Академический Документы
Профессиональный Документы
Культура Документы
Usability Engineering
Instructor: Kara Rozen
4004-748-70
Winter 2008
Rochester Institute of Technology
INTRODUCTION
The basic usability engineering lifecycle contains four phases, an initial requirements
gathering, a series of prototyping and usability tests and a final implementation. This
implementation is then used for future requirements gathering and this cycle repeats.
Requirements
Analysis
Rapid
Prototyping
Usability
Testing
Implementatio
n
The word prototype has several meanings, based on the context of its use. In our
to the old methods of monolithic development where the whole product or software is
built first and later all the irregularities between design and implementation are ironed
out. There are several reasons why prototyping is important, this paper talks about
IMPORTANCE OF PROTOTYPING
• A prototype shows what is feasible with current technologies and its limitations. It
validate them.
• A prototype shows the desired and undesired features of the product early on in
the lifecycle, and appropriate changes can be made saving time and money.
• A prototype also acts a communication tool, keeping all members of the team on
the same page, helping everyone have the same understanding of the system.
A prototype is invaluable to the lifecycle because of all the advantages it has to offer
including the ability of identifying usability issues in the design, it also encourages the
end-user to take part in the development process and can provide him a teaching
environment.
APPROACHES TO PROTOTYPING
According to Bäumer et al. (1996), prototyping approaches can be classified into three
“E”s:
Once the prototype has served its purpose, it is thrown away. Since these
prototypes are only temporary, quality, efficiency and error handling among
prototypes.
(Hekmatpour, 1987). Although all types of prototypes can be built this way, a pilot
In addition to these three approaches, a few other approaches to prototyping have been
prototypes. At the end the separate prototypes are merged in an overall design.
the system.
Horizontal prototypes are used mainly to demonstrate the scope of the system; the key
functions are not necessarily developed; only the high level system wide features are
prototyped. These prototypes are useful for showing the variety of capabilities of a
system.
Vertical prototypes are used to demonstrate the key functions of the system, the system
might be incomplete, but a few vital functions are wholly prototyped. This is useful to
Prototyping has become an essential part of a usability engineering process, but the
decision of using a low fidelity vs. high fidelity prototype is highly debated. Rudd et al.
(1996) portray low fidelity prototypes as being limited in functionality, rudimentary and
having limited user interaction, whereas high fidelity prototypes “faithfully represent the
technologies, low fidelity prototypes like paper prototypes, make it harder to visualize
the complete system, they tend to paint a hazy picture of the technology being
the same lines, it doesn’t do us good to implement a high fidelity prototype for a system
that hasn’t been described completely nor has a weak requirements specification, doing
this would give the users a wrong idea of the system. Selecting the right prototyping
technique is quite difficult and this is a vital decision to be made before prototyping,
Rudd et al. (1996) give us a few advantages and disadvantages of using either of the
CONCLUSION
Over the years, owing to the advantages of prototyping, developers and designers have
realized the importance of prototyping and it has become a vital part of the product
prototyping used for all projects. Depending on the requirements of the project and the
extent to which the end-user has to visualize the system, a relevant approach to
planned and necessary time and effort should be devoted to make the prototype as
similar to the final system as possible. The disadvantages of a failed prototype are
numerous, including user/customer dissatisfaction which is not worth the time, money or
effort saved by developing a low quality prototype. The fidelity of a prototype (low or
high) must be chosen carefully based on the system to avoid showing too much or too
less to the end user. A few factors to be considered while developing a prototype are
schedule constraints and screen layout among others. To concur, it is really important
for a product development lifecycle to include prototyping and it is not just sufficient to
REFERENCES
http://www.mckinnonsc.vic.edu.au/vceit/glossary.htm
41.
http://en.wikipedia.org/wiki/Software_prototyping