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Send a proper invitation and ensure travel is easy. Providing warm-up materials ... Charge $1 for each cheap shot to the charity box ... – PowerPoint PPT presentation

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Title: Text Layout


1
Text Layout
  • Introduction (1-4_
  • Team Skill 1 Analyzing the problem (5-7)
  • Team Skill 2 Understanding User and Stakeholder
    Needs (8-13)
  • Team Skill 3 Defining the System (14-17)
  • Team Skill 4 Managing Scope (18-19)
  • Team Skill 5 Refining the System Definition (
    20-24)
  • Team Skill 6 Building the Right System (25-31)

2
  • The Challenge of Requirements Elicitation
  • Chapter 8

3
Barriers to Elicitation Yes, But Syndrome
  • When showing a new system to a user, the reaction
    is often, This is so cool, But, now that I see
    it, what about?
  • Users reactions are simply human nature, they
    havent seen your system before and didnt
    understand what you described earlier
  • This is an integral part of application
    development and we should plan for it
  • Get the Buts out early, elicit the Yes, But
    response early, and then invest majority of
    development efforts in software that has already
    passed this test

4
Barriers to Elicitation Undiscovered Ruins
Syndrome
  • The search for requirements is like the search
    for undiscovered ruins
  • The more you find, the more you know remain
  • Unknown unknowns
  • Nonuser stakeholders are often holders of
    otherwise undiscovered requirements
  • For an iterative or spiral lifecycle, take the
    approach of We have discovered enough for now
    well find the rest later

5
Barriers to Elicitation User and the
Developer Syndrome
  • Communications gap between the user and the
    developer

6
Key Points
  • Requirements elicitation is complicated by three
    endemic syndromes
  • The Yes, But syndrome stems from human nature
    and the users inability to experience the
    software as they might a physical device
  • Searching for requirements is like searching for
    Undiscovered Ruins the more you find, the more
    you know remain
  • The User and the Developer syndrome reflects
    the profound differences between these two,
    making communication difficult

7
  • The Features of a Product or System
  • Chapter 9

8
Stakeholder and User Needs
  • Definition a reflection of the business,
    personal, or operational problem (or opportunity)
    that must be addressed in order to justify
    consideration, purchase, or use of a new system
  • Examples
  • I need easier ways to understand the status of my
    inventory
  • Id like to see a big increase in the
    productivity of sales order entry

9
Problem Domain Solution Domain
Needs in user terms
Problem Domain
Features a service provided by the system that
fulfills a need
Software requirements more specific
Solution Domain
10
Features
  • Definition a service the system provides to
    fulfill one or more stakeholder needs
  • Sometimes in talking to users, they will discuss
    features not needs and can be hard to distinguish
    between them
  • Features are a convenient way to describe the
    functionality without getting bogged down in
    detail
  • Features are at a high level of abstraction

11
Examples of Features
12
Managing Complexity
  • Limit features to somewhere between 25-99 to
    avoid getting in the details
  • Add attributes to the features to track
    additional information
  • Example attributes
  • Name or Unique identifier
  • Sponsor
  • History data
  • Allocated from
  • Traced to
  • Priority

13
Key Points
  • The development team must play a more active role
    in eliciting the requirements for the system
  • Product or system features are high-level
    expressions of desired system behavior
  • System features should be limited to 25-99, with
    fewer than 50 preferred
  • Attributes provide additional information about a
    feature

14
  • Interviewing
  • Chapter 10

15
Interviewing
  • A simple, direct technique that can be used in
    virtually every situation
  • Goal make sure that the biases and
    predisposition of the interviewer do not
    interfere with the free exchange of information
  • Sociology teaches us that it is extremely
    difficult to truly understand others because each
    of us is biased by our own conceptual filter

16
Questions
  • Context-Free Questions
  • Questions asking about the nature of the problem
    without context
  • Context-free questions force us to listen before
    attempting to invent or describe a potential
    solution
  • Helps us learn about the user
  • Examples
  • Who is the user?
  • Who is the customer?
  • Are their needs different?
  • Where else can a solution to this problem be
    found?
  • Solutions-Context Questions
  • After context-free questions, then move to
    exploring the solution
  • Template on page 104 of text

17
The Interview
  • Tips for a successful interview
  • Prepare an appropriate context-free interview
  • If appropriate, prepare solution-context
    questions
  • Before the interview, research the background of
    the stakeholder, try to eliminate questions
  • Record the answers
  • Refer to the template to be sure you covered all
    the material
  • Allow the stakeholder to go off course, you may
    gain additional information
  • End interview with a summary key user needs
    discovered
  • Record the top needs after each interview and
    record how many stakeholders mentioned that need
  • Never do a questionnaire too impersonal

18
HOLIS Case Study
  • 15 interviews identified about 20 needs
  • Homeowners perspective
  • Flexible and modifiable lighting control for
    entire house
  • Futureproof (As technology changes, Id like
    compatibility with new technologies that might
    emerge.)
  • Attractive, unobtrusive, ergonomic
  • Fully independent and programmable or
    reconfigurable switches for each room in the
    house
  • Additional security and peace of mind
  • Intuitive operations
  • A reasonable system cost, with low switch costs
  • Easy and inexpensive to fix
  • Flexible switch configuration (from 1 to 7 button
    per switch
  • Out of sight, out of mind
  • 100 reliability

19
HOLIS Case Study
  • Homeowners perspective (cont.)
  • Vacation security settings
  • Ability to create scenes, such as special
    housewide lighting settings for a party
  • No increase in electrical or fire hazards in the
    home
  • Ability, after a power failure, to restore the
    lights the way they were
  • Programmable by the homeowner, using an existing
    PC
  • Dimmers wherever the homeowner wants them
  • Programmable by the homeowner, without using a PC
  • Programmable by somebody else, so the homeowner
    doesnt have to do it
  • Ability to turn on some lights manually if the
    systems fails
  • Interfaces to the home security system
  • Interfaces to other home automation (HVAC,
    audio/video, etc.)

20
HOLIS Case Study
  • Distributors perspective
  • A competitive product offering
  • Some strong product differentiation
  • An easy way to train salespeople
  • Ability to demonstrate the system in the shop
  • High gross margins

21
Key Points
  • Interviewing is a simple and direct technique
    that can be used in most circumstances
  • Context-free questions can help achieve bias-free
    interviews
  • It may be appropriate to search for undiscovered
    requirements by exploring solutions
  • Convergence on some common needs will initiate a
    requirements repository for use during the
    project
  • A questionnaire is no substitute for an interview

22
  • Requirements Workshop
  • Chapter 11

23
Requirements Workshop
  • Key stakeholders of the project gather together
    for a short, intensive period
  • Benefits
  • It assists in building an effective team,
    committed to one common purpose the success of
    this project
  • All stakeholders get their say no one is left
    out
  • It forges an agreement between the stakeholders
    and the development team as to what the
    application must do
  • It can expose and resolve political issues that
    are interfering with project success
  • The output, a preliminary system definition at
    the feature level, is available immediately

24
Preparing for the Workshop
  • Selling the concept
  • Ensuring participation of the right stakeholders
  • Use the initial list from the problem analysis
    steps
  • Attending to Logistics
  • Send a proper invitation and ensure travel is
    easy
  • Providing warm-up materials
  • Project specific information
  • Out-of-the-box thinking articles
  • Choosing the facilitator
  • Prefer and outsider
  • Facilitator can not contribute to ideas and
    issues
  • Set the agenda

25
Problems and Solutions in Requirements Workshop
26
Key Points
  • Te requirements workshops may be the most
    powerful technique for eliciting requirements
  • It gathers all key stakeholders together for a
    short but intensely focused period
  • The use of an outside facilitator experienced in
    requirements management can help ensure the
    success of the workshop
  • Brainstorming is the most important part of the
    workshop

27
  • Brainstorming and Idea Reduction
  • Chapter 12

28
Live Brainstorming
  • Stakeholders gather in one room with an objective
  • Rules
  • Do not allow criticism or debate
  • Let your imagination soar
  • Generate as many ideas as possible
  • Mutate and combine ideas
  • Write down ideas and say them out loud to
    encourage piggybacking of ideas
  • Encourage participation with Great Idea rewards

29
Idea Reduction
  • Pruning ideas
  • Eliminating those that all agree are not worth
    further investigation
  • Grouping ideas
  • Name groups of similar ideas
  • Defining features
  • Write a short description of each feature
  • Prioritizing ideas
  • Cumulative Voting The hundred dollar test
  • Each person gets 100 dollars to spend on each
    feature
  • Only works once as voters will be biased the
    second time
  • Critical, important, useful categorization
  • Each voter gets same number of votes as features
    and one third are critical, one third are
    important and one third are useful
  • Facilitator multiplies critical votes by 9,
    important votes by 3

30
Case Study HOLIS Attendees at a Requirements
Workshop
31
Analysis of Results
  • Built-in security appeared high on the priority
    list
  • Competitive differentiator
  • Became a defining feature
  • Internationalized user interface
  • International distributor said with out this
    feature, it would not be introduced in Europe
  • Features by priority on page 130

32
Key Points
  • Brainstorming involves both idea generation and
    idea reduction
  • The most creative, innovative ideas often results
    from combining multiple, seemingly unrelated
    ideas
  • Various voting techniques may be used to
    prioritize the ideas created
  • Although live brainstorming is preferred,
    Web-based brainstorming may be a viable
    alternative in some situations

33
  • Storyboarding
  • Chapter 13

34
Storyboarding
  • Purpose Gain an early reaction from the users on
    the concepts proposed for the application
  • Inexpensive
  • User friendly, informal and interactive
  • Provides an early review of user interfaces
  • Easy to create and easy to modify

35
Types of Storyboarding
  • Passive
  • Sketches, pictures, screen shots, etc.
  • Analyst plays role of system and walks the user
    through the story board
  • Active
  • A movie that hasnt actually been produced yet
  • Animated and automated
  • Provides an automated description of the way the
    system behaves in a typical usage
  • Interactive
  • Lets the user experience the system in as
    realistic a manner as practical
  • Requires participation by the user
  • Can be close to a throwaway prototype

36
Storyboards
  • Tools
  • Macromedias Director or Cinemation from Vividus
    Corp.
  • Tips
  • Dont invest too much
  • Make it easy to modify
  • Dont make it too functional
  • Make it interactive if possible

37
Key Points
  • The purpose of storyboarding is to elicit Yes,
    but reactions
  • Storyboards can be passive, active, or
    interactive
  • Storyboards identify the players, explain what
    happens to them, and describes how it happens
  • Make the storyboard sketchy, easy to modify, and
    not shippable
  • Storyboard early and often on each project with
    new or innovative content
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