REVIEW 4 major objections 5 minor 96 references
Leveraging creativity in requirements elicitation within agile software development: a systematic literature review
T0 review · 4 major / 5 minor · reviewed 2026-08-14 · deepseek-v4-flash
Pith's one-line read A systematic review of 1,451 studies identifies 13 distinct proposals for using creativity in agile requirements elicitation and concludes they can be implemented successfully in real software projects.
desk verdict Useful niche SLR that overclaims its evidence grade: the 'moderate' RQ2 conclusion contradicts the paper's own Kitchenham scoring, but the map of 13 approaches is worth having. read the letter →
The pith
A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.
The reading
What carries the argument
The machinery of the paper is the systematic review protocol itself. It starts from a Boolean query built from three keyword domains—creativity terms, requirements terms, and agile terms—run across six digital libraries. After title and abstract screening, duplicates were removed, leaving 17 primary studies; quality was then scored on rigor, credibility, and relevance using a structured checklist; and the extracted data were synthesized into tables that map each proposal's type, research method, reported benefits and limitations, suitable contexts, and agile methodology. These synthesis tables, rather than any single creativity technique, carry the argument: they turn 17 heterogeneous papers into a countable set of 13 unique proposals and a set of cross-study findings.
What would settle it
Run the same review with an expanded query that adds back the dropped terms—agility, feature-driven development, DSDM, and the information-systems keyword block—and count how many additional unique approaches emerge; if the set grows materially or changes the synthesis, the claim that 13 unique proposals represent the state of the art would need revision.
Extended reading notes
Core claim
The central discovery is a mapped and synthesized landscape: 13 unique proposals exist that leverage creativity in requirements elicitation within agile software development. These proposals span several types: processes, frameworks, techniques, tools, and one model. The evidence drawn from the primary studies indicates that creativity can be implemented successfully in real software projects, mostly in large organizations and in user-interface-oriented development, and that reported benefits such as facilitated problem understanding and better meeting business needs recur across studies. The paper also concludes that creativity alone is not sufficient: generating new requirements also requires user engagement and a context with flexibility, time, and resources.
Load-bearing premise
The whole synthesis rests on the assumption that the search and selection process captured the relevant literature; the authors deliberately kept the query simple by dropping a fourth keyword block and agile synonyms such as agility, feature-driven development, and DSDM, and the inclusion criterion was the subjective judgment that a study obviously presented some kind of creative approach.
Editorial extensions
If this is right
- The 13 proposals give practitioners a concrete menu of creativity techniques—workshops, mind maps, prototyping, goal sketching, gamification—that can be inserted into agile requirements work rather than treated as abstract theory.
- Teams building mobile or web applications are the most promising early adopters, since the reviewed evidence clusters around user-interface-intensive development.
- Agile contexts built on Scrum, Extreme Programming, or rapid modeling appear to be the natural home for creative elicitation, though most proposals avoid binding themselves to one method.
- Reported benefits concentrate on problem understanding and meeting business needs, while the main costs are training, open-minded users, and possible team reorganization.
- Because most approaches have only one or two project evaluations, the strength of evidence should be read as moderate: enough to justify adoption experiments, not enough for blanket prescriptions.
Reading between the lines
- A direct implication the review leaves implicit: creative elicitation is most valuable in early discovery or sprint-zero phases, where openness to initially 'less useful' requirements can be tolerated before the team converges on a solution.
- If engagement and context are the limiting factors the review names, the next testable extension is pairing creativity techniques with engagement mechanics such as gamification or participatory co-design in the same project and measuring requirement novelty against a control group.
- The absence of any explicit creativity-level classification suggests a comparative study could classify each proposal by the four-C model and test whether approaches targeting everyday creativity behave differently from those seeking professional-level creative output.
- Because the evidence base is mostly single-case action research and case studies, a multi-project replication trial—same technique, several organizations, identical outcome measures—would be a more decisive test than another systematic review.
Signed reviews
Editorial analysis
A structured set of objections, weighed in public.
Referee Report
Summary. This paper reports a systematic literature review, following the Kitchenham/Biolchini protocol, of approaches that leverage creativity in requirements elicitation (RE) within agile software development (ASD). From 1451 initial search results, the authors selected 17 primary studies corresponding to 13 unique proposals. The review classifies the proposals by type (technique, process, framework, tool, model), assesses their quality using rigor/credibility/relevance criteria, and answers five research questions covering existing techniques, empirical evidence, benefits and limitations, suitable project contexts, and agile methodologies used. The authors conclude that enhanced creativity in RE can be successfully implemented in real software projects, that the empirical evidence is moderate, that mobile and web user-interface projects are good candidates, and that creativity alone is insufficient without user engagement and a supportive context.
Significance. If the evidence-related claims are repaired, this is a useful contribution to the software engineering literature. The paper appears to be the first systematic review combining creativity, requirements elicitation, and agile development, and it makes its process transparent: the search query, data sources, quality rubric, per-study summaries, and a full list of primary studies are all included. The map of 13 proposals and the observation that design-thinking-derived methods dominate the area are valuable for researchers and practitioners. The main scientific conclusion, however, the strength of empirical evidence, is currently overstated because of an unsupported aggregation in the answer to RQ2; this needs to be fixed before the paper can be accepted.
major comments (4)
- [Section 5.1, RQ2; Table 23] The answer to RQ2 is internally inconsistent. The authors state that if each selected study were graded with Kitchenham et al.'s criteria (Table 23), 'all the selected studies would have received a score of 0' and the evidence would be 'poor', because most approaches were tested in only one or two projects. They then replace this per-study grading with a cross-study count of projects, 'between 10 and 20 projects', and conclude that the overall evidence is 'moderate'. This is an unstated change in the unit of analysis: counting distinct projects across 13 heterogeneous proposals does not establish that any single approach has moderate evidence. Since the abstract's central claim ('these approaches provide evidence that enhanced creativity ... can be successfully implemented in real software projects') and the 'moderate evidence' statement rest on this aggregation, the authors should either soften the conclusion to early, promising, or weak evidence, or provide an explicit aggregation rationale with per-approach evidence counts.
- [Section 4.2, Table 13 vs Section 5.1, Table 22] The two RQ2 evidence tables contradict each other, and this matters because RQ2 is load-bearing for the abstract claim. Table 13 codes S12 as not an experiment, but Section 4.1.10 describes S12 as providing two controlled experiments and Table 22 lists S12 as a laboratory experiment. Table 13 codes S3 as not an experience report, but Table 22 lists S3 as an experience report; Table 13 codes S9 as an experience report, but Table 22 omits S9. The percentages in Table 22 are also not consistent with the listed study counts (e.g., 3 of 17 is 18%, not 23%). The evidence synthesis should be recomputed from a single reconciled coding of the 17 primary studies.
- [Sections 3.3 and 3.4] The completeness and reproducibility of the review are not fully established. Section 3.3 explains that the query was deliberately simplified by dropping a fourth keyword block and agile synonyms such as 'agility', feature-driven development, and DSDM 'to keep the query as simple as possible'; the authors do not quantify how many additional relevant results these omitted terms would have returned. Section 3.4 uses a subjective inclusion criterion ('it is obvious that the study presents some kind of creative approach') and does not report how many reviewers applied it or whether inter-rater agreement was checked. The authors should state which search engines imposed term limits, report the screening procedure in more detail, and perform or justify a sensitivity check on the omitted synonyms; otherwise the claim that the 17 primary studies define the state of the art is not fully supported.
- [Section 5.2 and Table 16] The abstract and Section 5.2 say that agile methodologies such as Scrum, Extreme Programming, or rapid-modelling-based methodologies are 'preferred' for introducing creativity into requirements elicitation, but Table 16 does not support a preference: only S1 and S8 mention Scrum, only S5 mentions XP, and four studies mention agile model-driven development, while the majority of the 17 primary studies specify no methodology. The wording should be changed to reflect that a minority of proposals name a specific methodology, and that among those, agile model-driven development is the most frequent.
minor comments (5)
- [Section 3.4, Figure 6] The caption 'Procedure for execution os the systematic review' contains a typo: 'os' should be 'of'.
- [Section 5.1, RQ1, Table 21] The creative technique is spelled 'PICL' in Table 21 but 'PCIL' in the text; please standardize the acronym.
- [Section 4.1.6 and Appendix I] The heading for S6 names the authors as 'Percival, Braz and Adilson', but Appendix I lists the authors as Lucena, Braz, Chicoria, and Tizzei; the heading should be corrected.
- [Tables 24 and 25] The percentages in Tables 24 and 25 are not always derivable from the cited study lists (for example, 'Requirements obtained are seen as less useful' cites only S1, which is 1/17, not 8%); please reconcile the percentages and the study lists.
- [Section 4.1.3, Figure 11] Figure 11 is captioned 'ADDAM Process detailed description [S3]', but ADDAM is the process described in S2, not S3; the caption appears to be mislabeled.
Circularity Check
No significant circularity: the systematic review aggregates published primary studies and does not derive its conclusions from its own definitions, fitted parameters, or load-bearing self-citations.
full rationale
The paper is a systematic literature review. Its central claims — that 13 unique proposals leverage creativity in requirements elicitation within agile development, that such approaches have been tried in real projects, and that the evidence is 'moderate' — are syntheses of the 17 selected primary studies, not quantities defined in terms of the conclusions. No parameter is fitted and then relabeled as a prediction; the review does not define 'creativity', 'agile', or 'evidence' circularly in terms of its own results. The authors do not rely on their own prior work as the load-bearing justification for the review's findings. The skeptical concern about RQ2 — that the paper replaces the per-study Kitchenham grading with a cross-study project count to justify 'moderate' evidence — is a methodological validity and reporting concern, not a circularity reduction: the 'moderate' label is an interpretation of project counts, not a quantity constructed to equal its own input. No specific equation, definition, or self-citation chain reduces a claimed result to an input, so the appropriate circularity score is 0.
Assumptions & free parameters
assumptions (3)
- domain assumption Primary studies accurately report their methods and outcomes.
- domain assumption The search query and data sources identify all or most relevant studies.
- domain assumption The classification scheme and quality criteria are appropriate and consistently applied.
Cite this review
Pith. "Pith review of Leveraging creativity in requirements elicitation within agile software development: a systematic literature review." pith.science (2026). https://pith.science/paper/VNKOFNNU
@misc{pith2026190807783,
author = {Pith},
title = {Pith review of: Leveraging creativity in requirements elicitation within agile software development: a systematic literature review},
year = {2026},
howpublished = {\url{https://pith.science/paper/VNKOFNNU}},
note = {Machine review of arXiv:1908.07783}
}
read the original abstract
Agile approaches tend to focus solely on scoping and simplicity rather than on problem solving and discovery. This hampers the development of innovative solutions. Additionally, little has been said about how to capture and represent the real user needs. To fill this gap, some authors argue in favor of the application of Creative thinking for requirements elicitation within agile software development. This synergy between creativeness and agility has arisen as a new means of bringing innovation and flexibility to increasingly demanding software. The aim of the present study is therefore to employ a systematic review to investigate the state-of-the-art of those approaches that leverage creativity in requirements elicitation within Agile Software Development, as well as the benefits, limitations and strength of evidence of these approaches. The search strategy identified 1451 studies. The selected studies contained 13 different and unique proposals. These approaches provide evidence that enhanced creativity in requirements elicitation can be successfully implemented in real software projects. We specifically observed that projects related to user interface development, such as those for mobile or web applications, are good candidates for the use of these approaches. We have also found that agile methodologies are preferred when introducing creativity into requirements elicitation. Despite this being a new research field, there is a mixture of techniques, tools and processes that have already been and are currently being successfully tested in industry. Finally, we have found that, although creativity is an important ingredient with which to bring about innovation, it is not always sufficient to generate new requirements because this needs to be followed by user engagement and a specific context in which proper conditions, such as flexibility, time or resources, have to be met.
Figures
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