Software Prototyping - Overview

Overview

The original purpose of a prototype is to allow users of the software to evaluate developers' proposals for the design of the eventual product by actually trying them out, rather than having to interpret and evaluate the design based on descriptions. Prototyping can also be used by end users to describe and prove requirements that developers have not considered, and that can be a key factor in the commercial relationship between developers and their clients. Interaction design in particular makes heavy use of prototyping with that goal.

This process is in contrast with the 1960s and 1970s monolithic development cycle of building the entire program first and then working out any inconsistencies between design and implementation, which led to higher software costs and poor estimates of time and cost. The monolithic approach has been dubbed the "Slaying the (software) Dragon" technique, since it assumes that the software designer and developer is a single hero who has to slay the entire dragon alone. Prototyping can also avoid the great expense and difficulty of changing a finished software product.

The practice of prototyping is one of the points Fred Brooks makes in his 1975 book The Mythical Man-Month and his 10-year anniversary article No Silver Bullet.

An early example of large-scale software prototyping was the implementation of NYU's Ada/ED translator for the Ada programming language. It was implemented in SETL with the intent of producing an executable semantic model for the Ada language, emphasizing clarity of design and user interface over speed and efficiency. The NYU Ada/ED system was the first validated Ada implementation, certified on April 11, 1983.

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