The Benefit of Ambiguity in Understanding Goals in Requirements Modelling

J. Paay, S. Pedell, L. Sterling, F. Vetere, S. Howard
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引用次数: 7

Abstract

This paper examines the benefit of ambiguity in describing goals in requirements modelling for the design of socio-technical systems using concepts from Agent-Oriented Software Engineering (AOSE) and ethnographic and cultural probe methods from Human Computer Interaction (HCI). The authors’ aim of their research is to create technologies that support more flexible and meaningful social interactions, by combining best practice in software engineering with ethnographic techniques to model complex social interactions from their socially oriented life for the purposes of building rich socio-technological systems. Currently social needs are modelled as coordinative and collaborative goals; however the domestic space surfaces a range of purely communicative activities, which are not calculated to serve any external productive purpose (i.e., it is communication often for the sake of pleasure).The authors use a holistic approach to eliciting, analyzing, and modelling socially-oriented requirements by combining a particular form of ethnographic technique, cultural probes, with Agent Oriented Software Engineering notations to model these requirements. This paper focuses on examining the value of maintaining ambiguity in the process of elicitation and analysis through the use of empirically informed quality goals attached to functional goals. The authors demonstrate the benefit of articulating a quality goal without turning it into a functional goal. Their study shows that quality goals kept at a high level of abstraction, ambiguous and open for conversations through the modelling process add richness to goal models, and communicate quality attributes of the interaction being modelled to the design phase, where this ambiguity is regarded as a resource for design.
在需求建模中,模棱两可对理解目标的好处
本文使用面向代理的软件工程(ase)的概念和人机交互(HCI)的人种学和文化探测方法,研究了在描述社会技术系统设计的需求建模目标时模棱两可的好处。作者的研究目标是创建支持更灵活和有意义的社会互动的技术,通过将软件工程的最佳实践与人种学技术相结合,从他们面向社会的生活中模拟复杂的社会互动,以建立丰富的社会技术系统。目前,社会需求被建模为协调和协作的目标;然而,家庭空间表面是一系列纯粹的交流活动,这些活动不是为了服务于任何外部生产目的(即,它是为了愉悦而进行的交流)。作者使用了一种整体的方法来引出、分析和建模面向社会的需求,通过结合一种特定形式的民族志技术、文化探针,以及面向代理的软件工程符号来建模这些需求。本文的重点是通过使用附加在功能目标上的经验信息质量目标来检验在启发和分析过程中保持模糊性的价值。作者演示了阐明质量目标而不将其转化为功能目标的好处。他们的研究表明,在建模过程中,保持高度抽象、模糊和开放的质量目标增加了目标模型的丰富性,并将被建模的交互的质量属性传达到设计阶段,在设计阶段,这种模糊性被视为设计的资源。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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