Online TV Music Channel Essay Project Lifecycle Methodologies Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments University of Westminster
Jan 14, 2015
Online TV Music Channel
Essay
Project Lifecycle Methodologies
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments University of Westminster
Online TV Music Channel - Project Lifecycle Methodologies
2
Table of Contents
Page
Overview 3
Introduction 4
Lifecycle 6
Waterfall Methodology 7
SSADM 8
UML 10
RAD 11
DSDM 13
Evolutionary Methodology 14
Throwaway Prototyping 15
Conclusion 16
Reference List 17
Bibliography 18
Appendix A 19
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
3
Overview
This essay presents a commercial multimedia project environment and
discusses the importance of using a project lifecycle Methodology to redesign
and extent it. In this essay, I discuss who are the stakeholders and their
importance to the project, project lifecycle, methods for large projects (Waterfall,
SSADM and UML) and prototyping methods (RAD, DSDM, Evolutionary and
Throwaway prototyping). Finally, I conclude what should be the size of my tem
and which methodology is better to use for the project to be successful.
The project consists of an online TV music channel which content can be
broadcasted online through a computer or a mobile device.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
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Introduction
This project presents a commercial multimedia environment that consists
of an online TV music channel which content can be broadcasted online through
a computer or mobile devices such as Apple iPhone, Android G1, Samsung i780,
HTC Diamond, HTC Touch Cruise and ATT Tilt (but this will be subject to further
study).
The channel will broadcast video clips from unsigned electronic
bands/artists and djs, festivals and other electronic music events from 3 capitals
of Europe: London, Lisbon and Madrid, and interviews from the artists.
For the content to be broadcasted the user needs to install first a plug-in
before start using the service, preferably our own plug-in which is own file format
but I do not discard the possibility in using plug-ins from third party companies
such as Sopcast, TVU Networks and Veetle Networks, just to name a few. It
would be useful for promoting the TV channel anyway.
The artists can submit the files through a submission form in .mp4
and .mov file formats which will be converted into our own video format
automatically or by a member of our team.
So, who are the stakeholders?
This is a very difficult question to answer because it will depend on the
project but what it should seek is adjectives like power, responsibility and
influence. Some times power equals to authority that usually is the budget holder
but that is not our case. Note that the more people who have input on a stage,
the more changes there will be in the project as a result.
Doing an external analysis of who should be my stakeholder, I decided to
include independent artists, record labels, mobile companies and music fans.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
5
Regarding an internal analysis the stakeholders are the project manager,
a computer programmer and in a later stage of the project a graphic designer to
discuss the graphical aspects of the interface.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
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Lifecycle
The project lifecycle consists of four stages, initiation, planning execution
and closure.
Initiation involves starting up the project, by documenting a business case,
feasibility study and terms of reference, appointing the team and setting up a
project office if necessary.
Planning involves setting out the path and direction of the project by
creating a project plan, resource plan, financial plan, quality plan, acceptance
plan and communications plan.
Execution involves building the deliverables and controlling the project
delivery, scope, costs, quality, risks and issues.
Closures involves twisting-down the project by releasing staff, handing
over deliverables to the costumer, if there is one, and complete a post-
implementation review of the project.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
7
Waterfall
The waterfall method is the oldest and the traditional approach to project
methodologies. It consists of discontinuous phases and the classical system
development model (there are a few variances of the waterfall method) consists
of creating a concept and research for the project requirements. After that, we
enter into the design phase which includes a detailed design phase, the
development stage of the concept, testing phase and the final phase of a
waterfall methodology, the implementation phase.
One of the strengths of using the waterfall methodology is that it minimizes
planning overhead since it can be done up front. Another one is its own structure
minimizes wasted effort, so it works well for technically weak or inexperienced
staff to finish the project.
For the other hand, waterfall methodologies are inflexible, only the final
stage produces a non-documentation deliverable and backing up to tackle
mistakes is difficult.
The waterfall method performs well for products with clearly understood
requirements or when working with well understood technical tools, architectures
and infrastructures. Its weaknesses frequently make it inadvisable when rapid
development is needed. In those cases, other models may be more effective.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
8
SSADM
An SSADM methodology stands up for Structured Systems Analysis and
Design Method. It was developed in the early 80s for system analysis and
application design and was widely used for governmental computing projects in
the United Kingdom.
SSADM consists of a combination of text and diagrams throughout the
whole lifecycle of a project. The philosophy implemented on SSADM
methodologies falls into 3 different techniques of modelling: Logical Data
Modelling, Data Flow Modelling and Entity Behaviour Modelling.
The first consists of indentifying, modelling and documenting the data
requirements of the system being design. The data is separated into entities
(recorded information) and relationships between the entities.
Data Flow Modelling is the process of identifying, modelling and
documenting how data moves around. It examines processes that transform data
from one form to another, data storage, external entities (what sends data into a
system or receives data from the system) and data flows.
The third technique, Entity Behaviour Modelling, is the process of
identifying, modelling and documenting the events that affect each entity and the
sequence in which these events occur. (1)
The SSADM classical system development model comprises five stages:
feasibility study, requirements analysis, requirements specification, logical
system specification and physical design.
The feasibility study analyses the business area to determine whether a
system can cost effectively support to the business requirements.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
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Requirements analysis study the requirements of the system to be
developed are identified and the current business environment is modelled in
terms of the processes carried out and the data structures involved.
Requirements specification identifies detailed functional and non-
functional requirements and introduces new techniques to define the required
processing and data structures.
Logical system specification produces technical systems options to update
the logical design, enquiry processing and system dialogues.
Finally, the physical design stage implements a physical database design
and creates a set of programme specifications using the logical system
specification and the technical system.
SSADM methods, like other methods, have their own weaknesses. It
adopts a structures, rigorous, project led approach to the development of data
structures and processes that fails to recognise that data structures are largely
stable and many processes dynamic. Also, the requirements will not change
during the development of a project and following each step can be time
consuming and there may be a considerable delay between initiation and
delivery of a project. (2)
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
10
UML
Unified modelling language is a modelling syntax aimed primarily at creating
models of software-based systems, but can be used in a number of areas, for
example for business modelling and design of web-based applications. It is a
method of syntax only, it tells what model elements and diagrams are available
and the rules associated with them. It can be used to model almost anything and
it is designed to be user extended to fill any modelling requirement. UML is
process independent, meaning the process by which the models are created is
separate from the definition of the language but needs a process in addition to
the use of UML itself. It leaves plenty of space for tool creators to be creative and
add value to visual modelling with UML. It is well documented and its notation
guide is available as a reference to all the syntax available in the language.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
11
RAD
Now let’s have a look in prototyping methods used in large and small
projects such as RAD, DSDM, Evolutionary and Throwaway prototyping.
Rapid application development projects call for the interactive use of
structured techniques and prototyping to define user’s requirements and design
the final system. It involves an iterative development, construction of prototypes
and structured techniques which build preliminary data models. Than prototyping
will help the analyst and users to verify those requirements and to formally refine
the data and process the models. a
It comprises four stages: planning, design, construction and
implementation. The planning stage consists of a review of the areas
immediately associated with the proposed system. This review produces a broad
definition of the system requirements in terms of the functions the system will
support. It delivers an outline system area model of the study, a definition of the
scope and cost justification of the system.
The design stage consists of a detailed analysis of the business activities
related to the proposed system. Stakeholders define entity types associated with
the system and following the consequent analysis, the design of the system is
outlined and prototypes of critical procedures are built and reviewed. On the
construction stage, a small team of developers finalizes the design and builds the
system using a design-and-build steps in which the users have the opportunity to
fine tune the requirements. The construction stage also delivers documentation
and the necessary instructions necessary to operate the application, routines and
procedures needed to put the system in action.
a See slide number 18 at the Appendix A
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
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The implementation stage involves implementing the new system and
managing the change from the old system environment to the new one. This may
include implementing bridges between existing and new systems, converting
data and training users. User acceptance is the end point of the implementation
stage. (3)
One of the positive aspects of using RAD methodologies on a project is
that it promotes a strong collaborative atmosphere and gathers the requirements
in a dynamic way. Another one is that the business owner actively participates in
the prototyping process, writing and performing test cases. It suits interactive
projects.
For the other hand, RAD is not suitable for real-time, safety-critical or
other applications where functional requirements have to be fully specified
because RAD systems have a dependency on strong cohesive teams and
individual commitment to the project, because success depends on disciplined
developers and their exceptional technical skills and the decisions relies on the
functionality and less on centralized engineering authority.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
13
DSDM
DSDM projects boast the best supported training and documentation of
any of the prototyping methods. It favours the philosophy that nothing is built
perfectly the first time and looks to project development as an exploratory
challenge. The DSDM methodology focuses on 9 principles:
1. Active user involvement.
2. Enabled teams with authority to make decisions.
3. A focus on frequent delivery of products.
4. Using suitability for business purpose as the essential criteria for
acceptance of deliverables.
5. Iterative and incremental development to ensure convergence on
an accurate business solution.
6. Reversible changes during project development.
7. Requirements that are base lined at a high level.
8. Integrated testing throughout the lifecycle of the project.
9. Collaboration and cooperation between all stakeholders.
But DSDM methodologies have their weaknesses and one of them is that
it does not concentrate on the fundamental importance of corporate data
management and like SSADM fails to recognise that data structures are largely
stable and many processes dynamic.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
14
Evolutionary Methodology
Evolutionary methodology phases consist of multiple iterations of
requirements, gathering analysis, design and prototype development. When the
first iteration is finished, the result is analysed by the costumer and their
response creates the next level of requirements and defines the next iteration
and so on.
The strengths of using an evolutionary methodology is that costumers can
see steady progress. This is useful when requirements are changing rapidly,
when the costumer is reluctant to commit to a set of requirements, or when no
one fully understands the application area.
The weaknesses of using this method are that it is impossible to know at
the outset of the project how long it will take and there is no way of knowing the
number of iterations that will be required.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
15
Throwaway Prototyping
Throwaway prototyping is a technical mechanism to reduce project risk by
exploring critical factors to the project success. Usually, a practical
implementation of the system is produced to help discover requirements and
than discard them.
It can be used anytime and by any person on a project, individual projects
can realize some benefits by prototyping risky areas within their individual areas
of responsibility.
Its main risk is the inefficient use of prototyping time and not throwing it
away.
Then, the system can be developed using some other development
process.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
16
Conclusion
After researching about project methodologies, the first question that I
want to answer is if I go for a solo project or a large team? My team will consist of
6 people: 3 programmers, a graphic designer, a person to manage the database
and an accountant.
Regarding this project and evaluating the different methodologies
according to environment, cultural and technological development, we will use 3
different types of methodologies: Evolutionary methodology, rapid application
development and throwaway prototyping.
We will use the evolutionary methodology to delivery a working system to
the users. It comprises 2 principal different iterations, the development of the
plug-in and the implementation of the video format. The second iteration is the
development of the website that we will just start once the first iteration is finished.
The second methodology that we will use in this project is RAD because it
is suitable for interactive applications like ours, with clear functionality at the user
interface and a clear defined user group. We will use this method to create
prototypes to define user’s requirements and use structured techniques to build
the preliminary plug-ins. During the implementation of the plug-in and
development of the new video file format we will use the throwaway prototyping
to help discover requirements problems and for Testing the application.b
b See slide number 31 at the Appendix A
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
17
Reference List
(1) Webopedia. SSADM [Online]. Available at:
http://www.webopedia.com/TERM/S/SSADM.html
(2) Tim Hutchings. Chapter 4 - Introduction to Methodologies & SSADM[Online].
20 February 1996 [cited 2008 Nov 22]; Available at:
http://www.comp.glam.ac.uk/pages/staff/tdhutchings/chapter4.html#head7
(3) University of California. Rapid Application Development[Online]. 16 April 1997
[cited 2008 Nov 22]; Available at:
http://sysdev.ucdavis.edu/webadm/document/rad_toc.htm
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
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Bibliography CRaG Systems. The Unified Modelling Language - Part 1[Online]. 2004;
Available at: http://www.cragsystems.co.uk/ITMUML/
CRaG Systems. The Unified Modelling Language - Part 2[Online]. 2004;
Available at: http://www.cragsystems.co.uk/ITMUML/
Bennet S, McRob, S and Farmer R. Object-oriented Systems Analysis And
Design Using UML. Edition: 3rd Edition, Berkshire (UK): McGraw-Hill Education;
2006.
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel - Project Lifecycle Methodologies
19
Appendix A
Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments
Online TV Music Channel
Miguel Rodrigues Student Number: 11511645
2MIN504 - Commercial Environments
Overview
• The project consists of an online TV music channel which contentcan be broadcasted online with a computer or a mobile device like Apple iPhone or the new phone from google Android G1
• The channel will broadcast Video clips from unsigned bands, as well as festivals and other music events from 3 capitals of Europe: London, Lisbon and Madrid. As well interviews from the artists.
• For the content to be broadcasted the user needs to install first a plug-in (i.e. Preferably our own plug-in but we can use other plug-ins such as sopcast, TVU Networks, Veetle Networks and so on)
• The artists can submit the files through a submission form in .mp4 or .mov movie file formats and they will be converted to our own video format
Stakeholders
Stakehoders
Power
Responsability
Influence
= = Authority
Budget holderSometimes can be the
budget holder but not always
Note: It is very important to understand what and how to communicate to each of the key stakeholders, making them feel confortable with the project and how it is progressing.
Stakeholders
External AnalisysRecord Labels
Independent Artists
Consumers (music fans and mobile companies
Stakeholders
Internal Analisys
Programmer
Grafic Designer (in a later stage of the implementation of the project)
Lifecycle
Initiation Planning Execution
Closure
Methods for large projects (SSADM, UML)
WaterfallSSADMUML
Waterfall
This is the classical system development model
Concept
Requirements Design
Detailed design Development
Testing implementation
Waterfall
Strengths
• Minimizes planning overhead since it can be done up front.
• Structure minimizes wasted effort, so it works well for technically weak or inexperienced staff.
Weaknesses
• Inflexible
• Only the final phase produces a non-documentation deliverable.
• Backing up to address mistakes is difficult.
SSADM
Structured Systems Analysis and Design Method
developed in the early 1980s for systems analysis and application design widely used for government computing projects in the United Kingdom.
combination of text and diagrams throughout the whole life cycleof a system design
SSADM Tecniques
1.Logical Data Modelling
2. Data Flow Modelling
3.Entity Behaviour Modelling
SSADM
This is the classical system development model
Feasibility
Requirements Analysis
Requirements Specification
Physical Design
Logical System Specification
SSADM
Weaknesses
• Adopts a structured, rigorous, project led approach to the development of data structures and processes (fail to recognise that data structures are largely stable and many processes dynamic)
• requirements will not change during the development of a project
•Following each step of SSADM rigorously can be time consuming and there may be a considerable delay between inception and delivery (which is typically the first time the users see a working system).
UML
Unified Modeling Language
modeling syntax aimed primarily at creating models of software-based systems, but can be used in a number of areas.
UML
Syntax only - UML is just a language
Comprehensive
Language independent
Process independent
Tool independent
Well documented
It is a generic modeling language and needs to be adapted by the user to particular applications.
Features of UML Methodology:
Prototyping methods for large and small projects
RAD
DSDM
Evolutionary
Throwaway prototyping
RAD
RAD
prototypes
iterative development
structured techniques
involves
construction
merge
RAD - Stages
Planning
Implementation
Construction
Design
RAD
Pros
• Promotes strong collaborativeatmosphere and dynamic gathering of requirements
• Business owner actively participates in prototyping, writing test cases and performing unit testing
Cons
• Dependency on strong cohesiveteams and individual commitment to the project
• Success depends on disciplined developers and their exceptional technical skills and ability
• Decision making relies on the functionality and less degree of centralized engineering authority.
DSDM1. Active user involvement.
2. Empowered teams with authority to make decisions.
3. A focus on frequent delivery of products.
4. Using suitability for business purpose as the essential criteria for acceptanceof deliverables.
5. Iterative and incremental development to ensure convergence on an accurate business solution.
6. Reversible changes during development.
7. Requirements that are base lined at a high level.
8. Integrated testing throughout the life cycle.
9. Collaboration and cooperation between all stakeholders.
DSDM
DSDM does not concentrate on the fundamental importance of corporate datamanagement
DSDM adopts a dynamic, project led approach to both data structures and processes
Like SSADM fails to recognize that data structures are largely stable and many processes dynamic
Weaknesses
Evolutionary
uses multiple iterations of requirements gathering and analysis, design and prototype development
iteration Analysis
Next level of requirements
Nex iteration
Costumer
design
Prototype Development
The result is analized by the costumer
Evolutionary
Strengths
Customers can see steady progress.
This is useful when requirements are changing rapidly, when the customer is reluctant to commit to a set of requirements, or when no one fully understands the application area.
Weaknesses
It is impossible to know at the outset of the project how long it will take.
There is no way to know the number of iterations that will be required.
Throwaway Prototyping
Is a technical mechanism to reduce project risk by exploring critical factors to the project success
Main BenefitsCan significantly reduce riskCommit to throwing the prototype away
When to useIt can be used at any time and by any person on a project. Individual projects can realize some benefit by prototyping risky areas within their individual areas of responsability.
Main RisksNot throwing it awayInefficient use of prototyping time
Solo project or large team?
TEAM:
2/3 Programmers
Grafic Designer
Database Manager
Accountant
Which Methodology?
Selecting the most appropriate methodology thepros and cons should be evaluated according to environment, cultural and technological development.
Evolutionary Methodology – to deliver a working system to the users
RAD – because it promotes a strong collaborative atmosphere and dynamic gathering of requirements.Business owner actively participates in prototyping, writing test cases and performing unit testing
RAD is suitable for applications which are interactive, with clear functionality at the user interface, have a clearly defined user group, are not computationally complex and have requirements which are not too detailed and fixed.
It is possible, during the implementation of the plug-in and, mainly, on the development of the new Video format, to use a different methodology such as Throwaway methodology.
TV channel
Development of the newCompressed video format
Always regarding compression/quality
issues
Development of the plug-in
Website Videos
Database
upload
EvolutionaryMethodology
Use of the ThrowawayMethodology & Testing
RADMethodology