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ASSIGNMENT # 3
SUBMITTED TO:
MISS SAMINA NAZ
SUBMITTED BY:
RABIA ZAFAR
1781556-045
BS IT
SECTION ‘A’
SEMESTER 4TH
Topic:
1.Techniques of prototyping.
2.Difference between throw away,
incremental, evolutionary.
Prototyping:
The process in which developer create a model of actual software. The
intention behind creating this model is to get the actual requirements
more deeply from user. Prototyping helps a lot in getting the
feedback from the customer.
Types of prototyping:
1. Throwaway
2. Incremental
3. Evolutionary
Difference b/w throwaway, incremental,
evolutionary
Throwaway Evolutionary Incremental
The prototype is built
and tested. The design
knowledge gained from
this exercise is used to
build the final product,
but the actual prototype
is discarded. The
procedure in using
throw-away prototypes
to arrive at a final
requirements
specification in order for
the rest of the design
process to proceed.
In this case, the actual
system is seen as
evolving from a very
limited initial version to
its final release.
Evolutionary prototyping
also fits in well with the
modifications which
must be made to the
system that arise during
the operation and
maintenance activity in
the life cycle.
The final product is built
as separate prototypes.
At the end, the separate
prototypes are merged in
an overall design. By the
help of incremental
prototyping the time gap
between user and
software developer is
reduced.
Techniques of prototyping:
Some of the techniques that are available for producing rapid prototypes.
1. Storyboards
2. Limited functionality simulations
3. High-level programming support
Storyboards:
Storyboard origins from the film industry, where a series of panels roughly depicts
snapshots from an intended film sequence in order to get the idea about the eventual
scene.
Storyboard is a graphical depiction of the outward appearance of the intended system
without accompanying system functionality. Storyboard provides snapshots of the
interface at particular points in the interaction so that the users can determine quickly if
the design is heading in the right direction. Storyboards do not require much in terms of
computing power to construct, in fact, they can be mocked up without the aid of
computers. The materials needed are office stationery, such as pens or pencils of
different colors, stickers, and so on. However, modern graphical drawing packages make
it possible to create storyboards with the aid of a computer instead of by hand. It is also
possible to provide crude but effective animation by automated sequencing through a
series of snapshots.
Limited functionality simulations:
More functionality must be built into the prototype to demonstrate the work that
the application will accomplish. Storyboards and animation techniques are not
sufficient for this purpose, as they cannot portray adequately the interactive
aspect of the system.
To do this, some portion of the functionality must be simulated by the design
team. Programming support for simulation means designer can rapidly build
graphical and textual interaction objects and attach some behavior to those
objects, which mimics the system's functionality. Once this simulation is built, it
can be evaluated and changed rapidly to reflect the results of the evaluation
study with various users.
High-level programming support
HyperTalk was an example of a special-purpose high-level programming language
which makes it easy for the designer to program certain features of an interactive
system at the expense of other system features like speed of response or space efficiency.
HyperTalk and many similar languages allow the programmer to attach functional
behavior to the specific interactions that the user will be able to do, such as position and
click on the mouse over a button on the screen. Previously, the difficulty of interactive
programming was that it was so implementation dependent that the programmer would
have to know quite a bit of intimate detail of the hardware system in order to control
even the simplest of interactive behavior. These high-level programming languages
allow the programmer to abstract away from the hardware specifics and think in terms
that are closer to the way the input and output devices
are perceived as interaction devices.

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Hci 3

  • 1. ASSIGNMENT # 3 SUBMITTED TO: MISS SAMINA NAZ SUBMITTED BY: RABIA ZAFAR 1781556-045 BS IT SECTION ‘A’ SEMESTER 4TH Topic: 1.Techniques of prototyping. 2.Difference between throw away, incremental, evolutionary.
  • 2. Prototyping: The process in which developer create a model of actual software. The intention behind creating this model is to get the actual requirements more deeply from user. Prototyping helps a lot in getting the feedback from the customer. Types of prototyping: 1. Throwaway 2. Incremental 3. Evolutionary Difference b/w throwaway, incremental, evolutionary Throwaway Evolutionary Incremental The prototype is built and tested. The design knowledge gained from this exercise is used to build the final product, but the actual prototype is discarded. The procedure in using throw-away prototypes to arrive at a final requirements specification in order for the rest of the design process to proceed. In this case, the actual system is seen as evolving from a very limited initial version to its final release. Evolutionary prototyping also fits in well with the modifications which must be made to the system that arise during the operation and maintenance activity in the life cycle. The final product is built as separate prototypes. At the end, the separate prototypes are merged in an overall design. By the help of incremental prototyping the time gap between user and software developer is reduced. Techniques of prototyping: Some of the techniques that are available for producing rapid prototypes. 1. Storyboards 2. Limited functionality simulations 3. High-level programming support
  • 3. Storyboards: Storyboard origins from the film industry, where a series of panels roughly depicts snapshots from an intended film sequence in order to get the idea about the eventual scene. Storyboard is a graphical depiction of the outward appearance of the intended system without accompanying system functionality. Storyboard provides snapshots of the interface at particular points in the interaction so that the users can determine quickly if the design is heading in the right direction. Storyboards do not require much in terms of computing power to construct, in fact, they can be mocked up without the aid of computers. The materials needed are office stationery, such as pens or pencils of different colors, stickers, and so on. However, modern graphical drawing packages make it possible to create storyboards with the aid of a computer instead of by hand. It is also possible to provide crude but effective animation by automated sequencing through a series of snapshots. Limited functionality simulations: More functionality must be built into the prototype to demonstrate the work that the application will accomplish. Storyboards and animation techniques are not sufficient for this purpose, as they cannot portray adequately the interactive aspect of the system. To do this, some portion of the functionality must be simulated by the design team. Programming support for simulation means designer can rapidly build graphical and textual interaction objects and attach some behavior to those objects, which mimics the system's functionality. Once this simulation is built, it can be evaluated and changed rapidly to reflect the results of the evaluation study with various users. High-level programming support HyperTalk was an example of a special-purpose high-level programming language which makes it easy for the designer to program certain features of an interactive system at the expense of other system features like speed of response or space efficiency. HyperTalk and many similar languages allow the programmer to attach functional behavior to the specific interactions that the user will be able to do, such as position and click on the mouse over a button on the screen. Previously, the difficulty of interactive programming was that it was so implementation dependent that the programmer would have to know quite a bit of intimate detail of the hardware system in order to control
  • 4. even the simplest of interactive behavior. These high-level programming languages allow the programmer to abstract away from the hardware specifics and think in terms that are closer to the way the input and output devices are perceived as interaction devices.