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4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Agenda
• Context
• IThink
   • Six Thinking Hats
   • Gamification
   • Prototype
• Case-Studies
• Conclusions
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Common Problems
• Lack of users involvement.
• Complex communication between stakeholders and
  analysts.
• Stakeholders do not always know what they want or
  how to articulate their needs.
• Analysts may not entirely understand business
  concepts, leading to low quality requirements.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




                                                Ideas
                                              Generation
                                             Methodology




                                      ITHINK
                   Web-based
                                                                        Gamification
                    interface
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




                                                Ideas
                                              Generation
                                             Methodology




                                      ITHINK
                   Web-based
                                                                        Gamification
                    interface
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




                                                Ideas
                                              Generation
                                             Methodology




                                      ITHINK
                   Web-based
                                                                        Gamification
                    interface
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




The Six Hats Revisited
• The adaptation of the six thinking hats method into
   the game mechanics requires some adjustments
   over the traditional method, taking into account the
   given context.

• Each thinking hat was mapped into an activity in a
   elicitation process, carrying out these activities will
   contribute to obtain points generating new
   requirements and discussion.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




                        Project                                       Blue
                       Manager                                        Hat
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




The Blue Hat
• Is used by the project manager when a project is set
   up and the categories to group requirements are
   defined, this activity is not rewarded with point, since
   the project manager is not considered a player.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




                                              Green
                                               Hat


                   White                                                     Red
                    Hat                                                      Hat
                                      Player
                              Black                            Yellow
                               Hat                              Hat
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




The Green Hat
• Is used by players, to create and propose new
   requirements being this activity rewarded with more
   points.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




The Other Hats
• The players can express their opinion on a
  requirement in four different ways, rating the
  requirement with stars (red hat), a positive comment
  (yellow hat), a negative comment (black hat), a
  concrete or statistical comment (white hat).
• In order to obtain to preserve the game fairness, a
  player cannot express opinions about their own
  requirements.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)



                                                   500
                                                  Points



                                                  Green
                                                   Hat

                 50                                                                  50
                Points                                                              Points
                               White                                  Red
                                Hat                                   Hat

                                                IThink


                                      Black                   Yellow
                                       Hat                     Hat



                            100                                           100
                           Points                                        Points
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




                                                Ideas
                                              Generation
                                              Metodology




                                      ITHINK
                   Web-based
                                                                        Gamification
                    interface
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




The Other Hats
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Evaluation Case Studies
• First Case Study - ”Board Game”
• Second Case Study – Web-Based Prototype
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Board Game
• This case study took place at a childcare center that
  was restructuring its information system.
• Seven persons with different roles in the organization
  participated in this experiment: two from
  management, two teachers, one educator, one
  secretary and one transportation manager.
• The game was presented in a form of board game
  and was played by rounds, each person played one
  round.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Board Game
 12

 10

   8

   6

   4

   2

   0
            New                       Positive                Negative                Concrete
         Requirements
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Web-Based Prototype
• This case study took place at a classroom from a
  course of the last year from a Msc in Information
  Systems and Computer Engineering.
• The students were asked to use the prototype to
  elicit requirements for an information system that
  would be used for the management of a course.
• Seventeen students participated in this case study
  with new requirements, ratings and comments to the
  initial requirements.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Web-Based Prototype
 60

 50

 40

 30

 20

 10

   0
            New                       Positive                Negative                Concrete
         Requirements
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Player Questionnaire
• Q1 - Do you consider that the game is easy to
    understand?
•   Q2 - Do you consider that the game is easy to play?
•   Q3 - Rate the amusement rate of the game
•   Q4 - The game motivates you to participate in
    requirements elicitation?
•   Q5 - Do you consider that the game is a useful tool
    for requirements elicitation?

The answers were based on a six points Likert scale
with 0 meaning ”No” and 5 meaning ”Yes”
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Results First Case-Study
  6

  5

  4

  3

  2

  1

  0
              Q1                  Q2                  Q3                  Q4                  Q5
                                           Max       Min       Avg
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Results Second Case-Study
  6

  5

  4

  3

  2

  1

  0
              Q1                  Q2                  Q3                  Q4                  Q5
                                           Max       Min       Avg
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Results
• In general all participants agreed that using iThink as
   a way to elicit requirements, was fun, interesting and
   potentially more motivating than traditional
   approaches.

• Nevertheless, the interface is still limited and
   unappealing, which may affect the acceptance of
   this tool and limit its use.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Project Manager Questionnaire
• Q1 - Are you satisfied with the number of the
  contributions obtained with the game?
• Q2 - The relevance of each requirement is well
  represented by its rating?
• Q3 - The requirements obtained with the game have
  helped to better define the project scope?
The answers were based on a six points Likert scale
with 0 meaning ”No” and 5 meaning ”Yes”
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Results First Case-Study
  6

  5

  4

  3

  2

  1

  0
                     Q1                               Q2                                Q3
                                                 PM       PO
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Results Second Case-Study
  6

  5

  4

  3

  2

  1

  0
                     Q1                               Q2                                Q3
                                                      PM
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Results
• In both case-studies, project managers reported an
  high degree of satisfaction, regarding the amount
  and quality of generated requirements.
• Moreover they pointed out that the amount of valid
  requirements and requirements feedback was similar
  or better when comparing to traditional tools that
  they recurrently use on their projects.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)




Conclusion
• The results demonstrate a good number of
   contributions which may indicate that this approach
   may enhance the user involvement in requirements
   elicitation.

• The feedback from the project owner and project
   managers assured the quality of the requirements
   and the contributions.

• weakest point of this proposal seems to be the
   amusement factor, which may be related with the
   developed interface that was seen as unappealing
   by several users.
4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)

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IThink: A Game-based Approach Towards Improving Collaboration and Participation in Requirement Elicitation

  • 1.
  • 2. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Agenda • Context • IThink • Six Thinking Hats • Gamification • Prototype • Case-Studies • Conclusions
  • 3.
  • 4. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Common Problems • Lack of users involvement. • Complex communication between stakeholders and analysts. • Stakeholders do not always know what they want or how to articulate their needs. • Analysts may not entirely understand business concepts, leading to low quality requirements.
  • 5.
  • 6. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Ideas Generation Methodology ITHINK Web-based Gamification interface
  • 7. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Ideas Generation Methodology ITHINK Web-based Gamification interface
  • 8.
  • 9. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Ideas Generation Methodology ITHINK Web-based Gamification interface
  • 10. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) The Six Hats Revisited • The adaptation of the six thinking hats method into the game mechanics requires some adjustments over the traditional method, taking into account the given context. • Each thinking hat was mapped into an activity in a elicitation process, carrying out these activities will contribute to obtain points generating new requirements and discussion.
  • 11. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Project Blue Manager Hat
  • 12. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) The Blue Hat • Is used by the project manager when a project is set up and the categories to group requirements are defined, this activity is not rewarded with point, since the project manager is not considered a player.
  • 13. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Green Hat White Red Hat Hat Player Black Yellow Hat Hat
  • 14. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) The Green Hat • Is used by players, to create and propose new requirements being this activity rewarded with more points.
  • 15. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) The Other Hats • The players can express their opinion on a requirement in four different ways, rating the requirement with stars (red hat), a positive comment (yellow hat), a negative comment (black hat), a concrete or statistical comment (white hat). • In order to obtain to preserve the game fairness, a player cannot express opinions about their own requirements.
  • 16. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) 500 Points Green Hat 50 50 Points Points White Red Hat Hat IThink Black Yellow Hat Hat 100 100 Points Points
  • 17. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Ideas Generation Metodology ITHINK Web-based Gamification interface
  • 18. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) The Other Hats
  • 19. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)
  • 20.
  • 21. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Evaluation Case Studies • First Case Study - ”Board Game” • Second Case Study – Web-Based Prototype
  • 22. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Board Game • This case study took place at a childcare center that was restructuring its information system. • Seven persons with different roles in the organization participated in this experiment: two from management, two teachers, one educator, one secretary and one transportation manager. • The game was presented in a form of board game and was played by rounds, each person played one round.
  • 23. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Board Game 12 10 8 6 4 2 0 New Positive Negative Concrete Requirements
  • 24. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Web-Based Prototype • This case study took place at a classroom from a course of the last year from a Msc in Information Systems and Computer Engineering. • The students were asked to use the prototype to elicit requirements for an information system that would be used for the management of a course. • Seventeen students participated in this case study with new requirements, ratings and comments to the initial requirements.
  • 25. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Web-Based Prototype 60 50 40 30 20 10 0 New Positive Negative Concrete Requirements
  • 26.
  • 27. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Player Questionnaire • Q1 - Do you consider that the game is easy to understand? • Q2 - Do you consider that the game is easy to play? • Q3 - Rate the amusement rate of the game • Q4 - The game motivates you to participate in requirements elicitation? • Q5 - Do you consider that the game is a useful tool for requirements elicitation? The answers were based on a six points Likert scale with 0 meaning ”No” and 5 meaning ”Yes”
  • 28. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Results First Case-Study 6 5 4 3 2 1 0 Q1 Q2 Q3 Q4 Q5 Max Min Avg
  • 29. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Results Second Case-Study 6 5 4 3 2 1 0 Q1 Q2 Q3 Q4 Q5 Max Min Avg
  • 30. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Results • In general all participants agreed that using iThink as a way to elicit requirements, was fun, interesting and potentially more motivating than traditional approaches. • Nevertheless, the interface is still limited and unappealing, which may affect the acceptance of this tool and limit its use.
  • 31. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Project Manager Questionnaire • Q1 - Are you satisfied with the number of the contributions obtained with the game? • Q2 - The relevance of each requirement is well represented by its rating? • Q3 - The requirements obtained with the game have helped to better define the project scope? The answers were based on a six points Likert scale with 0 meaning ”No” and 5 meaning ”Yes”
  • 32. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Results First Case-Study 6 5 4 3 2 1 0 Q1 Q2 Q3 PM PO
  • 33. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Results Second Case-Study 6 5 4 3 2 1 0 Q1 Q2 Q3 PM
  • 34. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Results • In both case-studies, project managers reported an high degree of satisfaction, regarding the amount and quality of generated requirements. • Moreover they pointed out that the amount of valid requirements and requirements feedback was similar or better when comparing to traditional tools that they recurrently use on their projects.
  • 35. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12) Conclusion • The results demonstrate a good number of contributions which may indicate that this approach may enhance the user involvement in requirements elicitation. • The feedback from the project owner and project managers assured the quality of the requirements and the contributions. • weakest point of this proposal seems to be the amusement factor, which may be related with the developed interface that was seen as unappealing by several users.
  • 36. 4th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES’12)

Notas do Editor

  1. Thesixhatmethodisnot a game butinstead a method to conduct meetings in order to increaseand improve theability to generateideas.