when to prototype decision variables used in industry 1995 information and software technology
TRANSCRIPT
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Inforr?iQrion nnd so&W? Technology 1995 37 (2) 113-I 18
When to prototype: decision
variables used in industry
Bill C Hardgrave
Computer Information Systems and Quantitative Analysis, College of Business Administration, University of
Arkansas, Fayetteville, AR 72701, US
internet:[email protected]
Prototyping continues to gain acceptance as a way to improve the development of information
systems. Recent surveys indicate over 60 usage in industry. However, there exists widespread
disagreement concerning the proper usage of prototyping. Speci&ally, the question is: When
should prototyping be used
? This study is an attempt to answer this question by examining the
factors used by IS managers in their decision to use prototyping. Results of the study indicate
a set of variables used by practitioners. Thus, it appears that, based upon the results of this
study and similar studies, a set of factors is being used by IS managers in their decision to
prototype.
Keywords: prototyping, systems development, decision variables
During the early 1980s prototyping emerged as a potential
solution to the problems facing information systems
development. With the promise of improved systems, faster
development, and higher user satisfaction, prototyping
quickly gained acceptance. The use of prototyping has
continued to grow during the past several years. A 1984
industry survey by Langle
et al.,
indicated that 33 % of
the respondents use prototyping. In 1987, 46% usage was
reported*; 49% in 19883; and 61% in 19904.
However, if prototyping does indeed provide all the
purported advantages, then why is the reported adoption of
prototyping not closer to lOO%? The reason is simple: if
not used properly, prototyping can be counterproductive.
Potential disadvantages of prototyping include: poor
documentation,
uncontrollable projects and unrealistic
expectations from users, among others. Industry users
quickly realized that prototyping was not a remedy for all
problems associated with systems development.
Because prototyping is not a cure-all, IS managers must
make the decision whether or not to use prototyping for a
specific project. Although the IS literature identifies several
variables which can assist the manager in his/her decision,
most of the variables have not been empirically
investigated. Therefore, the purpose of this study is to
identify empirically those decision variables which
are
being used in industry.
This is accomplished by an industry
survey which asks IS managers to identify those variables
which are used to make the decision whether or not to
prototype.
Background
Although prototyping has been used for several years, there
appears to be no unique definition, nor an established set of
guidelines (decision variables) for its use. An investigation
of the literature reveals a wide variety of variables which
allegedly impact the decision to prototype.
In an effort to determine, among other things, the benefits
and disadvantages of prototyping, Carey and Currey asked
questionnaire respondents to indicate when they thought
prototyping was the best strategy. Although this is not a
direct indication of the decision variables used in the
prototyping decision, it does provide some of the reasons
prototyping was initially considered. Their findings
indicated that prototyping was the best strategy for: (a) all
on-line development; (b) all new development; (c) when
user expectations or requirements are not clear; and (d)
when the appropriate tools are available.
Doke et aL6, used a Delphi panel of industry experts
to indicate the factors used in their decision to use
prototyping. The top factors determined from the study
were:
communicate design widely;
on-line system;
reduce development time;
developers lack experience;
feasibility in question;
alternatives need evaluated;
large and complex system;
0950-5849/95/ 09.50 0 1995 Elsevier Science B.V. All rights
reserved
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When o prototype B C Hardgrave
Table 2. De&on variabks by frequency
importance. Thus, frequency of response and the impor-
Frototypingde&ion
Frequency Sum Mean
Std Range
tance of that factor provide different views of the decision
VariaMW
DW
factors. A detailed discussion of the 12 factors is provided
Reouirements
in the next section.
dktermination 24
200
8.33
2.13 3-10
Project size 19 139 7.32 2.85 l-10Complexity 16 127 7.94
2.56 l-10
Discussion
Availability of tools 16
Mode
16
Project duration 15
Feasibility/testing 14
Innovativeness 14
User exuerience 12
123 7.69
2.23 3-10
128 8.00
2.18 3-10 The discussion in this section will follow the
order of the
110 7.33
2.55 2-10 Table 2.
115 8.21
2.14 4-10
decision variables as presented in
104 7.43
2.38 3-10
78 6.50
2.60 3-10 Requirements determination
User in;olvement
12
105 8.75
1.30 6-10
Impact (importance) 10
75 7.50
2.91
2-10
Developer experience 8
54 6.75
2.99 l-10
Table sorted by frequency (i.e., number of times listed by respondents)
Table 3. Decision variables by mean
Prototyping decision Frequency Sum
Mean
STD Range
variables
DW
Respondents indicated that prototyping should be used under
conditions of ambiguous requirements, requirements
expected to change, users dont know what they want,
expected user modifications and process not well defined.
Perhaps the greatest benefit provided by prototyping is the
ability to determine system requirements when requirements
are particularly ambiguous, the users do not know exactly
what they want, or the requirements are expected to change.
Prototvning captures an initial set of reauirements and.
User involvement
Requirements
determinationeasibility/testing
Mode
12 105
24 2004 115
16 128
8.75
1.30 6-10 through it&at&e discovery, builds the iystem
to meet
the users needs.: 38% of the respondents indicated
8.33
2.13 3-10
.21
2.14 4-10 requirements determination to be a factor in
the decision
8.00
2.18 3-10 to prototype.
Complexity 16 127 7.94
2.56 l-10
Availability of tools 16 123 7.69
2.23 3-10
Impact (importance) 10 75 7.50
2.91 2-10
Project size
Innovativeness 14 104 7.43
2.38 3-10 Project size refers to the man-hours and/or cost
necessary
Project duration 15 110 7.33
2.55 2-10
Project size
19
139
7.32
2.85
l-10
to produce the system. Project size does not include pro-
Developer experience
8
54
6.75
2.99
l-10
ject duration or number of users; 30% of the respondents
User experience 12 78 6.50
2.60 3-10 indicated that the size of the project helped
determine
Table sorted bv mean reswnse
whether or not prototyping should be used. The argument
for prototyping large systems is that, because of its size,
specifications will change during the development of the
system3X4. Prototyping readily accommodates change,
thus proving its usefulness.
he respondents. For example, system throughput was
identified by only one respondent. Because it is not possible
to provide a full discussion of all 48 factors in an article of
reasonable length, only the top variables will be discussed
further. Tables 2 and 3 provide a summary of the top 12
decision variables identified by the respondents. To be
included in the tables, at least 10% of the respondents must
have identified the factor (i.e., at least seven respondents).
Although the inclusion of only 12 factors for discussion is
arbitrary, it is not meant to diminish the importance of the
remaining 36 factors. The list of all 48 variables can be
found in the Appendix.
Complexity
Several respondents simply specified that complexity was
a factor in their choice to use prototyping. Because no
explanation of complexity was provided, it is difficult to
determine exactly what the respondent meant. However,
one would expect complexity to be determined by such
characteristics as: age of technology, number of users,
project size, volume of new information generated by
system, and complexity of producing new information9*5.
Burns and Dennis suggest that prototyping is not suitable
for projects of high complexity because prototyping lacks
the discipline and structure needed to manage and control
the project.
Table 2 lists the factors in order of the number of times
identifed by the respondents. For example, requirements
determination was identified by 24 respondents. The
frequency of response indicates the popularity or breadth of
use of the factor in making the prototyping decision, but it
does not indicate the importance of the factor.
Table 3 lists the factors in order by the mean response.
For example, the mean response for requirements
determination is 8.33 1 = low importance, 10 = high
importance). The ranking by mean response indicates the
importance of the factor in the prototyping decision. Both
tables are provided because the rankings are different
between Tables 2 and 3. For example, user involvement
is ranked tenth by frequency, but first when ordered by
Availabili ty of tools
Responses such as ability to convert prototype to final
product, ease of prototyping,
ease of use of tools, and
methodology/tool match indicate that the availability of
tools must be considered in the prototyping decision.
However, the type of tool needed is dependent upon the
type of prototyping used.
Expendable prototypes, which are discarded after they
are no longer needed, can be created with simple tools,
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When o protot ype: B C Har dgrave
such as word processors or graphics packages (e.g.,
Microsofts Powerpoint)637. Evolutionary prototypes,
which evolve into the final operational system, require
more sophisticated tools, such as database management
systems, fourth generation languages, or special-purpose
prototyping tools. These tools are needed to provide fast
response to user requests and to allow the prototypes to
evolve into the final project9X9.
Respondents identifed tools such as EIS Toolkit,
Excelerator, IEF, and numerous others, as aids to facilitate
prototyping. It would appear that almost any company
possesses the tools needed for expendable prototyping
(which could be hand-drawn on paper, if necessary), but
may not have the necessary tools needed for evolutionary
prototyping.
M ode
System mode can be categorized as on-line, batch, or a
mixture (of on-line and batch activities). Respondents
indicate that systems which contained some elements of on-
line processing should employ a prototyping approach. On-
line systems are much more related to user needs and
expectations than batch systems (because of the user
interface) and a prototyping approach should be u~ed~,~.
Project duration
Project duration, the time between the start of a project and
the delivery of the final system to the user, is an important
consideration in the selection of a development strategy.
Long-running projects encounter many problems caused by
organizational and individual changes as a direct
consequence of the passage of time. The longer the duration
of a project, the greater the changes are likely to be.
Because of its iterative nature, prototyping can facilitate
these changes2*.
Feasibility/testing
Management is often unwilling to experiment with new
concepts, ideas, and procedures, due to the risk level of
such undertakings23. A good project may sometimes be
dismissed because management will not commit resources
before fully knowing the benefits. Prototyping can be used
in situations where there is a need for experimentation and
learning before commitment of resources for a full
project24,25.The prototype provides the opportunity to test,
modify, and visualize a real-life system without tbe
resources needed for the full project. Prototyping allows
management to evaluate the system and make an informed
decision. Some of the terms used by respondents to
describe this include:
test some of the concepts,
validation of concepts, find out what system can do, and
determine impact on database.
Innovativeness
Innovation is an indicator of tbe foundation of the project,
i.e., is it a new development (high innovation) or a
modification to an existing system (low innovation)? New
system development (high innovation) requires a higher
user/developer interaction than modifications to existing
systems (low innovation). Thus, it would seem appropriate
to use prototyping, which facilitates the interaction between
user and developer22. Respondents indicated that systems
considered new development, from scratch, or auto-
mation of manual process should use a prototyping
approach.
User experi ence
User experience
refers to the users exposure to
computers and computerized systems. Lack of automation
experience is seen as a risk induce?. In this case, proto-
typing is a way to decrease risp. Users unfamiliar with
automated systems can develop a better idea of their system
requirements by being exposed to a prototype3,2s. Sophis-
tication of user, computer literacy of user, and users
DP experience, were considered by this studys respondents
in the decision to use prototyping.
User inv olv ement
Almost all advocates of prototyping point to user
involvement as one of the major advantages of prototyping.
Prototyping, compared to the traditional systems develop-
ment life cycle, requires more communication and inter-
action between the user and developer. Respondents felt
that, when user involvement was necessary, prototyping
should be used to facilitate the involvement. For example,
some indicated that prototyping should be used to gain user
interest and increase user activity in development
process.
Impact importance)
Responses such as criticality of system, mission critical
status, effect on business, and potential harm of bad
system indicate that IS managers view the impact of the
system on the organization as a factor in making the proto-
typing decision. Critical systems-systems that operate,
manage, and control the daily business activities-have a
very broad and strong impact on the organization.
Prototyping should be used for critical systems22329. or
critical systems it is extremely important that the system
meet specifications-prototyping facilitates this important
requirement.
Develo per experi ence
A developers experience with similar applications and the
developers overall experience impact the amount of
required user interaction. Possibly, if a developer has
development experience with similar applications (i.e.,
high developer-task proficiency), then prototyping should
not be used3. The reason is that when the task is familiar
to the developer, less user interaction is required to
determine requirements. Unnecessary involvement of users
may increase development time3.
Ot her vari ables w ort h menti oning
Other variables that respondents indicated, but did not
meet the 10% cut-off for inclusion in the table, include:
developer experience with prototyping tool (six times);
management support (four times); history of user/developer
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When o protot ype: B C Hardgrave
Table 4. Decision variables: a comparison of this studys findings to
previousstudtes
Decision
ariables
This study Doke et al. Carey and
1992)
C-Y
1989)
when the user lacks DP experience? Additional research is
needed to evaluate the impact of the variables and the
resulting decision to use prototyping on the eventual
success of the information system.
Unclear requirements X X X
Large systems
X X
Complex systems
X X
Availability of tools X
X
On-line systems
X X X
Project duration
X X
Feasibility/testing X
X
New development
X X
User lacks DP experience X
Need user involvement X
X
Critical system
X
Developers experience
X X
Need early results
X
Alternatives need evaluated
X
Communicate design widely
X
Acknowledgements
The author is indebted to the reviewers for their valuable
comments, and to the companies that participated in this
study.
References
communication (three times); and number of users (two
times). According to the responses received, prototyping
should be used when the developer has experience with the
prototyping tool, when the project has management support,
and when only a few users are involved. Additionally,
prototyping may facilitate better communication when a
history
of poor communication between users and developers
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Summary
Table 4 summarizes the previous discussion and compares
the results of this study to the empirical studies mentioned
in the second section. As seen in Table 4, all four of the
variables in Carey and Curreys study were also
uncovered in this study. Similarly, eight of the variables
from the Doke et aL6 study corresponded to variables
from this study. Of the top 12 variables discussed in this
paper, only two variables, user lacks DP experience and
critical system, were not included in either the Carey and
Currey or Doke
et al. 6
study. The close association among
the three studies suggests that a set of decision variables
does indeed exist and is being used in industry.
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Conclusion
This study has attempted to determine a set of variables
used by IS managers in their decision to use a prototyping
approach to IS development. The top 12 variables which
were suggested by respondents include: unclear require-
ments; large systems; complex systems; availability of
tools; on-line systems; project duration; feasibility/testing;
new development; user lacks DP experience; need user
involvement; critical system; and developers experience.
These variables correspond closely with similar studies
from Carey and Currey5 and Doke et
aL6.
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systems development Comm. ACM Vol 27 No 6 (June 1984) pp
556-563
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similar studies, a set of factors is being used by IS managers
in their decision to use prototyping. Future research must
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Is prototyping the best strategy to use when the require-
ments are unclear? Is prototyping the best strategy to use
20 Carey, J M Prototyping: alternative systems development method-
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Appendix: Complete list of factors
(in order by frequency of response)
Requirements determination (24)
Project size (19)
Complexity (16)
Availability of tools (16)
Mode (16)
Project duration (15)
Feasibility/testing (14)
Innovativeness (14)
User experience (12)
User involvement ( 12)
Impact (importance) (10)
Developer experience (8)
Developer experience with tools (6)
Management support (4)
History of end-user/systems analyst communication (3)
Reusability (3)
Impact on other programs (3)
User satisfaction (2)
Application platform (2)
Training tool (2)
Number of users (2)
Manhours available (2)
Distributed or centralized (1)
Design definition (1)
Type of project (1)
Interference with user needs (1)
Long life requirements (1)
Project definition (1)
Provide sign-off document (1)
Identify data elements (1)
Relational DBMS design (1)
Information flow (1)
Need to manage expectations (1)
Impact on users (1)
Request (1)
Program design (1)
Short life requirements (1)
System throughput (1)
User availability (1)
Data structure (1)
Consistency (1)
Conference room pilot (1)
Broad brush specifications (1)
Number of team members (1)
Cross applications (1)
Prototyping on small scale (1)
System flow-keying information (1)
Human engineering (1)
Note: the number in parentheses indicates the frequency of response.
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