Prototyping som en kravhanteringsmetod i uppstartsbolag
(2025) In LU-CS/HBG-EX EDAL05 20251Department of Computer Science
- Abstract
- Context Although prototyping is widely utilized in product and user interface design, as well as in requirements engineering practices within agile development, there exists a lack of theoretical frameworks surrounding this methodology.
Aims The primary objective of this study is to explore both the benefits and costs of employing different types of prototyping with different levels of complexity as a methodology for requirements engineering within startups. Specifically, we evaluate how varying prototype complexity levels (from static mockups to interactive prototypes with navigation) affects the elicitation of quality requirements, user feedback quality, and development costs.
Method A methodology for prototyping and user testing was... (More) - Context Although prototyping is widely utilized in product and user interface design, as well as in requirements engineering practices within agile development, there exists a lack of theoretical frameworks surrounding this methodology.
Aims The primary objective of this study is to explore both the benefits and costs of employing different types of prototyping with different levels of complexity as a methodology for requirements engineering within startups. Specifically, we evaluate how varying prototype complexity levels (from static mockups to interactive prototypes with navigation) affects the elicitation of quality requirements, user feedback quality, and development costs.
Method A methodology for prototyping and user testing was developed to collect feedback on an application following Lean Startup principles. Initial data were gathered from potential users through interviews, which informed the creation of the first prototype. During the first iteration of user testing, participants were presented with the prototype and provided feedback on design and functionality. In the second iteration, participants actively interacted with the prototype through navigation and clicking. Interactions were recorded and feedback systematically noted, allowing iterative refinement based on both user input and observations of user behavior. A cost–benefit analysis was conducted for each iteration to evaluate the method’s effectiveness.
Results A substantial increase in development costs was observed in the second iteration compared to the first. Costs, measured in work hours, nearly doubled (from 23 to 32 hours), primarily due to implementation of interactive navigation features, additional detailed design elements, and the time required to create a dynamic, clickable prototype compared with the static first prototype. This increased complexity, however, was justified, as interactive user testing provided deeper insights into the target audience’s needs and revealed specific usability issues, such as unclear button placement and missing status indicators. Prototype complexity was also influenced by its intended purpose: the first prototype aimed at concept validation via static demonstration, whereas the second focused on eliciting detailed quality requirements through interactive navigation and scenario-based testing.
Conclusion Prototypes of varying complexity generate distinct types of user insights. A detailed and interactive prototype is more effective for gathering information on quality and usability, whereas a simpler prototype is suitable for rapid communication of product ideas and functions without extensive focus on usability. For more precise results, it is recommended to develop an even more detailed prototype with thoughtfully designed navigation and to employ realistic data, which was not implemented in the current prototypes. In conclusion, this thesis provides practical insights and recommendations for startups on how to leverage prototyping and iterative development to validate product ideas, gather valuable requirements, and minimize the risk of failure while optimizing software development processes.
In conclusion, this thesis provides insights and recommendations on how startups can utilize prototypes and iterative development methods to effectively validate product ideas and gather valuable requirements and insights, thereby minimizing the risk of failure and optimizing software product development. (Less)
Please use this url to cite or link to this publication:
http://lup.lub.lu.se/student-papers/record/9213988
- author
- Hafezi, Ehsanolah LU and Yabrak, Abdusalam LU
- supervisor
- organization
- course
- EDAL05 20251
- year
- 2025
- type
- M2 - Bachelor Degree
- subject
- publication/series
- LU-CS/HBG-EX
- report number
- 2025-19
- ISSN
- 1651-2197
- language
- Swedish
- id
- 9213988
- date added to LUP
- 2025-10-16 14:20:43
- date last changed
- 2025-10-16 14:20:43
@misc{9213988,
abstract = {{Context Although prototyping is widely utilized in product and user interface design, as well as in requirements engineering practices within agile development, there exists a lack of theoretical frameworks surrounding this methodology.
Aims The primary objective of this study is to explore both the benefits and costs of employing different types of prototyping with different levels of complexity as a methodology for requirements engineering within startups. Specifically, we evaluate how varying prototype complexity levels (from static mockups to interactive prototypes with navigation) affects the elicitation of quality requirements, user feedback quality, and development costs.
Method A methodology for prototyping and user testing was developed to collect feedback on an application following Lean Startup principles. Initial data were gathered from potential users through interviews, which informed the creation of the first prototype. During the first iteration of user testing, participants were presented with the prototype and provided feedback on design and functionality. In the second iteration, participants actively interacted with the prototype through navigation and clicking. Interactions were recorded and feedback systematically noted, allowing iterative refinement based on both user input and observations of user behavior. A cost–benefit analysis was conducted for each iteration to evaluate the method’s effectiveness.
Results A substantial increase in development costs was observed in the second iteration compared to the first. Costs, measured in work hours, nearly doubled (from 23 to 32 hours), primarily due to implementation of interactive navigation features, additional detailed design elements, and the time required to create a dynamic, clickable prototype compared with the static first prototype. This increased complexity, however, was justified, as interactive user testing provided deeper insights into the target audience’s needs and revealed specific usability issues, such as unclear button placement and missing status indicators. Prototype complexity was also influenced by its intended purpose: the first prototype aimed at concept validation via static demonstration, whereas the second focused on eliciting detailed quality requirements through interactive navigation and scenario-based testing.
Conclusion Prototypes of varying complexity generate distinct types of user insights. A detailed and interactive prototype is more effective for gathering information on quality and usability, whereas a simpler prototype is suitable for rapid communication of product ideas and functions without extensive focus on usability. For more precise results, it is recommended to develop an even more detailed prototype with thoughtfully designed navigation and to employ realistic data, which was not implemented in the current prototypes. In conclusion, this thesis provides practical insights and recommendations for startups on how to leverage prototyping and iterative development to validate product ideas, gather valuable requirements, and minimize the risk of failure while optimizing software development processes.
In conclusion, this thesis provides insights and recommendations on how startups can utilize prototypes and iterative development methods to effectively validate product ideas and gather valuable requirements and insights, thereby minimizing the risk of failure and optimizing software product development.}},
author = {{Hafezi, Ehsanolah and Yabrak, Abdusalam}},
issn = {{1651-2197}},
language = {{swe}},
note = {{Student Paper}},
series = {{LU-CS/HBG-EX}},
title = {{Prototyping som en kravhanteringsmetod i uppstartsbolag}},
year = {{2025}},
}