Rapid prototyping: Difference between revisions
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See also: [[user-centered design]] | See also: [[user-centered design]] | ||
See also: [[ | See also: [[R2D2]] | ||
== The model == | == The model == | ||
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* makes the design and development process open to new emerging ideas | * makes the design and development process open to new emerging ideas | ||
* makes the design open to emerging needs from test and evaluation phases | * makes the design open to emerging needs from test and evaluation phases | ||
* let's teachers focus on pedagogical design (teaching) instead of | * let's teachers focus on pedagogical design (teaching) instead of course materials preparation and technology | ||
* stimulates discussion with external partners. | * stimulates discussion with external partners. | ||
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Botturi et al (2007) identify two pitfalls to avoid: | Botturi et al (2007) identify two pitfalls to avoid: | ||
* {{quotation | The first pitfall is the 'quick and dirty' effect, i.e. a very rapid, but | * {{quotation | The first pitfall is the 'quick and dirty' effect, i.e. a very rapid, but low quality development may negatively affect further developments, hindering understanding, collaboration and commitment. The second one is just at the opposite pole in the 'speed' scale: the non-fast prototyping case. Here the prototyping phase is extended so much that it only delivers a late contribution, which often has to be accepted as time resources do not allow substantial revisions.}} | ||
low quality development may negatively affect further developments, hindering understanding, collaboration and commitment. The second one is just at the opposite pole in the 'speed' scale: the non-fast prototyping case. Here the prototyping phase is extended so much that it only delivers a late contribution, which often has to be accepted as time resources do not allow substantial revisions.}} | |||
== Links == | == Links == | ||
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* http://www-personal.umich.edu/~jmargeru/prototyping/ | * http://www-personal.umich.edu/~jmargeru/prototyping/ | ||
* http://www.agilealliance.com/ | * http://www.agilealliance.com/ | ||
* [http://www.elearninglab.org/en/projects/approach.htm Approach: the fastprototyping] (ELab page). | |||
== References == | == References == |
Revision as of 13:04, 27 February 2007
Rapid prototyping (also rapid prototyping design, RAD) is a general design method.
See also: user-centered design See also: R2D2
The model
According to Joe Hoffman and Jon Margerum-Leys HTML retrieved 13:18, 29 May 2006 (MEST).
- 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
Rapid prototyping as instructional design method
Tripp and Bichelmeyer
Tripp and Bichelmeyer (1990: 36) define a model that presents “that occur in a rapid prototyping environment, when prototyping is specifically used as a method for instructional design. The overlapping boxes are meant to represent the fact that the various processes do not occur in a linear fashion. In other words, the analysis of needs and content depends in part upon the knowledge that is gained by actually building and using a prototype instructional system.”
ELab Model
The eLab model considers fast prototyping as a communication "catalyst" that is particular suitable in situations where change management issues exist:
- It allows to promote the discussion within the project group in a focused way, by concentrating on the facts and the results, rather than on theories and prejudices against technologies.
- It will allow to build shared understanding among the different professionals involved in the project and builds trust: two important conditions for the success of the project.
The authors summarize their model with the following diagram:
This design method:
- makes the design and development process open to new emerging ideas
- makes the design open to emerging needs from test and evaluation phases
- let's teachers focus on pedagogical design (teaching) instead of course materials preparation and technology
- stimulates discussion with external partners.
Discussion
Botturi et al (2007) identify three main issues on has to deal with, plus pitfalls to avoid
- Cost: “Fast prototyping costs. What is developed risks being rejected and 'demolished', even if in critical and fruitful demolition. In order to be cost effective, a sound ratio between prototype scale and the final product is needed; when this is not feasible, examples taken from other experiences may be used.”
- Shared understanding: “Fast prototyping is particularly helpful in order to provide a shared understanding of what the final e-learning course is likely to be; it offers the development team a common background where many misunderstandings can be avoided.”
- Training effect: “E-learning is a new world: it happens quite often that people working in course development do not have extensive experience. Fast prototyping provides them with a common language and an initial experience of e-learning.”
Botturi et al (2007) identify two pitfalls to avoid:
- “The first pitfall is the 'quick and dirty' effect, i.e. a very rapid, but low quality development may negatively affect further developments, hindering understanding, collaboration and commitment. The second one is just at the opposite pole in the 'speed' scale: the non-fast prototyping case. Here the prototyping phase is extended so much that it only delivers a late contribution, which often has to be accepted as time resources do not allow substantial revisions.”
Links
- http://www-personal.umich.edu/~jmargeru/prototyping/
- http://www.agilealliance.com/
- Approach: the fastprototyping (ELab page).
References
- Botturi, L., Cantoni, L., Lepori, B. & Tardini, S. (2007). Fast Prototyping as a Communication Catalyst for E-Learning Design. In M. Bullen & D. Janes (eds), Making the Transition to E-Learning: Strategies and Issues. Hershey, PA: Idea Group, pp. 266-283. PDF Preprint
- Tripp,Steven, Bichelmeyer,Barbara, Rapid prototyping: An alternative instructional design strategy, Educational Technology Research and Development, 38, 1, 3/18/1990, Pages 31-44, DOI 10.1007/BF02298246 (Access restricted)
- Luqi. (1989). Software evolution through rapid prototyping.Computer, 22(5), 13-25. Abstract / PDF