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This is possibly the most time-consuming part of the whole project, since it is a reiterative process.
We go into our little offices and tap away at a computer and stay there until we have been able to show something that gives an overall idea of how it is going to work. Sometimes, but not often, this is presented to the client to show the direction we are heading in. Basically, nothing works in the first model, but dummy screens are visible so users can have an understanding of what is going on and provide feedback as to where they see things going in the wrong direction and give us the nod for those things that we have got right! We find it is simpler for a user to find something that's wrong than it is to come up with how they want it to turn out! Therefore, putting something in front of their eyes can prompt them to speak up.
From this initial stage, we then "flesh out" the project, testing as the process develops and finally come up with 90% functionality and operation. Again, this may be set in front of the users to provide feedback, it is at the next 10% that there is often a great deal of the time is allocated due to users "seeing the light". One of the unfortunate consequences of this part is the fact that many users and managers then realise the potential the project has given them and therefore, try to build in a whole host of new features, changes and abilities. Which is fine, to a degree and often foreseen, but can render the work done so far wasted effort. But realistically, we put most users back on track and remind them of the aim of the project needs to be accomplished and would any deviation actually be in line with the aim? Usually, some good comes of it, since it lays groundwork for ongoing development and allows us to ensure growth in the future is catered for during the final stages of the project (refer to Ongoing Development for additional reading).
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