Dead Code Doesn't Talk: Authentic Requirements Elicitation in Introductory Software Engineering

Fuente: arXiv
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Main Authors: Berrezueta-Guzman, Santiago, Metaj, Vanesa, Wagner, Stefan
Format: Preprint
Published: 2026
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author Berrezueta-Guzman, Santiago
Metaj, Vanesa
Wagner, Stefan
author_facet Berrezueta-Guzman, Santiago
Metaj, Vanesa
Wagner, Stefan
contents Requirements elicitation is among the most communication-intensive activities in software engineering, yet it receives limited explicit treatment in undergraduate curricula. This paper presents a case study of an Introduction to Software Engineering course in which 20 student teams applied requirements elicitation practices to a Java-based 2D game they had built in a prior programming course, engaging 18 campus doctoral and postdoctoral researchers as authentic clients. Structured across four phases--preparation, client meeting, requirements elaboration, and a prototype sprint--the activity produced 203 elicited requirements, SRS documents with a mean quality score of $6.79 \pm 1.08$ out of 10, and prototype demonstrations scoring $7.21 \pm 1.15$. A pre/post self-assessment survey revealed statistically significant improvements across all eight measured soft-skill dimensions, with the largest gains in Stakeholder Empathy ($Δ= +1.33$) and Negotiation ($Δ= +1.13$). Thematic analysis of reflective reports identified four dominant learning themes, with the tension between client wishes and technical feasibility cited as the most professionally relevant experience. Our findings suggest that anchoring elicitation practice to a student-authored artifact lowers cognitive barriers while increasing authenticity, and that campus researchers serve as an accessible and effective proxy client for programs without established industry partnerships.
format Preprint
id arxiv_https___arxiv_org_abs_2604_07211
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Dead Code Doesn't Talk: Authentic Requirements Elicitation in Introductory Software Engineering
Berrezueta-Guzman, Santiago
Metaj, Vanesa
Wagner, Stefan
Computational Engineering, Finance, and Science
Requirements elicitation is among the most communication-intensive activities in software engineering, yet it receives limited explicit treatment in undergraduate curricula. This paper presents a case study of an Introduction to Software Engineering course in which 20 student teams applied requirements elicitation practices to a Java-based 2D game they had built in a prior programming course, engaging 18 campus doctoral and postdoctoral researchers as authentic clients. Structured across four phases--preparation, client meeting, requirements elaboration, and a prototype sprint--the activity produced 203 elicited requirements, SRS documents with a mean quality score of $6.79 \pm 1.08$ out of 10, and prototype demonstrations scoring $7.21 \pm 1.15$. A pre/post self-assessment survey revealed statistically significant improvements across all eight measured soft-skill dimensions, with the largest gains in Stakeholder Empathy ($Δ= +1.33$) and Negotiation ($Δ= +1.13$). Thematic analysis of reflective reports identified four dominant learning themes, with the tension between client wishes and technical feasibility cited as the most professionally relevant experience. Our findings suggest that anchoring elicitation practice to a student-authored artifact lowers cognitive barriers while increasing authenticity, and that campus researchers serve as an accessible and effective proxy client for programs without established industry partnerships.
title Dead Code Doesn't Talk: Authentic Requirements Elicitation in Introductory Software Engineering
topic Computational Engineering, Finance, and Science
url https://arxiv.org/abs/2604.07211