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Structured Rapid Prototyping: An Evolutionary Approach to Software Development

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... Este tipo de prototipificação visa testar alternativas de implementação de partes do (21) Na realidade, têm sido consideradas diversas utilizações da prototipificação, a que correspondem os respectivos tipos de protótipo. Uma boa taxonomia pode ser observada em [Conne89,20]. Após ter sido elaborada a especificação de projecto e codificadas as partes necessárias, o programa é ainda sujeito a testes em que se procura encontrar pontos de inadequação aos requisitos, ou em que os padrões de desempenho não são os desejados, ao que se segue a afinação do programa. A partir daí, o programa encontra-se pronto para utilização e, se necessário, para manutenção. ...
... Metodologia de desenvolvimento por prototipificação evolutiva[Conne89, 24].No segundo ciclo é elaborada uma análise rápida do programa, que inclui especificações deliberadamente incompletas. As especificações resultam de entrevistas com o cliente/utilizador e conduzem ao protótipo inicial. ...
... Esta dimensão também pode ser referida como de controlo.(30) Segundo Connell e Shafer[Conne89, 9], o conceito das três dimensões é apresentado, pela primeira vez, em[DeMar82, 62]. Assim, neste estudo, este conceito é referido como as três dimensões de DeMarco.De seguida apresentam-se alguns aspectos gerais destes dois tipos de métodos, bem como considerações acerca da sua aplicação nas metodologias de desenvolvimento tratadas na essencialmente, através de uma "rede de funções" [DeMar82, 65]. ...
Thesis
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Consideram-se duas fases na produção de um programa educativo: a fase de concepção e a fase de desenvolvimento. Analisam-se abordagens de concepção e desenvolvimento de programas educativos em que se identificam dificuldades, quer na fase de desenvolvimento de programas complexos, quer na transição entre as duas fases. Por esse motivo, é elaborado um estudo da importância da aplicação da Engenharia de Software na fase de desenvolvimento de programas educativos. Dadas as dificuldades na transição entre as duas fases, é proposto um modelo, o modelo das três entidades, orientado para a aplicação prática através de uma tabela que também se propõe, a tabela de responsabilidades estendida. A aplicação deste modelo conduz a um desenvolvimento com utilização de métodos orientados a objectos. Para a realização desse desenvolvimento é apresentada uma proposta de abordagem, que se designou por prototipificação continuadamente evolutiva. Esta abordagem é aplicada, na prática, através de métodos orientados a objectos.
... Three relevant software engineering techniques are rapid prototyping, domain analysis, and object-oriented design. Rapid prototyping is a mechanism for delivering functional, but incomplete, systems to users to obtain feedback before completing development [1]. In some domains, rapid prototyping may not speed up total development time, but genetics is changing so rapidly that prototypes must be delivered because traditional programming techniques may produce systems which are obsolete before they are completed. ...
... The eight operators are select, project, join, product, union, difference, intersection and division. There are two database-independent integrity constraints: (1) No component of the primary key of a base relation is allowed to accept nulls; (2) The database must not contain any unmatched foreign key values. ...
... 2. Edges are composed of the labels and vertices of the graph in which the edge occurs, i.e., G=(V,E,L) where . These constraints correspond roughly to the integrity constraints for the relational data model: (1) No component of the primary key of a base relation is allowed to accept nulls; (2) The database must not contain any unmatched foreign key values. ...
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Genome databases have specific requirements which limit the usefulness of some da- tabase management systems. By using more appropriate database technology, a data- base system can be developed for genome data. We have developed a data representation based on graph theory which captures the highly interconnected structure of genome data. Graphs are a language which can be tailored for describing genomic in- formation, and we develop a data model based on graphs which serves as the founda- tion of a graph database management system.
... An example is Multiview, which permits researcher to select their role as either doctor, facilitator, emancipator and social warrior depending on the setting (Avison & Wood-Harper 1990). Another example is prototyping, which exists in both facilitative (Connell & Shafer 1989) or collaborative forms (Gronbaek 1989). ...
... Unlike the fairly singular form of canonical action research, prototyping regards a fairly broad class of information system development techniques. Connell and Shafer (1989) identify several categories of prototypes within this class. There are "throw-away" design prototypes, e.g. ...
... TheConnell and Shafer (1989) evolutionary prototyping process. ...
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Discussions of action research in information systems (IS) often proceed as if there were one definitive action research method. This paper describes and analyses the different frameworks, assumptions and goals that characterise the diverse forms of action research. A more inclusive action research paradigm is delineated that offers a basis for validating a wider range of IS research. Acceptance of the full range of the diverse forms of action research may enable the IS field to be more explicit about its research methodology, thereby enabling criteria to be improved and applied to a broader range of IS research.
... In this prototyping process, intended users are directly involved in test and analysis activities. The pragmatic paradigm has become especially prominent within the domain of application software design (Connell & Shafer, 1989). More recently, it has influenced the field of educational software, particularly interface design (Hix & Hartson, 1993) and to a limited extent the field of electronic learning materials design (Keursten, 1994;Moonen, 1996). ...
... Since these highly iterative approaches involve creating a prototype early in the process, some authors refer to these processes as rapid prototyping (Rieber, 1994;Tripp & Bichelmeyer, 1990). Others use the term rapid to indicate that there will be numerous and tightly scheduled interactive tryouts of multiple and, perhaps, competing designs as part of the process (Connell & Shafer, 1989). ...
Chapter
This chapter will provide four different perspectives on educational design and development: instrumental, communicative, pragmatic, and artistic. The perspectives will be compared, and upon technical as well as social aspects of design will be their different views described. We will argue that designers should be aware of the usefulness of these perspectives and use the one that is most adequate for a certain design situation.KeywordsCurriculum developmentInstructional developmentDesign paradigmsDesign rationalityInstrumental approachDeliberative approachPrototyping approachArtistic approach
... In this prototyping process, intended users are directly involved in test and analysis activities. The pragmatic paradigm has become especially prominent within the domain of application software design (Connell & Shafer, 1989). More recently, it has influenced the field of educational software, particularly interface design (Hix & Hartson, 1993) and to a limited extent the field of electronic learning materials design (Keursten, 1994;Moonen, 1996). ...
... Since these highly iterative approaches involve creating a prototype early in the process, some authors refer to these processes as rapid prototyping (Rieber, 1994;Tripp & Bichelmeyer, 1990). Others use the term rapid to indicate that there will be numerous and tightly scheduled interactive tryouts of multiple and, perhaps, competing designs as part of the process (Connell & Shafer, 1989). ...
Chapter
This chapter will report some preliminary findings of a study on educational design and development practices in the Netherlands. The purpose of the study is to describe the strategies that professional education and training developers use in practice. Twenty-four developers were interviewed intensively and documents of their projects were analyzed. The data show that there are many differences between developers, but that there are also several common themes. This paper discusses the most important results in both the technical-professional and socio-professional domain, as well as the overall structuring of the process.
... Au niveau du développement des SADIPE, la méthode la plus utilisée est le prototypage (Connell et Shafer, 1989). Cette méthode permet la flexibilité au niveau du développement, l'amélioration des extrants projetés et une plus grande satisfaction de l'utilisateur. ...
... La méthode de conception du SE utilisée est le prototypage, soit l'une des formes de la recherche-action (Baskerville et Wood-Harper, 1998). Cette méthode permet l'élaboration d'une solution par incréments, de façon itérative, c'est-à-dire qu'elle permet de valider progressivement et de modifier le prototype (Connell et Shafer, 1989). ...
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Résumé Depuis quelques années, deux éléments ont été considérés des plus importants dans les organisations : la capacité des technologies de l'information à transformer le pouvoir compétitif de ces dernières ainsi que l'ouverture des marchés favorisée par l'abolition des barrières commerciales. En raison des différentes limites des PME au niveau de l'acquisition, du traitement et de l'exploitation des informations, un système d'aide à la décision intelligent propose aux propriétaires-dirigeants un diagnostic comparatif afin d'évaluer la performance de son entreprise en la comparant avec d'autres entreprises semblables. Le prototype de démonstration a été développé en considérant les pratiques de gestion des ressources humaines ainsi que l'expertise de spécialistes reconnus dans le domaine. Une première validation du système démontre que cette technologie peut assister les dirigeants dans les PME. Les résultats de cette recherche démontrent également que ce prototype devra être enrichi avec les autres domaines de la gestion.
... In this prototyping process, intended users are directly involved in test and analysis activities. The pragmatic paradigm has become especially prominent within the domain of application software design (Connell & Shafer, 1989). More recently, it has influenced the field of educational software, particularly interface design (Hix & Hartson, 1993) and to a limited extent the field of electronic learning materials design (Keursten, 1994;Moonen, 1996). ...
... Since these highly iterative approaches involve creating a prototype early in the process, some authors refer to these processes as rapid prototyping (Rieber, 1994;Tripp & Bichelmeyer, 1990). Others use the term rapid to indicate that there will be numerous and tightly scheduled interactive tryouts of multiple and, perhaps, competing designs as part of the process (Connell & Shafer, 1989). ...
Article
Full-text available
Over the years, many authors have tried to describe, conceptualize, and visualize the instructional design or development processes via a variety of process models. Most descriptions imply a rather homogeneous view of design, depicting it as an overall problem-solving process following general phases such as analysis, design and development, implementation, and evaluation (ADDIE). However, researchers who have investigated how instructional designers actually work suggest that the process is much more heterogeneous and diverse than these ADDIE models suggest. This study collected case study data from 24 instructional designers in six different settings; they were identified as experts by their peers. The design processes they used for a specific project were compared to four different paradigms created from the literature. The four paradigms and their underlying theoretical foundations are described and illustrated. Detailed results are reported, and reasons that designers did or did not use a particular paradigm are considered.
... The application has been developed following a rapid prototyping paradigm (Connell and Shafer 1989). There have been four different prototypes that were used in the feedback sessions. ...
Article
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It can be difficult to assess the design of, and learning, within Massive Open Online Courses (MOOCs). It is especially hard when trying to analyse this at the level of the individual learner. This study has developed a tool, inspired by Sankey diagrams, to visualise learners’ behaviour and paths through MOOC content. This tool can be used to investigate if learners are interacting with the content as planned when the course was designed. It has been designed iteratively through four stages of rapid prototyping. This paper presents the narrative of the development of the tool with an emphasis on validation via feedback from three user groups at each prototype stage.
... If a solution worked, then what was before a prototype may have been a part of the products delivered to the customer. Therefore, their overall strategy can also be described as evolutionary prototyping, consisting of a number of cycles that each improve the product over time [29]. ...
Article
This study explores the value of visualizing the prototyping activities in a new product development process from idea to production. Through a case study of a hardware startup, we present a visualization of their prototyping processes, from early idea to the introduction of several product generations to market. We call this visualization technique ProtoMapping. Analyzing qualitative and quantitative parameters of the ProtoMap allows us to understand how prototyping strategies can change over the course of a product development process. Specifically, we focus on the prototyping of parallel concepts, iterations of concepts, manufacturing processes used for prototypes, prototype media, prototype tests, as well as prototyping of isolated or integrated systems. Based on this longitudinal analysis, we present a number of insights that are otherwise difficult to extract. We observe how parallel prototypes of isolated systems can be used to explore the solution space and later be synthesized into prototypes for integrated systems. Furthermore, we understand how the need to scale up production can lead to increased prototyping activities, as several parts of a product must be redesigned. This study illustrates the utility of a retrospective visualization approach and serves as the first step in formulation of generalized guidelines for prototyping strategies for holistic product development, through further case studies.
... While effective, this process often takes a considerable amount of time and resources to create and demonstrate the different prototypes. As such, this model is often suited for larger organizations with a greater than average amount of research and development resources [20]. ...
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... Various forms of prototypes have been identified in literature, based on differing stages of development (Connel & Shafer, 1989;Nieveen, 1999). In earlier iterations, the A curriculum perspective 126 product of the design stage may be an initial prototype that globally demonstrates the nature of the design. ...
... This model therefore emphasises the importance of collaborative work between developers and users, which is necessary for the product under development. Early input from end-users not only has the potential to highlight problems earlier in the design phase, this method can shorten the development time of a project [9]. Besides helping to ensure that the actual needs of users are met, it minimizes the risk of conflict between users and the development team. ...
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... Through numerous newsgroups, websites, blogs, software conferences, the word about agile methodology spread day by day among thousands of software engineers world-wide to an extent that today, it is acknowledged as an alternative to the waterfall and V-model in uncertain environments. Moreover, even the academic world has increasingly been teaching agile methodology and thereby acknowledged the conceptual difference to seemingly similar methods like rapid prototyping (Connell & Shafer, 1989) -the difference lies in the specification of their practical implementation, the software development practices. Such practices as specified by agile methods are called agile practices in this study. ...
... It might be done for the entire program, or for several components. Different forms of prototypes have been identified in the literature, including throwaway; quick and dirty; detailed design; non-functional mock-ups, and evolutionary (Connel and Shafer 1989). For example, a paper prototype of a software program would constitute a non-functional mock-up. ...
Chapter
There are no one-size-fits-all steps for tackling different design challenges within the context of education. There are, however, processes and activities that are often useful. Developing a repertoire so that designers can select and use the most fruitful and fitting approaches for specific situations is the focus of this chapter. After discussing this phase in relation to those of analysis and evaluation, attention is given to how both analytical and creative perspectives can serve the work of design and construction. The body of the chapter is devoted to presenting specific activities that can be undertaken during design (exploring and mapping solutions) and construction (actually building the solutions). This chapter presents ideas in linear fashion, which loosely approximates the order in which these activities might logically be carried out. However, each design project is different. Not all activities described here are useful in all projects, others are likely to be added, and several activities described in this chapter often take place simultaneously.
... Different forms of prototypes have been identified in literature, including: throw-away; quick and dirty; detailed design; non-functional mock-ups; and evolutionary (cf. Connell & Shafer, 1989). For example, a paper prototype of a software program would constitute a nonfunctional mock-up. ...
... Rapid prototyping model (Connell & Shafer, 1989) No; iteration occurs prior to coding Yes; early prototype up-front in process N/A Rational Unified Process (Kruchten, 2002) Yes; variable length, driven by iteration sizes ...
... This definition is based on the work of Boar [Boar83] and Connell [Connell89]. The important distinguishing features for a prototype (according to our definition) therefore is that it must be able to produce it at low costs -on the other hand a prototype must be executable und must show essential system functionality. ...
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Currently, use cases (scenarios) and contracts play an increasing important role in software development. For scenarios this is mainly due to the fact that the application of UML and UML related process (e.g., the Rational Unified Process) leads to an augmented application of use cases and UML interaction diagrams throughout the software development cycle. Furthermore, contracts also have an increasing importance due to the integration of the Object Constraint Language (OCL) in the UML and due to the MDA-activities of the OMG. Currently, only tools exist that support the specification of scenarios but most of them do not support the entire software development cycle. For contracts the support available is restricted to editors, parsers and execution environments – a prototyping oriented approach is not supported by most toolsets available. We therefore developed a set of tools that support prototyping-oriented software development with scenarios and contracts. The developed toolset itself is implemented as prototype and laboratory experiments show the feasibility of the chosen approach.
... There are a large number of widely varied methods available for information systems developers. These include structured approaches (e.g., Yourdon 1989), prototyping approaches (e.g., Connell and Shafer 1989), information engineering (e.g. Finkelstein 1989), soft systems (e.g., Checkland and Scholes 1990), sociotechnical (e.g., Mumford 1983), object-oriented (e.g. ...
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... The software engineering and information systems development literatures suggest a wide variety of approaches to prototyping (cf. Andriole, 1990; Arthur, 1992; Connell and Shafter, 1989; Sage and Palmer, 1990). The selection of prototype form should be based on the goals of the current development phase and the information that must be derived from the prototype. ...
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... Research on how designers design suggest why teaching design within the context of teaching a programming language is so difficult. This research [9], [13], [14], [15], [16], [17], [18], [19] and insights from software engineers [20], [21], [22], [23], [24], [25] give us two general characteristics of the process of designing software: ...
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... At the heart of these more flexible models was the notion that a prototype or an actual working version of the software should be released to customers at an extremely early stage of development. 1,2 To facilitate this process, development was often broken into several subcycles, each geared to producing a subset of the final product's functionality. 3,4 So, a large number of software development practices have been proposed over the past 40 years, many as part of more comprehensive development models. ...
... " Around the same time Boehm was developing the rapid prototyping model, other engineers were coming to similar conclusions (Dichter and Pease, 1995, 27). 6 Connell and Shafer (1989) developed the technique called structured rapid prototyping. That is, in their book Structured Rapid Prototyping, they developed an approach that evolved into a development process. ...
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... Database systems provide support for large amounts of data, and software engineering addresses the need to build systems which frequently change [Connell and Shafer 1989;Prieto-Diaz and Arango 1991;Coleman et al. 1994]. Two subareas of artificial intelligence have contributed representation languages which can be used to describe genome data: knowledge representation and computational linguistics. ...
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... But literature from early1990's suggested that researchers were reached to some consensus on the definition of prototype and prototyping. In [65, 70], [70] phase oriented development model and prototyping oriented model complement each other. The major difference between prototyping oriented software development and phase oriented software development are deliverables, iterative cycle, requirements. ...
... Alternative design paradigms such as rapid prototyping and concurrent engineering also require new tools as they become mainline development approaches. As has been pointed out elsewhere (e.g., Connell & Shafer, 1989; Nieveen & Gustafson, 1999), powerful prototype creation and testing tools are essential for rapid prototyping to be both efficient and effective . Similarly, concurrent engineering requires tools to support a high degree of collaboration among a variety of specialists, each with a different perspective. ...
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Gerne denke ich an mein fünftes Studiensemester zurück, als ich durch den Besuch der Vorlesung „Werkzeugmaschinen“ an der TU München erstmals Kontakt zu Herrn Professor Milberg bekam. Durch seinen begeisternden Vorlesungsstil wurde mein besonderes Interesse fir das Gebiet der spanenden Werkzeugmaschinen und Fertigungsverfahren geweckt. Es entstand sehr bald mein Wunsch, über eine Diplomarbeit an seinem Lehrstuhl eine spätere wissenschaftliche Tätigkeit mit dem Ziel der Promotion anzustreben. Als akademischer Lehrer und Forscher war er mir während der gemeinsamen Zeit am iwb von 1990 bis 1993 stets Vorbild und Ansporn. Mit großem Bedauern wurde am Institut sein Wechsel in den Vorstand der BMW AG aufgenommen, sah man dies doch einhellig als erheblichen Verlust für das iwb. Sein heutiges erneutes Wirken im Dienst von Lehre und Forschung auf ingenieurwissenschaftlichem Gebiet ist eine große Bereicherung fir uns alle. Zu seinem runden Geburtstag gelten Herrn Milberg unsere besten Wünsche. Wir freuen uns über die überwältigende Resonanz, die der Aufruf zu dieser Festschrift gefunden hat.
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The sections in this article are
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Software prototyping is an attractive altemative approach to systems de-velopment, within which end-users exercise with a series of prototypes in a working environment. Such interactions offer an excellent scope for meaningful participation of end-users in the system development process. This is crucial for the success of a project. However, despite its significance, relatively little attention has been paid towards the management of end-user involvement. Advoce.tes of prototyping approach merely ex-press a need for active user participation in the prototype development process. They fail to offer any practical guidelines. Moreover, few documented case studies concerning management of user involvement within a prototype project have been published. It is argued that managing user participation is not ~ trivial task and it requires consi-derable attention. In this paper, the authors propose a framework that relates degree of user involvement with the type of prototyping approach adopted and the stages of prototype development process.
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