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Online TV Music
                  Channel

        2MIN504 - Commercial Environments



Miguel Rodrigues       Student Number: 11511645
Overview

•   The project consists of an online TV music channel which content
    can 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

                                                Power          =      Authority




                                                 =
       Stakehoders                             Responsability
                                                                              Budget holder
                                                                          Sometimes can be the
                                                Influence            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 Analisys
   Record 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)

Waterfall
SSADM
UML
Waterfall
          This is the classical system development model


Concept



Requirements                    Design




                  Development                              Detailed design



Testing                implementation
Waterfall


         Strengths                         Weaknesses

• Minimizes planning overhead       • Inflexible
since it can be done up front.
                                    • Only the final phase produces a
• Structure minimizes wasted        non-documentation deliverable.
effort, so it works well for
technically weak or inexperienced   • Backing up to address mistakes
staff.                              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 cycle
     of a system design
SSADM Tecniques


1. Logical Data Modelling


3. Data Flow Modelling


5. Entity Behaviour Modelling
SSADM
              This is the classical system development model


Feasibility


               Requirements
                 Analysis


                                Requirements
                                Specification


                                                  Logical System
                                                   Specification


                                                           Physical Design
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

Features of UML Methodology:
    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.
Prototyping methods for
   large and small projects

RAD
DSDM
Evolutionary
Throwaway prototyping
RAD

                                         es
                                  i nvolv          iterative development


                           RAD




                                    co
                 m




                                      ns
                   erg




                                         t
                                         ru
                                          ct
                       e




                                             io
structured techniques                          n
                                                     prototypes
RAD - Stages

   Planning


   Design


 Construction


Implementation
RAD


              Pros                                  Cons

• Promotes strong collaborative        • Dependency on strong cohesive
atmosphere and dynamic                 teams and individual commitment
gathering of requirements              to the project

• Business owner actively              • Success depends on disciplined
participates in prototyping, writing   developers and their exceptional
test cases and performing unit         technical skills and ability
testing
                                       • Decision making relies on the
                                       functionality and less degree of
                                       centralized engineering authority.
DSDM
1. Active user involvement.

3. Empowered teams with authority to make decisions.

5. A focus on frequent delivery of products.

7. 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.

13. Reversible changes during development.

15. Requirements that are base lined at a high level.

17. Integrated testing throughout the life cycle.

9. Collaboration and cooperation between all stakeholders.
DSDM


                    Weaknesses

DSDM does not concentrate on the fundamental importance of corporate data
management

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
Evolutionary
 uses multiple iterations of requirements
   gathering and analysis, design and prototype
   development

iteration      Analysis                           design

                                                                    Next level of
                                                                   requirements
  Prototype    The result is analized by the costumer
                                                        Costumer
 Development
                                                                      Nex
                                                                   iteration
Evolutionary


     Strengths                    Weaknesses

Customers can see steady       It is impossible to know at
progress.                      the outset of the project how
                               long it will take.
This is useful when
                               There is no way to know the
requirements are changing      number of iterations that will
rapidly, when the customer     be required.
is reluctant to commit to a
set of requirements, or when
no one fully understands the
application area.
Throwaway Prototyping

     Is a technical mechanism to reduce project risk by
        exploring critical factors to the project success


 Main Benefits
          Can significantly reduce risk

          Commit to throwing the prototype away

 When to use
          It 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 Risks
          Not throwing it away

          Inefficient use of prototyping time
Solo project or large
         team?

            2/3 Programmers
            Grafic Designer
TEAM:
            Database Manager
             Accountant
Which Methodology?

Selecting the most appropriate methodology the
pros 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.
Evolutionary
                                                     Methodology
                      TV channel



                                        upload
                            Website              Videos

Development of the
      plug-in

                                      Database



                                                      RAD
                                                  Methodology
  Development of the new
  Compressed video format
     Always regarding
    compression/quality
          issues
                     Use of the Throwaway
                     Methodology & Testing

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Online Tv Music Channel Presentation

  • 1. Online TV Music Channel 2MIN504 - Commercial Environments Miguel Rodrigues Student Number: 11511645
  • 2. Overview • The project consists of an online TV music channel which content can 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.
  • 3. 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
  • 4. Stakeholders Power = Authority = Stakehoders Responsability Budget holder Sometimes can be the Influence 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.
  • 5. Stakeholders External Analisys Record Labels Independent Artists Consumers (music fans and mobile companies
  • 6. Stakeholders Internal Analisys Programmer Grafic Designer (in a later stage of the implementation of the project)
  • 7. Lifecycle Initiation Planning Execution Closure
  • 8. Methods for large projects (SSADM, UML) Waterfall SSADM UML
  • 9. Waterfall This is the classical system development model Concept Requirements Design Development Detailed design Testing implementation
  • 10. Waterfall Strengths Weaknesses • Minimizes planning overhead • Inflexible since it can be done up front. • Only the final phase produces a • Structure minimizes wasted non-documentation deliverable. effort, so it works well for technically weak or inexperienced • Backing up to address mistakes staff. is difficult.
  • 11. 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 cycle of a system design
  • 12. SSADM Tecniques 1. Logical Data Modelling 3. Data Flow Modelling 5. Entity Behaviour Modelling
  • 13. SSADM This is the classical system development model Feasibility Requirements Analysis Requirements Specification Logical System Specification Physical Design
  • 14. 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).
  • 15. UML Unified Modeling Language modeling syntax aimed primarily at creating models of software-based systems, but can be used in a number of areas.
  • 16. UML Features of UML Methodology: 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.
  • 17. Prototyping methods for large and small projects RAD DSDM Evolutionary Throwaway prototyping
  • 18. RAD es i nvolv iterative development RAD co m ns erg t ru ct e io structured techniques n prototypes
  • 19. RAD - Stages Planning Design Construction Implementation
  • 20. RAD Pros Cons • Promotes strong collaborative • Dependency on strong cohesive atmosphere and dynamic teams and individual commitment gathering of requirements to the project • Business owner actively • Success depends on disciplined participates in prototyping, writing developers and their exceptional test cases and performing unit technical skills and ability testing • Decision making relies on the functionality and less degree of centralized engineering authority.
  • 21. DSDM 1. Active user involvement. 3. Empowered teams with authority to make decisions. 5. A focus on frequent delivery of products. 7. 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. 13. Reversible changes during development. 15. Requirements that are base lined at a high level. 17. Integrated testing throughout the life cycle. 9. Collaboration and cooperation between all stakeholders.
  • 22. DSDM Weaknesses DSDM does not concentrate on the fundamental importance of corporate data management 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
  • 23. Evolutionary  uses multiple iterations of requirements gathering and analysis, design and prototype development iteration Analysis design Next level of requirements Prototype The result is analized by the costumer Costumer Development Nex iteration
  • 24. Evolutionary Strengths Weaknesses Customers can see steady It is impossible to know at progress. the outset of the project how long it will take. This is useful when There is no way to know the requirements are changing number of iterations that will rapidly, when the customer be required. is reluctant to commit to a set of requirements, or when no one fully understands the application area.
  • 25. Throwaway Prototyping Is a technical mechanism to reduce project risk by exploring critical factors to the project success  Main Benefits  Can significantly reduce risk  Commit to throwing the prototype away  When to use  It 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 Risks  Not throwing it away  Inefficient use of prototyping time
  • 26. Solo project or large team? 2/3 Programmers Grafic Designer TEAM: Database Manager Accountant
  • 27. Which Methodology? Selecting the most appropriate methodology the pros and cons should be evaluated according to environment, cultural and technological development.
  • 28.  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.
  • 29. Evolutionary Methodology TV channel upload Website Videos Development of the plug-in Database RAD Methodology Development of the new Compressed video format Always regarding compression/quality issues Use of the Throwaway Methodology & Testing