User-Oriented Requirements Engineering

A method for analysing emotion and motivation in requirements engineering (RE) is described. The method extends personal RE where requirements are for individual users and their needs. Theories from the psychology of emotion and motivation are introduced

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School of Computing and Communications, University of Lancaster, Bailrigg, Lancaster, UK [email protected]

Abstract. A method for analysing emotion and motivation in requirements engineering (RE) is described. The method extends personal RE where require‐ ments are for individual users and their needs. Theories from the psychology of emotion and motivation are introduced and applied in a top-down pathway moti‐ vated by system goals to influence users, and a bottom-up scenario-based path to analyse affective situations which might be produced by user-oriented RE. Use of agent technology in storyboards and scenario analysis of affective situations is described and illustrated with case studies in health informatics for persuasive technology applications. Keywords: Personal requirements · Emotion · Motivation · Scenarios · Interactive agents · Persuasive technology · Health informatics

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Introduction

At first sight people’s emotions may seem to have little relevance to requirements engi‐ neering (RE), since handling emotion, “a strong feeling deriving from one’s circum‐ stances, mood, or relationships with others” (OED), involves general inter-personal skills rather than RE methods per se. Emotions may be manifest in meetings, negotia‐ tions, and inter-personal communication aspects of requirements analysis, where sensi‐ tivity to emotional responses of stakeholders may give vital clues about the appropri‐ ateness and acceptability of goals and requirements [1]. However, emotions may be implicated in a growing class of applications where goals are personal [2, 3] since they relate to individual people. For example, achieving personal goals may evoke pleasure, while failing to achieve a personal goal may cause pain and frustration. Considering emotion as part of the requirements picture for personal goals enables designers to anticipate human emotional responses and mitigate their downsides, for example by providing sympathetic advice when goals are not achieved or relaxing goals to avoid disappointment. Many advisory or explanatory systems have a high-level goal to influence human behaviour; for example, marketing in e-commerce aims to persuade people to buy prod‐ ucts, while e-health systems may attempt to influence users towards improving their lifestyle. These applications, frequently described as persuasive technology or captology [4], incorporate design features which play on people’s emotions. Somewhat surpris‐ ingly, people tend to react to even minimal human presence on computers by treating

© IFIP International Federation for Information Processing 2016 Published by Springer International Publishing Switzerland 2016. All Rights Reserved A. Ebert et al. (Eds.): UsARE 2012/2014, LNCS 9312, pp. 11–33, 2016. DOI: 10.1007/978-3-319-45916-5_2

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A. Sutcliffe

the computer representation (i.e. virtual agent, character or even a photograph of a person) as if it were a real person. The CASA (Computer As Social Actor) effect [5] is extremely influential, hence choice of media, characters, and dialogue content can