Title: Team Skill 2 - Understanding User and Stakeholder Needs (Chapters 8-13 of the requirements text)
1Team Skill 2 -Understanding User and Stakeholder
Needs(Chapters 8-13 of the requirements text)
- CSSE 371, Software Requirements and Specification
Don Bagert, Rose-Hulman Institute of Technology - September 13, 2005
- Thanks to Mark Ardis and Steve Chenoweth for some
of the slides included.
2Outline
- Background
- Barriers to Elicitation
- Features
- Techniques
- Interviewing
- Requirements Workshops and Brainstorming
- Storyboarding
3Barriers to Elicitation
4Three Common Barriers
- Each described in the text as a syndrome
- Yes, But Syndrome
- Undiscovered Ruins Syndrome
- User and Developer Syndrome
5Features
6Needs vs. Features
- Each stakeholder will have needs that will
hopefully be addressed by the new system - Example I want to be able to advise my students
more effectively. - A feature is a service that the system provides
to fulfill one or more stakeholder needs. - Example This tool will allow the advisor to see
the critical path in an advisees coursework. - Look for needs that suggest features
7Interviewing
8Where Should You Hold an Interview?
- Non-threatening environment
- Customer's turf
- Room large enough for group
- Free from distractions
9Interview Preparation
- Do some research
- Prepare questions
- Prepare agenda
- Select roles
- Leader
- Note taker
- Questioners
10Interview Phases
- Establish user profile
- Assess the problem
- Understand the environment
- Recap for understanding
- Analyst's inputs
- Assess solution
- Assess opportunity
- Assess reliability, performance
- Other requirements
- Wrap-up
11Why Not A Questionnaire Instead?...
- After all, they can be done so much more
efficiently! - Advantages of interviews
- Personal Contact
- Interaction/Follow-ups
12Requirements Workshops and Brainstorming
13Benefits of Requirements Workshop
- All stakeholders get their say
- May expose political issues
- Helps form effective team (developers and
stakeholders)
14Workshop Facilitator
- Establish proper tone
- Introduce goals and agenda
- Keep team on track
- Facilitate decision making
- Make sure all voices are heard
15Sample One-Day Agenda
- Introduction 0.5 hours
- Context 1.5 hours
- Brainstorming 2.0 hours
- Lunch 1.0 hours
- Brainstorming 1.0 hours
- Feature definition 1.0 hours
- Idea reduction 1.0 hours
- Wrap-up 1.0 hours
16Brainstorming
- Benefits
- Encourages participation by all
- Allows participants to build on one another's
ideas - High bandwidth many ideas in short period of
time - Encourages out-of-the-box thinking
17One Brainstorming Method
- Write down ideas on post-it notes, put on wall
- Read ideas out loud
- No criticizing!
18A Similar Method
- Use an easel or whiteboard
- Ask for ideas and write them down as they are
said aloud - Once again - no criticizing!
19Idea Reduction
- Classify the ideas into groups
- Vote on the ideas (i.e. rank them)
- Choose what ideas will go forward post-workshop
- Prioritize the ideas
20Storyboarding
21Key Points
- Purpose Elicit Yes, But reactions
- Passive, active, interactive
- Identify players, explain what happens how
- Storyboards should be sketchy
- A place to add innovative content
Above, right At the forefront of innovative
content, interactivity is valuable only if it is
user-friendly. From www.rthk.org.hk/
mediadigest/md0001/04.html
22Get the idea from some Storyboard Examples
- More movies --This ones from Blade Runner
- In the movie industry, storyboarders dont think
they get enough credit See www.tipjar.com/dan/co
lomba.htm
23Another Storyboard Example
- More movies Ace Ventura When Nature Calls
Storyboard from Storyboarding 101, by James O.
Fraioli. Michael Weise Productions, 2000, ISBN
0-941188-25-6.
24Another Storyboard Example
- From software web development. This ones
Understanding your automobile, at
http//www.mcli.dist.maricopa.edu/authoring/studio
/guidebook/storyboard_example.html - You can check out their website for more about
their methodology
25Ideas onhow to do these
- From a book on visual language
- Storyboards are an example of using the visual
for multiple purposes - Audience focus
- Designer focus
- And breadth in both
From Designing Visual Language, by Charles
Bostelnick and David D. Roberts. Allyn and Bacon,
1998, ISBN 0-205-20022-2, p. 42.