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Prototyping - Presentations All Types of Prototyping, Usages Description, Advantages, Disadvantages
Prototyping - Presentations All Types of Prototyping, Usages Description, Advantages, Disadvantages
prototype is like a model or a simulation of a real thing. In systems analysis a prototype is a model of the system (or subsystem) under analysis . A system can be anything from the food ordering system at a restaurant to the air traffic control system of a major airport. Prototypes of these systems can take many forms. They can be paper-based or computer-based. They can model the entire system with real data or just a few screens with sample data. Prototyping is the process of developing prototypes . It is a methodology in its own right and a technique and supplemental methodology to other methodologies.
throw away
evolutionary
Prototyping
incremental
extreme prototyping
Throwaway/Rapid Prototyping: Throwaway prototyping is also called as rapid or close ended prototyping. This type of prototyping uses very little efforts with minimum requirement analysis to build a prototype. Once the actual requirements are understood, the prototype is discarded and the actual system is developed with a much clear understanding of user requirements.
Evolutionary Prototyping: Evolutionary prototyping also called as breadboard prototyping is based on building actual functional prototypes with minimal functionality in the beginning. The prototype developed forms the heart of the future prototypes on top of which the entire system is built. Using evolutionary prototyping only well understood requirements are included in the prototype and the requirements are added as and when they are understood. Incremental Prototyping: Incremental prototyping refers to building multiple functional prototypes of the various sub systems and then integrating all the available prototypes to form a complete system.
Extreme Prototyping : Extreme prototyping is used in the web development domain. It consists of three sequential phases. First, a basic prototype with all the existing pages is presented in the html format. Then the data processing is simulated using a prototype services layer. Finally the services are implemented and integrated to the final prototype. This process is called Extreme Prototyping used to draw attention to the second phase of the process, where a fully functional UI is developed with very little regard to the actual services.
Another way that prototypes are classified is by the fidelity of the prototype, or the degree to which the prototype represents the appearance and interaction of the system. A low-fidelity prototype is one that is quickly constructed to depict concepts, design alternatives, and screen layouts. Medium-fidelity prototypes partially simulate the system interaction and functionality. High-fidelity prototypes are fully interactive, simulating much of the functionality in the final product.
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Medium
High
Paper based sketches: After producing initial sketches the best ideas can be further developed by constructing cardboard representations of the design, which can be evaluated with users. This can then be followed by developing scenarios, software or video prototypes. Paper based story boards: Storyboard is a graphical depiction of the outward appearance of the intended system without accompanying system functionality. Storyboard provides snapshots of the interface at particular points in the interaction so that the users can determine quickly if the design is heading in the right direction.
Pictive: stands for Plastic Interface for Collaborative Technology Initiatives through Video Exploration. methodology of participatory design.( design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process in order to help ensure the product designed meets their needs and is usable.
PICTIVE insures that users have early exposure to the target implementation technology
Computer-based simulation Medium-fidelity prototypes simulate or animate some but not all features of the intended system. There are three approaches to limit prototype functionality
Vertical prototyping : Vertical prototyping cuts down on the number of features, so that the result is a narrow system that includes in-depth functionality, buy only for a few selected features. Horizontal prototyping :Horizontal prototyping reduces the level of functionality so that the result is a surface layer that includes the entire user interface to a full-featured system without underlying functionality. Horizontal prototypes allow users to feel the entire interface, even though they can not perform any real tasks. The main advantages of horizontal prototypes are that they can be implemented fast with the use of prototyping and screen design tools, and they can be used to assess the interface as a whole.
Scenario
:Scenario reduces both the number of features and the level of functionality. It can simulate the user interface as long as the user follows a previously planned path, i.e., a user can use a specific set of computer facilities to achieve a specific outcome under specified circumstances.
scenario
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vertical
Risk of insufficient requirement analysis owing to too much dependency on prototype Users may get confused in the prototypes and actual systems. Practically, this methodology may increase the complexity of the system as scope of the system may expand beyond original plans. Developers may try to reuse the existing prototypes to build the actual system, even when its not technically feasible The effort invested in building prototypes may be too much if not monitored properly
Identify
known requirements. Develop working model. User prototype. Review prototype. Repeat as needed
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