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8/11/2019 Kendall Sad8e Ch06 http://slidepdf.com/reader/full/kendall-sad8e-ch06 1/51 Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall  Agile Modeling and Prototyping Systems Analysis and Design, 8e Kendall & Kendall 6

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Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall

 Agile Modeling and

Prototyping

Systems Analysis and Design, 8e

Kendall & Kendall

6

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-2

Learning Objectives

• Understand the roots of agile modeling in prototyping andthe four main types of prototyping.

• Be able to use prototyping for human informationrequirements gathering.

• Understand the concept of RAD for use in humaninformation requirements gathering and interface design.

• Understand agile modeling and the core practices thatdifferentiate it from other development methodologies.

• Learn the importance of values critical to agile modeling.

• Understand how to improve efficiency for users who areknowledge workers using either structured methods oragile modeling.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-3

 Agile Modeling, but First

Prototyping• Agile modeling is a collection of

innovative, user-centered approaches to

systems development.

• Prototyping is an information-gatheringtechnique useful in seeking user

reactions, suggestions, innovations, andrevision plans.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-4

Major Topics

• Prototyping

• Rapid application development (RAD)

• Agile modeling

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-5

Prototyping

• Patched-up

• Nonoperational

• First-of-a-series

• Selected features

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-6

Patched-Up Prototype

• A system that works but is patched upor patched together.

• A working model that has all thefeatures but is inefficient.

• Users can interact with the system.

• Retrieval and storage of informationmay be inefficient.

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Nonoperational Scale Models

•  A nonworking scale mode that is set up totest certain aspects of the design.

•  A nonworking scale model of an informationsystem might be produced when the codingrequired by the application is too expensiveto prototype but when a useful idea of the

system can be gained through prototyping ofthe input and output only.

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First-of-a-Series Prototype

• Creating a pilot

• Prototype is completely operational

• Useful when many installations of the sameinformation system are planned

•  A full-scale prototype is installed in one ortwo locations first, and if successful,

duplicates are installed at all locations basedon customer usage patterns and other keyfactors.

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Selected Features Prototype

• Building an operational model thatincludes some, but not all, of the

features that the final system will have

• Some, but not all, essential features areincluded

• Built in modules

• Part of the actual system

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Four Kinds of PrototypesClockwise, Starting from the Upper Left

(Figure 6.1)

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Prototyping as an Alternative

to 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

• Rather than using prototyping to

replace the SDLC use prototyping as apart of the SDLC

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Guidelines for Developing a

Prototype• Work in manageable modules.

• Build the prototype rapidly.

• Modify the prototype in successiveiterations.

• Stress the user interface.

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Disadvantages of Prototyping

• It can be difficult to manageprototyping as a project in the larger

systems effort.• Users and analysts may adopt a

prototype as a completed system.

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 Advantages of Prototyping

• Potential for changing the system earlyin its development

• Opportunity to stop development on asystem that is not working

• Possibility of developing a system that

more closely addresses users’ needsand expectations

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-15

Prototyping Using COTS Software

• Sometimes the quickest way toprototype is through the modular

installation of COTS software.• Some COTS software is elaborate and

expensive, but highly useful.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-16

Users’ Role in Prototyping 

• Honest involvement

• Experimenting with the prototype

• Giving open reactions to the prototype

• Suggesting additions to or deletions fromthe prototype

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-17

Rapid Application Development(RAD)

• An object-oriented approach to systemsdevelopment that includes a method of

development as well as software tools

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-18

RAD Phases

• Requirements planning

• RAD design workshop

• Implementation

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-19

The RAD Design Workshop Is the Heart of theInteractive Development Process (Figure 6.4)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-20

Requirements Planning Phase

• Users and analysts meet to identifyobjectives of the application or system.

• Orientation is toward solving businessproblems.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-21

RAD Design Workshop

• Design and refine phase.

• Use group decision support systems room if

available.• Users respond to actual working prototypes.

•  Analysts refine designed modules based on

user responses.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-22

Implementation Phase

• As the systems are built and refined,the new systems or part of systems are

tested and then introduced to theorganization.

• When creating new systems, there is no

need to run old systems in parallel.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-23

Comparing RAD to the SDLC

• RAD software tools are used togenerate screens and exhibit the overall

flow of the running of the application.• RAD users are signing off on a visual

model representation.

• RAD implementation is less stressfulbecause users have helped to designthe business aspects of the system.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-24

The RAD Design Workshop and the SDLC Approach Compared (Figure 6.5)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-25

When to Use RAD

• The team includes programmers and analystswho are experienced with it.

• There are pressing reasons for speeding upapplication development.

• The project involves a novel ecommerceapplication and needs quick results.

• Users are sophisticated and highly engagedwith the goals of the company.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-26

Disadvantages of RAD

• Trying to hurry the project too much

• Lack of documentation

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-27

 Agile Modeling

• Agile methods are a collection ofinnovative, user-centered approaches to

systems development.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-28

 Values and Principles of AgileModeling

• Communication

• Simplicity

• Feedback

• Courage

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-29

 Values Are Crucial to the Agile Approach (Figure 6.6)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-30

The Basic Principles of AgileModeling

• Satisfy the customer through delivery ofworking software.

• Embrace change, even if introduced late in

development.• Continue to deliver functioning software

incrementally and frequently.• Encourage customers and analysts to work

together daily.• Trust motivated individuals to get the job

done.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-31

The Basic Principles of AgileModeling (continued)

• Promote face-to-face conversation.

• Concentrate on getting software to

work.• Encourage continuous, regular, and

sustainable development.

• Adopt agility with attention to mindfuldesign.

• Support self-organizing teams.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-32

The Basic Principles of AgileModeling (continued)

• Provide rapid feedback.

• Encourage quality.

• Review and adjust behavioroccasionally.

• Adopt simplicity.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-33

 Activities, Resources, andPractices of Agile Modeling

• Coding

• Testing

• Listening

• Designing

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-34

Four Resource Control Variablesof Agile Modeling

• Time

• Cost

• Quality

• Scope

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-35

Four Core Agile Practices

• Short releases

• 40-hour work week

• Onsite customer

• Pair programming

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-36

The Agile Development Process

• Listen for user stories.

• Draw a logical workflow model.

• Create new user stories based on thelogical model.

• Develop some display prototypes.

• Create a physical data model usingfeedback from the prototypes andlogical workflow diagrams.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-37

Writing User Stories

• Spoken interaction between developersand users

• Seeking first and foremost to identifyvaluable business user requirements

• The goal is prevention of

misunderstandings or misinterpretationsof user requirements.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-38

User Stories Can Be Recorded on Cards: The User StoryShould Be Brief Enough for an Analyst to DetermineWhat Systems Features Are Needed (Figure 6.8)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-39

Scrum

• Begin the project with a high-level plan thatcan be changed on the fly.

• Success of the project is most important.• Individual success is secondary.

• Project leader has some (not much) influenceon the detail.

• Systems team works within a strict timeframe.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-40

Scrum

• Product backlog

• Sprint backlog

• Sprint

• Daily scrum

• Demo

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-41

Lessons Learned from AgileModeling

• Short releases allow the system toevolve.

• Pair programming enhances the overallquality.

• Onsite customers are mutually

beneficial to the business and the agiledevelopment team.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-42

Lessons Learned from AgileModeling (Continued)

• The 40-hour work week improvesworker effectiveness.

• Balanced resources and activitiessupport project goals.

• Agile values are crucial to success.

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-43

There Are Six Vital Lessons that Can Be Drawnfrom the Agile Approach to Systems (Figure 6.9)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-44

Comparing Agile Modeling andStructured Methods

• Improving the efficiency of systemsdevelopment

• Risks inherent in organizationalinnovation

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-45

Strategies for Improving Efficiency Can Be ImplementedUsing Two Different Development Approaches(Figure 6.10)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-46

 Adopting New Information Systems InvolvesBalancing Several Risks (Figure 6.11)

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-47

Risks When Adopting New InformationSystems

• Fit of development team culture

• Best time to innovate

• Training cost for analysts andprogrammers

• Client’s reaction to new methodology 

• Impact of agile methodologies

• Programmers/Analysts individual rights

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-48

Summary

• Prototyping

• Patched-up system

• Nonoperational

• First-of-a-series

• Selected-features

• Prototype development guidelines• Prototype disadvantages

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-49

Summary (Continued)

• Prototype advantages

• Users’ role in prototyping 

• Agile modeling

• Five values of the agile approach

• Principles of agile development

• Agile activities

• Agile resources

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Kendall & Kendall Copyright © 2011 Pearson Education, Inc. Publishing as Prentice Hall 6-50

Summary (Continued)

• Core practices of the agile approach

• Stages in the agile development process

• User stories

• Agile lessons

• Scrum methodology

• Dangers to adopting innovativeapproaches

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 All rights reserved. No part of this publication may be reproduced, stored in a

retrieval system, or transmitted, in any form or by any means, electronic,

mechanical, photocopying, recording, or otherwise, without the prior written

permission of the publisher. Printed in the United States of America.

Copyright © 2011 Pearson Education, Inc.Publishing as Prentice Hall