2. • Identify the software prototyping
• Advantages of prototyping
• Types of prototyping
• Prototyping objectives
• Approaches to prototyping
• The Software Prototyping Process
• Guidelines for Prototyping
3. • Development of a preliminary version of a software
system in order to allow certain aspects of that
system to be investigated.
• It is an opportunity for the manufacturer to get an
idea of what the final product will look like before
additional resources are put into finalizing the
product.
• It’s best where not all of the project requirements
are known in detail ahead of time or areas where
user interface may be tricky.
4. evaluate the product
ensure it's doing what it's intended
determine if improvements need to be made
• reduced time and costs
• Improved and increased user involvement
By giving the software publisher the
opportunity to
• prevents many misunderstandings and miscommunications that
occur when each side believe the other understands what they
said.
5. Evolutionary Prototyping
Exploratory development where the
objective of the process is to work with
the customer to explore their
requirements and deliver a final
system. The development starts with
the parts of the system that are
understood. The system evolves by
adding new features proposed by the
customer.
Throwaway Prototyping
is where the objective of the
evolutionary development process is to
understand the customer's
requirements and hence develop a
better requirements definition for the
system. The prototype concentrates on
experimenting with the customer
requirements that are poorly
understood
6. The objective of evolutionary prototyping is to deliver
a working system to end-users
The development starts with those requirements
which are best understood.
The objective of throw-away prototyping is to validate
or derive the system requirements
The prototyping process starts with those
requirements which are poorly understood
7.
8. • Identify initial requirements
In this step, the software publisher decides what the software
will be able to do. The publisher considers who the user will
likely be and what the user will want from the product, then the
publisher sends the project and specifications to a software
designer or developer
• Develop initial prototype
In step two, the developer will consider the requirements as
proposed by the publisher and begin to put together a model of
what the finished product might look like.an initial prototype
may be simple as a drawing on a whiteboard, or it may consist of
sticky notes on a wall, or it may be a more elaborate working
model.
9. • Review
once the prototype is developed, the publisher has a chance to
see what the product might look like and provide feedback on
potential additions or changes; how the developer has
envisioned the publisher specification examine the prototype.in
more advanced prototypes, the end consumer may have an
opportunity to try out the product and offer suggestions for
improvement .
• Revise and enhance the prototype
Using the feedback both the specifications and the prototype
can be improved. Negotiation about what is within the scope of
the contract/product may be necessary. If changes are
introduced then a repeat of steps #3 and #4 may be needed.
10. • CASE tools
• Application generators
• Report generators
• Screen generators
• Fourth-generation language (4GL)
• Fourth-generation environment
11. • Just start building
Design thinking has a bias towards action: that means if you have any
uncertainties about you are trying to achieve, your best bet is to just make
something. Creating a prototype will help you to think about your idea in a
concrete manner, and potentially allow you to gain insights into ways you can
improve your idea.
• Don’t spend too much time
Prototyping is all about speed; the longer you spend building your prototype, the
more emotionally attached you can get with your idea, thus hampering your
ability to objectively judge its merits.
12. • Remember what you’re testing for
All prototypes should have a central testing issue. Do not lose sight of that issue,
but at the same time, do not get so bound to it so as to lose sight of other lessons
you could learn from.
• Build with the user in mind
Test the prototype against your expected user behaviors and user needs. Then,
learn from the gaps in expectations and realities, and improve your ideas.