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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Report on Sentiment Analysis of Requirements Engineering Artifacts created in University Course</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Takumi Katsuie</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shinpei Ogata</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kozo Okano</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Yukako Iimura</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shinobu Saito</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>NTT Computer &amp; Data Science Laboratories 3-9-11 Midori-Cho Musashino-shi, Tokyo</institution>
          ,
          <addr-line>180-8585</addr-line>
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Shinshu University Faculty of Engineering 4-17-1 Wakasato</institution>
          ,
          <addr-line>Nagano-shi, Nagano, 380-8553</addr-line>
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <fpage>12</fpage>
      <lpage>18</lpage>
      <abstract>
        <p>This technical report introduces the results of sentiment analysis of artifacts in requirements engineering phase. These artifacts contain descriptions of requirements and functions for the development target such as software product and solution. The descriptions of requirements reflect user needs and problems are described based on the analysis of users' dissatisfaction with the current situation and their expectations. On the other hand, the description of functions describes the behavior of the system and the interaction between the system and humans. Therefore, we apply sentiment analysis to requirements artifacts which are created in an exercise for university students. We, then, investigate how the sentiment of the descriptions in the artifacts are changed. Sentiment analysis is performed using Google Cloud's Natural Language API on the descriptions included in the artifacts such as customer journey maps and user story mappings. From the results of the application, we confirmed that the sentiment score of each artifact was diferent.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Sentiment Analysis</kwd>
        <kwd>Requirements Engineering Artifacts</kwd>
        <kwd>Design Thinking</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Sentiment Analysis is a method for measuring and
understanding the feelings of individuals from text data such as
reviews on the web, blog posts and SNS posts, and is used
in various situations such as understanding customer
product satisfaction and checking employee stress. Sentiment
Analysis determines whether an opinion is positive,
negative or neutral from text data including phrases, words and
expressions contained in sentences.</p>
      <p>
        Sentiment analysis is also widely used in various research
ifelds in software engineering. In the field of software
repository mining, eforts have been reported to apply sentiment
analysis to textual data extracted from developers’
discussions (e.g. ticket comments, commit messages) in order
to predict defects in source code and interruptions in OSS
projects [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] . In addition, eforts to predict support ticket
escalation by performing sentiment analysis on support
tickets that represent issues raised by customers and combining
it with machine learning has been reported [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In the
ifeld of requirements engineering, eforts to acquire
requirements by applying sentiment analysis to ratings and review
comments on products have also been reported [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        The main data handled in software engineering can be
roughly classified into two categories: data obtained from
the development and operation process and data obtained
from the development artifacts (product). In addition to the
application of sentiment analysis in software engineering
to the development and operational process data mentioned
above, there are also eforts targeting development artifact
data. For example, in the paper [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], they took the Software
Requirements Specification (SRS), which is one of the final
products of the requirements definition process, and applied
sentiment analysis to the text data obtained from the SRS,
and found that They report that almost all sentences in the
SRS (about 96%) were neutral.
      </p>
      <p>
        On the other hand, there are no reports of sentiment
analysis on artifacts in requirements engineering phase. In the
requirements engineering phase, the problem awareness,
needs and expectations of stakeholders (users, operators,
etc.) are analysed and the functions and performance that
satisfy these needs are defined. Goal models have
traditionally been used to analyse problems and the consistency
between problems and solutions. In initiatives that integrate
design thinking and requirements engineering, personas,
customer journey maps, etc., are created [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In these
artifacts, it is recommended to describe the image of
stakeholders (users, operators, etc.) and realistic images of the
system’s usage scenario. Therefore, it is conceivable that the
emotional tendencies measured in the deliverables created
during the requirements engineering phase may difer from
the emotional tendencies of the SRS described above.
      </p>
      <p>In this paper, we analyse the tendency of measured
emotions in the artifacts created in the requirements engineering
phase (refer to Figure 1). At this time, the analysis approach
that has been used for a long time is called the classical
approach, while the analysis used in design thinking is called
the modern approach.</p>
      <p>In this paper, we set the following Research Question
(RQ).</p>
      <p>RQ: Are the emotional expression measured from
texts in the requirements engineering artifacts created
using classical and modern approaches neutral?</p>
      <p>In order to answer the above-mentioned research
question, we analyse and evaluate the artifacts created based on
two approaches (classical and modern) as university
exercises task of the requirements engineering phase in software
development.</p>
      <p>The composition of this paper is as follows: Section 2
describes the content of the artifacts to be analysed;
Section 3 describes the analysis methods and results; Section 4
considers the results of the analysis; and finally Section 5
provides a summary.</p>
      <p>Modern approach
Users’ opinions
and requests
Classical approach</p>
      <p>Persona
Service scenario</p>
      <sec id="sec-1-1">
        <title>Requirements definition</title>
        <p>Customer Journey
Map (CJM)
User Story Mapping
(USM)
Business flow
Goal model</p>
      </sec>
      <sec id="sec-1-2">
        <title>Design</title>
        <p>Software Requirements
Specification</p>
        <p>Screen prototype
Screen transition
diagram</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Artifacts to be analysed</title>
      <p>2.1. How to create the target data (how to
proceed with the exercise)
In this paper, we target several artifacts created by the
students in an exercise of a lecture on the upstream process
of software development (part of the requirements
definition and external design process) at a university (refer to
Table 1). The number of students taking the lecture was 54,
and more than 90% of them were third-year undergraduate
students in science and engineering. The students have
already taken lectures on programming and modelling (UML,
etc.) and have basic knowledge of software development.
In the exercises, after the teacher explained the contents of
the artifacts, each student independently created all nine
artifacts in the order shown in Figure 1.In the first stage
of the requirements definition process, they assume users’
opinions and requests for the ideas of services provided by
the teacher, and describe them in writing. In the subsequent
exercises in the requirements definition process, they create
artifacts based on the Classical Approach (2 types) and the
Modern Approach (4 types). The creation of artifacts by
several people and third-party reviews of the created artifacts
are not carried out. Therefore, a series of artifacts for 54
students were created. In advance, we obtained permission
to use the artifacts for this study from the students who
produced the analysed artifacts.</p>
      <p>We targeted artifacts that contained a certain amount of
natural language descriptions for sentiment analysis.
Specifically, there are 6 artifacts in total: users’ opinions and
requests, persona requirement, service scenario, customer
journey map and user story mapping, which are the
artifacts created using the modern approach, and goal model,
which is the artifact created using the classical approach.
We exclude the business flow, which is a typical artifact
created using classical approach from the sentiment analysis.
This is because the business flow also include natural
language descriptions in the labels of activities and flows, but
the amount of it is small. Similarly, we excluded the screen
prototypes created in the external design process from the
sentiment analysis. Similarly, we excluded the screen
prototypes created during the external design process from the
analysis. In the following we will explain the content of</p>
      <p>Artifacts</p>
      <p>Creation flow</p>
      <p>Analysis target
2.2. Contents of target data (6 artifacts)</p>
      <sec id="sec-2-1">
        <title>2.2.1. Users’ opinions and requests</title>
        <p>Users’ opinions and requests are created in order to verbalise
their opinions and requests for services. In this artifact, 2
opinions or requests such as ‘This kind of service would
be useful’ or ‘This kind of service is disappointing’ are
described for each of the three services listed below.
• A service wanted to enrich your learning (lessons,
research, etc.) at university
• A service wanted for self-development during long
holidays (summer holidays, etc.)
• A Service wanted to enjoy daily life (housework,
entertainment, meals, etc.)
2.2.2. Persona
A persona is a fictional character that represents a typical
user of the product or service to be developed. Details of
the character, such as its specific profile and requirements,
are set. A Persona are used in the persona scenario method
to devise and design services and systems that satisfy the
defined persona, as well as for the characters in the artifacts
to be created later. Setting a persona helps developers to
develop user-centered services centered on the persona,
rather than on the developer’s self-indulgent services.</p>
        <p>First, one service is selected from the services considered
in ‘Users’ opinions and requests’. Then, a persona is
determined, assuming the person who must be satisfied with the
service. The persona is then made detailed by adding not
only the basic profile (name, age, height and weight), but
also the place of work, place of residence and hobbies and
preferences. After the detailed information of the persona
is determined, what the persona wants for the selected
service (persona requirements) is described in 350 characters
or more. In this paper, we only analyse the description of
persona requirements among the persona.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2.3. Service scenario</title>
        <p>The description of service scenarios is one of the processes
in the persona scenario method, and is created to assume
how the main persona will use the service in his/her daily
life. Specifically, it is described in a scenario format with 6
or more steps, when, how, in which situations, and what
operations are performed by the main persona to realize the
service.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.2.4. Customer Journey Map (CJM)</title>
        <p>A customer journey map (hereafter CJM) is a visual
representation of the predicted actions and emotions that a
pre-defined persona will take until using a service or
product, arranged in chronological order. This is created to
vividly imagine the user experience after determining the
target user profile and the key process to focus on when
considering the service. Creating this can help developer
visualize how persona feel so they can avoid potential issues
ahead of time, increase persona retention, and discover key
information to make the best decisions for development.</p>
        <p>We show an example of a CJM in Figure 2. A CJM consists
of 6 elements: ‘Persona Requirements’, ‘Specific Scenes’,
‘Scenes Name’, ‘Persona Actions’, ‘Persona Emotions’ and
‘Insights (from persona’s actions and emotions)’. In the
‘Specific Scenes’, write a concrete sentence that enables
the reader to imagine the situation in which the persona’s
requirements are generated. Then, in the ‘Scenes Name’,
describe the specific scene in chronological order by dividing
it into four or five scenes. In the ‘Persona Actions’, describe
the actions the persona is likely to take in each scene, and in
the ‘Persona Feelings’, describe the feelings and thoughts of
the persona in each scene, including positive and negative
ones, in text form. Then, organise the actions and feelings
and describe in the ‘Insights’ why they act that way, why
they feel that way, the solutions, etc.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.2.5. User Story Mapping (USM)</title>
        <p>A user story mapping (hereafter USM) is a visual
representation of the values (functions) that a service wishes to realize
in chronological order and in order of priority, based on the
actions of personas. After the persona and CJM have been
created and the image of the service has been established,
a USM is created to concrete the image of the service.
Creating this can help the entire development team organize
persona behavior and the value the service will bring so
they can understand the value of the service, and determine
development priorities.</p>
        <p>We show an example of USM in Figure 3. A USM consists
of 5 elements: ‘Persona Problem’, ‘Service Value’, ‘Activity
Overview’, ‘Narrative Flow’ and ‘User Stories’. In the
‘Persona Problem’, describe the persona’s problem obtained
from CJM, and in the ‘Service Value’, describe how the
service defined with the persona scenario method solves the
persona’s problem. In the ‘Activity Overview’, describe the
implementation overview of the service provided, and in
the ‘Narrative Flow’, describe the stories of the persona
using the services provided with reference to the CJM, in
chronological order. In the ‘User Stories’, the user stories
required to experience the elements of the ‘Narrative Flow’
are arranged in such a way that the essential services with
the highest priority are at the top, and the optional services
with the lowest priority as you move down. The user story
is a requirement for the realisation of a service. The service
is composed of a set of user stories. It does not describe
about the system, but the requirements and goals of the
persona to use the service. It is written as ‘The user wants
to ∼ (so that ∼)’.</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.2.6. Goal model</title>
        <p>A goal model is a representation in a tree structure of the
persona’s goals and the ways to achieve them in the system
to be developed. Creating this can help developer organize
the requirements regarding the system so they can avoid
creating gaps between the user’s requirements and the
system.</p>
        <p>We show an example of a goal model in Figure 4. A
goal model is a tree structure, in which the higher goals
are the objectives of the lower goals. The top goal of the
tree structure is the desired situation when the problem
of the persona defined in the USM is solved. The top goal
is then decomposed and detailed to create subgoals. The
subgoals are decomposed and detailed in the same way, and
this process is repeated to finally derive the functional and
non-functional requirements.
3. Analysis Methods and Results
3.1. Sentence extraction and Sentiment</p>
        <p>Analysis methods
We extracted the only texts described by the students from
the 6 artifacts described in chapter 2, except for the elements
names. Then, we split the extracted texts with symbols
such as punctuation marks, periods, exclamation points,
and question marks, as well as with spaces and line breaks.</p>
        <p>We obtained 2639 texts from all artifacts. We show the
number of extracted texts for each artifact type in Table 2.</p>
        <p>We performed a sentiment analysis on these texts.</p>
        <p>
          In this paper, we use Google Cloud’s Natural Language
API [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] for sentiment analysis of text. Natural Language
API is a service by Google Inc. that provides natural
language processing techniques such as sentiment analysis,
entity analysis, entity sentiment analysis, content
classification, and syntactic analysis using machine learning, and is
available for free for a certain number of times. In sentiment
analysis, given a text, we obtain a score, which indicates the
polarity of the overall sentiment of the text, and a
magnitude, which indicates the intensity of the sentiment, based
on word meanings, etc. score indicates the emotion of the
text and has values from -1.0 (negative) to 1.0 (positive).
        </p>
        <p>Specific
Scenes
Persona
Actions
Persona
Emotions
Insights
from
persona's
actions and
emotions
User Stories</p>
        <p>She wakes up and immediately can't
grasp if she overslept more than usual.</p>
        <p>She may become impatient by being
surprised and her heart beating very
fast.</p>
        <p>She may waste time by worrying about
what to do.</p>
        <p>I wants to look good when I turn the camera ON, even in a first period non-face-to-face class on a very busy day in the
morning.</p>
        <p>A day when I overslept and woke up 30 minutes before the start of class. It happens to be a day with a full morning of
classes, so I'd like to have a light breakfast. But I also want to put on some makeup in case the camera is turned on, and
I don't want to be slammed into the computer right before first period.</p>
        <p>Scenes Name Immediately after waking up</p>
        <p>As soon as I wake up, I look at the
clock as usual.</p>
        <p>Seeing the time on the clock, I instantly
wake up and jump out of bed.</p>
        <p>Assess the situation once
Check what day it is today.</p>
        <p>Remind the class schedule.</p>
        <p>No way. Why do I oversleep only today! What shall I do! I want to eat breakfast. I would like to have a little time for
My tension has dropped. But I don't have time. breakfast.</p>
        <p>I want to change my clothes, at least I'll get dressed and do my makeup, but
my upper body, because sometimes it's in the house, can I manage that?
the camera will be on. What about hair and makeup?
Oh no, I don't have time! What shall I wear?
By counting backwards in time, she
might panic and falter.</p>
        <p>Hurry up and get dressed
Do my make-up in a hurry.</p>
        <p>Change clothes, even if only the top
half of clothing, in case I have to turn
on the camera due to the content of the
class.</p>
        <p>If she has messy hair, she won't be
able to get her hair set in time for class.</p>
        <p>Under what situations would she be
unsure of which clothes to wear?
She doesn't want people to think she
always wears the same clothes.</p>
        <p>She has no time before class because she oversleeps and gets so impatient. So, she feels that her computer starts up too
Persona Problem slowly.</p>
        <p>Service Value</p>
        <p>Talk to it like a smart speaker and it will automatically start your PC even when you are away from it.</p>
        <p>Being able to start up the PC quickly, so you can calmly participate in class even if you don't have much time before class.
Activity Overview Prepare to use the service.</p>
        <p>Narrative Flow</p>
        <p>Register own information.</p>
        <p>Automatically start up the PC earlier.</p>
        <p>Manage service usage records.</p>
        <p>Attend morning classes calmly.</p>
        <p>Able to track recent morning activity.</p>
        <p>User wants to register his/her User wants his/her PC to start
1 information with the service so that 1 automatically at a set time
he/she can use the service.</p>
        <p>User wants to register his/her
phone information with the service
1 so that he/she can set the time
from his/her phone.</p>
        <p>User wants to register a time with
the service when his/her PC will
1 automatically start up in the
morning.</p>
        <p>User wants to register a mascot
with the service so that he/she
3 wants his/her PC to be started up
by his/her favorite mascot.</p>
        <p>User wants to know from a remote
location that his/her PC has started
2 up without any problems.</p>
        <p>User wants to start up his/her PC at
a time other than a set time, even
2 from a remote location.</p>
        <p>User wants to check the history of
1 automatic startup of his/her PC in a
certain period of time in the past.</p>
        <p>In a certain period of time in the
past, user wants to check whether
2 or not his/her PC has actually
attended an online class after
automatic startup.</p>
        <p>User wants to be informed of days
when automatic PC startup is not
3 required, based on past PC startup
times and class attendance.
magnitude indicates how much emotional content a text
contains, and has values from 0.0 to +inf. magnitude is
not normalized unlike the score, so the magnitude value
of a text increases each time emotions are expressed in the
text. In this paper, we use the score obtained from the
sentiment analysis of each sentence, and analyze them in units
of artifact and artifact type. We show an example of texts
extracted and split from artifacts, and the score obtained by
sentiment analysis on the texts in the Table 3.
3.2. Score analysis methods and results
We analyzed the scores obtained by sentiment analysis for
the texts by artifact type in terms of two aspects: the ratio
of texts without emotional expression and the range of the
emotions.
3.2.1. Analysis of the percentage of texts without</p>
        <p>emotional expression
We analyze the percentage of texts without emotional
expression by artifact type. First, texts with absolute scores of
0.25 or less were considered neutral (neutral texts without
emotional expression), and texts with other scores were
considered emotional (texts with emotional expression). Then,
we calculated the percentage of texts without emotional
expression and the percentage of texts with emotional
expression by artifact type for all 30 students. We show the
result of this analysis in Figure 5. As shown in Figure 5, the
percentage of neutral tends to be higher in artifacts created
later in the process, such as in CJM and USM, than in
artifacts created earlier in the process. However, the percentage
of texts with emotional expressions in the artifacts created
using both classical and modern approaches is more than 30
percent. Especially in artifacts such as users’ opinions and
requests, persona requirements, and CJM, the percentage of
texts with emotional expressions is more than 50 percent,
which means that texts with emotional expressions are more
frequent.
3.2.2. Analysis of the range of emotions
We analyzed the range of emotions in artifacts by artifact
type. First, texts with score greater than 0 were defined as
positive, and texts with other score were defined as negative.</p>
        <p>Then, we calculated the maximum value from the positive
score and the minimum value from the negative score for
each artifact. Also, we calculated the average of the
maximum positive score and of the minimum negative score by
artifact type. We show the result of this analysis in Figure
6. As shown in Figure 6, the range of emotions is larger
for CJM and USM created using the modern approach, and
smaller for the service scenario and the goal model created
using the classical approach.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Discussion</title>
      <p>The result of the analysis of the percentage of texts without
emotional expressions in the session 3.2.1 showed that
emotions were measured in about 30 % or more of the texts for
all types of artifacts. In particular, artifacts created using
modern approaches such as persona requirements and CJM
were found to have emotional expressions in more than half
of the texts on average.</p>
      <p>Therefore, the answer to the Research Question RQ: Are
the emotional expression measured from texts in the
requirements engineering artifacts created using
classical and modern approaches neutral? is that the
emotional expression measured from almost all texts in the
artifact created using the both approaches is not only neutral,
but also negative and positive. Also, the artifacts created
using the modern approach except for service scenarios tend
to have a higher percentage of texts with emotional
expressions than artifacts created using the classical approach.</p>
      <p>
        This is diferent from the tendency, reported in the paper
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], of emotional expression measured from texts in the
SRS. We believe that the modern approach mainly requires
to describe the persona’s expectations and dissatisfaction,
so that the sentences are more likely to have emotional
expressions in artifacts created using modern aproach. For
the service scenario, the functional descriptions such as the
operations performed by the persona to realize the service
and the accompanying system behavior are mainly required,
so the percentage of texts without emotional expressions
may have increased compared to the artifacts created by the
other modern approaches.
      </p>
      <p>On the other hand, the classical approach mainly
requires to describe the functional and non-functional
requirements of the system. In the goal model, functional
and non-functional requirements for the system are derived
by detailing the goals from the higher-level goals to the
lower-level goals. In the detailing process, the top goal
described the requirements for the persona, such as the desired
situation when the persona’s problem is solved, so it is
assumed that emotions were measured from the sentences of
the some high-level goals.</p>
      <p>Now that we have confirmed that texts in artifacts in
requirements engineering phase often contain emotional
expressions, we will discuss the results of the section 3.2.2
analysis of the range of emotions. The result of this analysis
confirmed that the range of emotions in CJM is particularly
Percentage of neutral (by artifact type)
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large. This suggests that many artifacts of the CJM tend to
contain both strongly positive and strongly negative texts.
This is because the CJM include a direct verbal description
of what the persona is feeling, such as I’m happy!,” “Good,”
“My tension is low” etc., in the “Persona Emotions” item,
and thus it is easier to measure strong emotions from such
descriptions, and we believe that we were able to measure
strong emotions from many of the CJMs. Thus, not only
the appearance frequency of text with emotional
expressions but also the range of emotions that emerge difers
depending on the type of artifact, and in particular, artifacts
that directly describe emotions and artifacts that describe
dissatisfaction and expectations are likely to have a large
range of emotions.</p>
      <p>From these results, we confirmed that artifacts in
requirements engineering phase often contain texts with emotional
expressions, and that some types of artifacts tend to contain
strong emotions. We believe that sentiment analysis of the
texts in artifacts and extraction of texts with large score will
facilitate understanding of the stakeholders’ dissatisfaction
and expectations, and the scenes in which these feelings are
held. On the other hand, We believe that by extracting
neutral (texts without emotilnal expressions), it will be possible
to extract descriptions of functional and non-functional
requirements for the system from the artifacts. In addition, if
the results of sentiment analysis of an artifact (e.g., CJM),
which should reflect stakeholders’ expectations and
dissatisfaction, show a small percentage of text with emotional
expressions or a small range of sentiment, we believe that
the artifact may not have successfully acquired or extracted
stakeholders’ demands. Therefore, we believe that
performing sentiment analysis on artifacts can be used to measure
the degree to which artifacts are acquiring demands. Thus,
sentiment analysis of artifacts will facilitate the extraction
of descriptions of stakeholder sentiments and functions, and
will measure the success of artifacts in extracting and
obtaining stakeholder requirements, thereby supporting the
eficiency of system development, and so on.</p>
    </sec>
    <sec id="sec-4">
      <title>5. Summary</title>
      <p>In this paper, we reported the results of sentiment analysis
on artifacts in requirements engineering phase of software
development, which were created using two approaches,
classical and modern. Specifically, we conducted sentiment
analysis using Google Cloud’s Natural Language API on
the descriptions in six artifacts, such as customer journey
map and goal model, and analyzed emotion scores obtained
by artifact type. The results showed that the percentage
of text with emotional expressions in all types of artifacts
created using the two approaches was more than 30
percent, and especially in the persona requests and customer
journey maps created using the modern approach, the
percentage of text with emotional expressions was more than
50 percent. From this, as an answer to the research question,
“Are the emotional expression measured from texts in the
requirements engineering artifacts created using classical
and modern approaches neutral?”, it was confirmed that
emotional expressions measured from texts in artifacts
created using both approaches were not only neutral, but also
negative and positive. In addtion, it was confirmed that
artifacts created using modern approach tended to have a
higher percentage of texts with emotional expressions than
artifacts created using classical approach. This may be due
to the fact that the modern approach is more likely than
the classical approach to describe requirements that
persona has. It was also confirmed that the range of emotions
difered depending on the type of artifact. This is because
the required descriptions difer depending on the artifact,
and the range of emotion is considered to be larger for
artifacts that directly describe emotions and those that describe
dissatisfaction and expectations.</p>
      <p>we believe that sentiment analysis of artifacts can be
used to measure the degree to which artifacts are acquiring
demands. Thus, sentiment analysis of artifacts will facilitate
the extraction of descriptions of stakeholder sentiments
and functions, and will measure the success of artifacts in
extracting and obtaining stakeholder requirements, thereby
supporting the eficiency of system development, and so on.</p>
      <p>In this report, we analyzed the percentage of texts without
emotional expressions and the range of emotions in each
artifact type, but in the future we would like to conduct
more detailed analysis of the characteristics of emotions
in artifacts by analyzing artifact units and analyzing other
factors besides the range of emotions. We would also like
to investigate the relationship between the emotion of the
artifact and the quality of that artifact and the quality of
the artifacts (e.g., screen prototypes) that are created behind
the process. In addition, we would like to confirm whether
similar trends can be obtained using other artifact sets.</p>
    </sec>
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