Agile Modeling and Prototyping
- Due Feb 22, 2013 by 11:59pm
- Points 10
- Submitting a file upload
Chapter 6
Read through Chapter 6 and be prepared to answer the questions at the end of the chapter.
PowerPoint Presentation: CSCI 252 Ch6.pptx
Key Points and Objectives (borrowed from the publisher . . .)
Prototyping is an information-gathering technique useful for supplementing the traditional systems development life cycle.
2. Prototypes are useful in seeking user reactions.
3. There are four conceptions of prototypes:
A. patched-up prototypes
B. nonoperational scale models
C. first full-scale models
D. prototypes which contain only some of the essential system features
4. Prototyping may be used as an alternative to the systems development life cycle.
5. Guidelines for developing a prototype are:
A. Work in manageable modules.
B. Build the prototype rapidly.
C. Modify the prototype in successive iterations.
D. Stress the user interface.
6. One disadvantage of prototyping is that managing the prototyping process is difficult because of its rapid, iterative nature. A second disadvantage is that incomplete prototypes may be regarded as complete systems. Clear communication of the prototype timetable with users is essential.
7. One advantage of prototyping is the potential for changing the system early in its development. A second advantage is the opportunity to stop development on an unworkable system. A third advantage is the possibility of developing a system that closely addresses users' needs and expectations.
8. Sometimes COTS software may be the quickest way to create a prototype.
9. Systems analysts must work systematically to elicit and evaluate users' reactions to the prototype. There are three ways the user is involved:
A. Experimenting with the prototype.
B. Giving open reactions to the prototype
C. Suggesting additions to and/or deletions from the prototype.
10. Rapid application development (RAD) is an object-oriented approach to systems development.
11. There are three broad phases to RAD:
A. Requirements planning phase.
B. RAD design workshop.
C. Implementation phase.
12. The Martin approach to RAD includes four phases:
A. Requirements planning phase.
B. User design phase.
C. Construction phase
D. Cutover phase.
13. RAD is used when:
A. The team includes programmers and analysts who are experienced with it.
B. There are pressing business reasons for speeding up the portion of application development.
C. The project involves a novel ecommerce application and RAD gives a competitive advantage by producing results quickly.
D. Users are sophisticated and highly engaged with the organizational goals of the company.
14. Agile modeling is used to plan quickly, develop and release software quickly, and revise software quickly.
15. There are four values that are important to agile modeling:
A. Communication.
B. Simplicity.
C. Feedback.
D. Courage.
16. It is important to maintain an attitude of humility when doing agile modeling.
17. The basic principles of agile modeling are:
A. Providing rapid feedback.
B. Adopting simplicity.
C. Changing incrementally.
D. Embracing change.
E. Encouraging quality work
18. The activities of agile modeling are:
A. Coding.
B. Testing.
C. Listening.
D. Designing.
19. The four resource control variables in agile modeling are:
A. Time.
B. Cost.
C. Quality.
D. Scope.
20. The four core practices in agile modeling are:
E. A short release time.
F. Working a 40-hour week.
G. Having an onsite customer.
H. Pair programming.
21. An agile modeling process has the following steps:
A. Listen for user stories from the customer.
B. Draw a logical workflow model for the user story.
C. Create new user stories based on the logical model.
D. Develop some display prototypes.
E. Use feedback from the prototypes and logical workflow diagrams to develop the system until a physical model is created.
22. The phases of agile development process are:
A. Exploration.
B. Planning.
C. Iterations to the first release.
D. Productionizing.
E. Maintenance.
23. User stories are written that consist of a dialogue between developers and users.
24. There are a number of lessons learned from agile modeling.
25. An agile modeling approach called Scrum is based on team development within a strict time frame.
26. There are seven strategies for improving the efficiency in knowledge workers:
A. Reduce interface time and errors.
B. Reduce process learning time and dual processing losses.
C. Reduce time and effort to structure tasks and format outputs.
D. Reduce nonproductive expansion of work.
E. Reduce data and knowledge search and storage time and costs.
F. Reduce communication and coordination time and costs.
G. Reduce losses from human information overload.
27. There are six risks involved when adopting a new information systems approach:
A. The culture of the organization and the culture of the systems development team.
B. Timing.
C. Cost.
D. Client's reactions.
E. Measuring impact.
F. The individual rights of programmers and analysts.