Evidence Inventory and Tracking Program Project...

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Build an Insect Project Plan May05-37 Client Nathan Brockman Reiman Gardens Faculty Advisor Professor Clive Woods Team Members Wun-Pu Chiang, Cpr E Bonnie Jan, Cpr E / A Ecl Steve Nystrom, Cpr E Kris Smith, Cpr E / EE DISCLAIMER: This document was developed as a part of the requirements of an electrical and computer engineering course at Iowa State University, Ames, Iowa. This document does not constitute a professional engineering design or a professional land surveying document. Although the information is intended to be accurate, the associated students, faculty, and Iowa State University make no claims, promises, or guarantees about the accuracy, completeness, quality, or adequacy of the information. The user of this document

Transcript of Evidence Inventory and Tracking Program Project...

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Build an InsectProject Plan

May05-37

ClientNathan BrockmanReiman Gardens

Faculty AdvisorProfessor Clive Woods

Team MembersWun-Pu Chiang, Cpr E

Bonnie Jan, Cpr E / A EclSteve Nystrom, Cpr EKris Smith, Cpr E / EE

DISCLAIMER: This document was developed as a part of the requirements of an electrical and computer engineering course at Iowa State University, Ames, Iowa. This document does not constitute a professional engineering design or a professional land surveying document. Although the information is intended to be accurate, the associated students, faculty, and Iowa State University make no claims, promises, or guarantees about the accuracy, completeness, quality, or adequacy of the information. The user of this document shall ensure that any such use does not violate any laws with regard to professional licensing and certification requirements. This use includes any work resulting from this student-prepared document that is required to be under the responsible charge of a licensed engineer or surveyor. This document is copyrighted by the students who produced this document and the associated faculty advisors. No part may be reproduced without the written permission of the senior design course coordinator.

October 5, 2004

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Table of ContentsList of Figures..................................................................................................................................iiList of Tables..................................................................................................................................iiiList of Definitions...........................................................................................................................iv

1. Introductory Materials.................................................................................11.1 Abstract....................................................................................................................11.2 Acknowledgment.....................................................................................................11.3 Problem Statement...................................................................................................11.4 Operating Environment............................................................................................21.5 Intended Users and Intended Uses...........................................................................21.6 Assumptions and Limitations..................................................................................21.7 Expected End-Product and Other Deliverables.......................................................3

2. Proposed Approach.......................................................................................42.1 Functional Requirements.........................................................................................42.2 Constraints Considerations......................................................................................52.3 Technology Considerations.....................................................................................52.4 Technical Approach Considerations........................................................................62.5 Testing Requirements Considerations.....................................................................62.6 Security Considerations...........................................................................................62.7 Safety Considerations..............................................................................................72.8 Intellectual Property Considerations........................................................................72.9 Commercialization Considerations..........................................................................72.10 Possible Risks and Risk Management.................................................................72.11 Project Proposed Milestones and Evaluation Considerations..............................72.12 Project Tracking Procedures................................................................................8

3. Statement of Work........................................................................................9

4. Estimated Resource Requirement.............................................................144.1 Personal Effort Requirements................................................................................144.2 Financial Requirements.........................................................................................15

5. Schedules......................................................................................................16

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6. Closure Material..........................................................................................186.1 Project Team Information......................................................................................196.2 Closing Summary...................................................................................................206.3 References..............................................................................................................21

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List of Figures

Figure 5-1. Project Schedule………………….......………………………………………….….18

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List of Tables

Table 2-1. Milestones and Relative Importance..............................................................................8Table 4-1. Estimated Personal Effort Hours..................................................................................14Table 4-2. Financial Budget...........................................................................................................15

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List of Definitions

FTP: A communications protocol governing the transfer of files from one computer to another over a network. (file transfer protocol)

GUI: An interface for issuing commands to a computer utilizing a pointing device, such as a mouse, that manipulates and activates graphical images on a monitor. (graphical user interface)

HTML: A markup language used to structure text and multimedia documents and to set up hypertext links between documents, used extensively on the World Wide Web. (hypertext markup language)

HTTP: A protocol used to request and transmit files, especially web pages and webpage components, over the Internet or other computer network. (hypertext transfer protocol)

Java: A simple, object-oriented, distributed, interpreted, robust, secure, architecture-neutral, portable, multithreaded, dynamic, buzzword-compliant, general-purpose programming language developed by Sun Microsystems in 1995(?). Java supports programming for the Internet in the form of platform-independent Java "applets".

TCP/IP: A protocol for communication between computers, used as a standard for transmitting data over networks and as the basis for standard Internet protocols. (transmission control protocol/internet protocol)

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1. Introductory Materials This section gives introductory information about the project and the end-products that are to result from it.

1.1 Abstract

Reiman Gardens is looking to provide more educational material on their website. They are seeking a program that would provide an enjoyable experience for their visitors as well as teach them about insects.

“Build an Insect” will allow the user to create an insect by choosing various body parts from several different insects and assembling them to create a unique insect. This insect could then be placed in a variety of habitats to test its survivability based on the insect parts chosen. The objective of this program would be to increase the user’s interest in insects and their special attributes.

1.2 Acknowledgement

The team would like to thank Professor Clive Woods, Dr. John Lamont and Professor Ralph Patterson III for their guidance and advice throughout the project. The team would also like to acknowledge Nathan Brockman of Reiman Gardens for his continuing support for the project through important insect information necessary for the educational aspects.

1.3 Problem Statement

Reiman Gardens wants to have educational games on their website to make more people interested in the gardens and insects.

1.3.1 General Problem StatementThe Reiman Gardens website currently lacks fun and educational material to attract visitors to both the website and the gardens themselves. The client desires to rectify this by creating a section in his website that will contain several interactive programs that will educate the website visitors about insects and give the users incentive to visit Reiman Gardens to learn more or to simply enjoy the scenery provided.

1.3.2 General Solution ApproachTo help fill this section of interactive programs on the Reiman Gardens website, the team will create a program that will allow the user to build an insect using by selecting various options for parts from several different insects and combing the choices together to create a new insect that will be placed in various environments.

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1.4 Operating Environment

The operating environment will be any computer with access to the Internet. The program should work under any OS that supports Java, including current versions of Windows, MacOS, and Linux. It should also run under any system running Internet Explorer 6.0.

1.5 Intended Users and Intended Uses

There should be a broad number of users and uses for the game to be created.

1.5.1 Intended UsersThe intended users of this program are people of any age and gender who are interested in learning more about insects and how they survive in various habitats. Although the program is geared toward a younger audience, it should be enjoyable for users of all ages. The users should at least know the English language, have a basic knowledge of how to use a computer, and be able to navigate through the Internet.

1.5.2 Intended UsesThe program is intended for personal use on a computer system with Internet access. The intended use of the program is to both entertain the user and teach them more about insects. This will be implemented in the Java programming language and run on the Reiman Gardens webpage.

1.6 Assumptions and Limitations

The assumptions made will fit any general user with access to the website. The limitations are time and knowledge based.

1.6.1 Initial Assumptions List

These assumptions are subject to change with more user input and criticisms, but should cover most of the probable problems that might occur.

The following are initial assumptions that were made: The program will run on the current versions of Windows, MacOS and Linux The program will run using Internet Explorer 6.0 The user has basic knowledge of using computers and are able to access the

Internet The user can read and understand the English language The program will initially start with four insect part selections per part and be

expanded from there as the project progresses The program will be GUI based The program will use realistically drawn insect parts

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1.6.2 Initial Limitations List

These limitations are subject to change with more user input and criticisms, but should cover most of the probable limitations that might be observed as the project moves through its phases.

The following are initial limitations for the project: The deadline for completion is May 2005 The team has limited experience with Flash The team has limited knowledge and experience on methods to combine the

images of the insect parts into a complete insect Program availability will be limited based on the availability of the Reiman

Gardens website The program will require Macromedia Flash to run the game off the website The team has limited knowledge of insects pertaining to this project

1.7 Expected End-Product and Other Deliverables

The final product will be delivered to the client through ftp to their web server. It will allow the user to create their own insect using a variety of parts and test their insect in different environments. The product will include documentation that will be accessible for the user, such as a help guide or tutorial.

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2. Proposed ApproachThis section details components of the project that need to be met for a successful end product. The tasks needed for completion of the project are also included.

2.1 Functional Requirements

Nathan Brockman of Reiman Gardens laid out some basic requirements that he would like to have in the end-product software.

2.1.1 Be accessible from the Reiman Gardens websiteThe “Build an Insect” project was proposed by Reiman Gardens, so the product will be a component of Reiman Gardens’ existing website.

2.1.2 Be educationalUsers should be able to learn more about insects as they build their own insects. They will learn what features of certain insects are better adapted for their environments.

2.1.3 Be user-friendlyThe game should be easy to navigate from the Reiman Gardens website, pleasing to look at, and self-explanatory – through provided directions.

2.1.4 Be funReiman Gardens would like to use the finished game to attract more people to their website and Reiman Gardens itself, as well as build more interest in learning about insects. The “Build an Insect” game should attract visitors to the website more often, even after building their insect for the first time. It will be a game where the user can create their insect from the insect parts provided and see how it survives in any of the provided environments from which they can choose. After the creation of the insect, an image of the final insect should be available for viewing and be able to send through e-mails.

2.1.5 Be difficult to be modified by unregistered outside sourcesThe game’s functionality should not be easily modified after implementation by unknown users who could cause the program to operate improperly.

2.1.6 FunctionalityThe program needs to allow the user to select a characteristic insect body part from the options presented. From those selections, an insect should be created and then run through various environments to see the success of the created species at surviving. The program should inform the user what features were successful and what features were unsuccessful for the tested environments and why. The user will also be given the option of

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printing or emailing the created insect. The main visual aspect of the program should be created in Flash and most of the background functionality will be done in Java.

2.2 Constraints Considerations

The main constraints that will affect the quality and completion of the project are time and cost. With code complexity, the project might become more difficult with the more involvedness wanted with the insect creation. Another concern would be the connection speed and how well the program runs through certain Internet connections.

2.2.1 “Build an Insect” should be able to run at a fair pace through various connection speeds

“Build an Insect” should be accessible to anyone who has Internet access, regardless of connection type and speed. This is not a necessary feature but more of a bonus feature to be worked on after successfully implementing “Build an Insect”.

2.2.2 TimeThe product must be finished by its due date, May 2005.

2.2.3 CostIt is important to not incur any additional costs, since they will need to be paid by team members.

2.2.4 Code complexityReiman Gardens plans to possibly add new features to or make other future modifications to the game over the years, so the code needs to be easy for other programmers employed by Reiman Gardens to understand so they can make the needed changes with little difficulty.

2.3 Technology Considerations

There are many possible ways of handling the way to program the game and how to run the data transfer. The use of stronger languages is preferred for future upgrades and additions.

2.3.1 Software language“Build an Insect” will be implemented using Java programming language, with perhaps C++ as an alternative. The use of Flash might also be used to implement an animated sequence with the completed insect in the chosen environment.

2.3.2 Data TransferAs mentioned previously in the constraints considerations, anyone who has internet access, regardless of connection type and speed, can enjoy the game. This is an aspect that might be worked out if there is enough time.

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2.4 Technical Approach Considerations

An initial, smaller prototype of “Build an Insect” will be created first as a visual map of how the game will look and function through certain user actions, but will not be the actual scripted project. With the approval from the client for the prototype, an initial version of the game with fewer options for insect parts selections will be created to simplify the process in the beginning and allow the initial testing to run quicker since the number of possible combinations is less. The initial program will have four or five different options for wing-type, leg-type, mouth-type, and the habitat in which the insect will be tested. The images of the options for each characteristic will be hand drawn, scanned into a computer, and then edited to fit the exact needs for the program. The program created should be object oriented and dynamic to help create an easy-to-manager game. This will allow upgrades and improvements to the program to be simpler to accomplish. Also, the user interface will be GUI-based and run with an appealing Flash concept that will increase the enjoyable experience of the user while playing with the game. More characteristics, such as body-type and color, will be added after the initial version of the program has been approved by Nathan Brockman and Professor Clive Woods. Also, more options for each characteristic will be added as well. There will be an option created that will allow the user to name and print out the insect created and there will be another option that will make it possible for the user to email an image of the insect to a friend. After getting the approval of Nathan Brockman and Professor Clive Woods, the program will be linked and run on the Reiman Gardens website.

2.5 Testing Requirements Considerations

Most testing will be done by the members of group MAY05-37 on the piecing together of the various insect parts and on insect-environment interaction. Insect parts need to be able to fit together well despite differences in characteristics such as body size (i.e. long and skinny body vs. round body). The final insect created by a user needs to look somewhat like an insect without separations between body parts where they shouldn’t be.

As for insect-environment interaction, an insect’s survival in an environment needs to make sense. Since the final insect created by a user will probably be a combination of several different insect parts, a created insect that has more of its body parts from insects that survive well in a given environment should also have a fairly high chance of survival in the same given environment.

The program will also be tested in the computer environment in which “Build an Insect” will run so to make sure the game runs properly in production.

2.6 Security Considerations

The client has not expressed concerns on competitors learning of the project. However, the game should not be able to be modified by unregistered outside sources as mentioned previously under functional requirements.

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2.7 Safety Considerations

The “Build an Insect” game should be thoroughly checked for fatal errors and viruses before launching the program on Reiman Gardens’ website. Since the website is accessible by anyone with Internet access, it is important that the game content is suitable for all audiences.

2.8 Intellectual Property Considerations

The team needs to check that any algorithm that may be used in the design of the game is not owned by anyone.

2.9 Commercialization Considerations

The product will be a non-profit game on the Reiman Gardens website. The game will also serve as a means of attracting more people to visit the website.

2.10 Possible Risks and Risk Management

The possible loss of team members while working on the project is a risk that can be offset if well-written documentation is maintained during the course of the project. A greater risk is the project’s complexity. The coding needs to be written and commented well to make it easier for future modifications after completion of the project. Combining the different insect parts might be difficult or inaccurate, posing another risk, which will provide a lower quality representation of created insects. Inaccurate piecing together of insect parts can be offset with thorough testing.

If the prototype is not accepted by the client, then the team will need to gain more information from the client on what worked and what did not fit the vision he had for the end-product. A new prototype will be created based on the client’s critique. If the new prototype does not fit the client’s needs, then the same steps will be repeated until the client is satisfied with the possible end-product projected by the prototype.

If the initial version of the program does not function properly or if an uncorrectable error is found, then the group, with help from Professor Woods, must rethink of how to bypass or correct the problem without changing the end-product. If the programming language is at fault, then the language must be changed if there is no workaround possible.

2.11 Project Proposed Milestones and Evaluation Considerations

Each part of the project process will have its milestone as shown in Table 2.1 on page 8.

The first milestone will be an approved project design and definition by the group and the client. From there, the second milestone will be the technological considerations and selections for the project before any programming can be done. With the knowledge of which programming language and software to use, the group will decide on the design of the end-product and then

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create a prototype from the design. After the client gives the approval for the prototype, the first version of the project will be created and tested until the end-product is completed. After the client gives the approval of the final end-product and the end-product has been implemented onto the Reiman Gardens website, the documentation will be completed.

Table 2.1 Milestones and Relative Importance Number Milestone Overall Importance1 Problem Definition High2 Technology Considerations and Selection Medium3 End-Product Design High4 End-Product Prototype Implementation Low5 End-Product Testing High6 End-Product Demonstration High7 End-Product Documentation Medium

2.12 Project Tracking Procedures

The team will keep record of estimated and actual time spent of different parts of the project. Milestones will be discussed during weekly meetings and revised as needed. Milestone deadlines will be estimated as work is started on each. If the basic game is finished ahead of time, more options, such as a wider variety of insect parts to choose from, will be added.

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3. Statement of Work

Task 1 – Problem DefinitionTask Objective: To define the problem according to the subtasksTask Approach: The team will meet and discuss with the advisor and the Reiman Gardens contact to determine any specifics they would like to see included in the final game. Task Expected Results: The team will create a preliminary project description.

Subtask 1a – Project Definition CompletionSubtask Objective: To complete the problem definition.Subtask Approach: The team will receive the necessary information from the Reiman Gardens contact on different insects and their various parts. The team will research different software languages and any existing applications that are similar to the concept of “Build an Insect”. Meetings will be conducted to allow team members, advisor, and Reiman Gardens contact finalize a problem definition for the project.Subtask Expected Results: The team will write a problem definition that will be used while working on the project.

Subtask 1b – End-User(s) and End-Use(s) IdentificationSubtask Objective: To determine end users and how the application is to be used.Subtask Approach: The team will meet and determine possible users with the help of the advisor and the Reiman Garden contact, who will also help the team better understand how Reiman Gardens hopes to use “Build an Insect”.Subtask Expected Results: The team will have a better idea of how the application should be implemented after understanding who the end-user(s) are and the expected end-use(s).

Task 2 – Technology Considerations and SelectionTask Objective: To consider technical solutions and how the technology options will be researched and chosen for the project.Task Approach: The team will list possible technologies that may be applied to the project.Task Expected Results: The team will determine the technologies to use for creating the final product based on relevance and applicability.

Subtask 2a – Identification of Possible TechnologiesSubtask Objective: To determine what types of programming languages could be used for creation of the desired final product – the “Build an Insect” game.Subtask Approach: Team members will research some of the various programming language and other types of technology applicable to the project.Subtask Expected Results: The team will have a list of possible technologies that can be applied to the project.

Subtask 2b – Identification of Selection CriteriaSubtask Objective: To determine selection criteria based on previously mentioned constraints.Subtask Approach: From the list of possible technologies, each technology will

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be evaluated according to the constraints.Subtask Expected Results: The team will have a final implementation decision based on the evaluation of the various technologies.

Subtask 2c – Technology SelectionSubtask Objective: To determine what technology to use to create the project successfully.Subtask Approach: The team will select technology based on research of similar websites and discussion with client.Subtask Expected Results: The team will have a selected technology for creating the project that meets the client’s needs and is user-friendly.

Task 3 – End-Product DesignTask Objective: To identify design requirements and create design plans for the game and include proper documentation.Task Approach: The team will meet weekly with the team advisor, and with one another and the client as needed, to create an end-product design. Task Expected Results: The team will create a design that has Reiman Gardens’ approval.

Subtask 3a – Identification of Design RequirementsSubtask Objective: To determine design requirements that must be met to assure completion of a successful project that meets the client’s and intended end-users’ needs.Subtask Approach: Design requirements will consist of information provided our client and information gained from the team’s research and data collection.Subtask Expected Results: The team’s design requirements will consist of aspects that meet the client’s and intended end-users’ needs.

Subtask 3b – Design ProcessSubtask Objective: To work on designing the end product during the team’s weekly meetings and as needed outside of the routine meeting time to do further planning as a team and for communication with our client to reach an end-product design that meets the client’s needs and expectations. Subtask Approach: Team members will meet weekly and as needed with one another and the client to determine a working end-product design.Subtask Expected Results: The team will have an end-product design that will help direct the team during the implementation phase and that meets the client’s needs and expectations.

Subtask 3c – Design DocumentationSubtask Objective: To document as necessary during the design process so that the team, advisor, and client know where the project stands and where it is headed to minimize setbacks.Subtask Approach: Team members will have access to the current status of the end-product design. The advisor and client will also be able to access the information as needed during the project’s duration.Subtask Expected Results: The team will have well-maintained records of the

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project for future reference.

Task 4 – End-Product Prototype ImplementationTask Objective: To address limitations and implement the game according to the team’s design plans. Task Approach: The team will design the game as determined in the design plans. Task Expected Results: The team will create a working prototype of the game.

Subtask 4a – Identification of Prototype LimitationsSubtask Objective: To determine prototype limitations, that will include the previously mentioned constraints, and deal with them throughout the design process.Subtask Approach: Previously mentioned constraints and limitations will be dealt with throughout the design process. Constraints and limitations that weren’t addressed will be dealt with as they appear.Subtask Expected Results: The team will deal with limitations and constraints that occur during the design process.

Subtask 4b – Implementation of Prototype End ProductSubtask Objective: To implement a working prototype for testing purposes.Subtask Approach: The team will implement the end-product prototype according to the established end-product design.Subtask Expected Results: The team’s end-product prototype will by implemented within a controlled environment.

Task 5 – End-Product TestingTask Objective: To verify that the game solves the defined problem through test planning, testing, and evaluation of test results.Task Approach: The team will test the end-product by creating test cases and comparing the test results against expected results.Task Expected Results: The team will have a game that solves the defined problem.

Subtask 5a – Test PlanningSubtask Objective: To plan test cases according to the expected results of the client-approved end-product design.Subtask Approach: Test case planning will likely begin before the end-product prototype implementation and continue throughout the project development process.Subtask Expected Results: The team will have test cases that effectively test the end-product.

Subtask 5b – TestingSubtask Objective: To test the end-product. Subtask Approach: The team will test the end product from the Reiman Gardens website, which is where the game will be linked.Subtask Expected Results: The team will receive test results that can be further researched for improvements in the product design.

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Subtask 5c – Test Results EvaluationSubtask Objective: To evaluate results concluded from testing. Subtask Approach: The team will evaluate test results by comparing them with expected/desired results and confirm the effectiveness of the product by meeting with advisor and client. Subtask Expected Results: The team will be able to draw conclusions, from the test results and feedback, regarding where modifications to the product can be made.

Task 6 – End-Project DemonstrationTask Objective: To verify that the game meets the necessary functions and requirements of the client.Task Approach: The team will plan and perform a demonstration of the end-product and receive evaluations from advisor and client. Task Expected Results: The team will demonstrate product to advisor and client and receive approval of the final resulting game.

Subtask 6a – Demonstration PlanningSubtask Objective: To plan how the product will be demonstrated to advisor and client.Subtask Approach: The team will plan meeting time(s) with advisor and client during which the end-product can be demonstrated. Length of meeting will be taken into consideration and product features and functions will be demonstrated based on level of importance during the available time. Level of importance will be determined based on aforementioned assumptions and limitations, functional requirements, end-product design, and product aspects stressed by client.Subtask Expected Results: The team will have a list of product features and functions to demonstrate and that may be demonstrated if time permits.

Subtask 6b – DemonstrationSubtask Objective: To demonstrate the main features and functions of the end-product to advisor and client.Subtask Approach: The team will arrange time(s) to meet with advisor and client to demonstrate the product’s features and functions as they correspond to the aforementioned assumptions and limitations, functional requirements, and end-product design.Subtask Expected Results: The team will have demonstrated a working end-product to advisor and client.

Subtask 6c – Demonstration EvaluationSubtask Objective: To evaluate whether or not the demonstration satisfies the needs of the client.Subtask Approach: The team will receive feedback from advisor and client to determine whether the product still needs further improvement, could have add-on features that weren’t considered before, or is fine as is.Subtask Expected Results: The team will be able to improve on the product and

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ensure client satisfaction based on feedback from the demonstration.

Task 7 – End-Project DocumentationTask Objective: To create documentation that summarizes work done on the game.Task Approach: The team will create any necessary help files, tutorials, and support documentation needed to accompany the game.Task Expected Results: The team will produce documentation that details aspects of the game.

Subtask 7a – Create End-User DocumentationSubtask Objective: To create end-user documentation that so Reiman Gardens can appreciate and benefit from research and designing done throughout the project.Subtask Approach: The team will create documentation explaining how the product was implemented, mention any assumptions and limitations associated with the product, and provide guidance for new users of the product.Subtask Expected Results: The team will create documentation that explains in more detail the focus of the product and its end use(s).

Subtask 7b – Create Maintenance Support DocumentationSubtask Objective: To create documentation to help with possible future updates to the product.Subtask Approach: The team will sufficiently comment code during the project’s duration and include support documentation. Documentation will include information that helps explain how the product was created and the different functions of various parts of the code in more detail so future changes can be made to the existing code with more ease.Subtask Expected Results: The team will provide well-commented code and a maintenance support manual that cover information relevant to the function of the end product and how it may be updated.

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4. Estimated Resource RequirementThese tables give an estimate of the time and money required to finish the project.

4.1 Personal Effort Requirements

An initial personal effort budget plan is shown below in Table 4-1. The team will attempt to meet these estimated hours as closely as possible, but it is possible that this will not be attainable.

Table 4-1. Estimated Personal Effort HoursNames Task 1 Task 2 Task 3 Task 4 Task 5 Task 6 Task 7 Totals

Chiang Wun-Pu 2 3 18 55 26 12 3 119

Jan Bonnie Lynn 4 6 22 62 32 8 3 137

Nystrom Steve J 4 5 24 58 29 9 3 132

Smith Kristopher K

2 4 26 65 31 10 3 141

Totals 12 18 90 240 118 39 12 529

The following table, Table 4-2, shows both the Estimated Personal Effort Hoursfrom Table 4-1, and other financial requirements of the team. Other financial needs such as the team’s project poster and a labor estimate will be provided by the client.

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4.2 Financial Requirements

Ideally, all hardware would be donated or sponsored. It has been included as a possible cost.

Table 4-2. Financial BudgetItem Non Labor LaborMaterials:     Prints $25   Poster $50   Software fees $125  

Subtotal $200       

Labor at $25.00 per hour:    Chiang Wun-Pu   $3,450Jan Bonnie Lynn   $3,900Nystrom Steve J   $3,775Smith Kristopher K   $4,000

Subtotal $200 $15,125Total   $15,325

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5. Schedules

For a successful project, the team must have a schedule and adhere to that schedule. The next section lays out a proposed project schedule. In weekly team emails, the team will comment on where the status of the project compares to the projected plan.

On the following page is a projected schedule for this project. It will be used to determine if the project is on, behind, or ahead of schedule.

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6. Closure MaterialThe following is a list of people involved in the project along with their contact information.

6.1 Project Team Information

Client Information

Reiman GardensNathan BrockmanEntomologist Insect Rearing SpecialistAddress:

1407 Elwood DriveAmes, IA 50011

Phone: 515-294-8449

E-mail:[email protected]

Faculty Advisor Information

Professor Clive WoodsElectrical and Computer EngineeringAddress:

2128 Coover HallAmes, IA 50011-3060

Phone:Office: 515-294-3310Fax: 515-294-8432

E-mail:[email protected]

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Student Team Information

Wun-Pu ChiangComputer EngineeringAddress:

3121 Buchanan HallAmes, IA 50013

Phone:Home: 515-572-6218Cell: 563-299-1537

E-mail:[email protected]

Bonnie L JanComputer Engineering / Animal EcologyAddress:

4235 Frederiksen CourtAmes, IA 50010

Phone:Home: 515-572-7772Cell: 515-451-5211

E-mail:[email protected]

Steve J NystromComputer EngineeringAddress:

815 Miller AveAmes, IA 50014

Phone:Home: 515-231-8953Cell: 515-290-4558Work: 515-294-5496

E-mail:[email protected]

Kristopher K SmithComputer Engineering / Electrical EngineeringAddress:

1334 Frederiksen CourtAmes, IA 50010

Phone:Home: 515-572-7702

E-mail:[email protected]

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6.2 Closing Summary

Reiman Gardens is looking to provide more educational material on their website (http://www.reimangardens.iastate.edu) in a manner that would be enjoyable for the end user to play/use, but at the same time provide learning about insects. “Build an Insect” will be a game that gives any user the ability to create an insect by selecting a variety of attributes and body parts from a variety of insects and then assembling them to create a brand new insect. After creating the insect, the user would then be able to test this insect in a variety of environments to see how well their creation survives in a specific habitat. If the insect created by the user dies or unsuccessfully goes through a certain environment, the game would inform the user of the reasons, such as weak and brittle wings are useless in windy conditions. The objective of this game would be to increase the user’s interest in insects and the special attributes that make them one of the most success animals on the planet.

The main parts of the game for the Reiman Gardens website will be written in Java so that a useable graphical user interface can be implemented without needing to install any extra software into the servers currently used by Reiman Gardens. The user will see grids of thumbnails for each body part to be selected. The thumbnails for each body part option will have already been created through an image editor, such as Paint. The user should be able to simply move the mouse pointer over the option wanted and click on the thumbnail to select it. Each body part option will have an array of numbers that rank its usability it certain habitats to help score the successfulness of insect in a certain environment. When the user has made a selection for each body part, the program will piece the parts together to create the full image of the insect created by the user’s choices. After approving of the final product, the user can choose an environment for which the insect can be placed. Depending on the values of each body part, the newly created insect can have a variety of results—ranging from dying in a few days to thriving successfully. There will be an animated sequence with the insect using Flash to show how the insect adapts to the environment it was placed. If the insect does not survive the environment, the user can read information explaining why that was so, like the insect’s head was too big or the legs were not meant to such extreme temperatures. Once the insect’s run through an environment is completed, the user will be give options to name their insect, write a story about their insect, send an image of their insect through e-mail, or print out a snapshot of their insect. The user will also be asked to fill out a log-in form to record the names of people who used the website and their opinions of the game.

The final product should be a fun and educational game to be used on the website of Reiman Gardens and run on their servers. The final code for the game will also be programmed in a manner to make it easier to upgrade for future additions or updates by other managers of the game and website.

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6.3 References

http://java.sun.com/, Sun Microsystems, Inc.

http://www.w3schools.com/, Refsnes Data

Introduction to Insect Biology and Diversity, by Howell V. Daly, John T. Doyen, and Alexander H. Purcell, III. Oxford University Press, 1998

The Java Programming Language, Third Edition by Ken Arnold, James Gosling, and David Holmes. Addison-Wesley, 2000, ISBN 0-201-70433-1

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