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Advanced Requirement Engineering SYSM 6309 Mairon Toçi 02/11/2012.

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Presentation on theme: "Advanced Requirement Engineering SYSM 6309 Mairon Toçi 02/11/2012."— Presentation transcript:

1 Advanced Requirement Engineering SYSM 6309 Mairon Toçi 02/11/2012

2  Introduction  Considering Meantime Example, Frogman game  Lessons learned from Meantime  Future work  References Challenges in market-driven RE

3 Market-driven software products have gained an increased interest from researchers and practitioners. These products have to satisfy different and distributed customers who may have very different needs. Key goals of market-driven software companies are satisfying customer needs at the right time and at an adequate price. The development of these packaged software brings new challenges and opportunities to developers that did not occur in customer specific software development. Market-Driven Software Products

4 Customer specific vs. Market-Driven RE CharacteristicsCustomer specific REMarket-Driven RE Key objective Compliance to requirements specification Time-to market, competitive advantage Success criteria Customer satisfaction, acceptance Sales, market share, profit, product reviews Customers Few customers, close contact between supplier and customer Several customers, difficult to establish contact and they are initially unknown Elicitation phase Acquired from stakeholders using traditional elicitation techniques Invented by developing team for the first release of the product Specification phase Requirements document acts as contract between customer and supplier Less formal specification, requirements are verbally communicated Prioritization and negotiation phases Engage stakeholders to prioritize requirements and negotiate conflicting requirements Support requirements selection for release planning Validation phase Performed together with customer before product is delivered Product acceptance occurs after product is released in the market

5 Mobile Video Games is a particular type of market-driven software product. Video game is a fast growing industry, with revenues comparable to the film industry ($3.1bn in 2006 and $17bn by 2011). Mobile Video Games Market

6 Measuring the level of player’s enjoyment is rather difficult. This is certainly due to the subjective and hedonic nature of enjoyment. “Good Gameplay” idea

7  Users of mobile games have various profiles. They might not be hard-core gamers. Instead, they are likely to play casual games to fill ‘dead time’. - Casual games have simple rules and an appealing game design. - Often the game lasts few minutes and may be interrupted at any time etc.  Mobile games must satisfy stringent porting requirements.  Games targeting a global audience have to be adapted for different markets and cultures.  Challenges in software development process. Games are developed by a multi-disciplinary team of developers. The complexity of mobile games market

8 Background  Given that mobile games are products developed for mass market, it is difficult to explicitly specify the game features that will attract such diverse and undefined set of potential users.  The majority of problems found in game development are due to inadequate requirements engineering between the pre- production and production phases.  Modeling emotional requirements. Emotional requirements are concerned with emotional states experienced by the users of computer systems. Understanding emotional states of players is vital to design successful games.

9 Meantime is one of the leading mobile developer-publisher-distributors in Latin America and leading gaming company in Brazil. I’m going to talk about Frogman game to explore two main issues: 1- Identify the critical requirements for mobile games 2- Look at the intricate process to understand and satisfy the requirements of very diverse and globally dispersed 276 stakeholders (e.g. players, publishers, carriers, manufacturers) Example

10 “Join the strangest and funniest circus ever. At the Freak Circus an act draws the spectators’ attention: the jump of the Frogman. For this act, the Frogman climbs several platforms to perform dangerous jumps towards a barrel full of water. Help the Frogman reach his target so that he won’t crash onto the floor. Description Cheer up the spectators by performing risky maneuvers, passing through rings and crossing obstacles, during the most spectacular jumps of the century.” http://www.youtube.com/watch?v=Wbqx2zdhkWc

11 Idea Generation

12 Conceptual art and final game screen Game Design Document Many challenges were faced during the preproduction phase of the game, such as:  Create a game mechanic with simple rules and user interface that was accepted in many countries;  Create a theme that was funny, innovative, and easy to understand in many countries;  Include features that could make the game more fun;  Find the best way to implement these features considering all the device restrictions (Frogman is currently available to 276 different mobile phone models from 7 manufacturers);  Prove that the game would be a success to Meantime stakeholders (e.g. players, carriers, external publishers and company directors);

13 The study indicates that there are a number of difficulties involved in the requirements engineering process for mobile games:  Agile and creative requirements elicitation  It is hard to involve real users  Better process to create the game design document  Mobile games must reflect tradeoffs between designers and developers  Mobile games have to satisfy critical non- functional requirements Lessons learned from Meantime

14 The overall objective of the study presented in this presentation was to investigate the challenges involved in the design of market-driven products. Understanding stakeholder’s needs; incomplete process description; verification and validation of requirements are some of the things that I want to consider in my final term paper. Term Paper

15 1 Challenges in Requirements Engineering for Mobile Games Development: The Meantime Case Study - Carina Alves, Geber Ramalho, Alexandre Damasceno - 2007 2 A Study in Market-Driven Requirements Engineering - Carina Alves, Silvia Pereira, Jaelson Castro 3 Requirements engineering challenges in market- driven software development - An interview study with practitioners – Lena Karlsson, G. Dahlstedt, Bjorn Regnell, Johan Natt Dag, June 2007 References

16 Thank you! Mairon Toçi


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