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An Approach to Low-fidelity Prototyping Based on SOFL Informal Specification
Abstract
Low-fidelity prototyping has been increasingly adopted in software development to facilitate the communication between the developer and the end-user, since it can be simply realised without the need for programming. However, this technique is not mature enough as it lacks a systematic approach to build prototypes and capture user feedback. In this paper, we present a method that provides a systematic way to build low-fidelity prototypes from informal specifications and to collect user feedback for completing or refining the requirements. Three steps are essential for this method. The first step is to derive implementation architecture of the prototype from the specification by determining the design properties of the required functions and to define their relationships. The second step is to construct the prototype based on the architecture using the animation tool in Microsoft PowerPoint. The third step is to gather user's feedback using specific forms during low-fidelity prototyping. We have applied this method to the development of a web-based Travel Agent System. The result shows that our approach is effective in ensuring the quality and efficiency of communication and software requirements, although it still has room for further improvement.
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Interactive computer-based mock-ups yielded more feedback when used for user testing.
“Furthermore, Liu and Khooshabeh also found that interactive computer-based mock-ups yielded more feedback when used for user testing.”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as Zainuddin and Liu 2012
Paper sketches provide more flexibility for designers in early stages, but require more effort to use with larger sets of users.
“They found that while paper sketches provide more flexibility for designers in early stages, this kind of prototype media requires more effort to use with larger sets of users, e.g., to manually simulate interaction.”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as Zainuddin and Liu 2012
The cost of producing prototypes, the gains and types of learning that can be obtained from these varies with the media.
“While there is a correspondence between different kinds of prototype media and the scope of these, the cost of producing prototypes, the gains and types of learning that can be obtain from these varies with the media (McCurdy et al. 2006;Zainuddin and Liu 2012).”
From An empirically based model of software prototyping: a mapping study and a multi-case study (2023) · cites this paper as Zainuddin and Liu 2012
Citations
Cites
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An empirically based model of software prototyping: a mapping study and a multi-case study
Bjarnason, E., Lang, F., & Mjöberg, A. (2023) · Empirical Software Engineering · doi:10.1007/s10664-023-10331-w · Cited by 75
Metadata
- Authors
- Zainuddin, F. B., & Liu, S.
- Affiliations
- Hosei University (JP)
- ORCID
- Liu, Shaoying
- Venue
- 2012 19th Asia-Pacific Software Engineering Conference
- Publisher
- IEEE
- Published
- 2012-12
- Pages
- 654-663
- ISSN
- 1530-1362 (ISSN-L)
- OpenAlex
- W2030997156
- Cited by
- 7
- References
- 1
- Citations by year
- 2023: 1 · 2021: 1 · 2019: 1 · 2016: 2 · 2015: 2
- FWCI
- 0.43
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- Asia-Pacific Software Engineering Conference (APSEC) (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Information Systems › Software Engineering Techniques and Practices
- Physical Sciences › Computer Science › Human-Computer Interaction › Usability and User Interface Design
- Physical Sciences › Computer Science › Software › Advanced Software Engineering Methodologies
- Keywords
- low-fidelity prototyping, informal specification, SOFL, user feedback collection, requirements refinement, PowerPoint animation, user-developer communication
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