Assignment title: Information
School of Computing and Engineering
Student Assignment: Group Project
Title Assignment
Module Group Project
Module Code CP50081E
Module Leader: Samia oussena
Set by: Samia Oussena
Moderated by: Liz Sokolwski
Assignment End of Module
Hand in This assignment will be submitted via Turnitin
Structure of
assignment
This assignment has several tasks. Each task has its own criteria and marks. The learning
outcomes of the module are assessed by a successful completion of all the tasks.
Type Weighting Due Date
Report and supporting
documentation
100% 14th of May 2017
Learning
outcomes
LO1 Understand the inherent problems associated with information
systems developments
LO2 Evaluate the options for delivering an information system e.g. SDLC,
agile method
LO3 Select and apply techniques to analyse business processes, which are
the target for system development.LO4 Understand and evaluate appropriate agile methods to develop a high
fidelity prototype
LO5 Understand and apply test driven development to a scenario
LO6 Understand and apply user centric system evaluation
LO7 Understand the importance and approaches to quality, risk
management, configuration management and evaluation in the context
of system development.
LO8 Evaluate the usefulness of each method for different given industrial
scenarios.Tasks
Assessment task
You are to be given an initial requirement for a system that SEGA wants to
develop and you will need to develop a working system for them using
SCRUM methodology. You will work in groups and will be allocated different
roles.
Individually, you will need to provide a reflective report on the development
process and your role as a member of the development team.
There are two components to the assessment:
a. Group Work: This element requires you to work in groups to identify
and document both the latent and practical characteristics and
business attributes of the software system you are developing. All
group interactions will have to be recorded on BB (30%).
b. Individual: This element consists of an individual report. The overall
element requires you to produce a report, which reflects on your
learning during the module. Specifically you are required to evaluate
and critique the development process you have undertaken using the
theories, methodologies introduced in the module. (70%)
Elements 1 and 2 are to be submitted via the Assessments area of Blackboard.
You will need to ensure that each element is uploaded as a single document
and in the correct format (PDF).
Assignment Objectives:
§ Facing reality: expose students to the reality of "real world" software development, where
customer problem descriptions are rarely precise, complete and consistent.
§ Learn how to manage complexity: Through the use of methodologies, modelling; develop
the ability to analyse and synthesise precise description of problems (requirements) and
solutions.
§ Experience of working in team: Working in teams is an important skill for the world of IT
in business. Students will have to learn how to respect the skills and cultures of other
members, allocate tasks and monitor performance. Learning from other team members is
an important element of the assignment. Feedback from previous years shows that while
students generally are not keen on group work at the outset, they recognize the benefits of
working in a way that is close to the real work situation. The team will have to constructively
confront poor performance of team members and learn how to plan activities to meet
deadlines.Element 1
Title
Group work
Task details You will work in a group of up to 5 members and will allocate different roles to each member of
the group. Each group will be assigned initial requirements of a system that they need to
develop. You will have meetings with SAGA to understand further the requirements and to show
them the features that you have developed.
Groups will be required to work together without direct supervision, although tutors will be
available in the IT Centre during and immediately after the practical seminars sessions. The
groups will have to develop a project plan and monitor their progress by reference to it.
Students will be required to provide evidence, usually via Blackboard, of their active participation
in the group project. Furthermore each team member is expected to take ownership for the
development of a set of system features. Team members are required to reflect on individual
reports of their own and overall team contributions and performances, as well as the extent to
which they have incorporated a quality approach in the development. This, together with the
relative weightings of the elements, means that a student who diligently attempts to contribute to
the team but is in a poorly performing group can nonetheless gain a good mark. Every team will
be provided with a separate area of Blackboard for group documents to be shared and an email
is used to discuss issues about the development. Tutors will be able to access this area but not
members of other groups.
The team will carry out development following a SCRUM methodology. This will give you
experience of an approach to Agile development and enable you to review its effectiveness in
your individual report.
You will be assessed not just on the software product delivered but on the development of
the requirements, documentation of key decisions and the management of risk and quality
during the development process.
A number of meetings will be held between the team and SEGA. These must be documented to
include date, location, time, participants, main topics agreed. ).
The meetings at SEGA will take place on the following dates:
• 13th of Feb 2017
• 6th of March 2017
• 27th of March 2017
• 8th of May 2017
In addition you will have frequent stand up meetings. As well as user story, you are expected to
expend each story into a Behaviour Driven Development (BDD) specification.
The assignment will developed and submitted in three parts:
Part1
Each group, by analysing the process logic and considering the outcome of your review of similar
systems, will produce a set of user stories
Part 1 deliverables: A project Plan, user stories (associated tasks), (optionally:
select the tools to be used to deliver the system and detailed analysis of some
tasks (in the format (description, conversation, confirmation))Submission date 5th of March
Part 2
Your task is produce iteration 1, demonstrating appropriate customer interaction. You must
document meetings, decisions, tests, etc.
You are expected to identify which feature will be incorporated in iteration 1 and define the
deliverables for each iteration. Each feature should have the appropriate BDD specification
(user story and its associate tasks and scenarios/test cases). Define the deliverables for
each iteration and the responsibilities of individuals.
Part 2 deliverables: Project plan (deliverable, responsibilities, data model, BDD
specifications for prototype 1, prototype 1
Submission date: 2nd of April 2017
Part 3
Your task is to produce iteration 2. You will need to produce a revised
project plan that demonstrate the feedback from your evaluation of iteration 1. You need to
demonstrate how you have managed risk and how you have overcome technical and team
problems.
Part 3 Deliverables : Documentation of sprint review, a revised project plan, update data
model, BDD specifications for prototype 2, prototype 2
Submission date: 14th of May 2017
Marking
Guide
Criteria Issues Mark Marking breakdown where
appropriate
User Stories
coverage
Analysing the process logic,
produce 6 This element is compulsory.
You must be able to
demonstrate an engagement
with the learning outcome
during the module.
Project
Plan/tool
choces
Working with The custormer(s)
consider an aspect of the
system in detail.
Demonstrate good user
interaction
4
First sprint
including
appropriate
data layer
implementation
Produce Sprint 1: elicit User
Stories from the customers and
develop the BDD specification
Demonstrate adherence to
SCRUM
Demonstrate team involvement,
the effective management of
risk and intra-team learning
10
Second
Iteration
Produce iteration 2
1030%
Element 2
Title Individual
Task details
The final individual report should include but is not limited to:
• An introduction to agile discussing the objectives of the development and the merits using
SCRUM
• A report of your role: what happened to the user story you were responsible for and the
effectiveness of your interaction with the customer
• A justification of the development project plan and the choice of technology and a
reflective review of its effectiveness
• A review of the effectiveness of the development approach and techniques used
• A review of your role as a developer and the effectiveness of the integration of your code
with the rest of the group.
• A review of the effectiveness of the team roles and how you dealt with difficulties
experienced.
• Analysis of the results of the user evaluation and a list of recommended specific further
approaches to redesign. In particular how the feedback from sprint 1 was built into sprint
2.
• Summary of the findings.
• Summary of the overall plan with a review of what was achieved
• A list of references.
• Appendices giving evidence of your contribution to the development (the features you
were responsible for)
2 Reflective Critique
You will have a number of roles during this assignment. You should keep a reflective diary of your
progress during the assignment covering weeks two to eleven. It should cover your activities and
how you collected other material on the methods used. This should be submitted as an appendix
to the report developed for part two and is subject to the same submission criteria.
It will help you in the completion of the formal report and the summary of reflection which you are
required to provide:
• Reflective Summary of your experience INCLUDING A REFLECTIVE DIARY as a
member of a community of practice and what this means for effective groups in the ICT
industries. This should answer the questions –
• What was my contribution to the group activity?
• How was the interaction with the customers?
• How could the group have performed better?
Marking Criteria Issues Mark Marking breakdown where
appropriateGuide
Individual
Report
Scholarship
Do you explore the issues in
involved in using the
development methodologies
with respect to relevant
literature on the web and from
textbooks? Are you able to
critically appraise the theory
against your practical
experience and give evidence?
Analysis and Conclusions
Do you demonstrate the ability
to understand and critically
evaluate aspects of the
methodologies? Are your
conclusions justified?
Presentation
Coherence, errors in report,
grammar, legibility
60%
• Your contribution [20]
• Discussion of
methodology [10]
• User/developer role[5]
• Project plan
analysis/discussion [5]
• Discussion and
analysis of
development
techniques & team
roles [5]
• Independent research
[5]
• Summary/review of
process [5]
• Structure and style [5]
Critique Personal critical skills
It should answer the following
questions by reference to the
group work experience and the
academic analysis in the
individual report
• What was my
contribution to the
group activity?
• How effective was my
interaction with
customers ?
• How could the group
have performed
better?
10% • Personal Critique [5]
• Analysis of Quality [5]
Grade descriptors
In addition to the assessment criteria above the following table may assist you in understanding how we arrive at
your final mark. Indeed your final mark should agree with the following grade descriptors, but note that the
assessment criteria are the main means of assessment.
Mark Descriptor0-39% Limited conceptual understanding with possible structural deficiencies. Restricted use of theory within
module. Inappropriate argument leading to unreliable and invalid conclusions/recommendations
40-49% Some confusion in purpose & aims of evaluation. Some overall structure and conceptual
understanding. Fair use of theory but arguments sometimes irrelevant, illogical or with unsupported
assertions.
50-59% Demonstrates a limited but accurate level of understanding presented in a mostly descriptive manner.
The answer contains relevant interpretation and critical understanding especially at the upper end of the
marking range.
60-69% Demonstrates accurate knowledge and understanding of the subject presented in a coherent manner.
The answer contains evidence of application and interpretation. At the upper end there is evidence of
thoughtful and measured critical evaluation.
70-79% Demonstrates a clear, comprehensively researched understanding of relevant material with some
element of critical evaluation. Shows initiative in approach and rigour in the handling of information.
Demonstrates originality of thought together with interpretation and application to the relevant sector
80% or
above
The answer is analytical and critical. The assignment demonstrates scholarship through a depth of
insight and understanding of relevant material, which is logically structured, accurate and well
referenced. Originality of thought and application is evident.Assignment case studies:
1. Online Sales website or tool:
The more games an entertainment can sell the more they will be able to
build. By create a new sales channel a business can highly increase their
sales and the profit a company can make. SEGA has been investigating a
number of options to increase the sales of their games but still lacks their
own unified online sales shop to unit the stores of all studios and all
games. By evaluating and testing the available online SaaS (shopify, )and
Open Source sales solutions (Magento, Drupal Commerce) available, the
group will create and offer an advanced sales websites or channel to the
SEGA's large array of products.
• Choose a full professional online sales platform.
• Display a partial or full catalogue of games or products.
• The platform will need the ability to Add the products to a basket,
Register the details of a user, checkout and deliver a confirmation
email with a secure download link.
• Customise the interface to display some of SEGA's
• The final demo should have a working Prototype with all the above
features and suggestions on how to improve the platform as well as
a critical analysis to evaluate the advantages and disadvantages of
using this platform in a professional and realistic environment.
2. Engaging tool to enhance the SEGA community:
SEGA currently has a large community of users and fans.
Each user expresses their opinion through a growing amount of social
media channels, such as facebook, twitter, youtube, sites, blogs, forums or
fan sites. As the industry is becoming increasingly global, the tools
available are pushing companies sush as SEGA to become closer to their
end users. It is now increasing important to understand these people and
the opinions of the users willing to buy the products.
The objective of this project should be to help create generate synergy to
enhance the quality, understanding and support provided to this
community by helping SEGA better understand them. The tools and
technology used should help reducing the time needed to interact to them,
contain useful analytics to for the business.The community members and moderators should have a good user
experience while using these tools while being able to connect to the
communities and engaging with a larger group of people.
The project will require that the team to:
• List and analyse the existing tools publicly (i.e: mailchimp, CRMs,
Drupal Commons, Liferay) available by SEGA, their usage numbers,
their quality and the value that they bring to the bring.
• Suggests way to improve their usage, add features and offer a richer
experience to the community.
• The team will install, configure, customise new, innovative community
management tools to help SEGA engage in a better way with the
community and improve the way we interact with the large SEGA
community.
• The selected tools should allow one or more of the following:
o Allow moderators to aggregate the social media feeds
o Communities to interact with each other and discuss the reach
o Members to register their interest to some products
o Moderators to contact a large group of users
3. Promote an existing game in a new intuitive way:
When launching new games, companies such as SEGA often look towards
technology for new and innovative ways to promote these games. This can
be through new interactive websites, dynamic ads, animations or new
innovative apps. Examples of https://onepagelove.com, awwwards.com/ 6-
web-design-trends-you-must-know , Forbes.com Top-7-online-marketingtrends-2016
The team will investigate new technologies to find ways to make the end
user more engaged in their site:
• The team will use interactive technology to demonstrate the use of
technology to help create a new interactive mini-site to promote an
existing SEGA game the sales of a particular game.
• This would require the team to plan, test and build an interactive
mini website,
• iPhone or android app to promote an existing game or prototype to
be used for future games.4. Use Old platform emulators to promote the older retro games:
A large amount of retro emulators have been created by fans and allow
users to play these games on their websites: new devices are being launch
constantly, analyse the existing and future platforms and imaging a way to
re-launch an existing title onto a new platform.
• (ssega.com, letsplaysega.com). Although the games often work well
on these fan sites would lack the legal approval of SEGA and the
game editors and creators.
This project will investigate the technologies used on these sites, the
catalogue of games available and suggest ways to promote these games for
the benefit of SEGA as either a promotional tool or a paid for website.
Provide a working example of a website with an embedded SEGA game.
Provide a library for other future games to play
5. Analyse the competition:
The video game industry is changing very rapidly and a large company
like SEGA must constantly stay in the lead of all the news which comes
from the industry and the upcoming games.
Investigate available Business analytics tools to investigate how the
competition is existing tool. Which areas the market will be going into
help the research and development, marketing and industry leaders decide
on which technologies they should pick and the direction the industry
would be changing.
Setup a CRM tool to get a better insight into SEGA's client base and use
this data to increase sales conversions.
It is increasingly important to gain a better understanding of the users of
the games, websites and tools that SEGA users to interact with their
customers.
A number of tools are available which will help SEGA gain insight into
their customer base. These tools are called CRMs (i.e: Salesforce,
SugarCRM, ZohoCRM or even Mailchimp).
• Analyse the available tools available• Implement Client and Lead generation forms to extract the
customer base from the existing tools that SEGA already owns
(Games, Websites, Forums, Blogs, social media).
• Populate these tools with existing user data and analyse the route to
convert these users to a sale:
6. Raise awareness and availability of data within SEGA
Produce a series of reports that are generic across multiple titles showing
some of the following pieces of data and metrics;
1. New User : Registration enough that they can play and then connected to game
once in period.
2. Returning User: Registration enough that they can play and then connected to
game multiple times in period.
3. Active User (MAU, WAU, DAY, YAU): Registration enough that they can play and
then connected to game at least one time in period.
4. Churned user: Registration enough that they can play, connected to game prior to
period, not connected to game in period.
5. Churn rate: Count of Churned Users / Count of Active Users for period
6. Concurrency (CCU): Number of active users at snapshot. Peak CCU, max
number of active users in period
7. Play time: Average session length, total time logged in / count of logins in period.
Total playtime, total time logged in in period.
8. Stickiness: DAU / MAU for rolling month
9. Retention Rate: Users active in multiple periods.
The reports should dynamically updated using the SEGA Game Data set (access
will be provided) the reports should be written using tabliot or powerBI (software will
be provided)
The reports should be generic and usable across all products and allow
comparison between customers and products.
7. Improving game testing process of bugs in the game development
industry:QA is a large part of SEGA's strategy to build new games. By carefully analysing
the way in which the industry
8. Setup a proof of concept of using Solr with an existing Drupal website to
simplify
The search mechanism of an existing website. Use Programmatic analytics to
retarget user from existing online stores to convert visitors into buyers of SEGA
product