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Chapter 6
Prototyping, RAD, andExtreme Programming
Systems Analysis and Design
Kendall & Kendall
Sixth Edition
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Kendall & Kendall 2005 Pearson Prentice Hall 6-2
Objectives
Once you have mastered the material in this chapter you will beable to:
1. Understand the four main types of prototyping.2. Be able to use prototyping for information requirements
gathering.3. Understand the concept of RAD for use in information
requirements gathering and interface design.4. Understand extreme programming and the core practices that
differentiate it from other development methodologies.
5.Learn the importance of values critical to extremeprogramming and agile modeling.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-3
Major Topics
Prototyping
Rapid application development (RAD)
Extreme Programming (XP)
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Kendall & Kendall 2005 Pearson Prentice Hall 6-4
Prototyping
Prototyping is an information-gatheringtechnique.
Prototypes are useful in seeking userreactions, suggestions, innovations, andrevision plans.
Prototyping may be used as analternative to the systems developmentlife cycle.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-5
Four Kinds of Prototypes
The four conceptions of prototypes are :
Patched-up prototype.
Nonoperational scale model.
First-of-a-series.
Prototype that contains only some of the
essential system features.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-6
Patched-up Prototype
This is a working model with all thefeatures but is inefficient.
Users can interact with the system.
Storage and retrieval of data may beinefficient.
May contain only basic features.
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Nonoperational Scale Models
A nonoperational scale mode is one thatis not operational, except for certain
features to be tested
Prototype input and output
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First-of-a-Series Prototype
Pilot system is created.
Prototype is an operation model.
Useful when many installations of thesame information system are planned.
An example is a system to be installed
in one location, tested and modified asnecessary, and later implemented inother locations.
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Selected Features Prototype
An operational model includes some,but not all, of the final system features.
With the acceptance of these features,later essential features are added.
Some menu items are available.
System is built in modules.
These are part of the actual system.
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Prototyping As an Alternativeto 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.
Prototyping may be used as an alternative.
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Prototype DevelopmentGuidelines
Guidelines for developing a prototypeare:
Work in manageable modules.
Build the prototype rapidly.
Modify the prototype in successive
iterations. Stress the user interface.
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Prototype Disadvantages
Managing the prototyping process isdifficult because of its rapid, iterative
nature. Incomplete prototypes may be regarded
as complete systems.
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Prototype Advantages
Potential for changing the system earlyin its development
Opportunity to stop development on anunworkable system
Possibility of developing a system that
closely addresses users needs andexpectations
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Prototype EvaluationThe UsersRole
The users role is honest involvement.
Three ways the user is involved:
Experimenting with the prototype.
Giving open reactions to the prototype.
Suggesting additions to and/or deletions
from the prototype.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-15
Rapid Application Development(RAD)
RAD, or rapid application development,is an object-oriented approach to
systems development that includes amethod of development as well assoftware tools.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-16
RAD Phases
The three broad phases to RAD are :
Requirements planning.
RAD design workshop.
Implementation.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-17
RAD Phases
Insert Figure 8.7 here
NOTE: Confirm with author which figureshould be inserted!
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Kendall & Kendall 2005 Pearson Prentice Hall 6-18
Requirements Planning Phase
Users and analysts meet to identifyobjectives of the application or system
Oriented toward solving businessproblems
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Kendall & Kendall 2005 Pearson Prentice Hall 6-19
RAD Design Workshop
Design and refine phase.
Use group decision support systems to help usersagree on designs.
Programmers and analysts can build and showvisual representations of the designs and workflowto users.
Users respond to actual working prototypes.
Analysts refine designed modules based on userresponses.
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Implementation Phase
As the systems are built and refined,the new systems or partial systems are
tested and introduced to theorganization.
When creating new systems, there is no
need to run old systems in parallel.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-21
Martin Approach to RAD
The Martin approach to RAD includesfour phases:
Requirements planning.
User design.
Construction.
Cutover.
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Martin Approach to RAD
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RAD and the SDLC
RAD tools are used to generate screensand exhibit the overall flow of the
application. Users approve the design and sign off
on the visual model.
Implementation is less stressful becauseusers helped to design the businessaspects of the system.
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When to Use RAD
RAD is used when: The team includes programmers and
analysts who are experienced with it. There are pressing reasons for speeding up
application development.
The project involves a novel ecommerce
application and needs quick results. Users are sophisticated and highly engaged
with the goals of the company.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-25
Disadvantages of RAD
May try and hurry the project too much
Loosely documented
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Extreme Programming (XP)
Extreme programming (XP) takes goodsystems development practices to the
extreme.
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Four Values of ExtremeProgramming
The four values of extremeprogramming are:
Communication.
Simplicity.
Feedback.
Courage.
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Five XP Principles
The five XP principles are:
Providing rapid feedback.
Assuming simplicity.
Changing incrementally.
Embracing change.
Encouraging quality work.
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Five XP Principles
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Four Basic Activities of XP
The four basic activities of XP are:
Coding.
Testing.
Listening, to the programming partner andcustomer.
Designing.
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Four XP Resource ControlVariables
The four resource control variables in XPare:
Time.
Cost.
Scope.
Quality.
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Four XP Core Practices
The four XP core practices are:
Short releases, work with the most
important features first. Having a 40-hour work week.
Having an onsite customer.
Pair programming with anotherprogrammer.
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XP Relationships
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XP Development Process
The phases of the XP developmentprocess are:
Exploration.
Planning.
Iterations to the first release.
Productionizing. Maintenance.
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XP Stories
XP stories are a spoken interactionbetween developers and users.
It is not written communication.
The goal is prevention ofmisunderstanding or misinterpretations
of user requirements.
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XP Lessons
The six lessons that can be drawn fromthe XP development approach are:
Short releases allow the system to evolve.
Pair programming enhances overall quality.
Onsite customers are mutually beneficial to
the business and the XP team.
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Kendall & Kendall 2005 Pearson Prentice Hall 6-37
XP Lessons
The six lessons that can be drawn fromthe XP development approach
(continued) The 40-hour work week improves
worker effectiveness.
Balanced resources and activitiessupport project goals.
XP values are crucial to success.
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XP Lessons
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Agile Modeling
Agile modeling is similar to XP.
In addition to the values of
communication, simplicity feedback andcourage, has a fifth value of humility.
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Agile Modeling (Continued)
Agile modeling process is:
Listen to user stories.
Draw a logical workflow model.
Create new user stories based on theworkflow.
Develop some prototypes. Use feedback from the prototypes and
logical workflow to create physical model.
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Scrum
Scrum is an Agile approach that has anemphasis on teamwork.
Team success is of primary importance. Individual success is secondary.
The team works within a strict time
frame. The project leader has some but not
much influence on detail.