University of Hertfordshire

By the same authors

A Gamified Prototype for Software Requirements Engineering

Research output: Contribution to conferenceAbstract

Standard

A Gamified Prototype for Software Requirements Engineering. / Partou, Helen; Menon, Catherine; Barker, Trevor; Veneziano, Vito.

2019. 12-14 Abstract from Engineering and Computer Science Research Conference, Hatfield, Hertfordshire, United Kingdom.

Research output: Contribution to conferenceAbstract

Harvard

Partou, H, Menon, C, Barker, T & Veneziano, V 2019, 'A Gamified Prototype for Software Requirements Engineering', Engineering and Computer Science Research Conference, Hatfield, Hertfordshire, United Kingdom, 17/04/19 - 17/04/19 pp. 12-14. https://doi.org/10.18745/pb.21692

APA

Partou, H., Menon, C., Barker, T., & Veneziano, V. (2019). A Gamified Prototype for Software Requirements Engineering. 12-14. Abstract from Engineering and Computer Science Research Conference, Hatfield, Hertfordshire, United Kingdom. https://doi.org/10.18745/pb.21692

Vancouver

Partou H, Menon C, Barker T, Veneziano V. A Gamified Prototype for Software Requirements Engineering. 2019. Abstract from Engineering and Computer Science Research Conference, Hatfield, Hertfordshire, United Kingdom. https://doi.org/10.18745/pb.21692

Author

Partou, Helen ; Menon, Catherine ; Barker, Trevor ; Veneziano, Vito. / A Gamified Prototype for Software Requirements Engineering. Abstract from Engineering and Computer Science Research Conference, Hatfield, Hertfordshire, United Kingdom.3 p.

Bibtex

@conference{c1e5a6158b8b4740ba371b959031c55f,
title = "A Gamified Prototype for Software Requirements Engineering",
abstract = "Communication gaps remain a challenge for stakeholders involved in software Requirements Engineering (RE). Use of ambiguous emotive language is one example of complexity when eliciting requirements, which can lead to costly revisions if misrepresented. This paper presents the design of a gamified prototype application, which allows stakeholders to document and manage requirements. It includes customisation of De Bono{\textquoteright}s {\textquoteleft}Six Thinking Hats{\textquoteright} as a mechanism for gamification, and an emotive word bank to support stakeholder communication. The next phase of research proposed is an empirical study to assess impact of the prototype{\textquoteright}s features for RE.",
keywords = "software requirements engineering, cognitive psychology, gamification, emotions, communication",
author = "Helen Partou and Catherine Menon and Trevor Barker and Vito Veneziano",
note = "{\textcopyright} 2019 The Author(s). This an open access work distributed under the terms of the Creative Commons Attribution Licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited.; Engineering and Computer Science Research Conference, ECS Research Conference ; Conference date: 17-04-2019 Through 17-04-2019",
year = "2019",
month = sep,
day = "1",
doi = "10.18745/pb.21692",
language = "English",
pages = "12--14",

}

RIS

TY - CONF

T1 - A Gamified Prototype for Software Requirements Engineering

AU - Partou, Helen

AU - Menon, Catherine

AU - Barker, Trevor

AU - Veneziano, Vito

N1 - Conference code: 1

PY - 2019/9/1

Y1 - 2019/9/1

N2 - Communication gaps remain a challenge for stakeholders involved in software Requirements Engineering (RE). Use of ambiguous emotive language is one example of complexity when eliciting requirements, which can lead to costly revisions if misrepresented. This paper presents the design of a gamified prototype application, which allows stakeholders to document and manage requirements. It includes customisation of De Bono’s ‘Six Thinking Hats’ as a mechanism for gamification, and an emotive word bank to support stakeholder communication. The next phase of research proposed is an empirical study to assess impact of the prototype’s features for RE.

AB - Communication gaps remain a challenge for stakeholders involved in software Requirements Engineering (RE). Use of ambiguous emotive language is one example of complexity when eliciting requirements, which can lead to costly revisions if misrepresented. This paper presents the design of a gamified prototype application, which allows stakeholders to document and manage requirements. It includes customisation of De Bono’s ‘Six Thinking Hats’ as a mechanism for gamification, and an emotive word bank to support stakeholder communication. The next phase of research proposed is an empirical study to assess impact of the prototype’s features for RE.

KW - software requirements engineering

KW - cognitive psychology

KW - gamification

KW - emotions

KW - communication

U2 - 10.18745/pb.21692

DO - 10.18745/pb.21692

M3 - Abstract

SP - 12

EP - 14

T2 - Engineering and Computer Science Research Conference

Y2 - 17 April 2019 through 17 April 2019

ER -