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V-Shaped SDLC Model

  • A variant of the Waterfall that emphasizes the verification and validation of the product.
  • Testing of the product is planned in parallel with a corresponding phase of development

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V-Shaped Steps

  • Project and Requirements Planning – allocate resources

  • Product Requirements and Specification Analysis – complete specification of the software system

  • Architecture or High-Level Design – defines how software functions fulfill the design

  • Detailed Design – develop algorithms for each architectural component
  • Production, operation and maintenance – provide for enhancement and corrections

  • System and acceptance testing – check the entire software system in its environment

  • Integration and Testing – check that modules interconnect correctly

  • Unit testing – check that each module acts as expected

  • Coding – transform algorithms into software

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V-Shaped Strengths

  • Emphasize planning for verification and validation of the product in early stages of product development
  • Each deliverable must be testable
  • Project management can track progress by milestones
  • Easy to use

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V-Shaped Weaknesses

  • Does not easily handle concurrent events
  • Does not handle iterations or phases
  • Does not easily handle dynamic changes in requirements
  • Does not contain risk analysis activities

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When to use the V-Shaped Model

  • Excellent choice for systems requiring high reliability – hospital patient control applications
  • All requirements are known up-front
  • When it can be modified to handle changing requirements beyond analysis phase
  • Solution and technology are known

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Protoyping: Basic Steps

  • Identify basic requirements
    • Including input and output info
    • Details (e.g., security) generally ignored
  • Develop initial prototype
    • UI first
  • Review
    • Customers/end –users review and give feedback
  • Revise and enhance the prototype & specs
    • Negotiation about scope of contract may be necessary

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Dimensions of prototyping

  • Horizontal prototype
    • Broad view of entire system/sub-system
    • Focus is on user interaction more than low-level system functionality (e.g. , databsae access)
    • Useful for:
      • Confirmation of UI requirements and system scope
      • Demonstration version of the system to obtain buy-in from business/customers
      • Develop preliminary estimates of development time, cost, effort

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Dimensions of Prototyping

  • Vertical prototype
    • More complete elaboration of a single sub-system or function
    • Useful for:
      • Obtaining detailed requirements for a given function
      • Refining database design
      • Obtaining info on system interface needs
      • Clarifying complex requirements by drilling down to actual system functionality

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Types of prototyping

  • Throwaway /rapid/close-ended prototyping
    • Creation of a model that will be discarded rather than becoming part of the final delivered software
    • After preliminary requirements gathering, used to visually show the users what their requirements may look like when implemented
  • Focus is on quickly developing the model
    • not on good programming practices
    • Can Wizard of Oz things

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Fidelity of Protype

  • Low-fidelity
    • Paper/pencil
      • Mimics the functionality, but does not look like it

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Fidelity of Protype

  • Medium to High-fidelity
    • GUI builder
    • “Click dummy” prototype – looks like the system, but does not provide the functionality
    • Or provide functionality, but have it be general and not linked to specific data

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Throwaway Prototyping steps

  • Write preliminary requirements
  • Design the prototype
  • User experiences/uses the prototype, specifies new requirements
  • Repeat if necessary
  • Write the final requirements
  • Develop the real products

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Evolutionary Prototyping

  • Aka breadboard prototyping
  • Goal is to build a very robust prototype in a structured manner and constantly refine it
  • The evolutionary prototype forms the heart of the new system and is added to and refined
  • Allow the development team to add features or make changes that were not conceived in the initial requirements

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Evolutionary Prototyping Model

  • Developers build a prototype during the requirements phase
  • Prototype is evaluated by end users
  • Users give corrective feedback
  • Developers further refine the prototype
  • When the user is satisfied, the prototype code is brought up to the standards needed for a final product.

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EP Steps

  • A preliminary project plan is developed
  • An partial high-level paper model is created
  • The model is source for a partial requirements specification
  • A prototype is built with basic and critical attributes
  • The designer builds
    • the database
    • user interface
    • algorithmic functions
  • The designer demonstrates the prototype, the user evaluates for problems and suggests improvements.
  • This loop continues until the user is satisfied

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EP Strengths

  • Customers can “see” the system requirements as they are being gathered
  • Developers learn from customers
  • A more accurate end product
  • Unexpected requirements accommodated
  • Allows for flexible design and development
  • Steady, visible signs of progress produced
  • Interaction with the prototype stimulates awareness of additional needed functionality

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Incremental prototyping

  • Final product built as separate prototypes
  • At the end, the prototypes are merged into a final design

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Extreme Prototyping

  • Often used for web applications
  • Development broken down into 3 phases, each based on the preceding 1
    1. Static prototype consisting of HTML pages
    2. Screen are programmed and fully functional using a simulated services layer
      • Fully functional UI is developed with little regard to the services, other than their contract
    3. Services are implemented

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Prototyping advantages

  • Reduced time and cost
    • Can improve the quality of requirements and specifications provided to developers
      • Early determination of what the user really wants can result in faster and less expensive software
  • Improved/increased user involvement
    • User can see and interact with the prototype, allowing them to provide better/more complete feedback and specs
    • Misunderstandings/miscommunications revealed
    • Final product more likely to satisfy their desired look/feel/performance

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Disadvantages of prototyping 1

  • Insufficient analysis
    • Focus on limited prototype can distract developers from analyzing complete project
    • May overlook better solutions
    • Conversion of limited prototypes into poorly engineered final projects that are hard to maintain
    • Limited functionality may not scale well if used as the basis of a final deliverable
      • May not be noticed if developers too focused on building prototype as a model

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Disadvantages of prototyping 2

  • User confusion of prototype and finished system
    • Users can think that a prototype (intended to be thrown away) is actually a final system that needs to be polished
      • Unaware of the scope of programming needed to give prototype robust functionality
    • Users can become attached to features included in prototype for consideration and then removed from final specification

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Disadvantages of prototyping 3

  • Developer attachment to prototype
    • If spend a great deal of time/effort to produce, may become attached
    • Might try to attempt to convert a limited prototype into a final system
      • Bad if the prototype does not have an appropriate underlying architecture

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Disadvantages of prototyping 4

  • Excessive development time of the prototype
    • Prototyping supposed to be done quickly
    • If developers lose sight of this, can try to build a prototype that is too complex
    • For throw away prototypes, the benefits realized from the prototype (precise requirements) may not offset the time spent in developing the prototype – expected productivity reduced
    • Users can be stuck in debates over prototype details and hold up development process

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Disadvantages of prototyping 5

  • Expense of implementing prototyping
    • Start up costs of prototyping may be high
    • Expensive to change development methodologies in place (re-training, re-tooling)
    • Slow development if proper training not in place
      • High expectations for productivity unrealistic if insufficient recognition of the learning curve
    • Lower productivity can result if overlook the need to develop corporate and project specific underlying structure to support the technology

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Best uses of prototyping

  • Most beneficial for systems that will have many interactions with end users
  • The greater the interaction between the computer and the user, the greater the benefit of building a quick system for the user to play with
  • Especially good for designing good human-computer interfaces

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AGILE SOFTWARE DEVELOPMENT LIFE CYCLES

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Agile SDLC’s

  • Speed up or bypass one or more life cycle phases
  • Usually less formal and reduced scope
  • Used for time-critical applications
  • Used in organizations that employ disciplined methods

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Some Agile Methods

  • Rapid Application Development (RAD)
  • Incremental SDLC
  • Scrum
  • Extreme Programming (XP)
  • Adaptive Software Development (ASD)
  • Feature Driven Development (FDD)
  • Crystal Clear
  • Dynamic Software Development Method (DSDM)
  • Rational Unify Process (RUP)

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Agile vs Waterfall Propaganda

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RAPID APPLICATION DEVELOPMENT (RAD) MODEL

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Rapid Application Model (RAD)

  • Requirements planning phase (a workshop utilizing structured discussion of business problems)
  • User description phase – automated tools capture information from users
  • Construction phase – productivity tools, such as code generators, screen generators, etc. inside a time-box. (“Do until done”)
  • Cutover phase -- installation of the system, user acceptance testing and user training

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Requirements Planning Phase

  • Combines elements of the system planning and systems analysis phases of the System Development Life Cycle (SDLC).
  • Users, managers, and IT staff members discuss and agree on business needs, project scope, constraints, and system requirements.
  • It ends when the team agrees on the key issues and obtains management authorization to continue.

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User Design Phase

  •  Users interact with systems analysts and develop models and prototypes that represent all system processes, inputs, and outputs.
  • Typically use a combination of Joint Application Development (JAD) techniques and CASE tools to translate user needs into working models. 
  • A continuous interactive process that allows users to understand, modify, and eventually approve a working model of the system that meets their needs.

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JAD Techniques

CASE Tools

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Construction Phase

  •  Focuses on program and application development task similar to the SDLC.
  • However, users continue to participate and can still suggest changes or improvements as actual screens or reports are developed.
  • Its tasks are programming and application development, coding, unit-integration, and system testing.

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Cutover Phase

  • Resembles the final tasks in the SDLC implementation phase.
  • Compared with traditional methods, the entire process is compressed. As a result, the new system is built, delivered, and placed in operation much sooner.
  • Tasks are data conversion, full-scale testing, system changeover, user training.

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RAD Strengths

  • Reduced cycle time and improved productivity with fewer people means lower costs
  • Time-box approach mitigates cost and schedule risk
  • Customer involved throughout the complete cycle minimizes risk of not achieving customer satisfaction and business needs
  • Focus moves from documentation to code (WYSIWYG).
  • Uses modeling concepts to capture information about business, data, and processes.

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RAD Weaknesses

  • Accelerated development process must give quick responses to the user
  • Risk of never achieving closure
  • Hard to use with legacy systems
  • Requires a system that can be modularized
  • Developers and customers must be committed to rapid-fire activities in an abbreviated time frame.

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When to use RAD

  • Reasonably well-known requirements
  • User involved throughout the life cycle
  • Project can be time-boxed
  • Functionality delivered in increments
  • High performance not required
  • Low technical risks
  • System can be modularized