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Rapid Prototyping

Rapid Prototyping. Used in software engineering “Rapid prototyping is a system development methodology based on building and using a model of a system for designing, implementing, testing and installing the system.” (Lantzas cited in Tripp& Bichelmeyer, 1990) 2 Factors. Overview. Model.

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Rapid Prototyping

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  1. Rapid Prototyping

  2. Used in software engineering “Rapid prototyping is a system development methodology based on building and using a model of a system for designing, implementing, testing and installing the system.” (Lantzas cited in Tripp& Bichelmeyer, 1990) 2 Factors Overview

  3. Model

  4. Advantages • Allows users to try out the system • Discover problem areas • Input into selection of an appropriate interface • Reduces cost and time • Increase creativity • Errors can be detected earlier

  5. Disadvantages • Can lead to a design by-repair • Does not eliminate the need for front-end analysis • Does not completely substitue for a paper analysis • May lead to designs that get out of control

  6. When to use rapid prototyping • Time, budget, environmental restraints • Cases involving complex factors and prediction is hard • Cases where we have experience, but lack satisfaction of results • New situations where there is not an abundant information to draw from

  7. Examples http://it.coe.uga.edu/studio/seminars/paperplanes.html

  8. concept definition implementation of a skeletal system user evaluation and concept refinement implementation of refined requirements user evaluation and concept refinement implementation of refined requirements concept definition requirements definition preliminary design detailed design code implementation test and acceptance Spiral Cycle vs Waterfall Cycle

  9. Comparisons Traditional ID • One idea • Extensive front-end analysis • Linear

  10. Comparisons Dick and Carey • Speaks to the teaching of instructional design and computer-based instruction as a potential concern • Is linear • Design is lost in rapid prototyping where the emphasis's to simply get something up and running.

  11. Comparisons R2D2 Model • Both non-linear in development. • Begin with evaluation of needs. • Design groups consist of actual users as well as designers. • Time efficient process because target audience is part of process. • Most activity in process is in creation of material.

  12. Comparisons Layers of Negotiation • Both are systematic in nature. • Both require contact and discussion between the designer and the user. • Both are non-linear. • Negotiation is based on process outcome goals while Prototyping is based on product outcome goals.

  13. References • http://www.public.iastate.edu/~abowser/pdf/Rapid%20Prototyping%20Presentation.pdf • http://it.coe.uga.edu/studio/seminars/paperplanes.html • Tripp, S., & Bichelmeyer, B. (1990). Rapid prototyping: An alternative instructional design strategy. Educational Technology Research & Development, 38(1), 31-44. • Gustafson, K. L. & Branch, R. M. (1997) Revisioning models of instructional development. ETR&D, 45(3), p. 73-89.

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