Design Programing Logic

Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 71

Kombolcha poly technic college

Sector of ICT

WDDBA level III

Module Title: Designing Program Logic


Module code: EIS WDDBA3 M04 0323
Nominal duration: 50 Hours
September 2024
Prepared by Haile sitotaw
Learning outcomes
1 program logic design
2

2 2
program logic Documentation
3

5
Nominal duration:50Hours
program logic design
1
This unit will also assist you to attain the learning
outcomes stated in the cover page.
Specifically, upon completion of this learning guide, you
will be able to:

 Develop Systems development life cycle


 Understand and Design document
 Demonstrate design approach coding s
1.1. Systems development life cycle
 Is a conceptual model used in project management that
describes the stages involved in an information system
development project, from an initial feasibility study
through maintenance of the completed application.

 The method or approach that software engineers use


in solving problems in computer science is called
software development method.
 Another name that is commonly used for the software
development method is called software life cycle.

Components of Software Development life cycle

 Preliminary investigation
 Analysis
 Design
 Implementation
 Deployment and Testing
 Maintenance
A. Preliminary investigation:
purpose
 To determine whether the problem or deficiency in the current system
really exists.
 The project team may re-examine some of the feasibility aspects of the
project.
 The end result is a decision to proceed further or to abandon the project.
 Defining the problem: E.g. Examines documents, work papers, and
procedures; Observe system operations; interview key users of the system.
 Suggesting a solution e.g. often improving an existing one or building a
new information system.
Determine whether the solution is feasible.

 Technical Feasibility: Whether implementation is possible with the available or


affordable hardware, software and other technical resources.
 Economic Feasibility: Whether the benefits of the proposed solution outweigh the
costs.
 Operational Feasibility: Whether the proposed solution is desirable within the existing
managerial and organizational framework.
B. Analysis (Requirement gathering):

In the analysis phase end user business requirements are analyzed and project
goals converted into the defined system functions that the organization
intends to develop.
 Try to understand the business in general (activities done, how it is done,
etc)
 Define the specific information requirements, who needs what
information, where, when and how.
C, Design phase: In the design phase, we describe the desired features and
operations of the system.
This phase includes business rules, pseudo-code, screen layouts, and other
necessary documentation.
D. Implementation:
 In the implementation phase, the development team codes the product.
 Implementation includes user notification, user training, installation of
hardware, installation of software onto production computers, and
integration of the system into daily work processes.
 This phase continues until the system is operating in production in
accordance with the defined user requirements.
E. Deployment and Testing:
When teams develop software, they code and test on a different copy of the
software than the one that the users have access to.
The software that customers use is called production, while other copies are
said to be in the build environment, or testing environment.
F. Maintenance:
 In the maintenance phase, among other tasks, the team fixes bugs, resolves
customer issues, and manages software changes.
 In addition, the team monitors overall system performance, security, and
user experience to identify new ways to improve the existing software.

Some benefits of SDLC:


 Increased visibility of the development process for all
stakeholders involved
 Efficient estimation, planning, and scheduling
 Improved risk management and cost estimation
 Systematic software delivery and better customer
satisfaction
1.2 Design documentation
The Design Document will be the starting point and in many cases
you should, do the Design Document before doing any of the
actual work of program. When you write code for a program, you
usually will have clarified your requirements and planning the
design before you write the first line of actual code.

Program logic is the implementation of the program's


requirements and design. If the design of the application
is bad, the program logic can nevertheless be
professionally implemented.

Programming logic in general rests on a foundation of


computational logic that is shared by both humans and
machines, which is what we explore as we continue to
interact with new technologies.
Generally,

 Program logic is a picture of why and how you believe a program or a policy
will work.
 Program logic demonstrates design & implementation of competence.
 Program logic provides a chain of reasoning that links investments with results.
Program logic is a series of “if-then” relationships that, if implemented as intended, lead to
the desired outcomes
 Logic model
Logic models provide a kind of map for a program or initiative, helping clarify
a program or policy’s destination, the pathways toward the destination, and
markers along the way. In this consider:

Where are you going?


 How will you get there?
 What will tell you that you have arrived?

Logic models provide a simplified picture of the relationships between the


program activities and the desired outcomes of the program.
It is valuable in supporting:

 Program planning.
 Program implementation.
 Program monitoring.
 Program evaluation.

We also use a logic model to:


Brings detail to broad goals.
 Helps identify gaps in program logic and clarify assumptions.
 Builds understanding and promotes consensus.
 Makes explicit underlying beliefs.
 Helps clarify what is appropriate to evaluate and when.
 Summarizes complex programs for effective communication
 . Program of requirements
 A specification of requirements or Program of Requirements is a document
used in a design or procurement process.

 An optimal construction process begins with a thorough requirements


specification, which comprehensively details the demands and wishes.

 The aim of a Program of Requirements is to lay down a clear framework


for everyone involved in the project so that everyone understands which
criteria must be met. Hence, the program of requirements is an important
guideline for the designers to ensure that they deliver the desired result.
 Understanding the Programming Process
There are about six programming phases:

Understand the problem
 Plan the logic
 Code the program
 Use software to translate the program to machine language
 Test the program
 Deploy the program into production
A.

Understanding the problem


 May be the most difficult phase
 Users may not be able to articulate their needs well
 User needs may be changing frequently
 Programmers may have to learn the user’s functional job tasks
 Failure to understand the problem is the major cause of most project failures
B. Planning the logic
 Plan the steps that the program will take
 Use tools such as flowcharts and pseudo code to depict or illustrate the
structure or steps of program.
 Flowchart: a pictorial representation of the logic steps
 Pseudo code: English-like representation of the logic
 Walk through the logic before coding by desk-checking the logic.

C. Coding the program:


 Select the programming language
 Write the instructions
D. Using software to translate the program into machine language:
 Programmers write instructions in English-like high-level languages
 Compilers or interpreters change the programs into low-level machine language that
can be executed
 Syntax errors are identified by the compiler or interpreter
E. Testing the program:
 Execute it with sample data and check results
 Identify logic errors and correct them
 Choose test data carefully to exercise all branches of the logic
F. Putting the program into production
 Do this after testing is complete and all known errors have been corrected
 May require coordination with other related activities or software
1.3 Design approach coding
Program algorithm
 An algorithm is a set of instructions designed to perform a specific
task. This can be a simple process, such as multiplying two numbers,
or a complex operation, such as playing a compressed video file.
 Search engines use proprietary algorithms to display the most relevant
results from their search index for specific queries.
 In computer programming, algorithms are often created as functions.

For example, An image editing program may contain algorithms


designed to process image data. Examples of image processing
algorithms include cropping, resizing, sharpening, blurring, red-eye
reduction, and color enhancement.
In many cases, there are multiple ways to perform a specific operation within a
software program. Therefore, programmers usually seek to create the most
efficient algorithms possible.

Not all algorithms are created perfectly the first time.


Therefore, developers often improve existing algorithms and
include them in future software updates. When you see a
new version of a software program that has been
"optimized" or has "faster performance," it most means the
new version includes more efficient algorithms.

 Designing an algorithm/ a solution to a problem


A program is written in order to solve a problem. A solution to a problem
actually consists of two things.

 A way to organize the data.


 Sequence of steps to solve the problem.
The way data are organized in a computer memory is said to be data structure and
the sequence of computational steps to solve a problem is said to be an algorithm.

Therefore a program is nothing but data structure plus algorithms.

An algorithm is a well-defined computational procedure that takes some values or


a set of values as input and produces some values or a set of values as output.

An algorithm is a procedure for solving a problem in terms of the actions to be


executed and the order in which those actions are to be executed.

An algorithm is,

 A step-by-step sequence of instructions.


 To solve a specific problem.
 In a finite amount of time.
 Algorithm development
Once the requirements of a program are defined algorithm development is the next step.
An algorithm is procedure for solving a problem in terms of the action to execute (What
to do) and the order in which these actions are executed (done). An algorithm needs to be:

 Precise and unambiguous (No ambiguity in any instruction and in the order of
execution)
 Correct,
 Finite (has to have an end),
 Handles all exceptions,
 Efficient in time, memory and other resources,

Many different methods exist for constructing algorithms, (An algorithm can be
expressed in many ways). Some of those methods are Flowchart and Pseudo-code.
 Pseudo code
Pseudo code is defined as a step-by-step description of an algorithm.

Pseudo code does not use any programming language in its representation instead it uses
the simple English language text as it is intended for human understanding rather than
machine reading.

Pseudo code is the intermediate state between an idea and its implementation (code) in a
high-level language.

Pseudo code is an important part of designing an algorithm; it helps the programmer in


planning the solution to the problem as well as the reader in understanding the approach to
the problem.

Pseudo code is an intermediate state between algorithm and program that plays supports
the transition of the algorithm into the program.

Pseudocode is an intermediate state between algorithm and program


 It is an informal high-level description of the operating principle of a
computer program or other algorithm.
 English-like representation of a program (logic).
 It could be viewed as the outline of a program
 It can’t be compiled or executed.
 The focus is on solving the problem, not worrying about the specifics of a
programming language.
Pseudo code typically omits details that are not essential for human
understanding of the algorithm, such as variable declarations, system-specific
code and some subroutines.
The programming language is augmented with natural language description
details, where convenient, or with compact mathematical notation.
The purpose of using pseudo code is that it is easier for people to understand
than conventional programming language code, and that it is an efficient and
environment-independent description of the key principles of an algorithm.
It is commonly used in textbooks and scientific publications that are
documenting various algorithms, and also in planning of computer program
development, for sketching out the structure of the program before the actual
coding takes place.
 Advantages of Pseudo code
 Improves the readability of any approach. It’s one of the best approaches to start
implementation of an algorithm.
 Acts as a bridge between the program and the algorithm or flowchart. Also works as a
rough documentation, so the program of one developer can be understood easily when
a pseudo code is written out. In industries, the approach of documentation is essential.
And that’s where a pseudo-code proves vital.
 The main goal of a pseudo code is to explain what exactly each line of a program
should do, hence making the code construction phase easier for the programmer.
A pseudo-code to calculate bonus
ACCEPT Name, Salary
Bonus=Salary x 0.1
ACCEPT Service year
IF Service year> 10 Then
Bonus + 100
ENDIF
DISPLAY Bonus
Example 2. A pseudo-code to calculate interest rate
ACCEPT Name, Principal, Rate
Interest = Principal x Rate
DISPLAY Name, Interest
When we write programs, we assume that the computer executes the program
starting at the beginning and working its way to the end.
We call this sequence
SEQUENCE is a linear progression where one task is performed
sequentially after another.
In pseudo code it look like this

Statement 1;

Statement 2;

Statement 3;

Statement 4;

Statement 5;
Pseudo Code with LOOP

What if we need to tell the computer to keep doing something until some condition
occurs?

Let’s say we wish to indicate that you need to keep filling the kettle with water until it
is full.

We call this a loop.


WHILE is a loop (repetition) with a simple conditional test at its beginning or in
general

While (<condition>)
Do <Statements>;
Endwhile;
As we could state this as:
While (Kettle is not full)
Do keep filling Kettle;
EndWhile
Pseudo Code with SELECTION
What if we want to make a choice, for example, do we want add sugar or not to the tea?
We call this selection.
IF-THEN-ELSE is a decision (selection) in which a choice is made between two
alternative courses of action or in general:

If (<condition>)
Then <Statement>;
Else <Statement>;
EndIf;
If (Sugar is required)
Then add Sugar;
Else do nothing;
EndIf;
Example3. A pseudo-code that calculates grade hint Grade A>=80, B>=60,
C>=50, D>=40, F<40
ACCEPT Mark, Name
IF Mark>80 Then
Grade A
ELSE IF Mark >60 Then
Grade B
ELSE IF Mark >50 Then
Grade C
ELSE IF Mark >40 Then
Grade D
ELSE
Grade F
ENDIF
Display Grade, Name
 Flowcharts
 A flow chart is a graphical or symbolic representation of a process (Pictorial
representation of a program).

 Each step in the process is represented by a different symbol and contains a short
description of the process step.

 The flow chart symbols are linked together with arrows showing the process flow
direction.

 In other word Flowchart is pictorial representation of the logic & the purpose of
flowcharts is to represent graphically the logical decisions and progression of steps in
the physical completion of a task.

 As such, flowcharts are the lowest level of decomposition.


 When describing a complicated system to others it may be useful to use
hierarchy charts or structure charts. But for the information systems analysis,
the best options are flow charts and pseudo coding/ Structured English

The system flowchart represents the physical


system; while the flowcharting at the end of
process decomposition represents the logical.
Can be created with pencil and paper,
Microsoft Word, PowerPoint, and Visio etc

 Symbol set
 There are seven commonly used symbols in
flowcharting. However, be aware that people can
create their own symbol set.
 The most common symbols that can be used to
represent the main concept include:
Terminator: marks the beginning and end of a flowchart.
Process: indicates that an operation changed or manipulated the data in some
way.
Data or input/output: an operation that inputs or outputs data.
Decision: a logical decision point (e.g., if, then; true/false).
On-page connector: the logic continues at another place on the same page.
Off-page connector: the logic continues on a different page.
Predefined process: a predefined process or subroutine (similar to a
predefined function or process in database programming).
Six basic flowchart shapes

Terminal symbol -Indicates the beginning or end of a program

Input/output symbol- Represents information coming into a program or going out of a


program

Processing symbol- Shows calculations that a program must do

Diamond symbol represents decision- that a program must make

The circle is for connecting parts of the flowchart to other parts. This is especially
Useful if the flowchart covers more than one page

Flow lines connect the shapes within a flowchart


Program logic has three patterns: sequence, decision, and repetition.
Sequence:

A decision block implies IF-THEN-ELSE. A condition (“it’s the case that something
is true …”, or “while x is true …”) is tested: if the condition is true, the logic
associated with the “THEN” branch is performed while the ELSE block is skipped. If
the condition is false, then the ELSE logic is executed and the THEN logic is
skipped.
For example, “IF there’s enough gas in the car (condition), THEN (true) I’ll drive
to my friends’ house; ELSE (false, not enough gas) I’ll go to the gas station.
Sometimes the if/then are nested in other if/then conditions: If there’s enough gas
in the car, I’ll go to my friend’s house; if I don’t reach there by noon, I’ll stop at a
restaurant along the way.
Example 4 Add three numbers

A program is required to read three numbers, add them together and print their total.

Pseudo code

Add_three_numbers

Read number1, number2, number3

Total = number1 + number2 + number3

Print total

END

Defining diagram

Input Processing Output


Number1 Read three numbers total
Number2 Add number together
Number3 Print total number
:- Find average temperature
A program is required to prompt the terminal operator for the maximum and minimum temperature
readings on a particular day, accept those readings as integers, and calculate and display to the screen
the average temperature, calculated by (maximum temperature + minimum temperature)/2.
Defining diagram
Input Processing Output
Max_temp Prompt for temperatures Avg_temp
Min_temp Get temperatures
Calculate average temperature
Display average temperature

Pseudo code
Find average_temperature
Prompt operator for max_temp, min_temp
Get max_temp, min_temp
Avg_temp= (max_Temp + min_temp)/2
Output avg_temp to the screen
END
Flowchart Pseudo code
 Flowchart is pictorial representation  Pseudo code is a step-by-step
of flow of an algorithm. description of an algorithm in code
like structure using plain English
text.
 Flowchart uses standard symbols for  Pseudo code uses reserved keywords
input, output decisions and start stop like if-else, for, while, etc.
statements. Only uses different
shapes like box, circle and arrow.
 This is a way of visually representing  These are fake codes as the word
data, these are nothing but the pseudo means fake, using code like
graphical representation of the structure but plain English text
algorithm for a better understanding instead of programming language
of the code
 Flowcharts are good for  Pseudo code is better suited for the
documentation purpose of understanding
 DFD’s
 Data Flow Diagram (DFD)
The Data Flow Diagram (DFD) is a graphical representation of the flow of data
through an information system.
A structured analysis technique that employs a set of visual representations
of the data that moves through the organization, the paths through which the
data moves, and the processes that produce, use, and transform data.
The DFD lets you visualize how the system operates, what
the system accomplishes and how it will be implemented,
when it is refined with further specification.
Data flow diagrams are used by systems analysts to design information-
processing systems but also as a way to model whole organizations
Why Data Flow Diagrams?
• Can diagram the organization or the system
• Can diagram the current or proposed situation
• Can facilitate analysis or design
• Provides a good bridge from analysis to design
• Facilitates communication with the user at all stages
Types of DFDs
• Current - how data flows now
• Proposed - how we’d like it to flow
• Logical - the “essence” of a process (i.e. implementation-independent and describe the
system, rather than how activities are accomplished.)
• Physical - the implementation of a process (i.e. are implementation-dependent and
describe the actual entities (devices, department, people, etc.) involved in the current
system.)
• Partitioned physical - system architecture or high-level design
Context Diagram- Shows just the inputs and outputs of the system
Level 0 Diagram- Decomposes the process into the major sub processes and
identifies what data flows between them
Child diagrams- Increasing levels of detail (i.e. Level 1, Level 2 etc)

Four Basic Symbols


Process

 Work or actions performed on data (inside the system)


 Labels should be verb phrases
Receives input data and produces output

Rule 1: Process
 Can have more than one outgoing data flow or more than one incoming data flow
Rule 2: Process
Can connect to any other symbol (including another process symbol)

Data Flow Deposit

 Is a path for data to move from one


part to another
 Arrows depicting movement of data
 Can represent flow between process
and data store by two separate arrows
Data Store

 Is used in a DFD to represent data that the system stores


 Labels should be noun phrases
Rule: Data Store
 Must have at least one incoming and one outgoing data flow
 of data (outside the system)
 Labels should be noun phrases
 Source –Entity that supplies data to the system
 Sink –Entity that receives data from the system

Context Level Diagram


 A context diagram is a data flow diagram that only shows the top level, otherwise
known as Level 0.
 At this level, there is only one visible process node that represents the functions of a
complete system in regards to how it interacts with external entities.
Some of the benefits of a Context Diagram are:
• Shows the overview of the boundaries of a system
• No technical knowledge is required to understand with the simple notation
• Simple to draw, amend and elaborate as its limited notation
Example: -Course Registration: Context level Diagram

Level 0 Diagram
• Process is “exploded”
• Sources, sinks, and data flows repeated from context diagram
• Process broken down into sub processes, numbered sequentially
• Lower-level data flows and data stores added

Context DFD is the entrance of a data flow model. It contains one and only one process
and does not show any data store.
Level 1 DFD
The figure below shows the level 1 DFD, which is the decomposition (i.e. break down)
of the Food Ordering System process shown in the context DFD.
Read through the diagram and then we will introduce some of the key concepts based
on this diagram.
The Food Order System Data Flow Diagram example contains three processes, four
external entities and two data stores.
 Based on the diagram, we know that a Customer can place an Order. The Order Food
process receives the Order, forwards it to the Kitchen, store it in the Order data store,
and store the updated Inventory details in the Inventory data store. The process also
deliver a Bill to the Customer.
 Manager can receive Reports through the Generate Reports process, which takes
Inventory details and Orders as input from the Inventory and Order data store
respectively.
 Manager can also initiate the Order Inventory process by providing Inventory order.
The process forwards the Inventory order to the Supplier and stores the updated
Inventory details in the Inventory data store.
 Hierarchy Input Process Output Diagram (HIPO)
 It is a systems analysis design aid and documentation technique from the 1970s,
used for representing the modules of a system as a hierarchy and for
documenting each module.
 It is a hierarchy chart that graphically represents the program’s control the
functions (or processes) performed by each module on the system
 RAD
What is RAD model- advantages, disadvantages and when to use
it?
 RAD model is Rapid Application Development model.
 It is a type of incremental model.
 In RAD model the components or functions are developed in parallel as if they were
mini projects.
 The developments are time boxed, delivered and then assembled into a working
prototype.
 This can quickly give the customer something to see and use and to provide feedback
regarding the delivery and their requirements.
Diagram of RAD-Model:
The phases in the rapid application development (RAD) model
are:
Business modeling: The information flow is identified between various business
functions.
Data modeling: Information gathered from business modeling is used to define data
objects that are needed for the business.
Process modeling: Data objects defined in data modeling are converted to achieve the
business information flow to achieve some specific business objective. Description are
identified and created for CRUD of data objects.
Application generation: Automated tools are used to convert process models into code
and the actual system.
Testing and turnover: Test new components and all the interfaces.
Advantages of the RAD model: Disadvantages of RAD model:
 Reduced development time.  Depends on strong team and individual
 Increases reusability of components performances for identifying business
 Greater customer satisfaction requirements.
 Encourages customer feedback  Only system that can be modularized can
 Faster delivery time be built using RAD
 simple and better quality  Requires highly skilled
developers/designers.
 It is not appropriate when technical risk is
high
 High dependency on modeling skills
 Inapplicable to cheaper projects as cost of
modeling and automated code generation is
very high.
When to use RAD model:
 RAD should be used when there is a need to create a system that can be modularized
in 2-3 months of time.
 It should be used if there’s high availability of designers for modeling and the budget
is high enough to afford their cost along with the cost of automated code generating
tools.
RAD model should be chosen only if resources with high business knowledge are
available and there is a need to produce the system in a short span of time (2-3 months).

 Prototyping
What is Prototype model- advantages, disadvantages and
when to use it?
 Prototyping is an attractive idea for complicated and large systems for which there
is no manual process or existing system to help determining the requirements.
 The prototypes are usually not complete systems and many of the details are not
built in the prototype. The goal is to provide a system with overall functionality.
Diagram of Prototype model:

Advantages of Prototype model: Disadvantages of Prototype model:


 Users are actively involved in the development  It’s a slow in process
 Errors can be detected much earlier.  It’s not complete model
 Quicker user feedback is available  It is time consuming model
leading to better solutions.  It should be developed
 Missing functionality can be identified easily on company’s cost
 Confusing or difficult functions can be identified
When to use Prototype model:
 Prototype model should be used when the desired system needs to have a lot of
interaction with the end users.
 Typically, online systems, web interfaces have a very high amount of interaction
with end users, are best suited for Prototype model. It might take a while for a
system to be built that allows ease of use and needs minimal training for the end
user.
 Prototyping ensures that the end users constantly work with the system and
provide a feedback which is incorporated in the prototype to result in a useable
system. They are excellent for designing good human computer interface systems.
 Case Tools
CASE (computer-aided software engineering) tools have been widely in use since the
1990's. They are specialized, computerized tools that aid in the design, development
and maintenance of software.
The term CASE was originally coined by software company, Nastec Corporation of
Southfield, Michigan in 1982 with their original integrated graphics and text editor
GraphiText.

Many different definitions of CASE tools exist, below are just a few of those:
Galin - CASE tools are computerized software development tools that support the
developer when performing one or more phases of the software life cycle and/or
support software maintenance.
 Components of CASE Tools
CASE tools can be broadly divided into the following parts based on their use
at a particular SDLC stage:

Central Repository –
 Is a central place of storage where a product specification, requirement
documents, related reports and diagrams, other useful information
regarding management is stored.
 Central repository also serves as data dictionary.
Types of CASE tools
Classic CASE tools - established software development support tools (e.g.
interactive debuggers, compilers, etc.)
Real CASE tools - can be separated into three different categories, depending
on where in the development process they are most involved in:
• Upper - support analysis and design phases
• Lower - support coding phase
• Integrated - also known as I-CASE support analysis, design and coding phases
Upper and lower CASE tools are named as such because of where the phases they
support are in the Waterfall Model (see below)
Why we use CASE tools?
CASE tools offer:
 Savings in resources required for software development - with less
 Quicker development phase (i.e. shorter time to market)
 Reduction of generation of defects
 Easier identification of defects during development
 Savings in maintenance resources required
 Greater standardization of software systems and therefore increased reuse
possibilities
5. Use of White Space:
Proper use of white space (empty space between content) is vital for readability. It helps
users focus on the text without feeling overwhelmed by a cluttered page.
6. Visual Hierarchy:
Highlight important elements with contrast (bold text, larger fonts, or colors) but avoid
overuse of these techniques. Ensure that key messages stand out but the overall design
remains balanced.
7. Optimized Images and Media:
Ensure images are not only optimized for fast loading but also formatted correctly within
the text. Align them properly and consider responsive design to ensure they adapt to
various screen sizes.
8. Mobile-Friendly Formatting:
Ensure that your content formats properly across various devices (mobile, tablet, desktop).
Responsive design ensures text, images, and elements scale appropriately on different
screen sizes.
9. SEO-Friendly Content:
Use keywords effectively in headings, subheadings, and throughout the content without
overstuffing.
Ensure that the content remains natural and readable for both users and search engines.
3.4. Adjustment of architecture based on
feedback
 Feedback is thus a systemized learning process which fills gaps in existing
knowledge besides updating it.

 It is essential because styles, preferences and human behavior patterns


change with time. Every building tells a story; all have some good, some bad
features.
 .It involves making changes to the structure, layout, or overall design to
address issues or improve functionality based on the feedback received
from stakeholders, users, or testing phases.
4.5 Confirmation of Business Requirements with
Signed-off Prototypes

What is design sign off?


Sign off typically implies that the design is final and no further revisions are
possible.

The development process may contain several sign off points where you will be
expected to approve changes, before the designer can continue the process.
A.Sign-off Sheet Indispensability
Sign-off sheets are vital in the creative process, serving as a record of
agreements, project progress, and final approval.

They ensure alignment among the project team and client regarding the project
concept, deliverables, and timeline.

3 benefits of sign-off sheets

1. Manage expectations between client and creative team


2. Allow space for additions or changes while keeping communication clear
3. Maintains ultimate accountability for each stage of the project
B. Process for Completed Deliverables
At the end of a project, a client review is conducted to align the deliverable with
expectations. Tools like File stage can consolidate feedback from all stakeholders. Once
approved by all, the sign-off sheet is signed by primary stakeholders, officially marking
the project’s completion

C. Process for Completed Projects


It allows the team to start a new project with fresh payment terms, preventing endless
work on a single project for limited pay. Post-completion, the project is reviewed to
identify strengths and areas for improvement, potentially incorporating client feedback on
the project, deliverable quality, and team-client communication.

D. File stage Sign-off Sheet Template for Deliverables


The best way to keep client and project team expectations on track is by using a sign-off
sheet for each project deliverable. By doing this, you'll avoid the client making last-
minute requests that fall outside the project's scope.
A sign-off sheet for a prototype serves as an official document to confirm stakeholders'
approval or acceptance of the prototype before proceeding to the next phase of development.

Example of a sign-off sheet for the "learnwebdev" information architecture prototype:

Project Name: LearnWebDev Information Architecture Prototype


Date: [Insert Date]
Project Team:
 Project Manager: [Name]
 Web Developer: [Name]
 Content Writer: [Name]

Prototype Overview:
The prototype presented represents the information architecture and content structure for the "LearnWebDev" website aimed at providing web
development education resources.
Prototype Components Reviewed:
 Information Architecture: Navigation structure, main sections, and content hierarchy.
 Content Details: Home page, courses, tutorials, resources, community, about us, and additional sections.
 User Interface Elements: Basic wireframes/mockups outlining layout and content placement.
Stakeholder Sign-off:
We, the undersigned, have reviewed and hereby approve the information architecture prototype for the "LearnWebDev" website:
1. [Stakeholder Name 1]: _______________________ (Signature & Date)
2. [Stakeholder Name 2]: _______________________ (Signature & Date)

Comments/Notes (if any):


[Insert any comments, suggestions, or notes regarding the prototype here.]

Project Manager's Notes: (If applicable)


[Insert any additional remarks or specific instructions regarding the prototype sign-off process here.]

This sign-off sheet signifies the agreement and approval of stakeholders regarding the
information architecture prototype for the "LearnWebDev" website. All parties involved are in
consensus to proceed with the development phase based on this prototype.
[Footer: Company/Project Logo & Contact Information
! !
N D
E
H E
T
Thank YOU!!

You might also like