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Describing Methodologies PART II Rapid Application Development* Systems Analysis and Design II
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© 2008 by Prentice Hall 2 Chapter 1 Learning Objectives Explain Rapid Application Methodologies Prototyping (completed) Rapid Application Development (RAD),(Completed) Joint Application Development (JAD), (Completed) eXtreme Programming (XP) Web IS Development Methodology (WISDM)
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Introduction The Lecture will address the following issues: The Goal for Rapid Development of applications has been around for some time and with good reason; The need to develop IS more quickly has been driven by rapidly changing business needs; The general environment of business is seen as increasingly competitive, more customer- focused, and operating in more international context.
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© 2008 by Prentice Hall 4 Approaches to Systems Analysis and Design
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© 2008 by Prentice Hall 5 eXtreme Programming (XP). XP also attempts to support quicker development of software, particularly in small and medium-sized applications and organizations It is more a series of principles for developing software rapidly than step-by-step methodology XP is “a discipline of software development with values of simplicity, communication, feedback and courage ”
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eXtreme Programming (XP). Defined; Extreme Programming (XP) is a self proclaimed 'light methodology'; a set of practices for small to medium sized development teams to help ensure quality and high business value in the code they produce, while eliminating excessive overhead. This paper analyzes approaches to modern software development, then introduces XP and its practices. © 2008 by Prentice Hall 6
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eXtreme Programming (XP) - VALUES. XP has four values which serve as a foundation for the XP practices. Communication XP encourages extreme communication. If the customer needs to see the program in action to fully formulate requirements, put the customer on the development team and churn out working versions, while developing requirements along the way. Feedback Communication with customers in particular through continuous testing is referred to as “concrete feedback”. In general, the principle is to find an error as close as possible to the time at which it was introduced. XP strives for the fastest feedback possible in every aspect of the project. © 2008 by Prentice Hall 7
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eXtreme Programming (XP) - VALUES. Simplicity The customer is the ultimate driving force in XP. Do what the customer needs, as simply as possible, and nothing else. Take on a mindset to reduce complexity from the beginning. All code should be refactored as often as possible. Courage No more fragile code. With smooth communication, quick feedback and simple code, programmers have the support they need to dive into changes when they come... and they will come. © 2008 by Prentice Hall 8
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HOW TO XP © 2008 by Prentice Hall 9
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User Stories User stories serve the same purpose as use cases but are not the same. They are also used instead of a large requirements document. User Stories are written by the customers as things that the system needs to do for them.by the customers Architectural Spikes is an aid to figure out answers to tough technical or design problems. This is usually a very simple program to explore the potential solutions; only to address the problem under examination. © 2008 by Prentice Hall 10 HOW TO XP
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Release Planning The release plan specifies which user stories are going to be implemented for each system release and dates for those releases.user stories Iterations Iterative Development adds agility to the development process. Development schedule is divided into about a dozen iterations of about equal length (time). Iteration is the heart beat of XP project. It is this constant that makes measuring progress and planning simple and reliable in XP.measuring progress © 2008 by Prentice Hall 11 HOW TO XP
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Acceptance Test User Stories are also translated into acceptance tests during the iteration. These acceptance tests are run during this iteration, and subsequent iterations to verify when the stories are finished correctly and continue to work correctly.acceptance tests Small Release The release of system in small portions following the acceptance test from user stories. © 2008 by Prentice Hall 12 HOW TO XP
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© 2008 by Prentice Hall 13 eXtreme Programming as a Methodology PLANNING DESIGNING DEVELOPING PRODUCTIONALIZING Under planning; project scope, functions priority and team members are set to be known. Schedule for Release of increment and story writing by users are mediated. Is done on the principle of simplicity, feedback and courage, and enabling incremental change Writing the codes using paired programming, testing using programmer and user data, and gaining rapid feedback May be seen as development BUT the tests at this stage ensures fitness for production of the “WHOLE SYSTEM”, this naturally runs as maintenance.
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© 2008 by Prentice Hall 14 Chapter 1 Our Learning Objectives still … Explain Rapid Application Methodologies Prototyping (completed) Rapid Application Development (RAD),(Completed) Joint Application Development (JAD), (Completed) eXtreme Programming (XP), (Completed) Web IS Development Methodology (WISDM)
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It appears that many web developers simply develop their sites and associated applications by trial and error or by using software such as Dreamweaver to guide development; Other use a more conventional approach and modify it as appropriate for a web development. However there is a need of immediacy to be emphasized in interface, security and other portions of web systems © 2008 by Prentice Hall 15 Web IS Development Methodology (WISDM)
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Many approaches to Web dev. Have focused of the user interface and in particular the look and feel of a Web site, but have failed to address the wider aspect of Web-base IS. Although web are characterized historically as GRAPHICALLY intense hypermedia systems, they have now evolved from cyber- brochures into database-driven IS. Web- based IS therefore require a mix of web-site dev. techniques together with traditional IS dev. competencies in database and program design. © 2008 by Prentice Hall 16 Web IS Development Methodology (WISDM)
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© 2008 by Prentice Hall 17 WISDM - Approach Organizational Analysis Value creation, Appreciation of complexity Organizational Analysis Value creation, Appreciation of complexity Work Design User satisfaction, Customer experience Work Design User satisfaction, Customer experience Information Analysis Requirement Specification Information Analysis Requirement Specification Technical Design Software Model Technical Design Software Model HCI User Interface HCI User Interface Web development through mediation ANALYSIS SOCIO TECHNICAL
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Usability Attractive, easy, screen transition and easy to learn with positive experience Information Accurate, believable, timely, relevant, right level of details Interaction Good reputation Feel safe, sense of personalization, sense of community and feel confident to communicate © 2008 by Prentice Hall 18 Things to consider when using WISDM
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© 2008 by Prentice Hall 19 Summary In this Lecture you have learned Rapid Application Methodologies eXtreme Programming Web IS Development Methodology Among other things, now we know Why XP and WISDM Approaches to complete an XP and WISDM How different these approaches are compared to other Rapid approaches Need for decision making by Analysts
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© 2008 by Prentice Hall 20 Chapter 1 Our Learning Objectives still … Explain Rapid Application Methodologies Prototyping (completed) Rapid Application Development (RAD),(Completed) Joint Application Development (JAD), (Completed) eXtreme Programming (XP), (Completed) Web IS Development Methodology (WISDM) (Completed) END OF RAPID APPROACHED
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