Unit II
Unit II
4. Identify the "as-is" cause(s) of the problem, as it is the causes that must be
solved, not the problem directly
5. Define the business "whats" that must be delivered to meet the goal measure(s)
6. Specify a product design how to satisfy the real business requirements
However Goldsmith notes that identifying the real problem "is
exceedingly difficult".
Mapping techniques include the following sub-set of results from a Web search of
analysis techniques being used by aid agencies, governments or consultant groups:
1. Influence-interest grid (Imperial College London)
2. Power-impact grid (Office of Government Commerce UK 2003)
3. Mendelow's Power-interest grid (Aubrey L. Mendelow, Kent State University, Ohio
1991)
Low
interest
Low
power
High
power
High
interest
1.
2.
3.
4.
Stakeholders' interests
Mechanisms to influence other stakeholders
Potential risks
Key people to be informed about the project during the execution phase
Interview
An interview is a conversation between two or more people where questions are asked
by the interviewer to elicit facts or statements from the interviewee. Interviews are a
standard part of journalism and media reporting, but are also employed in many other
situations, including qualitative research.
Interview as a Method for Qualitative Research
Interviewing, when considered as a method for conducting qualitative research, is a
technique used to understand the experiences of others.[1] Interviewing differs from
other methods of data collection in that it is often more exploratory in nature, and
allows for more flexibility. Interviewing stems from the desire to know more about the
people around us and to better understand how the people around us view the world we
live in: At the heart of interviewing research is an interest in other individuals stories
because they are of worth.
Technique
When choosing to interview as a method for conducting qualitative research, it is
important to be tactful and sensitive in your approach. Interviewer and researcher,
Irving Seidman, devotes an entire chapter of his book, Interviewing as Qualitative
Research, to the import of proper interviewing technique and interviewer etiquette.
Some of the fundamentals of his technique are summarized below:
1. Listening: According to Seidman, this is both the hardest as well as the most
important skill in interviewing. Furthermore, interviewers must be prepared to
listen on three different levels: they must listen to what the participant is actually
saying, they must listen to the inner voice or subtext of what the participant is
communicating, and they must also listen to the process and flow of the interview
so as to remain aware of how tired or bored the participant is as well as logistics
such as how much time has already passed and how many questions still remain.
The listening skills required in an interview require more focus and attention to
detail than what is typical in normal conversation. Therefore it is often helpful for
interviewers to take notes while the participant responds to questions or to taperecord the interviews themselves to as to be able to more accurately transcribe
them later.
2. Ask questions (to follow up and to clarify): While an interviewer generally enters
each interview with a predetermined, standardized set of questions, it is important
that they also ask follow-up questions throughout the process. Such questions
might encourage a participant to elaborate upon something poignant that theyve
shared and are important in acquiring a more comprehensive understanding of
the subject matter. Additionally, it is important that an interviewer ask clarifying
questions when they are confused. If the narrative, details, or chronology of a
participants responses become unclear, it is often appropriate for the interviewer
to ask them to re-explain these aspects of their story so as to keep their
transcriptions accurate.
However, such standardized answers may frustrate users. Questionnaires are also
sharply limited by the fact that respondents must be able to read the questions and
respond to them. Thus, for some demographic groups conducting a survey by
questionnaire may not be practical.
As a type of survey, questionnaires also have many of the same problems relating to
question construction and wording that exist in other types of opinion polls.
actions.
c. Identify and consider underlying concerns.
4. Prepare For Workshop Sessions
a. Preparation includes workshop agenda, sign-in
questionnaire and job-aids for capturing requirements.
b. Distribute relevant materials to group as read-ahead.
5. Conduct Workshop Sessions
a. Introduce requirements gathering technique.
sheet,
interview
Brainstorming
Brainstorming is a group or individual creativity technique by which efforts are made to
find a conclusion for a specific problem by gathering a list of ideas spontaneously
contributed by its member(s). The term was popularized by Alex Faickney Osborn in the
1953 book Applied Imagination. Osborn claimed that brainstorming was more effective
than individuals working alone in generating ideas, although more recent research has
questioned this conclusion. Today, the term is used as a catch all for all group ideation
sessions.
Types of Brainstorming
1. Nominal Group Technique
Main article: nominal group technique
Participants are asked to write their ideas anonymously. Then the facilitator collects the
ideas and the group votes on each idea. The vote can be as simple as a show of hands
in favor of a given idea. This process is called distillation.
After distillation, the top ranked ideas may be sent back to the group or to subgroups for
further brainstorming. For example, one group may work on the color required in a
product. Another group may work on the size, and so forth. Each group will come back to
the whole group for ranking the listed ideas. Sometimes ideas that were previously
dropped may be brought forward again once the group has re-evaluated the ideas.
It is important that the facilitator be trained in this process before attempting to
facilitate this technique. The group should be primed and encouraged to embrace the
process. Like all team efforts, it may take a few practice sessions to train the team in
the method before tackling the important ideas.
2. Group Passing Technique
Each person in a circular group writes down one idea, and then passes the piece of
paper to the next person, who adds some thoughts. This continues until everybody
gets his or her original piece of paper back. By this time, it is likely that the group will
have extensively elaborated on each idea.
The group may also create an "idea book" and post a distribution list or routing slip to
the front of the book. On the first page is a description of the problem. The first person
to receive the book lists his or her ideas and then routes the book to the next person on
the distribution list. The second person can log new ideas or add to the ideas of the
previous person. This continues until the distribution list is exhausted. A follow-up "read
out" meeting is then held to discuss the ideas logged in the book. This technique takes
longer, but it allows individuals time to think deeply about the problem.
3. Team Idea Mapping Method
This method of brainstorming works by the method of association. It may improve
collaboration and increase the quantity of ideas, and is designed so that all attendees
participate and no ideas are rejected.
The process begins with a well-defined topic. Each participant brainstorms individually,
then all the ideas are merged onto one large idea map. During this consolidation
phase, participants may discover a common
understanding of the issues as they share the meanings behind their ideas. During this
sharing, new ideas may arise by the association, and they are added to the map as well.
Once all the ideas are captured, the group can prioritize and/or take action.
4. Electronic Brainstorming
This is a computerized version of the manual brainstorming technique typically
supported by an electronic meeting system (EMS) but simpler forms can also be done
via email and may be browser based, or use peer-to-peer software.
With an electronic meeting system, participants share a list of ideas over a network.
Ideas are entered independently. Contributions become immediately visible to all and are
typically anonymized to encourage openness and reduce personal prejudice. Modern
EMS also support asynchronous brainstorming sessions over extended periods of time as
well as typical follow-up activities in the creative problem solving process such as
categorization of ideas, elimination of duplicates, assessment and discussion of
prioritized or controversial ideas.
Proponents such as Gallupe et al. argue that electronic brainstorming eliminates many
of the problems of standard brainstorming, including production blocking (i.e. group
members must take turns to express their ideas) and evaluation apprehension (i.e.
fear of being judged by others). This positive effect increases with larger groups. A
perceived advantage of this format is that all ideas can be archived electronically in
their original form, and then retrieved later for further thought and discussion.
Electronic brainstorming also enables much larger groups to brainstorm on a topic
than would normally be productive in a traditional brainstorming session.
When exposed to others ideas, attention is focused by the group member on these ideas
and this attention has been proposed to cognitively stimulate the brainstormer
Therefore, the individual members of the brainstorming group perform better during the
session because people see everyone elses ideas on the computer screen (via chat
room or e-mail), explaining the positive effects of EBS. Additionally, during an EBS
session, participants have control over their activity and can attend to the ideas of
others while also creating their own, continually exposing participants to a flow of ideas.
EBS techniques have been shown to produce more ideas and help individuals focus their
attention on the ideas of others better than a brainwriting technique (participants write
individual written notes in silence and then subsequently communicate them with the
group) The production of more ideas has been linked to the fact that paying attention to
others ideas leads to non-redundancy, as one will try to avoid to replicate or repeat
another participants comment or idea.
The fact that individuals are not physically visible has also been shown to be an
important component to the superiority of EBS over other methods, such as
brainwriting. Due to the fact that participants are not typically in a room with the group,
social cues such as facial expression and verbal language are not available, and
therefore, attention is paid to the task at hand and the ideas rather than the people
involved.
Some limitations of EBS include the fact that it can flood people with too many ideas
at one time that they have to attend to, and people may also compare their
performance to others by analyzing how many ideas each individual produces (social
matching).
5. Directed Brainstorming
Directed brainstorming is a variation of electronic brainstorming (described above). It
can be done manually or with computers. Directed brainstorming works when the
solution space (that is, the set of criteria for evaluating a good idea) is known prior to the
session. If known, those criteria can be used to constrain the Ideation process
intentionally.
In directed brainstorming, each participant is given one sheet of paper (or electronic
form) and told the brainstorming question. They are asked to produce one response and
stop, then all of the papers (or forms) are randomly swapped among the participants.
The participants are asked to look at the idea they received and to create a new idea
that improves on that idea based on the initial criteria. The forms are then swapped
again and respondents are asked to improve upon the ideas, and the process is
repeated for three or more rounds.
In the laboratory, directed brainstorming has been found to almost triple the
productivity of groups over electronic brainstorming.
6. Guided Brainstorming
A guided brainstorming session is time set aside to brainstorm either individually or as
a collective group about a particular subject under the constraints of perspective and
time. This type of brainstorming removes all cause for conflict and constrains
conversations while stimulating critical and creative thinking in an engaging, balanced
environment. Innovative ideas consistently emerge.
Participants are asked to adopt different mindsets for pre-defined period of time while
contributing their ideas to a central mind map drawn by a pre-appointed scribe. Having
examined a multi-perspective point of view, participants seemingly see the simple
solutions that collectively create greater growth. Action is assigned individually.
Following a guided brainstorming session participants emerge with ideas ranked for
further brainstorming, research and questions remaining unanswered and a prioritized,
assigned, actionable list that leaves everyone with a clear understanding of what needs
to happen next and the ability to visualize the combined future focus and greater goals
of the group.
7. Individual Brainstorming
"Individual brainstorming" is the use of brainstorming in solitary. It typically includes
such techniques as free writing, free speaking, word association, and drawing a mind
map, which is a visual note taking technique in which people diagram their thoughts.
Individual brainstorming is a useful method in creative writing and has been shown to
be superior to traditional group brainstorming.
Research has shown individual brainstorming to be more effective in ideageneration than group brainstorming.
8. Question Brainstorming
This process involves brainstorming the questions, rather than trying to come up with
immediate answers and short term solutions. Theoretically, this technique should not
inhibit participation as there is no need to
provide solutions. The answers to the questions form the framework for constructing
future action plans. Once the list of questions is set, it may be necessary to prioritize
them to reach to the best solution in an orderly way.
"Questorming" is another term for this mode of inquiry.
Software Prototyping
Software prototyping refers to the activity of creating prototypes of software
applications, i.e., incomplete versions of the software program being developed. It is
an activity that can occur in software development and is comparable to prototyping
as known from other fields, such as mechanical engineering or manufacturing.
A prototype typically simulates only a few aspects of, and may be completely different
from, the final product.
Prototyping has several benefits: The software designer and implementer can get
valuable feedback from the users early in the project. The client and the contractor can
compare if the software made matches the software specification, according to which
the software program is built. It also allows the software engineer some insight into the
accuracy of initial project estimates and whether the deadlines and milestones proposed
can be successfully met. The degree of completeness and the techniques used in the
prototyping have been in development and debate since its proposal in the early 1970s.
Steps Of The Prototyping Process
The process of prototyping involves the following steps
1. Identify basic requirements: Determine basic requirements including the input and
output information desired. Details, such as security, can typically be ignored.
2. Develop Initial Prototype: The initial prototype is developed that includes only
user interfaces. (See Horizontal Prototype, below)
3. Review: The customers, including end-users, examine the prototype and provide
feedback on additions or changes.
4. Revise and Enhance the Prototype: Using the feedback both the specifications
and the prototype can be improved. Negotiation about what is within the scope of
the contract/product may be necessary. If changes are introduced then a repeat
of steps #3 and #4 may be needed.
Types of Prototyping
Software prototyping has many variants. However, all the methods are in some way
based on two major types of prototyping: Throwaway Prototyping and Evolutionary
Prototyping.
1. Throwaway prototyping
Also called close-ended prototyping. Throwaway or Rapid Prototyping refers to the
creation of a model that will eventually be discarded rather than becoming part of the
final delivered software. After preliminary requirements gathering is accomplished, a
simple working model of the system is constructed to visually show the users what their
requirements may look like when they are implemented into a finished system.
Rapid Prototyping involved creating a working model of various parts of the system at a
very early stage, after a relatively short investigation. The method used in building it is
usually quite informal, the most important factor being the speed with which the model is
provided. The model then becomes the starting point from which users can re-examine their
expectations and clarify their requirements. When this has been achieved,
the prototype model is 'thrown away', and the system is formally developed
based on the identified requirements.
The most obvious reason for using Throwaway Prototyping is that it can be done quickly.
If the users can get quick feedback on their requirements, they may be able to refine
them early in the development of the software. Making changes early in the
development lifecycle is extremely cost effective since there is nothing at that point to
redo. If a project is changed after a considerable work has been done then small changes
could require large efforts to implement since software systems have many
dependencies. Speed is crucial in implementing a throwaway prototype, since with a
limited budget of time and money little can be expended on a prototype that will be
discarded.
Strength of Throwaway Prototyping is its ability to construct interfaces that the users
can test. The user interface is what the user sees as the system, and by seeing it in
front of them, it is much easier to grasp how the system will work.
it is asserted that revolutionary rapid prototyping is a more effective manner in
which to deal with user requirements-related issues, and therefore a greater
enhancement to software productivity overall. Requirements can be identified,
simulated, and tested far more quickly and cheaply when issues of evolvability,
maintainability, and software structure are ignored. This, in turn, leads to the accurate
specification of requirements and the subsequent construction of a valid and usable
system from the user's perspective via conventional software development models.
Prototypes can be classified according to the fidelity with which they resemble the
actual product in terms of appearance, interaction and timing. One method of creating a
low fidelity Throwaway Prototype is Paper Prototyping. The prototype is implemented
using paper and pencil, and thus mimics the function of the actual product, but does not
look at all like it. Another method to easily build high fidelity Throwaway Prototypes is to
use a GUI Builder and create a click dummy, a prototype that looks like the goal system,
but does not provide any functionality.
Not exactly the same as Throwaway Prototyping, but certainly in the same family, is the
usage of storyboards, animatics or drawings. These are non-functional implementations but
show how the system will look.
SUMMARY:-In this approach the prototype is constructed with the idea that it will be
discarded and the final system will be built from scratch. The steps in this approach
are:
Write preliminary requirements
Design the prototype
User experiences/uses the prototype, specifies new requirements
Repeat if necessary
Write the final requirements
Develop the real products
2. Evolutionary prototyping
Evolutionary Prototyping (also known as breadboard prototyping) is quite different from
Throwaway Prototyping. The main goal when using Evolutionary Prototyping is to build
a very robust prototype in a structured manner and constantly refine it. The reason for
this is that the Evolutionary prototype, when built, forms the heart of the new system,
and the improvements and further requirements will be built.
When developing a system using Evolutionary Prototyping, the system is continually
refined and rebuilt.
At the conclusion of this process an agreement about the real requirements of the
project has to be reached.
Identification Of The Stakeholders
If all of the relevant stakeholders are not identified at the beginning, the success of the
project/phase can be placed in jeopardy.
You must identify who the project is being done for, who will be affected, what they
want or expect and their actual needs.
Care needs to be taken in this identification process. Someone who is initially
considered irrelevant to the project can suddenly become important to it. The quiet,
little person in the corner can often end up being the most important stakeholder!
Some Definitions:
1. The sponsor pays the bills or authorises the expenditure
2. The end-users use the product of the project
3. The champion paves the way and must be keep informed and interested
Prioritizing Stakeholders
You must determine the primary or key stakeholders for the project. They can be
interested in the outcomes of the project or, alternatively might cause problems along
the way.
Key decision makers will attract priority in having their needs and expectations met
and it is important to be aware of unstated agendas within this group.
Analyzing the Needs Of Stakeholders And Clients
The client's needs, and those of the key stakeholders, should be fully understood.
Sometimes stakeholders will have conflicting needs that must be resolved before the
project can proceed.
One of the purposes of the stakeholder analysis is to separate "needs" from "wants".
Ask the question "what will make this project successful for you".
Documentation:
Clear and accurate documentation is critical to the process.
It is important that the needs are documented in the terminology of the key stakeholders
so that no ambiguity can exist and a meaningful agreement can be achieved. In the
analysis, the client's needs should be reviewed, constraints should be identified, the
determined needs should be realistic, the findings should be documented and, most
importantly, approval from the key stakeholders should be obtained in writing.
The project manager must identify and resolve the needs of key stakeholders and
make sure that needs are managed throughout the project.
Often new stakeholders appear during the project. Keep an eye out for them.