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Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
Social Modelling
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Social Modelling

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James Lockerbie introduced social modelling in the context of requirements engineering, covering social technical systems, strategic relationships between actors and non-functional requirements. He …

James Lockerbie introduced social modelling in the context of requirements engineering, covering social technical systems, strategic relationships between actors and non-functional requirements. He described the i* goal modelling approach
through examples and demonstrated the REDEPEND tool developed by the Centre for HCI Design. Finally, James presented a case study for an advertising microsite,
and described how i* modelling was used to capture relationships and dependencies between qualities associated with the path of the user experience.

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  • 1. Social Modelling James Lockerbie Centre for HCI Design Open Day 21st April 2010 Centre for HCI Design
  • 2. Social Modelling • For our purposes in the context of requirements engineering • Socio-technical systems: Software-based systems that also include physical components, humans and organizations • Modelling goals, rationales, and strategic relationships among social actors for the future system • Explore and identify system requirements, including non-functional requirements e.g. performance, reliability, usability and so on.
  • 3. Centre for HCI Design The i* (Eye-Star) Goal Modelling Approach From research at the University of Toronto (Eric Yu PhD 1995) Two model types: USP1: • SD model Dependencies –Identify actors –Identify their goals –Identify who they depend on for those goals • SR model –Decompose actors –Translate qualities into functional elements –Demonstrate quality trade offs USP2: Desired qualities “soft goals”
  • 4. Centre for HCI Design i* Modelling Basics Key modelling semantics Actor Passenger Airline – Intentional strategic actor (roles) • Intentional aspects such as objectives, rationale & commitments – Goal (functional) • Condition or state of the world that can be achieved or not – Task • One particular way of attaining a goal - a detailed description of how to accomplish a goal – Resource • Physical or informational objects in the world. Used by tasks or produced by tasks – Soft goals (non-functional) • Goals that cannot be so sharply defined, such as goals that describe properties or constraints of the system being modelled
  • 5. Strategic Dependency Modelling Network of dependency relationships among actors Goal Dependency Passenger Ticket purchased Airline – Depender depends upon the dependee to be able to bring about certain state in the world Task Dependency – Depender depends upon dependee to be able to carry out task Resource Dependency – Depender depends upon dependee for the availability of entity Softgoal Dependency – Depender depends upon dependee to perform some task that meets the softgoal or to perform the task in a particular way.
  • 6. Departure Management System
  • 7. Knowledge management tool Learning soft goals – get domain experts and end users involved e.g. relevant learning provided, learning planned etc. Independent of “how” Possible technical solutions – get technical partners involved. Need more than just a goal hierarchy, as we need the tasks to give is the “how”
  • 8. Centre for HCI Design Tool Support REDEPEND (REquirements DEPENDencies) – Centre prototype for developing i* SD and SR models – MS-Visio plug-ins to draw and analyse models MS Visio REDEPEND REDEPEND SD stencil drawing page REDEPEND SR stencil
  • 9. Centre for HCI Design Model Checking with REDEPEND Model checking – i* models are large, complex and necessitate computational model checking – Check for unrecognised connections, invalid connections and model bottlenecks REDEPEND validation REDEPEND features error tracking
  • 10. Advertising Microsite example • e.g. Got milk?
  • 11. Advertising Microsite example • Keep users as long as possible before sending users to product site • Ideal path – user arrives at the landing page – intrigued and starts exploring. – learns how to interact – It’s lots of fun. – user looses himself – flow – through the experience, user is changing attitude towards the brand – comes across advertising messages, learns about several products. • Create a model using i*

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