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A Verification of the Athlete - Assignment Example

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The paper 'A Verification of the Athlete' presents an athlete filling out a registration form. These details are saved to the system database. The registration form requires personal and payment details. The registrar will then do a verification of the athlete's details…
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A Verification of the Athlete
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SPEEDY FEET ATHLETICS CLUB SYSTEM DESIGN ) (COURSE NAME) December 2, 2011. Data flow diagram Data dictionary 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 Use case diagram Register 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 then do a verification of the athlete 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. Event 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 available venues The venue advisor collects details of all available venues and fills saves them in the system. Assumption made is that managers of different venues provide information in paper form and do not fill it directly into the system. Register time keepers The time keepers association triggers the event by. They fill in details of available time keepers into the system. The details are saved to the database for inclusion in making of the schedule. It is assumed the association will have an access right to the system. Schedule games The competition advisor will trigger the event of scheduling. This will involve combining details of available venues and time keepers. The system will automatically produce multiple schedules as suggestions to the advisor. The advisor will then choose one schedule which is favorable to the institution. Print schedule This is an event triggered by the competition advisor. The print out will include details of venues and events. It is assumed by the time of triggering this event all venues and time details will have been correctly fed into the system. Actor Ethan Persona Ethan wants to makes a schedule of all the winter season events. 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 that will provide him with details of the different venues at a click of a button. 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. 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 easily by just typing the name of a venue. 2. Memorable interface The interface should provide easier navigation 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 each time. 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. User experience goals 1. Use of English in labeling and writing on the web pages. This is because Ethan can write and read in 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 verifies 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 space still remains. The participant prints details of the event on the last page. Wireframes 1. Events viewing 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. 2. 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. These page 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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