Professional Documents
Culture Documents
Iterative Design and Prototyping
Iterative Design and Prototyping
Iterative Design and Prototyping
prototyping
Iterative design and prototyping
• Requirements of the iterative segments
cannot be specified from the beginning.
• throw-away
• incremental
• evolutionary
THROW AWAY
• The prototype is built and tested.
• The experience gained is taken to built original
system.
• Actual prototype is discarded.
INCREMENTAL
• Final product is built as a separate component.
• Final system is partitioned into independent
components.
• Final component is released as a series of
product.
EVOLUTIONARY
• Prototype is not discarded it serves as basic
for the next iteration of design.
• Actual system evolves from the limited initial
version to its final release.
Cont…
• Management issues
–time
–planning
–non-functional features
–contracts
TIME
• Building prototype takes time.
• Value of prototyping is appreciated only if it was Fast.
• At the same time it should not produce erroneous
results.
Planning
• Most project managers do not have the experience
necessary for adequately planning and costing a
design process which involves prototyping.
NON-FUNCTIONAL FEATURES
CONTRACTS
• Two examples:
– Issue-based information system (IBIS)
– Design space analysis
Issue-based information system
(IBIS)
• Basis for much of design rationale research
• process-oriented
• Main elements:
issues
– hierarchical structure with one ‘root’ issue
positions
– potential resolutions of an issue
arguments
– modify the relationship between positions and issues
Sub-issue generalizes
questions
Sub-issue
Sub-issue
Design space analysis
• structure-oriented
• QOC – hierarchical structure:
questions (and sub-questions)
– represent major issues of a design
options
– provide alternative solutions to the question
criteria
– the means to assess the options in order to make a choice
option
Criterion
Question option
Option Criterion
option Criterion
Consequent
Psychological design rationale
• To support task-artefact cycle in which user tasks are
affected by the systems they use
• aims to make explicit consequences of design for users
• designers identify tasks system will support
• scenarios are suggested to test task
• users are observed on system
• psychological claims of system made explicit
• negative aspects of design can be used to improve next
iteration of design
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