The forceful employment of prototypes would lead to situations, in which the development team could continuously present their interpretation of stakeholder needs and the corresponding design solutions to the client. People can much more easily articulate what they need by playing with prototypes. Prototypes can turn stakeholders into partners in a collaborative software-development process. Prototypes externalize conflicts and require stakeholders to handle trade-offs. The sooner individuals can access simulations of their requirements, the earlier they can recognize the need for modification and decision-making. This, in turn, decreases the risk of costly late-cycle changes.
The medium of prototyping is a means of communication that has been recognized by stakeholders of various disciplines related to the design of modern software systems. In software engineering, prototypes are used to verify functional specifications and models, as well as for understanding problems by carrying out user inspections and testing. In usability engineering, prototypes are recognized as an artefact for iterative UI design. They are employed for requirements analysis, producing alternative designs and for gathering user feedback. Here, the role of prototypes is therefore a particularly deep-seated method for propelling user-friendly development and is primarily related to the UI of a software product (Preece et al. 2002). In today's software market, usable products are desirable products. Providing task-adequate functionalities is mandatory, but there is great competition to deliver them with a high grade of usability. Ease of use therefore differentiates software products in a highly competitive market place. Ease of use brings an added value that culminates in a higher degree of customer satisfaction, continuing business and higher revenues. In addition, customer satisfaction provides market differentiation (Jones & Sasser 1995).
Literature:
- Preece, J., Rogers, Y. and Sharp, H. (2002), Interaction Design: Beyond Human-Computer Interaction, John Wiley & Sons.
- Jones, T. O. and Sasser, W. E. (1995), 'Why satisfied customers defect', Harvard Business Review, vol. 6, no. 1, pp. 88-99.
- Memmel, Thomas (2009): User Interface Specification for Interactive Software Systems. Schriften zur Informationswissenschaft, Bd. 54, ISBN 978-3-940317-53-7, VWH Verlag