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REConf 2022: Workshop "Spaß im Requirements Engineering"

Ich weiß jetzt schon, was ich am 25. April 2022 machen werde: Wir halten in München im real life unseren Workshop "Spaß im Requirements Engineering" auf der REConf. Ja, RE macht Spaß! :-)

 

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Am liebsten nicht priorisieren

Am liebsten würde ich nie wieder priorisieren. Priorisieren ist schlimm, denn es bedeutet, dass ich irgendetwas, das ich gerne tun würde, als unwichtig oder nicht dringend klassifizieren und liegen lassen muss. Dabei steht auf meinen Aufgabenlisten nur wenig, was ich unwichtig finde. Eher mal lästig (Reisekostenabrechnungen), unnötig (dieselben Informationen in zwei verschiedene Formulare eintragen) oder unangenehm (repetitive Tätigkeiten). Trotzdem kenne ich das Phänomen der Prokrastination kaum. Alles auf meinen Listen erfüllt irgendeinen Sinn, wenn nicht für mich, dann doch für jemand anderen.

Priorisieren ist für mich ein Übel, nur dadurch nötig, weil es mehr zu tun gibt als ich zeitlich schaffen kann. Wenn ich nicht das Dringende mit höherer Priorität bearbeite, dann schaffe ich die Abgabetermine nicht. So einfach und brutal ist das.

Ohne Priorisierung könnte ich die Aufgaben in einer Reihenfolge entsprechend Lust und Laune bearbeiten. Laut Warteschlangentheorie wäre das bei einer Auslastung von 80 % tatsächlich möglich. Dann hätte ich aber auch Leerlauf. Wobei das bei gleitender Arbeitszeit kein Problem sein sollte.

Stress bereitet auch der Konflikt zwischen den Prioritäten, die ich persönlich den Aufgaben geben würde, und der Priorisierung durch den Arbeitgeber oder wen auch immer. Dadurch muss man manchmal Aufgaben vorziehen, die einem selbst wenig nutzen, während man Lieblingsprojekte aufschiebt. Das fühlt sich nicht schön an und war bei mir schon immer der Grund für Überstunden. Während der vertraglich vereinbarten Arbeitszeit hat mein Arbeitgeber ein Recht darauf, dass ich nach seinen Prioritäten tanze. In den Überstunden definiere ich meine Prioritäten selbst.

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Informatik-Begriffsnetz: Scrum-Begriffe veröffentlicht

Nach jahrelanger Begriffsarbeit hat der Arbeitskreis Begriffsnetz der Gesellschaft für Informatik den Themenbereich Scrum veröffentlicht. Klicken Sie auf der Arbeitskreisseite auf "Agile Methoden" und dann auf "Scrum". Weitere agile Frameworks und Begriffe sind in Arbeit. Wir telekonferieren jede Woche deswegen.

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In einem Jahr enorm gealtert

Mensch, sehen wir in den Telkos alle alt aus! In einem Jahr scheinen alle enorm gealtert zu sein. Woran liegt es? Mangel an Bewegung und Sonnenschein? Das Fast Food? Das Gefängnisleben? Die grauen Haare, die herauswachsen? Oder sind wir im Home Office nur einfach schlecht beleuchtet und schlecht geschminkt? Mir fehlen definitiv die frische Luft langer Wanderungen, die Nachmittage im Straßencafé, die sozialen Kontakte.

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Tenth International Workshop on Creativity in Requirements Engineering (CreaRE’21) at REFSQ’21

Yesterday took place our 10th CreaRE workshop. It was a good mixture of presentations and discussions. What are my key learnings?

First were our three invited expert presentations:

Marcus Trapp: "Creative People are great Thieves with lousy Dealers"

Digitalization makes software essential. Software is the number one innovation driver. Software is only limited by imagination, by design and by organization.

Creativity is about stealing (getting inspired) from the past. See the Youtube-Video of Kirby Ferguson "Everythig is a Remix": copy, transform and combine.

So, the task of the facilitator of a creativty workshop is to make participants to find their experiences from the past from which they can steal.

The greatest challenge, though, is not having a creative idea, but to the turn the innovation into an invention.

Kim Lauenroth: "Against Method - An essay on the importance of studying projects and results for more creativity in RE!"
When you write requirements, you create software. We need digital designers as a profession to craft with digital material. Teach them by examples and by giving feedback.

Kerstin Roese: "RE 4.0"
How to integrate the different competences in a team: requirements engineering, usability design, domain knowledge, etc? Eleven competencies have been identified. The solution: Let us focus on the goal of designing user experience. A customer-oriented software process and customer-driven company means a cultural change.

Retrospective session: "10 years have got behind us"

Andrea Herrmann: I believe that everyone can be creative, but most people are not used to doing so. Systematic techniques help to create ideas.

My most interesting insights: I learned from the presentations that the ideal size of team for creativity is two persons. From my own research, I learned that working in one's mother language makes more productive. So, for being productive, you need not only ideas in visual pictures, but also need to express them and contribute them somehow.

So, maybe we need a two step process? First, pairs of persons with the same mother language create ideas, then translate and integrate the results of the teams in a second step.

Eddy Groen: Creativity is immersive, can take place everywhere. So, mobile devices can be used for creativity. The lockdown demands us to be creative to develop tools and techniques.

Patrick: There is a gap between research and practice. Do we really apply the research results or do we work following our gut feeling?

This session was followed by two paper presentations:

Luisa Mich: “Choosing a Creativity Technique for Requirements Elicitation”

The Creativity Paradox means that despite the plentitude of techniques known and research done, companies do not apply creativity techniques and tools for requirements engineering. Why not and what can we do about it? This presentation was a research preview for a study comparing creativity techniques, even less known ones, with respect to practice-relevant criteria. The objective is to design and implement a knowledge-based decision support system.

Varun Gupta and Jose Maria Fernandez-Crehuet: “Creativity through Startup and Academia Partnerships: Experience from Real Consulting Project”

This presentation was an experience report about a start-up company which needed feedback about their product during the pandemy. As the product was hardware-based, software prototypes were not sufficient. As the start-up had no customers yet, they collaborated with experts from a university to get feedback. Regular feedback and interaction still was key. They applied a mixture of market research and requirements engineering, online meetings and simulations of product prototypes.

 

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Webseite über Desinformation

Eine ganz interessante Sache ist diese anscheinend von der EU organisierte Webseite, die aktuelle Desinformations-Artikel auflistet: https://euvsdisinfo.eu/disinformation-cases/

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REFSQ-Konferenz 12.-15.04.2021

Übernächste Woche findet die REFSQ-Konferenz zum Thema Requirements Engineering online statt. Dieses Jahr betragen meine Beiträge zur Konferenz in der Organisation des CreaRE-Workshops, Mitarbeit im Programmkomitee, und ich mache am Donnerstagvormittag Session Chair für Session 5. Leider habe ich es zeitlich nicht geschafft, einen Beitrag einzureichen. Nächstes Jahr...

Hier geht es zum Konferenz-Programm.

 

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Call for Participation: Workshop on Creativity in Requirements Engineering CreaRE21

Call for Participation: Tenth International Workshop on Creativity in Requirements Engineering (CreaRE’21) at REFSQ’21
(The Celebratory Tenth Anniversary Edition)
https://creare.iese.de/
April 12, 2021
The workshop will be fully virtual.

Registration is possible on the REFSQ Conference website:
https://2021.refsq.org/attending/refsq-2021-registration

*** Workshop agenda

Celebratory 10th Anniversary Track 1: Expert Talks
 10:00–10:30: Marcus Trapp, Fraunhofer IESE: “Creative People are great
 Thieves with lousy Dealers” (Invited Expert)
 10:30–11:00: Kim Lauenroth, adesso AG & IREB“: Against Method  An essay on the importance of studying projects and results for more creativity in RE!” (Invited Expert)
 11:00–11:30: Kerstin Röse, Siemens UXD: “RE 4.0” (Invited Expert Talk)

 coffee break

 Celebratory 10th Anniversary Track 2: Discussion
 12:00–12:30 Panel discussion: “C[RE]A: The RE in cREativity”
 12:30-13:00 general discussion

 lunch break

 Research Track
 14:00–14:30: Retrospective: "10 years have got behind us"
 14:30–15:00: Luisa Mich, University of Trento: “Choosing a Creativity Technique for Requirements Elicitation”
 15:00–15:30: Varun Gupta and Jose Maria Fernandez-Crehuet, Universidad Politécnica de Madrid: “Creativity through Startup and Academia Partnerships: Experience from Real Consulting Project”

 coffee break

 Interactive Session
 15:45–17:00: Patrick Mennig: Force(d) fit? One Year of Facilitating Virtual Creativity Workshops. Success Stories and Challenges.

*** Motivation
Where do great requirements come from? Technological advancements in the form of amazing new software features, disruptive innovations, emerging new fields such as the Internet of Things and smart ecosystems, and radical enhancements to existing software all rely on one thing: ideas that reinvent our work context and work processes, and in turn lead to types of user experience that were unthinkable before. However, in this context of abundance of disruptive technology, established requirements elicitation techniques, — such as those typically found in Requirements Engineering (RE) textbooks — help to identify only partly the requirements that an IT system should fulfill, or focus primarily on the  incremental improvement of a system, all with little innovation potential. Many of the most used elicitation techniques have not been designed to serve the goal of innovative idea generation.

Creativity techniques help stakeholders identify delighter requirements, which make aspects of the new system a real positive surprise. Methods such as Design Thinking employ creativity to develop new innovative products and apply innovative ideas on existing products. But there are many more applications and facets of creativity that are beneficial for RE in a broad range of settings. The CreaRE workshop provides the platform for introducing, discussing and elaborating creativity techniques for RE purposes.

In spite of the importance of creativity in RE, publications about the use of creativity in RE have consistently been rare. This is not because it is a niche field, but because it consists of topics that scholars often perceive as difficult to research.  Many practical questions are still open, especially those concerning the applicability and reliability of creativity techniques in different contexts or the completeness and post-processing of the requirements that originate from a creative process. What is more, different application domains may require creativity techniques to be applied differently. Meanwhile, the field of creativity techniques itself is also rapidly evolving as tool support and trends such as multimedia use with creativity techniques, ubiquitous computing, and online participation demand different approaches, which provides new opportunities for integrating creativity in RE, while simulaneously introducing new challenges.

*** Workshop goals and topics
The purpose of the CreaRE workshop is to provide a forum for the exchange of ideas, experiences and research results concerning creativity in RE. The workshop is designed to foster active learning. First, the participants will learn from the speakers and from each other, as the workshop is discussion-driven. Second, the participants will gain hands-on experiences in applying creativity techniques themselves during the workshop.
A special goal for this edition of the CreaRE workshop is to celebrate its ten-year anniversary. Experts were invited to present their vision on the future of creativity in RE. Consequently, a track in the workshop is dedicated to reflecting on how the landscape has changed in the decade since CreaRE was first held in 2010, and discussing what the future role of creativity in RE might be.


*** Past editions of CreaRE
1)    CreaRE‘10: https://sites.google.com/site/creare2010/
2)    CreaRE’12: http://www.se.uni-hannover.de/events/creare-2012/
3)    CreaRE’13: http://www.se.uni-hannover.de/events/creare-2013/
4)    CreaRE’14: http://www.se.uni-hannover.de/events/creare-2014/
5)    CreaRE’15: https://sites.google.com/site/creare2015/
6)    CreaRE’17: https://sites.google.com/site/creare2017/
7)    CreaRE’18: https://sites.google.com/site/creare2018/
8)    CreaRE’19: https://sites.google.com/site/creare2019/
9)    CreaRE’20: https://creare.iese.de/

The proceedings of these past editions are available at https://creare.iese.de/static/organization/

*** Workshop Organization

Program Committee

•    Sebastian Adam         OSSENO Software GmbH, Germany
•    Raian Ali        Hamad Bin Khalifa University, Qatar
•    Carina Alves        Universidade Federal de Pernambuco, Brazil
•    Dan Berry        University of Waterloo, Canada
•    Jennifer Horkoff    Chalmers | University of Gothenburg, Sweden
•    Meira Levy        Shenkar College, Israel
•    Luisa Mich        University of Trento, Italy
•    Anitha PC         QC Consulting Group, Bangalore India
•    Kurt Schneider         Leibniz University Hannover, Germany

Organizers
•    Andrea Herrmann, AKAD University, Germany, AndreaHerrmann3@gmx.de
•    Eduard C. Groen, Fraunhofer IESE, Germany
•    Maya Daneva, University of Twente, the Netherlands
•    Patrick Mennig, Fraunhofer IESE, Germany

 

 

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Vernetzte Menschen versus vernetzte Maschinen

Das Thema "Vernetzte Menschen" ist durch Corona nochmal richtig aktuell geworden. Wie kommunizieren wir miteinander, und was macht es mit uns, wenn Maschinen diese Kommunikation für uns übernehmen? Im AKAD-Blog ist jetzt ein Artikel darüber erschienen.

 

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meccanica feminale diese Woche

Diese Woche findet die meccanica feminale im Internet statt. Rein virtuell ist sie jedoch nicht. Die Pausensnacks sind schon angekommen!

Am Dienstag bis Donnerstag halte ich den Kurs "Requirements Engineering nach IREB und ISO". Und nehme natürlich an zahlreichen Veranstaltungen des Rahmenprogramms teil.

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