Tietojärjestelmien peruskurssi Systeemisuunnittelu ja prototyyppimenetelmä Malin Brännback.

Slides:



Advertisements
Similar presentations
Sharif University of Technology Session # 2.  Contents  Structured analysis and design  Information system development  Systems Analysis and Design.
Advertisements

The System and Software Development Process Instructor: Dr. Hany H. Ammar Dept. of Computer Science and Electrical Engineering, WVU.
Systems Analysis, Prototyping and Iteration Systems Analysis.
Ch 3: Unified Process CSCI 4320: Software Engineering.
The design process IACT 403 IACT 931 CSCI 324 Human Computer Interface Lecturer:Gene Awyzio Room:3.117 Phone:
What is Software Design?. Systems Development Life- Cycle Planning Analysis Design Implementation Design.
Systems Analysis and Design II
The software process A software process is a set of activities and associated results which lead to the production of a software product. This may involve.
Software Process Models
Object-Oriented Analysis and Design
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Process Models.
From Inception to Elaboration Chapter 8 Applying UML and Patterns -Craig Larman.
COMP 350: Object Oriented Analysis and Design Lecture 2
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
NJIT Inception is not the Requirements Phase Chapter 4 Applying UML and Patterns Craig Larman.
Introduction to Systems Analysis and Design
CMSC 345, Version 1/03 An Overview of Software Processes Reference: Software Engineering, by Ian Sommerville, 6 th edition, Chapter 3.
CHAPTER 19 Building Software.
Software Life Cycle Model
Introduction to Computer Technology
The design process z Software engineering and the design process for interactive systems z Standards and guidelines as design rules z Usability engineering.
Introduction to Interactive Media 02. The Interactive Media Development Process.
S/W Project Management Software Process Models. Objectives To understand  Software process and process models, including the main characteristics of.
Introduction to RUP Spring Sharif Univ. of Tech.2 Outlines What is RUP? RUP Phases –Inception –Elaboration –Construction –Transition.
Petter Nielsen Information Systems/IFI/UiO 1 Software Prototyping.
Transaction Processing Systems and System Development Life Cycle
ITEC224 Database Programming
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
CS 360 Lecture 3.  The software process is a structured set of activities required to develop a software system.  Fundamental Assumption:  Good software.
Software Processes lecture 8. Topics covered Software process models Process iteration Process activities The Rational Unified Process Computer-aided.
©Ian Sommerville 2004Software Engineering, 7th edition. Chapter 4 Slide 1 Software Processes.
Software Engineering Management Lecture 1 The Software Process.
HCI in Software Process Material from Authors of Human Computer Interaction Alan Dix, et al.
Software Life Cycle Models. Waterfall Model  The Waterfall Model is the earliest method of structured system development.  The original waterfall model.
Project Life Cycles.
Methodologies. Contents Waterfall Model Evolutionary Models Incremental Development.
Systems Life Cycle A2 Module Heathcote Ch.38.
Review of Software Process Models Review Class 1 Software Process Models CEN 4021 Class 2 – 01/12.
The System and Software Development Process Instructor: Dr. Hany H. Ammar Dept. of Computer Science and Electrical Engineering, WVU.
CS 5150 Software Engineering Lecture 3 Software Processes 2.
Ihr Logo Chapter 6 Decision Support System Development Turban, Aronson, and Liang Decision Support Systems and Intelligent Systems, Seventh Edition.
Topics Covered Phase 1: Preliminary investigation Phase 1: Preliminary investigation Phase 2: Feasibility Study Phase 2: Feasibility Study Phase 3: System.
An Introduction to Software Engineering
1 Human Computer Interaction Week 7 Prototyping. 2 Introduction Prototyping is a design technique where users can be involved in testing design ideas.
Inception Chapter 4 Applying UML and Patterns -Craig Larman.
SOFTWARE ENGINEERING MCS-2 LECTURE # 4. PROTOTYPING PROCESS MODEL  A prototype is an early sample, model or release of a product built to test a concept.
Chapter 6 CASE Tools Software Engineering Chapter 6-- CASE TOOLS
Systems Development Life Cycle
Connecting with Computer Science2 Objectives Learn how software engineering is used to create applications Learn some of the different software engineering.
Click to add text Systems Analysis, Prototyping and Iteration.
© 2005 Prentice Hall, Decision Support Systems and Intelligent Systems, 7th Edition, Turban, Aronson, and Liang 6-1 Chapter 6 Decision Support System Development.
©Ian Sommerville 2006Software Engineering, 8th edition. Chapter 4 Slide 1 Software Processes.
CC20O7N Software Engineering 1 CC2007N Software Engineering 1 Part 1 Introduction to Software Engineering.
© 2007 Pearson Education, Inc. Publishing as Pearson Addison-Wesley 1 Prototyping.
Requirement engineering & Requirement tasks/Management. 1Prepared By:Jay A.Dave.
ANALYSIS PHASE OF BUSINESS SYSTEM DEVELOPMENT METHODOLOGY.
Software Development Process CS 360 Lecture 3. Software Process The software process is a structured set of activities required to develop a software.
1 Chapter 2 SW Process Models. 2 Objectives  Understand various process models  Understand the pros and cons of each model  Evaluate the applicability.
© 2005 Prentice Hall, Decision Support Systems and Intelligent Systems, 7th Edition, Turban, Aronson, and Liang 6-1 Chapter 6 Decision Support System Development.
Software Design and Development Development Methodoligies Computing Science.
Software Development. The Software Life Cycle Encompasses all activities from initial analysis until obsolescence Analysis of problem or request Analysis.
CEN3722 Human Computer Interaction Prototyping Dr. Ron Eaglin.
User-centred system design process
System Development Life Cycle (SDLC)
Chapter 2 SW Process Models
System Development Life Cycle (SDLC)
The design process Software engineering and the design process for interactive systems Standards and guidelines as design rules Usability engineering.
The design process Software engineering and the design process for interactive systems Standards and guidelines as design rules Usability engineering.
System Development Life Cycle (SDLC)
Presentation transcript:

Tietojärjestelmien peruskurssi Systeemisuunnittelu ja prototyyppimenetelmä Malin Brännback

Software Development Process F Idea F Requirements (feasibility study) F Plan schedule F Architecture F Construction F Inspection

I R A C I Plan&schedule

Idea F From observation, inspiration, experience, or a business problem F This idea is the concept or primary goal for the application u to build a computer game for your children this Saturday afternoon u whether to develop a new contact management system; cost/benefit analysis for why this is a better aid for the sales force –The idea is approved

Requirements (part of feasibility study) F A project team is generated from the examination of the idea u set up the scope of the project u define a feature list u specify the limitations and constraints u prioritise the requirements

Requirements (part of feasibility study) F The game: rules of the game; how many players F Contact management system; interviewing users, perform a complete task analysis, develop a detailed document of precise requirements

Planning and Scheduling F The project plan defines how the project will be accomplished F A rough, high-level schedule and a time line can be estimated F This schedule is based on guesses and not on details because they are developed at a later stage

The examples F The game: to do it now and finish before dinner F The contact management system: u a strategy for completing the system u a high-level schedule will be estimated based on that plan

Developing the architecture F There is no one right way to design software u There are some requirements and basic laws of physics and engineering, but much latitude with those restrictions F Therefore you need a methodology, which is not a cookbook but a path, as you walk down the path, you use experience and knowledge to create a design

Starting construction F Use the architectural design just developed F For the game: you just sit down and start coding F For the contact management system if OO design: u each programmer on the team is assigned a set of classes based on the architectural design and can begin

Construction F Initiating the inspection: u code walk through u unit testing u integration testing u systems testing –purpose is to inspect bugs and other errors as early as possible

Inspection F For the game: u you pound out some code and give it a quick inspection u pull apart and fix it F For the contact management system: u more intense build/inspect cycle

Basis for a methodology F An analysis phase, design to understand the present system and suggest the functional requirements of an alternative system F A prototype phase to construct a prototype for evaluation by users F A set of evaluation and prototype modification stages F A phase to design and develop the target system using the prototype as part of the specification

Prototyping F Step-by-step development F validation F an approximation of a type that exhibits the essential features of the final version F The design needs to be tested thoroughly first (mass production; Mercedes) u one-off final versions (bridge building) u IS are also one-off

IS prototyping F One-off designs; the cost of building a prototype has been a major proportion therefore rarely included F addresses problems in traditional systems analysis u the user sees the final version - too late u user rejection F response to user dissatisfaction

IS prototyping F Improved form of systems investigation and analysis F aid to design F Useful when: u application area is not well defined u the organisation is not familiar with the technology (hardware, software, communications, designs, etc.) u communication between analyst and users is poor u rejection costs are high u assess the impact of the IS

Prototyping vs. iterative design F Prototyping used to mean quick and dirty F recently the same as iterative design F two types (Turban) u throwaway u evolutionary

Throwaway F Traditional prototyping F make a pilot which is then thrown away and preliminary design takes place

Evolutionary F Mini-system that is refined iteratively over a long trial period F Iterative prototyping is sometimes called participatory design

Primary features of prototyping 4 Learning is explicitly integrated into the design process 4 short intervals between iteration, fast feedback 4 involvment of users 4 low cost 4 requirements are allowed to evolve (  prototype surprise!

prototyping F Special tools u report generators u hypertext F systems prototyping F interface design (horizontal and vertical prototpying F iteration becomes a practical possibility F developed in a few days F Drawback; system requirements may change

Other intentions F Discard because: u inefficient u incomplete - performing only some tasks u poorly documented u unsuitable for integration u incapable of holding the number of records necessary u inadequate - designed only for one type of users

Usability engineering and prototyping user interface designs F Early usability evaluation can be based on prototypes of the final system. u Faster u cheaper u better understanding of the user interface design F Problems with the waterfall model is that there is no user interface to test until last possible moment.

Usability engineering and prototyping user interface designs F It is not possible to involve the users in the design process by showing them abstract specifications document, since they will not understand them as well as a prototype F cost and time savings can only be achieved by reducing the prototype compared with the full system

Reducing prototypes F Vertical prototyping; Cut down the number of features F Horizontal prototyping; reducing the level of functionality of the features so that they seem to work - but do not

Vertical prototyping F Narrow system which includes in-depth functionality with few selected features F tested under realistic cisrcumstances F videotex system - user can access a database with real data

Horizontal prototyping F Full-features system F entire user interface F No underlying functionality F simulation of interface where no real work can be done F Videotex: execute all navigation and search commands but without retrieving any real information

Scenarios F Ultimate minimalist prototype in that they describe a single interaction session without any flexibility for the user F A scenario is a word with many meanings. It is a description of u an individual user u using a specific set of computer facilities u to achieve a specific outcome u under specific circumstances u over a certain time interval