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Chapter 1: Introduction

1.0 Background of the Project

With the development of mobile apps, sports industry is incorporating its use into every sector. The first
step in implementation of a mobile app is to list down the goals and objectives of the mobile apps for sporting
events. An app would help the individuals involved, such as the event managers and on-site coordinator, in the
event to stay focused and organized, while maintaining effective collaboration and communication. Effective
assignment of tasks and completion of the tasks within the allocated time can be ensured by the app due to the
communication system being easy. The progress of each task can also be tracked by the updates generated by the
app in the dashboard. Apps can be used by the public during sporting events to stay updated on which teams are
competing, the location and time of the event and ticket details. The location of where the event is taking place
can be viewed in a map and directions can be provided for the fastest route. Information on parking might also be
available. Alerts can be provided by the app in case of any changes in the event. Restaurants around the venue of
the event can also benefit from the app by allowing them to notify pre- or post-game specials.

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1.2 Functionalities

The One Soccer Sport SEMA application can be used by public to create and promote the game events, showcase
the sponsors and have a connected portal through which pupil can organize several soccer events around the city
and would let the users know via notifications about those events. Attendees can also plan their experience
focusing on meeting contacts and increasing their social circle by meeting new people at the games. Furthermore a
built in system also provides an overview of key attendees social profiles connected through social media website
likes Facebook or twitter. Moreover, GPS location would be used to track new events around the city, allow push
notifications if the venue changes as well as allowing geo push messaging service to attract users when they are
near the event landmark. In addition, the event information automatically shares and synchronizes with social
media channels.

1.3 Objectives of the System

To let users promote soccer and other sports events on a same platform
To let users showcase event sponsors
To allow attendees can book meetings with other players
To allow general public to search for sporting events
To have users interact with each other whilst getting on to the events
To let users know of daily event scheduling

1.4 Scope of the Project

Project scope is a part of the document planning where deadlines and costs are set and extra measures are taken
to set a target or a goal in order to efficiently break through into the business. The One Soccer event SEMA
application would not work without the connectivity of internet, setting as a limitation but it would allow the
developers to add additional features such as:

Floor plan design of sporting events


Guest list management (with customizable lists)
Notifications
Data management
Third party app integration
Multilingual access
Promotion/Marketing of events

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1.6 User Interface of the System
The Graphical User Interface (GUI) for the Smart Bed Application with features available:

All the features show by the GUI are designing to be compatible for the users smartphone either they are using
iOS, Android and Windows operating system.

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Chapter 2: IS Methodology

2.1 Methodology Selection

Agile development methodology is considered to be the most sophisticated for the One Soccer Sports SEMA
application as it provides opportunities to go with the direction of a project throughout the development lifecycle.
This is achieved through regular rhythms of work, known as sprints or repetitions, at the end of which teams must
present a potentially profitable product increment. The practices of agile development simplifies the mobile
application development process making the applications more adaptable after they are released. Agile
developmental methodology has a few characteristics that can be put together into practice such as:

Simple and sophisticated design


Ability for releases in the short period of time
Extensive team cooperation
Wanting the idea of the need for change
Using the same change as an advantage to make the application even better

Whereas various challenges are developed while using agile methodology for mobile developing such as:

Short life cycles


Limited hardware
Frequently changing user demands

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Additionally, the agile scrum methodology is a type of agile development methodology in which scrum is an agile
structure that breaks the process of app development into smaller chunks. Each chunk is called scrum which is
managed by an individual project manager called scrum-master. This method helps in keeping the team focused
and also involves the maximum utilization of resources. Since the agile approach is driven by change, it is highly
responsive to the feedback of business who contract for the development of the application, as well as the
consumers that use the application. Mobile applications need to be frequently reviewed to meet end-user
expectations and to support frequent mobile app deployments and pushed updates. The pace of change in the
mobile market presents challenges in particular to the operations team, and this pace is unlikely to slow
down. (Van Baker, 2014)

The scrum technique is rather a framework than a methodology itself. Being a part of agile methodology it does
not provide details on what needs to be done rather most of it is dependent on the team that is developing the
software. Because the developer of the project knows how the problem can be solved that is why much is left on
them. Cross-functional and self-organized teams are essential in case of scrum. There is no team leader in this case
who will assign tasks to the team members rather the whole team addresses the issues or problems. It is cross-
functional in a way that everyone is involved in the project right from the idea to the implementation of the
project. Some highlighted techniques of agile development process are:

Individuals and interactions over processes and tools


Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan

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Chapter 3 Software Quality Metrics

3.1 Software quality attributes

Benefits of the functionality attribute for Soccer One Sports SEMA app:

Functionality The capability of the end product to show extensively working system with the
overall application.
The quality in use measures the combined effect of ease of use in the whole
application.

The system should offer the most efficient input methods and customization to
the users

Benefits of Performance attribute to the Soccer One Sports SEMA app:

Increase the efficiency of the application by maximize the CPU response time
lower than 3-4 MB per activity/function.
How well does the system perform and what is affecting its performance in any
way?
Whether or not the Sport SEMA application is responsive on time or not
Performance (Measured in latency which is the time taken for an application to respond to
events)
How ready or available the application is to the users? A physical tier such as
the database server or application server can fail or become unresponsive,
causing the entire system to fail. Consider how to design failover support for
the tiers in the system.
By speeding up the process of the memory being allocated.
Minimizing the average of the activity by setting the timing to be accessible by
anytime.

The Soccer One sports SEMA app will improve using performance attribute by:

Providing enough memory for the storing and concurrent data used.
Providing a vast amount of CPU space for the controlling the application on the
smartphone.
Sport SEMA would use certain types of transactions, locks, threading, and
queuing approaches. Use efficient queries to minimize performance impact,
and avoid fetching all of the data when only a portion is displayed hence
meeting performance objectives
Providing the standard bandwidth connectivity to access in the local areas using
appropriate remote communication mechanism. Try to reduce the number of
transitions across boundaries, and minimize the amount of data sent over the

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network at the same time avoiding the application to consume less amount of
charge required to run the application

Benefit of Usability to the Soccer One sports SEMA application are:

Usability Gathering a vital feedback from the users to improve the application by
conducting research in the form of surveys and questionnaires
Managing the consistency of the prototyping technique to progress the fully
work of the functions by using time-boxing.
Ensuring that the designs of screen and input flows and user interaction
patterns are created in a way to maximize ease of use.

The One Soccer Sport SEMA Application will improve Usability attribute by:
Providing effective testing for each function in the application.
Providing different range of devices of multiples sizes ( For example tablets,
phablets, screen tabs)
Providing the easiest switching orientation for the application by simple swipe
user interface

It is the ease with which a software system can be adapted to run on computers other
than the one for which it was designed.

The portability of a software system depends on:


Portability
- Degree of hardware independence
- Implementation language
- Extent of exploitation of specialized system functions
- Hardware properties

The One Soccer Sport SEMA Application runs thoroughly and efficiently on Android and
Apple IOS operating system requiring the least amount of hardware dependence and is
implemented into a bilingual application allowing people from corners of the world to
use the app.

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3.2 (b) Software Quality Matrices
The performance generally can be measured in:
1. The respond time to activate the application.
Performance 2. The respond time to save and encrypt the data entered by the user.
3. The respond time towards the unauthorized access.

The application should be able to fulfill its purpose with the best possible utilization of all
necessary resources (time, storage, transmission channels, and peripherals).

The One Soccer Sports SEMA application can be measured in terms of a change in behavior,
activity or the outcomes of the system. The developer and the team show interest at the
outcome of the One Soccer application which measure:

1. The quality attribute be feasibly modified to better performance in compared to other


applications in the same area of work

2. Does the One Soccer sport SEMA app complicated and is also time consuming?

3. Is the overall design of the app a burden concerning security reasons?

In the performance section the developer would collect the data based on how long
did it take for the Sport SEMA application to respond to certain functions and settings.

The system also comprises many abstract, quality features and component that need
to meets the specification. The responsiveness is the ability of the system to meet its
objectives for response time.
By seeing the graph plotted shows the throughput of the One Soccer SEMA sport app
compared to a similar app called Interact by Guidebook

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The usability can be measure by gathering the feedback from the user to see their intentions
towards the software product.

Usability The developer determines the measurement for selected attributes based on:
1. Effectiveness the accuracy and completeness which the users achieve specified goals
2. Efficiency the resources expended in relation to the accuracy and completeness with
which users achieve goals
3. Satisfaction the comfort and acceptability of use

The developer will focus on the popular task questionnaires which are:
1. After Scenarios Questionnaires
2. Subjective Mental Effort Questionnaires
3. Usability Magnitude Estimation

The satisfaction is based on questions:


1. Does the application support by number of different system?
2. Does it provide quick response to touch screen?
3. Does it support by Bluetooth?
4. Does it have real time sleep mode capability?

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Chapter 4: Software Quality Assurance Plan (SQAP)

The purpose of this Software Quality Assurance Plan (SQAP) is to define the techniques, procedures, and
methodologies that will be used at the Center for Space Research (CSR) to assure timely delivery of
the software that meets specified requirements within project resources. The SQAP defines the activities
performed to provide assurance that the software related items delivered to the customer conforms to the
established and contracted technical requirements. The SQAP also describes how One Soccer Sport SEMA
application will be inspected to ensure the requirement standards, procedures and processes throughout the
project.

4a (1) Obtain Project Specifications

Task Name Duration Start Date End Date Budget(MYR)

Introduction to the project 1/5/17 3/5/17 5,000


Background to the project 4/5/17 6/5/17
Problem Context
Rationale
Potential Benefit
Tangible Benefit
Intangible Benefit
Target Users
Justification
The Phases of the Agile Methodology:
Requirement Phase
Planning Phase
Designing Phase
Development Phase
Release
Tracking and Monitoring

Release Plan
Test Plan
Test plan for unit testing
Test plan for User acceptance testing

The table above shows the project duration for One Soccer Sports SEMA application

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System Requirements Specifications (SRS)

SRS is a document or set of documentation that acts as a contract between the development team and the
customer. It describes the features and behavior of a system or software application. It includes a variety of
elements such as:

Business drivers
Business model
Functional and system requirements
Business and system use cases diagrams
Technical requirements
System qualities
Constraints and assumptions
Acceptance criteria

One Soccer Sport SEMA Application


Name: Received an Invite for a new event
Description: Connect via message or number of the planner
Actor(s): Users, operators, admins
Assumption: Messages would be forwarded to initialize a meeting
Precondition(s): Tap the RSVP button
Post condition(s): Confirmation
Primary (Happy) Path(s): NFC
Alternate Pathway(s): None
Exception Pathway(s): None

In the current scenario, the One Soccer sport SEMA application is using the agile methodology and by using the
scrum techniques static documentation such as Software Requirements Specification are usually turned into a
lighter documentation of the requirements. This allows customers to easily access to provide clarification on the
requirements during the developing stage.

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4(a) 2 Obtain Relevant Quality Standards and Practices

Internal: Policies, Rules and Protocols


The SQA always require standards with complete well-explained documentation because the One Soccer
Sport SEMA application would need to be approved by the project manager and the SQA team because
the complete and standard document will deliver a better understanding from the perspective of the
developer.

External: Laws, Standards and Guidelines


The SQAP also describe how the project the Smart Bed Application (SHAMS) will be audited to ensure the
policies, standards, practices and procedure. Here, the related SQAP Standards referenced documents:
IEEE 730, Standard for Software Quality Assurance Plans
IEEE 828, Standard for Software Configuration Management Plans
IEEE 829, Standard for Software Test Documentation
IEEE 830, Recommended Practice for Software Requirement Specification
IEEE 1008, Standard for Software Unit Testing
IEEE 1012, Standard for Software Verification and Validation Plans
IEEE 1016, Guide to Software Design Description
IEEE 1028, Standard for Software Review and Audit
IEEE 1042, Guide to Software Configuration Management Plans
IEEE 1059, Guide for Software Verification and Validation Plans
IEEE 1061, Standard for a Software Quality Metrics Methodology

4(a) 3 Identify SQA Team/Stakeholders

Training
The entire team working on the One Soccer SEMA application will be trained in their respective jobs and
the responsibility given. The developer and team identifying the stakeholders of the One Soccer Sports
SEMA and manage to work on the project.

Assign Tasks
Roles Responsibility
Developing the project plan
Project Manager Managing the project schedule
Managing the project budget

Managing the project stakeholders


Managing the project team
Managing the project risk

Implementing the software quality plan.

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Quality assurance team Check project quality and software quality assurance.
Report quality assurance problems to development team.
Working with PM and QM on the development process
Developers Managing and coordination of human resources

Testers Testing end-product of the proposed project

The table shows the developers team role and responsibilities in the project which helps the developer to
arrange the project based on the capability of team members.

4(a) 4 Monitor SQA Activities and Report

Software quality assurance (SQA) is a process that ensures that developed software meets and complies with
defined or standardized quality specifications. SQA is an ongoing process within the software development life
cycle (SDLC) that routinely checks the developed software to ensure it meets desired quality measures.

Software Development Methodology.


Project Management.
Configuration Management.
Requirements Development/Management.
Estimation.
Software Design.
Testing.

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4(a) 5 Review and Refine
At this stage, documents such as risk management can be read through to make sure to refine the brands status.

4(b) International Quality Standard for One Soccer Sport SEMA application

The objective of designing and evaluating visual display terminals for usability is to enable users to achieve goals
and meet needs in a particular context of use. ISO 9241-11 explains the benefits of measuring usability in terms of
user performance and satisfaction. These are measured by the extent to which the intended goals of use are
achieved, the resources that have to be expended to achieve the intended goals, and the extent to which the user
finds the use of the product acceptable. It defines usability and explains how to identify the information which is
necessary to take into account when specifying or evaluating usability of a visual display terminal in terms of
measures of user performance and satisfaction. Guidance is given on how to describe the context of use of the
product (hardware, software or service) and the relevant measures of usability in an explicit way. ISO 9241-
11 applies to office work with visual display terminals. It can also apply in other situations where a user is
interacting with a product to achieve goals and does not provide comprehensive coverage of all objectives of
ergonomic design referred to in ISO 6385. However, design for usability will contribute positively to ergonomic
objectives, such as the reduction of possible adverse effects of use on human health, safety and performance.

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The developer team is desired to measure several strategies to achieve this standard by concerning these three
strategies:

1. The system and user outcomes


Any outcome from the users point of view would have a direct proportional impact on the success and
wellbeing of the application. Application like One Soccer Sport SEMA would get a lot of feedback from the
current user that the changes to the usability or interface would only make things better for the upcoming
users.

2. Social Responsibility
The development team considering the usability for the users intended outcomes and for another
stakeholders intended outcomes. The One Soccer Event SEMA app should be designed to be usable by
people with widest range of capabilities and throughout various age groups whether or not they are into
the sport or not.

3. Evolving goals

The users goals can be evolving during interaction, particularly when the user is exploring the One Soccer
event application. Initially the application is loaded with features and only with a positive feedback by the
users it can only improve.

4(c) Risk Management Plan

There are many approaches to project risk management planning, but essentially the risk management
plan identifies the risks that can be defined at any stage of the project life cycle. The risk management plan
evaluates identified risks and outlines mitigation actions. A risk management plan should be periodically updated
and expanded throughout the life cycle of the project, as the project increases in complexity and risks become
more defined. The risk management also includes the identification, assessment and prioritization of the risks
followed by the coordinated and economical application of One Soccer mobile SEMA application where the plan
has to make sure that resources are minimized, monitor and also control the probability of unwanted events
happening in the near future.

i) Potential Risks

Risk Risk Risk Description Probability Expected cost


No. Occurrence (%) (MYR)
R1 Virus and malware attack Testing to hit the software by pinned 30% 500
the virus and response to the problem
by the time it occurred
R2 Software bugs The code might produce runtime 10% 150
errors after the testing
R3 Network interruption The security measures and control in 25% 450
place that the data might be the

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subjected to attack

R4 Compatibility issues The fragmentation issue which not 5% 100


able to use in tablet devices
R5 OS failure (android) The android version with updated 5% 100
series to consider
R6 Slowness to load the program The program take a lot of time 25% 500
because of hardware resources
R7 Connectivity issue Some application might have enable 15% <30
the connection by default and try
repairing or setting up the connection
manually
R8 Syncing error Certain application that are trying to 10% 100
connect related account
R9 Application crashes Could be an update available for the 20% 100
devices
The table shows the risk identification which includes all the possible risks that can take place within the One
Soccer event SEMA application

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i) The Risk Mitigation table for ONE SOCCER : SOCIAL EVENT SEMA APPLICATION
Risk No. Risks Frequency Impact Priority Mitigation Champion Timeline
(1-10) (1-10) (1-100)
Pre Post
R1 The viruses and 2 6 60 Create virus prototype and Ensure the system able to Ali 1 month
malware in the pin to the software and get avoid the viruses and send
application the feedback. The The the security history. The
cause the software programmer then software programmer
decreases of take a list of the possible able to documented the
software viruses that can affect the testing report to then
integrity application providing the solution for
each problem, viruses and
malware occurred
R2 The failure in 4 7 50 Create prototype to test the Ensure that the program is Aliyah 2 months
the program to program. The programmer accurate and efficient
detect the is able to design an before the release.
expected result application recovery and
for exercise rate able to restricting the
user program before the effect
comes into the place in the
Social SEMA application
R3 The 2 6 50 Obtain lists of valid user and Post modifying the data, Abdullah 7 months
unauthorized smartphone names and the programmer should
data network information. consider the incremental
The programmer are able to development, change
increase threshold for management process and
changes either the change control board
information hiding and the
data encryption

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R5 Android 2 3 10 Provide compatibility for all The developer need to Ravi 5 months
updated version devices. review of reference
installation to meet the
standard software and the
compatibility analysis
based on the user
experience.
The developer considers
the version control
R6 Slow 5 5 50 The prototyping model with The application used less Ayesha 2 months
performance of multi activities and multi- source and minimum UI to
the program to tasking program. load
load the menu The resources analysis use
based on the application
need.
R7 Slowness to 3 7 40 Automatic connection. Reset the internet cable Martin 7 months
connect to The programmer is able to or the router
network either design an application
Wi-fi or internet recovery and able to
restricting the program
before the affect takes
place
R8 Disable the 2 2 15 Use separate account for Enable the setting account Somayya 1 years
syncing account the software to the One Soccer Social
media App mobile
application

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Risk Strategy
The viruses and malware in the 1. Risk Avoidance
application cause the decreases Delivering the project on time is much more important to
of software integrity the developers of One Soccer social application rather than
delivering it early with possibly good chance of having a
malware or a virus.
2. Risk Transfer
The concept of risk transfer when the application itself cant
communicate with the sub-system which in this issue is the
risk reverse.
3. Risk Reduction
By using certain concept of networking solution, the issues
can be solved by providing the alternative build-in wrapper
in the application with the support system to minimize the
cost and the schedule delay.
4. Risk Acceptance
The best option out there where a programmer fixes the
malware by using anti viruses via interoperability code in
the implementation.

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Conclusion and Recommendation

The One Soccer social mobile application is created to enhance the bonding between people through the use of
human computer interface where the developer allows users to book events, create seminars, mark calendars,
upload pictures and on top of all this have conversations with people at the same time. This allows users to plan
easy events without losing the human touch to it.

The planning stage is identifying the scope of the project and objectives of One Soccer Mobile social application.
The structure of the process is following the agile concept based on the Agile Scrum methodology. The
fundamentals of scrum are relatively simple. To tackle an opportunity, the organization forms and empowers a
small team, usually three to nine people, most of whom are assigned full-time. The team is cross-functional and
includes all the skills necessary to complete its tasks. It manages itself and is strictly accountable for every aspect
of the work. Next, the comparison quality attributes that suitable for the One Soccer social application and
the most important to be considered for the whole development processes. The numbers of quality attributes lists
are based on the relevancy to the project and the functionality. The selected quality attributes are considering the
scope and objectives of its priority. The performance and usability are both selected to be the most important for
the stakeholders and agreed to be the most required for mobile platform.

Furthermore, the SQAP steps can monitoring the software engineering processes and methods to ensure quality of
the One Soccer application which help the developer to meet and complies the standardize quality specification
which has been describe in previous chapters. The SQAP helps the programmers and the team leaders to avoid
making mistakes that could cause higher risk of failure whilst being in agreement with the users.

Moreover, the risk management plan for this social SEMA application has identified by providing the
structural plan starting from the identification, risk analysis, risk mitigation and risk monitoring. This chapter also
expend by providing four strategies to overcome the risks evolve risk avoidance, risk transfer, risk reduction and
risk acceptance. The risk management plan is successfully identified.

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