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Online TV Music Channel Essay Project Lifecycle Methodologies Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments University of Westminster
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Page 1: Online Tv Music Channel

Online TV Music Channel

Essay

Project Lifecycle Methodologies

Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments University of Westminster

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Online TV Music Channel - Project Lifecycle Methodologies

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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

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Appendix A

Miguel Rodrigues Student Number:11511645 Course: BSc Music Informatics Module: 2MIN504 - Commercial Environments

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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)

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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

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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

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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.

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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