the unified US model. Nevertheless, there was no significant
      </p>
      <p>User Stories (US) Strategic Rational Diagram (SRD)
diference in the ability to build a Ration(aSlRTDr)ee between novice modelers and more experienced
researchers since all test subjects produced artifacts that would describe rather well the software
²problem.</p>
      <p>
        The experiment of Wautelet et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] was meant to identify whether improving US quality
through the Quality User Story (QUS) framework proposed by Lucassen et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] would lead to
a better identification of diferent concepts of US sets and a better development of Rationale
1The Rational Tree diagram refers to the artifact produced when employing the Rational Tree as a user story
structuring method.
(b) Canonical model
      </p>
      <p># #!$
&amp; #
"
%
Tree diagrams. The experiment was performed on 34 master-level students composed of 2
groups, one using the raw US set while the other using the QUS-compliant one. The exact
goals were i) to identify the concepts of non-functional requirements, missing requirements,
epics and themes; ii) to be able to build a Rationale Tree diagram; iii) to evaluate the impact of
the Rationale Tree on the identification of these concepts; iv) to evaluate the impact of using
an improved in quality (through QUS) US set on the ability of to identify the aforementioned
concepts. Overall, the authors could not conclude with certainty whether the improvement of
the quality on a US set could improve the ability of novice modelers to identify crucial constructs
of a specific modeling case (i.e., missing requirements etc.). Nonetheless, the experiment was
able to portray that improvements in the quality of US is correlated with an enhanced ability
on behalf of the modelers to identify and represent elements like tasks, capabilities and links.</p>
      <p>
        The studies of Tsilionis et al. [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ] perform a primary theoretical analysis of two distinct
techniques that can be used for structuring sets of US but have diferent complexities in their
application and diferent abilities to represent dependencies and decompositions. In essence,
the authors try to investigate which user story structuring method (i.e., the Rational Tree
or the User Story Mapping [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]) produces artifacts that allow for a better comprehension of
the software problem. The answer to this question represents the basis for the conduct of a
controlled experiment; indeed, a rfist group of novice modelers (master-level students) has been
required to employ the Rational Tree method and build artifacts out of a given set of US; a second
group of novice modelers was asked to do the same with the User Story Mapping approach.
The results suggest that whilst the Rational Tree method seems not as easy to understand as
the User Story Mapping, when the modelers receive practical, step-by-step guidance on how
to implement the Rational Tree, they managed to produce qualitative representations of the
software problem. Additionally, the authors notice that there are no significant diferences
between the participating groups, regardless of the US-structuring method they utilize, in terms
of recognizing basic constructs within their given sets of US (i.e., missing requirements, Epics,
etc.).
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Ambiguity in User Stories - A Planned Experiment</title>
      <p>
        While the experiments described in the previous section focus on conceptual modeling as an
approach to help writing better US or making better use of US, a diferent stream of research
has investigated the quality of US from a linguistic perspective. Even when highly structured
because of the use of predefined templates, US are essentially a textual format for describing
requirements, and are thus prone to ambiguity just as any other type of requirements described
in natural language. Recently, Amna and Poels performed a systematic literature review of the
research on ambiguity in US [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This review indicated that vagueness in the formulation of
US results in problems like inconsistent requirements, incomplete requirements, and duplicated
requirements. These problems have been attributed to the intrinsic quality of US [
        <xref ref-type="bibr" rid="ref14 ref8">8, 14</xref>
        ], the
cognitive capability of developers [
        <xref ref-type="bibr" rid="ref15 ref7">7, 15</xref>
        ], and US misrepresentation [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. The ambiguity
that results from problematic US can be manifested at diferent linguistic levels (i.e., lexical,
syntactic, semantic, pragmatic).
      </p>
      <p>
        To help identifying issues with US that possibly result in ambiguity, we are developing a
framework that classifies these issues according to the linguistic level at which ambiguity
manifests itself and the consequence of this ambiguity in terms of requirements quality (i.e.,
vagueness, inconsistency, insuficiency, duplication). The framework illustrates the issues with
examples (as kind of anti-patterns) and also provides examples of how the issues can be resolved.
The issues themselves are based on quality criteria taken from the QUS framework proposed by
Lucassen et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and the Agile Requirements Verification framework proposed by Heck and
Zaidman [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The idea is that developers can use the framework when writing US or reviewing
US written by others.
      </p>
      <p>To test this idea (and the framework itself), a first ’laboratory’ experiment is planned. The
experiment will involve advanced students, including both IT students and business students
with a major in IT. These students have preliminary knowledge in Requirements Engineering
(RE), US writing and reviewing, and Agile Software Development (ASD), and thus act as proxies
for real developers. Participating students will be randomly assigned to one of two groups.
Each group is required to review a set of US in which we have injected problems related to
the issues covered by the framework. The treatment group will be instructed to make use
of the framework to detect these problems, while the control group will be asked to do the
same, without the help of the framework. Participants are required to tag the US dimension
WHO/WHAT/WHY that is problematic, and will also be asked to provide a short explanation
for the potential ambiguity issues they identify (i.e., why is it problematic?).</p>
      <p>Both groups will first receive some training (e.g., a tutorial) to make them aware of
requirements ambiguity and its consequences for software development. Prior to the experiment, a
short questionnaire will be distributed to collect information regarding the participants’ profile.
After the experiment, participants in the treatment group will be asked feedback regarding
the usefulness of the framework. Apart from that we will compare the number of problems
identified to the total number of problems injected (i.e., an absolute measure of how efective
the framework is) and also make a comparison between both groups (i.e., a relative measure
of efectiveness). More detailed analysis will be performed for the diferent linguistic levels of
ambiguity and the requirements quality problems that might be caused by ambiguity in US.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusion and Future Work</title>
      <p>This paper presented a review of experiments that have been conducted in US modeling. Those
are typically designed to investigate the efectiveness of artifacts to comprehend the correct
meaning of user stories. While conceptual models have been commonly used as artifacts to
make better sense and use of US, linguistic approaches can help in identifying and ultimately
avoiding badly written US. We are currently developing a framework based on such linguistic
approach, and plan an experiment to evaluate its efectiveness and perceived usefulness.</p>
    </sec>
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