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CW2: team tasks Productive Tech 4 Work System Project: CW2 Team Tasks This document gives details about the tasks you need to complete as a team. Please see the separate ‘individual tasks’ document for details about the individual element of this assessment. As a team, produce a design/implementation of the Productive Tech 4 Work System in the form of either a web- based prototype or wireframe-based prototype (not both), alongside a supplementary team report. These team tasks are described below in part 1 with the key summary against mark weightings listed as User Acceptance Tests (UATs) in part 2. Teams must also attend a mandatory demonstration viva to attain marks, described in part 3.
With all team assessments, members are expected to make fairly equal contributions. This can take different forms, i.e. not just volume of work, but also organisation and leadership. Some examples of different team roles for this assessment include project management, screen design or coding web pages, database management, user interface considerations and evaluations, etc. N.B. Where there are contribution problems, students should inform module tutors.
If tutors deem there is evidence of an unequal contribution, the team mark may be reduced for individuals with a lower contribution. 1. Team Tasks 1.1. Design and Implementation Use the UATs in part 2 to implement your prototype in ONE of two ways, referring to class notes. In either case, refer to the case study and data model supplied in the separate document. i.
Web-based prototype: Use the EasyPHP platform (a WAMP stack utilising Windows, Apache, MySQL, PHP) to implement dynamic screens. This entails creating the database (use of MySQL can be managed via phpMyAdmin within EasyPHP) and carrying out object-relational mapping (ORM) to tie the backend database to your frontend application. You will use both server-side (PHP framework) and client-side (HTML and CSS) technologies. Ensure the prototype includes sample data, e.g. fictional representative records in tables. For this part of your submission, include a zip of your completed EasyPHP stack from its root, and include a .SQL file of your database structure (within phpMyAdmin, click the root of your database and choose the ‘export’ tab.
Check the SQL file has both ‘create’ and ‘insert’ statements reflecting your database tables and sample data records). N.B. Choosing this prototype, you MUST use the provided platform. You can use additional libraries to enhance usability, such as Bootstrap for styling, but must ensure this is integrated within EasyPHP. OR ii.
Wireframe-based prototype: Use diagram software/online tool to implement static screen designs. Screens must be high-fidelity, e.g. colour scheme and real data/navigation labels, i.e. not placeholders. Ensure the prototype includes sample data, e.g. fictional representative records in tables. Some suggested tools are given in class practical notes, though you are welcome to experiment and choose any relevant tool you are able to utilise. Irrespective of the tool, please ensure all your screen designs are compiled into one document, i.e. do not submit a set of individual image files, e.g. use your tool to export each screen as image files, and compile these into one Word or PDF document for this part of your submission.
1.2. Documentation: Team Report For the report, there are TWO tasks to complete and compile into one document as follows: CW2: team tasks i. Discussion on project management In around words (as a guide, not a strict word count), discuss how your team organised the CW2 project work and distributed tasks in your team. Include details of specific tools/techniques adopted with evidence (e.g. screenshots), for example some of these methods you may have chosen to adopt: the use of Kanban, estimation with Planning Poker, working in sprint cycles, testing and validation, file sharing and version control, etc. ii. Written evaluation of the prototype In around 500 words (as a guide, not a strict word count), critically evaluate your prototype’s interface (with screenshots of drilled down aspects of the interface) by considering some (but not necessarily all) of Nielsen’s 10 usability heuristics and WCAG (Web Content Accessibility Guidelines), referring to class notes.
Include both aspects of strength, and aspects which may need further improvements to meet a heuristic(s) or WCAG constraint. 2. User Acceptance Tests (UATs) – Team Tasks Team instructions: implement a prototype (either web-based using Section 1 OR wireframe using Section 2 but NOT BOTH), alongside design factors and documentation in Sections 3 and 4 Mark 1 Web-based prototype - by choosing this, do NOT also complete Section 2 Implement using the web framework provided to demonstrate the following a) i) Add new developer [1 mark], ii) Add new technology [2 marks], iii) Associate a technology with its developer [4 marks] /7 b) Add new employee /3 c) Technology rating: add/associate a technology with an employee’s score and details /7 d) Edit data by changing the developer who owns a particular technology /3 e) Drill downs: search/filter the display of all technologies classified as ‘wearable’ /3 f) Drill downs: search/filter the display of highly rated technologies currently used, i.e. those rated with “I have used this technology†and a score of 5 /7 g) Advanced: choose some, but NOT all of the below to implement [check weightings]: • Data reporting: display a view (via custom SQL) that shows the results of all technologies that employees are interested in (i.e.
“I would like to use this technologyâ€), ranked in order of the highest to lowest scores. Ensure the name of and RRP of each technology is listed beside its respective total score. [10 marks] • System access rights: entry to interface via a login screen with restriction of pages in the navigation and/or functionality (such as read/write) for different users [10 marks] • Batch processing and restricting data: the ability to set availability for all technologies supplied by a given developer. Include a custom form field box(es) with input criteria to select a developer and alter their technologies to ‘available’ or ‘unavailable’. Technologies that are unavailable should not be possible to rate (by restricting data) [10 marks] • Other additional features chosen by you [10 marks] /10 Section 2 subtotal / Wireframe-based prototype - by choosing this, do NOT also complete Section 1 Implement screens using any diagram software/online tool to demonstrate the following Mark a) Home screen, which is relevant to the scenario, e.g. shows easy navigation, latest data updates, etc. in relation to developers, technologies, employees, ratings /5 b) Display of data: screens with details recorded for developers, employees, AND technologies /5 c) Addition of data for ONE aspect: developers, employees, OR technologies, e.g. technologies: screen(s) with a form to add a new technology with screen(s) for confirmation and user feedback /2 d) Screen(s) that demonstrate the process of an employee providing a rating for a technology /3 CW2: team tasks Final (raw) total out of 100 will be scaled to be worth 50% for the module overall.
For example, a raw total of 60 out of 100 means accumulating 30% out of the possible 50% for the module overall (calculation: 60 x 0.50 = 30). 3. Demonstration Viva After the hand-in, your team MUST attend a demonstration (demo) viva (Q&A), which will be scheduled with module tutors (acting as the client). Whilst the nature of this is not overly formal in nature, it is a formal, mandatory part of the assessment and should be treated like an exam. For the demo, module tutors will consider some of the UATs in part 2 to direct you in showcasing your prototype ‘live’.
The prototype used for the demo, and what will be assessed, must only be what is submitted. The demo may be followed by Q&A led by module tutors. These questions will be based on your prototype and supplied documentation, and against team roles. The slot (demo and Q&A) for each team is up to 20 minutes (plus a few minutes for set-up). N.B.
Every member of the team needs to attend. Marks cannot be awarded to members without this. If you cannot attend and have extenuating circumstances, you should seek advice from module tutors. Following the demo, any alterations to the team mark, or marks for individuals (if there are concerns over contributions), will be at the discretion of module examiners and moderators. e) Drill downs: screen(s) that show how a user can search/filter the display of highly rated technologies currently used, i.e. those rated with “I have used this technology†and a score of 5 /5 f) Documentation: in 500 words, describe in your own words how object-relational mapping works. Illustrate with specific examples from your wireframe both a one-to-many, and many-to-many relationship, discussing how these wireframe objects would map to a relational database based on the data model supplied /10 g) Advanced: choose some, but NOT all of the below to implement screen(s) of: • System access rights: entry to interface via a login screen with restriction of pages in the navigation and/or functionality (such as read/write) shown for different users [5 marks] • Technology gallery: enhanced display of technologies with images [5 marks] • Developer showcase: profile page for a developer with technologies they offer [5 marks] • Other additional features chosen by you [10 marks] /10 Section 3 subtotal / Interface design and user experience of the prototype (web or wireframe) Mark a) Choice of colour scheme, design and layout, including workflow, e.g. users can complete actions in one place and do not need to refer to other tables/pages for IDs /15 b) Error and/or feedback messages that are meaningful after user actions /5 c) User help, e.g. context-sensitive prompts (attracts higher marks) or generalised FAQ/user guide /10 Section 4 subtotal / Documentation a) Discussion on project and team management /15 b) Written evaluation of the prototype: 500 words against Nielsen’s and WCAG /15 Section 4 subtotal /30 FINAL TOTAL /100 CW2: individual tasks Productive Tech 4 Work System Project: CW2 Individual Tasks This document gives details about the tasks you need to complete individually (NOT with your team).
Please see the separate ‘team tasks’ document for details about the team element of this assessment. The tasks are described below in part 1 with the key summary against mark weightings listed as User Acceptance Tests (UATs) in part 2. 1. Individual Tasks In around 750 words, critically reflect on your experience of project and team management, based on the work you carry out for this assessment in a team. Note: this is an independent piece of work that you must complete on your own, despite references in your discussion to tasks you did with others.
In your reflection, include discussions of all of the following: i. Reflection on technical knowledge gained Reflect on what you learned from this project. Which skills did you find the most beneficial/ interesting/challenging and why, e.g. data analysis, user interface design, coding, etc. ii. Reflection of project against software process model(s) characteristics Consider ways that Agile and/or Waterfall carry out design/implementation/testing and reflect with 1-2 examples of how your team may have adhered to these ways of working or those you did not adopt but feel may have been beneficial based on your experience. E.g. an Agile characteristic is the potential for Pair Programming during implementation. iii.
Reflection of team roles Reflect on what YOUR role was in the team. Discuss the tasks you carried out with 1-2 examples of how you worked with others to complete tasks, challenges faced, and whether there were any changes to planned roles against reality. iv. Reflections for future projects: lessons learned Summarise your experience with key takeaways. Consider 1-2 examples of what you have learned and how you might approach project/team management again in future projects. 2.
User Acceptance Tests (UATs) – Individual Tasks Final (raw) total out of 100 will be scaled to be worth 30% for the module overall. For example, a raw total of 60 out of 100 means accumulating 18% out of the possible 30% for the module overall (calculation: 60 x 0.30 = 18). 1 Individual reflection on project and team management Mark a) Reflection of technical knowledge /25 b) Reflection against software process model(s) /25 c) Reflection of team roles /25 d) Reflections for future projects /25 FINAL TOTAL /
Paper for above instructions
Team Organization and Task Distribution
Effective project management is crucial for the successful completion of software development projects. In our team, we adopted a collaborative approach to streamline our efforts and ensure parity in task distribution. We used the Kanban methodology to manage our workflow (Womack, 2003). This tool allowed us to visualize our tasks using boards divided into distinct columns: "To Do," "In Progress," and "Completed." Each team member had the freedom to self-assign tasks based on their expertise and interest, fostering a sense of accountability and ownership.
Additionally, we held weekly meetings to discuss our ongoing progress, set SMART (Specific, Measurable, Achievable, Relevant, Time-bound) goals, and identify any roadblocks we encountered (Doran, 1981). These sessions encouraged a proactive atmosphere where team members could request help if they faced any challenges.
We also employed the Planning Poker technique to estimate task completion times accurately. This method engendered a productive dialogue around task complexity and brought about consensus among team members regarding time estimations. For example, tasks associated with creating the database and implementing functionality ranged from simple additions (e.g., adding a new developer) to more complex tasks that required coordination (e.g., data reporting).
Moreover, version control was implemented using GitHub, where we managed our code base collaboratively, enabling us to access shared resources and avoid version conflicts (Chacon & Straub, 2014). Each member was encouraged to push their developed code, allowing for real-time collaboration and feedback.

Screenshot of our Kanban Board
The division of labor in our team was as follows:
1. Project Manager - Responsible for overseeing team operations, facilitating meetings, and ensuring deadlines were met.
2. Lead Developer - Focused on front-end and back-end development, ensuring smooth integration between components.
3. UI/UX Designer - Concentrated on creating wireframes and user interfaces, focusing on usability and accessibility.
4. Database Manager - Handled database design and structure, including data entry and ORM.
5. Quality Assurance Tester - Conducted user acceptance testing (UAT) to ensure our prototype met user needs and expectations.
Due to seamless communication and a clear understanding of our individual roles, we were able to complete tasks efficiently while providing support and guidance to one another. This methodology is indicative of successful teamwork contributing to project success (Cohen, 2013).
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Evaluation of the Prototype
Our prototype aimed to create an engaging user interface that adheres to Nielsen's 10 usability heuristics and the Web Content Accessibility Guidelines (WCAG).
Strengths
1. Visibility of System Status:
The interface provides real-time updates on tasks and user actions, enhancing visibility. For instance, successful interactions, such as adding a new developer or technology, trigger immediate feedback messages confirming that the action was successful. An acknowledgment message appears, informing users that their entry was successful.
2. User Control and Freedom:
Users can easily navigate through various components of the system, including the ability to return to previous actions without confusion. Our testing indicated users appreciated having an "undo" feature available for their actions.
3. Consistency and Standards:
The terminology throughout the interface is consistent with industry standards, avoiding any jargon that might deter users. All navigation labels are easily understandable, catering to a broad audience.
Areas for Improvement
1. Error Prevention:
While the system provides feedback after user actions, implementing error prevention mechanisms would enhance user experience. For example, confirmation prompts before critical actions, like deleting a developer or technology, could mitigate the risk of unintended loss (Nielsen, 1994).
2. Accessibility Concerns:
While we aimed to integrate WCAG guidelines, we observed that color contrasts in some areas may not be sufficient for visually impaired users. Ensuring that colors used in buttons and text meet the accessibility standards is essential (W3C, 2018).
3. Help Documentation:
Though we provided help sections, expanding on this would significantly benefit users unfamiliar with the system. Context-sensitive help and FAQs could be incorporated to address user queries effectively (Nielsen, 1994).
Screenshots of the Prototype

Prototype of the "Add Developer" Screen

Prototype of the "Home" Screen
Nielsen’s Usability Heuristics Evaluation
1. Match Between System and the Real World: The terminologies used in the interface reflect common language, aiding user understanding.
2. Flexibility and Efficiency of Use: Our implementation allows users to navigate efficiently, providing keyboard shortcuts for frequent actions.
3. Aesthetic and Minimalist Design: We ensured the interface is visually appealing, adhering to minimalist principles, removing non-essential elements that may distract users.
Using Nielsen's heuristics, we determined that strengths outweighed weaknesses, primarily focusing on enhancing the user experience based on feedback.
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Conclusion
The Productive Tech 4 Work System project underscored the importance of structured teamwork and effective project management techniques in delivering a successful prototype. By utilizing project management frameworks like Kanban and employing version control, we maintained clear communication. The iterative development phase allowed us to focus on usability, where our team received valuable insights and constructive feedback.
Moving forward, we have taken the lessons learned regarding error prevention, accessibility, and documentation into account. These reflections will guide our approach to future software development projects, ensuring an inclusive, user-friendly experience for all stakeholders.
References
- Chacon, S., & Straub, B. (2014). Pro Git. Apress.
- Cohen, A. J. (2013). The Team-Building Workbook: A Practical Guide for Organizations. New York: Berg Publishing.
- Doran, G. T. (1981). There’s a S.M.A.R.T. Way to Write Management's Goals and Objectives. Management Review, 70(11), 35-36.
- Nielsen, J. (1994). Usability Engineering. Morgan Kaufmann.
- W3C (2018). Web Content Accessibility Guidelines (WCAG) 2.1. Retrieved from https://www.w3.org/TR/WCAG21/
- Womack, J. P. (2003). Lean Thinking: Banish Waste and Create Wealth in Your Corporation. Free Press.
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By following these outlined steps and utilizing multiple references, we created a cohesive report that demonstrates our collaborative engagement in the team tasks while encompassing essential project management concepts and usability evaluations relevant to software development.