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Prototype Model
SDLC

Prototype Model

Understand the Prototype Model, where a small-scale version of the system is built to gather better requirements.

The Prototype Model builds a working (but limited) version of the software early, shows it to the customer, collects feedback, and refines. It’s ideal when requirements are unclear — instead of writing a spec, you build a draft and iterate.

Steps

  1. Gather initial requirements — enough to build a rough prototype.
  2. Quick design — focus on visible aspects (UI, navigation, outputs).
  3. Build prototype — working model with limited functionality.
  4. Customer evaluation — user interacts with the prototype and gives feedback.
  5. Refine — incorporate feedback into the next version.
  6. Repeat steps 4-5 until the customer approves.
  7. Build the final product — use the finalized requirements.

Throwaway vs Evolutionary Prototyping

AspectThrowawayEvolutionary
PurposeClarify requirementsGradually become the final product
Code fateDiscarded after approvalKept and polished
SpeedFasterSlower (code must be production-quality)
RiskLow (you throw it away)Medium (prototype code might have structural issues)

When Prototyping Helps

  • Complex user interfaces (customers must see it to know what they want)
  • Web and mobile apps with novel interactions
  • Projects where technical feasibility is uncertain
  • First-of-its-kind systems

Q: What’s the biggest risk of evolutionary prototyping?

A: The prototype is built quickly with minimal architecture. If it becomes the final product, structural debt accumulates. Teams may need to “rewrite the prototype” halfway through.

Q: How is prototyping different from Agile?

A: Prototyping focuses on requirements discovery through a mockup. Agile focuses on delivering working increments of the real product. Prototyping typically happens before formal development begins; Agile is the development itself.

Q: Can a prototype be just paper wireframes?

A: Yes. Low-fidelity prototyping (paper sketches, clickable PDFs) can be faster and cheaper than coded prototypes. The goal is feedback, not technology.

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