Bài thuyết trình môn Phân tích & thiết kế hệ thống - Đề tài: Agile Modeling and Prototyping
Agile Modeling and
Prototyping
6
NHÓ M 4
Systems Analysis and Design, 7e
Kendall & Kendall
© 2008 Pearson Prentice Hall
Learning Objectives
• Understand the roots of agile modeling in prototyping
and the four main types of prototyping
• Be able to use prototyping for human information
requirements gathering
• Understand the concept of RAD for use in human
information requirements gathering and interface
design
• Understand agile modeling and the core practices that
differentiate it from other development methodologies
• Learn the importance of values critical to agile modeling
• Understand how to improve efficiency for users who are
knowledge workers using either structured methods or
agile modeling
Kendall & Kendall
6-2
Agile Modeling, but First
Prototyping
• Agile modeling is a collection of
innovative, user-centered approaches to
systems development
• Prototyping is an information-gathering
technique useful in seeking user
reactions, suggestions, innovations, and
revision plans
Kendall & Kendall
6-3
Major Topics
• Prototyping
• Rapid application development (RAD)
• Agile Modeling
Kendall & Kendall
6-4
Prototyping
• Patched-up
• Nonoperational
• First-of-a-series
• Selected features
Kendall & Kendall
6-5
Patched-Up Prototype
• A system that works but is patched up
or patched together
• A working model that has all the
features but is inefficient
• Users can interact with the system
• Retrieval and storage of information
may be inefficient
Kendall & Kendall
6-6
Nonoperational Scale Models
• A nonworking scale mode that is set up to
test certain aspects of the design
• A nonworking scale model of an information
system might be produced when the coding
required by the application is too expensive
to prototype but when a useful idea of the
system can be gained through prototyping of
the input and output only
Kendall & Kendall
6-7
First-of-a-Series Prototype
• Creating a pilot
• Prototype is completely operational
• Useful when many installations of the same
information system are planned
• A full-scale prototype is installed in one or
two locations first, and if successful,
duplicates are installed at all locations based
on customer usage patterns and other key
factors
Kendall & Kendall
6-8
Selected Features Prototype
• Building an operational model that
includes some, but not all, of the
features that the final system will have
• Some, but not all, essential features are
included
• Built in modules
• Part of the actual system
Kendall & Kendall
6-9
Figure 6.1 Four kinds of prototypes
(clockwise, starting from the upper left)
Kendall & Kendall
6-10
Prototyping as an Alternative
to the Systems Life Cycle
• Two main problems with the SDLC
• Extended time required to go through the
development life cycle
• User requirements change over time
• Rather than using prototyping to
replace the SDLC use prototyping as a
part of the SDLC
Kendall & Kendall
6-11
Guidelines for Developing a
Prototype
• Work in manageable modules
• Build the prototype rapidly
• Modify the prototype in successive
iterations
• Stress the user interface
Kendall & Kendall
6-12
Disadvantages of Prototyping
• It can be difficult to manage
prototyping as a project in the larger
systems effort
• Users and analysts may adopt a
prototype as a completed system
Kendall & Kendall
6-13
Advantages of Prototyping
• Potential for changing the system early
in its development
• Opportunity to stop development on a
system that is not working
• Possibility of developing a system that
more closely addresses users’ needs
and expectations
Kendall & Kendall
6-14
Prototyping Using COTS Software
• Sometimes the quickest way to
prototype is through the modular
installation of COTS software
• Some COTS software is elaborate and
expensive, but highly useful
Kendall & Kendall
6-15
Users’ Role in Prototyping
• Honest involvement
• Experimenting with the prototype
• Giving open reactions to the prototype
• Suggesting additions to or deletions from
the prototype
Kendall & Kendall
6-16
RAD (Rapid Application
Development)
• An object-oriented approach to systems
development that includes a method of
development as well as software tools
Kendall & Kendall
6-17
RAD Phases
• Requirements planning
• RAD design workshop
• Implementation
Kendall & Kendall
6-18
Figure 6.4 The RAD design workshop is the
heart of the interactive development process
Kendall & Kendall
6-19
Requirements Planning Phase
• Users and analysts meet to identify
objectives of the application or system
• Orientation is toward solving business
problems
Kendall & Kendall
6-20
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