Page 290 - Software and Systems Requirements Engineering in Practice
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ç          ç  3 O F T W A R E ç   ç 3 Y S T E M S ç 2 E Q U I R E M E N T S ç % N G I N E E R I N G   ç ) N ç 0 R A C T I C E


                      4HE CONSISTENCY BETWEEN MULTIPLE ARTIFACTS IS THE RESPONSIBILITY OF THE
                      INVOLVED STAKEHOLDERS  WHO MUST BE ACTIVELY INVOLVED WITH ALL ARTIFACTS
                      THAT RELATE TO THEIR AREA OF INTEREST AND EXPERTISE
                         4HE  DESIRE  TO  OPTIMIZE  THE  PROTOTYPING  PROCESS  AROUND  THE
                      FASTEST POSSIBLE FEEDBACK LOOP HAS A SIGNIFICANT IMPACT ON THE NATURE
                      OF THE CHOSEN PROTOTYPE  ! MOCK UP PROTOTYPE IS USUALLY EASIER THAN
                      AN  EXECUTABLE  PROTOTYPE  TO  MANIPULATE  BY  MULTIPLE  STAKEHOLDERS
                      AND THIS MAKES SUCH MOCK UPS THE LOGICAL FIRST STEP IN DEVELOPING
                      CONSENSUS  !N EXECUTABLE MODEL IS LIKEWISE USUALLY FASTER TO MODIFY
                      AND EVOLVE WITHIN ITS BOUNDARIES THAN AN EXECUTABLE PROTOTYPE  AND
                      SHOULD  TAKE  PRECEDENCE  FOR  THE  SUPPORTED  ASPECTS  OF  SYSTEM
                      FUNCTIONALITY  4HE CHOICE OF TECHNOLOGY AND PROTOTYPING PROCESS IS
                      ALSO SUBJECT TO THE GOAL OF OPTIMIZING THE FEEDBACK  PARTICULARLY BY
                      MINIMIZING  THE  PROTOTYPE  DEVELOPMENT  TIME  AND  EFFORT  !  TARGET
                      PRODUCT TECHNOLOGY MAY BE SKIPPED IN FAVOR OF ANOTHER TECHNOLOGY
                      THAT MODELS THE BEHAVIOR IN A SATISFACTORY WAY  WHILE PROVIDING A
                      FASTER OR MORE POWERFUL PROTOTYPE DEVELOPMENT AND CODE GENERATION
                      ENVIRONMENT  FOR  A  THROWAWAY  PROTOTYPE   !LSO   EVOLUTIONARY
                      PROTOTYPING  REQUIRES  THE  DEVELOPERS  TO  CONCENTRATE  VERY  EARLY  ON
                      ARCHITECTURE AND QUALITY ISSUES  4HROWAWAY PROTOTYPES ARE LIKELY TO
                      PROVIDE FASTER PROGRESS ON REQUIREMENTS UNDERSTANDING  SINCE THEY
                      ARE  EASIER  TO  MODIFY   7HEN  CREATING  THROWAWAY  PROTOTYPES   CARE
                      MUST  BE  TAKEN  TO  MANAGE  STAKEHOLDER  EXPECTATIONS   E G      THE
                      CUSTOMER  SHOULD  CLEARLY  UNDERSTAND  THAT  THE  DELIVERABLE  IS  NOT  A
                      VIABLE PRODUCT
                         7HILE  THE  SPEED  OF  COLLECTING  FEATURE  SOLUTION  FEEDBACK  IS  THE
                      PARAMOUNT GOAL IN REQUIREMENTS PROTOTYPING  MANY OTHER ASPECTS OF
                      PRODUCT DEVELOPMENT STILL PLAY AN IMPORTANT ROLE IN THIS PROCESS  )N
                      ORDER  TO  PROVIDE  RELIABLE  FEEDBACK   THE  PROTOTYPE  NEEDS  TO  BE
                      REPRESENTATIVE OF THE DESIRED FEATURE AND UNAMBIGUOUSLY UNDERSTOOD
                      BY  THE  STAKEHOLDERS   4HIS  IMPLIES  THAT  A  CERTAIN  MINIMUM  LEVEL  OF
                      QUALITY OF PRESENTATION MUST BE ACHIEVED AND MAINTAINED  !LSO  THE
                      COMPLEXITY OF THE PROTOTYPE MAY GROW BEYOND LEVELS WHERE AD HOC
                      HACKING  CAN  MAINTAIN  THE  PROTOTYPE  AT  THE  NEEDED  QUALITY  LEVEL
                      %XPECTED  AND  ATTAINED  COMPLEXITY  SHOULD  BE  USED  AS  A  GUIDE  IN
                      DEFINING THE ARCHITECTURE AND PROTOTYPING PRACTICES

                    õ 4IPSõFORõ0ROTOTYPING
                      4O SUMMARIZE SOME OF THE PROTOTYPING PRACTICES DESCRIBED AND MAKE
                      THEM MORE PRESCRIPTIVE FOR THE PRACTITIONER  WE SUGGEST THE FOLLOWING
                      RULES FOR PROTOTYPING  4HESE TIPS FOR PROTOTYPING ARE ADAPTED FROM
                      THE RULES FOR SOFTWARE DEVELOPMENT USING AGILE PRINCIPLES FOUND IN
                      ;0OPPENDIECK ET AL      =
                          v  %LIMINATE UNNECESSARY WORK  -ANY QUALITY PROCESSES STRIVE
                             TO FIND DEFECTS EARLY IN THE DEVELOPMENT PROCESS  &OR RAPID
                             PROTOTYPING   EXTENSIVE  TESTING  OF  A  PROTOTYPE  AND  WRITING
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