Art gallery online.

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Introduction

The title of this assignment is ART GALLERY ONLINE. The online art gallery will both display and sells the arts of featured artists. Our responsibility for this assignment is to provide our project management skill in establishing a commercial online art gallery to produce successful outcomes. This will take the form of designing and building online business-to-consumer system adapted to individual client requirements

Task 1

a)

We will review some commercial online art galleries to get the knowledge and information of how a commercial online art gallery is processing. We visited some galleries to conduct their working procedures and they are as follow;

1) Name of the site:

Linda Paul Studio

Screen shot of the home page:

Review:

This site is an official website of an American artist Linda Paul. Her paintings are unique because they are made from stone & egg yolk. That makes her customers a lot of interesting in her paintings. The site offers many painting on canvas and tiles for the customers. The prices are range from affordable, low prices to very high prices.

2) Name of the site:

The Electric Gallery

Screen shot of the home page:

Review:

The Electric Gallery was the first commercial online art gallery when e-commerce wasn't widely spread in the public. The site shows Haitian paintings, which is the paintings made from the artists of Haiti in North Caribbean. Most of the site's paintings are naïve i.e. they are simple and not sophisticated. The gallery offers selected low-priced paintings and shipping features for the customers.

3) Name of the site:

Gallery Asian Art

Screen shot of the home page:

Review:

This site presents various types of arts made by artists from Asian countries. The arts include paintings, photographs and sculptures. The site allows the customers to choose various arts from the links that are provided on the home page. The purchased arts will be shipped to the customer through the courier companies.

4) Name of the site:

U gallery

Screen shot of the home page:

Review:

U gallery presents modern paintings of today's talented, newer artist. The site helps the newer artists to continue their careers in painting, and the customers to buy the paintings at affordable prices. On the home page, the site offers the features to narrow down the search by genre, size, color, price etc.

Linda Paul Studio

-Official site of the artist

-Especially aim for homeowners, builders, decorators, restaurants and interior designers

-Paintings made with the unique technique, stones and egg yolk

-Offers arts on canvas and tiles

-Offers canvas paintings, original paintings, kitchen backsplashes and decorative tiles

-Shows arts by subject e.g., flowers, wine, western art etc.

-Shows arts that are currently in progress.

-Free shipping in USA and Canada for orders over $25

-Return money within 15 days if customers are not satisfied with the paintings

The Electric Gallery

-Offer naïve arts

-Can choose paintings by Artists or Collections

-Presents category "Under $350" for selected paintings

-Show featured artist on certain pages with the updated news on that artist

Gallery Asian Art

-Offers arts from various Asian countries

-Offers paintings, photographs, and sculpture

-Can choose arts by artists, photographers and sculptors

-Aims not only for buyer, collectors but also for publishing, advertising, and educational purposes

-Ships purchased products to customers through the courier companies

-Make purchase after it has confirmed that the requested art is available from the artist

U gallery

-Offers affordable paintings

-Browse paintings by Genre

-Search paintings by Size

-Discover paintings by Color

-View by Price range

b)Generic Model for Art Gallery Online

Now, we will write about a model of our online art gallery which we can count on to inform and persuade the potential customers. The success of a website depends on how many online users visit that site each day. Thus, our model should be able to draw online users' attention to the website.

We will be provided with the name of the artists, their personal information, and photos and description of their arts so that we can use them on the website. On website, we will provide the links that will lead to various pages. The links will include Home, Search, Ordering and Buying, FAQ, About Us. Home link will lead to the home page of the website. Search will allows the customers to search the arts using various methods including search by genre, artists, price and size. Ordering and Buying will lead to the page where the purchase will be made. In the FAQ page, there will be the viewer with common questions and answers which will be provided by the site owners. About Us section will show the history of the site owners' company and their career.

Before any purchase is made, it is important to make the customers to browse the website and persuade them to buy arts. The home page is the very first step to make that happen. If the home page is interesting enough for the viewers to look around, they will go further and start browsing the gallery. The home page will be simple and will not include too many pictures. The background color will be pale and not too bright. There might be a motto under the title on the home page if the client wants to have one. There will be three boxes range from up to down. The upper box will show the best selling arts in a week. The middle box will show the recently posted arts, and the lower box will show the news, articles and events about the art occurred in a week. In the news, articles and events box, the customers can see if there's any sale promotion or discount on special days, special weekends and festivals. Each box will have a link that lead to associated pages. There will also be a column on the right side of the home page showing the names of the artist sorted alphabetically.

By doing so, if a user is looking for the arts of an artist, he/she will see a list of names and think that he/she might probably found the one that he/she is looking for in that name. That will make him/her to keep browsing the gallery. If the viewer is the one who is looking for today's creative arts, he/she will see that it is the right website to visit. And, if the viewers are not certain about what to buy but want to buy one, they can choose from the best selling arts.

The purchase process will be made in the Ordering and Buying page. When a customer finds an art to buy, he/she will add it into the shopping list and the total amount of items in the list will be shown. Customer can pay the price through the credit card, and he/she will just need to fill the payment form to do so. After the payment is confirmed, the customer will be let know that the purchased items will be delivered through the courier company, and the name of the courier company will be displayed on the Ordering and Buying page.

So, if we develop an online art gallery with above generic model, we can ensure that customers will find the gallery to be a polished, simple and effective online art gallery to search and buy various types of arts. And, we can also ensure that the customers will appreciate the safe and reliable delivery of the courier company. And, they won't hesitate to come visit our art gallery online again.

Task 2

When developing a software system or a website, a project life cycle is required to make the development more effective and more accurate. Thus, we will need a project life cycle in the development of art gallery online.

We will use Dynamic Systems Development Method(DSDM) life cycle in the development of our website. DSDM is based upon the RAD methodology. It is iterative and incremental. It is strongly emphasize on continuous user involvement. DSDM is intended for Information Systems projects that are assigned by strict budgets and schedules

There are five phases in DSDM life cycle:

Feasibility Study, Business Study, Functional Model Iteration, Design and Build Iteration, and Implementation. There are 9 underlying principles consisting of four foundations and five starting-points.

  • User involvement is the main key in running an efficient and effective project, where both users and developers share a workplace, so that the decisions can be made accurately.
  • The project team must be empowered to make decisions that are important to the progress of the project without waiting for higher-level approval.
  • A focus on frequent delivery of products, with assumption that to deliver something "good enough" earlier is always better than to deliver everything "perfectly" in the end. By delivering product frequently from an early stage of the project, the product can be tested and reviewed where the test record and review document can be taken into account at the next iteration or phase.
  • The main criterion for acceptance of a "deliverable" is delivering a system that addresses the current business needs. Delivering a perfect system which addresses all possible business needs is less important than focusing on critical functionalities.
  • Development is iterative and incremental and driven by users' feedback to converge on an effective business solution.
  • All changes during the development are reversible.
  • The high level scope and requirements should be base-lined before the project starts.
  • Testing is carried out throughout the project life-cycle.
  • Communication and cooperation among all project stakeholders is required to be efficient and effective.

Because of above aspects, we recommend that DSDM life cycle will be effective to use in our project.

We've explained about our recommendation to use the DSDM life cycle. Now, we will explain about the phases of DSDM life cycle and responsibilities of persons involved in the project.

In the Feasibility Study phase, the feasibility of the project for the use of DSDM is examined. The most important techniques used in this phase are the Workshops. The output of this stage will be Feasibility Report, Feasibility Prototype, and Global Outline Plan which includes Development Plan and Risk Log.

The Business Study extends the feasibility study. This stage examines the influenced business processes, user groups involved and their respective needs and wishes. Again theworkshops are one of the most valuable techniques, workshops in which the different stakeholders come together to discuss the proposed website. The information from these sessions is combined into a requirements list. An important property of the requirements list is the fact that the requirements are (can be) prioritized. These requirements are prioritized using the approach. Based on this prioritization, a development plan is constructed as a guideline for the rest of the project. An important project technique used in the development of this plan is timeboxing. This technique is essential in realizing the goals of DSDM, namely being on time and on budget, guaranteeing the desired quality. System architecture is another aid to guide the development of the IS. The output of this stage will be Prioritized Requirements List, Business Area Definition, System Architecture Definition and Outline Prototyping Plan.

In the Functional Model Iteration stage, the requirements that have been identified in the previous stages are converted to a functional model. This model consists of both a functioning prototype and models. Prototyping is one of the key project techniques within this stage that helps to realize good user involvement throughout the project. The developed prototype is reviewed by different user groups. In order to assure quality, testing is implemented throughout every iteration of DSDM. An important part of testing is realized in the Functional Model Iteration. The Functional Model can be subdivided into four sub-stages:

Identify Functional Prototype:

Determine the functionalities to be implemented in the prototype that results from this iteration.

Agree Schedule:

Agree on how and when to develop these functionalities.

Create Functional Prototype:

Develop the prototype. Investigate, refine, and consolidate it with the combined Functional prototype of previous iterations.

Review Prototype:

Check the correctness of the developed prototype. This can be done via testing by end-user, then use the test records and user's feedbacks to generate the functional prototyping review document.

The output of this stage will be Functional Model, Functional Prototype, and Functional Review Document.

The Design and Build Iteration is concerned with the main focus of the DSDM iteration, i.e. to integrate the functional components from the previous phase into one system that satisfies user needs. It also addresses the non-functional requirements that have been set for the website. Againtesting is an important ongoing activity in this stage. The Design and Build Iteration can be subdivided into four sub-stages:

Identify Design Prototype:

Identify functional and non-functional requirements that need to be in the tested system.

Agree Schedule:

Agree on how and when to realize these requirements.

Create Design Prototype:

Create a system that can safely be handed to end-users for daily use. They investigate, refine, and consolidate the prototype of current iteration within prototyping process are also important in this sub-stage.

Review Design Prototype:

Check the correctness of the designed system. Again testing and reviewing are the main techniques used, since the test records and user's feedbacks are important to generate the user documentation.

The output of this stage will be Implementation Strategy, Design Prototype, User Documentation, and Test Record.

In the Implementation stage, the tested system including user documentation is delivered to the users and training of future users is realized. The system to be delivered has been reviewed to include the requirements that have been set in the beginning stages of the project. The Implementation stage can be subdivided into four sub-stages:

User Approval and Guidelines:

End users approve the tested system for implementation and guidelines with respect to the implementation and use of the system are created.

Train Users:

Train future end user in the use of the system.

Implement:

Implement the tested system at the location of the end users.

Review Business:

Review the impact of the implemented system on the business, a central issue will be whether the system meets the goals set at the beginning of the project.

Depending on this the project goes to the next phase, the post-project or loops back to one of the preceding phases for further development. The output of this stage will be Approval of tested system, Trained User Population, Implemented System, and Project Review Document.

Roles in DSDM

There are some roles introduced within DSDM environment. It is important that the project members need to be appointed to different roles before they start to run the project. Each role has its own responsibility. The roles are:

Executive Sponsor:

So called the “Project Champion”. An important role from the user organization who has the ability and responsibility to commit appropriate funds and resources. This role has an ultimate power to make decisions.

Visionary:

The one who has the responsibility to initialize the project by ensuring that essential requirements are found early on. Visionary has the most accurate perception of the business objectives of the system and the project. Another task is to supervise and keep the development process in the right track.

Ambassador User:

Brings the knowledge of user community into the project ensures that the developers receive enough amounts of user's feedbacks during the development process.

Advisor User:

Can be any user that represents an important viewpoint and brings the daily knowledge of the project.

Project Manager:

Can be anyone from user community or IT staff who manages the project in general.

Technical Co-ordinator:

Responsible in designing the system architecture and control the technical quality in the project.

Team Leader:

Leads his team and ensures that the team works effectively as a whole.

Developer:

Interpret the system requirements and model it including developing the deliverable codes and build the prototypes.

Tester:

Checks the correctness in a technical extent by performing some testings. Tester will have to give some comments and documentation.

Scribe:

Responsible to gather and record the requirements, agreements, and decisions made in every workshop.

Facilitator:

Responsible in managing the workshops progress, acts as a motor for preparation and communication.

Specialist Roles:

Business Architect, Quality Manager, System Integrator, etc.

Task 3

a)

As we presented in our previous work, we will employ DSDM life cycle for our web development project. And, DSDM will include prototyping, which is useful in developing iterative projects like web development.

Prototyping is the process of producing prototypes. Prototypes are usually the interface designs of the potential product and will not be able to do the actual operations as the real product. Only a few functions of the final product will be included in the prototypes. There may be more than one prototype in an Information System project. Prototyping allows client to contribute in the project more frequently. So that, client will be more familiar with their system. The client will be able to tell the developers how would they like their system to be by observing the prototypes that the development team has produced.

It has been said that prototyping should be included in all kinds of projects. However, prototyping is most beneficial in systems that will have many interactions with the client. It has been found that prototyping is very effective in the analysis and design of on-line systems, especially for transaction processing. The greater the interaction between the computer and the client, the greater the benefit is that can be obtained from building a quick system and letting the client work with it.

Prototyping has several benefits:

The software designer and developer can obtain feedback from the users early in the project. The client and the contractor can compare if the software made matches the software specification, according to which the software program is built. It also allows the software engineer some insight into the accuracy of initial project estimates and whether the deadlines and milestones proposed can be successfully met.

It can help improve the project by following means.

Reduced time and costs:

Frequent changes cost more for the project, the early detection of problems and misunderstanding will make it faster and less expensive for the development.

Improved and increased client involvement:

Prototyping requires client involvement and allows them to see and interact with the prototypes allowing them to provide better and more complete feedback and specifications. The prototypes examined by the client prevents many misunderstandings and miscommunications that occur when each side believe the other understands what they said. Since clients know the problem domain better than anyone on the development team does, increased interaction can result in final product that has greater tangible and intangible quality. The final product is more likely to satisfy the client's desire for look, feel and performance.

It can also improve the project in the management of risks. A better understanding of scope will allow for more accurate timescale predictions and reduced risk of costly overrun. It allows the client to discuss implementation issues with developers before the code is written to identify areas that will require further investigation or an alternative approach. It allows catching design errors and inconsistencies, finding critical factors and exploring special cases early in the project lifecycle in the early state.

Prototyping is an exercise in risk management and development facilitation, and it minimizes the chances of producing the wrong functionality or an illogical design.

b)

Now, we will write in detail about a prototype design for the art gallery online.

There will be the links that will lead to various pages. The links will include Home, Search, Ordering and Buying, FAQ, About Us. Home link will lead to the home page of the website. Search will allows the customers to search the arts using various methods including search by genre, artists, price and size. Ordering and Buying will lead to the page where the purchase will be made. In the FAQ page, there will be the viewer with common questions and answers which will be provided by the site owners. About Us section will show the history of the site owners' company and their career.

Before any purchase is made, it is important to make the customers to browse the website and persuade them to buy arts. The home page is the very first step to make that happen. If the home page is interesting enough for the viewers to look around, they will go further and start browsing the gallery. The home page will be simple and will not include too many pictures. The background color will be pale and not too bright. There might be a motto under the title on the home page if the client wants to have one. There will be three boxes range from up to down. The upper box will show the best selling arts in a week. The middle box will show the recently posted arts, and the lower box will show the news, articles and events about the art occurred in a week. In the news, articles and events box, the customers can see if there's any sale promotion or discount on special days, special weekends and festivals. Each box will have a link that lead to associated pages. There will also be a column on the right side of the home page showing the names of the artist sorted alphabetically.

By doing so, if a user is looking for the arts of an artist, he/she will see a list of names and think that he/she might probably found the one that he/she is looking for in that name. That will make him/her to keep browsing the gallery. If the viewer is the one who is looking for today's creative arts, he/she will see that it is the right website to visit. And, if the viewers are not certain about what to buy but want to buy one, they can choose from the best selling arts.

The purchase process will be made in the Ordering and Buying page. When a customer finds an art to buy, he/she will add it into the shopping list and the total amount of items in the list will be shown. Customer can pay the price through the credit card, and he/she will just need to fill the payment form to do so. After the payment is confirmed, the customer will be let know that the purchased items will be delivered through the courier company, and the name of the courier company will be displayed on the Ordering and Buying page.

Task 4

a) Activity Network

No

Task Name

Duration

Start Date

Finish Date

Responsible Person

1

Feasibility Study

3 days

Mon 11/9/09

Wed 11/11/09

Project Manager, Team Leader

2

Analyze working procedures

2 days

Mon 11/9/09

Tue 11/10/09

Visionary

3

Conduct workshop

1 days

Wed 11/11/09

Wed 11/11/09

Visionary

4

Business Study

4 days

Thu 11/12/09

Tue 11/17/09

Project Manager , Executive Sponsor, Team Leader

5

Examine business procedure

2 days

Thu 11/12/09

Fri 11/13/09

Visionary, Ambassador User

6

Examine user needs

1 days

Mon 11/16/09

Mon 11/16/09

Visionary, Ambassador User

7

Produce requirement list

0.5 days

Tue 11/17/09

Tue 11/17/09

Visionary

8

Construct development plan

0.5 days

Tue 11/17/09

Tue 11/17/09

Visionary

9

Model Iteration

7.5 days

Wed 11/18/09

Fri 11/27/09

Project Manager, Team Leader

10

Identify functional prototype

2 days

Wed 11/18/09

Thu 11/19/09

Technical Coordinator, Developer

11

Agree schedule

0.5 days

Fri 11/20/09

Fri 11/20/09

Ambassador User

12

Create functional prototype

2.5 days

Fri 11/20/09

Tue 11/24/09

Technical Coordinator, Developer

13

Review prototype

2 days

Wed 11/25/09

Thu 11/26/09

Ambassador User

14

Test by Users

0.5 days

Fri 11/27/09

Fri 11/27/09

Ambassador User

15

Design and Build Iteration

9.5 days

Fri 11/27/09

Thu 12/10/09

Project Manager, Team Leader

16

Identify design prototype

3 days

Fri 11/27/09

Wed 12/2/09

Technical Coordinator, Developer

17

Agree schedule

0.5 days

Wed 12/2/09

Wed 12/2/09

Ambassador User

18

Create design prototype

5 days

Thu 12/3/09

Wed 12/9/09

Technical Coordinator, Developer

19

Review design prototype

1 days

Thu 12/10/09

Thu 12/10/09

Ambassador User

20

Implementation

6 days

Fri 12/11/09

Fri 12/18/09

Project Manager, Team Leader

21

Approve by Users

0.5 days

Fri 12/11/09

Fri 12/11/09

Ambassador User

22

Guideline given by Users

0.5 days

Fri 12/11/09

Fri 12/11/09

Advisor User, Ambassador User

23

Train Users

2 days

Mon 12/14/09

Tue 12/15/09

Developer

24

Implement

2 days

Wed 12/16/09

Thu 12/17/09

Developer

25

Review

1 days

Fri 12/18/09

Fri 12/18/09

Ambassador User

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