Analysis (Chapter 3)
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- Category: Level 3, CET300 Computing Project (Dissertation)
- Published: Tuesday, 09 February 2021 18:26
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3.2 Requirements Gathering. 22
3.3.5.2 Literature Review.. 25
3.4 Requirements Specification.. 26
3.4.1 Functional Requirements. 26
3.4.2 Non-Functional Requirements. 27
3.4.4 Hardware & Software Requirements. 27
3.5 Mobile Devices and Features. 28
3.5.1 Mobile Operating Systems. 29
3 Analysis
3.1 Introduction
The Analysis section after learning the scientific background of the project follow. After learning about the information gathered, the next step is to analyze the requirements needed to achieve the goal, to determine how it was analyzed, how it will be met, and what tools are needed to do so. The analysis is presented in chronological order following the topic of the module.
The first stage begins with the collection of requirements and then, the second section, Requirements Analysis, details the information obtained during the project. The information needed for software development explains the project step by step and explains why it is needed. From the initial project proposal description, to the client meeting, to the PACT analysis that summarizes what the application will do, about Schedule's ongoing leadership, a full description of the Definitive Brief that includes the problem and the literary research.
The next section is the Requirements Specification, which details the requirements needed to produce a project. Explains the practical outcome of the project and then details the functional and non-functional tools. It discusses the procedure that is essential to the project, which includes ethical rules, and finally concludes this section by selecting a methodology.
The last chapter provides information on Mobile Devices and Features and the operating systems that can be used for this project.
3.2 Requirements Gathering
The collection of requirements started with the submission of the project proposal, followed by a meeting with the client. In this discussion, the initial requirements were defined, which cover the customer’s expectations, the requirements of what you want to achieve during the output of the application. The main purpose of emails and meetings with the customer is to track and identify the application, meet customer needs, and discuss any issues. Creating PACT is the next step, the use of which will help you understand the context of how to develop a technology and how. The key to understanding a user’s problems and understanding them is to be able to observe them while using the technology. Using PACT allows the designer to create an effective design. The next step was to create a schedule to meet the 400-hour deadline and monitor the project. This was followed by the writing of the Definitive Brief, which provides a comprehensive picture of the plan, the situation, and the solution to the problem. During the project, the background of the problems should also be established and then a literature search should be carried out to help in the preparation and progress of the project. In order to meet customer needs, the specification of requirements including functional and non-functional requirements, resources, hardware and software requirements, constraints, procedures and methodologies have been established to implement a new appropriate system for the end result of the project. The final section concludes with mobile devices, services, and operating systems that need to be considered, which devices are the most common, and how to take advantage of device features.
Documents for collecting the above requirements can be found in the appendix, which is detailed in the next section.
3.3 Requirements Analysis
The project itself has been requested by Mr David Grey from the Sunderland of University. As a first step in the project, a meeting with the client provided user information to guide the client and the user. In addition, PACT analysis, Schedule, Definitive Brief, Literature Review were used as sources of information during the project.
The above mentioned resources helped to obtain the information needed for the project. For example, there is no need for a database on how and how to educate preschoolers, visual effects and the application follow the Android design guidelines.
3.3.1 Project Proposal
Firstly, the project proposal introduces the basic criteria to module leaders and project participants. The Project Proposal includes the scope of the user, a description of the project, and the specific requirements for producing the project, what the project will produce, what it will produce and what features it will have. In addition, it includes a literature review of the scientific background that facilitates product development, ethical considerations and expectations, and customer information for the project.
This basic information is important for starting a project and what the project itself is all about. This will allow you to begin project planning so that you can go to the next level and contact the customer.
Project Proposal can be found in Appendices, Section D.
3.3.2 Client Meeting
Further information for the project can be obtained by meeting with the client. During the Meeting, we can gather information about the needs of the customer and the user. In addition, project participants can provide preliminary information on project ideas, which they can discuss with the client based on positive or negative feedback. The exchange of information needed to create a project is important to the needs of the customer and the user and must be kept in mind. During the project, information exchange is essential to avoid or solve problems that may arise.
The information obtained in this way will assist us in developing a user-friendly application.
Client Meeting and email can be found in Appendices, Section C.
3.3.3 PACT
PACT analysis we consider our app idea in the context of each category and summarize our intentions of what the app will do. The user groups, what kind of activity they do, the environment and the technology they use.
This project user group:
- Healthy eating 2-5 years old Preschool children
This project allows the user to access 3 pages:
- Game
- About
- tutorial
for which registration and Login is not applicable due to user age.
The user can use it both at home and at school without the need for an internet connection as there is no group play option. There is no time limit for the application. The user uses visual tools in the project according to the group, but the shapes, colours, images and sounds are attractive but not distracting.
The application uses a sad or smiling face in the game to complete positive or negative feedback when completing a task, complete with red or green colours.
The program requires easy-to-use, clear but non-interfering sounds, non-interfering colours and clear images.
The technology defines specific requirements for creating a suitable programming environment for native application. The Android application interface is defined for mobile phones and tablets. In this case, the application used to generate the program is Android Studio.
PACT can be found in Appendices, Section D.
3.3.4 Schedule
During the project, a schedule had to be drawn up and kept on track. There is a time limit of 400 hours for scheduling.
The schedule was divided into seven main categories with different time frames for a total of 400 hours. The table 5 below illustrates:
|
Main Task |
Main Task Hours |
|
Planning& Control |
40 |
|
Literature Review |
100 |
|
Analysis & Design |
60 |
|
Development |
100 |
|
Testing |
30 |
|
Evaluation |
30 |
|
Documentation |
40 |
Table 5 The schedule seven main categories with time.
Within the main tasks indicated in the table above, sub-tasks had to be planned. Due to the complexity of the project, a detailed task list had to be drawn up.
A precise schedule and deadlines are essential for software development. Therefore, the schedule has been a great help in planning as you can keep track of the project schedule to see what tasks have been completed and what remains to be done. In addition, the module's supplementary materials helped to implement the roadmap.
Schedule can be found in Appendices, Section C.
3.3.5 Definitive Brief
A full description of user needs, facts, findings, and goals related to the project, providing the reader with a quick, comprehensive view of the plan, situation, and problem solving.
Definitive Brief can be found in Appendices, Section C.
3.3.5.1 Problem Context
The increase in childhood obesity is a recognized fact. Professionals help children who are overweight. Today's technology allows us to educate our children on healthy diets against obesity in early childhood.
There are many healthy nutrition applications for adults and children aged 6 to 12 years. Although kindergarten children find it difficult to find an educational application that is appropriate for children aged 2 to 5 years.
Because these applications are not easy to use, they do not catch the attention of children, they are designed for children who can read and write, and toys are complicated for a child between 2 and 5 years old. With this in mind, the project tried to remedy these shortcomings.
3.3.5.2 Literature Review
For the preparation of the project, a study of the literature suggested by the client helped the project progress.
Children's education was first analyzed using interactive technology. Technology, like any other field, has brought about significant changes in education. With easy access to mobile phones and tablets, it is possible to educate our children at home and at school. Mobile phones and tablets provide better learning outcomes than traditional classroom instruction. The use of visual aids with sounds, shapes, and colours has captured children's attention more easily with technology than with traditional education and has resulted in better and more successful results for preschoolers.
Subsequently, the effects of the mobile app were analyzed for preschool children. It presents the impact of the use of mobile technology on children's development. The use of mobile technology by children has shown significant behavioural and physical problems between regular users (over 60 minutes daily) and non-regular users (over 60 minutes daily). Negative effects of mobile technology include lack of verbal communication, sleep problems, lack of physical activity, inattention, hyperactivity, vision problems, back pain and headaches. However, it also has positive effects, such as improved fine motor skills, better academic achievement and faster resolution. However, a healthy balance must be found for using mobile technology so that it does not adversely affect children.
Recent literature research has analyzed UI design for children. UI design is an important part of mobile technology. Children need to be attracted to focus on a particular application, enjoy it, and arouse their interest. The content of the application, as a verbal and visual UI design, affects children. The use of bright colours attracts children, students, icons, sounds, sound effects, shapes, smiling or sad faces are more attentive to harmonious and attractive images, making gestures easier to understand, stimulate and facilitate learning.
3.4 Requirements Specification
During the project, the client's specific requirement was an acceptable programming environment to produce a native app. The Android operating system is the most widespread in the mobile market, so it is a good idea to choose the Android platform and focus on it.
The project will have the following functionality:
- Game with levels to teach preschool children what food is healthy and what isn’t.
- Area to show children the effects of healthy / unhealthy eating in a way they will understand and is suitable.
To solve this task, the Android application interface needs to be applied to mobile phones and tablets, so it is recommended that you follow the Android design guidelines. No internet connection is required to create the program as registration and group play is not required due to the age group of the user. The program should be the best using visual tools, using images, shapes, sounds, colours, icons, and producing a simple, good, user-friendly application.
Programming requires the programming language best suited to the purpose and possible future development. The program is produced by the Android Studio application and since Java is a widely used language, so is the Java programming language.
3.4.1 Functional Requirements
- Tutorial/hints to educate
- Access to Wi-Fi to download the application
- Simple menu system
- Multiple games to educate on healthy food choices
3.4.2 Non-Functional Requirements
- Access to internet connection
- Easy Accessibility
- Audio and Visual features
- Graphical elements for easy usability
- Limited text messages
3.4.3 Resources
- Open source image gallery of different foods
- Icon Collection for navigation and buttons
- Sound collection for food names and other functions
3.4.4 Hardware & Software Requirements
- Any Android device version API 23 compatible
- Touch screen
- Audio
- Language- Java
- Wi-Fi or mobile internet/broadband connection
- Slideshow
3.4.5 Constraints
- Target user cannot read
- Target user cannot write
- Screen sizes
- User unable to register
- Cannot include complicated graphics or menus
- All functions of the device have to be adapted to those of young children
3.4.6 Procedure
The purpose of this module is to demonstrate during the process that the software development process is performed professionally and in accordance with the rules and regulations of the profession.
The most important rule is adherence to ethical rules and policies.
When designing software, it is important to indicate the sources and the awareness of the copyrighted resources.
During the project, participants should be informed about the aims of the project. Participants require user guidance, which they must acknowledge and accept. A consent statement is required to freely participate in the project and to be signed. Application ethics, data protection, system security, and the handling of the user's personal data must all be complied with.
Throughout the process, the project covers the entire process, from design, development, analysis, testing and documentation.
3.4.7 Methodology
“Software development methodology refers to the process of planning, creating, testing and then deploying a project.” (Rachiele, 2018) There are many different development methodologies. Listed below:
- “Agile Software Development
- Crystal Methods
- Dynamic Systems Development Model (DSDM)
- Extreme Programming (XP)
- Feature Driven Development (FDD)
- Joint Application Development (JAD)
- Lean Development (LD)
- Rapid Application Development (RAD)
- Rational Unified Process (RUP)
- Scrum
- Spiral
- Systems Development Life Cycle (SDLC)
- Waterfall (a.k.a. Traditional)”
(Rachiele, 2018)
Software development is primarily teamwork, as this project is person-driven, so you should choose a method that fits this aspect.
The project chose the agile method that belongs to the System Development Life Cycle.
Agile System Development Life Cycle model is a mixture of iterative and incremental process models with focal point on process adaptability and customer satisfaction by rapid delivery of working software product.
The Project could have used a different method, but the Agile method seemed to be the most appropriate for the size and implementation of the project.
3.5 Mobile Devices and Features
In education, too, there is continuous improvement and achievement with the rapid development of mobile technology.
The project should consider mobile technology operating systems, which combine hardware and software. An important consideration is on which devices are most common and how the features of the devices can be utilized.
3.5.1 Mobile Operating Systems
The statistics are based on aggregated data that StatCounter collected from a sample. The following table shows the Mobile Operating System Market Share Worldwide – March 2020.
The following operating systems are included:
- Android
- iOS
- KaiOS
- Unnow
- Samsung
- Windows
- Series 40
- Nokia Unknow
- Other
The following figures are noteworthy for 72.26% of the Android operating system worldwide and 27.03% for iOS. Other operating systems, on the other hand, are very small compared to Android and iOs. A KaiOS 0.32%, Unknow 0.06%, Samsung 0.16% and Windows 0.1%. (StatCounter Global Stats. 2020. Mobile Operating System Market Share Worldwide)
The above-mentioned data are illustrated in fig.21.
Fig. 21 Mobile Operating System Market Share Worldwide
It is important for the project to state that the Android operating system for mobile devices is the market leader. With this information in mind, we need to focus on these mobile operating devices during development.