Information Systems Programing

Topics: Project management, Unified Modeling Language, Work breakdown structure Pages: 45 (6434 words) Published: October 29, 2013
Part I: INDIVIDUAL REPORT

Part I
INDIVIDUAL REPORT

April, 2013 | Page 4 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh
I.

Introduction

I.

Introduction

According to the requirements of the coursework, my team needs to conduct an investigation into the development of a prototype for a portable hardware device plus a prototype of educational software that will run on this device. And in order to carry out such a big task of the team, I have made a lot of efforts to finish my work as well as I can.

My first task is investigating the characteristics of the teenagers in the range of age from 14 to 16 who participate in Science Key Stage 4 of the National Curriculum. Then, I use my findings from my initial investigations to analyse the system using the Unified Modeling Language to produce necessary diagrams for my work (Use Case diagram, Class diagram, Sequence diagram). And my last task is designing prototype screen designs that reflect two key scenarios for the educational game.

April, 2013 | Page 5 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh
II.

Analysis (UML Diagrams)

II. Analysis (UML Diagrams)
A. System Use Case diagram

The game‟s name: Quiz Game
It has 5 main functions: Play game, Backup game, Load game, View high score and Exit game

April, 2013 | Page 6 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh

B. High level Use Cases
1. Use Case documentation for the first high level Use Case:

Use Case Name
Actors
Description
Typical course
of events

Play Game
Player
This describes how a player can play this game
Actor Actions:
System Responses:
1. Player enters his/her name.
2. Player is presented with a Play
GUI with a question and 4 different
options.
3. Player selects 1 of 4 options by
clicking on it.

Alternative
course of events
Precondition
Post condition
Assumptions

4. Server gets the player‟s selection.
5. Server checks the information.
- If the selection is correct, back to
step 2.
- Else, move to step 6.
6. Server sends the result to player
and update the GUI.
At step 4, if server doesn‟t receive the player‟s selection when time‟s up (10seconds per question), it means player selected a wrong answer. This use case is initiated by player.
A play GUI with the appearance of the correct option.
None at this time.

April, 2013 | Page 7 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh
2. Use Case documentation for the second high level Use Case

Use Case Name
Actors
Description
Typical course
of events

Load Game
Player
This describes how to load the game from the backup file.
Actor Actions:
System Responses:
1. Player clicks on „Load Game‟
button.
2. Player is presented with a Login
Page with 3 text fields: Player Name,
Email and Password.
3. Player enters details for 3 text
fields.
5. Server checks the information.
- If all details are correct, move to
step 6.
- Else, back to step 2.
6. Player is presented with a list of
backup files.
7. Player selects a file from the
list.

Alternative
course of events
Precondition
Post condition
Assumptions

8. Player is presented with Play
Game GUI from the selected backup
file.
Step 6: If the player logged in successfully but have no backup file available, then a notification is sent to the player.
This use case is initiated by player.
A Play Game GUI will appear.
None at this time.

April, 2013 | Page 8 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh

C. Design Class diagram for the whole system

April, 2013 | Page 9 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh
D. Sequence diagram for the whole system

April, 2013 | Page 10 of 51

Course: COMP1632
Information Systems Project
Creator: Hoang Nhat Minh
III.

Design

III. Design
A. Prototype...

References: 2. 10 OUT OF 10 EDUCATIONAL SOFTWARE. 2013. 10 OUT OF 10 EDUCATIONAL
SOFTWARE
3. 10 pieces of educational hardware students and teachers love | Teach Secondary. 2013. 10
pieces of educational hardware students and teachers love | Teach Secondary
4. User Experience Guidelines | Apple Developers. 2013. User Experience Guidelines | Apple
Developers
5. Design Principles | Android Developers. 2013. Design Principles | Android Developers.
6. How to Design a Great User Experience. 2013. How to Design a Great User Experience.
April, 2013 | Page 51 of 51
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