Activity 1.2.1 Picture Pool Introduction How does animation work? Images can appear to glide across the surface of a painting canvas on the screen. In reality, the screen's image changes discretely, approximately every 30 milliseconds. What is really happening every time the screen is drawn? In this activity, you will play a game as part of a usability study, in which developers observe users using a program. You will adopt the game as a development team, create a plan to improve it, and complete one sprint. The principles of game development can be applied to any game. What is a game you'd like to create? Games can be used to simulate real situations, like birds and bees pollinating flowers. By playing with a simulation, the user can learn about the system being modeled. What is there to learn about birds, bees, and pollination? What is another real situation you might be interested in exploring with a simulation? Computer programs can have millions of lines of code. This activity's game is only about 100 lines long. On average, a line of computer programming code gets written once and then read by an average of seven people trying to maintain and improve it. What do you suppose you look for first when you start exploring the code of someone else's computer program? Materials Computer with browser Android device with AI Companion Google ID 1.2.1 sourceFiles.zip Procedure © 2015 Project Lead The Way, Inc. Introduction to Computer Science Activity 1.2.1 Picture Pool – Page 1 1. In your pair, choose one person to be a test user. The other person will play the role of a developer conducting a usability study. Follow the instruction for your role below for 120 seconds. Then switch roles. a. Test user: Play bouquet_v1.apk on your Android device. Describe the app's behavior. b. Developer: Observe the user using the app. Record your observations. Which elements of the user interface do they use? Do they stumble over any element of the user interface? Did it ever look like they expected one thing to happen while interacting with the interface, but the app didn't respond the way they expected? An app should suit its purpose. As a game, how well did the app engage the user? 2. What is a usability study? Why do you think it is important? When do you think it should occur in the development cycle? 3. Now, all team members will be developers. With your partner, create a product backlog for Bouquet. Brainstorm features that a user might want and why. Later, you will pick one of the backlog items and break that item down into tasks for a sprint task list. 4. To get ready to modify the program, examine a high-level description of the program 5. Each stack of App Inventor blocks provides the code for one event handler or for one procedure. These stacks provide chunks of functionality. What are the major chunks of functionality in this program? 6. Why do you think it is important for programmers to provide high-level documentation of their code? 7. Prioritize your backlog so that one or two items you want to work on first are at the top. You might want to refine the top one or two items to be more precise and manageable in the amount of work required to complete them. This is called grooming the backlog. Your teacher might have the class share ideas and select distinct features to work on. Break the top item or two from the backlog into tasks for a sprint task list. 8. Prepare to develop the task at the top of your sprint task list. a. Authenticate to Google and open the App Inventor 2 development environment in a web browser. Upload the bouquet_v1.AIA file into App Inventor. © 2015 Project Lead The Way, Inc. Introduction to Computer Science Activity 1.2.1 Picture Pool – Page 2 b. You will keep bouquet_v1.AIA as a record of the version you started with, and work on the next version with your improvements. Select Projects > Save project as... and save as bouquet_v2 c. Discuss and record your plan for accomplishing the first task. Use your Google Doc or other project documentation as directed by your teacher. 9. Develop the task at the top of your sprint task list. a. So that you can test as you code, launch the AI2 Companion app on your Android device. Connect to the device using Connect > AI Companion. b. Decide who will begin as driver and who will begin as navigator. As you work to accomplish the first sprint task, the driver should think out loud and the navigator should provide ideas and ask questions. Switch driver/navigator roles frequently. c. As you develop, take the time to record problems you encounter, ideas you tried, results you observed, and reasons why you think an idea doesn't work when you thought it would. A Word document with screenshots of code works well for this purpose. d. When you accomplish a task, save the bouquet_v2.AIA version of your program as described in the following step. 10. To document your development process, save intermediate versions following these steps. a. Save the program in the App Inventor website. You won't work on this version any more. b. Download the AIA file using Projects > Export the selected project (.aia) to my computer. Save this file in the location specified by your teacher. It documents the progress you made at this stage of development. c. In App Inventor, select Projects > Save project as and then use a new name, for example, bouquet_v3. You will continue development using this new version, and repeat steps a through d when you are ready to document bouquet_v3.AIA and move on to bouquet_v4. d. In your Google Doc (or other project documentation as directed by your teacher), record a sentence or a few sentences to summarize what you have accomplished with this version. Record this summary alongside the name of the AIA file you downloaded. This is the same as the project name on App Inventor's website. You cannot change the project name in App Inventor, so if you change the file name, record both the file name and the name of the project it matches. © 2015 Project Lead The Way, Inc. Introduction to Computer Science Activity 1.2.1 Picture Pool – Page 3 That way, you have a copy saved for yourself and a copy on the App Inventor website ready to demonstrate. 11. Submit the following as directed by your teacher: Deliverable version of the program at the end of your sprint. Your teacher might direct you to install an APK of your app on one tablet passed around to all the teams. Project documentation describing your development process 12. Present your team's work to one or more other teams as directed by your teacher. Conclusion Questions 1. Reflect on your team's production of a product. Focus on the process you used to generate ideas, select ideas, strategize, document, code, test, and present. Describe and explain ways in which you did well and ways in which you could improve. 2. Reflect on your team's interpersonal dynamics. Focus on the ways in which team members contributed toward the product, encouraged the team, and raised teammates' expertise or enthusiasm. a. Describe and explain ways in which you did well and ways in which you could improve. b. Describe and explain ways in which each of your teammates did well and a way in which each teammate could improve. © 2015 Project Lead The Way, Inc. Introduction to Computer Science Activity 1.2.1 Picture Pool – Page 4
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