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Prototype 3
Prototy
pe 2
Prototyp
e 1
PROTOTYPING3.3.1
THIS PRESENTATION COVERS
• WHAT IS PROTOTYPING?
• TYPES OF PROTOTYPING:
• EVOLUTIONARY
• THROW-AWAY
• GOOD AND BAD POINTS TO PROTOTYPING
INTRODUCTION
• FOR THE MOST PART, THE SYSTEM LIFE CYCLE DOES ALLOW NEW SYSTEMS TO BE CREATED WHICH MEET THE NEEDS OF THE USER.
• HOWEVER, THE TIME IT TAKES TO CREATE A SYSTEM USING THE SYSTEM LIFECYCLE MODEL CAN BE CONSIDERABLY LONGER COMPARED TO SOME OTHER METHODS (SUCH AS PROTOTYPING AND RAD).
• BECAUSE OF THIS PROBLEM, THE SYSTEM LIFE CYCLE CAN SOMETIMES PRODUCE A NEW SYSTEM WHICH NO LONGER MEETS THE NEEDS OF THE CUSTOMER.
PROTOTYPING
• PROTOTYPE DESIGNS OFTEN CONTAIN SOME ELEMENTS OF THE FINAL PRODUCT.
• THE FIRST PROTOTYPE MIGHT INCLUDE SOME OF THE BASIC FUNCTIONS OF THE SYSTEM:
• SIMPLE INPUTS
• SOME DATA PROCESSING
• SOME EXAMPLE OUTPUTS
PROTOTYPING
• A PROTOTYPE MIGHT BE COMPLETELY DIFFERENT TO THE FINAL PRODUCT BUT IT DOES ALLOW END-USERS TO TEST THE SYSTEM AS IT IS BEING BUILT AND PROVIDE FEEDBACK.
• PROTOTYPING ALLOWS THE DESIGNER TO CONFIRM THAT THEY HAVE INTERPRETED THE END-USER’S REQUIREMENTS CORRECTLY AS THEY GO ALONG.
• THERE CAN BE MANY WAYS TO DESCRIBE THE SAME THING WHICH MEANS THAT THE INTERPRETATION OF A DESCRIPTION CAN ALSO BE DIFFERENT.
• PROTOTYPING IS POPULAR BECAUSE THE DESIGNER AND THE END-USER WORK MORE CLOSELY TOGETHER WHEN BUILDING A SYSTEM THUS ALLOWING THEM TO MAKE SURE THEY ARE MAKING THE SAME INTERPRETATIONS.
METHODS OF PROTOTYPING
• THERE ARE TWO METHODS OF PROTOTYPING YOU NEED TO BE AWARE OF:
• EVOLUTIONARY
• THROW-AWAY
EVOLUTIONARY PROTOTYPING
• THIS IS WHERE ONE PROTOTYPE IS CREATED AND EVALUATED BY THE END-USER.
• THE SECOND PROTOTYPE IS CREATED BASED ON THE FEEDBACK FROM THE FIRST PROTOTYPE.
• THE PROTOTYPES KEEP EVOLVING UNTIL A FINAL PRODUCT SOLUTION IS AGREED UPON.
THROW-AWAY PROTOTYPING
• EARLY PROTOTYPES OF PARTS OF THE SYSTEM ARE CREATED.
• THE PROTOTYPES ARE THEN EVALUATED BY THE END USER AND THE FEEDBACK RECEIVED.
• THE PROTOTYPES ARE THEN THROWN AWAY.
• THIS ALLOWS DESIGNERS TO QUICKLY GET FEEDBACK FROM END-USERS TO MAKE SURE THEY HAVE THE RIGHT INTERPRETATION OF THE USER REQUIREMENTS.
• MAKING CHANGES EARLY ON IN A PROJECT IS MORE COST EFFECTIVE AS LESS TIME IS WASTED IN THE LONG RUN.
BENEFITS OF PROTOTYPING
• REDUCED TIME AND COSTS
• IF CHANGES ARE MADE EARLY ON IN THE PROJECT LESS TIME IS WASTED CREATED A MORE DEVELOPED PRODUCT AND THEN HAVING TO CHANGE IT AND DEVELOP IT BACK UP AGAIN.
BENEFITS OF PROTOTYPING
• IMPROVED AND INCREASED USER INVOLVEMENT
• IF END-USERS ARE INVOLVED IN THE DESIGN AND CREATION STAGES OF A PROJECT THE DESIGNERS END UP KNOWING EXACTLY WHAT THE END-USER WANTS OUT OF THE SYSTEM.
• THIS AVOIDS POSSIBLE CONFUSION LATER ON IN THE PROJECT AND ALSO HELPS THE DESIGNER CREATE THE PRODUCT.
• ALSO, BEING IN CONTACT WITH THE CUSTOMER/END-USERS ALLOWS THE PROJECT TO RUN MORE SMOOTHLY AND HOPEFULLY ON TIME.
PROBLEMS WITH PROTOTYPING
• CONFUSION BETWEEN PROTOTYPES AND END PRODUCTS
• END USERS MIGHT THINK THAT A PROJECT IS RUNNING AHEAD OF SCHEDULE WHEN THEY ARE SHOWN A PROTOTYPE.
• A PROTOTYPE CAN BE CREATED IN A DAY BUT CODING ALL THE FUNCTIONS COULD TAKE WEEKS/MONTHS!
• END-USERS MIGHT ALSO LIKE FEATURES IN A PROTOTYPE WHICH WERE ACTUALLY USED FOR EVALUATIVE PURPOSES. WHEN THEY ARE THROWN AWAY THEY MIGHT THINK THEY ARE GETTING LESS OF A PRODUCT!
PROBLEMS WITH PROTOTYPING
• EXCESSIVE DEVELOPMENT TIME OF THE PROTOTYPE
• DESIGNERS SOMETIMES RUN THE RISK OF ADDING TOO MUCH TO A PROTOTYPE. PROTOTYPING IS MEANT TO BE FAST BUT SOMETIMES A DESIGNER MIGHT SPEND TOO MUCH TIME IN THE PROTOTYPE STAGE PERFECTING LITTLE BITS HERE AND THERE. THIS INCREASES COSTS AND DEVELOPMENT TIME.
• IF A REQUIREMENTS ARE VERY CLEAR THEN PROTOTYPING MAY NOT BE NECESSARY. LIKEWISE, IF THE PRODUCT IS A STANDARD DESIGN THEN PROTOTYPING MAY ALSO NOT BE NECESSARY.
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