Prototype training app for client

During our third semester of computer science at Dania Games we had to develop a prototype app for a client. We chose to work together with Sekura Cabins who make cabins for various industrial vehicles.

Our goal was to create a simple mobile training app while working in an agile way, following the Scrum principles. We only had three weeks to develop the prototype including design, but we managed to get the most important features working.

Prototype video

Development

Sekura Cabins wanted a training app which would help train their assemblers quickly. They should be able to use it on their phone for home training. It would also be available at the factory for quick lookups by the assemblers.

Sekura would provide us with 3D sample models and assembly tasks for the prototype. We had to come up with the use cases, design and develop the prototype in Unity.

Scrum team
One of the project requirements was that we work in an agile way using the Scrum principles. At the end of the project we would be examined on our project management and documentation.

Therefore we spend a lot of time getting comfortable as a team and setting up our workflow. This included planning, setting up meetings and passing out roles in the team such as: Scrum master and Project owner.

My personal role was developer, but we were all taking part in the project setup. For this project we also decided to try out Git Flow for the first time, as this would make it easier to work on multiple branches simultaneously. If the project was running for longer, it would also serve to ensure easy versioning and tagging of the software.

Our first real project using Git Flow.
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Our first real project using Git Flow.

Design
Apart from getting project management under control, we spend the first week of the project on designing the prototype. This included creating a lot of mockup user interfaces and getting approval from the client.

Mockup of the different the user interfaces.
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Main menu. Settings. Cabin selection. Workstation selection.
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Help text. Task selector. In game tool belt. In game pause menu.

Mockup of the different the user interfaces.

We also began to create an object oriented design document to ease the development once everything was accepted by the client. This consisted of various UML diagrams and was also part of the project documentation.

Prototype development
Once our design was accepted by the client, we could start developing the prototype. We split to team into multiple groups working on different features. This way we could get more things done or partly done before the delivery deadline.

The mockup task selector UI (left)
and the prototype task selector ui (right).
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Mockup task selector user interface.
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Prototype task selector user interface.

The mockup task selector UI (left)
and the prototype task selector ui (right).

When we reached the project delivery deadline, we met with the client and handed over the prototype. We prepared everything beforehand and the client approved of our prototype.

In Unity: simple system to set object destinations and compose different task orders.
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In Unity: simple system to set object destinations and compose different task orders.

Personal take away

During this project i learned about the different Scrum roles and principles. I gained an understanding of the different aspects and in the future, I will use my knowledge during project management and setup.

I also gained experience working with Git Flow and on merging different branches with simultaneous workflows. Here I especially learned the importance of a clear code standard and how it can make merging much faster and easier.


Team members:
Chris Horn Jakobsen
Nicklas Johansen Lið
Oliver Riisager
Oliver Vejen
Client:
Sekura Cabins

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