COMP07147 2012 Project 300

General Details

Full Title
Project 300
Transcript Title
N/A %
Subject Area
COMP - Computing
COMP - Computing & Creative Practices
07 - NFQ Level 7
10 - 10 Credits
Academic Year to Easter
Start Term
2012 - Full Academic Year 2012-13
End Term
9999 - The End of Time
Paul Flynn, Paul Powell, Una LEstrange, Mr. John Kelleher
Programme Membership
SG_KWDEV_B07 201200 Bachelor of Science in Computing in Web Dev and Creative Media SG_KSYSN_B07 201200 Bachelor of Science in Computing in Systems and Networking L7 SG_KCMPT_B07 201300 Bachelor of Science in Computing SG_KCOMP_H08 201500 Bachelor of Science (Honours) in Computing SG_KCOMP_G07 201500 Bachelor of Science in Computing SG_KSYSN_B07 201500 Bachelor of Science in Computing in Systems and Networking L7 SG_KWDEV_B07 201500 Bachelor of Science in Computing in Web Dev and Creative Media SG_KCOMP_H08 201600 Bachelor of Science (Honours) in Computing SG_KSYSN_B07 201700 Bachelor of Science in Computing in Systems and Networking L7 SG_KGDEV_B07 201700 Bachelor of Science in Computing in Game Development SG_KWDEV_B07 201700 Bachelor of Science in Computing in Web Dev and Creative Media SG_KSDEV_B07 201700 Bachelor of Science in Computing in Software Development SG_KCOMP_H08 201700 Bachelor of Science (Honours) in Computing

Project 300 represents a substantial independent body of work undertaken by a group of four. The module aims to encourage innovation and a wider exploration of the field of study. It emphasises the importance of a high level rigorous and demanding approach to, and a strategy for the development of the chosen deliverable. It also helps to apply, to a deeper level, the techniques and concepts learned throughout the programme, including the technical skills of analysis, design and implementation.

The type of deliverables for Project 300 vary in concert with prior learning and chosen domain of the group as well as resource constraints. For software engineering students, for example, the deliverable will normally consist of documentation (requirements specification, use cases, scenarios, low-fidelity prototypes) and a working implementation of the finished software. For students of the Game Development stream, it could consist of game asset creation, storyboarding, level design and working game.

The intent is to provide students with a simulation of a real-world project along with the management issues (of time, people, resources and skills) and fixed deadlines that accompany it.

Learning Outcomes

On completion of this module the learner will/should be able to;


appreciate and practice the skills needed to coordinate, command, review and execute group work


develop a major project to a deadline involving, inter alia, planning and coordination of analysis, design & development activities, setting realistic work objectives, and presenting and documenting that work


identify and apply appropriate research, computing resources, team skills, written and verbal communication skills to the identification, analysis, implementation and testing of a chosen problem space


exhibit competency in exploring a range of solutions to problems encountered, comparing alternatives, and adjudicating on such alternatives, including where appropriate, the production of design mockups and prototypes to explore options and communicate ideas


employ project planning and coordinating methodologies (e.g. agile methodology) to direct the operation of the team's effort


deliver a working solution to specification, presenting and defending the deliverables before a review group

Module Assessment Strategies

The group will:

  • agree a project proposal with the group supervisor and form an initial specification/scoping document for the Project
  • hold regular weekly meetings to assign tasks and review progress
  • adopt an agile methodology (scrum, lean, XP) to support product delivery
  • prepare rapid mock-ups of designs, document underlying design decisions and prepare and review lo-fidelity prototypes (domain appropriate)
  • maintain a project blog to record progress, decisions debated/decided, individual contributions, reflections on work undertaken, downloads of prototypes/deliverables
  • make presentations to other selected peer groups and take questions
  • submit a group report at module-end to encapsulate work undertaken
  • make presentation to lecturer review panel for assessment

Assessment is by means of individual and team deliverables, underwriting the practical nature of the module. Individual deliverables are designed to allow students to demonstrate their understanding of the problem to be solved, what their role within the group has been and to provide a reflection on what they personally have learnt from the module. A Project blog will provide contemporaneous evidence of team work as well as record alternatives considered and choices taken.

Team deliverables require students to work together to produce software, a game, a web site or hardware implementation/simulation and and its documentation and to demonstrate the group's achievement in collectively producing the end product. To simulate the real world environment, students will use oral presentations to relate work in progress and receive feedback. Peer assessment is employed to identify each individual's contribution to the team.

Teams will be assigned a supervisor, whenever possible, that is knowledgeable in the cognate area of the project. The supervisor will expend 1.5hrs weekly in support of the group activities to include (inter alia) assisting in project discovery, identifying opportunities, mentoring, giving advice on group organisation, presentation preparation, documentation, debugging, design, feedback. The supervisor is drawn from a supervisor panel:

  • familiar with the operation of project work and regularly assigned to such work
  • have competencies in underlying technologies employed by project teams in the various cognate areas, both technically and in project management methodologies
  • on the programme board for Level 7 or Level 8 for whom he/she is supervising 


Indicative Syllabus


  • Identify skills
  • Task allocation
  • Team structure, roles, role allocation
  • Team Management issues (e.g. progress reporting etc.)
  • Identify Project Management & Planning process

Requirements Engineering          

  • Identify project
  • Document project proposal
  • Assemble facts regarding users and tasks, problem domain
  • Outline specification of project
  • Prepare a project/research plan
  • Identify appropriate implementation platform, development tools and other aids/equipment.

Analysis & Design

  • Select appropriate analysis/design/research methodology
  • Produce supporting diagrams/design documentation
  • Develop low-fidelity prototype(s) or simulation (domain appropriate)
  • Submit evidence of end-user evaluation where possible/appropriate

Prototyping (domain appropriate)

  • Employ appropriate tools to realise low-fidelity prototype
  • Apply quality standards (software, accessibility, design patterns etc.)
  • Show evidence of project planning and scheduling


  • Employ appropriate tools (e.g. languages, platforms, SDKs) to realise product/research deliverables
  • Apply quality standards (e.g. software, accessibility etc.)
  • Show evidence of project planning and scheduling

Testing & Evaluation

  • Develop, deploy and analyse usability test plan
  • Iterate user evaluation of interface
  • Test for program completeness


  • Articulate project rationale
  • Identify target audience and skills base
  • Document personas and goals
  • Describe scenarios of use
  • Requirements specification
  • Specify hardware/software requirements
  • Document design process
  • Provide testing documentation
  • Provide user evaluation reports
  • Maintain project log book/web site documenting design process

Coursework & Assessment Breakdown

Coursework & Continuous Assessment
100 %

Coursework Assessment

Title Type Form Percent Week Learning Outcomes Assessed
1 Interview Interim Presentation Continuous Assessment UNKNOWN 10 % End of Term 1,2,3,4,5,6
2 Project Project Submission/Assessment Continuous Assessment UNKNOWN 90 % End of Year 1,2,3,4,5,6

Full Time Mode Workload

Type Location Description Hours Frequency Avg Workload
Directed Learning Not Specified Supervision 3 Weekly 3.00
Independent Learning UNKNOWN Group Work 11 Weekly 11.00
Total Full Time Average Weekly Learner Contact Time 3.00 Hours

Module Resources

Non ISBN Literary Resources

Projects in Computing and Information Systems: A Student's Guide
Dr Christian Dawson (Author)
Addison Wesley (2009)
ISBN-13: 978-0273721314

Computer Science Project Work: Principles and Pragmatics
Sally Fincher (Editor), Marian Petre (Editor), Martyn Clark (Editor)
Springer; 1st Edition. edition (6 Mar 2011)
ISBN-13: 978-1849968652

Successful teamwork! For Undergraduates and Taught Postgraduates Working on Group Projects
Peter Levin (Author)
Open University Press; illustrated edition edition (1 Sep 2004)
ISBN-13: 978-0335215782

Version Control with Subversion
C. Michael Pilato (Author), Ben Collins-Sussman (Author), Brian W. Fitzpatrick (Author)
O'Reilly Media; 2 edition (23 Sep 2008)
ISBN-13: 978-0596510336

Other Resources
  1. A designated room or lab for duration of project. Lockable and with necessary IT infrastructure required for such projects. This demands, inter alia, white boards, ample table-top space, presentation space, shared work-stations and data projector, wireless network and printing facilities
  2. Hardware budget for equipment
  3. Use of old IT equipment such as servers etc which may become available from time to time.
  4. Easy access to the college at weekends for such students.
Additional Information