Use Case Analysis With Narrative Semiotics
Use Case Analysis With Narrative Semiotics
Abstract
Use cases are the accepted contemporary vehicle for the capture, collection and management of functional
requirements for information systems and networked e- and m- commerce environments. While employed
widely, use cases lack a critical theoretical foundation. As a result, the applications of use cases vary greatly in
practice. We present an analysis of use cases based on the narrative semiotics of Greimas and on structural
narratology. Our analysis illustrates how these techniques can expose common weaknesses and implicit
assumptions latent within use case texts, and can provide a principled basis for the systematic review and
evaluation of use cases within information systems development methodologies.
Keywords
Use cases, analysis, semiotics, narrative
INTRODUCTION
Use cases are the accepted contemporary vehicle for the capture, collection and management of functional
requirements for information systems and networked e- and m- commerce environments (Jacobson et al. 1992,
Tapscott and Stevens-Guille 2002). While widely used, use cases lack a critical foundation, and as a result,
many practical applications of use cases have difficulties because of their ad-hoc and unprincipled nature
(Cockburn 2001). In this paper, we explore ways in which narrative semiotics can facilitate understanding of
the assumptions, implicit motivations, and goals involved in the development and evaluation of use cases. We
will illustrate how semiotic techniques can expose common weaknesses and implicit assumptions latent within
use case texts, and provide a principled basis for the systematic review and evaluation of use cases within
information systems development methodologies.
The main objective of the paper is to suggest a method of writing user-oriented texts that would firmly ground
this practice on a theoretical base, thereby improving clarity and consistency.
BACKGROUND
Jacobson is usually credited as the originator of use cases. In their book describing their process, Jacobson et al.
define a use case as “a behaviorally related sequence of transactions in a dialogue with the system” (1992: 127).
A more recent definition for the Rational Unified Process shows little real change, saying a use case is “a
description of a set or sequence of actions, including variants, that a system performs that yields an observable
result of value to a particular actor” (Booch et al. 1999). In the early stages of development, use cases help to
focus on interactions as a way of eliciting desirable system behavior, and so help capture requirements and
determine specifications. In the later stages of development, use cases help again because of the focus on
interactions. The interactions can now be regarded as the embodiment of specifications that the system must
meet. Cockburn's (2001) comprehensive book provides a detailed account of how to write use cases, and
includes a good summary of the different styles of use cases. In all, the general idea of a use case is to represent
intended sequences of interaction between a system (even if not yet implemented) and the world outside that
system. The nature of use case quality has been considered, and there are a number of diverse guidelines
offered by Cockburn and by others; these have been explored in broad empirical studies by Anda et al. (2001).
Our approach is to explore existing principled techniques from another domain, as we explain below.
Significantly, the roots of narrative semiotics and narratology lie in the study of folklore and mythology. Many
semiotic models and terms were developed in an attempt to trace common patterns in myths and folktales in
order to understand the ‘grammar’ of universal narrative. Their main aim was to throw light on the processes
humans use to make sense of, and interact with, their environment. This aim clearly shows the parallels between
the design of semiotic models and the design of use cases: both are intended to facilitate an understanding of
how humans translate conceptual processes into physical action. In fact, in addition to the usually credited
founders of semiotics, the philosopher Charles Sanders Peirce (1931) and the linguist Ferdinand de Saussure
(1974) [1913], semiotics is indebted to the work of ethnographers, such as Vladimir Propp (1968) [1928] and
Marsen, Biddle, Noble (Paper #198)
14th Australasian Conference on Information Systems Page 1
26-28 November 2003, Perth, Western Australia
Claude Levi-Strauss (1962), as well as cultural and literary critics (Chatman 1978 and 1990, Greimas 1986,
Greimas and Courtes 1982, Prince 1982, Floch 2001).
Semiotics and narratology already have a presence in computer science. Recent work has shown that some kinds
of computer programs directly encompass ‘stories’, such as computer games (Darley 2000, Jenkins 2000).
Semiotics has been used to study the design of human-computer interfaces (Nadin 1988, de Souza 1993); more
recently it has been adopted to address programming and computer use more generally (Andersen 1993, 1997)
and the organisational and political aspects of information systems development (Clarke 2002, Robichaud 2002,
Underwood 2002). We now address how theories of narrative are relevant for another kind of information
systems ‘text’: use cases.
The branch of semiotics known as ‘narrative semiotics’ distinguishes two levels of narrative: narrative as
trajectory and narrative as schema. The first involves the sequential development of actions, and the
transformation from one state of affairs to another, leading from an initial problem to a resolving climax. The
second involves the positioning of agents in specific roles, as they interact in this transformational sequence.
Narrative trajectory unfolds on the syntagmatic axis of discourse, where temporal enchainment dominates (the
‘and then…and then’ of stories). Narrative schema, on the other hand, involves the paradigmatic axis, linked
with the identity of agents in relation to their actions (the ‘who’s who’ of stories). This paper overviews the two
levels and indicates their significance for use case development and evaluation. For the purpose of this paper,
we will use a simple example, ‘Placing an Order’, from a textbook on use cases, Schneider and Winters’
Applying Use Cases (1998). This represents only one way in which use cases are written, and it is not without
imperfections, but, as it is a textbook example, it is influential and, therefore, characteristic of the writing of use
cases. Besides, it should be noted that the fact itself that there are numerous ways to write use cases highlights
the need for consistency and a more principled approach. In the next section, we concentrate on narrative as
trajectory, and then in a later section we address the narrative schema. We then present our conclusions.
NARRATIVE AS TRAJECTORY
Narrative trajectory favours the verbal (referring to actions) as opposed to nominal (referring to objects) aspect
of narrative, focusing on what agents do, and how these actions fit in a pattern of change from one state to
another. The basic model has the narrative beginning with a problem, and leading to a series of transformational
stages in a developmental sequence aimed at solving the problem. The final stage solves or fails to solve the
initial problem. From a top-down perspective, the narrative is constructed around a Subject’s quest to solve a
problem and/or attain a desired goal, and is designated by the term ‘program of action’ (PA). Zooming in, this
main narrative is divided into a series of sequences, which constitute mini-narratives and reflect the structure of
the whole. Figure 1 represents this graphically:
initial problem actions and their performers resolution
(designation of a lack or question) (liquidation of lack, or answer)
Figure 1: model of basic narrative transformation
In this model, each set of actions transforms the previous set, like the final stage transforms the initial stage. It
should be noted that this is not generated by the principle of causality, as it might at first seem. A
transformation logically presupposes the previous one, but the first should not be seen as causing the second.
Each situation or stage has alternative developments, which, even though they evolve from the previous stage,
are not determined by it. For example, although an action is preceded by the perception of a problem, the
perception of the problem does not entail this particular action. Correlatively, each choice of action dissolves
other possibilities.
Although seemingly simple, this model can be traced at the base of many human activities. In fact, it can be
applied to the ‘quest for knowledge’ itself, as this is exemplified by the process of hypothesising:
Uncertain situation Action Resolution
SENDER RECEIVER
the one that motivates the one that profits
the action from the action
SUBJECT
the one that carries out
the dictates of the Sender
OBJECT
the desired goal or state
of affairs
Commercial requirements
how the user can buy the products User
Desire for products
Ease of e-commerce
User
Place Order
Receive desired products
System System
Eligibility Intransigence
what makes the user ‘valid’ inability to negotiate or ask for clarification
REFERENCES
Anda, B., Sjøberg, D., and Jørgensen, M. (2001) Quality and Understandability of Use Case Models. In Object-
Oriented Programming: 15th conference proceedings (ECOOP 2001), Berlin, Springer-Verlag, 2001.
Andersen, P.B. (1993) A semiotic approach to programming. In The Computer as Medium, Cambridge:
Cambridge University Press, 16-67.
Andersen, P.B. (1997) A theory of computer semiotics. Cambridge Series on Human-Computer Interaction.
Cambridge: Cambridge University Press.
Brown, J. S. (2000) Growing up digital: How the web changes work, education, and the ways people learn.
Change March/April.
Chatman, S. (1978) Story and discourse: narrative structure in fiction and film. Ithaca: Cornell University Press.
Chatman, S. (1990) Coming to terms: The rhetoric of narrative in fiction and film. Ithaca: Cornell University
Press.
Cockburn, A. (2001) Writing effective use cases, Boston: Addison-Wesley.
Clarke, R.J. (2002) Intertextuality at Work: Large Scale Organisation of Workpractices. In Lui, K. et al.,
(Editors) Coordination and Communication Using Signs: Studies in Organisational Semiotics. London:
Kluwer Academic Publishers.
Darley, A. (2000). Visual digital culture: Surface play and spectacle in new media. London: Routledge.
De Souza, C.S. (1993) The semiotic engineering of user interface languages. International Journal of Man-
Machine Studies, 39(5):753-773.
Floch, J-M. (2001) Semiotics, marketing and communication. Basingstoke: Palgrave.
Greimas, A. J. (1966) Semantique structurale: Recherche de methode. Paris: Larousse.
Greimas, A. J. (1987) [1982] On meaning: Selected writing in semiotic theory. Minneapolis: University of
Minnesota Press.
Heim, M. (1993) The metaphysics of virtual reality. New York: Oxford University Press.
Holtzman, S. (1997) Digital mosaics. New York: Simon and Schuster.
Jenkins, H. (2000). Art form for the digital age. Technology Review. 103: 5, 17-120.
Jacobson, I., Christerson, M., Jonsson , P. and Overgaard, G. (1992) Object-Oriented Software Engineering.
Boston: Addison-Wesley.
Levi-Strauss, C. (1966) [1962] The savage mind. London: Widenfeld and Nicolson.
Nadin, M. (1988) Interface design: A semiotic paradigm. Semiotica, 69(3):269-302.
Peirce, C. S. (1931). Collected papers of Charles Sanders Peirce. Cambridge, MA: Harvard University Press.
Prince, G. (1982) Narratology: The form and functioning of narrative. Amsterdam: Mouton.
Marsen, Biddle, Noble (Paper #198)
14th Australasian Conference on Information Systems Page 7
26-28 November 2003, Perth, Western Australia
Propp, V. (1968 ) [1928] Morphology of the folktale. Austin, TX: University of Texas Press.
Robichaud D. (2002) Greimas' Semiotics and the Analysis of Organisational Action. In Lui, K. et al. (Editors)
Coordination and Communication Using Signs: Studies in Organisational Semiotics. London: Kluwer
Academic Publishers.
Saussure, F. (1974) [1913]. Course in general linguistics. London: Fontana.
Schneider, G. and Winters, J. P. (1998): Applying use cases, Reading, MA: Addison-Wesley.
Tapscott, D., Stevens-Guille (2002) M. Evolution of Location-based Services – Truth Versus Myth, Wireless
Technology, London: Business Briefings.
Underwood J. (2002) Translation, Betrayal, and Ambiguity in IS Development. In Lui, K. et al. (Eds).
Organisational Semiotics: Evolving a Science of Information Systems. London: Kluwer Academic
Publishers.
COPYRIGHT
Sky Marsen, Robert Biddle, James Noble © 2003. The authors assign to ACIS and educational and non-profit
institutions a non-exclusive licence to use this document for personal use and in courses of instruction provided
that the article is used in full and this copyright statement is reproduced. The authors also grant a non-exclusive
licence to ACIS to publish this document in full in the Conference Papers and Proceedings. Those documents
may be published on the World Wide Web, CD-ROM, in printed form, and on mirror sites on the World Wide
Web. Any other usage is prohibited without the express permission of the authors.