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WEB Information System
Development Methodology




                          1
Information Systems

Set of interacting components (people,
   procedures, technologies) that
  together collect, process, store and distribute
   information
  to support control, decision-making and
   management in organizations.




                                                     2
Information Systems

Key components of Information Systems

   Organizations
   Human
   Technologies




                                        3
Information Systems



                              WEB-based IS


                 Computer-based IS



Paper-based IS

                                             4
Why IS Development Methodologies

   Average completion time for IS projects: 1.5 -5 years

   68% of projects overrun schedules

   65% exceed budgets

   75% face major redesign after initial implementation

         Solution lies in better and more professional
                 approaches to development.


                                                            5
Why IS Development Methodologies

   A methodical approach to software
    development results in fewer defects and,
    therefore, ultimately provides shorter
    delivery times and better value.
        Remember:

        Goal => High quality

        High quality = project timeliness

        Less rework!

                                                6
Some Terminologies

   Software development methodology
   Software development process
   Software development model
   Software life-cycle
   Software process model




                                       7
What is IS Development
            Methodology
   A collection of procedures, techniques, tools
    and documentation aids which helps the
    system developers in their effort to
    implement a new information system.
            Software Engineering
                       tools

                    methods

                process model

                a “quality” focus

                                                    8
IS Development Methodologies

A methodology consists of phases, themselves
consisting of sub-phases, which

   •   help developers plan, manage, control and
       evaluate IS projects,

   •   guide developers in their choice of techniques
       at each stages of the projects.




                                                        9
Benefits of IS Development
               Methodologies

   Subdivision of complex process into small
    tasks.
   Facilitation of project management and control.
   Providing a framework for applying techniques.
   Skill specialization and division of labor
   Standardization, improving productivity and
    quality.



                                                      10
The General Process Model
   There are a lot of process models, and many
    companies adopt their own, but all have very similar
    patterns. The general, basic model is shown below:




                                                           11
Requirements
•   Business requirements are gathered in this phase.

•   Who is going to use the system?
•   How will they use the system?
•   What data should be input into the system?
•   What data should be output by the system?

•   This produces a nice big list of functionality that the system
    should provide, which describes functions the system should
    perform, business logic that processes data, what data is
    stored and used by the system, and how the user interface
    should work.

                                                                     12
Design

•   The software system design is produced from the results of
    the requirements phase.

•   This is where the details on how the system will work is
    produced.

•   Architecture, including hardware and software,
    communication, software design are all part of the deliverables
    of a design phase.




                                                                 13
Implementation
•   Code is produced from the deliverables of the design phase
    during implementation, and this is the longest phase of the
    software development life cycle.

•   For a developer, this is the main focus of the life cycle
    because this is where the code is produced.

•   Implementation my overlap with both the design and testing
    phases.

•   Many tools exists (CASE tools) to actually automate the
    production of code using information gathered and produced
    during the design phase.
                                                                  14
Testing

•   During testing, the implementation is tested against the
    requirements to make sure that the product is actually solving
    the needs addressed and gathered during the requirements
    phase.

•   Unit tests and system/acceptance tests are done during this
    phase.

•   Unit tests act on a specific component of the system, while
    system tests act on the system as a whole


                                                                  15
Life-Cycle of a Software
Feasibility


              Requirements


                         Design


                                  Coding


                                           Testing


                                                     Operations

                                                                  Maintenance


                                                                                16
Umbrella Activities

   Software project management
   Software quality assurance
   Software configuration management
   Reusability management
   Risk management




                                        17
IS Process Models

   Waterfall model
   Evolutionary model
   Iterative/incremental model

   Spiral model
   V-model
   Prototyping
   Agile software development
   Cleanroom Software Engineering
   Component Assembly Model
   Rational Unified Process




                                     18
Waterfall model

             Waterfall




• Systematic stepwise refinement of a complex
  problem into smaller and smaller problems.



                                                19
Waterfall model




•   Requirements analysis and definition
•   System and software design
•   Implementation and unit testing
•   Integration and system testing
•   Operation and maintenance              20
Waterfall model
   The main drawback of the waterfall model is
    the difficulty of accommodating change after
    the process is underway. One phase has to
    be completed before moving onto the next
    phase.




                                                   21
Waterfall model problems

   Inflexible partitioning of the project into distinct
    stages makes it difficult to respond to changing
    customer requirements.

   Therefore, this model is only appropriate when the
    requirements are well-understood and changes
    will be fairly limited during the design process.

   Few business systems have stable requirements.



                                                           22
Evolutionary development

                    Evolutionary




• System is developed using a prototype and
  refined through user feedbacks.
• Changes is seen as the norm of the model.



                                              23
Evolutionary development


                       Qu ick p lan
                          Quick
    Com m unicat ion       plan
    requirements

                                  Mo d e lin g
                                   Modeling
                                    Qu ick d e sig n
                                  Quick design




   Deployment
    Deployment
     De live r y
     delivery &             Const r uct ion
     & Fe e dback           Construction
     feedback               of
                            of prototype
                            pr ot ot ype




                                                       24
Evolutionary development




                           25
Evolutionary development
   Exploratory development
    •   Objective is to work with customers and to
        evolve a final system from an initial outline
        specification. Should start with well-understood
        requirements and add new features as
        proposed by the customer.
   Throw-away prototyping
    •   Objective is to understand the system
        requirements. Should start with poorly
        understood requirements to clarify what is really
        needed.

                                                            26
Evolutionary development
   Problems
    •   Lack of process visibility;
    •   Systems are often poorly structured;
    •   Special skills may be required.
   Applicability
    •   For small or medium-size interactive systems;
    •   For parts of large systems (e.g. the user
        interface);
    •   For short-lifetime systems.


                                                        27
Iterative Development

                          Iterative /
                          incremental




• System is developed in chunks of functionality.
• The overall system is developed incrementally.

                                                    28
Iterative Development


                                                                                                                                            increment # n
                                                                                                                                                       Co m m u n i c a t i o n
                                                                                                                                                                                  Pla nning

                                                                                                                                                                                              M ode ling
                                                                                                                                                                                                analy s is   Co n s t ru c t i o n
                                                                                                                                                                                                des ign
                                                                                                                                                                                                                c ode                De p l o y m e n t
                                                                                                                                                                                                                t es t                 d e l i v e ry
                                                                                                                                                                                                                                       fe e dba c k




                                                                                                                                                                                                                                     deliv ery of
                                                       increment # 2                                                                                                                                                                 nt h increment


                                                           Co m m u n i c a t i o n
                                                                                       Pla nning

                                                                                                           M ode ling
                                                                                                            analy s is   Co n s t ru c t i o n
                                                                                                            des ign         c ode                De p l o y m e n t
                                                                                                                            t es t                 d e l i v e ry
                                                                                                                                                   fe e dba c k
                                                                                                                                                                             deliv ery of
increment # 1                                                                                                                                                                2nd increment

  Co m m u n i c a t i o n
                             Pla nning
                                         M ode ling
                                          analy s is      Co n s t ru c t i o n
                                          des ign            c ode                    De p l o y m e n t
                                                             t es t                     d e l i v e ry       deliv ery of
                                                                                        fe e dba c k

                                                                                                             1st increment




                                                                                                  project calendar t ime


                                                                                                                                                                                                                                                          29
Iterative Development
Advantages
  Generates working software quickly and early during the
   software life cycle.
  More flexible – less costly to change scope and requirements.
  Easier to test and debug during a smaller iteration.
  Easier to manage risk because risky pieces are identified and
   handled during its iteration.
  Each iteration is an easily managed milestone.

Disadvantages
   Each phase of an iteration is rigid and do not overlap each
    other.
   Problems may arise pertaining to system architecture because
    not all requirements are gathered up front for the entire software
    life cycle.


                                                                         30
Spiral model




               31
V-Model




          32
Web Design and Development




                             33
Developments in Information Systems:

   Information systems are entering a new phase, moving
    beyond the traditional automation of routine
    organizational processes and towards the existing of
    critical tactical and strategic enterprise processes.
   Development of such systems needs to concentrate on
    organizational aspects , delivering systems that are
    closer to the culture of organizations and the wishes of
    individuals.




                                                               34
Where are we with web application
       design methods?
 •   It’s a relatively new area, most significant work only
     emerged from 1993 onwards
 •   Very much in the infancy stages
 •   No one solid method has emerged
 •   Few approaches have been severely tested
 •   We have most methods and technique components
     we need in existence for a web method, in almost all
     cases though they have just not been integrated
 •   So, currently we need to work around the issue by
     forming ‘hybrid’ methods that share and borrow
     techniques

                                                              35
Web Methodology Disciplines

                        Software
     Multimedia         Engineering         Hypertext




Human-Computer                                Information
Interaction                                   Engineering
                    Web Engineering

  Testing                                    Requirements
                                             Engineering


       Project        Modelling        System Analysis
       Management     and Simulation   and Design



                                                            36
Special features of Web Projects
   Network intensiveness
   Concurrency
   Unpredictable load
   Performance.
   Availability
   Data driven.
   Content sensitive.
   Continuous evolution
   Immediacy
   Security
   Aesthetics
                                   37
Alternatives for WEB IS acquisition

   In-house development
   Outsourcing
    •   Development of IS
    •   Application service providers




                                        38
A strategy to Web IS
            development
   Introduce WISDM to
    •   offer a methodology for the socio-technical view;
    •   illustrate a socio-technical framework.
   Use the RUP as powerful generic framework that
    can be flexibly taylored and extended by special
    techniques to suit the particular project.
   Introduce various techniques to complement RUP
    activities in order to better address the specific
    features of Web-IS such as
    •   User-orientation, broad view on requirements, specific
        architectural patterns, graphic design, navigation, etc.




                                                                   39
The Multiview Approach and
              WISDM
   Multiview‘s fundamental assumption: An IS
    methodology that relies overmuch on an
    engineering approach and technical rationality is, by
    itself, an insufficient foundation for IS development.
   Foundations of Multiview: Needs of computer
    artefacts, organizations and individuals need to be
    considered jointly!
   Major concern of Multivies: Negotiation between
    technological, organizational, and human aspects of
    IS development.




                                                             40
WISDM
                                       CHANGE AGENTS
     Multiple
                                       Would-be developers
     perspectives:
                                       of an information
     •Technical (T)
                                       system
     •Organizational (O)
     •Personal (P)


                                                                IS DEVELOPMENT METHODS
                                                                               ANALYSIS

                                                                Organizational                  Information
                                                                Analysis                           Analysis




                                                                                                                   TECHNICAL
                           WISDM - Web IS                       Value                             Requirements




                                                        SOCIO
                            Development                         creation                           specification
                            Methodology
                             (emergent)                         Work                             Technical
History
                                                                Design                             Design
                                                                User
                                                                                   HCI                 Software
                                                                satisfaction   User interface            model


                                                                               DESIGN
             SITUATION



                                                                                                                      41
WISDM as emerging methodology
       from the Multiview framework
                                        Humans
Organisation                                                                     Technology
                                      ANALYSIS
                    Organizational                      Information
                    Analysis                               Analysis




                                                                          TECHNICAL
                    Value creation                       Requirements
            SOCIO




                    (human activity systems)              specification


                    Work                                 Technical
                    Design                                 Design
                    User                   HCI                Software
                    satisfaction                                model
                                       User interface
Situation                               DESIGN                                        Developers
                                                                                               42
WISDM Methods matrix and role
       of the analyst

   There is no a priori ordering of the five apects of the
    WISDM matrix

   Essential aspect: Analyst works on the joint basis of
    the three (T, O, P) perspectives.




                                                              43
Organizational Analysis

                          ANALYSIS
        Organizational                      Information
        Analysis                               Analysis




                                                              TECHNICAL
        Value creation                       Requirements
SOCIO




        (human activity systems)              specification


        Work                                 Technical
        Design                                 Design
        User                   HCI                Software
        satisfaction                                model
                           User interface
                            DESIGN


                                                                          44
Organizational Analysis
   Business (strategy)
    •   What business is the Organization in?
    •   What are the products and services?
   Products and services
    •   What are the sources of revenue?
    •   What are the benefits to the business actors?
   Who are the customers?
   Who are the competitors?
   Marketing strategy (How to compete)
    •   What is the organization’s marketing strategy?

                                                         45
Work design

                          ANALYSIS
        Organizational                      Information
        Analysis                               Analysis




                                                              TECHNICAL
        Value creation                       Requirements
SOCIO




        (human activity systems)              specification


        Work                                 Technical
        Design                                 Design
        User                   HCI                Software
        satisfaction                                model
                           User interface
                            DESIGN


                                                                          46
Sociotechnical design
   Foundation: Genuine participation:
    involves users, managers, developers, and
    others who influence each other‘s plans
    policies and decisions, thus affecting future
    outcomes.
   Measure user satisfaction and quality.




                                                    47
Quality workshop, WebQual
Category      WebQual 4.0 Questions
Usability     1.    I find the site easy to learn to operate
              2.    My interaction with the site is clear and understandable
              3.    I find the site easy to navigate
              4.    I find the site easy to use
              5.    The site has an attractive appearance
              6.    The design is appropriate to the type of the site
              7.    The site conveys a sense of competency
              8.    The site creates a positive experience for me
Information   9.    Provides accurate information
              10.   Provides believable information
              11.   Provides timely information
              12.   Provides relevant information
              13.   Provides easy to understand information
              14.   Provides information at the right level of detail
              15.   Presents the information in an appropriate format
Service       16.   Has a good reputation
Interaction   17.   It feels safe to complete transactions
              18.   My personal information feels secure
              19.   Creates a sense of personalization
              20.   Conveys a sense of community
              21.   Makes it easy to communicate with the organization
              22.   I feel confident that goods/services will be delivered as promised
Overall       23.   My overall view of this website


                                                                                         (Vidgen, Tab. 7-4)
                                                                                                         48
Quality workshop,
WebQual




                    49
Technical Development

                          ANALYSIS
        Organizational                      Information
        Analysis                               Analysis




                                                              TECHNICAL
        Value creation                       Requirements
SOCIO




        (human activity systems)              specification


        Work                                 Technical
        Design                                 Design
        User                   HCI                Software
        satisfaction                                model
                           User interface
                            DESIGN


                                                                          50
Information Analysis

   Elements of the analysis model
    •   Data model
    •   Flow model
    •   Class model
    •   Behavior model




                                     51
Technical Design

   Elements of the design model
    •   Data design
    •   Architectural design
    •   Component design
    •   Interface design
    •   Aesthetic design
    •   Navigation design




                                   52
The Rational Unified Process
   RUP is an iterative software development process
    framework created by the Rational Software
    Corporation, a division of IBM since 2002.
   It has an underlying object-oriented model, using
    Unified Modeling Language (UML).
   RUP is based on a set of six key principles:
     •   Adapt the process
     •   Balance stakeholder priorities
     •   Collaborate across teams
     •   Demonstrate value iteratively
     •   Elevate the level of abstraction
     •   Focus continuously on quality


                                                        53
Rational Unified Process Model

                               Phase iteration




     Inception   Elaboration                     Construction   Transition



   Inception : Establish the business case for the system.
   Elaboration : Develop an understanding of the problem
    domain and the system architecture.
   Construction : System design, programming and testing.
   Transition : Deploy the system in its operating environment.


                                                                             54
RUP Phases

•   Inception is concerned with determining the
    scope and purpose of the project;
•   Elaboration focuses requirements capture and
    determining the structure of the system;
•   Construction's main aim is to build the
    software system;
•   Transition deals with product installation and
    rollout.




                                                     55
RUP Phases
 Project
 Phases        Inception       Elaboration     Construction       Transition
                 1         2    3       4       5     6       7     8
                                                                               Iterations within
Requirements                                                                   each phase



Design


Implementation



Test




                                       Size of
                                       square
Workflows                              relative to
                                       time spent
                                       on
                                       workflows

                                                                                                   56
RUP Phases

   Sample          incep-                                transi-
UP Disciplines              elaboration   construction
                     tion                                  tion


      Business
      Modeling

  Requirements

        Design

 Implementation

             ...
                    ...




                                                                   57
RUP Phases

                               accept ance t est
                                cust omer use
                             cust omer evaluat ion                   coding
                                                                  component t est
Release
sof t war e incr ement




                                             refact oring




                                                                         design model
                                                                           cont ent
                                                     analysis model       archit ect ure
                                                        cont ent          navigat ion
business analysis                                                         int erf ace
                                                       it erat ion
  formulat ion                                         f unct ion
                          it erat ion plan             conf igurat ion




                                                                                           58
6 UP Best Practices that particularly
   apply to web-based systems
   Develop iteratively
   Manage and trace requirements
   Utilize component architectures
   Model visually
   Verify quality
   Control changes




                                        59
WUP – Complementing the RUP

For each phase:
Inputs for each phase and iteration of the RUP




UP–activities   Web–specific activities




                                                 60
WUP – Initial tasks
   Discuss the topic of your web application and
    corresponding visions with stakeholders.
   Decide which techniques/views (from the RUP or
    web-specific) may be useful in your special case.
   Make a gross plan for the whole development cycle.
   Make a detailed plan for the next phase.
   Keep to RUP‘s phase structure and workflows but
    vary the specific techniques and views found
    relevant.




                                                         61
Technical Development
                   An Object-Oriented Technique (UML)
User
                                               System Model
requirements

               •      Use Case diagram
               •      Activity diagram
               •      Interaction Diagrams
                     • Sequence diagram
                     • Collaboration diagram
               •      Class diagram
               •      State diagram
               •      Component diagram
               •      Deployment diagram
                                                              62
Technical Development




                        63
Unified Modeling Language (UML)

            Object Oriented Analysis and Design


The Unified Modeling Language (UML) is a standard language for
specifying, visualizing, constructing, and documenting the artifacts of
software systems, as well as for business modeling and other non-
software systems.




                                                                      64
Use Case Diagram



       •   A use case is a set of scenarios
           that describing an interaction
           between a user and a system.
       •   A use case diagram displays the
           relationship among actors and
           use cases.
       •   The two main components of a
           use case diagram are use cases
           and actors.
                                          65
Use Case Diagram




                   66
Sequence Diagrams




Interaction diagrams model the behavior of use cases by describing
the way groups of objects interact to complete the task. The two
kinds of interaction diagrams are sequence and collaboration
diagrams. They demonstrate how the objects collaborate for the
behavior.                                                          67
Sequence Diagrams




                    68
Sequence Diagram




                   69
Collaboration Diagram




                        70
Collaboration Diagram




                        71
Class Diagrams

Class diagrams are widely used to describe the types of objects
in a system and their relationships. Class diagrams model
class structure and contents using design elements such as
classes, packages and objects




                                                                  72
Class Diagrams




                 73
State Diagrams


 •   State diagrams are used to describe the
     behavior of a system.
 •   State diagrams describe all of the possible
     states of an object as events occur.
 •   Each diagram usually represents objects
     of a single class and track the different
     states of its objects through the system.




                                                   74
State Diagrams




                 75
Activity Diagrams

   •   Activity diagrams describe the
       workflow behavior of a system.
   •   Activity diagrams are similar to
       state diagrams because activities
       are the state of doing something.
   •   The diagrams describe the state of
       activities by showing the sequence
       of activities performed.
   •   Activity diagrams can show
       activities that are conditional or
       parallel.


                                            76
Activity Diagrams




                    77
Deployment Diagrams

         •   The deployment diagram
             contains nodes and
             connections.
         •   A node usually represents a
             piece of hardware in the
             system.
         •   A connection depicts the
             communication path used by
             the hardware to communicate
             and usually indicates a
             method such as TCP/IP.


                                      78
Combined deployment and
  component diagram

           •   The diagram shows two
               nodes which represent two
               machines communicating
               through TCP/IP.
           •   Component2 is dependant
               on component1, so changes
               to component 2 could affect
               component1.
           •   The diagram also depicts
               component3 interfacing with
               component1.

                                         79
Software Requirement
    Specification (example)
           TABLE OF CONTENTS
Executive Summary
I. PROJECT SCOPE
II. REQUIREMENTS DEFINITION
   2.1 END-USER BUSINESS FUNCTIONALITY
   2.2 USE-CASES FUNCTIONALITY
   2.3 WORKFLOWS/BUSINESS PROCESSES
   2.4 NON-FUNCTIONAL REQUIREMENTS
   2.5 DERIVED AND IMPLICITE REQUIREMENTS
   2.6 INTERFACE REQUIREMENTS
   2.7 REQUIREMENTS SPECIFICATIONS



                                            80
Design Document (example)
                   TABLE OF CONTENTS
Executive Summary   IV
1. INTRODUCTION
2. DESIGN OF THE FOOD SYSTEM
    2.1 Modular Structure of the System
    2.2 Menu Structures
    2.3 Modules detailed design
         2.3.1 Create Class (Module 1.2.1)
         2.3.2 Update Class (Module 1.2.2)
         …..
    2.4 System Topology
    2.5 Solutions for additional Requirements
         2.6.1 Error handling
         2.6.2 Database catalog design
         2.6.3 Connections to other systems
    2.6 Data dictionary
3. INTERFACE DESIGN
4. CONCLUSION
                                                81
Web Design Pyramid

             user




           Interface
            design

       Aesthetic design

        Content design

      Navigation design

      Architecture design

      Component design


          technology



                            82

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Software Engineering The Multiview Approach And Wisdm

  • 2. Information Systems Set of interacting components (people, procedures, technologies) that  together collect, process, store and distribute information  to support control, decision-making and management in organizations. 2
  • 3. Information Systems Key components of Information Systems  Organizations  Human  Technologies 3
  • 4. Information Systems WEB-based IS Computer-based IS Paper-based IS 4
  • 5. Why IS Development Methodologies  Average completion time for IS projects: 1.5 -5 years  68% of projects overrun schedules  65% exceed budgets  75% face major redesign after initial implementation Solution lies in better and more professional approaches to development. 5
  • 6. Why IS Development Methodologies  A methodical approach to software development results in fewer defects and, therefore, ultimately provides shorter delivery times and better value. Remember: Goal => High quality High quality = project timeliness Less rework! 6
  • 7. Some Terminologies  Software development methodology  Software development process  Software development model  Software life-cycle  Software process model 7
  • 8. What is IS Development Methodology  A collection of procedures, techniques, tools and documentation aids which helps the system developers in their effort to implement a new information system. Software Engineering tools methods process model a “quality” focus 8
  • 9. IS Development Methodologies A methodology consists of phases, themselves consisting of sub-phases, which • help developers plan, manage, control and evaluate IS projects, • guide developers in their choice of techniques at each stages of the projects. 9
  • 10. Benefits of IS Development Methodologies  Subdivision of complex process into small tasks.  Facilitation of project management and control.  Providing a framework for applying techniques.  Skill specialization and division of labor  Standardization, improving productivity and quality. 10
  • 11. The General Process Model  There are a lot of process models, and many companies adopt their own, but all have very similar patterns. The general, basic model is shown below: 11
  • 12. Requirements • Business requirements are gathered in this phase. • Who is going to use the system? • How will they use the system? • What data should be input into the system? • What data should be output by the system? • This produces a nice big list of functionality that the system should provide, which describes functions the system should perform, business logic that processes data, what data is stored and used by the system, and how the user interface should work. 12
  • 13. Design • The software system design is produced from the results of the requirements phase. • This is where the details on how the system will work is produced. • Architecture, including hardware and software, communication, software design are all part of the deliverables of a design phase. 13
  • 14. Implementation • Code is produced from the deliverables of the design phase during implementation, and this is the longest phase of the software development life cycle. • For a developer, this is the main focus of the life cycle because this is where the code is produced. • Implementation my overlap with both the design and testing phases. • Many tools exists (CASE tools) to actually automate the production of code using information gathered and produced during the design phase. 14
  • 15. Testing • During testing, the implementation is tested against the requirements to make sure that the product is actually solving the needs addressed and gathered during the requirements phase. • Unit tests and system/acceptance tests are done during this phase. • Unit tests act on a specific component of the system, while system tests act on the system as a whole 15
  • 16. Life-Cycle of a Software Feasibility Requirements Design Coding Testing Operations Maintenance 16
  • 17. Umbrella Activities  Software project management  Software quality assurance  Software configuration management  Reusability management  Risk management 17
  • 18. IS Process Models  Waterfall model  Evolutionary model  Iterative/incremental model  Spiral model  V-model  Prototyping  Agile software development  Cleanroom Software Engineering  Component Assembly Model  Rational Unified Process 18
  • 19. Waterfall model Waterfall • Systematic stepwise refinement of a complex problem into smaller and smaller problems. 19
  • 20. Waterfall model • Requirements analysis and definition • System and software design • Implementation and unit testing • Integration and system testing • Operation and maintenance 20
  • 21. Waterfall model  The main drawback of the waterfall model is the difficulty of accommodating change after the process is underway. One phase has to be completed before moving onto the next phase. 21
  • 22. Waterfall model problems  Inflexible partitioning of the project into distinct stages makes it difficult to respond to changing customer requirements.  Therefore, this model is only appropriate when the requirements are well-understood and changes will be fairly limited during the design process.  Few business systems have stable requirements. 22
  • 23. Evolutionary development Evolutionary • System is developed using a prototype and refined through user feedbacks. • Changes is seen as the norm of the model. 23
  • 24. Evolutionary development Qu ick p lan Quick Com m unicat ion plan requirements Mo d e lin g Modeling Qu ick d e sig n Quick design Deployment Deployment De live r y delivery & Const r uct ion & Fe e dback Construction feedback of of prototype pr ot ot ype 24
  • 26. Evolutionary development  Exploratory development • Objective is to work with customers and to evolve a final system from an initial outline specification. Should start with well-understood requirements and add new features as proposed by the customer.  Throw-away prototyping • Objective is to understand the system requirements. Should start with poorly understood requirements to clarify what is really needed. 26
  • 27. Evolutionary development  Problems • Lack of process visibility; • Systems are often poorly structured; • Special skills may be required.  Applicability • For small or medium-size interactive systems; • For parts of large systems (e.g. the user interface); • For short-lifetime systems. 27
  • 28. Iterative Development Iterative / incremental • System is developed in chunks of functionality. • The overall system is developed incrementally. 28
  • 29. Iterative Development increment # n Co m m u n i c a t i o n Pla nning M ode ling analy s is Co n s t ru c t i o n des ign c ode De p l o y m e n t t es t d e l i v e ry fe e dba c k deliv ery of increment # 2 nt h increment Co m m u n i c a t i o n Pla nning M ode ling analy s is Co n s t ru c t i o n des ign c ode De p l o y m e n t t es t d e l i v e ry fe e dba c k deliv ery of increment # 1 2nd increment Co m m u n i c a t i o n Pla nning M ode ling analy s is Co n s t ru c t i o n des ign c ode De p l o y m e n t t es t d e l i v e ry deliv ery of fe e dba c k 1st increment project calendar t ime 29
  • 30. Iterative Development Advantages  Generates working software quickly and early during the software life cycle.  More flexible – less costly to change scope and requirements.  Easier to test and debug during a smaller iteration.  Easier to manage risk because risky pieces are identified and handled during its iteration.  Each iteration is an easily managed milestone. Disadvantages  Each phase of an iteration is rigid and do not overlap each other.  Problems may arise pertaining to system architecture because not all requirements are gathered up front for the entire software life cycle. 30
  • 32. V-Model 32
  • 33. Web Design and Development 33
  • 34. Developments in Information Systems:  Information systems are entering a new phase, moving beyond the traditional automation of routine organizational processes and towards the existing of critical tactical and strategic enterprise processes.  Development of such systems needs to concentrate on organizational aspects , delivering systems that are closer to the culture of organizations and the wishes of individuals. 34
  • 35. Where are we with web application design methods? • It’s a relatively new area, most significant work only emerged from 1993 onwards • Very much in the infancy stages • No one solid method has emerged • Few approaches have been severely tested • We have most methods and technique components we need in existence for a web method, in almost all cases though they have just not been integrated • So, currently we need to work around the issue by forming ‘hybrid’ methods that share and borrow techniques 35
  • 36. Web Methodology Disciplines Software Multimedia Engineering Hypertext Human-Computer Information Interaction Engineering Web Engineering Testing Requirements Engineering Project Modelling System Analysis Management and Simulation and Design 36
  • 37. Special features of Web Projects  Network intensiveness  Concurrency  Unpredictable load  Performance.  Availability  Data driven.  Content sensitive.  Continuous evolution  Immediacy  Security  Aesthetics 37
  • 38. Alternatives for WEB IS acquisition  In-house development  Outsourcing • Development of IS • Application service providers 38
  • 39. A strategy to Web IS development  Introduce WISDM to • offer a methodology for the socio-technical view; • illustrate a socio-technical framework.  Use the RUP as powerful generic framework that can be flexibly taylored and extended by special techniques to suit the particular project.  Introduce various techniques to complement RUP activities in order to better address the specific features of Web-IS such as • User-orientation, broad view on requirements, specific architectural patterns, graphic design, navigation, etc. 39
  • 40. The Multiview Approach and WISDM  Multiview‘s fundamental assumption: An IS methodology that relies overmuch on an engineering approach and technical rationality is, by itself, an insufficient foundation for IS development.  Foundations of Multiview: Needs of computer artefacts, organizations and individuals need to be considered jointly!  Major concern of Multivies: Negotiation between technological, organizational, and human aspects of IS development. 40
  • 41. WISDM CHANGE AGENTS Multiple Would-be developers perspectives: of an information •Technical (T) system •Organizational (O) •Personal (P) IS DEVELOPMENT METHODS ANALYSIS Organizational Information Analysis Analysis TECHNICAL WISDM - Web IS Value Requirements SOCIO Development creation specification Methodology (emergent) Work Technical History Design Design User HCI Software satisfaction User interface model DESIGN SITUATION 41
  • 42. WISDM as emerging methodology from the Multiview framework Humans Organisation Technology ANALYSIS Organizational Information Analysis Analysis TECHNICAL Value creation Requirements SOCIO (human activity systems) specification Work Technical Design Design User HCI Software satisfaction model User interface Situation DESIGN Developers 42
  • 43. WISDM Methods matrix and role of the analyst  There is no a priori ordering of the five apects of the WISDM matrix  Essential aspect: Analyst works on the joint basis of the three (T, O, P) perspectives. 43
  • 44. Organizational Analysis ANALYSIS Organizational Information Analysis Analysis TECHNICAL Value creation Requirements SOCIO (human activity systems) specification Work Technical Design Design User HCI Software satisfaction model User interface DESIGN 44
  • 45. Organizational Analysis  Business (strategy) • What business is the Organization in? • What are the products and services?  Products and services • What are the sources of revenue? • What are the benefits to the business actors?  Who are the customers?  Who are the competitors?  Marketing strategy (How to compete) • What is the organization’s marketing strategy? 45
  • 46. Work design ANALYSIS Organizational Information Analysis Analysis TECHNICAL Value creation Requirements SOCIO (human activity systems) specification Work Technical Design Design User HCI Software satisfaction model User interface DESIGN 46
  • 47. Sociotechnical design  Foundation: Genuine participation: involves users, managers, developers, and others who influence each other‘s plans policies and decisions, thus affecting future outcomes.  Measure user satisfaction and quality. 47
  • 48. Quality workshop, WebQual Category WebQual 4.0 Questions Usability 1. I find the site easy to learn to operate 2. My interaction with the site is clear and understandable 3. I find the site easy to navigate 4. I find the site easy to use 5. The site has an attractive appearance 6. The design is appropriate to the type of the site 7. The site conveys a sense of competency 8. The site creates a positive experience for me Information 9. Provides accurate information 10. Provides believable information 11. Provides timely information 12. Provides relevant information 13. Provides easy to understand information 14. Provides information at the right level of detail 15. Presents the information in an appropriate format Service 16. Has a good reputation Interaction 17. It feels safe to complete transactions 18. My personal information feels secure 19. Creates a sense of personalization 20. Conveys a sense of community 21. Makes it easy to communicate with the organization 22. I feel confident that goods/services will be delivered as promised Overall 23. My overall view of this website (Vidgen, Tab. 7-4) 48
  • 50. Technical Development ANALYSIS Organizational Information Analysis Analysis TECHNICAL Value creation Requirements SOCIO (human activity systems) specification Work Technical Design Design User HCI Software satisfaction model User interface DESIGN 50
  • 51. Information Analysis  Elements of the analysis model • Data model • Flow model • Class model • Behavior model 51
  • 52. Technical Design  Elements of the design model • Data design • Architectural design • Component design • Interface design • Aesthetic design • Navigation design 52
  • 53. The Rational Unified Process  RUP is an iterative software development process framework created by the Rational Software Corporation, a division of IBM since 2002.  It has an underlying object-oriented model, using Unified Modeling Language (UML).  RUP is based on a set of six key principles: • Adapt the process • Balance stakeholder priorities • Collaborate across teams • Demonstrate value iteratively • Elevate the level of abstraction • Focus continuously on quality 53
  • 54. Rational Unified Process Model Phase iteration Inception Elaboration Construction Transition  Inception : Establish the business case for the system.  Elaboration : Develop an understanding of the problem domain and the system architecture.  Construction : System design, programming and testing.  Transition : Deploy the system in its operating environment. 54
  • 55. RUP Phases • Inception is concerned with determining the scope and purpose of the project; • Elaboration focuses requirements capture and determining the structure of the system; • Construction's main aim is to build the software system; • Transition deals with product installation and rollout. 55
  • 56. RUP Phases Project Phases Inception Elaboration Construction Transition 1 2 3 4 5 6 7 8 Iterations within Requirements each phase Design Implementation Test Size of square Workflows relative to time spent on workflows 56
  • 57. RUP Phases Sample incep- transi- UP Disciplines elaboration construction tion tion Business Modeling Requirements Design Implementation ... ... 57
  • 58. RUP Phases accept ance t est cust omer use cust omer evaluat ion coding component t est Release sof t war e incr ement refact oring design model cont ent analysis model archit ect ure cont ent navigat ion business analysis int erf ace it erat ion formulat ion f unct ion it erat ion plan conf igurat ion 58
  • 59. 6 UP Best Practices that particularly apply to web-based systems  Develop iteratively  Manage and trace requirements  Utilize component architectures  Model visually  Verify quality  Control changes 59
  • 60. WUP – Complementing the RUP For each phase: Inputs for each phase and iteration of the RUP UP–activities Web–specific activities 60
  • 61. WUP – Initial tasks  Discuss the topic of your web application and corresponding visions with stakeholders.  Decide which techniques/views (from the RUP or web-specific) may be useful in your special case.  Make a gross plan for the whole development cycle.  Make a detailed plan for the next phase.  Keep to RUP‘s phase structure and workflows but vary the specific techniques and views found relevant. 61
  • 62. Technical Development An Object-Oriented Technique (UML) User System Model requirements • Use Case diagram • Activity diagram • Interaction Diagrams • Sequence diagram • Collaboration diagram • Class diagram • State diagram • Component diagram • Deployment diagram 62
  • 64. Unified Modeling Language (UML) Object Oriented Analysis and Design The Unified Modeling Language (UML) is a standard language for specifying, visualizing, constructing, and documenting the artifacts of software systems, as well as for business modeling and other non- software systems. 64
  • 65. Use Case Diagram • A use case is a set of scenarios that describing an interaction between a user and a system. • A use case diagram displays the relationship among actors and use cases. • The two main components of a use case diagram are use cases and actors. 65
  • 67. Sequence Diagrams Interaction diagrams model the behavior of use cases by describing the way groups of objects interact to complete the task. The two kinds of interaction diagrams are sequence and collaboration diagrams. They demonstrate how the objects collaborate for the behavior. 67
  • 72. Class Diagrams Class diagrams are widely used to describe the types of objects in a system and their relationships. Class diagrams model class structure and contents using design elements such as classes, packages and objects 72
  • 74. State Diagrams • State diagrams are used to describe the behavior of a system. • State diagrams describe all of the possible states of an object as events occur. • Each diagram usually represents objects of a single class and track the different states of its objects through the system. 74
  • 76. Activity Diagrams • Activity diagrams describe the workflow behavior of a system. • Activity diagrams are similar to state diagrams because activities are the state of doing something. • The diagrams describe the state of activities by showing the sequence of activities performed. • Activity diagrams can show activities that are conditional or parallel. 76
  • 78. Deployment Diagrams • The deployment diagram contains nodes and connections. • A node usually represents a piece of hardware in the system. • A connection depicts the communication path used by the hardware to communicate and usually indicates a method such as TCP/IP. 78
  • 79. Combined deployment and component diagram • The diagram shows two nodes which represent two machines communicating through TCP/IP. • Component2 is dependant on component1, so changes to component 2 could affect component1. • The diagram also depicts component3 interfacing with component1. 79
  • 80. Software Requirement Specification (example) TABLE OF CONTENTS Executive Summary I. PROJECT SCOPE II. REQUIREMENTS DEFINITION 2.1 END-USER BUSINESS FUNCTIONALITY 2.2 USE-CASES FUNCTIONALITY 2.3 WORKFLOWS/BUSINESS PROCESSES 2.4 NON-FUNCTIONAL REQUIREMENTS 2.5 DERIVED AND IMPLICITE REQUIREMENTS 2.6 INTERFACE REQUIREMENTS 2.7 REQUIREMENTS SPECIFICATIONS 80
  • 81. Design Document (example) TABLE OF CONTENTS Executive Summary IV 1. INTRODUCTION 2. DESIGN OF THE FOOD SYSTEM 2.1 Modular Structure of the System 2.2 Menu Structures 2.3 Modules detailed design 2.3.1 Create Class (Module 1.2.1) 2.3.2 Update Class (Module 1.2.2) ….. 2.4 System Topology 2.5 Solutions for additional Requirements 2.6.1 Error handling 2.6.2 Database catalog design 2.6.3 Connections to other systems 2.6 Data dictionary 3. INTERFACE DESIGN 4. CONCLUSION 81
  • 82. Web Design Pyramid user Interface design Aesthetic design Content design Navigation design Architecture design Component design technology 82