Wednesday, March 23, 2011

PROTOTYPING


http://software-document.blogspot.com/2011/03/prototype-advantages-and-rapid.html


 PROTOTYPE is an easily modified and extensible model (representation, simulation
or demonstration) of a planned software system, likely including its

interface and input/output functionality.



CHARACTERISTICS OF A PROTOTYPE
  1. TYPES OF PROTOTYPE
    1. LOW-FIDELITY versus HIGH-FIDELITY
      1. LOW-FIDELITY
        A set of drawings (e.g., storyboard) that provide a static,
        non-computerized, non-working mock-up of user interface for
        the planned system
      2. HIGH-FIDELITY
        A set of screens that provide a dynamic, computerized,
        working model of the planned system
    2. EXPLORATORY versus EXPERIMENTAL versus OPERATIONAL
      1. EXPLORATORY
        A throw-away prototype used to clarify project goals, to
        identify requirements, to examine alternative designs, or to
        investigate a large and complex system
      2. EXPERIMENTAL
        A prototype used to validate system specifications
      3. OPERATIONAL
        An iterative prototype that is progressively refined until
        it becomes the final system
    3. HORIZONTAL versus VERTICAL
      1. HORIZONTAL
        A prototype that models many features but with little detail
        • a horizontal slice of a system's structure chart from the
          top down to a specific depth
        • most useful in the early stages of design
        • purpose is to test the overall interaction metaphor, so
          includes common functions that the user is expected to
          perform frequently
      2. VERTICAL
        A prototype that models few features but with much detail
        • a vertical slice of a system's structure chart from top
          to bottom
        • most useful in the later stages of design
        • purpose is to test details of the design
      3. DIAGONAL
        A prototype that is horizontal down to a particular level,
        then vertical below that point
    4. GLOBAL versus LOCAL
      1. GLOBAL
        A prototype of the entire system
        • an expanded horizontal prototype that models a greater
          number of features and covers multiple levels of the
          system's structure chart
        • useful throughout the design process
      2. LOCAL
        A prototype of a single usability-critical system component
        • a vertical prototype that is focused on one feature
        • useful at some specific stage of the design process
Advantages of Prototyping :






Reduces development time.

Reduces development costs.

Requires user involvement.

Developers receive quantifiable user feedback.

Facilitates system implementation since users know what to expect.

Results in higher user satisfaction.

Exposes developers to potential future system enhancements.


 Disadvantages of Prototyping :

 

Can lead to insufficient analysis.
 
Users expect the performance of the ultimate system to be the same as the prototype.




Developers can become too attached to their prototypes

Can cause systems to be left unfinished and/or implemented before they are ready.

Sometimes leads to incomplete documentation.
 
If sophisticated software prototypes (4th GL or CASE Tools) are employed, the time saving benefit of prototyping can be lost.

JUST FOR SHARE ===

Hands-On With Transparent Display of the Future




Citation :

1. http://csweb.cs.bgsu.edu/maner/domains/Proto.htm
2. http://www.umsl.edu/~sauterv/analysis/prototyping/proto.html

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