Alternative Development Methods: Systems Analysis and Design Kendall & Kendall Sixth Edition
Alternative Development Methods: Systems Analysis and Design Kendall & Kendall Sixth Edition
Prototyping
Prototyping is an information-gathering technique. Prototypes are useful in seeking user reactions, suggestions, innovations, and revision plans. Prototyping may be used as an alternative to the systems development life cycle.
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Patched-up prototype. Nonoperational scale model. First-of-a-series. Prototype that contains only some of the essential system features.
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Patched-up Prototype
This is a working model with all the features but is inefficient. Users can interact with the system. Storage and retrieval of data may be inefficient. May contain only basic features.
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A nonoperational scale mode is one that is not operational, except for certain features to be tested Prototype input and output
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First-of-a-Series Prototype
Pilot system is created. Prototype is an operation model. Useful when many installations of the same information system are planned. An example is a system to be installed in one location, tested and modified as necessary, and later implemented in other locations.
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An operational model includes some, but not all, of the final system features. With the acceptance of these features, later essential features are added. Some menu items are available. System is built in modules. These are part of the actual system.
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Extended time required to go through the development life cycle. User requirements change over time. Prototyping may be used as an alternative.
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Work in manageable modules. Build the prototype rapidly. Modify the prototype in successive iterations. Stress the user interface.
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Prototype Disadvantages
Managing the prototyping process is difficult because of its rapid, iterative nature. Incomplete prototypes may be regarded as complete systems.
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Prototype Advantages
Potential for changing the system early in its development Opportunity to stop development on an unworkable system Possibility of developing a system that closely addresses users needs and expectations
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The users role is honest involvement. Three ways the user is involved:
Experimenting with the prototype. Giving open reactions to the prototype. Suggesting additions to and/or deletions from the prototype.
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RAD Phases
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RAD Phases
Insert Figure 8.7 here NOTE: Confirm with author which figure should be inserted!
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Users and analysts meet to identify objectives of the application or system Oriented toward solving business problems
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Design and refine phase. Use group decision support systems to help users agree on designs. Programmers and analysts can build and show visual representations of the designs and workflow to users. Users respond to actual working prototypes. Analysts refine designed modules based on user responses.
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Implementation Phase
As the systems are built and refined, the new systems or partial systems are tested and introduced to the organization. When creating new systems, there is no need to run old systems in parallel.
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RAD tools are used to generate screens and exhibit the overall flow of the application. Users approve the design and sign off on the visual model. Implementation is less stressful because users helped to design the business aspects of the system.
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The team includes programmers and analysts who are experienced with it. There are pressing reasons for speeding up application development. The project involves a novel ecommerce application and needs quick results. Users are sophisticated and highly engaged with the goals of the company.
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Disadvantages of RAD
May try and hurry the project too much Loosely documented
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Five XP Principles
The five XP principles are:
Providing rapid feedback. Assuming simplicity. Changing incrementally. Embracing change. Encouraging quality work.
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Five XP Principles
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Short releases, work with the most important features first. Having a 40-hour work week. Having an onsite customer. Pair programming with another programmer.
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XP Relationships
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XP Development Process
The phases of the XP development process are:
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XP Stories
XP stories are a spoken interaction between developers and users. It is not written communication. The goal is prevention of misunderstanding or misinterpretations of user requirements.
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XP Lessons
The six lessons that can be drawn from the XP development approach are:
Short releases allow the system to evolve. Pair programming enhances overall quality. Onsite customers are mutually beneficial to the business and the XP team.
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XP Lessons
The six lessons that can be drawn from the XP development approach (continued) The 40-hour work week improves worker effectiveness. Balanced resources and activities support project goals. XP values are crucial to success.
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XP Lessons
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Agile Modeling
Agile modeling is similar to XP. In addition to the values of communication, simplicity feedback and courage, has a fifth value of humility.
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Listen to user stories. Draw a logical workflow model. Create new user stories based on the workflow. Develop some prototypes. Use feedback from the prototypes and logical workflow to create physical model.
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Scrum
Scrum is an Agile approach that has an emphasis on teamwork. Team success is of primary importance. Individual success is secondary. The team works within a strict time frame. The project leader has some but not much influence on detail.
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