IS480 Team wiki: 2009T2 VINS
- 1 Project Overview
- 2 Our Project Progress
- 2.1 Preparation (15 Nov 2009 - 31 Dec 2009)
- 2.2 Week 1 (4 Jan 2010 - 10 Jan 2010)
- 2.3 Week 2 (11 Jan 2010 - 17 Jan 2010)
- 2.4 Week 3 (18 Jan 2010 - 24 Jan 2010)
- 2.5 Week 4 (25 Jan 2010 - 31 Jan 2010)
- 2.6 Week 5 (1 Feb 2010 - 7 Feb 2010)
- 2.7 Week 6 (8 Feb 2010 - 14 Feb 2010)
- 2.8 Week 7 (15 Feb 2010 - 21 Feb 2010)
- 2.9 Week 8 (22 Feb 2010 - 28 Feb 2010)
- 2.10 Week 9 (1 Mar 2010 - 7 Mar 2010)
- 2.11 Week 10 (8 Mar 2010 - 14 Mar 2010)
- 2.12 Week 11 (15 Mar 2010 - 21 Mar 2010)
- 2.13 Week 12 (22 Mar 2010 - 28 Mar 2010)
- 2.14 Week 13 (29 Mar 2010 - 4 Apr 2010)
- 2.15 Week 14 (5 Apr 2010 - 11 Apr 2010)
- 2.16 Week 15 (12 Apr 2010 - 18 Apr 2010)
- 3 Meeting Minutes & Other Documentations
Our team is developing the Proof-of-concept project on “Customers Fact Finding through Multi Touch Gaming”. It is a Microsoft Surface Application that allows Standard Chartered Bank (SCB) to obtain facts and analyze their customers’ dreams through gaming. The application will help to entertain the customer when queuing, educating them on some basic financial knowledge and at the same time present Standard Chartered products and services to the customer.
The target user of the application is the public customer therefore the Surface has to be placed in one of the retail branches of Standard Chartered’s.
At the beginning of the game, the players have to enter their queue number and their desired financial state of freedom. Throughout the game, the players will face the set of random financial obstacles where they can tackle by utilizing Standard Charterer’s financial products and services.
The length of the game would be limited to around 3 to 5 minutes and when the game is over, the system would prompt the customer to then go to the designated counter so as to process their initial requests. The bank personnel would then retrieve the analysis of the game through the database and use it as a recommendations and selling instrument.
In order to add value to the application, customers are asked to fill up a survey at the end of the game. This is a marketing tool for SCB to promote their existing and future products. The bank personnel will be able to configure both the game and the survey through the user interface at the back end system that the team has created for them.
iLab is always famous for its innovation. Our team is looking for a memorable experience and learning a new technology when doing our final year project.
Our team chooses Multi-touch technology on Microsoft Surface over the normal web application due to the following reasons:
• Microsoft Surface helps to improve customer’s experience with the bank in a natural, simple, intuitive by direct interaction. Customer can actually “grab” their finance with their hands – interacting with content by touch and gesture.
• Microsoft Surface allows multi-touch and multi-user (couples, family) to see and interacts with objects placed on the screen at the same time. The result is a fun, social and exciting computing experience.
Client: Mr. Evan Kong Tian Cherng Position: Technology Analyst of Standard Chartered Bank Involvement: Provide user requirements and feedbacks for the application Oversee the project development
Supervisor: Prof. Ori Sasson Position: Assistant Professor of Information Systems Involvement: Advise and supervise the project team
Sponsor: iLab@SMU Representative from iLab: Ms Koh Lian Chee Position: Manager of Standard Chartered iLab@SMU and SMU Instructor Involvement: Provide technical and software assistant to Team VINS.
Users: Customers of Standard Chartered
• To build an application that allows customers of Standard Chartered Bank to access to new technology and at the same time learn about the bank products and services in a natural, simple, intuitive and fun way.
• To equip users with some basic financial knowledge during their waiting time in the queue
• To help Standard Chartered Bank keeps their competitive technology advantages and attracts more public audience
• To enable Standard Chartered Bank track and analysis of customer behavior when using the multi-touch table
List of Deliverables
The following are the list of overall deliverables:
• Completed Microsoft Surface application:
- A natural, simple, intuitive and fun game that allows the Standard Chartered retail branch to attract public audience
- The application is ready to be deployed on the Multi-touch Table from Start Go
- The application is compliant with bank theme and logo
• User Manual
Features & Functionalities
Below outlines the key features and functionalities of the application:
• The application should exude a stylish, fun, yet clean feel which allows attracting public users and should load within a reasonable amount of time.
• The application should allow user to easily play it with a guide wizard. Availability
• The system should be able to withstand a lot of disruption during game play like players entering or leaving the game. It must not lag during this concurrent activities as it may turn off the customers who are currently playing.
• Enter Name: Customers can enter their details like name, occupation and income before the game starts
• Personalization : The game will then address the user by his name and set a suitable game environment for the user
• Select financial goal: Customers will be prompted to choose their desired state and age of financial goals or freedom. They can select their desired financial income for retirement and even specific assets they wish to own by that time i.e. luxury car, bungalow.
• All the information above would then be stored as a session for future use
Display products and services
• Our system can store a database of Standard Chartered’s financial products and services information
• The game which generate random obstacles for the user will then provide the summary of specific financial products or services which the client can use to overcome that obstacle
• There is also a catalogue of all products and services which the client can browse through if he wishes to
• Collect core products: The player will try his best to collect the core products to maximize his credits.
• Collect boosters: The player will try his best to collect the boosters that will enhance the products that the user collected if any making the player to be more financially invincible.
• Collect freebies: The player will try his best to collect as many freebies to increase his score.
• View score: At any point of time in the game the player can view his score to compare his standing in the leader board.
• View help: At any point of time in the game the player can ask for help from the help menu to clarify his doubts in the game:
• View instruction: At any point of time in the game the player can view the instruction manual of the game so that he can know the objectives and the method of executing the game.
• The system has a list of many realistic financial obstacles like investment failures, new liabilities etc
• For each user the severity of the obstacle would be adjusted according to his financial state
• Throughout the game, obstacles would be randomly thrown to the user at the specific timings
• Leave game: At any point of time, the player may exit and whatever information the player entered would still be stored and sent to the designated bank personnel
Analysis generation after game session
• The system would create an analysis of the game in a PDF file format
• Analysis will include user’s profile, risk profile, products and services they utilized, mistakes they made in the course of the game, performance rating compared to other users and a detail recommendation of what he should have done.
• Recommendation will follow the good practice of financial standards set by the bank financial advisors
Submission of analysis to designated personnel • The system will send the analysis to the designated customer service officer via the local area network.
• CRUD products and services: This enables the admin personnel to make the necessary changes to their products if any so as to keep the customers in the game up to date.
• CRUD instructions and help menu: This enables the admin personnel to make the necessary changes to the instructions and help menu if there are consistent questions ask by the users of this game
• View Log File: This enables the admin to study the analysis of the game being utilized or the peak period of the game so as to perform future appropriate business decisions.
• Change Monetary System: This enables admin to import this game overseas as they can easily change the settings of currency and etc.
Our Project Progress
This plan describes the breakdown of work, timeline and iterations, and resources required. The plan provides a basic execution description of the project based on current knowledge of the project.
Preparation (15 Nov 2009 - 31 Dec 2009)
- Meeting with iLab Coordinator (Lian Chee)
- Define Project Scope
- Meeting with client (Evan)
- Define Project Requirement
- Work Breakdown Structure / Gantt Chart
- Use Cases
- Database Design
- Class Diagrams
- Update project schedule
- Submission of draft proposal
Week 1 (4 Jan 2010 - 10 Jan 2010)
- Submission of Final Proposal
- Update project schedule
- Start of our 2 identified metrics. We will plan our measurement activities carefully using 2 identified metrics because they can take significant early effort to implement and the payoff will come over time. Updates of the 2 metrics will be done every week.
1st Metric: Progression Metric
Goal: To track and measure our progress throughout the project.
- What is the estimated time spent on the project deliverable per week according to our project scheduling?
- What is the actual time spent on the project deliverable per week?
2nd Metric: Well - Digression Metric
Goal: To reduce digression in meetings so as to be more efficient.
- How long is our FYP meetings held?
- How long did we digress by talking about totally unrelated or unproductive topics during that meeting?
Team members will update our individual files by Sunday noon and the Project Manager will compile and update the Master copy file by Monday noon.
Week 2 (11 Jan 2010 - 17 Jan 2010)
- Proposal graded by Prof Ben received.
- Research on C# and XAML framework
- Design first prototype
Week 3 (18 Jan 2010 - 24 Jan 2010)
- Start 1st phase of coding
- Successful deployment of first prototype codes to Microsoft Surface
- Meeting with Client on Friday to discuss about business value of the CRM system and general game flow of the game
Week 4 (25 Jan 2010 - 31 Jan 2010)
- Re-define the database structure with current flow of CRM
- Continuation of 1st coding phase
- Separated the template into Model-View-Controller format
- Development of game Functions: Game Panel Navigation and Random Dispenser
- Adjust the new template's CSS and background
- Uploaded updated codes to team's subversion
- Meeting with Supervisor on Friday on discussion about project progress
Week 5 (1 Feb 2010 - 7 Feb 2010)
- We managed to CRUD (create, read, update, delete) to sql express database through Microsoft Visual C# 2008 Express Edition
- We changed the UI of application to make it more user-friendly and be able to attract the massive audience
- Continuation of development for Random Dispenser
- Integration of Player Navigation and new UI
- Dreams are made configurable which means it read from database
- Meeting with Client on Friday to refine the CRM flow and discuss about any changes on business requirement
Week 6 (8 Feb 2010 - 14 Feb 2010)
- Continuation of development for ability to collect different items of player
- Development of creation nuisance character
- Development of user quit game and save result to the database
- Worked on and submitted Mid Term Reflection to Supervisor and reviewer
- Meeting with Supervisor to get advice on technical challenge
Week 7 (15 Feb 2010 - 21 Feb 2010)
- After preparing and submitting the midterm review, the team now had a better sense of the direction of the project and what is expected from each member for the next upcoming weeks. With the team slightly behind time, the team is reexamining the importance of each task so as to better prioritize the outstanding tasks and reshuffle resources accordingly.
- The team will also be using the term break period to catch up on the project milestones which have not been completed previously.
- Client was away during this week so the team will have the short meeting with him to get the feedbacks about the project next week.
Week 8 (22 Feb 2010 - 28 Feb 2010)
- Team had the full 10-hr duration for each of the 3 days we met to concentrate fully on our application
- Continuation of development for Creation of nuisance character
- Creation of marketing survey
- Code Compilation + Integration
- Meeting with Client on Friday for project progress
Week 9 (1 Mar 2010 - 7 Mar 2010)
- Team is still behind schedule so we need to put more efforts to the project
- Development of view statistics in admin system
- Development of view chart in admin system
- Code Compilation + Integration
- Client would like to have better UI
Week 10 (8 Mar 2010 - 14 Mar 2010)
- CRUD for marketing survey in Admin System
- Creating of new UI
- Send new UI to client through email to get his feedback
Week 11 (15 Mar 2010 - 21 Mar 2010)
- Extreme coding during weekend
- Continuation of development of new UI
- Client gave more feedback on the UI during client meeting
- Team took photos with client for the project poster
Week 12 (22 Mar 2010 - 28 Mar 2010)
- Extreme intensive testing and debugging on Friday from 10am to 6pm and Sunday from 10am to 7pm at UPL.
- Prepare Team's Poster and send them to Prof Ben. They will hand IS480 posters in UPL.
- Asked Client for a UAT (User Acceptance Test) this Friday, at 4.30 pm.
Week 13 (29 Mar 2010 - 4 Apr 2010)
- The team has conducted the UAT last week and is currently working based on the feedback to make the system more intuitive and user friendly.
- The team continue with Intensive Testing and Debugging
- Team start to prepare Final Report, Powerpoint slides, business requirement doc for Client and any other documentations to be submitted to Client and final submission to school by Sunday (18 Apr)
Week 14 (5 Apr 2010 - 11 Apr 2010)
- Continuation of Final Presentation Powerpoint slides
- Final presentation is on 9 Apr 2010 (Friday) at 3.00pm, UPL
Week 15 (12 Apr 2010 - 18 Apr 2010)
- - Exam period -
- Continuation of Final Repor, business requirement doc for Client and any other documentations to be submitted to Client
- Project has been submitted to Supervisor and Reviewer on Sunday!!! =D