| Literature DB >> 35898777 |
Hafsa Shareef Dar1,2, Salma Imtiaz1, Muhammad IkramUllah Lali3.
Abstract
Requirements elicitation is one of the most significant activities of requirements engineering (RE) process. Poorly specified requirements can lead to a failed project. Various elicitation techniques are used to elicit requirements from the users and other stakeholders, each having its own pros and cons. Lack of user engagement, less user involvement, textual nature of the requirements, time taking process are some of the major problems that make it difficult to perform elicitation via traditional techniques. Moreover, these problems further create other challenges such as ambiguity, inconsistency, and incompleteness in requirements. Currently, researchers have focused on reducing ambiguity in requirements with the help of different techniques such as natural language processing techniques, requirement templates, and formal methods; however, these techniques work on reducing ambiguity during specification or from specified requirements. One of the "young' and exciting way of engaging users in requirements elicitation of a system is "Gamification', which helps in user engagement into the system. We intend to discover how gamification helps in reducing ambiguity by engaging stakeholders in an interactive manner. In this review study, we have reviewed traditional techniques used to detect and reduce requirements ambiguity. On the contrary, we have also presented the significance of gamification in requirements elicitation and the popular but effective game elements used in similar systems. Furthermore, this study highlights the significance of using gamification in requirements elicitation, which is beneficial to software development team as well as the users involved in the system.Entities:
Mesh:
Year: 2022 PMID: 35898777 PMCID: PMC9313919 DOI: 10.1155/2022/3183411
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Types of natural language ambiguities.
Difference between a digital game and gamification.
| Digital game | Gamification |
|---|---|
| Rules and objectives derive games | Reward and points are deriving forces |
| Result is winning or losing | Losing is not possible |
| Complex and costly | Not complex and costly |
| Based on some story, content-based | Addition of gaming features without content |
Game elements used in gamification.
| Game elements | Description |
|---|---|
| Awards/rewards | Given on completion of a task or behaviour |
| Points | Points are given when a certain task is completed |
| Badges | Badges represents of achievements |
| Leaderboard | Leaderboard presents ranking of different players |
| Ranks | Ranks represents increase in a competence level of the players |
| Levels | Levels are achieved after gaining certain number of points |
| Quests | Quest represents a story-based task that must be completed by the player |
| Bets | Bets are like estimation where player bets on certain event |
| Avatars | Avatar represents a virtual character of a player having personalized attributes and interests |
| Stories | Stories represent dramatic sequence or narrative to stimulate emotions of the players |
Figure 2Methodology of the review.
Related work on ambiguity in requirements elicitation.
| Ref. | Year | Contribution | Targeted ambiguity type | Ambiguity handling level | Limitations |
|---|---|---|---|---|---|
| [ | 2008 | The proposed work checks lexical ambiguity using algorithm in requirements document and validate the solution using algorithm | Identifying lexical ambiguity in NL-based written requirements | Ambiguity detection | Insufficiency of solution for lexical ambiguity in a sentence |
| [ | 2010 | The system uses machine learning algorithm for ambiguity detection in requirements document. The algorithm, along with NAI tool, uses heuristic evaluation to identify the type of ambiguity | Identifying nocuous ambiguity in NL-based requirements document | Ambiguity detection | Selected heuristic evaluation was insufficient to explore different aspects of ambiguity, tool validity was unclear, and the tool supported only coordination ambiguity |
| [ | 2011 | A tool SR-elicitor was used with SBVR to translate the SRS to SBVR. It generates software models with the help of mathematical expressions | Transformation of NL-based requirements of SRS to SBVR | Ambiguity detection and reduction | The tool does not support concept of OO such as instances, classes. |
| [ | 2012 | A tool to detect ambiguity in words was developed using POS tagger | Detection of lexical, syntactic, and semantic ambiguity of the SRS document | Ambiguity detection | The tool does not provide detailed description of the ambiguous words |
| [ | 2016 | The work was based on identification of cues in customer's expressions, from speech of fragments of the conversation between customer and analyst during interviews. These cues were used for ambiguity detection | Detection of ambiguity in elicited requirements during the interviews | Ambiguity detection | The proposed approach does not work well if analyst is not known to ambiguity |
| [ | The proposed work was based on categorization of ambiguity in interviews. A theoretical framework was designed for this purpose. To study this phenomenon, a set of 34 analyst-customer interviews were conducted and analyzed | Categorization of ambiguity in elicited requirements gathered during interviews | Ambiguity detection and categorization | ||
| [ | 2017 | A framework for ambiguity detection was developed using POS tagging along with ambiguity detector tool to tag the ambiguous words in a sentence | Detection of syntactic and semantic ambiguity of NL-based requirements of SRS document | Ambiguity detection | The tool was in its early stages, hence implementation of framework in a functioning system was required |
| [ | 2018 | A tool using POS tagging for detection of ambiguity in requirements, was developed | Detection of syntax and syntactic ambiguity in NL-based requirements of SRS document | Ambiguity detection | The tool was limited to accept the file only in.txt format, does not save any record, much knowledge of ambiguity was required |
| [ | 2019 | A tool SRAAF based on W6H technique was developed to write ambiguity-free requirements, with the help of selecting appropriate elicitation technique(s) | Avoidance of ambiguity before writing statements in SRS document, and selection of suitable elicitation technique | Ambiguity reduction | The tool does not support advanced NLP technology of W6H techniques, it is not fully implemented and currently not available |
| [ | 2020 | A prototype for NL based on CNL transitioning was developed for analysis of ambiguity in SRS document | Avoidance of lexical, semantic, and syntactic ambiguity in NL-based requirements of SRS document | Ambiguity reduction | The tool used only one expert to create the sample data which does not represent set of population of experts, another limitation is less experienced of the expert |
Related work on gamification in requirements elicitation.
| Ref. | Year | RE gamification | Focus of the work | Gaming elements | Limitations |
|---|---|---|---|---|---|
| [ | 2012 iThink | A game-based tool for collaboration and to gather requirements. It used a creative thinking technique “six thinking hats” | Collaboration | Rewards | Limited test sample, problem in generalization of data |
| [ | 2015REVISE | A tool developed for requirements elicitation from stakeholders and verification | Requirements gathering, requirements verification | Score, badges, and leaderboards | Not tested and evaluated |
| [ | 2015REfine | For cloud centric RE in software product organization, a prototype tool was used to engage the stakeholders in RE | Stakeholder's engagement | Leaderboards, points, and roles | Less attractive system features, inexperienced team, issues in merging user needs to the system |
| [ | 2016GREM | A model helps to engage stakeholders to RE and helps in improving the performance of RE with gamification | Stakeholder's engagement | PBL, levels, challenges, and activity feeds | Reduced stakeholder's collaboration and communication having negative impact on the system, not evaluated for stakeholder's engagement |
| [ | 2017no name | With the help of REfine tool in crowd centeric RE engages stakeholders to the process of RE | Stakeholder's engagement | Roles, points, leaderboards, group formation, and exploration | Not a “one size fits all' solution, negatively influence the reliability of requirements, limited sample size for validation |
| [ | 2017DMGame | A tool to involve and motivate stakeholders in prioritization of requirements for decision making | Stakeholder's engagement, requirements prioritization | Progress, time pressure, and pointsification | - |
| [ | 2018No name | A gamified requirement inspection ring-i process was proposed to allow users and other stakeholders for verification of i∗models | Requirements inspection, verification | Rules, goal, and feedback system | Inconsistent model, unclear idea, no empirical evaluation |
| [ | 2019GARUSO | An approach to involve stakeholders from outside of organization in RE process | Stakeholder's involvement | Points and levels | Doubtful quality of resulting requirements, biased results, and other certain limitations |
Game elements for requirements elicitation.
| Game elements | 2012 [ | 2015 [ | 2015 [ | 2016 [ | 2016 [ | 2016 [ | 2017 [ | 2017 [ | 2017 [ | 2017 [ | 2018 [ | 2019 [ |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Awards/rewards | Yes | Yes | Yes | Yes | ||||||||
| Points | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | |||
| Scores | Yes | |||||||||||
| Badges | Yes | Yes | Yes | Yes | Yes | |||||||
| Leaderboard | Yes | Yes | Yes | Yes | Yes | Yes | Yes | |||||
| Rank | ||||||||||||
| Levels | Yes | Yes | Yes | Yes | ||||||||
| Game roles | Yes | Yes | Yes | Yes | ||||||||
| Medal | Yes | Yes | Yes | Yes | ||||||||
| Quest | ||||||||||||
| Bet | ||||||||||||
| Avatars | Yes | |||||||||||
| Story | ||||||||||||
| Challenges | Yes | Yes | ||||||||||
| Activity feed | Yes | |||||||||||
| Goal | Yes | Yes | Yes | |||||||||
| Rules | Yes | Yes | ||||||||||
| Feedback | Yes | Yes | Yes | |||||||||
| Paths | Yes | Yes |
Figure 3Frequency of using game elements.