CMSC 434                 Project #2           Spring 2005
  • Project executable and submission binder are due on April 13th at the beginning of class.
  • Remote installer programs will not be acceptable and will be considered non-submissions.
  • You are required to test your program on the PCs in AVW 1120 or in the PG2 WAM lab prior to submitting it. If it does not work in that lab then I will consider it not working unless you discussed the exact details of this with me in advance and we have come to an arrangement on how I will be able to run it was well as how the team using your project 2 for their project 3 will be able to run it.
  • Project presentations will be held in class on April 20th and April 25th - by sure to be available to present with your team on either date. Specific assignments of presentation dates will be made later in the semester.
  • Project 3 will involve doing a user study with another team's project as well as performing a heuristic evaluation of that group's project. Details of this will be posted later in the term.
  • Presentation dates will be determined and announced in early April. If you have a specific date (from the two mentioned above) that you would like to request for your presentation, or a specific date that you do not want to be assigned for your presentation, you need to contact me at eg43401@wam.umd.edu by April 4th and I will try to accommodate your request.

System Redesign, Implementation, and Evaluation



Overview

This project is a continuation of the interface you started developing for Project 1. You will be working on two more design evolutions. First, you will create a horizontal medium-fidelity prototype by creating screen snapshots. Second, you will create a moderately robust system that implements vertical functionality.

The project's main purpose is to give you hands-on experience applying some of the design concepts you have learned in class, and to give you experience developing a moderately robust interface. As part of this project, you will continue learning how to program using a graphical user interface toolkit, and how to do a heuristic evaluation.

Deliverables

Your team will continue two more design iterations of the interface you prototyped in Project 1. In this project, you will gain further hands-on experience applying concepts learned in class, as well as experience designing and developing a moderately robust interface. You will also learn how to program using a graphical user interface toolkit, and how to do a heuristic evaluation.

A note on organization. You must hand in the entire portfolio at the end, including your Project 1 work, as this will show us how your work is progressing. As before, keep your project in a 3-ring binder. Major sections should be indicated by index tabs.

What you have to do
(1) Implement a horizontal prototype, plus re-design rationale From this, include the following in your portfolio:

(2) Implement a vertical prototype of parts of the system From this, include the following in your portfolio:

(3) Demonstration

(4) "Who did what" reports to be turned in on the day you do your presentation


(5) Task examples for walk-through/usability study use.


(6) The executable!

Grading
Grades are based on the quality and sophistication of the evolving design, implementation, and the written submissions. Remember that you are creating both a horizontal and vertical prototype - the balance between the two depends on your design. It should contain enough 'meat' to show what it would be like to interact with the real thing. Grades are not based on the complexity of underlying application code that have little to do with the interface. However, in many cases you might find that "complex code" will be required to achieve the interface and abilities you desire.

You will need to think carefully about the parts of your project which you implement. Be careful that you neither bite off more than you can chew nor set goals which are too low. If your project is not fully implemented, and did not contain parts which required complex work in order to implement, that will be considered. The ideal goal is to have a fully functioning prototype. Although a modest, carefully implemented project can score much higher than an ambitious project that is poorly done and has few features that can be demonstrated, you need to take care that you don't underestimate what your goals should be. You should consider creating a plan that has multiple levels to it - in this way, if your final goals were overestimated you will have the ability to roll your goals back without having a shabby project.
Start immediately!
The best groups start early, plan activities, divide the work logically and communicate well.


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