Appendices

Appendices

A. Personalised Programme Diagram

B. Ethics Documentation

Sponsor Consent Form

Study Information Sheet for Sponsor

Supervisor Ethics Form

Participant Consent form (for usability test participants)

Study Information Sheet (for usability test participants)

Consent Form Examples

C. Planning & Control Documentation

Project Proposal

Schedule/Gantt Chart

Client Meetings

Learning Log Examples

D. Requirements Gathering & Analysis

PACT (People, Activities, Contexts, Technologies) Analysis

Definition Brief (Without Appendices)

E. Design Documentation

Test of Performance Strategies (TOPS) – practice version

Scoring key - Test of Performance Strategies (TOPS) – practice version

F. Development

User Manual

Terms and Conditions of Use

Screen Shoots

G. Testing

Instrumentation Testing

Stress Test

Database Automatic Test

Conditional Tests: Individual values

Conditional Tests: Value ranges

User Acceptance Testing

Alpha-Testing

Beta-Testing

Compatibility Tests

H. Evaluation

Usability Test Tasks List

Usability Questionnaire

Questionnaire Examples

Participant’s Details

Application File List

I. Disk with copy of software and other files.

A. Personalised Programme Diagram

B. Ethics Documentation

Sponsor Consent Form

Study Information Sheet for Sponsor

 

 

This information sheet will aid a candidate to decide if he or she wants to participate in the development of the application. Please read the following carefully.

Anybody who has knowledge in the subject matter of the project and is willing to participate voluntarily. For supporting the development no remuneration is given.

This development is made for a dissertation project in the University of Sunderland Computing for the 2015-2016 academic year. The goal of the project is the development of a sports related mobile application. The project is based on a well-known fact, which shows that there is a connection between sport performance and mental state. There are a number of mobile applications to aid modern life and some exists for the improvement in sporting ability. However there are no applications available that take mental state into consideration and gives aid based on this connection. The project's main goal is to create such an application.

A participant is asked to attend regular meetings. In every instance the subject of the meetings will be the current state of development and upcoming tasks. Apart from the meetings testing of the application or physical tasks may also be done. By cooperating with the sponsor, his professional work may be involved in the project, therefore the sponsor's resources and opportunities may be available. To support the sponsor, he may request the full documentation, the source code of the application and anything else that the sponsor was involved with. However he cannot claim these to be his own, this cannot be monetised and can only use this information with the author's consent. This is true for the author too. Any information or documentation given by the sponsor can only be used in this study and cannot use it for own personal gains.

Any recorded personal data will be kept confidential and will be handled by abiding related rules and regulations. The name of the participants will be changed for identification numbers and they will be evaluated using this identification number. The personal information will only be available to the project leader and the people who evaluate the study. No data will be shared with a third-party. No recordings of picture or sound will be shared electronically.

The main goal of the project is to develop a working application which can be used by both parties. A part of the tasks will be physical tests, which has a risk of physical injury. The project lead and participants have to do everything to reduce these risks. The participants are not required to complete any of the tasks and they can stop a task at any time. A participant can only complete these tasks voluntarily, accepting the risks involved. The support of the participants will aid the development of the complete application and the correction of any errors. Hopefully this will help the development of a free application that can supplement any active person's life to achieve better results.

This study has been approved by the University of Sunderland Research Ethics Committee.

Contact Details for Further Information

If you have any questions about the study or issues you want to discuss, please contact the Project Supervisor, Dr. Gary Unthank, (0191-515-2745), This email address is being protected from spambots. You need JavaScript enabled to view it.

You can also contact:

Dr. E. Evans

Chairperson of Research Ethics Committee

Faculty of Applied Science

University of Sunderland

Sunderland

Email: This email address is being protected from spambots. You need JavaScript enabled to view it.

Supervisor Ethics Form

Participant Consent form (for usability test participants)

This study is the part of development of a mobile application, which aims to help better sport efficiency. It would test the effectivity of the application and exclude the occurent mistakes using different tasks. The whole test takes approximately one lesson (50 minutes).

Only volunteers can participate in the exercises. Volunteers will not recieve any payment. Volunteers can ask to stop the exercise or delete their data any time.

The performance of the exercises can be recorded either by digital or manual way, which are the part of the study. In these cases the personal details of volunteers are kept confidentially, and individual identifier numbers are used instead of personal details for identification. Personal details are not used for any other purposes, those are not available for third person.

If you have any questions, please do not hesitate to ask.

Please indicate that you have read and understood the study information sheet

I have read and understood the study information sheet

If you agree to participate in this study please tick the boxes below, print your name, sign and date the form.

Thank you.

Please tick the boxes below if you consent to:

The screen can be recorded

Your voice can be recorded

Your activity can be recorded in other ways (notices etc.)

 

Printed Name: ___________________________

Signature: ___________________________

Date: ___________________________

Participant Number: ___________________________

Study Information Sheet (for usability test participants)

The study involves the development of a mobile application, the purpose of which is to aid sport performance. It will perform various tests regarding the effeciency of the application, and possible errors. The full test takes about the length of a teaching session (around 50 minutes).

These tasks will be on a purely voluntary basis. The volunteers will not receive remuneration of any kind. A volunteer can ask to interrupt their tasks and to delete all their data.

The data of the completed tasks can be stored either manually or digitally, which will form the study. In this instance the personal information of the participants is handled discreetly, individual numbers are used to identify the volunteer rather than personal information. Personal information cannot be shared with a third party. Individual progress can be recorded in other ways (records etc.)

This information page will help the volunteer to decide if they wish to participate in the improvement the application's ease of use. Please read the following carefully.

Anyone can take part in the study, especially people who exercise regularly and would like to gain improved performance, and would not mind returning regularly to test their physical and mental status.

This study was conducted as a thesis project at the University of Sunderland Computing Department 2015-16. The goal of the project is the development of a mobile application that increases sporting performance. The project is based on a recognised fact that there is a strong connection between sport performance and mental state. In modern life there are already a number of mobile applications that focus on improving sport performance. The currently existing applications do not include tests for mental state and its connection to physical performance. The main goal of the project is to replace this missing factor.

The participant will be asked to use a test version of the application with the provided mobile device and the connected external sensors. To use the application, registration is required. After using the registered e-mail and password, the participant will have to go through a series of tasks consecutively. For the measurement of mental capacity there is a questionnaire consisting of 32 questions in eight different categories. In the following tests the participants will measure their physical readiness. After the tests there is a chance to look at the results and compare them and receive suggestions based on the results in order to achieve improved future results. The testing will take place in the University Of Sunderland Sport Campus and will be approximately 50 minutes duration. During the evaluation, voice and footage maybe recorded, including written notes.

Recorded personal information during the study will be handled abiding by related rules and regulations. The names of the participants will be changed to identification numbers and these numbers will be used for the evaluation. The personal information will only be available to the conductors of the study and the people who evaluate the results. This information will not be shared with a third party. Any recorded sound or footage will not be shared electronically.

As some of the tests require physical tasks, there is a risk of physical injuries occurring. The participants and the organisers, will have to do everything possible to decrease the chance of injury. The participants are not forced to do any of the tasks and can stop if necessary. They can only start completing the tasks if they understand the risks and agree to participate. The help of the participants will aid the further development of the application and the fixing of any problems found in the application. Hopefully, this will lead to the availability of an application being available, free, for everybody to use, and that can help improve the performance of anyone living an active life.

Approval of the Study

 

This study has been approved by the University of Sunderland Research Ethics Committee.

Contact Details for Further Information

If you have any questions about the study or issues you want to discuss, please contact the Project Supervisor, Dr. Gary Unthank, (0191-515-2745), This email address is being protected from spambots. You need JavaScript enabled to view it.

You can also contact:

Dr. E. Evans

Chairperson of Research Ethics Committee

Faculty of Applied Science

University of Sunderland

Sunderland

Email: This email address is being protected from spambots. You need JavaScript enabled to view it.

Consent Form Examples

 

 

The other Consent Forms can be found on the DVD

C. Planning & Control Documentation

Project Proposal

Project Title:

Mental Support Mobile Application for Sports

Academic Area:

(Select from: Games Software Development / Computer Science / Intelligent Systems / Multimedia / Forensic Computing/ Secure Systems Design / Information Systems / Software Engineering /

Internet or Network Technologies / User Experience Design)

 

Project Description:

(client details, current context/situation/problem, proposal for problem solution)

 

End this section with a generic statement about the project involving the following stages: client liaison; requirements gathering; literature review; problem analysis; solution design, implementation & testing; project evaluation; and write up.

Clients: Amateur and professional people who want to achieve improved sports results.

Problem: As a player, I competed in the University of Sunderland’s table tennis team last season and, this year, have joined a local Division 2 league team. Fluctuations in performance surprised me. The most common causes of these variations were mental state and degree of preparedness. The planned Mobile applications that the user is trying will help people to identify related opportunities, and keep track of any status changes.

Solution: Registered users can choose their level of specially constructed mental tests, which may be carried out by mobile phones sensors, or other devices suitable for this purpose (for example, Nintendo Fit Pad). Results are stored in the database. Based on the graphs to track changes, users will obtain information about how to achieve better results.

Specific Requirements:

(e.g. programming language or environment; specialised equipment needed etc.)

At first, I used Adobe Flash Pro, and, in the second year of our projects, we studied Android Studio. I will conduct research to discover which method is the best at handing Bluetooth connection between mobile devices and external sensors.

Practical Outcome:

(e.g. “The project will produce an ‘X’ type of system, whose functionality will be a, b, c…”)

 

Note - the client may or may not have an opinion about this.

It is the student’s responsibility to propose a solution with which the client agrees.

a) User can register to application

b) Choose a level for tests (fitness user, amateur athlete, professional athlete)

c) After registration, user will be tested for preliminary conditions

d) Returning users are expected to log-in

e) Mental states will be examined by questionnaires

f) Physical state will be measured by a set of activities by using phones or other external sensors

g) Test’s result will be saved to database

h) Changes will be displayed on graphs

i) Results may be sent by email to user, trainer, coach or supervisor

j) Tips and hints will be provided to user in order to achieve better result

Research Focus:

(Topic of literature review that will help inform the product development)

 

Critical Evaluation of Software to enhance sporting performance

Preliminary Reading List:

(5 background articles/key texts/seminal research publications to kick start the project)

 

· Bull, S.J., Albinson, J.G. & Shambrook, C.J.(1996) The mental game plan. Mental Skills Questionnaire – Results Easturne, East Sussex: Sports Dynamics

· Council of Europe 1983, Testing Physical Fitness Eurofit Experimental Battery Provisional Handbook, Strasburg, Republished on the Internet by www.bitworks-engineering.co.uk March 2011, accessed 22 October 2015

· Kalmár, Z, Nagykáldi, C, Balazsi, R, Munkácsi, I, Soós, I, Toth, L, & Hamar, P 2014,'Comparative Analysis Of The Results Of Performance Strategies Tests Between British And Hungarian Female Gymnasts', Cognitie, Creier, Comportament / Cognition, Brain, Behavior, 18, 4, pp. 335-347, Academic Search Index, EBSCOhost, viewed 22 October 2015.

 

· Smith R.E, Scultz, R.W., Smoll, F.L., & Ptacek, J.T. (1995) Development and validation of a multidimensional measure of sport-specific psychological skills: Survey of Athletic Experiences The Athletic Coping Skills Inventory-28. Journal of Sport and Exercise Psychology, 17(3), 379-398.

Ethical Considerations:

(e.g. if the project involves working with vulnerable people/children students will need a police/disclosure check (DBS) be undertaken.)

The users of the program are not restricted in any way; therefore it does not require any special procedures.

Additional Info:

(e.g. can more than one student attempt the project?)

My sponsor is Istvan Soos (Reader at University of Sunderland, Faculty of Applied Science, Department of Sport and Exercise Sciences). He will help me to develop this project. I also had a consultation with Stuart Dixon (Sport & Exercise Sciences Leader Technician) when he presented testing devices and methods at the University’s labs.

Client/Sponsor Details:

Name: Dr. Istvan Soos

Contact Details: This email address is being protected from spambots. You need JavaScript enabled to view it.

Signature: Date:

Student Signature:

Signature: Date:

Module Leader Signature:

Signature: Date:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Schedule/Gantt Chart

CET300 Computing Project ( 40 Credits, 400 hours)

No.

Task

Hours

Planned Start

Actual Start

Planned Finish

Actual Finish

Deliverable

 

Planning & Control

50

 

1

Project Proposal

10

28/09

2015

28/09

2015

02/10

2015

08/10

2015

Module Leader suggested changes at Literature Reviews and Practical Outcome

2

PACT

2

05/10

2015

08/10

2015

12/10

2012

12/10

2015

PACT Analysis

3

Schedule

3

10/10

2015

12/10

2015

16/10

2015

23/10/15 2015

Finalized Schedule

3a

Draw up Schedule

1

10/10

2015

12/10

2015

16/10

2015

16/10

2015

Draft

(Correlation with Supervisor )

3b

Finalise Schedule

2

23/10

2015

23/10

2015

23/10

2015

23/10

2015

Schedule

4

Definitive Brief

27

14/10

2015

14/10

2015

26/10

2015

27/10

2015

Finalized Def. Brief

4a

Introduction

1

14/10

2015

14/10

2015

14/10

2015

14/10

2015

Introduction Chapter

4b

Problem Content

3

16/10

2015

16/10

2015

16/10

2015

16/10

2015

Problem Content Chapter

4c

Literature Review Content

8

16/10

2015

16/10

2015

19/10

2015

19/10

2015

Literature Review Content Chapter

4d

Proposed Solution

3

19/10

2015

19/10

2015

19/10

2015

19/10

2015

Proposed Solution Chapter

4e

Procedure

3

20/10

2015

20/10

2015

20/10

2015

20/10

2015

Procedure Chapter

4f

References

1

20/10

2015

20/10

2015

20/10

2015

20/10

2015

References

4g

Appendices

3

21/10

2015

21/10

2015

21/10

2015

21/10

2015

Appendices

4h

Peer Review Marking

1

22/10

2015

22/10

2015

22/10

2015

22/10

2015

Peer Review Documents

4i

Definitive Brief

Correction

4

22/10

2015

27/10

2015

27/10

2015

27/10

2015

Finished

Definitive Brief

5

Supervision Sessions

4

30/10

2015

30/10

2015

18/03

2016

09/03

2016

Feedbacks

6

Client meetings

4

01/10

2015

01/10

2015

15/03

2016

29/02

2016

Client meeting transcripts

 

Literature Review

100

 

7

Gather Literature & Materials

15

01/10

2015

01/10

2015

31/10

2015

02/11

2015

Bank of Research Materials

8

Make notes

15

01/10

2015

01/10

2015

31/10

2015

02/11

2015

Research Notes

9

Draft notes into chapters

15

25/10

2015

25/10

2015

01/11

2015

06/11

2015

Draft Research Chapters

10

Finalise Chapters

50

01/11

2015

06/11

2015

05/12

2015

04/12

2015

Literature Review

11

Print, bind and submit Literature Review

5

05/12

2015

06/11

2015

05/12

2015

06/11

2015

Printed out and submitted Literature Review

 

Analysis & Design

60

 

12

Researches

20

28/09

2015

28/09

2015

Jan

2016

27/01

2016

Analysis documentation

12a

Exists Systems

8

13/10

2015

13/10

2015

Oct

2015

14/10

2015

Usable functions

12b

Developer tools and external devices connection

8

15/10

2015

15/10

2015

Oct

2015

18/10

2015

Source codes, libraries

12c

Mental state questionnaires

4

28/09

2015

28/09

2015

Nov

2015

29/10

2015

Sets of questions

12d

Physical state

activities

6

28/09

2015

28/09

2015

Nov

2015

06/11

2015

Collection of suitable activities

13

Design functions & design

26

12/12

2015

02/01

2016

Jan

2016

15/02

2016

Design documentation

13a

Graphics Design

12

12/12

2015

02/01

2016

Jan

2016

10/01

2015

Low and Hi Fidelity graphics design

13b

Functions design

12

Jan

2016

08/01

2016

Jan

2016

02/02

2016

Database structure

documentation

13c

Database design

2

Jan

2016

10/01

2016

Jan

2016

10/01

2016

Functions structure

documentation

14

Prototyping

8

10/12

2015

12/01

2016

Jan

2016

29/02

2016

Prototypes

 

Development

100

 

15

Create database

5

Jan

2016

10/01

2016

Jan

2016

15/02

2016

Installed and configured database

16

User interfaces

5

Jan

2016

09/01

2016

Jan

2016

11/01

2016

Register, Log-in system

17

Questionnaires activities

10

Jan

2016

11/01

2016

Jan

2016

12/01

2016

Questionnaires pages

18

Physic activities

15

Jan

2016

14/01

2016

Jan

2016

24/02

2016

Activities pages

19

Analyse results

15

Jan

2016

25/02

2016

Jan

2016

26/02

2016

Result analyse system

20

Save to database

15

Jan

2016

26/02

2016

Jan

2016

26/02

2016

Data communication system

21

Display result

15

Jan

2016

15/02

2016

Jan

2016

18/02

2016

Result pages with graphs

22

Share result

15

Jan

2016

18/02

2016

Jan

2016

19/02

2016

Email functions

23

Tips & hints

15

Jan

2016

25/02

2016

Jan

2016

26/02

2016

Tips and hints system

 

Testing

30

 

24

Test database field validation

5

Feb

2016

06/03

2016

Feb

2016

06/03

2016

Test documentation

25

Test user inputs

10

Feb

2016

06/03

2016

Feb

2016

06/03

2016

Test documentation

26

Test outputs

20

Feb

2016

08/03

2016

Feb

2016

08/03

2016

Test documentation

 

Evaluation

30

 

27

Evaluate prototypes with client

5

Jan

2016

14/03

2016

Jan

2016

14/03

2016

Evaluation documentation

28

Evaluate system with end users

15

Feb

2016

14/03

2016

Marc

2016

15/03

2016

Evaluation documentation

29

Evaluate impact of literature on development

10

Feb

2016

12/03

2016

Marc

2016

12/03

2016

Evaluation documentation

 

Documentation

40

 

31

Create Table of Contents, Cover page and headings

1

Feb

2016

10/01

2016

Marc

2016

16/03

2016

Table of Contents, Cover page and headings

32

Finalise Introduction Chapter 1

3

Feb

2016

12/03

2016

Marc

2016

12/03

2016

Introduction Chapter

33

Finalise Literature Review

Chapter 2

4

Feb

2016

17/01

2016

Marc

2016

17/01

2016

Literature Review

Chapter

34

Finalise Analysis & Design

Chapter 3

5

Feb

2016

08/01

2016

Marc

2016

26/02

2016

Analysis & Design

Chapter

35

Finalise Development & Testing

Chapter 4

5

Feb

2016

24/01

2016

Marc

2016

24/01

2016

Development & Testing

Chapter

36

Finalise Evaluation

Chapter 5

4

Feb

2016

02/03

2016

Marc

2016

16/03

2016

Evaluation

Chapter

37

Finalise Conclusion

Chapter 6

4

Feb

2016

16/03

2016

Marc

2016

16/03

2016

Conclusion

Chapter

38

Finalise References

3

Feb

2016

10/10

2015

Marc

2016

16/03

2016

References

39

Finalise Appendices

3

Feb

2016

16/03

2016

Marc

2016

16/03

2016

Appendices

40

Print, bind and submit dissertation

5

Marc

2016

17/03

2016

Marc

2016

17/03

2016

Final dissertation submitted

41

Prepare for viva

3

Marc

2016

 

Marc

2016

   

 

TOTAL HOURS

400

 

CET310 Software Enterprise ( 20 credits, 200 hours)

 

No.

Task

Hours

Planned Start

Actual Start

Planned Finish

Actual Finish

Deliverable

 

Lectures

24

28/09

2015

28/09

2015

Jan

2016

30/11

2015

Lectures sides printed out and commented

 

Tutorials

12

28/09

2015

28/09

2015

Jan

2016

30/11

2015

Interim hand ins

 

Workshop

12

28/09

2015

28/09

2015

Jan

2016

30/11

2015

Interim hand ins

 

Formative Assessment

6

 

Dec

2015

16/12

2015

Dec

2015

04/01

2016

Portfolio

 

Private Study

60

28/09

2015

28/09

2015

Dec

2015

04/01

2016

Portfolio

1

Section 1 – Product:

10

08/10

2015

08/10

2015

13/10

2015

13/10

2015

Literature Review and Personal Report

2

Section 2 – People:

10

04/11

2015

02/11

2015

10/11

2015

07/11

2015

Literature Review and Personal Report

3

Section 3 – Process:

10

02/12

2015

26/11

2015

10/12

2015

04/12

2015

Literature Review and Personal Report

4

Other Tasks

30

28/09

2015

28/09

2015

Jan

2016

04/01

2016

 
 

Portfolio Development

86

 

 

 

 

 

 

 

TOTAL HOURS

200

 

 

 

 

 

CET325 Advanced Mobile Development (20 credit, 200 hours)

 

No.

Task

Hours

Planned Start

Actual Start

Planned Finish

Actual Finish

Deliverable

 

Lectures

28

 

28/09

2015

28/09

2015

Jan

2016

01/12

2015

Lectures sides printed out and commented

 

Tutorials

28

28/09

2015

28/09

2015

Jan

2016

01/12

2015

All tutorial task finished

 

Self-study

144

 

28/09

2015

28/09

2015

Jan

2016

07/01

2016

 

1

Submission of draft design documentation (0%)

1

23/10

2015

23/10

2015

23/10

2015

23/10

2015

 

2

Individual formative feedback to students (0%)

1

23/10

2015

23/10

2015

23/10

2015

23/10

2015

 

3

Submission of mobile application and documentation

(90%)

170

17/11

2015

17/11

2015

08/01

2016

08/01

2016

Application & documentation submitted

4

Application demonstration (individual dates to be posted) (10%)

1

16/01

2016

16/01

2016

11th – 22nd January 2016

16/01

2016

Demo

 

TOTAL HOURS

200

 

 

 

 

 

CET311 Project Management (20 credit, 200 hours)

 

No.

Task

Hours

Planned Start

Actual Start

Planned Finish

Actual Finish

Deliverable

 

Lectures

12

 

01/10

2015

01/10

2015

Dec

2015

14/12

2015

Lectures sides printed out and commented

 

Tutorials

24

01/10

2015

01/10

2015

Dec

2015

14/12

2015

All tutorial task finished

 

Self-study

164

 

01/10

2015

01/10

2015

Dec

2015

14/12

2015

 

 

Submission

 

Dec

2015

17/12

2015

04/01

2016

13/01

2016

Portfolio submitted

 

TOTAL HOURS

200

 

 

 

 

 

Client Meetings

15 September 2015

 

Topics:

· Client informing about project plan what fitting to dissertation

· Crosstalk possibilities, as technology and content

 

 

01 October 2015

 

Topics:

  • Project proposal review
  • Usable existing physical state measure methods

· Usable existing mental state testing questionnaires

· Client gave few usable questionnaires’ and journals

07 October 2015

 

Topics:

· Project proposal review (edit module leader’s suggestions)

  • The role of Academic Literature Reviews

30 October 2015

 

Topics:

  • Definitive Brief provided to client
  • Literature Review headings, topics and structure

· Client suggested to use same topics as in Definitive Brief

· Other topic mental state of athletics and software connections

10 November 2015

 

Topics:

  • Funded Literature Review Journals sent to client
  • Headings and structure analyses

17 November 2015

 

Topics:

  • Literature Review draft sent to client at 14th of November

· Feedback got from draft (good structure and headings, suitable length)

· Suggested one more subchapter about mental training theses

 

24 November 2015

 

Topics:

· Jose Carlos Flores Martinez (Student on University of Sunderland Sport Psychology Course) joined to our project, he will help to research and set mental questioners

· Client opinion had we could use same questions for all customers. The original plan was to set 5 questions for beginners, 10 for amateur athletics and 15 to professional players. 5 question not enough to measure mental state. Users who willing to use our apps wants to achieve better performance so they might willing to answer more questions.

· The Test of Performance Strategies Questionnaire (TOPS) good to questionnaire base but we need to extend with questions of motivation

· Not necessary to create different levels for users, questionnaires and activities could be same for all users

· University labs use MTF Challenge Disc which good for create physically activities (Only USB connection and PC/MAC support)

· To measure user diet or hydration is too wide on this stage but maybe a way to extend app in the future

· Time limit and regularity important aspect to get accurate results, have to work on them at developing

· Research focus group and who willing use sport mobile apps

· Next task to create registration and log-in system what connected to database

14 January 2016

 

Topics:

· Jose Carlos Flores Martinez, did not help and have not received any materials from him. Exist questionnaires will use for application.

  • Required user details to store.
  • First name
  • Initials
  • User name
  • Gender
  • Birth of month and years
  • Email
  • Weekly activities time and duration
  • Type of activity
  • Level of activity

· Questionnaires’ validation techniques and result storage.

  • External database expedient

30 January 2016

 

Topics:

· Presentation of the completed functions

  • Compatibility problems between the Nintendo Wii Controllers and after Android 4.2 system
  • Select a physical task from Eurofit Fitness Test System
  • Use simple memory game to measuring memory

12 February 2016

Topics: Completed memory game and physical test presentation

  • Presentation of the graphs design
  • Information on the use of other possible external sensors (Xiaomi Mi Band)
  • Tasks can be achieved without external sensor
  • Making recommendations based on the evaluation of data

Planned demo time slots (3 class a day):

  • 14th of Marc, 9-11am, 1-3pm, 3-5pm
  • 18th of Apr, 9-11am, 1-3pm, 3-5pm

29 February 2016

 

Topics:

· Prototype has given with an Amazon Fire 7 tablet and Mi Band fitness band to sponsor to test them

  • Planning demos for classes

Learning Log Examples

Name: Istvan Franko

Programme: Computing

Date: 30/09/2015

Description

1. This week I worked on:

Considering the previously planned project theme and presenting it to module leaders to assess whether it fits the themes of curriculum. Preparing the draft of the Project Proposal. Discussing guidelines with the sponsor.

2. Time Spent on above work:

8 hours

Reflection

3. Explain how you did the work listed in section 1:

The sponsor did not like the first draft of the Project Proposal so amendments were needed. The sponsor provided some basic literature related to the theme which were required to be known to be able to implement the project.

4. Explain why you worked in the manner described above:

Completing these tasks was necessary to be able to decide the theme of the project and start planning.

5. Think about and write down what you have found out/learned from your actions this week:

Similarly to the previous tasks, requirements did not meet my notions so tasks needed to be reconsidered. New information also needed to be learned and acquired about the theme of Literature Review what had been unknown to me.

Carry Forward

6. Highlight any questions, problems, tentative conclusions to follow up on next week or later.

Preparation of the project has to be started and PACT analysis has to be done. Based on the module leader's recommendations, amendments need to be done in the Project Proposal.

Name: Istvan Franko

Programme: Computing

Date: 09/12/2015

Description

1. This week I worked on:

Submitting the finished assignments and finishing the missing tasks. I spent more time for the assignment of the Advanced Mobile Development than expected and I have achieved more non-compulsory exercises too, because I can use these codes and knowledge in this module as well.

I have started to make connection between this application and Bluetooth Nintendo Balance Board.

2. Time Spent on above work:

36 Hours

Reflection

3. Explain how you did the work listed in section 1:

There was not any problem with submitting assignments, because everything was finished on time. There were some unexpected difficulties with making the Bluetooth connection.

4. Explain why you worked in the manner described above:

I had to start the development due the short period of time provided to make this application. I started with the hardest task, because that requires the most time and new knowledge.

5. Think about and write down what you have found out/learned from your actions this week:

This week I have mostly used the Android Studio and I gained even more experience in its practice.

Carry Forward

6. Highlight any questions, problems, tentative conclusions to follow up on next week or later.

Next week I have to travel to Hungary for a week due to business and family reasons, so I will have less time for studying. During the long journeys and in evening times I will read literature.

Name: Istvan Franko

Programme: Computing

Date: 06/01/2016

Description

1. This week I worked on:

I could finish the assignments of all other modules during the four weeks of the winter holiday, and at the last week I started to develop the application. It is planned to develop the functions in order, so in the first step the connection between the application and the outer server was built and the database was set on the server.

2. Time Spent on above work:

To make the connection of the database and set the server took 15 hours.

Reflection

3. Explain how you did the work listed in section 1:

By the setting of all previous unknown function I try to find solutions, which are similar to the task and independently usable, and to change them to my own aims. Each of the similar solutions have to be studied and tried, which takes a lot of time, and most of them are useless for the appropriate goal or in environment.

4. Explain why you worked in the manner described above:

It is much easier to understand and change the ready solutions, than creating a totally new one. The rights of the author have to be bewared and only those sources can be used which has been allowed by the author. Usually there are tutorials in the internet for every kind of problems, which are made for this purpose, so it is wise to use them.

5. Think about and write down what you have found out/learned from your actions this week:

The exercise was not too difficult, only the understanding of the appropriate tutorial was time-consuming. The data between the application and the server were forwarded as JSON Strings, I have not used them before, so this was new knowledge for me. Creating the server sided PHP codes was a new knowledge for me.

Carry Forward

6. Highlight any questions, problems, tentative conclusions to follow up on next week or later.

In the next week the registration and logging in and off options for the user has to be set.

Name: Istvan Franko

Programme: Computing

Date: 17/02/2016

Description

1. This week I worked on:

· Visualization of the changing of the test results on graph.

· Searching and supplying new applicable tools with new outer sensors. (Xiaomi MiBand)

· Testing of the prototype on different devices for showing in demo.

2. Time Spent on above work:

50 Hours

Reflection

3. Explain how you did the work listed in section 1:

It was expedient to illustrate the changing of the results on graph in order to displaying visually easily. Finding the right guidance and interpreting it were not difficult, but it was a time-consuming task Because of the continuously changing Android operation systems and Bluetooth standards it was hard to find a cheap device, which can be used for the project. But because of the first plan, applying the Nintendo Balance Board, was inextricable, new tool had to be applied for the genuine measurements.

Because of the reasons mentioned above the number of the applicable mobile devices has been significantly decreased, so at least 5 instruments are needed for the planned presentation in front of 3 university classes on 14th of March, in which can be run the application.

4. Explain why you worked in the manner described above:

Visualise is an important developing policy for Android, which has to be followed by the developer. The sensors built to mobile devices are suitable for the completion of the measurements. However, they cannot be used safely by the physical exercises, so it was definitely suggested to apply such outer sensors, which can be worn safely during the exercises.

5. Think about and write down what you have found out/learned from your actions this week:

Knowledge about graphical visualisation was successfully improved. The big manufacturers try to motivate the users to continuous refreshing of the devices by continuous version and standard changing, but this makes the task of developers much harder.

Carry Forward

6. Highlight any questions, problems, tentative conclusions to follow up on next week or later.

There is only one fitness bracelet available, but 3 different mobile devices were got for running the application. There has been already a problem with the communication of the Bluetooth tools placed next to each other due to their interference. This can cause significant problems during the Demo, when 5 mobile devices and 5 outer sensors have to communicate in one place.

D. Requirements Gathering & Analysis

PACT (People, Activities, Contexts, Technologies) Analysis

 

 

People

Who do you think are the key users of this product?

Think about the broad user groups that can be identified.

List these groups and their likely characteristics in order of priority for the product in question (do not talk generally about considerations for building any system, but about the considerations affecting how you need to design your user-system interactions, any characteristics that could affect your interface design).

PACT Summary

 

Fitness user, who do activities but don’t play in any league.

Amateur athlete who does not live from sport.

Professional athlete who live from sport.

Anybody else who want to achieve improved sports results.

Type of sports and ages are not important, anybody can be a user.

Activities

What are the main goals/tasks users will want to achieve with this product?

Again, list these in order of priority (e.g. if the system has a log in it is likely that a user would create an account just once therefore that task should be bottom of the list).

· Log-in and doing a set of mental and physical test, activities.

  • Mental state testing by questionnaire.

· Physical state measured with a set of activities.

  • Get information from state changes by graphs.
  • Get tips and hints for achieve better result.
  • Send actual result via fax to competent people

· Register to system and do exercises for first state measure.

Contexts

Where will this product be used? Describe the likely environment, physical and social, and discuss the implications of this (e.g. the product’s resilience to the environmental factors such as noise, disturbance, light, ability to connect to wifi if out and about etc.)

Application may be used anywhere. If user use external sensors, like Nintendo Fitpad, etc. may require enough place for using. To connect database necessary internet connection by mobile broadband or Wifi.

Technologies

What type of technology will the users have? Consider input and output, data types etc.

You should link to what you have said in the contexts section above.

You should also link to what you have said in the activities section above (e.g. if an activity is to leave comments then the input technology might be a form; if the activity is to search then the input technology might be a search bar).

· Application will run on mobile devices. Log-in system required for data protection.

  • User date saved to database.

· Developer tools might be Adobe Flash Professional or Android Studio.

Business Goals: What are the product’s primary business goals?

 

Help to users to achieve better sport results or just live a healthier life.

 

Definition Brief (Without Appendices)

1. Introduction

There is a gap in the market for software designed for enhancing sports performance.

A significant number have been developed for testing mental and physical states of sports people, but none for recording and establishing the relation between the two states. According to the writer’s personal experience, although it’s an important aspect of sport, there are no computer programmes that provide a significant amount of aid for either competitive or recreational performers. Therefore, this is an area where this current project can contribute knowledge.

The purpose of this document is to provide support by learning about the project’s objectives, its problems and understanding. The main subject of the project focuses on the physical and mental state of athletes, and more general population, in order to find out when and how good sport results are likely to be achieved. Every problem's occurrence has been researched and all the solutions, that are known, need to be approached from different angles in order to successfully complete this project. In addition, the project has to investigate the improvement of sports results by using this aforementioned software. It needs to be critically analysed by also reviewing relevant literature. This document also aims to support the project's continued progress. Adequate planning is required to create the functional and non-functional elements. To ensure the development of an efficient working system, sufficient tests must be completed and faults need to be identified and corrected. For testing purposes we have to use all possible tools that are available and, where feasible, relevant groups should be involved. We strongly believe that this software will support the improvement of potential customers’ experience and knowledge, and that the project’s effective implementation will be achieved.

The contents of this project are described in the second chapter. The third chapter provides an insight into the connected literature that has been investigated. Subsequent chapters describe possible solutions to the problems, useful resources available, methods implemented, as well as the tasks completed so far. Furthermore, the related evidence to justify our findings is discussed.

2. Problem Context

The connection between sport results and mental state is popularly regarded as a fact, but software has not been used to measure, or prove, this connection. Only athletes with a significant revenue can afford to hire professional help. This is where the project attempts to help by enabling anyone, using a phone application, to get information on their current mental state, while it also includes different tests for their current physical state. Comparing the physical achievements and mental states values, the roles of these factors can be proven, and professional advice given that will ensure better athletic performance. There are countless applications for physical activity and for increasing mental capacity, but none of them combine both. Hopefully the project will provide the evidence to prove the importance of this aspect of performance, and provide the necessary support. In modern life, there is almost a Smartphone application for every possible use, and an increasing number of people are able to gain access. Technological development is at a point where our everyday lives can be tracked by these devices. Integrated and external sensors, together with fast internet, enable the collection, storage and evaluation of data, and this makes everyday life easier and more comfortable.

Dr Istvan Soos (Reader in the Faculty of Applied Science, Department of Sport and Exercise Sciences, University of Sunderland) is involved in this project as a sponsor. His research is connected with the subject of the project. His students are also known for using programs and, where feasible, may help with the development, testing and fine-tuning of the software. Unfortunately, he currently does not officially support the project during his work, so he cannot provide support. However, in his free time, or incorporated into other programs, he gives as much support as possible.

The currently available applications only contain some elements of this subject. Although their relation is known and proven, they do not include it in the application. Involving both subjects, and making the results visible and giving support, are the primary goals of the project. The current modern Smartphone has enough services, performance and capacity, to make this application possible. (The currently existing tools and devices are listed in Appendix C)

.

3. Literature Review Context

Critical Evaluation of Software to enhance sporting performance

3.1. Introduction

The basic objective of the project is to improve sport performance using computing tools. To solve this problem, it is essential to study this subject and draw conclusions by looking through the information found from trusted sources, and refining it to the most relevant information.

3.2. Electronic devices in sport

Now considered old, there was a study 10 years ago about the use of electronic devices in sport. In 2005, Ed H. Chi (Palo Alto Research Center), Gaetano Borriello (University of Washington), Guerney Hunt (IBM), Nigel Davies (Lancaster University) in the ‘Pervasive Computing in Sports Technologies’ introduction highlighted: 'Results over the last decade of research on applying ubiquitous computing technologies to enhance sports are indeed encouraging’. Therefore, a ten-year-old study already recognises the importance of computing in sport results. Later advancements in technology, for example, accelerometer, cameras, gyroscope and microphones, have created an opportunity to develop an algorithm for information handling. With the use of these algorithms, they could not only study an individual, but they could study a whole team. The subject's importance was demonstrated at the 2005 UbiSoft conference where Intel has also appeared and were researching the subject. The computer devices did not only indicate the good results, but have also given advice on how to avoid injuries and how to help their healing. These technologies are not only used in traditional sports, but are also used in more extreme sports such as Snowboarding and Motocross. The study highlights that it is vital to choose the right sensors for specific tasks. Programs can not only help with good sport results, but also help with leisure time. Many sport-computerized tools can assist in judging the event, and its broadcast. Further research has also shown the usefulness of external influences, such as music, which helps the person to keep a certain pace and also aids heart rhythm. The end of the publication concludes by mentioning which areas computer technology assists in both sport and leisure, and in what ways.

3.3. Technology's role in training

A more recent publication (2013), by Hynes, G, O'Grady, M, & O'Hare, makes deductions concerning technology's role in training. People have been using computing since 1981 to gain better sports results. The study looks at many existing applications, some of which are available on mobile devices. These were not only made for professional athletes, but also aid amateurs. In the introduction of the above publication, it is mentioned that the spread of devices are helped by the fact that, unlike well-known and expensive trainers that can only be accessed by people with high income, mobile applications can be used by anybody. The importance of choosing the right sensors is also mentioned. A crucial rule is, of course, that the use of technology should be transparent to the athlete and not interfere in their activities in any way (Hynes, O’Grady and O’Hare 2013). It is also necessary that the sensors are able to advance with technology and are practical for use. While an average GPS sensor gives accuracy of 20m radius, different tools can increase this accuracy to 3m radius. Another important aspect they mention is real-time updating of information. This can be achieved by very capable modern devices and quick information transfer. This provides the opportunity for long-distance communications and large amounts of information to be stored in a central database. Adobe Flash, which uses Action Script and Flash programming language, is used to provide quick and easy visualisation. At the end of the study a program, named CoachViz, a prototype emerges, and although not completely relevant to the project, a sound structure can be seen regarding the data processing for the measurement of an athlete’s performance.

3.4. Users’ behaviour

The projects other aspect, the understanding of the users behaviour was researched in 2015 by Sun J. Kang (University of Louisville), Jae-Pil Ha (University of Arkansas at Little Rock) and Marion E. Hambrick (University of Louisville). The subject of this research was a sport-related mobile application used by the students at these Universities. Although the project's users might not be solely students, but heavily represented among the target audience and may be true to other persons involved. In 2011, 340 million mobile users in the USA have used 3G or 4G connections. This also showcases that mobile phones are not only used as phones, but are used for other miscellaneous tasks. Mobile applications (“apps”) represent one unique feature of smartphones and are developed specifically for mobile devices to help users perform specific tasks (Remick, 2011). Another quote shows the rapid spread of mobile applications. The number of apps downloaded through Apple’s App Store increased from 3 billion at the beginning of 2010 to 30 billion as of June 2012 (Crook, 2012).

 

3.5. Documents from sponsor

All available resources are provided by client with basic information to help the start of the project. The study of these will provide support by supplying information on currently existing measuring tools and external influences. The documents are as follows:

 

· Bull, S.J., Albinson, J.G. & Shambrook, C.J.(1996) The mental game plan. Mental Skills Questionnaire – Results Easturne, East Sussex: Sports Dynamics

 

· Council of Europe 1983, Testing Physical Fitness Eurofit Experimental Battery Provisional Handbook, Strasburg, Republished on the Internet by www.bitworks-engineering.co.uk March 2011, accessed 22 October 2015

· Kalmár, Z, Nagykáldi, C, Balazsi, R, Munkácsi, I, Soós, I, Toth, L, & Hamar, P 2014, 'Comparative Analysis Of The Results Of Performance Strategies Tests Between British And Hungarian Female Gymnasts', Cognitie, Creier, Comportament / Cognition, Brain, Behavior, 18, 4, pp. 335-347, Academic Search Index, EBSCOhost, viewed 22 October 2015.

 

· Smith R.E, Scultz, R.W., Smoll, F.L., & Ptacek, J.T. (1995) Development and validation of a multidimensional measure of sport-specific psychological skills: Survey of Athletic Experiences The Athletic Coping Skills Inventory-28. Journal of Sport and Exercise Psychology, 17(3), 379-398.

3.6. Summary

All of these methods and resources prove the project's viability, which could have multiple uses for a sport-related application. These include: immediate access to results; sport events available immediately online; support of fitness fans; and many more. The study also mentions the role of using social relations, but points out the risk of personal relationships suffering. This study details all background work, how the research was carried out. All information is accurate and extremely detailed, and it is therefore essential this study is considered when creating this project.

3.7. References

Chi E, H, Borriello, G, Hunt, G, Daviel, N, 2005 ‘Pervasive Computing in Sports Technologies’, Published by the IEEE CS and IEEE ComSoc, pp 22-25, PERVASIVE computing, viewed 16 October 2015

Crook, J. (2012). Apple’s app store hits 30 billion downloaded apps, paid out $5 billion to developers. Retrieved from http://techcrunch.com/2012/06/11/apples-app-store-hits-30-billion-downloaded-apps-paid-out-5-billion-to-developers/ , viewed 22 October 2015.

Hynes, G, O'Grady, M, & O'Hare, G 2013, 'Towards Accessible Technologies for Coaching', International Journal Of Sports Science & Coaching , 8, 1, pp. 105-114, SPORTDiscus with Full Text, EBSCOhost, viewed 16 October 2015

Kang, S, Ha, J, & Hambrick, M 2015, 'A Mixed-Method Approach to Exploring the Motives of Sport-Related Mobile Applications Among College Students', Journal Of Sport Management, 29, 3, pp. 272-290, SPORTDiscus with Full Text, EBSCOhost, viewed 16 October 2015.

Remick, J. (2011). What is a web app? Here’s our definition. Retrieved from http://web.appstorm.net/general/opinion/what-is-a-web-app-heres-our-definition/ , viewed 22 October 2015.

4. Proposed Solution

4.1. Platform

The mobile application format, which was chosen to achieve the basic goal of the project, confirms its legitimacy through earlier research, and via the significant number of users of similar applications. Also, the connection between mental and physical results has not yet applied to any applications. Istvan Soos, the sponsor of project, has also mentioned that it is difficult to persuade students to do any theoretical work on this subject. However, a physical and easy-to-use tool has always got the students interested. The project will, essentially, comprise four parts. The first part, according to the current plan, will be a questionnaire to measure the person’s current mental state, which can be subjective. Secondly, the measurement of physical state by completing simple tasks; accurate measurements are important in this case. The third part is storing the information, and the creation of graphs charting variations. Lastly, using the results, creating competent advice to improve the person’s performance.

4.2. Devices

To create this program, we want to develop a mobile application that uses a widespread device that is easy to use, in order that it can information as precisely as possible. Apart from the device's in-built sensors, a search is necessary to find applications that can give accurate readings. To run this program, internet connection will be required to the mobile tools, but the connection with externally attached sensors must also be established. The collected information has to be stored on a well-protected server to comply with the Data Protection Act. When choosing the programming language, and other devices used during development, it is also important to consider multi-platform compatibility as well as the protection of external devices.

4.3. Developing languages

One of the two possibilities is to use one of the Adobe Flash Pro languages - Action Script 3. The benefit of this is the multi-platform support, but a drawback is that is it considered obsolete. The other option is to use Android Studio’s Java language, the benefit of this is the complete control over hardware devices, but a problem is that it only functions on Android operating systems and that the developer has only acquired few weeks' experience with this programming language.

4.4. Users

When the program has been designed, we must know who the target audience is and their behaviour and skills. As the application is made for athletes, we can expect a basic level of physique. To study the mental side, we can only use questionnaires, which require the user to give honest responses whilst taking into account a certain amount of self-esteem. Close attention must be devoted to this issue when designing the program, and we have to ask the questions in such a way that minimises the likelihood of mistakes or dishonest answers. We also have to study how much time an individual is willing to spend on the program’s regular use. Creating a test that is too short will give inaccurate results. From a user standpoint, it might be interesting to use the application at certain times and places, such as using the application before and after exercises, or by using it before a competition, to prove the legitimacy of the application.

4.5. Functional requirements
  • User registration
  • Choice of difficulty levels
  • Mental state measure by questionnaires
  • Physical state measure by activities
  • Store information in database
  • Display changes in graphs
  • Send result via emails
  • Give tips and hints for better results
4.6. Non-functional requirements
  • Easy accessibility
  • Security system for saving personal details
  • Connect to database via internet connection
  • Use graphical elements for easy usability
  • Support most of the device’s operating system
  • Connection with external sensors
  • Version control
  • Further development opportunity
  • Reliability
  • Repeatable, accurate measurements
4.7. Resources & constraints

During the development of the program we wish to use any free-to-use resources that can be easily accessed, as well as extensions, and libraries which support the program's quick development and its reliability. We have only got a short time to develop a working application. Most of the time will be spent on research, planning and documentation, so we have to use every available legal resource. The biggest possible setbacks are the low number of useable tools and the short amount of time. As there is no monetary support for the project, we can only use free resources or ones that are available for use at the University. The program's wide-range usability is also limited. We are limited by the sensors that are available on a Smartphone and their capabilities. During our research we have found external sensors that are already available and that will continue to be available. These sensors, when attached to a mobile device, might be able to give greater accuracy and perform a wider range of tasks. We also have to look out for technological limitations, since the program will only be functional on a device that can connect to the internet. This could be solved by saving the results on the mobile device until the next time it connects to the internet, when these results will be transferred into the database. A problem with this is that the result differences will only be available when the internet connection it available, and this is also true for the advice the application gives.

5. Procedure

The users of the program are not restricted in any way; therefore no special procedures are required. During the development, open source codes may be used, in which case they will be clearly marked. The project and program development will involve all aspects of professional project management with particular emphasis on copyright and other laws.

If the program achieves its final version, it will be available for use to everybody, and if any problems are addressed they will be fixed accordingly. With enough interest and support the program will be further developed according to the client or user's requirements.

The full project documentation will be available for access. There will be a user manual provided, letting the users know about the project goals, function, opportunities and sources.

People who are supporters of the project will have the appropriate manpower and tools for testing purposes. Using the program this way will aid the perfection of these methods, the evaluation of the results and fixing any emerging problems.

As the program will contain personal information, special attention should be paid to data protection, and a secure entry system will be created to ensure that only the intended person can gain access. The program will let its users know that no information will be used for illegal purposes and that this information will not be shared with any third party. Also, if the supporters of the project wish to see any statistics or use it for other reasons, we will need to notify the users.

6. Methodology

There are a number of different software development methods. They are listed with no regard to completion:

  • Agile Software Development
  • Crystal Methods
  • Dynamic Systems Development Model (DSDM)
  • Extreme Programming (XP)
  • Feature Driven Development (FDD)
  • Joint Application Development (JAD)
  • Lean Development (LD)
  • Rapid Application Development (RAD)
  • Rational Unified Process (RUP)
  • Scrum
  • Spiral
  • Systems Development Life Cycle (SDLC)
  • Waterfall (a.k.a. Traditional)

(Retrieved from IT Knowledge portal 22 October 2015 http://www.itinfo.am/eng/software-development-methodologies/)

Some of these have been studied and we have used them during our second year, and they continue to be used. When deciding which method is the best, the main point is individual development and communication with the client. From the listed methods, we have primarily used the Extreme Programming (XP) because we used Coding, Testing, Listening, Designing to complete the tasks. This method is useful in many ways as it is accustomed to being applied to restricted time-limits of 1-3 weeks. User Storik is used as the programming base. Other advantages are the continuous communication with project members, client responses, and allows changes to be built into the project. Unfortunately, XP helps group work, which is also true for other methods such as Scrum and Rapid Application Development (RAD). All of these are made to assist in teamwork.

This project is closer to System Development Life Cycle, a method which studies already available applications and analyses the differences. After this, necessities are determined, such as hardware, software, programming etc. Depending on the information gathered, a plan is created and then development carried out. The program is made available to users, and, from the information feedback gathered, the system is updated and fixed, so that the program can be used as intended. The drawback is that it requires continuous updates for it to function effectively.

The Waterfall (a.k.a. Traditional) Methodology is a type of SDLC. Primarily, the function of this method is to achieve the goal, and develop the different functions in turn. No progress is made on new functions until the current one is completed and functional. The method's main tool is the Schedule, which determines the time limit for each function. An advantage is that the work will always be completed on time, but this method does not allow changes to be implemented in the program during development.

Spiral methodology is similar to Waterfall methodology, but with freqently changes it reduces risks. Due to continuous development it is more suited for larger, more complex projects.

From the information gathered so far about the different methods, Waterfall methodology is the best option for the project's development, but this can change depending on emerging information about other methods. The schedule for the development of the project can be found in Appendix B chapter 9.1.

7. Progress: preliminary analysis/design/development

At the first meeting about the project, Stuart Dixon (Sport & Exercise Sciences Leader Technician) and Istvan Soos (Reader at University of Sunderland, Faculty of Applied Science, Department of Sport and Exercise Sciences), have participated regarding the availability of sport-related equipment for measuring performance at the University. We have held three meetings. In the first meeting, we talked about the project's goals and its basic functions. At the second meeting we discussed currently available measuring tools and questionnaires. The last meeting was about our Project Proposal. We have had some smaller discussions concerning other people that could be involved in the project, possibly even groups.

The Project Proposal and the PACT analysis have been completed. We have started evaluating similar existing applications. An open source program was found which can connect any Smartphone to a Nintendo Fitpad, which can be used for recording the measurements and creating the exercises. As this code is more complex than our current knowledge, we wish to contact the writer of this code to aid the project and gain consent for its use. If we lack support, it could be useful as we could learn about different connection and data transfer methods.

Also, the creation of project plans is being written, which was mentioned during the last meeting with the supervisor (where we clarified the remaining time for finishing the project). Accordingly, we have 12 hours a week in the first semester, due to other modules running alongside this one. During the second semester we will only have one other on-going module, and will have more time to devote to the project.

E. Design Documentation

Test of Performance Strategies (TOPS) – practice version

When I practice my sport…

Circle one of the following answers: never=1, seldom=2, cannot decide=3, often=4, always=5

1. I relax myself at practice to get ready

1 2 3 4 5

2. I have very specific goals for practice

1 2 3 4 5

3. I rehearse my performance in my mind before practice

1 2 3 4 5

4. I practise a way to energize myself

1 2 3 4 5

5. I talk positively to myself to get the most out of practice

1 2 3 4 5

6. During practice, my movements and skills just seem to flow naturally from one to another

1 2 3 4 5

7. I practise a way to relax

1 2 3 4 5

8. My attention wanders while I am training

1 2 3 4 5

9. I have trouble controlling my emotions when things are not going well at practice

1 2 3 4 5

10. I set goals to help me use practice time effectively

1 2 3 4 5

11. I have difficulty increasing my energy level during workouts

1 2 3 4 5

12. At practice, when I visualize my performance, I imagine what it will feel like.

1 2 3 4 5

13. I say things to myself to help my practice performance

1 2 3 4 5

14. I use practice time to work on my relaxation technique

1 2 3 4 5

15. I don’t set goals for practices, I just go out and do it

1 2 3 4 5

16. I practise energizing myself during training sessions

1 2 3 4 5

17. I have trouble maintaining my concentration during long practices

1 2 3 4 5

18. I get frustrated and emotionally upset when practice does not go well

1 2 3 4 5

19. I set realistic but challenging goals for practice competition

1 2 3 4 5

20. I motivate myself to train through positive self-talk

1 2 3 4 5

21. During practice sessions I just seem to be in a flow

1 2 3 4 5

22. When I perform poorly in practice I lose my focus

1 2 3 4 5

23. I practise using relaxation techniques at workouts

1 2 3 4 5

24. At practice, I can allow the whole skill or movement to happen naturally without concentrating on each part of the skill

1 2 3 4 5

25. I have trouble energizing myself if I feel sluggish during practice

1 2 3 4 5

26. When things are going poorly in practice, I stay in control of myself emotionally

1 2 3 4 5

27. During practice I focus my attention effectively

1 2 3 4 5

28. During practice I visualize successful past performances

1 2 3 4 5

29. I manage my self-talk effectively during practice

1 2 3 4 5

30. During practice, I don’t think about performing much - I just let it happen

1 2 3 4 5

31. I am able to control distracting thoughts when I am training

1 2 3 4 5

32. At practice, when I visualize my performance, I imagine watching myself as if on a video replay

1 2 3 4 5

Scoring key - Test of Performance Strategies (TOPS) – practice version

Goal-setting

2, 10, 15, 19 (4 items)

Automaticity

6, 21, 24, 30 (4 items)

Emotional control

9R, 18R, 22R, 26 (4 items)

Imagery

3, 12, 28, 32 (4 items)

Activation

4, 11R, 16, 25R (4 items)

Self-talk

5, 13, 20, 29 (4 items)

Relaxation

1, 7, 14, 23 (4 items)

Attentional control

8, 17R, 27, 31 (4 items)

Thomas, P.R., Murphy, S. and Hardy, L. (1999). Test of Performance Strategies: Development and preliminary validation of a comprehensive measure of athletes’ psychological skills. Journal of Sports Sciences, 17, 697-711.

Measurement instrument

The 64-item Test of Performance Strategies is a self-report instrument designed to measure an athlete’s use of psychological skills and strategies during competition and practice (Thomas et al., 1999). Exploratory factor analysis has previously indicated an 8-factor solution for competition items and a slightly different 8-factor solution for practice items. Seven factors are common to both competition and practice contexts, whereas negative thinking is only included in the competition context and attentional control only in the practice context. Each subscale has four items. Items were rated on a 5-point scale anchored by 1 (never) to 5 (always). Scores for each subscale were summed and divided by Validity of the TOPS 8 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26

four; resulting in overall factor scores that could range from 1 - 5.

F. Development

User Manual

Registration is needed to use the program. The registered users can login to the application and are able to modify their password and data. The program remembers the login, so re-login is only needed when logout occurred. The logged in users can survey their mental and physical data with defined tests in sequence. Test results are stored in an external database, which means that the data can be loaded anytime, anywhere where there is a working Internet connection. The results of repeated tests can be viewed on diagrams. Results of tests can be shared via e-mail or Messenger. The program makes suggestions for achieving better performance depending on the changes.

Mental Questionnaire

The best way to survey mental state is use of questionnaires. The program contains Test of Performance Strategies, which is a long-time accepted question series, and is used for surveying mental readiness of athletes. The user must answer 32 questions which summarize the results in eight categories. Careful filling is important for precise surveying.

First Physical Surveying Task

This task tests the concentration and fine coordination of hands. The goal is keeping a constantly-accelerated circle above the target area. Five seconds are provided for preparation. The circle can be controlled via a horizontally-held mobile device. The program periodically checks the position of the circle compared to the target area. If the difference is small, points are awarded to the user.

Second Task

Sense of balance is tested in the second task. The user must stay on one leg and preserve the balance in a special Flamingo Balance Test posture. Five seconds are provided for preparation. The remaining time is displayed by a countdown clock. The user or helper can interrupt the countdown by using the STOP button. The program checks the connection of the Mi Band sensors and when it detects significant movement, stops the test. In this instance there is no need for a STOP button. For the safety of the device, it is advised to hold it above a reachable place, such as a desk. Points are awarded to the user for every second the pose is held, and this task's total possible score is 60.

Third Task

Speed is tested in this task. The user must run on spot for 30 seconds using the greatest possible number of steps. The feet must leave the ground during running. The number of steps is counted by the Mi Band’s built-in odometer, and this is why normal moving of arms is important during running. The score is the number of steps.

Memory Game

A small simple game is built into the program to eliminate tiredness. The player must find the 10 upside down card pairs, but only two cards can be turned onto their colour sides simultaneously. The position of already checked cards needs to be memorized so that it can later be paired with the similar one. The program counts the attempts. 100 attempts are available for the player. The numbers of attempts are extracted from 100, and this value saved. Fewer attempts results in a higher score.

Fourth Physical Test

The user’s endurance and muscle energy is surveyed in this test. The user must stay in half-squatting pose with horizontally sustained arms in front for as long as possible. It is important that the thighs are maintained in a horizontal pose. The proper posture is shown on an image at the short description of task. Five seconds are provided for preparation, and this is shown by a countdown clock. The program counts the seconds in this pose. The counting can be interrupted with the STOP button. The program also checks the connection of the Mi Band sensors, and stops the test if it detects significant movement. In this instance, the STOP button is not needed. The number of seconds will be saved.

Comparing Previous Results

If the user has completed the tests at least twice, there is a possibility to compare previous results. The program queries the results of the last five occasions, and then it displays the score of mental and physical tests by diagrams. The first graph visualizes eight categories with different coloured lines including the meaning of each colour, and the times of tests are also displayed. The second diagram displays the results of the physical survey in the same format. It ist possible to save the diagrams as pictures, and they can be shared via e-mail or Messenger for the trainers or supervisors.

Tips for Better Results

If significant differences are observed between the test results, then the application provides suggestions, and helps to eliminate mistakes, thus assisting improved results to be achieved. To acquire the best possible suggestions, it is important for the users to pay attention and perform the tests accurately. Incomplete questionnaires or negligent performance will give inaccurate results, therefore the suggestions will not sufficient.

Terms and Conditions of Use

 

This application is only available to registered users. Terms and conditions must be accepted before registration, and we ask every user to read these carefully to help avoid problems or misunderstanding. The rules apply for the entire time of use of the application. Therefore, any infringement of rules may result in exclusion.

1. General

1.1 This application has been created for the purpose of a thesis as a final project of the Computer Science course at the University of Sunderland. The author built this application taking strict account of UoS regulations. Sport & Exercise Science Department were also involved in developing the application, any data collected during the project will also be available to them.

1.2 The main aim of the application is to achieve better sports performance through assessment of mental state, and proving its impact on physical performance. The application may be used in education at the UoS, and both departments will receive source codes and database access information. The latest technology innovations, widespread availability and other developers’ principles were considered during the development process. The developer has made significant efforts to obtain up-to-date, accurate applications, but this cannot be guaranteed. Users can only use the application at their own risk. The developer will only assume responsibility for any expense, loss, or damage caused by use of the application if it can be demonstrably attributed to their omission or activity which can be directly associated with use of the application. Accepting Terms & Conditions, the user acknowledges that he/she can only use the application at his/her own risk.

1.3 The application protects copyright and database related rights and other rights concerning trademarks and ownership. Every detail can be protected by copyright. The user only gains rights for using the application by installation and registration. The users do not own any rights for elements of the application. The developer also declares that only free sources codes are used for creating the application, and their sources are stated in documentation as well as the source code. The user agrees to abide by all additional copyright

1.4 If the user decides to download and/or install the application, the user can only use data, elements, and contents for personal purposes. The software can only be used for business purposes with primary notification and permission of the user. Any infringement may result in legal proceedings. In cases of using the application within a group, the printing and signing of Terms and Conditions is recommended to be able to prove evidence of approval if it is necessary later.

2. Our Obligations to You

2.1. The developer states that he makes every reasonable effort to run the software continuously and with proper functioning but he cannot take any responsibility for continuous access. The developer reserves the right to restrict or suspend access without notification if it is required for safety of development, or maintenance, or any other reason. Internet access is required for normal functioning and data is stored on an external server. Therefore, absence of internet or unavailability of server may cause operational problems. The developer cannot take responsibility for these problems.

2.2 Data collected through the software will never be accessible or handed over to any other organisations, except the aforementioned ones, without users’ prior notification or permission. Nobody can claim data and data cannot be sold. Users can electronically transfer their own data but later safety of data is their responsibility. The developer attempts to ensure safe storage of data, but he cannot accept responsibility for loss. The developer cannot take responsibility for damages arising from data loss.

2.3. The developer states that only data is stored which is absolutely necessary for operation of the application. The developer avoids personal identification and the safety of personal data. They do not store surnames and full birth dates. As operation of the software does not require telephone numbers and home addresses, the developer does not request them. The only personal data is the email address (used to notify users), but the developer stores it confidentially without access to others, and it is not shared. Email addresses and other information, which is suitable for identification, will not be passed to anyone else. Access to personal data through the application is protected by encrypted passwords. If the user forgets his/her password, the system will generate a new password and send it to the user’s registered email address. The developer cannot take responsibility for damages resulting from providing wrong email address or hacking of an account by an unauthorised person.

 

3. Your Obligations to Us

3.1. Users consent that the application is only used with compliance of its rules and all required attention. Users agrees that they will also obey all relevant legislation which is not regulated here. The software must not be used for unlawful activities. Users must not use obscene, abusive expressions in messages sent via the system and messages must be only sent to authorised people. Users must avoid annoying others, or causing discomfort or anxiety. Users must make their best efforts to maintain proper functioning of the application. Users must not send or store unsolicited or malicious data and content.

3.2 The user agrees that data and values performed or entered by him/her will be used for a scientific approach, calculating statistics and creating analyses. Users’ personal data is protected in every case. If any damage is identified which can be attributed to the user’s responsibility, the user will concede financial and moral responsibility.

 

4. Other Conditions of Use

The developer reserves the right to modify the Terms and Conditions but it is obligatory to make the Terms and Conditions accessible to users and inform them about any changes in its content. The Terms and Conditions are part of the application and accessible at any time, and viewing is possible in the application.

 

5. Communications

Both the developer and the user are liable to keep all written and unwritten legislation and customary law during their communication. The users must be provided with an option to give feedback and opinion within the application. The developer is responsible for managing this, giving answers and fixing any reported errors as soon as possible. Both the user and the developer must only use communication channels of the software for sending messages related to the application. Offensive or unlawful messages will result in warning, and then exclusion.

 

6. Limitation of Liability

6.1 The user acknowledges that the developer will not receive, or request, any financial compensation as the system is accessible for anybody free of charge. Therefore, the developer is not responsible for any expense arising from regular use. The developer is not liable to provide circumstances which are required for the application. Therefore, changes in environmental factors may cause cessation or suspension of the application.

6.2 Neither the user’s nor the developer’s responsibility can be excluded in a case where bad faith, intentional damage or negligence can be identified from any side. No responsibility is taken for unforeseeable, unexpected negligent damages.

 

7. Governing Laws and Regulations

Existing legislation in the UK applies on all issues not covered in the Terms and Conditions. Court opinions and decisions are authoritative and both parties must comply with these.

Screen Shoots

G. Testing

Instrumentation Testing

Test ID

Automatic test

Running times

Expected Result

Pass / fail

1/1

				EditUserInstrumentationTest.java

10

P

P

1/2

				FirstActivityInstrumentationTest.java

10

P

P

1/3

				LoginActivityInstrumentationTest.java

10

P

P

1/4

				RegisterInstrumentationTest.java

10

P

P

Stress Test

Database Automatic Test

Test ID

Description

Input

Expected Result

Pass / fail

2/1

Create database

test.db

test.db

P

2/2

Create table

customer

Customer

P

2/3

Create column

_id

_id

P

2/4

Create column

customer_name

customer_name

P

2/5

Create column

customer_age

customer_age

P

2/6

Create column

customer_email

customer_email

P

2/7

Drop DB

Delete Database

Database deleted

P

2/8

Insert data

Istvan

29

This email address is being protected from spambots. You need JavaScript enabled to view it.

Istvan

29

This email address is being protected from spambots. You need JavaScript enabled to view it.

P

2/9

Read data

ID:1

Name: Istvan

Age: 29

Email: This email address is being protected from spambots. You need JavaScript enabled to view it.

ID:1

Name: Istvan

Age: 29

Email: This email address is being protected from spambots. You need JavaScript enabled to view it.

P

Conditional Tests: Individual values

Test ID

Description

Input

Expected Result

Pass / fail

3/1

Edit user gender

Male

1

P

3/2

Edit user gender

Female

2

P

3/3

Edit sport level

Professional

1

P

3/4

Edit sport level

Amateur

2

P

3/5

Edit sport level

Recreation

3

P

Conditional Tests: Value ranges

Test ID

Description

Input

Error message

Pass / fail

4/1

Year of birth

192

Form contains error

F

4/2

Year of birth

19821

Form contains error

F

4/3

Year of birth

0000

Invalid year

F

4/4

Year of birth

1890

Invalid year

F

4/5

Year of birth

2016

Invalid year

F

4/6

Year of birth

1971

 

P

4/7

Month

0

Form contains error

F

4/8

Month

3

Form contains error

F

4/9

Month

9

Form contains error

F

4/10

Month

17

Invalid year

F

4/11

Month

03

 

P

4/12

Month

12

 

P

User Acceptance Testing

Test ID

5/1

Participant Number

002

First Name

Istvan

Initials

IS

Username

is

Email

This email address is being protected from spambots. You need JavaScript enabled to view it.

Gender

Male

Year of birth

1961

Month of birth

9

Sport

Squash

Level

Amateur

Weekly times

5

Hours per week

5

Test ID

5/2

Participant Number

001

First Name

This email address is being protected from spambots. You need JavaScript enabled to view it.

Initials

MR

Username

Firdaus

Email

This email address is being protected from spambots. You need JavaScript enabled to view it.

Gender

Male

Year of birth

1993

Month of birth

9

Sport

Table Tennis

Level

Amateur

Weekly times

3

Hours per week

6

Alpha-Testing

Test ID

Function

Access from

Expected Result

Pass / fail

6/1

Splash Screen

Device menu

Display splash screen for 5 seconds

P

6/2

Login

Splash screen if user not logged in

Login

Register

Forgot Password

P

6/3

Register

Login

Insert user details to database

P

6/4

Forgot Password

Login

New password sent by email

P

6/5

Logout

Action Menu Bar

Logout

P

6/6

Terms and Conditions

Register Activity

Action Menu Bar

Display Terms and Conditions

P

6/7

User Manual

Action Menu Bar

Display User Manual

P

6/8

Change Password

Action Menu Bar

Insert new password to database

P

6/9

Edit User details

Action Menu Bar

Edit user details in database

P

6/10

Start a set of test

Main Activity

Start a set of test

P

6/11

Mental Survey Info

Start a set of test

Mental Survey Info

P

6/12

Mental Survey

Mental Survey Info

32 questions displayed in dialog boxes with radio buttons

P

6/13

First Physical Info

Mental Survey

First Physical Info

P

6/14

First Physical Test

First Physical Info

Control a circle with device’s sensor

F

6/15

Choose a BT device from paired list

First Physical Test

BT connection

F

6/16

Manual BT Scan

Choose a BT device from paired list

BT connection

F

6/17

Second Physical Info

BT connection pages

Second Physical Info

P

6/18

Second Physical Test

Second Physical Info

Do a test and store result in Shared Preferences

P

6/19

Third Physical Info

Second Physical Test

Third Physical Info

P

6/20

Third Physical Test

Third Physical Info

Do a test and store result in Shared Preferences

P

6/21

Memory Game Info

Third Physical Test

Memory Game Info

P

6/22

Memory Game

Memory Game Info

Play a memory game and store score in Shared Preferences

P

6/23

Fourth Physical Info

Memory Game

Fourth Physical Info

P

6/24

Fourth Physical Test

Fourth Physical Info

Do a test and store result in Shared Preferences

P

6/25

Save results

Fourth Physical Test

Insert result to external and MySQLite database too

P

6/26

Graphs

Main Activity

Go to mental graph

P

6/27

Mental Graph

Graphs

Mental Graph

Share it (save screen to local file)

P

6/28

Physical Graph

Mental Graph

Physical Graph

Share it (save screen to local file)

P

6/29

Share it

Mental Graph

Physical Graph

Send by email or share on Messenger

F

6/30

Tips and Hints

Main Activity

Averages and last results with tips and hits

P

Beta-Testing

Test ID

Function

Access from

Expected Result

Pass / fail

7/1

Splash Screen

Device menu

Display splash screen for 5 seconds

P

7/2

Login

Splash screen if user not logged in

Login

Register

Forgot Password

P

7/3

Register

Login

Insert user details to database

P

7/4

Forgot Password

Login

New password sent by email

P

7/5

Logout

Action Menu Bar

Logout

P

7/6

Terms and Conditions

Register Activity

Action Menu Bar

Display Terms and Conditions

P

7/7

User Manual

Action Menu Bar

Display User Manual

P

7/8

Change Password

Action Menu Bar

Insert new password to database

P

7/9

Edit User details

Action Menu Bar

Edit user details in database

P

7/10

Start a set of test

Main Activity

Start a set of test

P

7/11

Mental Survey Info

Start a set of test

Mental Survey Info

P

7/12

Mental Survey

Mental Survey Info

32 questions displayed in dialog boxes with radio buttons

P

7/13

First Physical Info

Mental Survey

First Physical Info

P

7/14

First Physical Test

First Physical Info

Control a circle with device’s sensor

P

7/15

Choose a BT device from paired list

First Physical Test

BT connection

P

7/16

Manual BT Scan

Choose a BT device from paired list

BT connection

P

7/17

Second Physical Info

BT connection pages

Second Physical Info

P

7/18

Second Physical Test

Second Physical Info

Do a test and store result in SharedPreferences

P

7/19

Third Physical Info

Second Physical Test

Third Physical Info

P

7/20

Third Physical Test

Third Physical Info

Do a test and store result in SharedPreferences

P

7/21

Memory Game Info

Third Physical Test

Memory Game Info

P

7/22

Memory Game

Memory Game Info

Play a memory game and store score in SharedPreferences

P

7/23

Fourth Physical Info

Memory Game

Fourth Physical Info

P

7/24

Fourth Physical Test

Fourth Physical Info

Do a test and store result in SharedPreferences

P

7/25

Save results

Fourth Physical Test

Insert result to external db and save to mySQLite db

P

7/26

Graphs

Main Activity

Go to mental graph

P

7/27

Mental Graph

Graphs

Mental Graph

Share it (save screen to local file)

P

7/28

Physical Graph

Mental Graph

Physical Graph

Share it (save screen to local file)

P

7/29

Share it

Mental Graph

Physical Graph

Send by email or share on Messenger

P

7/30

Tips and Hints

Main Activity

Averages and last results with tips and hits

P

Compatibility Tests

Test ID

Mobile Device

Android version

Mi Band Type

Bluetooth Connection

MSMAS App

Mi Fit App.

8/1

One Plus One

5.1.1 CM

MI

Passed

Passed/ Accelerometer data failed

Passed

8/2

One Plus One

5.1.1 CM

MIA

Passed

Passed

Passed

8/3

One Plus One

5.1.1 CM

MI1S

Passed

Passed/ Accelerometer data failed

Passed

8/4

Elephone P6000 Pro

5.1

MIA

Failed

Passed

Passed / Uncertain BT Connection

8/5

ZTE Geek V975

4.2.2

MIA

Failed

Failed

Failed

8/6

Sony Xperia M C1905

4.3

MIA

Failed

Failed

Failed

8/7

Nexus 9

6.0

MIA

Failed

Passed

Failed

8/8

Samsung GT-P5210

4.4

MIA

Failed

Passed

Passed

8/9

Amazon Fire 7

5.1

MIA

Passed

Passed

Passed

8/10

Acer Iconia One 7 B1-760HD

5.1

MIA

Passed

Passed

Passed

 

 

 

 

 

 

 

 

 

 

 

 

H. Evaluation

Usability Test Tasks List

 

The application can be started by the MSMAS icon, if it has not run yet. The welcoming screen can be removed by touching it, or it will proceeds automatically after 5 seconds.

 

Registration

To use the program registration is required. Identification of the user is done by the use of email address and password. It is not required to give a real email address by the registration, but it is important to remember it, there is no way to recover a forgotten password if a fake e-mail was given. The given email address will not be used or forwarded.

The accuracy of other personal data are important aspect of the study, so you are asked to give accurate data. The collected information are not aimed the total identification, so there is no need for full name and date of birth.

Start a set of test

The test series can be started by the upper icon (Task List) from the Home Page.

Mental questionnaire

The first step is the survey of the mental state. The most correct answer has to be chosen in 32 questions from five proffered answers. It is important to read and to give exact answers for the questions.

Physical activities

Short descriptions of the exercises can be read from your start screen, or there is a longer description by touching the manual button. The exercises only can be carried out in a defined order. The program automatically offers the next one. There is a chance to break the test series anytime, but if so the whole test series have to be started from the beginning.

Evaluation

The results of the repeated tests can be viewed on graphs. These can be on view only logged in with the profile of another user, because there are not enough comparable data after finishing the first tests.

· Sign out with the Log-out icon placed in the upper menu.

  • Sign in with the ’This email address is being protected from spambots. You need JavaScript enabled to view it.’ email address and with ’demo’ password.

· The previous data of the appropriate user can be on view with the second icon of the home screen (Graphs).

  • Try to send the graph to your own email address!

Tips and Hints

For the viewing of the recommendations returning back to the starting screen is needed, which can be done by touching the downer ’TIPS’ button.

Usability Questionnaire

 

Please underline the right by the choice questions?

1, Type of the mobile device used for testing? _____________________________________

2, Email address given when registering? _________________________________________

It is important, that given personal details are real, because those are part of the study, except the email address, which can be fictive!

3, Did you notice any problem at the registration? yes no

4, If your answer for question 3 was yes, please explain what was it? ___________________

___________________________________________________________________________

___________________________________________________________________________

5, Did it cause any difficulty to handle mental questions? yes no

6, If your answer for question 5 was yes, please explain what was it? ___________________

___________________________________________________________________________

7, Do you think, is the first physical exercise applicable for testing concentration?

(Keep circle above the target) yes no

8, If your answer for question 7 was no, please explain what was the problem? ___________

___________________________________________________________________________

9, Did it cause any difficulty to achieve the second physical exercise?

(Flamingo Balance Test) yes no

10, If your answer for question 9 was yes, please explain what was the problem? __________

___________________________________________________________________________

11, Was there any problem during performing the third physical test?

(Running on the spot) yes no

12, If your answer for question 11 was yes, please explain what was the problem? _________

___________________________________________________________________________

13, How many tries did you need to find the pairs at the memory game? ________________

14, Was the description of the task understandable at the memory game? yes no

15, How difficult was the completion of the fourth physical test?

(Keeping of the squatter position)

very easy easy moderately difficult difficult very difficult

16, If your answer for question 15 was difficult or very difficult, please explain what was the difficulty? __________________________________________________________________

___________________________________________________________________________

17, Could you successfully enter with the data of user of ’demo’ and check the graphs?

yes no

18, Was it easy to understand the values of the diagram? yes no

19, Did you find the Tips and Hints? yes no

20, Other comments? _________________________________________________________

___________________________________________________________________________

___________________________________________________________________________

___________________________________________________________________________

Sign: ______________________________________

Questionnaire Examples

The other filled out questionnaire scanned images can be found on the provided DVD.

Participant’s Details

Application File List

Class Name

Function

Layout

Size (Lines)

Size Layout

ActionBar.java

Hold global variables and display Action Menu Bar

menu/main_menu.xml

195

76

Card.java

Set buttons for cards at Memory Game

 

18

 

ChangePasswordActivity.java

Change user password

activity_change_password.xml

237

107

CircleView.java

Display a circle and target on canvas

 

63

 

EditUserActivity.java

Edit user details

activity_edit_user.xml

562

325

FirstActivity.java

First physical activity information

activity_first_activity.xml

153

139

FirstTestActivity.java

First physical test

activity_first_test_activity.xml

351

90

FourthActivity.java

Fourth physical activity information

activity_fourth_activity.xml

175

156

FourthTestActivity.java

Fourth physical test

activity_foruth_test_activity.xml

555

87

JSONParser.java

Send JSON object to server

 

86

 

LoginActivity.java

User login

activity_login.xml

311

146

MainActivity.java

Home screen

activity_main.xml

104

82

ManualScanActivity.java

Scan BT devices manually

activity_manula_scan.xml

411

98

MemoryActivity.java

Memory Game information

activity_memory_game.xml

176

138

MemoryTestActivity.java

Memory Game

activity_memory_game_test.xml

382

66

Mental.java

Class for mental objects

 

133

 

MentalGraphActivity.java

Display last 5 mental results in Graph

activity_mental_graph.xml

642

79

MentalSurveyAvtivity.java

Mental survey

activity_mental_survey.xml

284

138

MentalSurveyFunctions.java

JSON object handler for mental survey

 

70

 

MiBandTestActivity.java

Only to test Mi Band functions

activity_mi_band_test.xml

284

103

MySQLiteHelper.java

MySQLite database handler class

 

416

 

PasswordResetActivity.java

Send new password to user by email

activity_password_reset.xml

236

93

Physical.java

Class for physical objects

 

97

 

PhysicalGraphActivity.java

Display last 5 physical results in Graph

activity_physical_graph.xml

561

76

PhysicalTestFunctions.java

JSON object handler for physical test

 

67

 

RegisterActivity.java

Register a new user

activity_register.xml

560

379

RegisteredActivity.java

Display user details

activity_registerd.xml

101

224

SaveActivity.java

Save results to external and local databases

activity_save.xml

443

95

ScanBluetoothActivity.java

Connect Mi Band from paired devices list

activity_scan_bluetooth.xml

451

78

SecondActivity.java

Second physical activity information

activity_second_activity.xml

181

157

SecondTestActivity.java

Second physical test

activity_second_test_activity.xml

553

88

ShareActivity.java

Share graphs via email or Messenger

activity_share.xml

183

45

SpalshScreen.java

Display splash screen

splash_screen.xml

106

9

TemporaryMenuActivity.java

Temporary menu to access all tests

activity_temporary_menu.xml

100

153

TermsAndConditionsActivity.java

Terms and Conditions

activity_terms.xml

75

65

ThirdActivity.java

Third physical activity information

activity_third_activity.xml

193

157

ThirdTestActivity.java

Third physical test

activity_third_test_activity.xml

547

77

TipsActivity.java

Show tips and hints

activity_tips.xml

815

65

UserFunctions.java

User manage functions

 

128

 

UserManualActivity.java

User Manual

activity_user_manual.xml

73

65

Utilities.java

Class for unit test

 

19

 

Validation.java

User inputs validations

 

73

 

db\DBCustomer.java

Database test class

 

20

 

db\DBHelper.java

Database helper for test

 

47

 

Test\ApplicationTest.java

Application test class

 

13

 

Test\DBTesting.java

Test MySQLite database

 

78

 

Test\EditUserInstrumentationTest.java

Test Edit User Activity

 

63

 

Test\FirstActivityInstrumentationTest.java

Test First Activity

 

68

 

Test\LoginActivityInstrumentationTest.java

Test Login Activity

 

66

 

Test\RegisterInstrumentationTest.java

Test Register Activity

 

62

 
 

 

Summary

11587

3656

File name

Functions

Size (Lines)

index.php

Get JSON scripts and respond to them

347

include\config.php

Database settings

10

include\DB_Connect.php

Connect and disconnect to database

31

include\DB_Functions.php

Database queries and responds

256

 

Summary

644

I. Disk with copy of software and other files

 

The following structure is used to store documents and files created during the project on the provided DVD

 

Folder name

Intension

Consent Forms

Scanned consent forms

Databases

Exported databases

Ethics

Ethics documents

Final Version App

The final version of the application

Learning Logs

All learning logs

Previous Versions Apps

Previous versions of the application

Questionnaires

Scanned test and evaluation questionnaires

Screen Cast

A video to demonstrate the application

Server Side Scripts

PHP scripts to manage external database