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User Driven RE for MoSoSo


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User Driven RE for MoSoSo

  1. 1. User-Driven RequirementsEngineering for <br />Mobile Social Software<br />Norbert Seyff, Florian Graf<br />City University London<br />Centre for HCI Design<br />London, EC1V 0HVB<br /><br />
  2. 2. Motivation <br />2<br />Social software is an exciting and important phenomenon in today's software and business world and its weaving into the fabric of daily life is faster than expected (Tepper, 2003)<br />Emerging trends within social software:<br />provision of social software for mobile devices<br />integration of location-based services and social software<br />integration of social software and service-centric systems<br />Mobile Social Software (MoSoSo):<br />End-users are familiar with sophisticated mobile devices<br />Increasing number of MoSoSo is available<br />MoSoSo allows end-users to be socially connected anytime, anywhere<br />Norbert Seyff, Florian Graf<br />
  3. 3. How to develop MoSoSo?<br />3<br />Norbert Seyff, Florian Graf<br />Little is known on software engineering methods and tools for Mobile Social Software<br />Research on social software engineering is needed to support the realization of customized MoSoSo <br />Requirements engineering is important to gather individual end-user’s needs and to address the design factors critical to the success of mobile social applications (Smith, 2005)<br />State-of-the-art RE approaches do not provide specific method or tool support to gather individual stakeholder needs<br />
  4. 4. What we considered<br />4<br />Cultural, emotional, social and material aspects of life often trigger end-users’ requirements (Sutcliffeet al., 2005)<br />Understanding particular characteristics and patternsof life, and investigating new locations and situations, supports stakeholders in envisioning how mobile technology can facilitate social interaction (Kolog et al., 2007)<br />“…people have only limited ability to describe what they do and how they do it without immediate accessto the social and material aspects of their lives.”(Blomberg et al., 2003)<br />Norbert Seyff, Florian Graf<br />
  5. 5. In situ End-User led RE with iRequire<br />Vision: Mobile requirements elicitation tools enable end-users of future social software to blog their needs in situ<br />Provide basic blogging features<br />Provide guidance and support<br />Support different ways of requirementsdocumentation<br />Turn every mobile into an RE tool<br />Allow involvement of a large number of end-users<br />5<br />Norbert Seyff, Florian Graf<br />iRequire Approach<br />
  6. 6. The iRequire Tool<br />6<br />iRequire is currently available for Windows Mobile smartphones<br />iRequire is one of many applications installed on end-users’ mobile devices<br />End-users can start iRequire like any other application<br />Norbert Seyff, Florian Graf<br />Starting iRequire<br />
  7. 7. Taking Picture of the Environment<br />7<br />iRequire Start Screen<br />Taking a Picture<br />Norbert Seyff, Florian Graf<br />
  8. 8. Documenting Need and Rationale<br />8<br />Norbert Seyff, Florian Graf<br />Capturing a Need<br />Capturing a Rationale / Task<br />
  9. 9. Reviewing Summary<br />iRequire displays a summary of thecaptured information<br />After a final confirmation, the system stores the captured information on the device<br />End-users are invited to capture another need<br />9<br />Norbert Seyff, Florian Graf<br />Summary<br />
  10. 10. 10<br />Capturing Contextual Information<br />iRequire goes beyond end-user driven documentation of contextual information<br />Detection of the end-user’s position (longitude, latitude) with the help of GPS<br />Timestamp stored together with need<br />Context<br />context-sensing<br />Norbert Seyff, Florian Graf<br />
  11. 11. Visualization of End-User Needs<br />iRequire stores data on the mobile device<br />We envision to automatically distribute end-user needs using wireless networks<br />End-user needs have to be communicated and visualized in “end-user language”<br />A prototype shows how Google Mapscan be used to visualize end-userneeds <br />11<br />Norbert Seyff, Florian Graf<br />
  12. 12. End-User Needs Informing RE<br />Individual end-users’ needs can be seen as a starting point for the development of Mobile Social Software. However, consecutive discussions and negotiations are needed to agree on well-defined requirements<br />End-users’ needs gathered with iRequire could:<br />inform state-of-the-art requirements elicitation and negotiation approaches such as EWW<br />be used as input for community-oriented RE web platforms<br />could be used in social software (e.g. Facebook) to inform friends about needs<br />12<br />Norbert Seyff, Florian Graf<br />
  13. 13. Conclusion and Future Work<br />iRequire is a first step towards end-user driven requirements elicitation for MoSoSo<br />The conducted research provides preliminary answers to our research questions<br />Future research will focus on:<br />Usability and Utility Studies<br />iRequire updates (distribution of needs)<br />Improved capturing of contextual information<br />Informing system design with contextual information<br />Visualization of needs in social networks<br />13<br />Norbert Seyff, Florian Graf<br />