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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using i* to Capture Consumer Preferences as Requirements for Software Product Lines</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jelena Zdravkovic</string-name>
          <email>jelenaz@dsv.su.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Constantinos Giannoulis</string-name>
          <email>constantinos@dsv.su.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Eric-Oluf Svee</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer and Systems Sciences Stockholm University</institution>
          ,
          <addr-line>Forum 100, SE-164 40 Kista</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <volume>978</volume>
      <fpage>97</fpage>
      <lpage>102</lpage>
      <abstract>
        <p>The need for software to fit to diversity of numerous consumers has become a norm. Furthermore, technology innovations stimulate the growth of such software, thus making it even more available and appealing to consumers. Although how economic values relate and influence IT systems is an area that has been addressed, it is not clear whether and how consumer values do so. To address this challenge, this study aims to using i* establish a link between preferences of consumers and system requirements for Software Product Line (SPL) as a seamless way for systematically realizing variations. The presented results are grounded in an empirical study related to the development of a system for Online Education.</p>
      </abstract>
      <kwd-group>
        <kwd />
        <kwd>Consumer Value</kwd>
        <kwd>SPL</kwd>
        <kwd>Goal Modeling</kwd>
        <kwd>i*</kwd>
        <kwd>System Requirements</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        There are a number of types of value: quantitative, or economic, are generally
understood as an amount in goods, products, services or money, considered as a
suitable equivalent for something else: a fair price or return for an investment [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In
contra poise are values with a qualitative nature, detailing how a good, product, or
service is delivered to, or perceived by, the consumer. These have been variously
termed non-economic values, internal values, and most often - consumer values [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        While the impact of quantitative values on information systems is readily seen and
acknowledged, particularly within software engineering, qualitative values have been
researched to a much lesser degree, in particular consumer values. Several attempts to
address this deficiency in non-economic values within the development space have
been made, however, none have had an explicit consumer focus. This is a failing
because the values of an individual have an effect on their behavior as consumers [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>Take, for instance, a situation where Consumers A and B both want “convenient”
book delivery. For A that means downloading an electronic book immediately, while
for B it means dispatching the book via post quickly to a location near to the
consumer’s residence. The consumer value “convenient” is not clearly defined, so the
business cannot develop the proper support systems required to deliver what the
consumers’ desire. As both a theory and a set of practices Software Product Lines
(SPL) promises to address the challenges outlined above through the design of
software products sharing a common set of features, which at the same time are
specialized to satisfy the specific needs of a particular market segment.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Objectives of the Research</title>
      <p>The objective of this study is to present how consumer preferences can be captured in
the development of IT systems, by using the theory for the design of a collection of
similar software products, namely SPL. We propose a method for linking consumer
values with Goal-Oriented Requirements Engineering (GORE) approaches, as they
are acknowledged for effective exploration of alternatives in requirements, and more
specifically, for elicitation of variable and common requirements of SPL. Using the
i* framework as the example for GORE, we also leverage from the existing proposals
the ability to link goals to feature models, leading further to the configuration of SPL.</p>
      <p>The research approach taken in this paper is conceptual and empirical. Concepts
used in value modeling and consumer representation are integrated with those of i*
and SPL. The theory is tested through a study on Online Education systems.
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Scientific Contributions</title>
      <sec id="sec-3-1">
        <title>Consumer Values</title>
        <p>
          Holbrook’s Typology of Consumer Value [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] classifies the preference of individuals
concerning the goods or services that they evaluate for a potential use, or appraise
from their previous consummations. According to Holbrook, a consumer value is a)
interactive, as it entails an interaction between a subject and an object, b) relativistic
refers to consumer values being comparative, c) preferential as consumer values are
the outcome of an evaluative judgment, d) and experience meaning that consumer
values not reside in the product/service acquired, but in the consumption experience.
        </p>
        <p>Three consumer value dimensions are the basis of Holbrook’s typology:
Extrinsic/Intrinsic, Self-oriented/Other-oriented, and Active/Reactive. Based on them,
eight archetypes representing distinct types of value in the consumption experience
are derived (Table 1):
Empirical Study. The main challenges in online education concern creating software
for courseware appealing to diverse students. To encourage students’ attention and
learning, one of the crucial factors is to design software systems in the way to support
both intrinsic and extrinsic motivations/values of students.</p>
        <p>In our research we have performed an empirical study with the students of
Stockholm University, Non-Master and Master, to examine their preferences for the
online education system, as well as to assess their importance. For the first, we have
profiled Consumer Values through individual interviews, where the students were
asked to describe their preferences for an online education system in terms of each of
the eight Holbrook’s value archetypes. From around 220 value examples that were
collected, in Table 2 below we present some of them.</p>
        <p>
          To assess the importance of 8 archetype values (Table 1), we have used the survey
instrument of the Basic Value framework of Schwartz [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], administered as the
European Social Survey (ESS) - we have collected the weights (importance) of
generic values of a large sample of students (&gt;200), and owing to the established
mapping between the value frameworks of Schwartz and Holbrook [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], we assessed
the importance of the concretizations of Consumer Values of Holbrook elicited in the
individual interviews (Table 2) according to the survey’s results. As an illustration,
the survey results showed that Ethics is the most important to Non-Master students,
while Play to Master students. Another finding was that Aesthetics and Efficiency are
highly weighted from the both student segments, though in the opposite order.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>From Consumer Preferences to Requirements for SPL</title>
        <p>
          Once a product is examined by different consumer segments for desired properties
and their importance, the collected information can be transformed further to a
requirements model, with the purpose to configure a Software Product Line. Based on
[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], where the mappings between e3 value model and i* goal framework are analyzed,
we propose the construction of an i* SR model from Holbrook’s consumer framework
by mapping:
• Consumer (Student) and product Provider (University), to distinct Actors in i*.
• The exchange of the economic value (Online Education), to Resource Dependency
in i*, further elaborated within Provider, through a System type sub-Actor.
• Consumer Value to the Beliefs of the consumer i* actor, i.e. to the conditions about
the world that the consumer holds to be true; the beliefs become the Soft Goals of
the Provider, i.e. the intentions without a clear-cut criterion of achievement, thus
requiring further refinement (decomposition).
• The weight of a population’s consumer value, to a numbered annotation* in the
belief representing the value (ex. Play has priority 3 for non-master, and 1 master)
* Another way to manage priorities is based on the notion of precedence of goals, and
among goals [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]; however, since there is no i* implementation available, we have not
considered this extension in our study.
        </p>
        <p>The refinements of Holbrook’s consumer values (see Table2 for examples),
concretizing (i.e. measuring) the eight archetype values from Table 1 for a software
product in the consideration, are modeled as Resources or Tasks in i* through the
decompositions of the soft goals corresponding to the values. In the following figure
we present a detailed part of the i* SR model where Ethics, the value highly assessed
by the both student sub-populations (priority 1 for non-master, and 3 for master) is
further elaborated:</p>
      </sec>
      <sec id="sec-3-3">
        <title>Priority</title>
        <p>NonM
1</p>
        <p>Master</p>
        <p>3
1
1
3
3</p>
        <p>
          The “system” (Online Education System in Figure 2) is the actor representing
future SPL. To link the i* SR model with a configuration for SPL, the theory of
feature modeling is applied, where features are used as the basis for analyzing and
representing commonality and variability of systems in a solution domain [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
        </p>
        <p>
          For the elaboration of the requirements for SPL from an i* SR model using
features, the guidelines concerning feature identification presented in a goal oriented
approach for SPL (G2SPL) [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] are considered. The main difference is that in our
approach the features originate from consumer values, and as such, in addition to their
elicitation, they are classified (as common or variable) and prioritized in an early
stage of the requirements collection - i.e. within i*, according to the mappings from
consumer preferences. A small sub-set of the feature elicited in the empirical study
for the value Ethics is presented in Table 3 below. In the table, common features are
the ones identified in both segments. For example, Prevent Cheating for Exams is a
feature elicited as a preference by the both student segments. Variable features are the
ones not identified in both segments, i.e. including a priority number for some
segments and “-” for at least one segment. For example, Provide Communication
Rules is a feature elicited only by Non-Master students.
        </p>
        <p>
          The features identified valid for Master students will be the subjects of the
requirements for the online education system product developed for them, while the
features identified to be valid for Non-Master students will be part of the other
product. For more details about mapping the features to requirements, see [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusions</title>
      <p>In this paper we have presented a consumer-based approach to collecting
requirements for SPL. The use of the consumer framework for elicitation of requirements for
SPL is argued and demonstrated through the mappings of a consumer value framework to the i*
goal framework for RE. The objective has been to elevate the alignment between user
needs and the final software by proposing a systematic approach for structuring of a
diversity of preferences of consumers bundled into a SPL.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Ongoing and Future Work</title>
      <p>
        The main ongoing work concerns further development of our Consumer Preference
Meta-Model (CPMM) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], meant to integrate the core elements of the business value
modeling, as well as those of consumer frameworks, such as preferences,
segmentation, context of use, and preference measures.
      </p>
    </sec>
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