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Class Diagram The diagram to the right is the original UML class diagram used to design the code in the prototype. The classes under the real abstract.

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Presentation on theme: "Class Diagram The diagram to the right is the original UML class diagram used to design the code in the prototype. The classes under the real abstract."— Presentation transcript:

1 Class Diagram The diagram to the right is the original UML class diagram used to design the code in the prototype. The classes under the real abstract class represent all of the objects that users manipulate in the use cases. The classes under the tool abstract class represent tools that the Web site needs to function. The prototype helped expose some issues with this class structure. For example, ORDER, ENTITY, TOUR, GAME, ORG, and PERSON all have similarities more significant than I originally envisioned. These classes should be restructured so that they can inherit the code they have in common. This restructuring will allow for less redundancy and ease long-term maintenance. Deliverables The use cases and other documentation reside in XML. The screen shot below shows one use case rendered with XSL. XML’s separation of form and content allows for easier editing and reuse of the documentation. The documentation of the use cases and of the database schema will serve as a foundation for further development. Additionally the XML format of the content will serve as model for managing content at Wishmaker. Wishmaker, Ltd: Design and Prototyping of Web Services Definition: Collectible Card Game Companies manufacture and distribute collectible card games in a manner similar to baseball cards. Consumers buy these cards in packs. Consumers collect these cards and build decks to play against each other. Introduction Wishmaker, Ltd. is a pre-funding start-up organization that seeks to build a collectible card game. Wishmaker plans to sell cards, but the cards are not what will drive consumers to buy the game nor are they truly what Wishmaker will sell. Wishmaker is selling a game, an organized play structure with cash prizes, and access to a community of gamers. Wishmaker must support these products with information and technology. This Project In this project, I developed a design for an information management system and built a Web-based prototype to test and demonstrate concepts within the design. When fully implemented, this information management system will integrate sales, tournament management, marketing, and customer relations management. This system will help Wishmaker Ltd. use the Web to ease logistical burdens of managing a tournament centered collectible card game. Use Cases With the help of Wishmaker staff, I developed a list of use cases that describe the ways in which users might interact with a Wishmaker Web site. I used a set of the use cases to develop the prototype. Additionally these use cases helped encourage discussions about Wishmaker’s goals. For example, Wishmaker staff discussed which services are inappropriate for a Web environment. These use cases and discussions will serve as the foundation for future development projects at Wishmaker. The use cases fit into one or more of the five classes described in the diagram above. These classifications show a useful way of looking at the enterprise. Wishmaker plans to derive its revenue from selling a small set of products with almost no intrinsic value. These physical products have limited value because they are only representations of Wishmaker’s real product: a tournament game and an organized play structure with cash prizes. Consequently, the majority of the use cases involve providing information about the game and supporting the logistics of organized play. Technology The Web pages are constructed from XML, XSL, XSLT, and CSS. Perl-CGI manages the application flow and interfaces with a MySQL database on a virtual host. The code and conceptual design are object-oriented in a way that allows for rapid development, integration of new features, and change to existing features. The integration of sales, tournament management, marketing, and customer relations management that the prototype represents will help Wishmaker quickly break into the market, Learning While designing and building the prototype, I found several reusable models. One example of these models, shown in the sequence diagram to the right, describes an interaction between object-oriented programming and XML. XML allows the application to pass an information object to the Web browser, which uses XSL to render the object as a user interface. The user interacts with and resubmits the altered object. This model allows for a high level of code reuse. The application only needs to generate the appropriate information object, instead of having to manage all of the details of a user interface. This model and others discovered in the course of this project will serve as a foundation for efficient development of an information system that helps Wishmaker meet its goals. manage information efficiently, and provide access to the information it has accumulated. Prototype The prototype demonstrates a small set of features. These features are meant to show that Wishmaker has the capability to build a Web-based information system that meets its business needs and will help Wishmaker offer a level of service that exceeds industry standards. Matthew Baranowski MSIM Capstone Project mpbarano@u.washington.edu


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