Section 1: Prototyping in Systems Development Life Cycle (SDLC)
Prototyping in SDLC is a common occurrence and all types of organizations do this. To be exact, prototyping involves the creation of a system with a subset of functionality or requirements, and improving it over a given period of time as the requirements are developed and are clarified. In essence it is a simulation of the actual subsystem or system under analysis.
The advantages of prototyping to replace the traditional SDLC include;
- It offers a process for the perfection of the definition of the requirements.
- Morale of end-users, developers and customers is improved.
- It offers a formal specification that is entrenched in a replica that is operational.
- Levels of user satisfaction are much higher with systems development.
- The end-user is more constructive and enthusiastic while ensuring participation of the customer in the requirements activities.
- Proof-of-concept is delivered much earlier.
- Despite initial uncertainties, prototyping allows for continuation of productive work.
- The prototype can easily be modified or discarded if it is not viable.
- Future users of the system can receive early training to familiarize themselves with the system.
- Progress can be demonstrated at the early stages of development.
- Ensures that the final product is better suited for the client’s requirements and needs.
- Should the project run out of money or time, the deliverables from the project can be useful in the future.
- Prototype systems are mostly judged and perceived as easier to use and lean.
The disadvantages of prototyping to replace the traditional SDLC include;
- It may result to the development of unrealistic budget expectations and schedules.
- Management may find it difficult to plan and schedule due to its iterative nature.
- The development of working prototypes may lead the customers and management to believe that the final product is either near completion or is completed.
- The system analysis process can be biased. This is because the computer-based prototypes tend to lock out manual alternatives.
- The customer may be misled by the good or bad performance of the prototype.
- Most prototypes are often difficult to maintain and are usually inefficient,
- Prototypes are almost always difficult to ensure data integrity and generally lack auditing, security and other forms of controls.
- There is a high tendency for lack of documentation.
In conclusion, even though prototyping has some disadvantages, I believe the advantages far outweigh the disadvantages and as such, the disadvantages are specific to the type of system that is in being developed. As such, prototyping should only be pursued when the costs and risks associated with prototyping can be adequately managed.
Works Cited
Carroll, J. M. (1995). Scenario-based design : envisioning work and technology in system development. New York: Wiley.
Gibson, M. L., & Hughes, C. T. (1994). Systems analysis and design : a comprehensive methodology with CASE. Danvers: Boyd & Fraser.
Section 2: Guidelines in Developing a Prototype
In order for the success and viability of any development process of a prototype, there are some guidelines that should be observed. These guidelines form the basis for the purpose of the development of a prototype.
The guidelines that should be adhered to when developing a prototype include:
- Work should be done manageable segments. This allows for the progressive and gradual tweaking of the prototype to ensure the progressive completion of the project to reduce the number of errors within the system.
- The prototype should be built rapidly. This gives room and time for the integration of user experience and feedback. This is vital in determining whether the whole project is viable or not, based on the feedback from the test users.
- The prototype is modified in successive iterations. This is essential in ensuring that each problem or adjustment is handled specific to the need and depth of the particular problem or need and not affect the whole prototype.
- The user interface has to be put under stress. This is vital in determine the strength and ability for the system to handle strenuous situations thus determine the strength and stability of the whole system being developed and the final product.
These set guideline provide the basis on which a prototyping venture can be considered viable or not. If any of these guidelines are not met, then the whole prototyping process will experience numerous glitches and problems such as, under budgeting, inefficiency and inadequacy of the prototype developed.
Works Cited
Carroll, J. M. (1995). Scenario-based design : envisioning work and technology in system development. New York: Wiley.
Gibson, M. L., & Hughes, C. T. (1994). Systems analysis and design : a comprehensive methodology with CASE. Danvers: Boyd & Fraser.
Section 3: Role of User in the Prototyping Process
The main and major participants of the prototyping process are the users and the developers. While the developers give the prototyping and development know-how, the users deliver the systems expertise required. The role of the user is essential in determining whether the prototype is functional and viable.
There are three ways in which the user is involved in the development process of the prototype. They are;
Experimenting with the prototype. The final product is expected to be used by the client, as such there is need to ensure that the whole prototype development process is tailored to the needs of the client to ensure usability and effectiveness of the finished product.
Providing comments and reactions on the experience working with the prototype. Once the client experiments with the prototype, the developers require feedback. This feedback is essential in determining the weaknesses and strengths of the prototype. This feedback is used to rate the viability of the prototype.
Giving suggestions on improvements to the prototype. The user almost always have ideas that may help greatly improve the prototype. The user may have suggestions as to deletions on the system that signify areas that are not needed by the user and additions that signify new elements that should be included to enrich the user’s experience of the system in question.
In conclusion, the role of the user is as important if t=not more important than the developer’s. This is because the prototype system developed is made for the user.
Works Cited
Carroll, J. M. (1995). Scenario-based design : envisioning work and technology in system development. New York: Wiley.
Gibson, M. L., & Hughes, C. T. (1994). Systems analysis and design : a comprehensive methodology with CASE. Danvers: Boyd & Fraser.