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The successful software application designer excels in using a minimum of time to develop an application that results in happy end users and programmers.
A designer can use the traditional approach to designing an application or may prefer the prototyping approach.
The traditional approach to designing an application has often resulted in mis-communication between programmers and end users. The traditional approach consists of the following steps:
The traditional approach, however, does not provide the end user with a clear picture of the final application during the design process. The end user may be disappointed when the application does not meet expectations. This can result in many changes in design and coding and costly production delays.
Prototype | An interim version or mock-up of the application used to communicate to the end user an idea of what the final application will look like. |
Prototyping | The process of making a prototype. |
Prototyping tool | A tool that gives the end user a means to visualize the final application in its various stages of development. |
Prototyping methodologies | The technical methods used to do prototyping. |
Cycle time | The time it takes the designer to implement a change in an application after the change has been requested by the end user. |
The prototyping approach allows the designer to use a tool, such as a mock-up. This mock-up is used early in the design process to discuss an application with an end user. The prototyping tool:
Prototyping uses the following steps:
DESIGNER-END USER COMMUNICATION USING A PROTOTYPING TOOL IS ESSENTIAL EARLY IN THE DESIGNING PHASE. |
REPORT LAYOUTS SHOULD BE DONE BEFORE ANY CODING IS ATTEMPTED. |
FLEXIBILITY OF THE PROTOTYPING TOOL RESULTS IN BETTER COMMUNICATION. THIS IS THE NUMBER ONE PURPOSE OF PROTOTYPING TOOLS. |
PUT TIMED WAITS IN THE PROTOTYPE, OTHERWISE YOU WILL HAVE USER DISSATISFACTION. |
IF THERE IS NO SIGN-OFF, END USERS THINK THAT NOTHING IS EVER FINISHED. |
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