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CS623 Fall Â’09 Project One
+
+
+
+
Retirement Planning
+Calculator
+
+
+
+
American Savings Education Council provides a
+method, known as Ballpark Estimate, for the user to determine the annual amount
+of money one needs to save in order to meet his/her financial objectives at
+retirement. See the worksheet
+for the detail. Additional information can be found on their Web page at http://www.choosetosave.org/ballpark/.
+Although the method is quite easy to follow, one must perform the calculation
+by hand. Here, you are asked to develop a Java applet for helping the user use
+this method. Basically your program will take input from the user, perform
+calculation, and display the result. Note that the Ballpark Estimate method
+described in the worksheet can be used for both a single and married couple. In
+this project, you will only take a single into consideration.
+
+
Requirements for this project are given as
+follows:
+
+

+
+
+ - When
+ started in a Web browser, your applet should roughly look like the one
+ shown above. The html file that brings up the above window is given as
+ follows.
+
+
+
<HTML>
<HEAD> <TITLE> CS623 Project Two </TITLE> </HEAD>
<BODY>
<CENTER><H1><B>Retirement Planning Calculator</B></H1></CENTER>
<CENTER><P><B>Ballpark Estimate by American Savings Education Council</B><P></CENTER>
<CENTER><APPLET ARCHIVE = calculator.jar CODE ="calc.class" WIDTH=400 HEIGHT=250></APPLET></CENTER>
</BODY>
</HTML>
+
+
+ - A panel
+ (that is, a JApplet) shown in the page takes
+ input from the user. User input includes user's name, birthday, as well as
+ other data required by the Ballpark Estimate method. Do not ask the user
+ to provide any value that can be calculated from what is available. For
+ example, the social security income can be calculated from the user's
+ current annual income according to the rules stated in the worksheet. Your
+ application should ask the user for his/her annual income and do the
+ calculation for the user, rather than having the user to do oneself. Also
+ allow the user to select a value for a data field, instead of typing it,
+ wherever appropriate. If there are different ways to determine the value
+ for a field such as the expected annual income in retirement, give the
+ user the maximum flexibility.
+ - Remember
+ that when the user uses your application, they do not need to refer back
+ to the worksheet, meaning that they can base solely on what your user
+ interface provides to work out a retirement saving plan. Hence, your
+ application's user interface should provide adequate information for the
+ user to understand how to proceed step by step. Also your application may
+ provide additional information so as to make it convenient for the user to
+ plan for retirement, for example, displaying both the annual amount and
+ monthly amount that the user needs to save.
+ - Provide
+ three buttons, Calc, Print, and Reset, in the panel. Button Calc performs
+ calculation according to the method and displays the result in the panel.
+ Button Print brings up a read-only dialog showing a summary of the
+ resulting plan in a printable form. For completeness (since it will be
+ used as a standalone document), the summary should include all relevant
+ information. Button Reset either sets a data fields to its default value
+ if any or leaves it blank.
+ - Perform field validation
+ for input data. Provide a tooltip for each of the key components in the
+ panel. Also highlight the value in a data field when the data field
+ receives the focus in order to make it easier for the user to change that
+ value.
+ - Use the MVC architecture to implement this program.
+
+
+
You
+need to understand the Ballpark Estimate method and decide what input would be
+necessary before selecting appropriate screen element and working out the
+layout. Use appropriate design techniques, such as grouping, to enhance your
+programÂ’s usability.
+
+
You
+should take the following steps in this project:
+
+
1.
+Develop an applet according to the requirements
+as described above and turn in the html document and jar file for your program
+via Blackboard on Oct. 6.
+
+
2.
+Find two different persons and let them use your
+program. You can discover usability issues via observation on the users using
+your program and discussion with them after they are done. You may give the
+user a brief introduction to your program at the beginning and then allow the
+user to proceed on oneÂ’s own. In order to find which part of the user interface
+does not work for the user, do not provide additional help when the user is
+using your program.Â
+
+
3.
+Redesign the user interface of your program
+according to what you learn from the usability evaluation.
+
+
4.
+Write a report on the usability evaluation that
+you performed. Your report needs to describe characteristics of the users,
+discuss usability issues you found, explain conclusions you came up with, and
+redesign decisions you made. Be prepared to share your findings with your
+classmates in class.
+
+
5.
+Turn in a hardcopy of selected screenshots, the
+source code, and the report in class on Dec. 8. And also turn in the html
+document and jar file for your project via Blackboard.
+
+
+
+
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diff --git a/cs623/notes.txt b/cs623/notes.txt
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--- a/cs623/notes.txt
+++ b/cs623/notes.txt
@@ -169,7 +169,17 @@ Chapter 7 - Design Models
K = 0.35 sec (hit key on keyboard, press button on mouse)
P = 1.1 sec (point - move mouse to position)
H = 0.4 sec (homing - move hand b/w kbd & mouse)
+ M = 1.35 (mental preparation time)
R = (responding - time for computer to respond)
+ rules for using the M operator
+ 1. point and click (MPMK) => MPK (it is one cognitive unit)
+ 2. menu selection (MPK [File] MPK [Save]) => MPK PK (File on way 2 goal)
+ 3. typing (MK 'n' MK 'o' MK 't') => MKKK
+ 4. typing a terminator (MK 'a' K '.' K 'enter') => MKKK (bring closure)
+ what KLM doesn't do
+ 1. errors
+ 2. learning time
+ 3. recall
2. Descriptive Models
help understand user-system
interaction such as STNs