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Academic Year 2019/ 2020: School of Information Technology Bachelor of Information Technology (Hons) Software Engineering

The document proposes a health and fitness mobile application. It discusses the background of fitness and how mobile applications have evolved. It aims to develop an Android application to help users track their fitness activities and progress. The methodology will follow a waterfall model, with requirements specification, design, development, testing, and maintenance phases. The app will use Android Studio, Java, and SQLite and include features like workout tracking, a meal planner, and more. A survey was conducted to understand user needs. The app design will include use case diagrams, user flows, and descriptions.

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0% found this document useful (0 votes)
94 views39 pages

Academic Year 2019/ 2020: School of Information Technology Bachelor of Information Technology (Hons) Software Engineering

The document proposes a health and fitness mobile application. It discusses the background of fitness and how mobile applications have evolved. It aims to develop an Android application to help users track their fitness activities and progress. The methodology will follow a waterfall model, with requirements specification, design, development, testing, and maintenance phases. The app will use Android Studio, Java, and SQLite and include features like workout tracking, a meal planner, and more. A survey was conducted to understand user needs. The app design will include use case diagrams, user flows, and descriptions.

Uploaded by

Amber Ahmed
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
You are on page 1/ 39

School of Information Technology Bachelor

of Information Technology (Hons) Software


Engineering

Academic Year 2019/ 2020


Health and Fitness Mobile Application

<FAWAZ MOHAMMED ALI BIN BOKHAIT>

<SUKD1603010>
Table of Contents
Table of Contents ............................................................................................................... 2

Chapter 1 ........................................................................................................................... 4
1.0 Abstract ...................................................................................................................... 4

1.1 Background ................................................................................................................ 4

1.2 Problem Statement ................................................................................................ 5

1.3 Aims and Objectives ............................................................................................... 5

1.4 Scope of the Project ................................................................................................ 6

1.5 Procedures or Methodology ................................................................................... 6


1.6 Resources ................................................................................................................... 7

1.7 Chapter Summery ................................................................................................... 7

Chapter 2 ........................................................................................................................... 8

Literature Review .............................................................................................................. 8


2.0 Introduction ................................................................................................................ 8

2.1 The Internet ................................................................................................................ 8

2.2 Mobile Application Market. ....................................................................................... 9

2.3 Characteristics of Mobile Applications and its Comparison to Traditional


Applications. .......................................................................................................................... 9

2.4 Study Similar Existing System ................................................................................ 13

2.5 Review of Software & Development Tools ............................................................. 14

2.5.1 Android Studio. ................................................................................................ 14


2.5.2 Java .................................................................................................................. 14
2.5.3 SQLite .............................................................................................................. 15
2.6 Review of Similar Existing Application. ................................................................. 17

2.7 5Minute Workout Free. ............................................................................................ 17

2.8 Fitbit ......................................................................................................................... 18

2.9 Method of Survey .................................................................................................... 20

2.9.1 Result and Analysis .......................................................................................... 20

2
2.10 Chapter Summery .................................................................................................... 24
2
CHAPTER 3....................................................................................................................... 5
3.0 METHODOLOGY ANALYSIS AND DESIGN .................................................... 25

3.1 Introduction .............................................................................................................. 25

3.2 Software Development Process ............................................................................... 25

3.2.1 Waterfall Model ...............................................................................................25

3.2.2 Advantages .......................................................................................................26

3.2.3 Disadvantages ..................................................................................................27

3.3 Requirement Specification ....................................................................................... 27

3.3.1 Functional Requirement ...................................................................................27

3.3.2 Non-Functional Requirement ...........................................................................28

3.4 Stages of Methodology ............................................................................................ 28

3.4.1 Requirement Specification ...............................................................................28

3.4.2 Design Phase. ...................................................................................................28

3.4.3 Development Phase ..........................................................................................28

3.4.4 Testing Phase ...................................................................................................29

3.4.5 Maintenance Phase ...........................................................................................29

3.5 Software and Hardware Requirement ...................................................................... 29

3.5.1 Table List of Software .....................................................................................29

3.5.2 List of Hardware ..............................................................................................30

3.6 Design Stages ........................................................................................................... 30


3.6.1 Use Case Diagram ............................................................................................30
3.6.2 User Description ..............................................................................................31
3.6.3 Admin Use Case ..............................................................................................31
3.6.4 Admin Description ...........................................................................................31
3.6.5 User Flowchart .................................................................................................32
3.6.6 User Flowchart Description .............................................................................32
3.7 Conclusion ............................................................................................................... 33
3
3.8 Bibliography ......................................................................................................... 4

3
Chapter 1

1.0 Abstract

The purpose of providing this document is that to make the Health and Fitness
application proposal also to give a general overview to the users including some of the
following points. Physical fitness general terms a person’s ability to meet the physical
stresses and demands of a variety including physical activities efficiently and
effectively. Physical fitness includes the targeted and efficient performance of all the
major systems of the human body it also includes, the heart and lungs, the Skelton, the
muscles that move the bones, as well as controlling the heart and lungs to provide
energy for the working muscles.

1.1 Background

Fitness is defined as the quality or state of being fit. Around 1950, perhaps consistent
with the Industrial Revolution and the treatise of World War II, the term "fitness"
increased in western vernacular by a factor of ten. The modern definition of fitness
describes either a person or machine's ability to perform a specific function or a
holistic definition of human adaptability to cope with various situations. This has led
to an interrelation of human fitness and attractiveness that has mobilized global fitness
and fitness equipment industries. Regarding specific function, fitness is attributed to
persons who possess significant aerobic or anaerobic ability, i.e. endurance or
strength. A well-rounded fitness program improves a person in all aspects of fitness
compared to practicing only one, such as only cardio/respiratory endurance or only
weight training. With the revolution of the mobile computing nowadays many great
features were added to the field and the mobiles got smaller, faster and better as
decade passed. This Android App will help people who are willing to improve their
physical fitness anytime and anywhere they willing to exercise.

4
1.2 Problem Statement

A frustrating characteristic of fitness that the result cannot be seen instantly as they
must spend weeks, month and years to achieve the ultimate results. So, one of the
main problems in the society today is the poor tracking of the ability where it is
difficult to keep track of their exercises statically such as calories, distance travelled,
and speed. The app will store all user’s data and then process it for each one
according to their skills and fitness level as well as tracking user’s day to day.
Awareness among people about disease.

• Time saving
Going physically to gym might takes some time, having the app anywhere
users can do their exercises.

• Internet Connection
One of the common issues on smartphone that users will need to connect
through network, so they can download the videos.

1.3 Aims and Objectives

The aim of the project is to develop an Android application for people who needs to
exercise and to get their body on a fit level anytime anywhere by login to the
application.

To achieve the aims of the project, the objectives will be as follows:


1- To conduct research on relating area such as gym or health, Android Studio.
2- To study similar existing system to identify limitation to propose new idea.
3- To design and develop prototypes for users.
4- To test the prototype to conduct accepting.
5- To study and learn about Android Studio new features.

5
1.4 Scope of the Project

1- Registration
This function will allow the users to register throw the application to interact with
the system. The system will request users to login before viewing and editing any
information.

2- Manage User Profile


After user is logged in system will allow user to edit their profile page such as
adding profile picture, adding their interest.

3- Reminder Feature
This feature enables the user to create reminder from exercises, so they will be
reminded on specific date and time.

4- Leader board Feature


This feature allows the users to challenge their friends in terms of exercise and
food where they could compete for higher ranking or scores when they have
completed some tasks.

1.5 Procedures or Methodology

The UML Unified Modelling Language and storyboard will be used to design this
application also, prototype approach because will be used to implement this
portal. This Methodology is relevant to this project because it can easily meet the
user requirements and fulfil the objectives of this project. There are five phases
that we will follow which is:
1- Planning
2- Analysis
3- Design
4- Implementation
5- Testing

6
1.6 Resources
Hardware Requirement:

• MacBook Pro 13 inch.


• Processor 2.9 GHz Intel Core i5.
• Memory 8 GB RAM.
• Graphics Intel Iris Graphics 550 1536 MB.

Software Requirement:

• Mac OS High Sierra (Version 10.13.3).


• Android Studio.
• Programming Languages: Java, XML.
• Database: PHP.
• Java Development Kit.
• SQLite.
• Microsoft Word for Documentation.

1.7 Chapter Summery

In chapter one we discussed about the problem statement that will face us in the
future, also we have discussed about the aim that we want to achieve in the future
such as developing an efficient App to the users who is interested to do workout.

7
Chapter 2

Literature Review

2.0 Introduction

This chapter will discuss the literature review and background study of the project.
Literature review is significant to achieve successful organization because it helps to
identify problematic that occurred in existing system. Besides that, it also helps to
identify the best approach to achieve the project goal based on the study. This chapter will
focus on the study of portal usability and comparison of existing system.

2.1 The Internet

Since the existence of Multimedia Super Corridor (MSC), Malaysia’s government


strongly highlighted the importance of ICT among people and organization in Malaysia.
Internet starts to bloom and become a popular and competitive advantage to many
organizations. In this world of technology, Internet is a popular medium to access and
share information. It is the easiest and fastest way to broadcast and retrieve information.
Internet also provides unlimited access to anyone, any place and at any time.

8
2.2 Mobile Application Market.

Early mobile application solutions required enterprises to choose between cradle-based


synchronization through a wire line network or a pure online wireless solution (PENTA
group, 2010). However, Mobile applications are a rapidly rising segment of the
international mobile market, which consist the software runs on a mobile device and
performs certain tasks for the clients. Because of the various functions including user
interface for basic telephone and messaging service as well as advanced services, mobile
Apps are widely used by customs. Also, mobile Apps are a large and continuously
growing market and served by an increasing number of mobile App developers,
publishers and providers (the Mobile Marketing Association group, 2008). New research
suggests that the global market for mobile applications will explode over next two years.
Research has been done for Getjar, the world's second biggest Apps store, said that the
market will grow to $17.5bn (£12bn) in the next two years and downloads would rise
from 7bn last year to 50bn by 2012 - a 92% increase (BBC News, 2010).

2.3 Characteristics of Mobile Applications and its

Comparison to Traditional Applications.

As mobile stages persist to progress in performance, users are believing their mobile devices
to provide functionality similar to their desktop PC applications. However, the development
of mobile applications (mobile apps) is still considered to be complicated and various
methodologies adopted towards the development of such technologies is inadequate.

9
Mobile application development is different from traditional software development. To develop a
great mobile application, it is crucial to understand the key features that define great mobile apps
and if practically applied, make them useful and valuable. The wide variety of tools and platforms
of mobile devices causes one to examine the unique characteristic of mobile application
development and evaluate the process of which new features and methods need to be addressed
while designing, coding, testing, deploying and maintaining mobile applications. However, there
is still lack of research initiatives and insufficient understanding of different types, categories and
characteristics of mobile applications. This exposes the mobile device to

prospective attacks which needs to be addressed promptly requiring newer research initiatives
and has motivated to undertake the present study.

The mobile app market is presently witnessing rapid growth, as mobile platforms continue to
proceed in performance with a rapid increase in users and demand for a wide variety of mobile
applications. The development of mobile application is the process in which the software’s are
developed for handheld portable devices, such as mobile phones and tablets. These are either pre-
installed software on mobile phones or downloaded by the user from the app stores and other
mobile software distribution platforms. The mobile application development process is
considered to be very similar to traditional software engineering processes in many ways.

Following are few issues that are common to both traditional and mobile software
development: integration with device hardware, traditional issues of security, performance,
reliability and storage limitations. Although, mobile applications present some additional
requirements that are less commonly found in traditional software applications as
summarized in the table:

10
Additional requirements found in mobile software’s

Mobile Requirements Description


1 Potential interaction Pre-installed mobile software vs. other applications
with other applications downloaded from various sources.

2 Sensor Handling Smartphone's contains an accelerometer responding to device


movement, a touch screen responding to gestures, a GPS, a
microphone, voice calls, cameras, and multiple networking
protocols.

3 Native and hybrid Applications installed directly on the mobile device vs.
applications applications that invoke services over internet through a web
browser.

4 Families of hardware Mobile applications should be developed for various devices


and software platforms supporting different operating system versions.

5 Security Mobile devices are 'open' allowing installation of malware


application which may further lead potential attacks and
threats.

6 User Interface Mobile application development should follow user


interface guidelines.

7 Complexity of testing It is challenging and complex to test mobile web


applications due to additional problems related with
transmission during gateways and the telephone network.

8 Power Consumption Mobile applications may unintentionally make extensive


use of battery-draining resources.

The ongoing demand and swift production of mobile devices have enforced software project
teams to adopt development practices that are suitable to the characteristics, capabilities and
requirements of mobile applications. The combination of computing power, sensor handling,
location sensor, user interface and security has made mobile devices a new computing
platform for software developers and businessmen. Therefore, the continued growth and
development of this new computing platform has demanded the need and necessity for
software development processes to be tailored to mobile application development.

11
As is evident from the requirements of mobile applications, the development settings and the
technologies that support mobile applications are unlike from conventional desktop
environment. As a result, the software developers face the challenge of frequent user
requirement changes. These frequent modifications and customer expectations make the
systems more complex. As the project gets complex, more effort in coordination and
formalization in development process is required. Hence, it is not desirable to simply apply
and implement the traditional software engineering practices to mobile software development
projects without tailoring or modifications. The Agile practices are considered to be
appropriate with software’s for fast- paced markets, where satisfaction of user is administered
by frequent and continuous release of working software, where the user requirements change
anytime in the project, and where the delivery cycle is short (e.g. every couple of weeks).

With the advancement of mobile computing and communication technologies, the continuous
requirement and demand of mobile applications has increased (Qing Pu, 2012). The divergent
hardware makers for mobile phone and tablet platforms have enforced mobile developers to
make a series of the same mobile app tailored and modified for each type of device and have
recommended software reuse in MAD as well. In addition, the key characteristics that define
successful mobile apps are functionality, reliability, flexibility, accessibility, portability,
efficiency, maintainability, usability and responsiveness, iterated in line with the user’s
requirements, and the quality characteristics specified in ISO 9126 (Dehlinger et al., 2011;
Gordon et al., 2013).

The ten customs through which a desktop website differ from mobile sites on the basis of
content prioritization (includes the most crucial functions and features); vertical instead of
horizontal navigation; bars, tabs, and hypertext; text and graphics; contextual & global
navigation; footers; breadcrumbs; progress indicator; integration with phone functions; and
localized and personalized search (Shanshan Ma, 2011).

Mobile computing allows the user to create, access, process, store and communicate
information from multiple locations.

12
2.4 Study Similar Existing System

2.4.1 7 Minute Workout

As the app name shown, users only have to complete a seven


minute workout (around 12 exercises) for each cycle in order
to maximize the result with minimal investment (Reynolds,
2013) because this 7 minute workout is scientifically proven to
assist weight loss and improve cardiovascular function. The
users can also choose to perform the workout for 2 to 3 times depending on the time
they have. What makes the workout effective is that the content inside the app is
developed based on HICT (high intensity circuit training), which is the most effective
as well as safest way to be healthy. Not only that, the latest update for the app
supports Google Fit integration, which might improve the user experience and
synchronization of data between the apps.

The moment when the users launch the app, they will be shown with the Workout tab
that contains different types of workouts such as classic workout, abs workout, leg
workout, and butt workout. Each workout emphasizes on training the body parts with
the simplest exercise within 7 minutes. Just in case the users do not know how to
perform the exercises, there is an instruction page which provides the users with clear
instructions along with animated character to show them the exact way to perform the
workout. By showing the steps of the exercises to the users through animation and
text elements, confusions can be avoided and less time will be consumed before the
users can get their hands dirty with the workout.

Once the users have decided to go with their desired workout, the training will start
immediately. 10 seconds will be given to them as the animated character will perform the
tutorial about the particular exercise on the screen, the users will then be given 30 seconds
to perform the exercise subsequently. However, they also have the ability to pause the
workout if they are disturbed or wished to take a break due to exhaustion. Voice guidance
will also be provided along with the workout so that the users will be able to do the
exercises without looking at the screen because it is definitely unpleasant to hold the
phone while they are carrying out the workout as their hands may be sweaty.

13
2.5 Review of Software & Development Tools

2.5.1 Android Studio.

Android Studio is the official integrated


development environment (IDE)
for Google's Android operating system, built
on JetBrains' IntelliJ IDEA software and
designed specifically for Android development.
It is available on Windows, macOS and Linux based operating systems. It is a
replacement for the Eclipse Android Development Tools (ADT) as primary IDE for
native Android application development.

Android Studio was announced on May 16, 2013 at the Google I/O conference. It was
in early access preview stage starting from version 0.1 in May 2013, then entered beta
stage starting from version 0.8 which was released in June 2014. The first stable build
was released in December 2014, starting from version 1.0. The current stable version
is 3.0 released in October 2017.

2.5.2 Java.

Java is a general- purpose computer-programming language that is concurrent, class-


based, object-oriented, and specifically designed to have as few implementation
dependencies as possible. It is intended to let application developers "write once, run
anywhere" (WORA), meaning that compiled Java code can run on all platforms that
support Java without the need for recompilation. Java applications are typically
compiled to bytecode that can run on any Java virtual machine (JVM) regardless of
computer architecture. As of 2016, Java is one of the most popular programming
languages in use particularly for client-server web applications, with a reported 9
million developers. Java was originally developed by James Gosling at Sun
Microsystems (which has since been acquired by Oracle Corporation) and released in
1995 as a core component of Sun Microsystems' Java platform. The language derives
much of its syntax from C and C++, but it has fewer low-level facilities thanxeither of
them.

14
The original and reference implementation Java compilers, virtual machines, and class
libraries were originally released by Sun under proprietary licenses. As of May 2007,
in compliance with the specifications of the Java Community Process, Sun relicensed
most of its Java technologies under the GNU General Public License. Others have
also developed alternative implementations of these Sun technologies, such as the
GNU Compiler for Java (bytecode compiler), GNU Classpath (standard libraries), and
Iced Tea-Web (browser plugin for applets).

The latest version is Java 9, released on September 21, 2017, and is one of the two
versions currently supported for free by Oracle. Versions earlier than Java 8 are
supported by companies on a commercial basis; e.g. by Oracle back to Java 6 as of
October 2017 (while they still "highly recommend that you uninstall" pre-Java 8 from
at least Windows computers).

2.5.3 SQLite

SQLite is an in-process library that implements a self-contained, server less, zero-


configuration, transactional SQL database engine. The code for SQLite is in the
public domain and is thus free for use for any purpose, commercial or private. SQLite
is the most widely deployed database in the world with more applications than we can
count, including several high-profile projects.

SQLite is an embedded SQL database engine. Unlike most other SQL databases,
SQLite does not have a separate server process. SQLite reads and writes directly to
ordinary disk files. A complete SQL database with multiple tables, indices, triggers,
and views, is contained in a single disk file. The database file format is cross-platform
- you can freely copy a database between 32-bit and 64-bit systems or between big-
endian and little-endian architectures. These features make SQLite a popular choice as
an Application File Format. Think of SQLite not as a replacement for Oracle but as a
replacement for fopen()

15
SQLite is a compact library. With all features enabled, the library size can be less than
500KiB, depending on the target platform and compiler optimization settings. (64-bit
code is larger. And some compiler optimizations such as aggressive function inlining
and loop unrolling can cause the object code to be much larger.) There is a trade-off
between memory usage and speed. SQLite generally runs faster the more memory you
give it. Nevertheless, performance is usually quite good even in low-memory
environments. Depending on how it is used, SQLite can be faster than direct
filesystem I/O.

SQLite is very carefully tested prior to every release and has a reputation for being
very reliable. Most of the SQLite source code is devoted purely to testing and
verification. An automated test suite runs millions and millions of test cases involving
hundreds of millions of individual SQL statements and achieves 100% branch test
coverage. SQLite responds gracefully to memory allocation failures and disk I/O
errors. Transactions are ACID even if interrupted by system crashes or power failures.
All of this is verified by the automated tests using special test harnesses which
simulate system failures. Of course, even with all this testing, there are still bugs. But
unlike some similar projects (especially commercial competitors) SQLite is open and
honest about all bugs and provides bugs lists and minute-by-minute chronologies of
code changes.

16
2.6 Review of Similar Existing Application.
2.7 5Minute Workout Free.
The App is to help people reach their goal by doing exercise for 5 minutes, as missioned
it also improve core Planks are an ideal exercisexfor the abdominal muscles exactly
because they engage all major core muscle groups including the transverse abdominals,
the rectus abdomens, the external oblique muscle, and the glutes.

Google Play Customer Reviews

17
Interaction:

• New user unfriendly.

• User cannot share information directly

• Lack of efficiency (signing in takes too long)

• Lack of badges
• Basic UI design

2.8 Fitbit

Fitbit, Inc. designed the app to work with Fitbit activity trackers and
smart scales as all of them are standalone devices just like Android
Wear, which aims to keep track of all of the exercises and activities
that the users carried out. In the newly designed Fitbit dashboard, there
is a graphical calories chart displayed along with several options that
available for users to pick from, which are exercise, weight, water, and food. First and foremost,
the users will be able to see the calories burned for the specific day when they clicked into the
graphical chart. It is worth noting that the calories will be recorded in the app up to one year.

They can also setup a calories burned goal, which is the goal that the amount of burned
calories must be reached before the specific day. Meanwhile at the exercise section, the users
can track their location while they are running, cycling, or hiking through Google Maps yet
they could also log their exercise manually. The other useful feature in the app is the
availability of the graphical chart on the top section of the app, in which the calories burned,
distance past 30 days in km, duration past 30 days in minutes, BMI past 30 days, body fat,
and the calendar will be displayed to the users so that they can get to know their current
progress or exercise loads. Furthermore, exercising without drinking water is clearly a
dangerous action, therefore the users can log their water intake per day and can also view the
volume of water intake for the specific day.

18
If the users would like to keep track of the weight, they will be able to log their weights in the
weight section and then view it in a much organized view. They can view the weight loss in
week, month, or year, which is a useful feature when it comes to summarization, users would
feel motivate when they see what they have achieved in the past. Last but not least, users who
wish to restrict their meals would find the Food section useful because it allow the users to
keep track of the calories that they consumed and compare the calories in and calories out. By
doing this, the users can monitor the calories that they consumed constantly and restrict their
eaten foods for every meal in the hope of preventing disease as well as promote health
Besides, the users can step up their game in the Challenges section as this section contains
various present challenges and adventures for the users to push their fitness level higher. As
for the limitations of the app, the users should be alerted when they consume way too much
calories or the consumed calories exceed the threshold. Not only that, the water and weight
section should also warn the users when they could not reach the target value so that they are
aware of it and work hard on it in order to reach the target next time. Last but not least, the
number of adventures and challenges in the Challenges section should be increased in order
to motivate the users to do exercise daily.

19
2.9 Method of Survey

The survey questionnaire connected to the project application has been made and spread
via online, whereby the individual shall fill up the survey and recollect it back and finally
shall print out the survey result and involved it to the literature review document which is
in this chapter.

2.9.1 Result and Analysis

This is the first question about the gender, and it provided two choices, Male and
Female. As it shown above Female has gotten more than 60% and Male with almost
40%.

20
Second question in this survey was about the age, users had to fill up this question and
the most percentage is (63%) user’s around 19 to 24, and 25 to 34 score almost (29%)
percent, alongside 36 to 40 ages with only (5%) and (2%) for over 40.

The third question is about level of education and degree students score almost (65%)
due to my level of education, and diploma holders score around (14%), also students
in high school score almost (12%) and Master and PHD both score only (11%) which
mean that around 4 to 5 users only.

Fourth question is about the Nationality of individual Malaysian score almost (10%)
alongside Non-Malaysian with (96%) of users.

21
However, the Fifth question is the most important question in this survey because it
involved in this project as a whole and the people who never Fitness App is extremely
higher than who use in their life. (42%) with yes answer and almost (57%) who never
use Fitness App.

Fit, Freeletics, female fitness-woman workout


Routine

Samsung health
30 Days fitness challenge

Fit, Freeletics, female fitness-woman workout


30 Days fitness challenge

30 days challenge
7 minute workout

This question is about asking the users who use fitness App to indicate the name of the App.

22
This question is about asking the users why they have not use Fitness and user who
exercise at home score (25%) also users who said Tutor how to exercise score almost
(18%) of this question.

This question is about asking the users why they don’t exercise and most answer is I
don’t have time scores almost (29%).

23
Last question asking users about their opinion about Fitness App on Smartphone.

2.10 Chapter Summery

This chapter defined the Literature Review of the project. The overview of the project
and the problem statements has been described in chapter one. The objectives and scope
of the project have been clearly stated. The procedure and methodology have been
discussed in this chapter where this project will be design by using UML (Unified
Modelling Language) and implement by using prototype approach. The next chapter
will discuss about the Methodology of the project.

24
CHAPTER 3

3.0 METHODOLOGY ANALYSIS AND DESIGN

3.1 Introduction
Categorizing and sketching the idea before starting the implementation and design of
the application, Methodology is a significant stage as it gives the structure, stages,
and strategies, to achieve a fruitful execution plan of the task. Doing section 3 is to
clear up the methodology taken through the entire procedure, and the examinations
which actualized in this task. To accomplish the destinations and points set for this
task a foundation about the techniques and materials that will or might be utilized
will be expressed. That is the reason the application methodology practices will lead
through a quick application improvement.

3.2 Software Development Process

3.2.1 Waterfall Model

The waterfall model was existing like a thought in to the article, on 1970 like an
excellent model of software development strategy by Winston Royce.

25
period to nowadays this advancement methodology has been utilized by an
immense number of programming engineers and venture directors in their task in
line for to the reality of its association strategy This model is the heritage of
programming improvement systems in the meantime it has been existing for a
noteworthy time allotment and still utilized roughly nowadays, this shows how
helpful is this model for undertaking venture.

At first the methodology will begin breaking down the necessities. In this way,
the engineer will begin chipping away at the given necessities’ information. At
that point the monetary prerequisites and timetable will be perceived by the
engineer in this stage. The product information point will be perceived as will the
investigation potential outcomes. After that utilizing programming innovation and
next the goals and imperatives measured in the past stage, programming and
equipment configuration will be set by the software engineer. Achieving the
fourth stage which is the creating (coding) organize. When the plan is prepared,
it's an ideal opportunity to create or code the structure. The coming stage will be
the trying stage, where giving the refreshed test plan and the refreshed structure.
Last stage is support won't be required in this undertaking.

3.2.2 Advantages

• This model is simple and easy-going to use.


• It is easy to accomplish due to the rigidity of the model.
• Each phase has detailed deliverables and a review practice.
• In this model stages are processed and completed one at a time. Stages does
not overlap.
• Waterfall model works fortunate for smaller projects where requirements are
very well implied.

26
3.2.3 Disadvantages

• When an application is in the testing phase, it is very problematic to go back and


change something that was not well-thought out in the concept stage.
• No working software is produced until late during the life cycle.
• High amounts of risk and uncertainty.
• Not a good model for complex and object-oriented projects.
• Poor model for long and ongoing projects.

3.3 Requirement Specification

3.3.1 Functional Requirement

• User will be able to register in the app or login if they already created an account.
• The system should acquire personal information from user at signup including Name,
age, Weight, Hight etc.
• The system should display user profile on sign in.
• The system should display dietary information page for user.
• The system should allow user to select the regimen under which he wants to log his
workout data on a particular day
• User will be able to view information about different types of Exercises.
• All personal details of the user will be kept in a secure database.
• The system should allow the user to give a feedback to the app
• The system should give brief overview of the workouts before choosing.
• The system shall provide an exit button to allow the user to exit the application.

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3.3.2 Non-Functional Requirement

• User Interface: the user interface of the application must be user- friendly and easy to
use.
• Performance: The system shall support 1000 people at the same time without any
corruption, and system shall function in real-time.
• Capacity: database of the system shall be sizeable enough to store all the information.

• System shall work normally and efficiently.


• Security: the application system shall be secure, maintained and all users will have an
approval level to get into the system.

3.4 Stages of Methodology

3.4.1 Requirement Specification


The requirement specification is the first stage of the waterfall. It is the data
collection and information gathering stage. It is finished right off the bat in each
task and in this remarkable it is in first and second parts, the presentation of the
venture, necessities, issues and writing audit are on the whole under this stage.

3.4.2 Design Phase.


Second phase in waterfall methodology, requirement analysis has been studied
and the system design is prepared to identify the design of the application and
develop prototype based on functionalities that will be built later on. Information
has been collected in first phase and will be transformed into user interface that
follows the identified requirement. Data Flow Diagram (DFD) level 0 and 1,
Entity Relationship Diagram, use case and etc. will be deliver later on.

3.4.3 Development Phase


Implementing and coding that involve in the application is organized and UI and
UX. And this will be delivered in final year project two, and it measured the
longest phase in the waterfall process.

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3.4.4 Testing Phase
In this phase, all units developed in implementation phase are integrated into a
procedure after testing each of the layout of the application to make sure that it is
working perfectly. The purpose of testing phase is to detect if there is any error in
the app, so that the error can be corrected and thus lead to a better application
with error free.

3.4.5 Maintenance Phase


Maintenance phase is never ended phase because once the application starts
running on user’s phone environment, any problems can come up. The problem
that arises must be solved time to time to make sure that the app is perfectly
working and in good condition.

3.5 Software and Hardware Requirement

Usually developing and App require such as software and hardware is the most
important requirement to ensure everything goes well in the process. There are
many components that will be used to achieve this project.

3.5.1 Table List of Software

Software Description
Microsoft Office Word 2019 For documentation and presentation
Android Studio Official integrated development environment
for Google Android operating system.

Sketch App For designing the UI and UX for the application


SQLite Database management system

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3.5.2 List of Hardware
List of hardware that will be used to develop the application.
Hardware Description
Laptop: MacBook Pro 13 inch Processor 2.9 GHz intel Core i5
Memory 8 GB RAM
Graphics Intel Iris 550 1536 MB
OS: Mac High Sierra (10.13.3)
Android Phone Samsung s8 for stimulator running

3.6 Design Stages

3.6.1 Use Case Diagram


This use case diagram for the App user performance. Use case diagram always
deliver an easy and understandable description to the application. Such as the
actors whom are involved in the scenario.

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3.6.2 User Description
In this Application user is given an option for the first time, user can register in
the application or login if he/she has an account. After performing one of these
functions, he/she will be directed to the main screen.

3.6.3 Admin Use Case

3.6.4 Admin Description


As in every App admin is the manager of the database, also admin in this App is
responsible to send users notification to remined them about working out.

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3.6.5 User Flowchart

3.6.6 User Flowchart Description


When users start the Application, they will be provoked with the login and Home
Screen of the App, before viewing the Main menu. Also, users can register as a
new account at the registration button if they are not existing users. After
performing either one of the actions, they will be redirected to the main menu.

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3.7 Conclusion

This chapter mainly discussed about the methodology of the Application, known
as Fitness and Health App, for the people who are willing to work out anywhere.
It is also worth to mention that people nowadays are willing to work out even
inside their houses, with motivation only people who somehow determine and
diligent can keep their head up in order to stay healthy without needing the
assistance of a couch. With the help with this application anyone can get fit easily
by following the instruction on how to get workout done.

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3.8 Bibliography

Fitness . (2011, Feb 02). Retrieved from eprints : http://eprints.utar.edu.my/2661/1/IB-


2017-1305751-1.pdf.pdf
Physical Fitness. (2009, December 22). Retrieved from Wikipedia:
https://en.wikipedia.org/wiki/Physical_fitness
Smart Sheet. (2019, March ). Retrieved from Smartsheet:
https://app.smartsheet.com/sheets/fgvHh86rcp7wMrvjVXXwxmm54c9GpFpVR5hX8
vF1?view=gantt
(2011, June). Retrieved from Android Library : https://www.techrepublic.com/resource-
library/whitepapers/literature-review-on-android-application-developed-on-eclipse-
software/

Rejeski, W. and Kenney, E. (1989). Fitness motivation. 1st ed. Leeds: Human
Kinetics, p.3 - 7.

Reynolds, G. (2013). The Scientific 7-Minute Workout. [online] Well. Available at:
https://well.blogs.nytimes.com/2013/05/09/the-scientific-7-minute-workout/?_r=0
[Accessed 4 Mar. 2017].

Sousa, F., Blobel, B., Pharow, P. and IOS Press (Firm)., (2012). PHealth 2012:
Proceedings of the 9th International Conference on Wearable Micro and Nano
Technologies for Personalized Health, June 26-28, 2012, Porto, Portugal (Studies in
Health Technology and Infor. 1st ed. IOS Press, pp.69 - 250.

Technology, Auricle. 2015. “technologypublic.” Feb.


https://www.techrepublic.com/resource-library/whitepapers/literature-review-
on-android-application-developed-on-eclipse-software/.

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