72,361 research outputs found
Comparison Of Waterfall And Prototyping Models In Research And Development (R&D) Methods For Android-Based Learning Application Design
Design of learning applications that use Development Methods (Research and Development/R&D) using a commonly used system development methodology, namely SDLC (System Development Life Cycle). Several stages of SDLC consist of planning, analysis, design, implementation to system maintenance. The SDLC concept is the basis of various types of software development models to form a framework in planning and controlling information systems. The SDLC model that is often used in research and development (R&D) research for the development of Android -based learning applications is a waterfall and prototyping model. The comparison of the two models states that the waterfall model is more suitable for a system or software that is generic or in the form of software that can provide services to the buyer. While prototyping is more suitable for customize systems or software, meaning software made based on demand and needs (even certain situations and conditions). In accordance with the analysis obtained, the two methods have the advantages and disadvantages of each, so that the developer can choose which method is more suitable for the development of the software
Initial thoughts on rapid prototyping techniques
This paper sets some context, raises issues, and provides our initial thinking on the characteristics of effective rapid prototyping techniques.After discussing the role rapid prototyping techniques can play in the software lifecycle, the paper looks at possible technical approaches including: heavily parameterized models, reusable software, rapid prototyping languages, prefabrication techniques for system generation, and reconfigurable test harnesses.The paper concludes that a multi-faceted approach to rapid prototyping techniques is needed if we are to address a broad range of applications successfully -- no single technical approach suffices for all potentially desirable applications
Using Counts as Heuristics for the Analysis of Static Models
The upstream activities of software development are often viewed as both the most
important, in terms of cost, and the yet the least understood, and most problematic, particularly in terms of satisfying customer requirements. Business process modelling is
one solution that is being increasingly used in conjunction with traditional software
development, often feeding in to requirements and analysis activities. In addition,
research in Systems Engineering for Business Process Change, highlights the importance
of modelling business processes in evolving and maintaining the legacy systems that
support those processes. However, the major use of business process modelling, is to
attempt to restructure the business process, in order to improve some given aspect, e.g.,
cost or time. This restructuring may be seen either as separate activity or as a pre-cursor
to the development of systems to support the new or improved process. Hence, the
analysis of these business models is vital to the improvement of the process, and as a
consequence to the development of supporting software systems. Supporting this analysis
is the focus of this paper.
Business processes are typically described with static (diagrammatic) models. This paper
proposes the use of measures (counts) to aid analysis and comparison of these static
process descriptions. The proposition is illustrated by showing how measures can be
applied to a commonly used process-modelling notation, Role Activity Diagrams (RADs).
Heuristics for RADs are described and measures suggested which support those
heuristics. An example process is used to show how a coupling measure can be used to
highlight features in RADs useful to the process modeller.
To fully illustrate the proposition the paper describes and applies a framework for the
theoretical validation of the coupling measure. An empirical evaluation follows. This is
illustrated by two case studies; the first based on the bidding process of a large
telecommunications systems supplier, and the second a study of ten prototyping processes
across a number of organisations.
These studies found that roles of the same type exhibited similar levels of coupling across
processes. Where roles did not adhere to tentative threshold values, further investigation
revealed unusual circumstances or hidden behaviour. Notably, study of the prototyping
roles, which exhibited the greatest variation in coupling, found that coupling was highly
correlated with the size of the development team. This suggests that prototyping in large
projects had a different process to that for small projects, using more mechanisms for
communication. Hence, the empirical studies support the view that counts (measures)
may be useful in the analysis of static process models
Real time integration of user preferences into virtual prototypes
Within new product development (NPD), both virtual prototypes and physical prototypes play important roles in creating, testing and modifying designs. However, in the current design process, these two forms of prototyping methods are normally used independently and converted from one to the other during different design phases. This conversion process is time consuming and expensive and also introduces potential information loss/corruption problems. If the design process requires many iterations, it may simply be impractical to generate all the conversions that are theoretically required. Therefore, the integration of virtual and physical prototyping may offer a possible solution where the design definition is maintained simultaneously in both the virtual and physical environment. The overall aim of this research was to develop an interface or a tool that achieves real time integration of physical and virtual prototyping. “Real time integration” here means changes to the virtual prototypes will reflect any changes that have been made contemporaneously to the physical prototypes, and vice versa. Thus, conversion of the prototype from physical to virtual (or vice versa) will be achieved immediately, hence saving time and cost.
A review of the literature was undertaken to determine what previous research has been conducted in this area. The result of the review shows the research in this area is still in its infancy. The research hypothesis was developed through the use of a questionnaire survey. Totally 102 questionnaires were sent to designers, design directors or design managers to address the issue: will industrial designers want to make use of real time integration and if so, how? The outcome from the literature review drove further development of the research hypothesis and an initial pilot experiment to test this. The pilot trial was designed to address the research questions:
• Can real time physical and virtual prototyping integration be conveniently demonstrated?
• Will designers and users be comfortable using the integration method?
• Will users recognise the benefits of the integration?
The results showed that real time integration between physical and virtual prototyping is necessary in helping designers develop new products and for getting users more closely involved. The future research suggested is that more investigations and experiments are needed to explore a proper method that simultaneously employing these two types of prototyping in product development process.
Keywords:
Physical Prototyping; Virtual Prototyping; Integration; Real Time.</p
What influences the speed of prototyping? An empirical investigation of twenty software startups
It is essential for startups to quickly experiment business ideas by building
tangible prototypes and collecting user feedback on them. As prototyping is an
inevitable part of learning for early stage software startups, how fast
startups can learn depends on how fast they can prototype. Despite of the
importance, there is a lack of research about prototyping in software startups.
In this study, we aimed at understanding what are factors influencing different
types of prototyping activities. We conducted a multiple case study on twenty
European software startups. The results are two folds, firstly we propose a
prototype-centric learning model in early stage software startups. Secondly, we
identify factors occur as barriers but also facilitators for prototyping in
early stage software startups. The factors are grouped into (1) artifacts, (2)
team competence, (3) collaboration, (4) customer and (5) process dimensions. To
speed up a startups progress at the early stage, it is important to incorporate
the learning objective into a well-defined collaborative approach of
prototypingComment: This is the author's version of the work. Copyright owner's version
can be accessed at doi.org/10.1007/978-3-319-57633-6_2, XP2017, Cologne,
German
Object-oriented modelling with unified modelling language 2.0 for simple software application based on agile methodology
Unified modelling language (UML) 2.0 introduced in 2002 has been developing
and influencing object-oriented software engineering and has become a standard
and reference for information system analysis and design modelling. There are
many concepts and theories to model the information system or software
application with UML 2.0, which can make ambiguities and inconsistencies for a
novice to learn to how to model the system with UML especially with UML 2.0.
This article will discuss how to model the simple software application by using
some of the diagrams of UML 2.0 and not by using the whole diagrams as
suggested by agile methodology. Agile methodology is considered as convenient
for novices because it can deliver the information technology environment to
the end-user quickly and adaptively with minimal documentation. It also has the
ability to deliver best performance software application according to the
customer's needs. Agile methodology will make simple model with simple
documentation, simple team and simple tools.Comment: 15 pages, 30 figure
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Prototyping a process-centered environment
This paper describes an experimental system developed and used as a vehicle for prototyping the Arcadia-1 software development environment. Prototyping is viewed as a knowledge acquisition process and is used to reduce risks in software development by gaining rapid feedback about the suitability of a production system before the system is completed. Prototyping a software development environment is particularly important due to the lack of experience with them. There is an acute need to acquire knowledge about user interaction requirements for software environments. These needs are especially important for the Arcadia project, as it is one of the first attempts to construct a process-centered environment. Our prototyping effort addresses questions about effective interaction with a process-centered environment by simulating how Arcadia-1 would interact with users in a representative range of usage scenarios. We built a prototyping system, called PRODUCER, and used it to generate a variety of prototypes simulating user interactions with Arcadia-1 process programs.Experience with PRODUCER indicates that our approach is effective at risk reduction. The prototypes greatly improved communication with our customer. They confirmed some of our design decisions but also redirected our research efforts as a result of unexpected insight. We also found that prototyping usage scenarios provides conceptual guides and design information for process programmers. Most of the benefits of our prototyping effort derive from developing and interacting with usage scenarios, so our approach is generalizable to other prototyping systems. This paper reports on our prototyping approach and our experience in prototyping a process-centered environment
A method to Formalise the Rapid Prototyping Process
Facing the increasing complexity of the product design area, (reduction of cycle times, introduction of simultaneous engineering, introduction of digital mock-up, ... ) a research department which wants to define a rapid prototyping process is confronted to the problem of the tools’ choice. Therefore, we will propose in this article, a method allowing to conceive such a process. In a first chapter, we present the rapid prototyping area in the product design environment, in a second chapter we will propose our method illustrated by an industrial case
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The effect of prototyping material on verbal and non-verbal behaviours in collaborative design tasks
This paper reports a study of 23 controlled experiments, with a total of 99 individual tasks, between pairs of designers collaborating to solve a simple design task using four different types of prototyping media. The aim of the study was to correlate verbal and non-verbal behaviours across different types of media with a range of measurement indicators. Using innovative movement trail images we show how collaborative sketching activity results in attenuated use of interpersonal collaborative space when compared with cardboard, clay, and Lego, which provoked intensive collaboration. Furthermore, the sketching (control) condition resulted in pre-conceived ideas being executed when compared with the three-dimensional media, where ideas emerged through collaboration. This finding suggests that increased creativity in design can result through the careful choice of prototyping media at the beginning of the design process
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