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unit: 28 computer science, Study Guides, Projects, Research of Computer Science

it covers what all you need in the prototyping unit and this is really so great and amazing work

Typology: Study Guides, Projects, Research

2020/2021

Uploaded on 05/21/2022

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UNIT:28 PROTOTYPING
Mujahed Mukthar
ID:
UKCBC
DUBAI
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UNIT:28 PROTOTYPING

Mujahed Mukthar

ID:

UKCBC DUBAI

Prototype

A prototype is an early model or a sample of the product which is

been created for testing the process or the concept. A prototype

is typically used to examine a new design in order to increase the

accuracy of analysts and system users. It is the stage that occurs

between the formalization and assessment of a concept.

Prototypes are an important aspect of the design process and are

utilized across all art forms. Everybody who uses prototype will

first test their designs before investing in the mass production.

The goal of a prototype is to have a concrete representation of

the answers to problems that have previously been outlined and

discussed by the developers during the concept/idea stage.

Prototypes help the designer to test their concepts by presenting

an early version of the solution in front of real consumers and

receiving input as rapidly as feasible, rather than going through

the full design cycle based on a purported solution.

That was a brief introduction about about the prototypes now we

will see the different types of prototypes.

Different Types of Prototyping RAPID PROTOTYPES Rapid prototyping (RP) uses multiple manufacturing processes to quickly manufacture a real item directly from its CAD model data. This rapid prototype can be used in any stage of the development cycle for any components or sub- components. We can use this prototype how many times we want along the new products design process using the test data to achieve the desire part. Rapid prototyping is a relatively recent work that refers to the process of swiftly building a prototype in order

Disadvantages

  1. This prototype puts the responsibility of creative imagination on the user.
  2. When we do the simple sketch in low-fidelity there should always be a present to guide the tester through the session.
  3. While it is frequently amazing how much functionality can be expressed using even the most basic lo-fi prototypes, there is definitely a limit to the sorts of technical requirements that can be properly mimicked using only paper and pen. HIGH-FIDELITY USER PROTOTYPES This prototype is computer based it means they usually allow realistic user interaction. Hi-Fi prototype this takes you close to the true representation of the user interface, Hi-Fi prototype are so assumed to be more effective in collecting true human performance data and in demonstration actual products to client, management and other. Advantages
  1. It provides or accomplishes a degree of functionality ranging from minimal to comprehensive.
  2. It is extremely interactive
  3. It is very interactive.
  4. It is user-driven.
  5. It also specifies the navigational systems in great detail.
  6. It's employed for research and development. Disadvantages
  7. It takes significantly longer than the others to create the form.
  8. It blinds the user to serious representational faults.
  9. Even though it is flawless, the management sometimes believes it is the genuine one.

HORIZONTAL PROTOTYPES

This prototype is used in the beginning stage of the analysis, They provide a high-level summary of the program, including example screens, menus, buttons, pop-ups, and reports based on current requirements. While the interfaces appear to be interactive, the buttons and features will be powered

. by little or no processing Horizontal prototypes highlight the system's breadth without delving too deeply into specifics. They are useful for comprehending a system's breadth of capabilities and how feature sets will be combined. They may be used to showcase ideas to stakeholders, facilitate requirements conversations, and . obtain buy-in on requirements and design choices Horizontal prototypes illustrate the scale of the system without being overly detailed. It aids in understanding the breadth of abilities inside a system as well as how functional sets are

Evolutionary Prototyping In this prototyping the concept of the system will be developed as the project progresses. At first, we have to develop the most visual aspect of the system. You can even show a portion of your system to the user or customer and with their feedback we can proceed with our development. In a point the user will say its good to go so we can release the final product. If evolutionary prototyping does not give enough control, or if you already know what the system should perform, you can utilize evolutionary delivery or gradual delivery instead.

Advantages

  1. If there is a big issue while developing, they can stop the development after several iteration.
  2. Its really good for artificial intelligence application where it is difficult to frame specifications.

3. This prototype is suitable for research projects

Disadvantages

  1. It Is difficult to monitor the project because it is open-ended project.
  2. The visibility is low compared to the waterfall model.
  3. There is no time frame is set because it is an open-ended project. Throw–Away Prototyping This prototype is a fast and cheap one which is designed to model an feature or idea. This prototype is commonly used in the beginning stage of the design when we have many ideas and what to consider at that time, we use this prototype. This prototype is simple like it’s name suggest once we make the prototype then when we are done with it we can abandon it. The throw-away strategy is appropriate used during the project acquisition stage, when prototypes illustrate the viability of novel concepts and persuade potential sponsors to support the proposed development projects. In this case, available resources are limited, and the ability to communicate the benefits of a new technique with a very low-cost demonstration is critical for starting a new initiative. Advantages
  4. It saves money and time
  5. It can enable early customer engagement
  6. Planners and marketers guarantee that customer needs are achieved
  7. It can promote consistency of user interface design. Disadvantages
  8. It doesn’t regenerate reusable code
  9. There is no clear stop point
  10. Excessive development time of the prototype.

Simplify Testing Requirements

We’ve already stressed the importance of making the end user testing so productive by time investment. The end user is really important for us so we shouldn’t waste their time also. We have to be respectful of their time and we have to keep the project as simple as possible. Sometimes the end user may not know the value of the tester at first place so, we have to explain them once they understood the value it will be much more helpful. We should not require too much from the end user, we have to keep tests within a defined scope and don’t expect them to appreciate our work.

Pros

Keep testing to a certain scope, and don't expect them to learn your job.

Cons

The end user sometimes doesn’t know what their looking at we have to explain them completely

Coach Through the Tests

The main goal or the primary task of the test manager is to diminish any kind of discomfort or unnecessary inconveniences for the end user. We have to take them through the required testing and challenges they might have.

Pros

We have to take them through everything

Cons

If they’re disturbed during the process, they might lose their temper

Building End User Relationship

A good end user tester may be extremely beneficial to a project's success. Treat them as such. Accepting input on topics that may seem insignificant to you but are important to others is a common example. Subject matter specialists will see problems that you might otherwise overlook, which is why you need them.

Pros

Once they are close to us we can ask them to test our upcoming projects also.

Cons

If we didn’t build a relationship with the end user they might be harsh with us

Use Supportive Test Tools

It is almost always necessary to utilize a test management tool. Maintain as little complexity as possible in end-user navigation and interactions. Creating a cheat-sheet of important procedures might be beneficial. It is important to keep end-user interactions with test tools to a minimal. The more they must learn about the tester's function, the less emphasis they will have on becoming the subject matter expert you require. TOOLS AVAILABLE FOR USE IN PROTOTYPING. A prototyping tool allows a designer to weave visuals, interactions and navigational elements together to give a solid representation of how the design will work or behave. It's an indispensable tool in the toolbox of every UI/UX designer. Even if you've never identified the ideal tool for your needs yet, here's a thorough overview of some of the greatest prototype tools used by industry top designers. Figma This is a tool which have everything we can even call this us all in one tool it helps in making accessibility and collaboration easy for UX designers and developers. If you have experience with sketch then you will find the similar feeling in Figma that makes it easy to get started with. Consistency is an important in web design, and we can use Figma to control flexible styles like the appearance of grid, text, colors and other according to the element across a project.

Advantages

  1. Auto layout
  2. Using third party plugins while design

Axure RP This software put all prototyping and wireframing all in one package, it helps the developer to create an interactive prototype for app or website from low to high resolution without coding. Like everything you now have to create images, interaction, and organization, Axure RP also includes a robust documentation tool that makes keeping track of notes, tasks, and other critical materials organized and available to people who need to view it a breeze.

Advantages

  1. Robust prototyping does everything.
  2. Being able to add notes on the design before the review.

Disadvantages

  1. They don’t have a well-handled complex page.
  2. Check-ins often fail due to unnecessary reasons. Proto.io ESPN, Amazon, and PayPal are just a few of the well-known companies that are using Proto.io. Interactive prototypes may be created without having to enter a single line of code thanks to a diverse set of components and tools. Proto.io provides a range of drag-and-drop UI web components, templates, icon libraries, and audio and video integrations within its web-based editor. You may also bring in any work you've done in Photoshop or Sketch on your own.

Advantages

  1. It was also recommended by our instructor and is a terrific tool for designing prototypes quickly and easily.
  2. One of the things I enjoy best about this program is that it is user- friendly for beginners.
  3. Overall, proto.io has been an excellent tool for creating prototypes. It is simple and efficient to use, and it includes everything you need to create outstanding prototypes.

Disadvantages

  1. For beginners, the interface is rather challenging. Forces itself to be used: Proto-io is designed in such a way that it discourages users from using other apps.
  2. It relies on data import from local files as a web-based utility. That import functionality is problematic and unstable, resulting in occasionally botched up imports. The Impact of Common Prototyping Methodology Within the Software Development Lifecycle

Introduction

Software development life cycle or SDLC it’s a set of steps which are used to make software application. The application of established business procedures to the development of software applications is referred to as the Software Development Life Cycle. It's usually broken down into six to eight phases. Now currently we are looking at six main types of SDLC which are Iterative, incremental, V-shaped, waterfall, software prototyping and agile development. In my project we will use software prototyping method. There are several different methods for prototype creation based on a set of steps we will six steps from that which are: Planning, requirement and gathering, objective and function, prototype, testing and production.

Methodology of prototype

Step 1: Planning Planning is the initiation stage for software development life cycle this is where it all begins. These involves analyzing labor and equipment expenses, setting a timeline with specific targets, and organizing the development's teams and leadership structure. Stakeholder comments can also be included in planning.

final emphasis is complete and the product is ready to shown to the world and this is the end of this prototyping methodology. Advantages and Disadvantages of prototyping methodology Advantages There are lots of advantages for prototyping, we will go one by one. Firstly, we have the flexible model which is designed in the earlier stage by the needs of customers or stakeholders, it prevents us from unnecessary functions or features. Then we have customer satisfaction where it is easy to ensure a great level of success by high quality testing by the end users and by doing all the debugging and client’s fulfilment. There are lots of advantages like it’s really easy to detect errors, its perfect for online systems, new requirements can easily be accommodated, it helps the user and developer to understand the system better. Disadvantages There are not a lot of disadvantages about this but I will say two disadvantages of it. Firstly, when we show our prototype to our stakeholder or customer once they like it, they will demand the actual product to deliver soon so, there will be lot of pressure on us. Secondly, it consumes lot of time and resources. Actually, it takes really longer to develop software through prototyping than without using it. Conclusion The benefits of employing prototyping far exceed the drawbacks. As a result, it is strongly discouraged to proceed with software development without first employing prototyping approach, as the end product is considerably more polished when it has been thoroughly prototyped.

END-USER The phrase "end user" refers to a customer of a commodity or service, who frequently possesses some natural know-how that is unique to consumers. In a literal sense, the phrase end user distinguishes the person who buys and utilizes the products or service from others who are engaged in the phases of its design, development, and manufacturing. END-USER Classifications End users are persons whose occupations allow them to explore, update, and generate reports from a database. They are the primary users of the database. End-users are classified into the following categories:

Naive Users

These users have a limited understanding of IT and have no idea what is going on inside the program or software that we developed. To be able to use diverse software, this user uses a developer interface.

building, and documenting software system artifacts, as well as business modeling and other non-software systems. The UML is a set of best engineering practices for modeling big and complex systems that have shown to be successful. Behavior modelling techniques Companies utilize behavioral modeling to better understand and anticipate the activities of their customers. Behavioral modeling is a method of forecasting future behavior based on available consumer and company expenditure data. Financial organizations use behavioral modeling to determine the risk of giving cash to an individual or business, and marketing businesses use it to target advertising. There are different types of techniques Ill mention them below.

sequence diagram

A sequence diagram is a sort of interaction diagram that shows how a set of items interacts and in what order. Software engineers and business experts use these diagrams to understand the requirements for a new system or to describe an existing process. Event diagrams and event scenarios are other names for sequence diagrams.

State Diagram

A state diagram is a diagram that depicts the state of a system or a component of a system at a specific point in time. It's a behavioral diagram with limited state transitions to illustrate the activity. State diagrams are often called state machines or state-chart diagrams. These words are frequently interchanged. Simply put, a state diagram is a representation of a class's dynamic behavior in reaction to time and changing external stimuli. We can claim that every class has a state, but we don't use State diagrams to depict every class. We like to model states in groups of three or more.