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:
<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>
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.