Adopting Collaborative Games into Agile Requirements Engineering
Adam Przybyłek and Mateusz Zakrzewski
Faculty of Electronics, Telecommunications and Informatics, Gdansk University of Technology,
Narutowicza 11/12, 80-233 Gdansk, Poland
Keywords: Collaborative Games, Innovative Games, Serious Games, Scrum, Creativity, Requirements Engineering.
Abstract: In agile software development, where great emphasis is put on effective informal communication involving
diverse stakeholders, success depends on human and social factors. Not surprisingly, the Agile Manifesto
advocates principles and values such as “individuals and interactions over processes and tools”, “focus on
the customer”, “collaborate regularly”, “communicate face-to-face within the team” and “have regular team
introspection”. However, agile methodologies have hardly provided any tools or techniques that aid the
human side of software development. Additionally, more and more research suggests that customers no
longer should be viewed as a passive source of information but need to be engaged in envisioning future
business practice, discovering opportunities, and shaping solutions. To deal with these challenges, we
propose a framework for extending Scrum with 9 collaborative games. Collaborative games refer to several
structured techniques inspired by game play and designed to facilitate collaboration, foster customer
involvement, and stimulate creative thinking. The feedback received from a Scrum team that leveraged our
framework in two commercial projects, indicates that the adopted collaborative games: (1) make customers
more willing to attend the meeting; (2) foster stakeholders’ commitment; and (3) produce better results than
the standard approach.
1 INTRODUCTION
Traditionally, Requirements Engineering (RE) is the
process of identifying right stakeholders and
eliciting their needs, documenting these needs as
explicit requirements, and then, communicating and
validating the requirements (Nuseibeh and
Easterbrook, 2000). Stakeholders include: (1)
sponsors who pay for the system, (2) end users who
interact with the system to get their work done, and
(3) developers who design, implement and maintain
the system (Nuseibeh and Easterbrook, 2000).
Hereafter, we refer to the first and second group as
customers.
Przybylek (2014) enumerates a number of
inherent difficulties in the requirements engineering
process. Such difficulties, despite being well known,
are still encountered in present industrial practice
(Jarzębowicz and Marciniak, 2017). Customers
rarely know what they really need (Faulk, 1997) and
usually they have only a vague picture of their needs
at the beginning of the project (Maciaszek, 2005;
Cao and Ramesh, 2008). Moreover, their needs may
be difficult to articulate (Davis et al., 2006).
Furthermore, stakeholders may be numerous and
distributed. Their needs may vary and conflict,
depending on their perspectives of the environment
in which they work and the tasks they wish to
accomplish (Nuseibeh and Easterbrook, 2000). In
addition, effective communication among
stakeholders may be difficult as a consequence of
their different vocabularies and professional
backgrounds (Taylor-Cummings, 1998; Bormane et
al., 2016). Moreover, the ways requirements are
documented and communicated may be chosen
inappropriately with respect to stakeholders’ profiles
(Jarzębowicz and Połocka, 2017). Finally,
requirements evolve during the project partly due to
exploration in the problem space, partly due to the
dynamics of a business environment formed and
reformed by the interactions of the stakeholders
(Hoffmann et al., 2005; Redlarski and Weichbroth,
2016). As a response to some of these problems,
agile methodologies were proposed and over the
years have become dominant in the software
industry.
In Agile software development, requirements
engineering activities span the entire life cycle of a
system. Thereby, the role of the customer is
54
Przybyłek, A. and Zakrzewski, M.
Adopting Collaborative Games into Agile Requirements Engineering.
In Proceedings of the 13th International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE 2018), pages 54-64
ISBN: 978-989-758-300-1
Copyright © 2018 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
expanded within the entire development process by
involving them in writing user stories, discussing
product features, prioritizing the product backlog,
and providing feedback to the development team on
a regular basis (Nerur et al., 2005; Hoda et al., 2011;
Bjarnason et al., 2016). This requires that the
customers work with developers as active team
members. The idea of having a customer as a
member of a development team has grown from a
single on-site customer, which has been dismissed
by Kent Beck himself as “an error of early XP
thinking” (Conboy et al., 2009), to a customer team
“equal to or larger in size than the programming
team” (McBreen, 2003). Since there is a wide range
of potential customers, it would be difficult for a
single person to represent them all (Ambler, 2008).
In addition, in agile software development customers
are expected to be collaborative and involved
(Boehm and Turner, 2004). Unfortunately, agile
methodologies do not provide techniques to promote
these attitudes. Therefore, inadequate customer
participation, inability to obtain consensus among
various customer stakeholders and lack of effective
knowledge sharing are still challenges confronting
agile RE (Nerur et al., 2005; Cao and Ramesh, 2008;
Chan and Thong, 2009; Conboy et al., 2010;
Ramesh et al., 2010; Hoda et al., 2011).
In the meantime, many researchers and
practitioners have acknowledged and agreed on the
importance and the role of creative techniques in RE
(Hoffmann et al., 2005; Maiden et al., 2010; Garnik
et al., 2014; Ossowska et al., 2016). As a result, a
substantial body of knowledge has been established,
which can be summarized as follows. Requirements
are no longer considered to exist in an implicit
manner in the mind of customer stakeholders
(Lemos et al., 2012), while the customers are no
longer viewed as a passive source of requirements
information but rather as active participants in
requirements engineering process (Nguyen and
Cybulski, 2008). Active participation means forward
thinking, creating new visions, suggesting IT
innovations, and shaping solutions (Robertson,
2005). Thus, finding the “right” requirements is not
only about capturing requirements, but is instead
about helping customers to discover requirements
they were not aware of, and solving problems they
did not know they had (Horkoff and Maiden, 2013).
According to Robertson (2005), requirements
analysts should invent requirements based on their
understanding of the organisations competitive
business goals and context. Such requirements are
not often things that requirements analysts directly
asked for (Maiden et al., 2004b). Furthermore,
Mahaux et al. (2013) and Svensson and
Taghavianfar (2015) suggest that RE is not simply a
creative process, but a collaboratively creative
process, where interdisciplinary group of
stakeholders work together to create ideas, solve
conflicts, and reach a consensus on a novel and
valuable system they want to build. Thus, traditional
requirements elicitation techniques such as
interviews, questionnaires, focus groups, participant
observation, or document analysis are insufficient to
elicit the whole range of requirements (Davis et al.,
2006).
Unfortunately, agile methodologies do not
provide new requirements elicitation techniques nor
they explicitly support creativity. Even though
Highsmith and Cockburn (2001) mention that
“creativity, not voluminous written rules, is the only
way to manage complex software development
problems and diverse situations”, agile
methodologies make little reference to established
creativity theories and techniques (Hollis and
Maiden, 2013).
Responding to the above-mentioned challenges,
we propose to equip Scrum teams with a set of
serious, collaborative games. A serious game is a
game whose primary purpose is not entertainment,
but to solve a practical problem. A game is
collaborative if two or more players must work
together to achieve its goals (Gelperin, 2011).
Collaborative games are designed to leverage
multiple dimensions of communication that let
participants engage the full power of their brains,
resulting in richer, deeper, and more meaningful
exchanges of information (Hohmann, 2006). At the
same time, they emphasize the concepts of
teamwork and collaboration which are highly valued
by agile practices (IIBA, 2013). They can also bring
numerous benefits to the requirement elicitation
process since they typically provide immediate
feedback, activate participants and increase
participant's motivation (Fernandes et al., 2012;
Ribeiro et al., 2014).
In our study, we selected 8 games originally
introduced by Hohmann (2006; 2016) as a market
research technique. Then, we adapted these games to
requirements engineering activities and deployed in
two commercial Scrum projects. Based on the
feedback received from stakeholders who played the
games according to our instructions, we proposed a
framework that specifies how to integrate a set of
collaborative games into the Scrum process. From a
variety of agile methodologies, we chose Scrum,
since it is one of the most widely adopted in industry
(Rodriguez et al., 2012; VersionOne, 2017).
Adopting Collaborative Games into Agile Requirements Engineering
55
2 RESEARCH METHOD
The study was conducted as Action Research. In
Action Research, the researcher works in close
collaboration with a group of practitioners, acting as
a facilitator, to solve a real-world problem while
simultaneously studying the experience of solving
the problem (Dawson, 2002; Davison et al., 2004).
The researcher brings his knowledge of action
research while the participants bring their practical
knowledge and context (Baskerville and Myers,
2004). The goal of Action Research is to improve
practical matters as well as to improve scientific
knowledge (Baskerville and Myers, 2004). A
precondition for action research is to have a problem
owner willing to collaborate to both identify a
problem, and engage in an effort to solve it
(Easterbrook et al., 2007). The problem owner in
this research was an internal software development
department of the world's recognized leading food
processing company with 150 years of tradition (the
company wishes to remain anonymous). The
department was experiencing typical challenges
faced by Agile teams, such as the inability to gain
access to the customer and the lack of customer
involvement. Its authorities were open to new ideas
and willing to deploy our framework in practice.
3 ADAPTED GAMES
3.1 Cover Story
In Cover Story (Gray et al., 2010; Hohmann, 2016;
gamestorming.com), customers imagine an ideal
future system so spectacular that it gets published on
the front page of a newspaper. The customers must
pretend as though this future has already taken place.
The game encourages people to ignore all limits and
“think big”. As a result, it uncovers shared goals and
can lead to realizing true possibilities that were once
unimaginable. To play the game, the customers are
divided into teams of four to six and each team is
given a template (Fig. 1) that include six
components:
Cover states the spectacular success of the
software system;
Headlines reveal what the cover story is
about;
Sidebars reveal interesting facets of the cover
story;
Quotes testimonials about the
accomplishment;
Brainstorm is used for documenting initial
ideas;
Images pictures that support the cover story.
After taking 5 minutes for individuals to silently
think over the system, the team should collaborate to
fill in each component. Next, each team presents
their chart.
Figure 1: Cover Story (Hohmann, 2016).
3.2 Whole Product
Originally, the game aims to help the team discover
new ideas about what can be done to make the
product distinct and find ways to gain more
customers (Levitt, 1980). However, it can be also
useful for prioritizing a product backlog or for
defining a product roadmap. The game board
comprises four concentric circles that represent
different aspects of the product (Hohmann, 2016):
Inner Circle: Generic Product the
fundamental features that define the product;
Circle 2: Expected Product the features that
customer considers absolutely essential;
Circle 3: Augmented Product the features that
go beyond customer expectations;
Outer Circle: Potential Product everything
that might be done to attract and hold
customers.
Participants write ideas on sticky notes related to
each circle, and then post the ideas on the chart.
After all of the ideas are posted, the significance of
the resulting chart is discussed. This allows
developers to understand what the customers truly
want from the product.
ENASE 2018 - 13th International Conference on Evaluation of Novel Approaches to Software Engineering
56
3.3 Avax Storming
AVAX Storming (Trujillo et al., 2014) is based on
brainstorming. Its aim is to identify the desired
functional requirements for the system. The
participants write down each functional requirement
on a single sticky note and place it on a flipboard.
This practice helps customers to figure out the size
of their project because soon the flipboard starts to
be filled up. There are two note colors. One for
needed requirements and the other for desired
requirements. When all notes are posted on the
flipboard, each requirement is explained in detail by
the author and discussed by the team. Overlapped
requirements are merged. Later, the notes are
grouped in order to sketch the system modules. The
final result is a mind map demonstrating the size of
the project.
3.4 Buy a Feature
Buy-a-Feature (Hohmann, 2006) is a way of
choosing the right set of features to be developed in
the next Sprint. In this game, customers collaborate
to purchase their most desired features. Strictly
speaking, they jointly prioritize their desires as a
group. Each feature should include a meaningful
label, a short description, and an enumeration of
benefits. Features are also assigned a price
depending on their development costs and a number
according to their position in the product backlog.
Customers buy features that they want in the
subsequent Sprint using game money. Some features
may be priced so high that no single player can buy
them individually. This motivates negotiations
among players because they have to pool their
money to buy the feature (Hohmann, 2006).
Listening to the negotiations improves the
understanding of what the customers really need.
The total amount of money for all players involved
in the exercise should allow them to purchase as
many features as the developers are able to
implement within a sprint.
3.5 Agile Game Incubator
This game (Hohmann, 2016; tastycupcakes.org)
allows participants to teach each other the tangle of
factors involved in certain dilemmas while gaining a
deeper understanding of the predicament
themselves. Its goal is to create a way to explain
complex problems so that others will genuinely
understand it and be able to form solutions. The
game board consists of 5 sections (Fig. 2),
representing the 5 steps of the game-creation
strategy, which conveniently form the acronym
PLAID (pronounced “played”). There are also
colorful sticky notes that symbolize the ideas for
each section:
Problem what you want to solve (red notes);
Lead Objectives what you hope to gain from
solving the problem (green notes);
Aspects the different parts of the problem
(purple notes);
Invent the game created to solve the problem
(blue notes);
Debrief how the game worked out (yellow
notes).
The team should brainstorms ideas related to each of
the 5 steps, write them on sticky notes, and then post
on the board in the respective sections.
Problem
Lead
Objectives
Aspects
Invent
Debrief
Figure 2: Agile Game Incubator.
3.6 How-Now-Wow Matrix
When people want to develop new ideas, they most
often think out of the box in the creative idea
generation phase. However, when it comes to
convergence, people often end up picking ideas that
are most familiar to them (tastycupcakes.org). The
How-Now-Wow Matrix game
(www.innovationgames.com) helps stakeholders
select features that make the product unique and
distinguish it from the competition. It naturally
follows the brainstorming session, where the
features that were initially flushed out are now
discussed. The features are listed down on a large
poster. The game board is a 2×2 matrix with
“originality” on the x-axis and “feasibility” on the y-
axis as shown in Fig.3. Each player is given 9
colored dot stickers (3 yellow, 3 blue, 3 green) that
correspond to the quadrants of the matrix. Then,
players place the respective stickers next to the three
ideas that they believe are best for each category.
After all the dots have been used, the number of dots
under each idea are counted. The highest number of
dots of a certain color categorizes the idea under that
color.
Adopting Collaborative Games into Agile Requirements Engineering
57
HOW
breakthrough
features, impossible
to implement right
now given current
technology/budget
constraints
WOW
innovative features,
possible to
implement
NOW
normal features,
easy to implement
feasibility
originality
Figure 3: How-Now-Wow Matrix.
3.7 Speed Boat
Speed Boat explicitly asks customers to say what
they do not like about the product. Nonetheless, it
lets the facilitator stay in control of how the
complaints are stated. The game starts by drawing a
boat. The boat represents the software system.
Everyone wants the boat to move fast.
Unfortunately, the boat has a few anchors holding it
back. Customers write what they don't like on an
index card and place it under the boat as an anchor.
The lower an anchor is placed, the more significant
the issue is. Although most customers have
complaints, some of them do not feel comfortable
expressing their frustrations verbally, while others
complain a lot about the little details. Speed Boat
creates a relatively safe environment where
customers can say what is wrong. By asking people
to verbalize their issues in writing, the game
motivates them to reflect on what is genuinely most
troublesome. In this way, many of them will self-
identify trivial issues as just that trivial issues.
When customers are finished posting their anchors,
the facilitator reviews each one, carefully confirming
the understanding of what they want to see changed
in the system.
3.8 Prune the Product Tree
Prune the Product Tree helps to develop a balanced
product roadmap by looking at the set of features
that compose the product in a holistic manner. In
this game, customers collaborate to shape the
evolution of the product (i.e., the system to be
developed). The product is represented by a large
tree on a whiteboard (Fig. 4). Branches correspond
to major areas of functionality within the software
system, while leaves correspond to features. The
differently colored canopies stand for various
product releases. The oldest features should
therefore go near the trunk. Players write a short
description for each new feature on an index card,
ideally shaped as leaves, and places the card on the
tree. This short description generally represents a
valued functionality that satisfies customers’ needs.
Features to add in the next Sprint are attached in the
area near the edge considered as the current release.
Leaves at the outer edge of the canopy are
considered longer term. Participants may group
leaves or draw lines between leaves to clarify
relationships among features. They may also
prune features that are not working for them by
taking them off the tree.
Figure 4: Prune the Product Tree (Hohmann, 2006).
4 PROPOSED FRAMEWORK
Figure 5 shows the typical Scrum life cycle with
collaborative games superimposed. There are four
extension points where collaborative games may
occur: Product Planning, Sprint Planning, Backlog
Grooming, and Sprint Review.
The purpose of Product Planning is to establish
the vision of what customers wish to build and
accordingly the initial Product Backlog. Three
games that can support this phase are Cover Story,
AVAX Storming, and Whole Product. Cover Story
enables Scrum teams to understand (1) the
customer's vision of the system to be developed, (2)
the customers' imagination of success, and (3) how
the system will create business value.
In turn, Whole Product discovers features at a very
high level and categorizes them into four main
categories. Features belonging to the two first
ENASE 2018 - 13th International Conference on Evaluation of Novel Approaches to Software Engineering
58
Sprint
Retrospective
Daily
Scrum
Sprint
1-4 Weeks
Product
Planning
Product
Backlog
Sprint
Planning
Sprint
Backlog
Sprint
Review
Potentially
Shippable
Increment
Cover Story
AVAX Storming
Whole Product
Buy a Feature
How-Now-Wow Matrix
Agile Game Incubator
Speedboat
Prune the Product Tree
Backlog
Grooming
Planning Poker
Figure 5: Scrum life cycle with collaborative games superimposed.
AVAX Storming identifies functional requirements
and categorizes each as either needed or desired.
Before the start of each Sprint two consecutive
meetings are held. In the first, stakeholders meet to
refine and re-prioritize the Product, and to choose
goals for the next iteration, usually driven by highest
business value (Larman, 2003). In the second
meeting, the team and Product Owner meet to
consider how to achieve the goals, and to create a
Sprint Backlog. The team asks enough questions that
they can break down user stories of the product
backlog into the more detailed tasks of the sprint
backlog.
Many teams also schedule a Backlog Grooming
session to prepare the Product Backlog for the Sprint
Planning meeting. The intent of Backlog Grooming
is to ensure that the backlog contains items that are
relevant, detailed and estimated to a degree
appropriate with their priority. Thereby, Backlog
Grooming and Sprint Planning share the same
games.
The essential game to prioritize the Product
Backlog enough for the next Sprint is Buy-a-
Feature. It identifies the customer's highestpriority
features that can be completed within the Sprint
period. The game also helps several customer
representatives reach a consensus if they have
conflicting interests. Likewise, How-Now-Wow
Matrix aims at selecting the most valuable features
as a group. On the other hand, Agile Game Incubator
let the Scrum Team understand complex and unclear
requirements.
Since on an agile team it is unknown who will
implement the story in advance, estimating stories
should be a collaborative activity for the team
(Cohn, 2005). The most well-known collaborative
game to provide more accurate estimates is Planning
poker. Teams need to play this game at two different
levels. First, there is usually an effort to initially
estimate high-level user stories. Second, teams need
to estimate low-level tasks that must be performed to
deliver required functionality by the end of the
Sprint.
The Sprint Review is held to inspect the
Increment and to adapt the Product Backlog if
needed. Typically, after the team demonstrates new
features to the Product Owner or to the business
stakeholders, all attendees collaborate on what could
be done to deliver more business value to the
customer. Two games Speedboat and Prune the
Product Tree may be deploy to elicit the feedback
and foster collaboration. Both games give the team
the opportunity to identify those features that are
simply not meeting customer needs. Speedboat
solely focuses on features that need to be addressed,
while Prune the Product Tree additionally provides
customers with a way to indicate the directions in
which to evolve the system. By observing how
customers shape the tree's growth, the team has the
opportunity to refine the requirements to ensure they
maintain cohesion with the business.
At the end of each sprint, the team conducts a
retrospective to look back at events that already have
taken place, discuss what went right and wrong and
decide how to improve these items for the next
Adopting Collaborative Games into Agile Requirements Engineering
59
sprint (Przybyłek and Kotecka, 2017; Werewka and
Spiechowicz, 2017). Since the Sprint Retrospective
has nothing in common with requirements
engineering, in the project reported here we did not
adopt games that may facilitate this meeting.
However, we had done this in our previous work
(Przybyłek and Kotecka, 2017), thus we refer the
interested reader to that paper.
5 EVALUATION AND RESULTS
The evaluation took place in 2014 and 2015. Each
game was deployed in two Scrum projects. The
projects were about developing Workflow
Management System. Typically, 8 stakeholders
attended each game session. Among them there were
3 customers, product owner, scrum master and 3
developers. Both projects were developed by the
same team but for different customers. The
customers were other departments within the
company.
After each game session, we issued a
questionnaire. The participants were asked to
indicate their level of agreement with statements
about game-playing activity. The responses were on
a Likert scale of: 1 Strongly disagree; 2
Disagree; 3 Neutral; 4 Agree; 5 Strongly
Agree. Table I presents average values for each
game and statement across both projects and all
participants. The corresponding standard deviation
was always less than 1. Note, that Planning Poker
was evaluated in our previous research (Przybyłek
and Olszewski, 2016).
At the end of the survey, the participants were
also invited to specify any additional remarks.
Several of them reported a high level of enjoyment
when using the games, while those who represented
the customer side reported that the games were
useful and motivated them to contribute to
requirements elicitation.
6 DISCUSSION
Generally all games were evaluated positively,
because they achieved the average score between 3.5
and 4.2. The only issue that was not appreciated was
the impact on creativity, since four games obtained
score below the baseline (neutral). This can be
explained by the fact that both projects were
designed for internal customers, so the business
needs were well known and the requirements
elicitation process did not require much creative
thinking. In addition, the implemented software was
a standard Workflow Management System and was
not expected to provide any innovative features. On
the contrary, willingness to attend the meeting was
significantly stimulated by every game.
Whole Product, Cover Story and Agile Game
Incubator performed the worst, but still above the
baseline. Again, the internal customer factor
probably prevented Cover Story to demonstrate its
full power. In turn, Agile Game Incubator was the
most difficult to understand. Indeed, it required the
participants to create their own game to
communicate a complex problem. How-Now-Wow
Table 1: Summary of questionnaire responses.
Cover Story
Agile Game Incubator
AVAX Storming
Buy a Feature
How
-Now
-Wow Matrix
Speedboat
Prune the Product
Tree
Whole Product
The game produces better results than the standard approach
3,5
3,9
4,2
4,0
3,5
4,3
3,9
3,6
3,9
The game makes customers more willing to attend the meeting
4,3
4,0
4,0
4,0
4,0
4,2
4,0
4,0
4,1
The game fosters participants’ creativity
2,7
2,9
3,4
3,4
3,0
3,5
2,9
2,4
3,0
The game fosters participants’ commitment
3,7
3,7
4,2
4,3
4,0
4,4
3,9
3,7
4,0
The game is easy to understand
4,0
3,6
4,4
4,4
3,9
4,5
4,1
4,0
4,1
All facets together
3,6
3,6
4,0
4,0
3,7
4,2
3,8
3,5
ENASE 2018 - 13th International Conference on Evaluation of Novel Approaches to Software Engineering
60
Matrix also performed below expectations, probably
due to a lack of innovative features in the system.
Prune the Product was considered a bit childish
and its output was not perceived as meaningful even
though it obtained quite high scores in all facets
except creativity. On the other hand, 3 top rated
games were Speedboat, AVAX Storming, and Buy-
a-Feature. Each of them generated very tangible
output that was considered valuable by the
participants.
Note, that some games are substitutes for others,
e.g. Speedboat is a substitute for Prune the Product
Tree. The participants preferred AVAX Storming
over Whole Product, Buy-a-Feature over How-Now-
Wow Matrix, and Speedboat over Prune the Product
Tree.
7 RELATED WORK
Although collaborative games are not new (Abt,
1970), to the best of our knowledge, only three
studies (Gelperin, 2011; Trujillo et al., 2014;
Ghanbari et al., 2015) have used collaborative games
in the early stages of software development.
Gelperin (2011) defined six collaborative games
that support requirements understanding by
improving communication and cooperation between
customers and developers. He also defined a
mapping system to help developers choose the best
game to play in any situation. His games could be
used complementary to the games used in our
framework during Sprint Planning.
Trujillo et al. (2014) proposed a game-based
workshop (ActiveAction) used as an alternative for
the software project’s Inception phase. ActiveAction
combines classical and game-based techniques to
foster stakeholders' involvement and a collaborative
identification of objectives, constraints and risks.
Our framework shares four games with
ActiveAction.
Ghanbari et al. (2015) proposed a new approach
for gathering requirements from distributed software
stakeholders. Their approach employs two
collaborative games (Prune the Product Tree and
Buy-a-Feature) provided by a web-based tool
designed by Hohmann (2016).
Besides, considerable research has been directed
at adopting collaborative games to support agile
developers. Derby and Larsen (2006), Gonçalves
and Linders (2014), Caroli and Caetano (2016), and
Krivitsky (2015) presented collaborative games that
can be used to facilitate retrospectives. Przybyłek
and Kotecka (2017) implemented some of these
games in Intel Technology Poland to make
retrospectives more insightful and to avoid
monotony. In turn, Przybyłek and Olszewski (2016)
proposed an extension to Open Kanban, which
contains 12 collaborative games that help
inexperienced teams better understand the principles
of Kanban.
On the other hand, numerous creativity fostering
techniques have been proposed to improve the
quality of requirements deliverables and to increase
customer satisfaction with the final product. The
most popular ones are probably brainstorming and
Joint Application Development (Carmel et al.,
1993). More recently, Maiden et al. (2004b)
proposed RESCUE, a scenario-driven requirements
engineering process that includes workshops that
integrate creativity techniques with different types of
use case and system context modeling. The process
was successful applied to encourage creative
thinking about requirements for an air traffic control
system (Maiden et al., 2004a).
Mich et al. (2005) developed and evaluated
EPMcreate a creativity enhancement technique
that is based on the Elementary Pragmatic Model.
EPMcreate can be applied in any situation in which
ideas need to be generated, e.g., at any time one
might apply brainstorming (Mich et al., 2010). The
feasibility of applying EPMcreate to idea generation
in requirements elicitation was established by two
experiments. EPMcreate demonstrated to be very
effective in finding requirements that had not been
known to the managers of the projects involved.
Moreover, EPMcreate proved to generate more ideas
and, in particular, more useful ideas than the familiar
brainstorming (Mich et al., 2005). Furthermore,
Mich et al. (2010) showed that EPMcreate is also
effective when used by individuals.
Sakhnini et al. (2012) proposed POEPMcreate,
which is an optimization of EPMcreate that requires
fewer steps than EPMcreate. The effectiveness of
POEPMcreate was demonstrated in two controlled
experiments by comparing it to both brainstorming
and EPMcreate. The results indicate that
POEPMcreate is more effective, by the quantity and
quality of the ideas generated, than EPMcreate,
which is, in turn, more effective than brainstorming.
Karlsen et al. (2009) integrated ART-SCENE, a
tool designed to discover more complete
requirements with scenarios, with combinFormation,
a tool that supports people in creating new ideas
while finding and collecting information. As pointed
out by the authors (Karlsen et al., 2009), their
approach was designed to support individual
creativity.
Adopting Collaborative Games into Agile Requirements Engineering
61
Hollis and Maiden (2013) extended Ambler’s
agile process with three creativity techniques:
brainstorming, Partners in Creative Learning , and a
new technique inspired by Hall-of-Fame. The
evaluation shows that requirements generated from
the extended process were rated more novel then
requirements in the original product backlog.
Svensson and Taghavianfar (2015) evaluated
four different creativity techniques, namely Hall of
Fame, Constraint Removal, Brainstorming, and Idea
Box, using creativity workshops. The creativity
workshops followed the structure and the design of
the creativity workshops in RESCUE (Maiden et al.,
2004b). The results indicate that Brainstorming can
generate by far the most ideas, while Hall of Fame
generates most creative ideas. Idea Box generates
the least number of ideas, and the least number of
creative ideas. Finally, Hall of Fame is the technique
that generates the most practical ideas (Svensson and
Taghavianfar, 2015).
8 SUMMARY
In this paper, we report initial progress on a long-
term project aiming at integrating collaborative
games with Scrum. The proposed framework
specifies a set of recommendations that aim at
helping Scrum teams to choose appropriate game at
a given stage of the project. The feasibility of our
approach was evaluated in two commercial projects
with encouraging results. We found that the adopted
games: (1) made customers more willing to attend
the meeting; (2) fostered stakeholders’ commitment;
and (3) produced better results than the standard
approach. Moreover, our conversations with the
project leaders indicate that they consider to use
collaborative games in the future. We hope that the
reported experience will also guide other
practitioners to leverage collaborative games in their
daily work.
Nevertheless, more research is needed to
investigate the influence of collaborative games on
creativity. New studies could also bring additions to
the framework by exploring the application of other
collaborative games and extend their usage on other
aspects of software development. Finally, it is
necessary to repeat the evaluation in other projects
and organizations.
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