Tuesday, October 29, 2019
The Logic behind creating Software Prototypes from a usability point Research Paper
The Logic behind creating Software Prototypes from a usability point of view, and how they support Human centered Design - Research Paper Example Automobile manufacturers, architects, and sculptors develop models: circuit developers make ââ¬Å"bread-boardsâ⬠, aircraft designers test prototypes; artists usually experiment with working sketches. B. Identify key terms (software development cycle, prototyping, piloting, usability, human centered design, etc.) Software development life cycle (abbreviated as SDLC); prototyping; usability; piloting; and human centered design are the key terms that will be used and mentioned a lot in this paper (Source 1). Of course there are other terms that will be used but they are not as important as the abovementioned. C. Discuss types of prototyping used There are 4 types of prototyping, but only 2 are predominant and commonly used. They include the following: a) Throwaway Prototyping Also known as rapid or close-ended prototyping and refers to the development of a model that will be finally be discarded rather than forming a part of the eventual delivered software. After accomplishing pre liminary requirements collection, a simple functioning model of the system is built to visually demonstrate to users what their requirements may be when they are implemented into a complete system. Throwaway prototyping involves the creation of working models of different parts of a system at an extremely early stage, after a seemingly short investigation. The method employed in constructing it is normally quite informal, the most critical factor being the pace at which the model is released (Source 2). The model then becomes the foundation from which users can re-evaluate their expectations and clarify their needs. When this has been realized, the prototype model is discarded (disposed of; thrown away) and the system is officially developed based on the highlighted requirements. The most common reason for using this type of prototyping is that it can be executed quickly. If users can receive prompt feedback on their needs, they can be able to refine them in the early stages of soft ware development (SDLC). Making alterations early in the SDLC is very cost-effective because there is nothing to redo at that point. If a project is altered after much work has been done then small alterations may require significant efforts to implement since software systems come with numerous dependencies. Speed is important in implementing throwaway prototypes, since with a small budget of money and time little can be spent on a prototype that will be abandoned (Source 3). Another positive of rapid prototyping is its ability to build interfaces that users are able to test. User interfaces are often seen by users as the system, and because they see it in front of them, it is much easier to understand how the system will function. It is asserted that revolutionary throwaway prototyping is a more effective way in which to manage user requirements-related issues, and hence a greater improvement to software productivity in general. Requirements can be identified, piloted, and tested far much faster and cheaply when issues concerning software structure, maintainability, and evolvability are overlooked (Source 1). This, in turn, aids in the accurate identification of requirements, and the subsequent development of a valid and functional system from the perspective of the user via normal software developm
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