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Lecture 06 Use Cases

The document discusses best practices for interacting with clients during the software development process. It emphasizes listening to clients, understanding their needs, involving them, and providing regular updates. It also discusses tools like use cases and wireframes that can help clarify requirements and communicate ideas to clients. Wireframes in particular are simple visual representations that help outline user tasks and get early feedback without detailed design elements.

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ali sheikh
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Download as PPTX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
34 views

Lecture 06 Use Cases

The document discusses best practices for interacting with clients during the software development process. It emphasizes listening to clients, understanding their needs, involving them, and providing regular updates. It also discusses tools like use cases and wireframes that can help clarify requirements and communicate ideas to clients. Wireframes in particular are simple visual representations that help outline user tasks and get early feedback without detailed design elements.

Uploaded by

ali sheikh
Copyright
© © All Rights Reserved
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Software Engineering

WEEK 03 LECTURE 01
REVIEW

Interaction with client


Listen your Client
Understand your Client
Involve the Client
Inform him about the product status
Take the feedback at your earliest.
SUMMARY: KEY ASPECT OF CLIENT INTERACTION

Involve the client through


meetings and continuous re-
visitation of requirements.
Use other information sources, such
as end users.
 Ask good questions.
Be assertive and open in client
interactions.
Clearly communicate realistic
requirements and timelines to
manage client expectations.
Use common terms via
glossaries.
Keep track of requirements
Remember that it is the
responsibility of the software
product manager to clearly
communicate the pros and cons of
requirements, but the client is the
one who must make the key-level
requirement decisions.
Interviews with end-users
Feasibility studies with focus
groups
Observing how end-users use the
product
Consulting previous products
Use cases, developed by Ivar
Jacobson in 1986, are a good tool
for understanding a product.They
can be defined as a way to identify,
clarify, and organize details of a
task within a product
Uses cases take place in particular
environments to achieve particular
goals. In other words, it’s a way of
explaining a set of sequential
interactions users might have with
the features of a product.
A good use case outlines the
proposed task from the point of
view of a participating actor
(usually a user), and it should not
require deep knowledge of
technology to understand.
USE CASE FORMAT
USE CASE DIAGRAM
WIREFRAMES
One of the most important techniques
of product development is the use of
wireframes. A wireframe, also
known as a mock-up, can be thought
of as a kind of early blueprint.
USAGE OF WIRE FRAMES

Wireframes are used for many


purposes.These include:
getting an idea for what will be
developed
demonstrating ideas to clients or users and
encouraging their feedback and
involvement

communication among the
development team
USAGE OF WIRE FRAMES

helping the client or users communicate


with the software product manager and
team (some people may find it easier to
sketch out their ideas to describe them)
WHAT WIREFRAMES ARE NOT

Although a visual representation, a


key aspect of wireframes is their
simplicity.Wireframes are not meant
to be a demo of the interface of a
product but rather outline basic
functionalities and end-user tasks.
This means that wireframes do not
use colours or images. In fact, it is
important that detailed design
features do not creep in to
wireframes.
This means that wireframes do not
use colours or images. In fact, it is
important that detailed design
features do not creep in to
wireframes.
Instead, wireframes may suggest
things like where buttons, text fields,
and images are placed.The elements
displayed should theoretically allow
a user to do a task with the product.
As in a blueprint for a house, for
example, details such as wall
colours or lighting fixtures are not
outlined. Later, detailed user
interface (UI) design can develop
further
TIP:There are many tools to help
develop wireframes! You can always
draw images by hand and then scan
them, but there are many drawing
tools on the computer that can help
you create wireframes.
Some examples are:
Pencil (Open source)
JustInMind (more
sophisticated Recommended)
Google Docs
Microsoft Powerpoint
Balsamiq
(https://balsamiq.com/)
OmniGraffle (paid app)
Wirify
Some examples of wireframes
can be found at
http://wireframes.tumblr.com/
Class practice
Write use case of Login and draw
the wireframes.

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