| Size | What is the size? How many people are needed to work on the project? |
| Cost | How much will the project cost the organization? |
| Purpose | What is the purpose of the project? Is it meant to improve the technical infrastructure? Support a current business strategy? Improve operations? Demonstrate a new innovation? |
| Length | How long will the project take before completion? How much time will go by before value is delivered to the business? |
| Risk | How likely is it that the project will succeed or fail? |
| Scope | How much of the organization is affected by the system? A department? A division? The entire corporation? |
| Economic Value | How much money does the organization expect to receive in return for the amount the project costs? |
Foosball.com is a company with a presence of over 20 years. It offers e-commerce services for worldwide foosball enthusiasts through shop.foosball.com. The existing top-level domain name requires modernization to align with current industry standards.The competition from an Amazon-based e-commerce platform has made it challenging for the company to sustain its operational expenses. Both sites have seen a decrease in traffic over time.
"The stakeholders aim to boost e-commerce revenue, attract more visitors to the sites, support the foosball community, and preserve the legacy of the foosball brand and sport."
These factors influence the best choice
| Strengths | weaknesses |
|---|---|
| System requirements identified long before construction begins | Must wait a long time before there is “visible” evidence of the new system |
| Requirements are “frozen” as project proceeds – no moving targets allowed | Takes a long time from start to finish |
| Easy to manage/ clearly defined stages | Not good where change is expected |
| Phases are completed one at a time | Poor Model for Long Term Projects |
| Process and results are well documented | No Scope Adjustment |
| Strengths | Weaknesses |
|---|---|
| Reduces overall project time (compared to Waterfall) | Creating sub projects requires careful design decisions |
| Reduces the need for rework; with shorter time frame, less chance of requirements changing | Integrating sub projects at the end can be complex and difficult |
| Strengths | weaknesses |
|---|---|
| Simple and straightforward | Rigid |
| Quality improves through the emphasis on testing | Difficult to use in a dynamic business environment |
| Including Quality Assurance expertise early in the project strengthens system quality | High risk and uncertainty | Not good for complex projects |
| Once in testing, difficult to go back | No working software is produced until late in the day |
| Strengths | Weaknesses |
|---|---|
| Users get a system to use quickly | Users faced with using an incomplete system for a time |
| Users identify additional needs for later versions based on real experiences with current version. Early Feedback | Users must be patient and wait for fully-functional system |
| Flexible Scope and Requirements | Impact of Technology Changes | More Management Attention Needed |
| System Design Issue will come later | Cost more/ Unclear Schedule |
| Strengths | Weaknesses |
|---|---|
| Users can see and try a prototype quickly | Shallow analysis can cause problems |
| Feedback helps improve and clarify requirements | Early design choices may be weak |
| — | Missing features may be hard to add later |
| Strengths | Weaknesses |
|---|---|
| Uncertainty is minimized | May take longer (compared to system prototyping because the prototypes do not become the final system) |
| Important issues are understood before building the final system |
| Strengths | Weaknesses |
|---|---|
| Fast delivery of results | Requires discipline |
| Works well in projects with undefined or changing requirements | Significant user involvement is essential |
| Customer satisfaction by rapid , continuous delivery of quality software | Difficult to assess the effort at the beginning of the SDLC |
| Continuous attention to technical excellence and good design | Potential for scope creep |
| People and interactions are emphasized rather than process and tools | Harder for new starters |
| Cost can increase as testers are required all the time |
| Usefulness in Developing Systems | Waterfall | Parallel | V‐Model | Iterative | System Prototyping | Throwaway Prototyping | Agile Development |
|---|---|---|---|---|---|---|---|
| With unclear user requirements | Poor | Poor | Poor | Good | Excellent | Excellent | Excellent |
| With unfamiliar technology | Poor | Poor | Poor | Good | Poor | Excellent | Poor |
| That are complex | Good | Good | Good | Good | Poor | Excellent | Poor |
| That are reliable | Good | Good | Excellent | Good | Poor | Excellent | Good |
| With short time schedule | Poor | Good | Poor | Excellent | Excellent | Good | Excellent |
| With schedule visibility | Poor | Poor | Poor | Excellent | Excellent | Good | Good |
Select a methodology that fits the Foosball.com
Create a backlog
- Group Project
- Github project training
- Github Project video
- Classwork: Create a backlog for Foosball.com