FitLit - Part Two!
Goals and Objectives
- Work with a local server and make network requests to API endpoints to retrieve and manipulate data.
- Ensure your app follows best practices for accessibility
- Practice talking about your code and high level technical concepts
- Implement feedback from a usability test to improve product
- Improve group workflow.
In this project, you will use your project from FitLit (Part One) and build on top of that. This is an opportunity to refactor your code, utilize agile processes, complete unfinished work, build new features, and take advantage of instructor feedback.
These are all aspects of your future job. Code is important, but process allows for great applications to be built. This part of the project focuses heavily on process so that you have an opportunity to talk about process in your future interviews.
Timeline
Dates and deliverables to be aware of:
- Monday of Week 4 - Project kickoff
- Perform your retrospective and DM your instructor project manager two things from your retrospective (see below for details) that you want to keep doing and two things that you want to improve on as a group heading into Part 2.
- DM your instructors your “definition of done” for your track.
- Monday of Week 5 - Project due
- Tuesday of Week 5 - Project evaluations (presentation and interview questions)
- Instead of submitting code in-depth review, you’ll be giving a presentation about your process and how you implemented your track’s features as well as answering a couple interview-style questions.
Daily Check-Ins
Every work day, your group should do a check-in as a whole group, preferably live over Zoom, and discuss at least these things:
- What is the state of the project so far? (update your GitHub project board if necessary)
- What is each person working on today?
- Are there any blockers, and what is your plan to get through the blockers?
Your daily check-in schedule (sometimes called “stand-ups”) should be outline in your DTR so the whole group is aware of the meeting.
Retrospective
A retrospective (retro) is a look back at the recent development period, in this case, Part 1 of the project, in order to improve future development process and workflow as a team. For your retrospective, meet with your team to discuss the following questions:
- What helped you to be successful as a team?
- What caused the problems that you had in Part 1? For example: When we got stuck, how long did we grind before reaching out for help?
- Were daily check-ins productive and helpful? If not, what would you change?
- What questions do we have about Part 2 of the project?
- Is there anything we should change in our DTR?
When you’ve finished your retro, DM your project manager two things from your retrospective that you want to keep doing and two things that you want to improve on as a group heading into Part 2.
Project Iterations
Iteration 6 - Applying Instructor Feedback from Part 1
Catching Up on Functionality
Iteration 7 - POST
Endpoint Documentation (GET and POST)
Error Handling
Iteration 8 - Differentiation Tracks
Instructors will assign each team one of these tracks to work through.
Step Challenge
User Trends
UI Rearrangement
Priority Views
Admin View
Run Map View
Stretch Timer
Motivation
Activity Notes
Usability Testing
As developers, we can get so accustomed to the features we create that we forget that users don’t have any background or know how to use a feature for the first time. That’s why it’s important to observe unbiased users try out your features and see where they succeed or have trouble. These observations are called usability tests.
Once your track’s feature is at a point where it’s usable and ready for some feedback, but before you think everything is finalized, that’s the right time to perform the usability test for the track’s feature.
Your group will create a usability test for another group to go through. Here is the process:
- Ask someone from another project group to be the tester (participant)
- Schedule a time to do the usability test with the participant
- Create a script for the usability test
- Decide what you are trying to learn from the usability test (can a user do [blank]? can a user find [blank] and know how to use it? do they notice [blank] information on the page?).
- Write step-by-step instructions for the participant doing the usability test to follow as you observe them.
- After the observation is done, prepare a few questions to ask the participant about how they felt while they were trying the feature.
- The usability test should not last for more than 30 minutes
- Perform the test and take notes
- Incorporate any valuable feedback into your application
You want to give the participant a specific task, but also balance that specificity with letting them try to find out how to do something. Try not to ask them leading questions like, “What was the source of your navigational difficulties?” This question assumes that the user had difficulties and that the difficulties came from software, specifically “navigation”. Instead, you could ask “What has been your experience with this application?”
Once your usability test is complete, incorporate any useful and interesting feedback into your application. This is a feedback cycle that would ordinarily happen many times in your future job to improve your application.
Accessibility
- You must be able to tab through your app and use it without a mouse
- Your app must still be usable when tested with a colorblind extension
- You must score as close to 100% as possible with the “Lighthouse Accessibility Audit”. Be prepared to explain any accessibility audits your application is failing.
- Your HTML must be written semantically and should use ARIA tags (ONLY if needed / appropriate)
Project Requirements Rubric
For the rubric sections below, you will be scored as Wow, Yes or Not Yet depending on whether you have demonstrated competency in that area. Each section lists examples of what types of things we may be looking for as demonstrations of competency. Just as there are many ways to approach code, there are many many ways to demonstate competency. These are just some examples.
Does the project demonstrate student understanding of the learning goals & concepts?
While M2 rubrics do not have a separate section for WOWs like in M1, there are a few WOW examples noted throughout. In addition to these WOW bullets, you can strive for a WOW by demonstrating not just competency, but excellence and thoroughness across the rubric sections.
Functional Expectations
Testing
Accessibility
JavaScript Refactoring
Collaboration and Professionalism
- See “Minimum Collaboration and Professionalism Expectations” above.
- While this is not a scored rubric section, every team member is expected to fully participate, contribute, communicate and collaborate with the team throughout the entirety of this project. Failure to do so can result in an individual failing the project, even if the group/project is otherwise passing.
Evaluation
Presentation
Part of your future interviews will be talking about your application, code, and decision process as a developer, and this presentation is great practice for that situation. Your group’s presentation should have slides that include:
- What was your track?
- Given the vague track feature goal, what was your process like to go from idea to code to finished product?
- What was challenging about your track?
- What work were you proud of from your track?
- What did you observe during the usability test, and did you change anything about your application?
- How close were your time estimations for certain tasks? Did you overestimate or underestimate, and what do you think the cause was of the difference?
Aim for the presentation to take about 10 minutes.
Interview Questions
As a group, you will respond to high-level technical questions, interview-style. These questions will all relate to the work you’ve done on this project. For example, “Describe what a POST request is and why we might perform one.”
Individually, you will be asked a question at random to respond to. You must give an attempt at responding to it before passing it off to a group member if you’re unsure. Imagine you don’t know the answer to a question on a technical interview, you won’t simply say “I don’t know”. Will you try to take an educated guess? Will you say you’re unsure? Will you try to explain by example?
If the evaluator is left wanting a bit more from your response, they may choose to continue to ask a follow-up question to you - or they may open it up to volunteers in the group to assist.
If you get a question wrong, it will not count against you! This is really all about getting some practice answering interview-style questions.