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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using Non-Profit Partners to Engage Students in RE</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Birgit Penzenstadler, Debra Richardson</string-name>
          <email>bpenzens@uci.edu</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Beth Karlin</string-name>
          <email>bkarlin@uci.edu</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Allison Cook</string-name>
          <email>allison@storyofstuff.org</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>David Callele</string-name>
          <email>dcallele@experience</email>
          <email>dcallele@experiencefirstdesign.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Krzysztof Wnuk</string-name>
          <email>Krzysztof.Wnuk@bth.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Blekinge Institute of Technology</institution>
          ,
          <addr-line>SE - 371 79, Karlskrona</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Experience First Design Inc.</institution>
          ,
          <addr-line>Saskatoon</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>School of Computer and Information Sciences, University of California</institution>
          ,
          <addr-line>Irvine, CA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>School of Social Ecology, University of California</institution>
          ,
          <addr-line>Irvine, CA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Story of Stuff Project</institution>
          ,
          <addr-line>Berkeley, CA, 94709</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-To improve requirements engineering education and training, experience reports serve as guidance on how courses can be taught and which methods and approaches work with specific types of audiences. One problem when teaching undergraduate audiences is often a lack in motivation for the course because of misconceptions about requirements engineering as well as simple work overload by the curricula or other imposing constraints with regard to the students' time budget. A way to overcome this motivational problem and to make students want to actively contribute to a requirements engineering class project is to let them perform a case study on a socially relevant system in collaboration with an industrial partner. This paper provides an experience report of such an in-class project on an online-learning platform for civic engagement in cooperation with the Story of Stuff Project. We provide the structure of the course as well as the assignments, excerpts from the students' results, and observations made throughout the course, all of which may serve as input for other instructors.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Index Terms—requirements engineering; requirements
education; environmental sustainability; civic engagement;</p>
    </sec>
    <sec id="sec-2">
      <title>I. INTRO</title>
      <p>Requirements Engineering (RE) as a discipline provides the
foundation to making successful software systems by eliciting
the appropriate information from the relevant stakeholders
and by offering the methodological means to analyze and
document the findings such that they can be incorporated
throughout design and implementation.</p>
      <p>In the undergraduate course on RE at the University of
California, Irvine, we want to integrate the theory in class with
as much real-world experience as the classroom constraints
allow for. Therefore, we integrate case studies and examples
from ongoing software system development and collaborate
with industry and/or non-profit partners to give the students
an impression of RE in practice.</p>
      <p>
        Web content has become an increasingly common way of
disseminating important information to people and engaging
them in social causes [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The challenge of educating people
online in civic engagement, as developed by the Story of
Stuff Project1, provides a well-suited example case study for
students to learn these techniques and to experiment with
different ways of achieving a consensus among a variety of
stakeholders from a non-engineering background.
      </p>
      <p>
        With the majority of our students being interested and
responsible citizens (as emerging data suggests that Millennials
are interested in doing more purpose-driven work or just being
“socially-conscious” [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]), we predicted that using a case study
on empowering citizens would engage them more thoroughly
with the responsibilities of requirements engineering.
      </p>
      <p>Contribution and Outline: This paper reports on
experiences gathered with using the Citizen Muscle Boot Camp
(CMB), an online learning program currently under
development at the Story of Stuff Project for environmental activism,
as student project in a requirements engineering course for
undergraduate students at the University of California, Irvine.
The goal of the Boot Camp is to train a subset of the 500,000
members of the Story of Stuff community into citizen activists
to work toward social change on sustainability issues. After
introducing the project, we present the course details, how the
students performed the assignments, and the observations from
their results.</p>
    </sec>
    <sec id="sec-3">
      <title>II. BACKGROUND</title>
      <sec id="sec-3-1">
        <title>A. The RE Undergraduate Course at UCI</title>
        <p>The undergraduate course in RE at the University of
California, Irvine, has been taught by a number of different lecturers
with each slightly adapting the style and focus to personal
preferences and current research and practice. In the spring
quarter of 2014, it was taught by the first author of this paper.</p>
        <p>
          One of the definitions for RE that is used in the course
is the one by Nuseibeh and Easterbrook [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]: Requirements
engineering is concerned with interpreting and
understanding stakeholder terminology, concepts, viewpoints and goals.
Hence, RE must concern itself with an understanding of
beliefs of stakeholders (epistemology), the question of what
is observable in the world (phenomenology), and the question
of what can be agreed on as objectively true (ontology). Such
issues become important whenever one wishes to talk about
validating requirements, especially where stakeholders may
have divergent goals and incompatible belief systems [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
Furthermore, RE facilitates the process of consolidating
different stakeholders’ concerns and agreeing on a system
vision [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>The major learning goals that arise from this view and shall
be incorporated in the course are the following:
1) Knowledge areas: RE terminology RE contents, RE
principles and methods for eliciting, analyzing,
specifying, validating, verifying requirements, and quality
assurance
2) Competencies and skills: analysis, abstraction, phrasing,
communication, sensitivity for customers, method
competencies</p>
        <p>The course occurs over 10 weeks, with two lectures per
week. Student evaluation is performed by a mid-term and
final exam as well as a number of team assignments. The
assignments are designed to add up to a complete requirements
specification, with students working in a team distributing the
work and synthesizing and consolidating individual parts as
well as taking responsibility for quality assurance.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Student Body</title>
        <p>The course is mandatory for undergraduate students from
three different major subjects, namely Informatics, Computer
Science, and Business and Information Management. Due to
the fact that it is a required course, there are many students
each year who have to participate, and this made for a large
course of 106 enrolled students.</p>
        <p>All have had programming experience in their prior
coursework, while some have had more extensive experience in
software development either in their own projects or in internships.</p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Lectures and Course Materials</title>
        <p>The lectures were structured along an outline that followed
the paradigm of artifact-oriented requirements engineering,
i.e. that used the artifact model presented in Sec. II-D as a
backbone to elicit and analyze requirements and to organize
the other tasks involved with requirements management. Each
lecture was 80 minutes long and the lecture slides were
available online beforehand.</p>
        <p>
          Preparation materials for the case study were provided in
the form of background information on the Story of Stuff
Project as introduced in Sec. III-A and Sec. III-B as well as
some general background on Massive Open Online Courses
(MOOCs) [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] with examples2. Students were asked to
familiarize themselves with the Story of Stuff material as well as
with examples for MOOCs.
        </p>
      </sec>
      <sec id="sec-3-4">
        <title>D. Artifact-based RE with AMDiRE</title>
        <p>
          In winter 2014, we introduced AMDiRE [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], an
artifactoriented approach to RE, in the course. The basic idea of
artifact orientation consists in defining a reference model of
all relevant artifacts and their dependencies while leaving open
the way of their creation. The focus thus lies on what to
create rather than on how to create it. In RE, there exist
2https://www.coursera.org/
several artifact models, such as the one of Berenbach et
al. [4, ch. 2], who describe RE artifact modeling with the
key components to be a measurable reference model and
respective process guidelines. To tackle the problem of a
blurry terminology and to foster the discussions about this
paradigm, Mendez et al. introduced a meta model for
artifactbased RE [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. This meta model defines the basic concepts of
artifact-based RE, i.e. which elements are necessary to define
an artifact (structure, content), or how an artifact relates to
further software process concepts like “method” or “role”.
This supports the systematic creation of artifact-based RE
approaches covering all elements of software processes, and
thus the integration and customization of an artifact-based RE
as part of a software process.
        </p>
        <p>
          The Artifact Model for Domain-independent Requirements
Engineering (AMDiRE) [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], developed on the basis of
that meta model, served as framework for the lectures and
structured the team project into weekly assignments.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>E. Related Work</title>
        <p>
          In the field of sustainability education, Karlin et al. [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
report on a pilot study of the Guided Research Applied
Sustainability Project (GRASP) model for sustainability education
that provides students with a positive and engaging learning
experience.
        </p>
        <p>
          In RE education, Zowghi and Paryani [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] used role playing
to bring real world experiences into the classroom.
Penzenstadler and Callele [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] report on experiments with bringing a
stakeholder from mechanical engineering into class. Barnes
et al. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] discuss how to foster an attitude of acceptance
in their students versus resistance and fear of the unknown
and unknowable in RE by including real-world examples and
experience in class.
        </p>
        <p>
          Penzenstadler et al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] report on bringing stakeholders
from industry into the classroom. In contrast, the course
described in the paper at hand did not include interviews with
the stakeholders in class but instead information via documents
and online research.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>III. SOS CMB PROJECT This section describes the problem domain, the study system, and the student assignments.</title>
      <sec id="sec-4-1">
        <title>A. Problem Domain: The Story of Stuff Project</title>
        <p>Story of Stuff started as a film project in 2007 designed to
tell the story of “stuff (i.e. consumer goods) from its creation,
through its sale and use, and eventually to its disposal” in a
catchy and engaging manner. The single film, with an initial
viewership goal of 50,000 views, quickly exceeded this goal
and sparked the launch of The Story of Stuff Project as a
501(c)3 nonprofit organization. The Story of Stuff Project has
since created 8 additional films and has also translated into
other mediums, including television (interstitials for PBS),
print (Story of Stuff book), online (website, social media,
podcast), and curricula (K-12 and religious groups). Their
combined films have been translated into 39 languages and
seen by over 40 million people and counting. This viewership
has also translated into an active online community of nearly
a half million people. The initial goal of the Story of Stuff
Project was to create and provide media resources to
environmental activists and educators as well as to the general
public. A community of potential activists formed around the
organization, who started to want to become more actively
engaged in the issues discussed in the films.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Study System: The Citizen Muscle Boot Camp</title>
        <p>To address this need for positive citizen engagement through
education, The Story of Stuff Project created a new program
in 2013 called the Citizen Muscle Boot Camp. The Citizen
Muscle Boot Camp (CMB) is a six-week, online course
designed to provide Story of Stuff Project community members
with the skills, motivation and peer support they need to act on
issues related to environmental sustainability. It was designed
in response to inquiries and requests from the Story of Stuff
community to help members learn, engage, connect, and act on
the issues raised in their films. The CMB guides participants
through a series of weekly trainings aimed at strengthening
their civic activism skills, or “citizen muscle”. Each week of
the program focuses on a unique skill:
1) Purpose: discovering your change making style and goal
2) Talk: learning how to communicate effectively about
your issue
3) Grow: finding and developing a community of allies
4) Focus: getting strategic about how to accomplish your
goals
5) Push: figuring out which tactics you’ll need to employ
to effect change
6) Practice: putting your learning into action.</p>
        <p>For a first pilot of the course, members of the Story of
Stuff community were contacted via email and invited to
register for the CMB free of charge. Those who registered
were enrolled in the CMB and received an email with a
link to a 2-3 minute video lesson, accompanied by additional
resources (e.g., framing, tips, readings) to get them practicing
their change-making skills and a homework activity to put
their new skills into practice. The CMB is designed so that
each weekly module can be completed in 1-2 hours per week,
and it was chosen as study system for the students to complete
their assignments and develop a requirements specification.</p>
      </sec>
      <sec id="sec-4-3">
        <title>C. RE Course Assignments</title>
        <p>This section provides the assignments for the students as
well as the evaluation criteria that were used to grade the
submissions. The students were divided into 26 teams of four
to five students. They were free to choose their teams within
the first week of the quarter and the students who had not
found teams by then were assigned to one. Each team was
serving as customer for one of the other teams, and as a
developer for a different team. The timeline of the assignments
is depicted in Table I. We used a reduced version of the
AMDiRE artifact model as depicted in Fig. 1.
1) Business Case Analysis and Stakeholder Model: For this
assignment, the students had to perform an elicitation meeting
with their team’s customer group to discuss the case study
problem in their role as part of the development team. After the
elicitation meeting where they discuss with the customer their
understanding and vision of the Story of Stuff Citizen Muscle
Boot Camp Online Course, the team develops a business
case analysis and a stakeholder model, both as described and
discussed in the lecture.</p>
        <p>Evaluation criteria:</p>
        <p>Business Case Analysis [40 points]:
– Is the analysis structured well?
– Does it contain executive summary, problem
statement, analysis, solution options, project description,
cost-benefit analysis, risks and recommendations?
– Is each of these elements described in sufficient
detail?
– Is the information consistent throughout the
document?
Stakeholder Model: [40 points]
– Have all major stakeholder groups been considered?
– Have they been analyzed and described to an
adequate degree of detail?
– Are the relationships between the stakeholders clear?
– Is it clear which stakeholder has which knowledge,
skills, priority, and responsibilities?
2) Goal Model and System Vision: For this assignment, the
students had to ensure that they captured the critical goals from
their elicitation meeting with the customer. If this is not the
case yet, they have to further communicate with them and elicit
more goals. On that basis, the team develops a goal model
and a system vision, both as described and discussed in the
lecture. They had to make sure that the goal models contain at
least three to four levels of subgoals for more than half of the
goals3 and that appropriate notations are used (goal categories,
labeled relations, AND/OR alternatives). The task was not only
to submit the diagram but also a textual explanation of how
they did it and why they did it this way. This also gives them
a chance to report on encountered challenges.</p>
        <p>For the system vision, the scoping (system boundary) is
important, as well as other systems in the context and the
involved stakeholders. It was important to keep the intention
of a system vision in mind: It shall communicate the idea of
the project to all stakeholders in a way they can agree on and
that is easily understandable without technical knowledge.</p>
        <p>Evaluation criteria:</p>
        <p>Goal Model [40 points]
– Is the goal model well structured?
– Does it contain at least five business goals, five usage
goals and five system goals?4
– Are they broken down and refined into subgoals
where possible?
– Is each of these elements related sufficiently to the
other goals and are all notations used?
System Vision: [40 points]
– Is a clear system boundary / scope visible?
– Is the vision described and illustrated to an adequate
degree of detail?
– Is it clear which systems are in the operational and
business context?
– Is it clear which stakeholders are involved?
3) Domain Model and Usage Model: For this assignment,
the students use the input from the earlier content items
(business case analysis, stakeholder model, goal model, system
vision) including the feedback they received on those to
develop a domain model and a usage model, both as described
and discussed in the lecture. It was encouraged to make
sure that the domain model contains the important concepts
of the domain — business objects, real world objects, and
events that transpire — in form of classes (at least seven),
attributes (at least two per class), and associations with roles
and multiplicities. Furthermore, it was again requested to not
only submit the diagram but also a textual explanation of
3To ensure that students practice refinement.</p>
        <p>
          4The number is defined arbitrarily, but students kept asking “how much
was enough”.
how they accomplished the task. For the usage model, they
were asked to provide an overview diagram of all use cases,
plus a detailed version of at least one use case, including
the full information from the template in the lecture slides.
The detailed version of one use case includes one scenario
— first described according to the Cockburn template [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] (as
main success scenario with extensions and/or variations)—and
then choosing one diagram type (activity diagram or message
sequence chart) to illustrate it. They were asked to provide a
description of the rationale for the domain model and usage
model, at least two paragraphs of how they did it and what
they found difficult or the most challenging aspect of it.
        </p>
        <p>Domain Model [40 points]
– Is the domain model well structured?
– Does it contain at least 7 classes and 2 meaningful
attributes per class?
– Are all classes connected by associations with roles
and multiplicities?
– Is the domain model complete w.r.t. the criteria
discussed in class? Does it provide all important
concepts?
Usage Model: [40 points]
– Is a use case overview diagram provided that is well
structured and includes all important use cases?
– Are all use cases that are important for the system
depicted in that diagram?
– Is a complete and correct description of one
exemplary scenario provided for one central use case
in either a UML activity diagram or a message
sequence chart?
– Is a complete and correct description provided for
one central use case in a table (according to the
Cockburn template)?
4) Non-functional requirements: For this assignment, the
students again had to use input from the earlier content
items (goal model, domain model, usage model) including the
received feedback to develop a small set of non-functional
requirements. This should be provided in the form of two
examples of each of the following categories: process
requirements, deployment requirements, system constraints, and
quality requirements. These requirements shall be refinements
of the earlier elicited goals, so they were asked to name the
goals as rationale.</p>
        <p>Evaluation criteria for non-functional requirements [80
points]:</p>
        <p>Is the template filled out completely and correctly for
process requirements?
. . . for deployment requirements?
. . . for system constraints?
. . . for quality requirements?
5) Function hierarchy: For this assignment, the students
again had to use the input from the earlier content items
(usage model and scenarios). On that basis, the team develops
a function hierarchy according to the example from the lecture,
structuring them into functions and subfunctions and adding
the respective relationships between them.</p>
        <p>Evaluation criteria for the Function hierarchy [80 points]
Are there at least ten functions in the function hierarchy?
Does the structure of the hierarchy make sense?
Are at least three of the possible types of relations
(precedes/follows, requires, interrupts, activates/deactivates)
made explicit?
Are all relations depicted that exist between the displayed
functions or are relations missing?
6) Quality Assurance in Peer Review: For this assignment,
students used the input provided by their development team,
meaning that:
1) They send their complete specification to their customer
in one PDF file (consolidated version of all your
assignments in one document) and receive the one from their
development team.
2) The team writes up a review of the specification of their
development team according to the following
IEEE830 criteria: completeness, consistency, unambiguity,
correctness, structuredness, traceability, changeability,
understandability</p>
        <p>Evaluation Review [80 points]: Is there a rating and
rationale for the rating for the above criteria, namely
Completeness, Consistency, Unambiguity, Correctness, Structuredness,
Traceability, Changeability, and Understandability?</p>
        <p>IV. RESULTS &amp; OBSERVATIONS</p>
        <p>All teams completed the assignments and handed in their
solutions. They also provided the rationale on how the results
were developed and which challenges had been encountered
while performing the assignment. This section provides
illustrative examples of good solutions (not all from the same team)
and a discussion of observations made throughout the course
and while reviewing the results.</p>
        <p>Fig. 2. Business Case Outline for the SoS CMB
requirements engineering, but very much in the day-to-day
practice of business analysts who also perform requirements
engineering.</p>
      </sec>
      <sec id="sec-4-4">
        <title>B. Stakeholder Model</title>
      </sec>
      <sec id="sec-4-5">
        <title>A. Business Case</title>
        <p>Figure 2 is a screenshot of the rather elaborately designed
business case brochure one of the teams created. The hardest
part in the business case was that the system was for a
nonprofit organization. This led some of the student teams to
inventing options for voluntary donations while taking the
online course, but made it hard to develop an actual business
case with convincing numbers apart from trying to keep the
costs low. The business case in Fig. 2 is a good, concise
solution. While the layout effort is quite impressive, that part
of the effort could have gone to something more directed to
the task at hand. Constraining the students to focus on content
over presentation seems to be useful in such an early and short
course. However, this is one of the three “fancy” examples out Fig. 3. Stakeholder Model for the SoS CMB
of 26 solutions, so most of the students did stick to a simplerPower / Interest Model
presentation format. Apart from that, students put a lot of effortOverview
into researching some background statistics on the web thatWe  consTidehr  ethes sttaakkeheohldoerlsd ine  ar  pmowoerd/inetelreisnt  mFatirgix .to3 assiesssa thseiir  mpoptelnetialy toe itnflsueunfcfie  cthiee pnrotjelyct.  The
would back up their data in the business case. goal  eis  xtot  eunndserisvtaendr wehpor wees  (eans  tthaet siooluntioon  fprothvideerm) anadj  oourr  csliteantk (eash tohel  dcoenrtesnt oprfovtihdeer)  sChoMuldB consider</p>
        <p>The challenge of finding sufficient background information system. Students often neglected representing the relations 15
is not so much related to learning the actual techniques of between stakeholders, as for example in Fig. 3, where there
are arrows to “hold together” the figure but no labels on the
arrows that would indicate the actual relation between the
stakeholders.</p>
        <p>From the discussion on the solutions afterwards, the major
challenge was to infer relations if the checklists and examples
provided in class didn’t already include those relations.</p>
      </sec>
      <sec id="sec-4-6">
        <title>C. Goal Model</title>
        <p>The goal model in Fig. 4 depicts business goals (in red),
usage goals (in green), and system goals (in blue) and their
relations. The model is structured to support a goal hierarchy
with respect to the scope of the goal. Business goals are
more primary, relating to the actual purpose of creating the
system, so they are located toward the top of the diagram.
They are supported by usage goals which define the intent
and function of the system and are thus supported by system
goals which demonstrate the characteristics of the system. The
model contains a multitude of antigoals, or constraints, as well
as obvious goals. Anything that is not marked with the double
minus sign is an uninhibiting subgoal of its parent goal. Each
constraint is marked with a double minus sign (- -) meaning
it can inhibit the functionality or achievement of it’s parent
goals. Double plus sign (++) means the subgoals lead up to
their parent goal.</p>
        <p>Major challenges were to distinguish between business,
usage, and system goals and to identify relations between the
goals.</p>
      </sec>
      <sec id="sec-4-7">
        <title>D. System Vision</title>
        <p>Figure 5 is a pictorial representation of the system vision of
the CMB that all stakeholders (in this case, customer team and
developer team members) agree on and that serves as common
reference point in discussions. The system vision was agreed
upon by all stakeholders (i.e., each developer team and the
respective customer team) in order to define the functionality
and characteristics of the Story of Stuff CMB. The vision
contains passive and active stakeholders centering around the
CMB and a business and operational context, separated by
a dotted line on the diagram. Most active stakeholders are
highlighted by colored fields. Community leaders and users
are among the active stakeholders, but they are not members
of the Story of Stuff organization. Each group is highlighted
according to the legend on the diagram. Passive stakeholders,
along with community leaders and users, are not highlighted
by any boundary.</p>
        <p>The major challenge with the stakeholder model was to
consider all categories of stakeholders and to determine influences
between them.</p>
      </sec>
      <sec id="sec-4-8">
        <title>E. Domain Model</title>
        <p>We  decFidiegd. th6e .clasDseos  mby  afirisnt  lisMtingo edaechl  cfoomrpotnhenet  oSf toheS coCursMe  wBebpage.</p>
        <p>Afterwards,  we  determined  the  attributes  by  writing  out  the  details  of  each  component.  Classes
needed  to  denote  objects.  We  created  the  final  version  of  the  classes  by  changing  objects  into
attributes  if  they  described  a  class.  The  classes  and  attributes  needed  to  not  only  follow  what
was  written  in  the  business  case  and  the  goal  model,  but  it  also  had  to  be  consistent  with  the
usage  model.  Thus,  our  diagram  contains  terminology  and  relations  that  had  already  been
The ssttatuedd.  Ween atdsdede fnurtcheor  duesncrtipetiornes  dof  emacha onbjeyct’sc rhelaatiolnlsehinp  wgiteh  esacihn otchelru ind oridner  gto but not
clarify  how  the  objects  interacted  and  why  each  attribute  is  necessary  for  the  object.
limited to: having consistent terms between the domain model</p>
        <p>The  classes  are  associated  with  each  other  when  they  have  direct  interaction  with  each
and proethveri.  oFour esxampdleo, tcheu gammee bnoatrds  conotairns  mmanyo codureselss t;hat  sdtuedetnetsr cman  tiankei bny g whether
interacting  directly  with  both  the  game  board  and  the  courses.  There  is  only  one  game  board,
classeswhwich  eisr seharend  beyc eveesrys satudreynt  anod reveary rcobuirster.  aEarcyh  c;ourasen cdontaifins ga  utyprei onf  “gmedoia”u. Wte if an
use  the  term  “media”  because  the  instructors  may  develop  a  course  via  images  or  video.
attributBeecausae  ist is  puncertaino anfd  vtahgue  asc too  wrhricehc mtedicumla ans  isns.tructor  cehoyoserse tos uosel, vweed the
terw art e Th
minolovdgiedyeemose  da nthda pt ohsasvibinlyg   pai cntaumrees   atonod.   aWs leisn kdi iinds   nsoutf fpicuiet  nteht efomr   iamsp tlhyein agt ttrhibaut  tae   ciooft uahr s“eC  owuilrl sceo”n,  tbaeinc aaut sleema wstemates
issue by discu g th model w their tea
and comtchoinurks iet sw. iAll  lbseo ,m oourre s yosrgteamni zceadle tnod haar vwei lla i nscelpuadrea  teev eqnutesr ya  ninds  tdeaatde so, fs hoa wvien ga  sits boeclioantegd u tnhdeemr   twhiethused in
ing to a consensus as to which terms to be
the model. As for the classes, they decided which ones should
become classes and which ones should remain attributes while
creating the diagram.</p>
      </sec>
      <sec id="sec-4-9">
        <title>UFs.agUesMaogdeelModel</title>
        <p>MOOC usage model overview</p>
        <p>The domain model in Fig. 6 is a class diagram that lists the Cockburn outline fFoirgc.r7e.atiUngseanCaacsceouOnvteornvitehwe MfoOrOtChe SoS CMB
most important business (real-world) objects that have to be
represented in the system. The classes and attributes needed
to not only follow what was written in the business case and
the goal model, but also had to be consistent with the usage
model. The classes are associated with each other when they
have direct interaction with each other.</p>
        <p>UseF Ciagseure 7 and FigurCerea8te  dane  apciccoutntexcerpts of the usage model,
Greoapl rine  sCeonntteixnt g differentUspera ctrheastes  an  account  on  tuhes  eMrOOcCan interact with</p>
        <p>of how a
Sthcoepewebsite. In the actSitvoriyt oyf  Sdtuifaf  Mgarsasmive  O(Fpeing  O.n8lin)e,  Cthouerseuser is placed
Linevetlhe middle as a waPyrimtaory  sTyasmkbolize their role in determining
Pwrehcoentdhietiornsor not data wou●ldUsbeer hatsr aacncsemss  tiot tae cdombpuettewr ceonennecttehd  eto  sthyestem</p>
        <p>Internet
● User  has  a  valid  email  address
● User  knows  how  to  navigate  to  the  MOOC  webpage
Success  End  Condition User  creates  an  account  for  the  MOOC</p>
        <p>Failed  End  Condition User  does  not  create  an  account</p>
        <p>The  system  vision  was Faiggr.e5e.d  Suypsotenm byV  iaslilo sntafokrehthoeldSeorSs  iCnM oBrder  to  define  the  functionality  and
characteristics  of  the  Story  of  Stuff  massive  open  online  course  (MOOC).  The  vision  contains  passive
and  active  stakeholders  centering  around  the  MOOC  and  a  business  and  operational  context,  separated
by  a  dotted  line  on  the  diagram.  Most  active  stakeholders  are  highlighted  by  colored  fields.  Community
leaders  and  users  are  among  the  active  stakeholders,  but  they  are  not  members  of  the  Story  of  Stuff
organization.  Each  group  is  highlighted  according  to  the  legend  on  the  diagram.  Passive  stakeholders,
along  with  community  leaders  and  users,  are  not  highlighted  by  any  boundary.
and the account database. The students also considered the
failure condition, in which an account is not created. Including
these two end conditions is necessary to demonstrate the
destruction of data upon failure.</p>
        <p>The most challenging aspect of designing activity diagrams
was determining when and where data flow occurs, as the
students had difficulty in defining the interaction between the
system and the accounts database.</p>
      </sec>
      <sec id="sec-4-10">
        <title>G. Non-functional requirements</title>
        <p>The non-functional requirements in Fig. 9 provide examples
of a simple template specification form used to detail the
NFRs and their validation. The non-functional requirements
included quality requirements, process requirements,
deployment requirements, and system constraints.</p>
        <p>The students reported slight difficulty in eliciting
nonfunctional requirements, along with phrasing them in a way
that was coherent with the goals. They referred mostly to their
goal models, breaking down each element in order to
determine some non-functional properties their client prescribed
for the system. The NFRs themselves were rather high-level
quality goals broken down to a level that could be applied
to the overall software system. The measurement (see Fig. 9,
4th attribute of every table) was often underspecified so that
testers would have to make assumptions about how exactly to
measure this satisfaction criterion.</p>
      </sec>
      <sec id="sec-4-11">
        <title>H. Functional hierarchies</title>
        <p>The functional hierarchy in Fig. 10 decomposes the
userperceived functionality from a system point of view and
thereby facilitates the transition to design. While the students
listed out each function, they tended to think too broadly
and in general terms about the CMB, instead of the specific
requirements that were requested by the clients. They found
it difficult to determine the subfunctions of certain parent
functions and figuring out whether activates, precedes, or
requires was more suitable for describing how certain functions
interacted with each other in the hierarchy. Another problem
that they encountered was making the functional hierarchy
diagram readable. The user was required to go through the
“signin to account” function before being allowed to use
the rest of the functions in the MOOC system. It was the
subfunction to most of the other functions, so there were many
arrows pointing to that function and many boxes surrounding
it. As a result, they chose to make the “signin to account”
function “activate” all the other functions, which solved the
problem and made the diagram much easier to read.</p>
        <p>Early design decisions like this were the most discussed
point about function hierarchies and show where RE and
design have to be integrated or may overlap.</p>
      </sec>
      <sec id="sec-4-12">
        <title>I. Peer Review</title>
        <p>In the peer review, students tended to be very generous
to their developer teams. They commented on a few minor
mistakes or how the specifications could have been extended,
but in general they were satisfied with the work of their peers.
Most of the teams had gone through the effort of reworking
their specifications after the initial feedback from the teaching
assistants, so those efforts apparently had paid off, as the
specifications had improved considerably.</p>
      </sec>
      <sec id="sec-4-13">
        <title>J. Presentation of the Specification</title>
        <p>The teams presented excerpts of their solutions within five
minute presentations during the last two sessions of the course
before the final exam. At this stage of their curriculum, the
students do have experience in presenting in front of a large</p>
        <p>This  functional  hierFaricgh.y1  0di.agFraumn c rteiolinesH hieearvairlcyh oyn foourr tUhesaSgoe SMCodMelB of  the  Story  of  Stuff  MOOC
system.  It  contains  one  root,  titled  “Story  of  Stuff  MOOC”,  and  lists  all  the  necessary  functions.  Based  on
our  client’s  requirements,  our  system  includes  the  following  major  functions:  “Register  for  an  account”,
audience, but their pre“sSeignnt-­aint itoo naccsokunilt”ls,  “Mvoanriiteodr  pecrsoonnasli dpreorgarebslsy”.,  “Diuspsluaya  lthlye  vicdoeom ppagoes”e,  d“Coomfmfernite onnd as viwdeho”o, therefore had established
“Display  assignments”,  “Display  calendar  of  events”,  “Share  pictures  from  events”,  and  “Display  pictures
While some teams madoef  aann eveefnfto”.r Atltl oof  mtheaske efunthcteioirns pcroentsaeinn  staubtifounnctioncs oanmd  msoumne ihcaavtei  oexnterhnaalb inittser,fawcehs  isluech nasew teams first had to get to
engaging, others only “p&lt;uPtictuinre  cthhoesenm&gt;”i  nanidm “u&lt;mAccoreunqtu inirfoerdmaetifofno&gt;r”t.  Thek dneopewndeenacciehs  boetthweeerna enacdh  fifunncdtiocno amndmon denominators.
to deliver an acceptablesubsfuunmctmiona  rayre.  dPepriecsteedn btya  tairoronwss lkaiblellsed awrieth  o“rfequires”,  “activates”,  and  “precedes”.</p>
        <p>C. Solution Space
critical importance to successful customer communication and
should therefore be part of anWRe  Efaccedo  murasney .problems  during  the  creation  of  thTis hdeiagdraems.i gWnhilsep waec leistueds  eoudt  ebaych  tfuhnectisotnu,dents was rather limited
we  tended  to  think  too  broadly  and  in  general  terms  abocuot  mthep MarOeOdC,t oinstweahd aotf  thwe islplecaifcict ureaqlulyirembeentsimplemented. Were the
V. DISCUSSIOthNat  AweNreD  reLquEeSstSedO  bNyS ouLr  EclAienRtsN.  EFoDr  example,  we  initsiatullyd  epuntt “sensriomll  pinltyo  cnouortsesi”n  taes  roenset oefd theenough or not knowledgeable
functions  of  this  MOOC.  However,  we  later  realized  thaetn tohius  gish n?ot  what  our  clients  wanted  since  they</p>
        <p>Or were the re-documenting what they saw elsewhere
A. Overall Quality of Rweasnuteldts all  the  users  to  participate  in  one  big  course  on  the  same  game  board.  We  also  had  an  issue  with</p>
        <p>The range of solutiondesteermxitneinngd  sthef  rsuobmfunbctaiodnst oof  cgeortoaidn ,paarsentw fuenlcltions  and  figuring  out  whether  “activates,”  “precedesT,”his depends partially on
without considering other options?
as from little effort toor  “requires”  was  more  suitable  for  describing  how  certtahine  ifurnecxtiopnesr iinetnercaect,ed  with  eacho onthetrh ieni trhecreativity and motivation for
but also
major effort that was put into the
hierarchy.  Another  problem  that  we  encountered  was  mcaokimngi nthge  fuunpctwioniathl  hineerawrchiyd deiaagsraimn  ltohoiks clceoanurse.
development of the specanifid  creaatdiaobnle..  The  user  was  required  to  go  through  the  “sigHn-­ ianv tion agcccouhnot”s  efunncatiopnr  obebfloerem bedinogm alaloiwnetdhat would likely increase</p>
        <p>
          The grades in the midt-ot uesrem thea  nredst  tohf  ethefi  fnuanlcteioxnas  min  twhee MreOOavCe sryasgteem.  It  mwaost tihvea stuibofnun(cstieone  toS  meco.st IoIfI t-hBe  )o,thwere were interested in how much
for a RE course, not mfunucctihonsd,  isfof tehreeren  wceerew maasny  parerorcwes ipvoeindtinfgr otom that  fusnucstitoani  nanadb  milaitnyy  bsohxoews  seudrrouupndiinngt iht.e Airs  rae rsesuulltts,. The answer is: only in
other years (comparisonwe acshospee troc meaivkee  dtheb “ysignte-­ianc toh  ianccgouanst”s fiusntactniotn)  “activate”  all  the  other  functions,  whMicho sdoelvle,di  fouart all. Some even reduced it
System Vision and Goal
or from earlier teachingperoxbpleemri aenndc meabdey thteh  deiafigrrasmt   amuutchh oerasaietr  toot rheeadr. only to the economic sustainability of the business. It is hard
universities. However, this is not dependent on the teaching to determine whether this is due to the lack of familiarity
method but on the students’ population — badly designed with requirements techniques, due to lack of interest in the
course will generate failures but well designed courses may specific concern for the system under development, or due to
also generate failures if students are not motivated. a lack of knowledge of sustainability issues. Other disciplines
B. Team Dynamics that are also trying to incorporate questions on sustainability
into existing structures, like UC Santa Cruz’s engineering
program [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] have reported a high motivation amongst students
for sustainability causes, therefore we conclude that this is
mainly due to inexperience of how to factor such a value into
        </p>
        <p>RE.</p>
        <p>There is a strong correlation between the students level of
experience and the quality of the work that they produced
on the project. Students who had experience in software
development projects and even worked in industry managed
their teams in a very effective way and provided medium
to high quality specifications. On the downside, they often
strongly focussed on the technical aspects of the system
(solution-orientation) and neglected stakeholder
communication (problem-orientation).</p>
        <p>There was a perceivable difference between the groups that
were self-selecting and the groups that were assigned in terms
of the work they produced. Teams who had self-selected were</p>
      </sec>
      <sec id="sec-4-14">
        <title>D. Lessons Learned</title>
        <p>This section sums up the lessons learned of the experience
report at hand.</p>
        <p>Reduce Number of Assignments: Effort estimation in student
projects is hard, but as first-timers every artifact takes more
time to elaborate and team work requires a lot of discussion if
done properly. The conclusion is to ask for less artifacts when
the course has only 10 weeks—it was too much stuff to deal
with in such a short time—and to probably cut out function
hierarchies because they are strongly design-oriented.</p>
        <p>
          Real Stakeholders Motivate: While the students liked having
a “real system” to work on, they would have preferred to
talk to a real person involved in the project as opposed to
having to rely on documents, online research, and future
users. Consequently, for the next iteration of the course, we
will again put a real stakeholder in class (compare to the
BMW DriveNow case study [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]) for one or two interviews
during elicitation and analysis, even if they are playing a
role. According to our experience, a real person who is only
available for that specific time, considerably increases the
motivation to understand the problem domain and system
under development.
        </p>
        <p>Choice of Problem Domain: There are challenges when
motivating the pragmatic topic of RE with a project that is,
itself, motivated by what might be perceived as an ethical
choice. Does the ethical choice resonate with the students
(positive motivator), is it ignored (neutral, but not achieving
your personal goal to enlighten them), or does it annoy them?
When looked at from a software system perspective, RE is
about the content to be represented in the system, not the
system purpose. The question of whether or not the content
of the project enhances or detracts from the mechanics of
the course material is hard to answer without back-up by
significant empirical data. It was perceived that the students
were enjoying the topic of the problem domain but there might
have been students who were negatively motivated by the topic
without providing feedback on that. Next time we will include
a question on this in the course evaluation survey.</p>
        <p>Value-based Design: Sustainability is not a concern that
visibly showed up in the solutions other than in the goal
model and system vision. Environmental sustainability was
used as example for a value that could be supported in
valuebased design. While it was not the intention of the course to
promote any political agenda, this was a value that students
would generally be willing to accept and that was a little
easier to grasp than a value like “fun”. The fact that the value
was not made very explicit in the solutions shows that for
practicing any kind of value-based design, this needs to be
put into an exercise more explicitly, for example by making
different teams design for different values and comparing the
differences amongst their solutions.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>VI. CONCLUSION &amp; FUTURE WORK</title>
      <p>This paper reported on the experiences with using an online
course, the Citizen Muscle Boot Camp, under development at
the Story of Stuff Project, as study system for the assignments
in an undergraduate RE course at the University of California,
Irvine. The Story of Stuff Project used the results as additional
input for the actual development of the CMB. The major
lessons learned are that artifact-oriented RE works well to
structure assignments, but also needs to be restricted to the
given time frame of the course, that real-world systems do
motivate students, but even stronger motivation and
commitment to developing a good requirements specification can be
achieved by inviting real stakeholders, and that the choice
of the problem domain might influence students’ motivation.
There are a few follow-up questions to be explored in future
work, for example, whether value-based design should be
included as a concept when teaching requirements engineering,
and how significantly the choice of problem domain affects
the motivation of the students in such a course. For the next
iterations of the course at UCI, we will try to allow the students
to perform interviews with real stakeholders for a system under
consideration in practice.</p>
      <p>Acknowledgements: This work is supported by the DFG
EnviroSiSE project under grant number PE2044/1-1.</p>
    </sec>
  </body>
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