RE2018 Workshop, August 21 2018, Banff, Canada
For more than four decades, it has been widely accepted that user involvement (UI) during software system development is essential and that it contributes to system success. However, when the relationship between user involvement and system success (UI-SS) was empirically evaluated by many researchers, the results reported were not always positive. Users' satisfaction with their involvement and with the resulting system are found to be mutually constituted, while the level of this satisfaction can fluctuate and evolve throughout different stages of software development process. User satisfaction can also be perceived as a response driven by a pleasant experience from using a system. The UI-SS relationship has been studied from various perspectives in software development, that is, psychological, managerial, political, cultural, or methodological. Viewed from any perspective, the main objective of user involvement or participation is to achieve the benefits that would ultimately be used in measuring system success. The success of software projects cannot always be measured in terms of cost, schedule and quality. Without social acceptance, the project can still be considered a failure. UI is seen as one of the means to achieve the social acceptance among the users. That is why "user satisfaction" is one of the highly cited factors for measuring system success. Our observation of two significant case studies will be presented in this keynote. They revealed that having a seat at the table is not the same as having a voice; having a voice is not the same as being heard; being heard is not the same as having influence on the outcomes. Ultimately, affects, positive or negative, can play a major role in indicating user satisfaction or dissatisfaction in software development.Speaker bio.
Didar Zowghi is Professor of Software Engineering at UTS Faculty of Engineering and Information Technology (FEIT) and Adjunct Professor of Software Engineering at the Auckland University of Technology in New Zealand. Professor Zowghi's core research focuses on improving the software development processes and the quality of their products, in particular, her research addresses important challenges of Requirements Engineering. She has also conducted and supervised empirical field studies in Global Software Development, User Involvement in software development, Technology Adoption, Web Technologies, Software Process Improvement, Service Oriented Computing, Mobile Learning and Smart City architecture. Professor Zowghi is Associate Editor of IEEE Software and on the editorial board of Requirements Engineering journal and IET Software journal. She has supervised to completion many MSc and PhD research students and has received competitive research grants of over $2.5 million. She has published over 180 research articles in prestigious conferences and journals and has co-authored papers with 80 different researchers from 25 countries.
Digital media can utilise game and behaviour change mechanisms to enrich engagement and user experience and increase their retention. Such mechanisms can also be used within the business software so that performance and quality of work are enhanced, e.g. gamification. While the positive side of these advances is recognised, there is little acknowledgement about their potential adverse effects on well-being. With recent research showing evidence of some digital media usage patterns being problematic and meeting the criteria of behavioural addiction, questions on the ethics, practices and responsibility of software companies are on the rise. Unlike alcohol, digital media can be designed to sense and react to problematic usage styles. This invited talk discusses why and how the software engineering community would need to take part in designing for conscious and informed technology usage.Speaker bio.
Raian has a keen interest in studying Digital Addiction which he defines as a problematic relationship with digital media characterized by properties such as being excessive, obsessive, compulsive, impulsive and hasty. He focuses on the principles, methods and tools needed to engineer addiction-aware technology able help people to predict, realize and combat addictive usage styles. Examples of particular topics of interest include the engineering of digital motivation solutions (Gamification, Persuasive Technology, Incentive Centred Design, etc.) within a business information system, the engineering of transparency requirements in enterprises as well as the design of systems which are receptive and responsive to the feedback of their users, preferably called citizens.