Running prototype demonstrations in DSDM

In order to get the best value out of prototype demonstrations, the guidelines below should be followed.

The demonstrators should prepare the audience for any prototype demonstration session. The objectives of the session should be clearly stated together with the known limitations of what will be seen. It can be too easy to assume that, since one or two users have been involved in the development of a prototype, the rest of the user community are as knowledgeable about what is going on. Indeed, the Ambassador Users will talk to their colleagues but this communication channel should not be totally relied upon until working software has been demonstrated to the wider user population, as it is often difficult to explain what has not been seen – the reason why DSDM is the way it is.

During the session, discussion should be encouraged. Putting the prototype through its paces at such a speed that the users cannot see what may be expected of them in the future is worse than useless. The development team may come away from the session feeling reassured that they are following the right track, whereas all that has happened is that any comments have been stifled.

The Scribe should record all comments made during the demonstration. Otherwise, since the focus of the developers  and the users will be on the behaviour of the prototype, some feedback may be forgotten.

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