The work of requirements modelling is to describe the system according to the system requirements in the form of text, graphics, tables, and formulas and provide a method to explain the structure or behaviour of the system in detail.
Requirements modelling is the most critical work of software modelling. The requirements model describes the external characteristics of the software, including the functions and performance that the software can provide to users. The analysis, design, and test models are all based on the requirements model. It is the basis of system design and implementation and improves the efficiency and quality of system development.
Before the production planning, during the research and business analysis phase.
Here are more readings on common ways of modelling.
Scenario-based model
Scenario-based means to think and analyse from the perspective of the user end. User journeys and scenarios are the basis for analysis.
Steps to create a scenario-based model:
Class-based model
Things with similar attributes and common behaviours are grouped as a class. This model depicts how classes relate or interact with other courses, with the attributes and behaviours defined for each class.
Steps to create a class-based model:
Flow-oriented model
Digital products are based on data processing that naturally forms the Information flows in the system. Flow-oriented elements help the designers and developers to understand the expected input, processing, and output.
Steps to create a flow-oriented model:
Behavioural model
Behavioural models describe the dynamic behaviour of objects over time by establishing the life cycle model of class objects. State diagrams are often used to show the state machine (i.e. the state sequence of a specified object), the events and conditions that transit the object into these states, and the operations when the states are reached.
Steps to create a behavioural model:
There is a wide variety of the output of the requirements modelling, depending on the complexity of the project and the audience that would consume the information, the team could decide in what form the requirement should be presented.
A use case diagram is a visual representation of the different tasks and functions that a product can perform. It can show the different scenarios in which the product will be used, the actions a user will take, and the interactions they will have with the product.
A use case diagram is visual, making it easier to understand and interpret. As such, it is helpful for clearly and effectively communicating a product's function, capabilities, and requirements to stakeholders such as designers, developers, and managers, which can lead to improved collaboration, idea generation, and design decisions.
Use case diagrams are typically created early in the design process and can be refined throughout the process as the design evolves. In the early stages of a project, during the requirements gathering and analysis phase, use case diagrams can be used to identify and document the different scenarios in which a product will be used, the actions that a user will take, and the interactions they will have with the product. This information is then used to create a clear understanding of the requirements for the development and to present to stakeholders what the product should do. When used in the later stages of the project, during the design phase, use case diagrams can be used as a way to validate the design of the product by simulating different use cases.
1. Understand the common elements for creating a use case diagram:
1. Systems - A system is a product you are developing, for example, a website or an application. A system is represented with a box/rectangle, also known as a system boundary. The system boundary defines the scope of the system.
2. Actors - An actor is anyone who acts on the system to achieve a goal. They can be a type of person, an organisation, or an external system (e.g., banking app customer, bank).
3. Use cases - Use cases are the scenarios in which the system will be used; they represent actions and functions within the system. They are placed within the system boundary because they occur within the system.
4. Relationships - Represented by lines, relationships depict interactions between and among the actors and use cases. Types of relationships:
2. Identify the actors and use cases. An excellent way to identify use cases is to think about what the actors need from the system.
3. Using the four elements above, create a use case diagram with the identified actors and use cases.
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The product concept comprises simple screens designed to show the product concept to stakeholders or potential end users. It offers the core user interfaces and features which help the audience understand the usage of the product.
When the concepts are complicated and challenging to explain with simple words, an image is worth a thousand words to help. Design screens are fast to create compared with click-dummies and even working applications. It saves cost but can efficiently improve communication during concept validation.
During requirement modelling, elicitation, validation, and early stages of design.
Before design production starts, concepts serve as experiments to see if the design is what the end users need.
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Example 01
Digitalised shift log to track opertional records
A to-do-list to manage daily tasks
Example 02 Manager Checks E-Shop Overall Project Progress and Detailed Info
2.1 View Project Progress in Office
2.2 Auto-Generate Reports
2.3 Project Overview Displaying in E-shop
Scenario 2.1 E-Shop Manager Discuss Project Progress with Supervisor
Scenario 2.2 E-Shop Project Overview Displaying on TV
A product prototype is an interactive design with logic links between screens, which makes the user feel like it is an application. Another name for it is click-dummy. The users can click on it and get feedback afterwards. In the case that the tech is the key element, it could also be a quick code demo with a very simple UI to prove the core functions.
Like product concept screens, a product prototype saves team efforts to develop a working application. Moreover, it creates almost the same user experience for the users, making them deeply understand the product and its features. This way, the product team can quickly and accurately get user feedback.
When words and images cannot explain the ideas to realise a product vision or the user operations are complex with sequencing logic, it’s better to create product prototypes for stakeholders to dive into the features in consideration deeply.
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