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Designing a persistent online strategy game - Department of ...

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22 Chapter 3. Requirements engineering with non-functional requirements<br />

<strong>of</strong> different importance, in the same way as the interdependencies discussed earlier. An<br />

example <strong>of</strong> such a correlation catalogue is shown in table 3.2. It presents the correlation<br />

between a few NFR s<strong>of</strong>tgoals and operationalizing s<strong>of</strong>tgoals where the operationalizing<br />

s<strong>of</strong>tgoals are presented on the top <strong>of</strong> the table and the NFR s<strong>of</strong>tgoals are represented to<br />

the left.<br />

Table 3.2: Correlation catalogue (adapted from Chung et al. [8]).<br />

Non-functional<br />

requirements<br />

s<strong>of</strong>tgoal<br />

Accuracy[Info]<br />

Compressed-<br />

Format-<br />

[Info]<br />

Confidentiality[Info]<br />

HELPS<br />

ResponseTime[Info] HURTS HURTS<br />

Space[Info]<br />

HELPS<br />

Operationalizing s<strong>of</strong>tgoal<br />

Validation- Flexible-<br />

[Info] User-<br />

Interface-<br />

[Employee,<br />

Info]<br />

HURTS<br />

WHEN<br />

[condition]<br />

Perform-<br />

First[Info]<br />

HELPS<br />

As seen in table 3.2 there can be empty cells in the catalogues, this simply represent<br />

an undefined correlation. It is also possible to have conditions in the correlation rules,<br />

these are represented by a “WHEN [condition]” clause.<br />

3.4 Eliciting requirements<br />

To define the requirements for a system it is important to gather initial information about<br />

the system one is about to design. The information gathered can then be used in different<br />

methods and frameworks, such as the Non-Functional Framework described earlier, to<br />

further define and specify the requirements. The need to gather more information during<br />

the process might <strong>of</strong> course also arise. This is a natural part <strong>of</strong> the design process.<br />

There are several techniques for finding, or gathering, information about a system. The<br />

most basic one is perhaps introspection, where the designer simply tries to imagine what<br />

a system has to accomplish and in what way it has to do it [23]. This might actually<br />

give quite a lot <strong>of</strong> information, but <strong>of</strong> course has its drawbacks since the designer does<br />

not have the same idea <strong>of</strong> a system that the user might have. It can differ in many ways,<br />

experience, skill, goals and so on. There are therefore several data-gathering techniques<br />

that can be used to find information about a system. The actual amount <strong>of</strong> techniques<br />

is hard to say, but most <strong>of</strong> them build on the following basic techniques [52]:<br />

– Questionnaires<br />

– Interviews

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