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PROTOTYPING APPROACH IN USER INTERFACE DEVELOPMENT

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The present study examines different prototyping approaches in software development. There are researched different variations of so-called " prototyping model ". The paper examines the prototyping process as problem solving process and makes reference to process approach. The aim of this paper is to propose a prototyping approach in user interface development based on evolutionary prototyping approach and process approach.
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PROTOTYPING APPROACH IN USER INTERFACE
DEVELOPMENT
Radka NACHEVA1
1 University of Economics, Varna, Bulgaria
r.nacheva@ue-varna.bg
Abstract. The present study examines different prototyping approaches in software
development. There are researched different variations of so-called “prototyping
model“. The paper examines the prototyping process as problem solving process and
makes reference to process approach. The aim of this paper is to propose a prototyping
approach in user interface development based on evolutionary prototyping approach
and process approach.
Key words: prototyping, user interface design and development, process approach,
problem solving, Unified Modeling Language.
1. Introduction
Nowadays it is increasingly talking about the importance of user interface design of
software applications. Some experts are of the opinion that it should be started with “design,
rather than just end with it. Design is an investment, not a cost (Maeda 2015). Other authors
indicate that design is directed toward the fulfillment of human needs (Yan 1998). In this
connection, user needs could be considered as hierarchy like Maslow’s Hierarchy of Needs:
functional, reliable, usable and pleasurable needs (Walter 2011). This assumes that design
helps, encourages, engages attention and manages emotions of users to take a decision for
using and trusting the product. It provides them a visual comfort when they work with the
user interface.
In software development there are often used prototypes to receive feedback from
users for refining the final product. (Neumann 2004). These are filters that traverse a design
space (Lim et al. 2008) and are widely recognized to be a core means of exploring and
expressing designs for interactive computer artifacts (Houde & Hill 1997). The aim of the
prototyping is to establish an accordance between the product requirements, ideas of
designers and users’ mental models. It is achieved by using usability testing and / or
evaluation methods and tools. If the interface does not fully meet the needs of the target
audience and / or system requirements, the change of the prototype will be made much easier
than the final application.
In the literature there are different approaches for prototyping which have some
advantages and disadvantages. The aim of this paper is to propose a prototyping approach in
user interface development based on evolutionary prototyping approach and process
approach.
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2. Literature review
"Never go to a meeting without a prototype"
Dennis Boyle, IDEO
The prototyping process is conducted in several stages, which can run to the
realization of the final product. Prototypes can be created in the early stages of a software
project, and immediately prior to finalizing it. They can be repeated as long as necessary and
as required, which means that the process is iterative (Warfel 2009).
The literature identifies the three main approaches (Floyd 1984; Bäumer et al. 1996;
Carr & Verner 1997; Hartmann 2009; Beaudouin-Lafon & Mackay 2012): Exploratory,
Experimental and Evolutionary Prototyping. (Table 1). Table 1
A comparison of prototyping approaches
Exploratory
Experimental
Evolutionary
Goal
Study: clarification of
system requirements and
discuss different
alternatives for
implementation
Evaluation:
conducting user
testing, the goal is to
assess whether the
technical solutions
satisfy the system
requirements
Changes
adaptation:
constantly adapt the
system to
dynamically
changing
environment
Object of
research
System Requirements
Partially realized
solutions
Detailed system
requirements
Stage of
software
development
process
For the initial stages of
the development process
to determine the
requirements
For each stage, after
receiving the initial
requirements
Throughout the
development
process, incl. to
realize the final
system
Fidelity
Low
Medium
High
Orientation
Horizontal
Horizontal or Vertical
Vertical
Result
(engagement
with the final
system)
Rapid (presentation)
prototype
Rapid (presentation)
prototype or
components
(functional prototype)
Pilot system or final
system
When we talk about prototyping the main focus of each approach is on the
prototype’s fidelity (Lim et al. 2008) which is different for the different approaches (Figure
1).
Figur
e 1.
Protot
ype’s fidelity in different approaches
Source: Own elaboration
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In Exploratory Prototyping the fidelity is low, without visualizing key features of
the product. The approach is not suitable for studying of users’ expectations. The prototypes
are non-functional (horizontal orientation) and are not part of the final system.
In contrast, Experimental Prototyping approach is used for usability testing of
partially realized solutions (system components) which could not be fully functional. These
are often crucial components of the system. That’s why the prototypes’ fidelity is medium -
the orientation can be both vertical and horizontal.
The third approach - Evolutionary Prototyping, “is a continuous process for
adapting an application system to rapidly changing organizational constraints” (Bäumer et al.
1996). The prototypes can be used for presenting key product features and for usability
testing and evaluation.
In connection with the process of prototyping it is necessary to mention that in the
literature (Raval & Rathod 2013; Centers for Medicare & Medicaid Services 2008; Helm
2017, etc.) defines so-called „prototyping model“ which is decomposed into design,
prototyping, customer evaluation, refinement (review of the prototype).
There are many variations of prototyping model. For example, Floyd took it up as
consisting of four steps: functional selection, construction, evaluation, and further use (Floyd
1984). Other researchers (Carr & Verner 1997) indicates that the process is decomposed into:
creation of an initial prototype, user review of prototype and revise or refine prototype.
Another study (Arnowitz et al. 2007) describes that it is performed in phases, and each phase
is implemented in several steps: Phase I Plan (steps: verify the requirements, create a task /
screen flow, specifying content and fidelity), Phase II Specification (steps: determine the
right prototyping characteristics, choose a prototyping method, choose a prototyping tool),
Phase III Design (steps: formulate design criteria, create the prototype) and Phase IV Results
(steps: review the prototype, validate the design, implement the design). An expert (Warfel
2009) suggests it could be conducted on the following steps: sketching (e.g., whiteboards,
paper, code), presentation and critique, modeling (prototyping) and testing.
Based on the foregoing, it could be concluded that there is no one correct approach
to prototyping and accordingly its decomposition into steps. The selected variation of the
process depends entirely on software development approach and dynamics in the
relationships with customers. In some cases, it targets faster visualization of requirements to
a presentation to users and then the process is characterized by intensity of conducting. In
other situations, it is a decisive an accuracy which leads to slower realization of the
prototype.
Regardless of the prototyping approach it is necessary to perform some basic
activities to ensure efficiency of the process and receive a proper feedback on the adequacy
of the software project. For identifying these, the author of the present study examines the
prototyping process as problem solving process. That requires relying on researches in the
mentioned field. Based on the given opinion in some papers (Polya 1945; Hayes 1989;
Foshay & Kirkley 2003; Arnold et al. 2005; Maclellan et al. 2012; OECD 2012; Minnesota
Office of Continuous Improvement 2016), this study could summarize that problem solving
process have several steps: define a problem, analyze the problem, develop a plan,
implement the plan and evaluate results. These could vary depending on the field of
application.
Problem solving theory is naturally embedded in management theories. For
example, in management methods such as PlanDoCheckAct (PDCA), which has some
modifications (Observation-PlanDoCheckAct and Plan-Do-Study-Act). PDCA is found
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in the ISO 9001 standard where the process approach is explained. According to the
standard, every process is a “set of interrelated or interacting activities that use inputs to
deliver an intended result(ISO 2015). Some of the possible benefits that could be achieved
by applying the approach are related to customer satisfaction and loyalty, enhanced repeat
business, implementation of any management system (ISO 2015), applying “good practices”,
etc. This provides an argument in favour with author of this study for suggesting that the
process approach should contribute to the formulation of prototyping process variation.
The proposed approach must meet the following requirements to comply with the
literature review:
to effectively solve problems namely to meet user and software requirements;
to make a successful decision through exploring user needs and refining
functionality that has already been implemented (Carr & Verner 1997);
to emphasize prototype dimensions: Features, Functionality, Interaction and
Design (Neumann, 2004);
to describe the level of detail at which the prototype is to be evaluated (Beaudouin-
Lafon & Mackay 2012).
3. Prototyping model based on process approach
The proposed model (Figure 2) is seen as iterative evolutionary prototyping process
that receives certain inputs, perform a few steps and delivers output artifacts. The present
study offers the following stages of prototyping based on generalized steps of problems
solving in the literature review: system requirements analysis (corresponds with analyze the
problem), sketching (corresponds with develop a plan), prototype development (corresponds
with implement the plan), exploring usability (corresponds with evaluate results) and
refinement.
Figure 2. Prototyping model based on process approach
Source: Own elaboration
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Input process parameters are the system requirements and the chosen technologies
and tools for software development. They provide the necessary basis to perform the process.
As an output artifact of the prototyping process is created a verified prototype that in
the development process should be further improved with a view that the proposed approach
is based on evolutionary prototyping.
The restrictive conditions for conducting the process are associated with stage
"Exploring Usability". In particular, these are the competencies of users who will participate
in the prototyping process and the environment where it will be conducted.
The first stage of the process is System Requirements Analysis. Its purpose is to
undertake an assessment of the main interaction scenarios with the system from the user’s
perspective. This requires to model the main navigation flows, which requires identification
of:
the main actors in interaction scenarios with the system;
the main entities of the subject area and their hierarchical organization, if any, to
create the initial information model;
the prototype should realize the critical requirements of trouble free functioning of
the system which are presented from the perspective of users, in terms of implementing the
interface interactions. As a basis for formulating serve up information model;
information structure of the application or these are navigational elements through
which user manages the application (not necessarily combined in a standard user menu);
user interface elements involved in the information flow, so that their number
could be between 5 and 9, i.e. these will be designed according to the "7 ± 2" rule, giving
some confidence that users of the system will not put unnecessary cognitive resources in
working with interface.
In practice for software requirements analysis are often used so-called "RACI matrix"
(Responsibility assignment matrix) and "House of Quality". The second one is much more
complicated than the first one because the requirements are viewed from two perspectives by
assigning relative weights and levels of difficulty. The author of this study combines ideas
from both tools to form a table that can be used to analyze the requirements (Table 2).
Table 2
Software requirements analysis table
Requirement of a consumer point of
view
Priority
Difficulty
User 1
User N
Name of software module
1. Functionality 1
2. Functionality 2
2.1. Functionality 2.1.
The requirements in Table 2 could be grouped into categories and subcategories with
defined priority, difficulty of implementation and permissions. These are divided
hierarchically, which contributes to better development of subsequent information flows.
In prioritizing the requirements, the author of this study adopts a three-level scoring
where requirements of Priority 1 are a high priority that gives meaning "required for
realization". Requirements which have Priority 2 are medium priority and implemented
after Priority 1 requirements. Priority 3 is interpreted as low and these are not mandatory
for implementation in the initial prototype of the system because do not demonstrate key
characteristics.
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In the present paper is used five-level scale to indication the implementation difficulty
of a specific requirement. That allows more detail coverage. Difficulty level 1 denotes the
highest level at which additional resources in the realization of the prototype are necessary.
For example, the acquisition of additional knowledge and skills, purchase of additional
software, hardware, etc. Difficulty level 2 means high level” and extents that no additional
resources are required, but the requirement is characterized by specificity and needs more
time for development. Difficulty level 3 designates requirements of medium difficulty that
also do not require additional resources, but require more development time. Difficulty level
4 requirements denote a low level of difficulty”. Difficulty level 5 are those with the
lowest level which development time is relatively short.
Next step is modeling the aggregate requirements by appropriate means. This can be
done through "storyboarding", data flow diagrams, UML diagrams, BPMN diagrams,
SysML diagrams and even classic block schemes. There is also a special user interface
modeling language - Interaction Flow Modeling Language (IFML), which however cannot
be determined as required in practice, despite his obvious advantage resulting from its
purpose.
With the integration of user-oriented approach in developing of software products
there are used two types of diagrams - task flow and user flow, which actually visualize
navigation flows about performing tasks with the application’s interface. The author’s
studies suggest that none of the two types of diagrams has an established notation. Often
these are displayed in a free form, according to the preferences of design teams or using
flowcharts. They are suitable for presenting the consumer perspective, but do not give
additional information about the system, which is essential for proper realization of the
prototype.
Therefore, guided by the presumption of a clear representation of requirements and
proper implementation of the evolutionary prototype in this step of the prototyping process
this paper suggests using so-called "use cases", modeled by UML activity diagram.
It is used the structure of the documentation of use cases in UML. These are focused
on the objectives of users, making them suitable tool for a description of the prototype. The
advantage is that through them is facilitated the development process, since both are present
the expected action by the user (the input data) and the response of the system (processing
performed on the input data and the generated output). For each use case it is described:
Description - a brief description of the use case, indicating expectations of its
implementation;
Pre-condition - the condition that is observed before the execution of the use case;
Main flow - main steps of the implementation of the use case presented as a
numbered list;
Alternate flow steps that indicate the result and outcome of the failure of one of
the steps in the main flow, i.e. possible failures of the use case and the expected response
from the system being developed;
Post-condition - short description of the result of the use case execution.
Documented use cases are visualized through activity diagrams. The aim is providing
both user flows and the functioning of the system.
The use cases and diagrams are used as the basis for implementation of the next step
of the prototyping process - Sketching. It can be defined as a kind of planning. During the
step user interface design patterns are created to help the subsequent development of the
prototype. That requires complying with:
placing important items in the effective height of the pages (above the fold);
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forming the information structure of the application through navigation items and
at the same time, providing a quick access to frequently used actions (the application's
functionality), and a multivariate approach to users for achieving their goals;
determining the location and size of the strategically important components of the
application to which the distance is shortest. The aim is applying the Fitt's Law;
deploying the distinctive graphic element of the application (logo) so that both
come to the attention of consumers and also does not have a central position.
All of the mentioned requirements serve as basis for creating sketches, which display
the positions of the identified user interface elements and which in practice are products of
so-called interaction design “.
Created sketches of the interface are used in the next stage of the prototyping process
Prototype development. In terms of applying evolutionary approach to this prototyping
model, it is necessary to apply tools that will be used in the development of the final system.
The prototype forms its basis. Practically, this step is related to implementation of problem
solving plan.
The next step in the prototyping process is Exploring Usability. Its aim is to check
the usability and usefulness of the prototype. This stage can be defined as the stage of
checking the compatibility of established design concept, system requirements and user
expectations, including logo design. The study can be conducted with users or only with
experts. At this stage it should be applied methods and tools for usability testing and
evaluation.
The results from exploring usability stage serve as basis for making certain changes to
the prototype. That is the stage Refinement of the prototyping process. The aim is to modify
the prototype in accordance with the results of the previous stage, so as to meet the mental
models of representatives of the target audience, but also to comply with the system
requirements.
Finally, it should be concluded that the proposed variation of the prototyping process
combines methods and approaches from different scientific fields. It is repeated as long as
necessary and as needed.
4. Conclusion
The user interface is crucial in the development of software applications. If it is well
designed it could help users to achieve their goals, to satisfy them and to encourage them to
use it. Software prototypes support development teams to explore usability, usefulness and
acceptability of their projects.
The proposed prototyping approach can be used for development of a user interface of
different applications independently of the type desktop, web-based, mobile. Its advantages
are related to implementing process approach, using tools for system requirements analysis
and modelling, using tools for documenting use cases of the software.
It is practically implemented during the development process of a prototype that is
part of the PhD thesis of present study’s author.
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Perkembangan teknologi dapat digunakan dalam berbagai bidang, termasuk pertanian. Dutatani adalah web portal pertanian yang telah berhasil membantu petani dalam mendukung peningkatan efisiensi, efektifitas, dan produktivitas pertanian. Dutatani telah dibangun berbasis web dan diperlukan versi mobile agar dapat digunakan dengan lebih personal oleh para petani. Pengembangan Dutatani versi mobile memiliki masalah dalam ekualitas dengan versi webnya. Penelitian ini menggunakan Feature Driven Development (FDD) untuk menghasilkan sistem Dutatani berbasis mobile yang memiliki ekualitas dengan versi web portalnya dengan tingkat adaptasi yang mudah dan minimal. Penelitian ini dilakukan sesuai tahapan FDD dan pengujian menggunakan User Experiences Questionnaire (UEQ) pada mobile version. Daftar fitur yang dikembangkan pada FDD didapatkan dari penelitian sebelumnya menggunakan WebQual. FDD tepat digunakan dalam mempermudah pengembangan fitur untuk memastikan ekuitas antara dua platform dan efisien dalam mempermudah mengintegrasikan fitur Dutatani versi web dan mobile dengan hasil maksimal dalam rangka pengembangan sistem jangka panjang dan penelitian berikutnya. Selain itu Dutatani mobile juga telah dilakukan uji UEQ terhadap petani di bagian modul portal, data, dan fitur menunjukan tingkat good dan excelent.
... Berdasarkan permasalahan tersebut, peneliti melakukan analisis proses bisnis sistem informasi manajemen dokumen pendukung beban kerja dosen dan melakukan perancangan prototipe atau rancangan antar muka dari sistem tersebut. Hasil penelitian ini berupa analisis proses bisnis dan prototipe sistem pengelolaan Sebatik Vol. 25 No. 2 Desember 2021ISSN: 1410 dokumen yang diberi nama "siment", yang diharapkan dapat menjadi dasar dalam melakukan pengembangan atau development sistem tersebut agar sistem yang dihasilkan dapat sesuai dengan kebutuhan pengguna dan hasil analisis dan rancangan antar muka yang dihasilkan dapat memudahkan tahap development system (Nacheva, 2017). Tujuan yang ingin dicapai dalam penelitian ini adalah menghasilkan analisis sistem dan prototipe sistem informasi manajemen pengelolaan dokumen yang dibutuhkan oleh pengguna yang dapat mempermudah pelaporan Beban Kerja Dosen. ...
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Dalam rangka pencapaian Good University Governance (GUC) bertujuan untuk mewujudkan Perguruan Tinggi yang akuntabel diperlukan sistem informasi pengelolaan dokumen beban kerja dosen (BKD). Pelaporan dan penyusunan BKD yang meliputi Pelaksanaan pendidikan, Pelaksanaan penelitian, Pelaksanaan pengabdian kepada masyarakat, Pengembangan diri, serta Penunjang tugas Dosen memerlukan dokumen pendukung yaitu Surat Keputusan (SK), Sertifikat, Laporan Penelitian dan Pengabdian masyarakat maupun surat keterangan. Institut Teknologi Kalimantan merupakan perguruan tinggi negeri yang memiliki lima jurusan yang salah satunya adalah Jurusan Matematika dam Teknologi Informasi (JMTI). Penyusunan dan pelaporan BKD di Lingkungan JMTI masih konvensional dan belum tertata dengan baik sehingga diperlukan sistem informasi manajemen dokumen pendukung BKD agar dapat memudahkan dosen dalam pengisian BKD. Sistem pengelolaan dokumen pendukung BKD sangat dibutuhkan agar seluruh dokumen pendukung BKD dapat dikelola dengan baik dan dapat mempermudah dosen ketika melakukan pelaporan BKD. Analisis proses sistem pengelolaan dokumen diperlukan untuk mengidentifikasi kebutuhan pengguna yang kemudian akan dilakukan implementasi algoritma sistem informasi. analisis sistem informasi ini dilakukan dengan metode prototyping model yang memiliki empat tahapan yaitu communication, quick plan and quick design, construction of prototype, dan evaluation. Pengujian hasil analisis sistem dilakukan dengan menggunakan metode system usability scale (SUS). Hasil penelitian ini berupa analisis proses bisnis dan prototipe sistem pengelolaan dokumen yang diberi nama “siment” dengan hasil pengujian bernilai good dan acceptable.
... Use cases are focused on the objectives of users, making them suitable tool for a description of the prototype. Figure 2 shown the context diagram of the eschool system based on (Nacheva, 2017). ...
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Lembaga Pembinaan Khusus Anak (LPKA) Class I Palembang is a pilot LPKA throughout Indonesia that has successfully implemented distance learning / filial schools with the same standards as the main schools (technical learning management schools) in collaboration with the Palembang City Education Office, Palembang City Government and Provincial Government of South Sumatra. LPKA Class I Palembang organizes formal education (filial schools) starting from elementary, middle, and high school levels. The purpose of this study is to build an e-school system as an alternative in overcoming problems in the teaching and learning process and academic administration of schools. The system development method used in this study is the Rapid Application Development (RAD) method, with the following stages: Requirements Planning, RAD Workshop Design, and Implementation. The results of this study are children's e-school systems so that it becomes a solution for LPKA Class I Palembang in implementing learning and improving the quality of children's learning.
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Software development has many methods which are divided into traditional and agile categories. Traditional methods are known as heavy, rigid methods and have a lot of documentation, while agile is known as a lightweight, fast and a little documentation method. But there is a traditional method that has the flexibility and speed like the agile method, namely the prototyping method. Several prototyping methods are often used in building an application. The research aims to choose the right prototyping method for building a smart village application. The smart village application can be categorized as an application that requires a lot of communication with the user, where the user is a village community who has a certain culture and has a variety of educational backgrounds. The results of this study are that prototyping methods that are suitable for building smart village applications are evolutionary prototyping.
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The role of prototypes is well established in the field of HCI and Design. A lack of knowledge, however, about the fundamental nature of prototypes still exists. Researchers have attempted to identify different types of prototypes, such as low-vs. high-fidelity prototypes, but these attempts have centered on evaluation rather than support of design exploration. There have also been efforts to provide new ways of thinking about the activity of using prototypes, such as experience prototyping and paper prototyping, but these efforts do not provide a discourse for understanding fundamental characteristics of prototypes. In this article, we propose an anatomy of prototypes as a framework for prototype conceptualization. We view prototypes not only in their role in evaluation but also in their generative role in enabling designers to reflect on their design activities in exploring a design space. We base this framework on the findings of two case studies that reveal two key dimensions: prototypes as filters and prototypes as manifestations. We explain why these two dimensions are important and how this conceptual framework can benefit our field by establishing more solid and systematic knowledge about prototypes and prototyping.
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The software engineering process can be considered at two distinct levels: At the start or first level activities related to the gaining information, development, and maintenance of software; in next stage or second level the activities related to the dentition, functioning, measurement, and upgrading the software process itself. this paper present comparative study of various process models in software development based on various parameters; also listed various factors for choosing partial software model in the world of software development. Keywords Introduction of Process Model, Comparative Study of Process Model with Different parameter, factors affecting to Chose Process Model.
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Researchers have provided a number of different definitions, process models and classificatory schemes for both prototypes and prototyping approaches over the past two decades. Because there tends to be some confusion in the use of prototyping terms, in this review we attempt to place prototyping in context and delineate evolutionary prototyping approaches from other kinds development approaches that may have prototypes and prototyping strategies embedded within them. We consider what prototypes are, what the prototyping process is, and how software development approaches adopt prototyping for exploration, experiment or evolution. We provide a classification of the software development approaches that include prototyping of some kind. Within this discussion we review experimental prototyping, exploratory prototyping and evolutionary development.
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In recent years the development of highly interactive software systems with graphical user interfaces has become increasingly common. The acceptance of such a system depends to a large degree on the quality of its user interface. Prototyping is an excellent means for generating ideas about how a user interface can be designed, and it helps to evaluate the quality of a solution at an early stage. We present the basic concepts behind user interface prototyping, a classification of tools supporting it and a case study of nine major industrial projects. Based on our analysis of these projects we present the following conclusions: prototyping is used more consciously than in recent years. No project applied a traditional life-cycle approach, which is one of the reasons why most of them were successful. Prototypes are increasingly used as a vehicle for developing and demonstrating visions of innovative systems.
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The new research activity, which has been developed within the area of artificial intelligence, in general, and within the domain of problem solving, in particular, has awakened the need for a new theoretical effort centered around the notion of problem which more and more appears to be of central importance within computer science. The studies about the theory of problem solving to which belongs the algebraic approach that we shall present in this paper, are intended to achieve the following main goals: a rather precise understanding of the human behaviour in problem solving; a clear definition of what we mean by an automatic problem solver (APS); a proposal of an internal structure of an automatic problem solver which can perform the three activities of selection, search, and learning; a constructive comparison between the theoretical possibility of an absolutely general automatic problem solver and the practical requirement of a tool useful for the man; the formulation of a theory of problems which can be helpful as a theoretical base in the design of an automatic problem solver. further investigations about the automatic problem solver as a non-deterministic interpreter of an high-level representation language, and as an automatic programmer. naive description of problem solving; algebraic framework for the illustration of the main notions and properties involved both in problem representation and in solution search; extended formalization for the description of a more informed problem representation; automatic evaluation and use of heuristic information for improving the efficiency of the solution search; generalization and development of a learning ability during the problem-solving activity. More precisely, the purpose of this paper is to present the results which have been obtained, within the Milan Polytechnic Artificial Intelligence Project (MP-AI Project), by the authors in developing such a theory of problem solving, in the last two years. The notions, which will be presented, can be briefly sketched as follows: naive description of problem solving; algebraic framework for the illustration of the main notions and properties involved both in problem representation and in solution search; extended formalization for the description of a more informed problem representation; automatic evaluation and use of heuristic information for improving the efficiency of the solution search; generalization and development of a learning ability during the problem-solving activity. The presented results provide more understanding of some focal points on which a theory of problem solving can be founded. Such a theory will constitute a formal basis for the design of automatic problem solvers, intended as the interpreters of the representation languages in which the represented problems have been communicated to the computer.
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Much as we hate to admit it, most prototyping practice lacks a sophisticated understanding of the broad concepts of prototypingand its strategic position within the development process. Often we overwhelm with a high fidelity prototype that designs us into a corner. Or, we can underwhelm with a prototype with too much ambiguity and flexibility to be of much use in the software development process. This book will help software makersdevelopers, designers, and architectsbuild effective prototypes every time: prototypes that convey enough information about the product at the appropriate time and thus set expectations appropriately. This practical, informative book will help anyonewhether or not one has artistic talent, access to special tools, or programming abilityto use good prototyping style, methods, and tools to build prototypes and manage for effective prototyping. Features * A prototyping process with guidelines, templates, and worksheets; * Overviews and step-by-step guides for 9 common prototyping techniques; * An introduction with step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills; * Templates and other resources used in the book available on the Web for reuse; * Clearly-explained concepts and guidelines; * Full-color illustrations, and examples from a wide variety of prototyping processes, methods, and tools. Jonathan Arnowitz is a principal user experience designer at SAP Labs and is the co-editor-in-chief of Interactions Magazine. Most recently Jonathan was a senior user experience designer at Peoplesoft. He is a member of the SIGCHI executive committee, and was a founder of DUX, the first ever joint conference of ACM SIGCHI, ACM SIGGRAPH, AIGA Experience Design Group, and STC. Michael Arent is the manager of user experience design at SAP Labs, and has previously held positions at Peoplesoft, Inc, Adobe Systems, Inc, Sun Microsystems, and Apple Computer, Inc. He holds several U.S. patents. Nevin Berger is design director at Ziff Davis Media. Previously he was a senior interaction designer at Oracle Corporation and Peoplesoft, Inc., and has held creative director positions at ZDNet, World Savings, and OFOTO, Inc. * A complete prototyping process with guidelines, templates, and worksheets; and step-by-step guides for 9 common prototyping techniques; * step-by-step guidelines to a variety of prototyping tools that do not require advanced artistic skills, including Excel, Visio, and Acrobat; * Templates and other resources used in the book available in digital format for reuse; * Full-color illustrations, and examples from a wide variety of prototyping processes, methods, and tools.
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This paper originates from a series of discussions between programme committee members during the preparation of the Working Conference on Prototyping. While trying to define the topic of the conference, it became clear to us that we each held our own viewpoint on the subject. Views differed as to the specific use of terminology as well as the application-oriented emphasis on particular strategies, and so did our judgements about the potential usefulness of prototyping. The views did not, however, seem contradictory but rather complementary.