3.1.11-1 Prototyping
Table of Contents
1 Prototyping
From the Spec
-Students should:
- understand what prototyping is
- be able to discuss the advantages and disadvantages of using prototyping when developing solutions
- have experience of using prototyping to create solutions to simple problems.
Learn It
- A prototype is an early sample, model, or release of a software product built to test a concept or process or to act as a thing to be replicated or learned from.
- A prototype typically allows a customer to evaluate a product or feature of a proposed software solution, rather than relying on interpretations of designs.
Learn It
- The advantages of prototyping are:
- Evaluating whether or not the developed software matches the specification.
- Help clarify the clients requirements and improve the specification.
- Minimise budget and time overruns due to a mismatch between the client's and designers understanding of the specification.
- Allow the client to test features and offer improvements through feedback.
- Assist in producing a product that more closely matches the client's needs.
Learn It
- The disadvantages of prototyping are:
- As prototyping usually focuses on a small part of the software, the whole project may not be taken into consideration, resulting in a poorly implemented final solution.
- The prototype may be perfect, but is unable to be scaled into a full solution.
- Client's may become confused between the prototype and the final solution, and think that the prototype should accurately model the final software.
- Developers can become attached to a prototype, having spent many hours producing it, and are reluctant to through away their work.
- Prototyping can take excessively long if not conducted properly. Prototyping needs to be rapid to be effective.
- Prototyping can be expensive. Developers need to be properly trained in prototyping tools and practices that they are not familiar with.
Try It
- A client has requested a new computer game to be developed. It will be a multiplayer flight-combat simulator.
- Detail some issues the designer might face if presenting a finished game to the client, that has not been prototyped.
- Discuss what aspects of the game could be prototyped.
- What might be the disadvantages to the developer or client of prototyping these aspects.