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For this question, students will analyse and determine which system/software development lifecycle and process framework would be appropriate for a given case study. case Study

For this question, students will analyse and determine which system/software development lifecycle and process framework would be appropriate for a given case study. case Study

CASE STUDY 1: BUSINESS UNIT (BU) for EDU_FUNs Draw for Fun and Learn

(A business unit is a logical grouping of related business activities. If an organization is structured around departments or divisions that have separate products, customers, and marketing lists, business units can be created and mapped to the organizations departments or divisions. Users can securely access data in their own business unit, but they cant access data in other business units unless they are assigned a security role from that business unit.)

EDU_FUN is an educational software development company that launched a drawing/painting software named 'Draw for Fun and Learn' in 2021 to cater to the increasing number of online students due to the COVID-19 pandemic. The software was a huge success and exceeded the company's sales projections. However, the project faced several management issues during its execution, such as undefined requirements, inadequate planning, poor project management, and random role assignment due to hasty business decisions and competition from existing products.

The project had issues ranging from ill-defined requirements, lack of planning, inadequate project management, and random role assignment due to the rush business decision and other existed competitors. Most of EDU_FUNs other products at that time were among the best available products on the market. Though the product was built in EDU_FUNs standard style, the Business Unit project needed a structure - a process framework to guide the development.

You did some research on the BU project and gathered the followings information about EDU_FUN:

Work culture: The work culture at EDU_FUN at that time was informal - software engineering staff handled project execution decisions; roles were interchangeable, and projects were carried out without formal requirements documentation.

Release strategy: EDU_FUNs preferred strategy was to deliver the product in many small releases with short durations.

Time constraint: The initial project was scheduled to be delivered in six months.

Focus on programming: EDU_FUNs projects at that time relied heavily on programming- build and demonstrate model. It had always worked for them in the past. Developers and managers were not very concerned with the software architecture or process methodologies.

Small team sizes: Development team size was typically limited to 10 people.

Unclear requirements: The requirements for the project were not well defined. EDU_FUN wanted to add as many innovative features as possible in the Draw for Fun and Learn, without defining the project scope.

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