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Topic: Prototype Model |
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Mithi25
Senior Member Joined: 23Jun2009 Online Status: Offline Posts: 288 |
Topic: Prototype Model Posted: 28Sep2009 at 11:22pm |
A prototype is a working model that is functionally equivalent to a component of the product.
In many instances the client only has a general view of what is expected from the software product. In such a scenario where there is an absence of detailed information regarding the input to the system, the processing needs and the output requirements, the prototyping model may be employed. This model reflects an attempt to increase the flexibility of the development process by allowing the client to interact and experiment with a working representation of the product. The developmental process only continues once the client is satisfied with the functioning of the prototype. At that stage the developer determines the specifications of the client’s real needs. Software prototyping, a possible activity during software development, is the creation of prototypes, i.e., incomplete versions of the software program being developed. A prototype typically implements only a small subset of the features of the eventual program, and the implementation may be completely different from that of the eventual product. The purpose of a prototype is to allow users of the software to evaluate proposals for the design of the eventual product by actually trying them out, rather than having to interpret and evaluate the design based on descriptions. Prototyping has several benefits: The software designer and implementer can obtain feedback from the users early in the project. The client and the contractor can compare if the software made matches the software specification, according to which the software program is built. It also allows the software engineer some insight into the accuracy of initial project estimates and whether the deadlines and milestones proposed can be successfully met. The degree of completeness and the techniques used in the prototyping have been in development and debate since its proposal in the early 1970's. This process is in contrast with the 1960s and 1970s monolithic development cycle of building the entire program first and then working out any inconsistencies between design and implementation, which led to higher software costs and poor estimates of time and cost. The monolithic approach has been dubbed the "Slaying the (software) Dragon" technique, since it assumes that the software designer and developer is a single hero who has to slay the entire dragon alone. Prototyping can also avoid the great expense and difficulty of changing a finished software product. OverviewThe process of prototyping involves the following steps
Disadvantages of PrototypingUsing, or perhaps misusing, prototyping can also have disadvantages. Insufficient analysis: The focus on a limited prototype can distract developers from properly analyzing the complete project. This can lead to overlooking better solutions, preparation of incomplete specifications or the conversion of limited prototypes into poorly engineered final projects that are hard to maintain. Further, since a prototype is limited in functionality it may not scale well if the prototype is used as the basis of a final deliverable, which may not be noticed if developers are too focused on building a prototype as a model. User confusion of prototype and finished system:users can begin to think that a prototype, intended to be thrown away, is actually a final system that merely needs to be finished or polished. (They are, for example, often unaware of the effort needed to add error-checking and security features which a prototype may not have.) This can lead them to expect the prototype to accurately model the performance of the final system when this is not the intent of the developers. Users can also become attached to features that were included in a prototype for consideration and then removed from the specification for a final system. If users are able to require all proposed features be included in the final system this can lead to feature creep. Developer attachment to prototype: Developers can also become attached to prototypes they have spent a great deal of effort producing; this can lead to problems like attempting to convert a limited prototype into a final system when it does not have an appropriate underlying architecture. (This may suggest that throwaway prototyping, rather than evolutionary prototyping, should be used.) Excessive development time of the prototype: A key property to prototyping is the fact that it is supposed to be done quickly. If the developers lose sight of this fact, they very well may try to develop a prototype that is too complex. When the prototype is thrown away the precisely developed requirements that it provides may not yield a sufficient increase in productivity to make up for the time spent developing the prototype. Users can become stuck in debates over details of the prototype, holding up the development team and delaying the final product. Expense of implementing prototyping: the start up costs for building a development team focused on prototyping may be high. Many companies have development methodologies in place, and changing them can mean retraining, retooling, or both. Many companies tend to just jump into the prototyping without bothering to retrain their workers as much as they should.
Edited by Mithi25 - 28Sep2009 at 11:26pm |
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