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Speedy Feet Athletic Club System Design - Report Example

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This report "Speedy Feet Athletic Club System Design" discusses the system that reduces the number of pages an athlete has to navigate before registering for an event. This will make the user carry out the events quickly with a lot of easiness…
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Speedy Feet Athletic Club System Design
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(COURSE NAME) (DATE) RETTK CONF MSCH RAV REGD TKD SCHED VDET AD APP. AVAILABLE EVENTS APP.-Application AD Application details RAD Retrieve application details AR/REJ Accept registration or reject AFR Apply for registration AFE Apply for events CE Check available events REG TK Register time keepers GATK Get available time keepers SCH. E Schedule events GAV Get available venues RAV Register available venues REQD Request athlete details AD Athlete details CONF. Confirm athlete registration CONFD Confirmation details REGD Registration details TKD Time keepers details RETTK Retrieve time keepers MSCH Make schedule RAV Retrieve available venues VDET Venue details FVDET Filled venue details CFE Check for events AD Application details USECASE DIAGRAM Registration of participants This involves an athlete filling a registration form. These details are saved to the system database. The registration form requires personal and payment details. The registrar will carryout a verification of the athlete`s details before a confirmation message is sent to the athlete together with the registration number. Assumption are made that the registration number is unique for use in future verification of participants. Events application and allocation The actor is the athlete who triggers the event. This involves the athlete providing details of their registration number to request for participation in an event. Unregistered athletes are not allowed to carry out this activity. Recording of available venues The venue advisor collects details of all available venues corresponding to their facilities and introduces them into the system. Assumption made is that managers of different venues provide information in paper form but they do not fill it directly into the system. Register Time keepers The time keepers association supplies the timekeepers for the event. They fill in details of available time keepers submit them to Ethan. The details are saved to the database for inclusion in making of the schedule. It is thought the Timekeepers association gives details of what activity the timekeepers are suited best. Schedule games The competition advisor is the key to successful event. This will involves combining details of available venues and time keepers, athletes taking part in the event, kinds of events to take place. The system will automatically produce schedule with comprehensive details. The advisor will the distribute the schedule to respective parties so as to let a timely training especially to athletes and venue organizer`s. Print schedule This is finally the hard copy. It contains details of how the events are to take place, where, when, who is taking part, who is the timekeeper. All those are the contained details of the print schedule. Actor Ethan Persona Ethan is an intermediate between venue advisor and the event`s register. He peruses the different files in the registry to get details of available venues. After getting the list he prepares the season’s calendar using the details. The task takes a lot of time because the registry maintains its file in paper form. Ethan will need a system with a database where he can access data at the click of mouse anywhere at any time. An online based database is suited best. This system will allow the venue advisor feed details of different venues and their availability. Once Ethan visits the site he will only require choosing the appropriate venues at comfort of his office. Usability goals 1. Easiness in accessing venues information The system is supposed to provide an interface with information about the different venues and when they are available. This interface should have a search capability to enable Ethan in finding a venue by just only searching through the database. This kind of online based database will enable those willing to offer venues to register and wait for confirmation if they qualify. 2. Memorable interface The interface should provide easier navigation menu from one page to the other. This navigation will enable Ethan to learn on how the system works easily. Ethan will not keep on referring to the manual to carry out a certain activity or duty each time. A help tab should appear of the screen of computer where he can access help if need be. 3. Learnability This is ensured by the system having guiding messages on the different pages and buttons. These messages are written in English for Ethan to understand and comprehend easily. The vertical and horizontal menu will allow for easier learning of the system. 1. Use of English in naming tabs and writing on the web pages. This is to prevent language barrier. All the respective parties understand English. 2. Consistency- this is ensured by making sure the website user interface follows the conventions used in other websites. A save button should be used to save data and not any other purpose. Event application and allocation This use case involves athletes applying for certain events and get the allocation go ahead. The front page contains a list of all the scheduled events. The athletes’ proceeds and clicks on the event they are interested in. The clicked event will be a hyperlink to the verification page. The system has to verify if the applicant is registered and accepted by the registrar to participate in the events. This is done by the athlete providing their registration number. Confirmation of registration takes place which marks completion of event application and allocation. The system will automatically allocate an event if a position is still vacant or registered participants are not yet to threshold number. The participant prints details of the event he or she is to take part. An online mode of payment should be adopted. This will involve payment of membership fee through internet based accounts such as paypal, Alertpay, Mastercard, Visacard. Events page Annotation 1. List of events- this where all the events that are taking place are listed alphabetically. The athletes click on event they want to participate in. Clicking gives a pop up message which requires confirmation of the action. If the athletes click okay they are redirected to the registration confirmation page. If they click no they remain on the same page to carry on with any other activity. 2. Search button- clicking on the search button triggers the search of the specified event in the search field. 3. Search field- the athlete fills in the name of an event they want to participate in. if the event does not exist in the list a sorry message is generated. If the event exists they are listed in the page. This eliminates scrolling on all the events listed by default on the page. 1. Registration detail confirmation 1. Confirmation button- this is the button that the athlete click on to confirm if they are registered. If a user tries to submit a blank form a pop up message requesting for the filling of the form is generated. If the athlete fills in an incorrectly formatted registration number they are also prompted for a correct format of the registration number. 3. Event registration confirmation page 1. From this athletes will get details of the event they have registered for. The details include venue, event name and date it will be held. 2. Print button- the user is required to print the details for future use or confirmation of their registration. Usability and user experience The system reduces the number of pages an athlete has to navigate before registering for an event. This will make the user carry out the events quickly with a lot of easiness. The system also reduces the amount of details they have to memorize. This is done by allowing them to click directly on an event instead of getting to another page to type the name and do the booking. The system has ensured Learnability to be easy on the user. This is ensured by having simple understandable messages to guide the users. This message will make sure users learn how to use the system on their own without requiring any training. Reference Carroll, (1995): Scenario-based design: Envisioning work and technology in system development. Boston: Kluwer Academic Publishers. Read More
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