Description
Final team Project
- Software engineering is an area where developed products often have a global impact. Therefore, the planning and design of software applications must consider the needs of more than one cultural society and software must be flexible enough to service several different areas of the world.Requirements:For this project, your instructor will assign teams of four members (or less) each. Each week, each member of the team is required to participate substantively in the team discussion.
- In Week 1 of the course: Each member of your team is required to research, identify, and describe (in the team discussion) a case where a software product was successful in America, but failed internationally.
- In Week 2 of the course: You and your team will use the discussion area to analyze each individual’s case study and identify common flaws in each case study’s software design efforts that contributed to the failures of each team member’s case study software product.
- In Week 3 of the course: Each member of your team will identify one feasible solution for avoiding the common barriers and flaws identified in the previous week’s discussion (Week 2)
- In Week 4 of the course: Each member of your team will be required to contribute to the writing of the rough draft of your paper.
- In the final week of the course: You and your team members will work in the discussion forum to finalize your paper for submission in the Unit 5 “Global Software Design Project” assignment.Project ObjectivesTo successfully complete this project, you will be expected to:
- Communicate in a manner that is scholarly, professional, and consistent with expectations for members of professional communities.
- Describes case studies that appropriately display the impact poor software design can have on failure.
- Describes common flaws in software design efforts.
- Describes a software design solution.
- Participate substantively in a software collaboration team project.
- Effectively participate in team discussion.
Week 1 DB 1
Hello fellow group 3 members,
My name is Chris, I am a full-time student and father. I am from the St. Louis, Mo
area and currently reside in Central Illinois due to work. I work as a technician for the
Illinois Army National Guard as an IT Specialist specializing in web development and
database architecture, which provides me with a lot of great experience and an even
better work environment.
Researching products that have failed in foreign markets has lead me to the
failure of Microsoft’s Xbox in Japan. From what I have read, the gaming market in Japan
is very challenging as Japan already ruled in those markets globally themselves. Japan
had and has the likes of Sony PlayStation and Nintendo, why would they care for an
American made device. A major issue with Xbox was the design of mostly the entire
system. The Xbox was said to be too bulky and some of the material in the game was too
western or taboo according to their culture. Another mistake that Microsoft made was
their push to try to get the console ready in Japan, where many felt as if they were being
too forward or aggressive, which led to distrust in Microsoft.
From my perspective, Microsoft tried to appeal to Japanese culture but could not
comprehend the magnitude of the feat. As Japanese systems were already in place, the
market did not seem profitable. Although Microsoft is still present in the Japanese market
they are not doing as great there as their competitors, nor does it seem that it will in the
future.
References:
Yin-Poole, W. (2013, November 17). Why Xbox failed in Japan. Retrieved May 17,
2018, from https://www.eurogamer.net/articles/2012-12-13-why-xbox-failed-in-japan
Hi Chris,
I believe we are in the same group nut am not too sure where it shows the groups. Great post
and very informative. I remember reading about the Xbox not doing well in Japan and that they
like PlayStation and Nintendo. I agree some of the games are too westernized for them and like
you pointed out they can be taboo.
Week 2 DB 1
Hello Team Members!
To reiterate last week’s post about Microsoft’s failure in the Japanese
market. Xbox failed due to customers being uninterested in the western design
(both physically and graphically) of the Xbox. With other competitors being strong
and having roots in Japan, Microsoft just could not find a leg to stand on in their
market. Another mistake that was made was their marketing strategy, which was
too forward and seemed to be pushing the system down the throats of Japanese
customers and publishers.
From what I perceive of Pamela’s post during Unit 1, there was a
common issue with both Microsoft and Intuit failing to perform market research
prior to implementation. Neither of our cases showed change, rather the
companies decided to keep their product the same and realize their mistakes
after they had already failed.
Thanks,
Chris Wilson
Pamela,
I see that we both agree on the flaw of both of our cases being the failure to perform
proper market research. Particularly, regarding integration of the product in foreign
markets to meet the needs of the customers. Going forward, I believe this should be the
flaw in which we focus on.
Thank you,
Chris Wilson
Chris,
I agree this is the flaw we should use moving forward for our project.
Thanks,
Pam
Week 3 DB 1
U3 D1 – Group 3
COLLAP SE
A huge mistake that Xbox made was not researching their customers requirements and
interest prior to marketing their product. They chose to move forward and failed to
appease there customers by making a change to make their product appear relatable to the
local market, i.e. Japan. I believe, if they would have first performed test groups in the
market to find out how the customer would feel about the gameplay and what interested
them they could have created a product more to this markets liking prior to marketing.
The same would go for Intuit. If Intuit would have sat down with some potential users
from the foreign markets they could have found out their needs and requirements for the
software.
Hi Chris,
I think we agree on the mistakes both Xbox and Intuit made and this is the flaw we should use
going forward. If both companies had taken the time to test their product in the areas they
wanted to sell it then they may have learned that it would not succeed or they could have
possibly learned what they could have done to make it succeed. The one size fits all doesn’t
work when presenting a product to different countries and people of different cultures. Great
post.
Week 4 DB 1
Hello Pamela,
Please see my paragraph below. Since it is just the two of us I think we should split the
work up between each other. One of us can take on the Intro and Conclusion and the
other take on the Body. How do you feel about either of these positions?
Rough Draft:
Becoming familiar with the different cultures and market requirements are essential to
creating a great product. Having as many point of views from the intended foreign market
is important and a necessity. The collection of data should include demographics,
existing products, and expectations at the very least. By collecting this information it is
easier to determine what the product requires and who the best target audience is. In the
case of both Microsoft and Intuit, they failed to collect market data such as this and
pushed their products too soon, expecting it to just work for everyone. In these foreign
markets they saw failure due to the failure to meet the demands of the customer. Having a
strong data collection will aid in the successful deployment of product and better
customer feedback.
Thanks,
Chris Wilson
Final team Project
•
Software engineering is an area where developed products often have a global impact.
Therefore, the planning and design of software applications must consider the needs of
more than one cultural society and software must be flexible enough to service several
different areas of the world.
Requirements:
For this project, your instructor will assign teams of four members (or less) each. Each
week, each member of the team is required to participate substantively in the team
discussion.
•
•
•
•
•
In Week 1 of the course: Each member of your team is required to research, identify, and
describe (in the team discussion) a case where a software product was successful in
America, but failed internationally.
In Week 2 of the course: You and your team will use the discussion area to analyze each
individual’s case study and identify common flaws in each case study’s software design
efforts that contributed to the failures of each team member’s case study software
product.
In Week 3 of the course: Each member of your team will identify one feasible solution
for avoiding the common barriers and flaws identified in the previous week’s discussion
(Week 2)
In Week 4 of the course: Each member of your team will be required to contribute to the
writing of the rough draft of your paper.
In the final week of the course: You and your team members will work in the discussion
forum to finalize your paper for submission in the Unit 5 “Global Software Design
Project” assignment.
Project Objectives
To successfully complete this project, you will be expected to:
6. Communicate in a manner that is scholarly, professional, and consistent with
expectations for members of professional communities.
7. Describes case studies that appropriately display the impact poor software design can
have on failure.
8. Describes common flaws in software design efforts.
9. Describes a software design solution.
10. Participate substantively in a software collaboration team project.
11. Effectively participate in team discussion.
•
•
•
To achieve a successful project experience and outcome, you are expected to meet the
following requirements.
Written communication: Written communication is free of errors that detract from the
overall message.
APA formatting: Resources and citations are formatted according to APA (6th Edition)
style and formatting.
Final Team Paper Scoring Guide Grading Rubric
Criteria
Nonperformance
Basic
Describe
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure.
16%
Does not
describe
case studies
that
appropriatel
y display the
impact poor
software
design can
have on
failure.
Partially
describes
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure.
Describe
common
flaws in
software
design
efforts.
16%
Does not
describe
common
flaws in
global
software
design
efforts.
Partially
describes
common
flaws in
global
software
design
efforts.
Proficient
Distinguished
Describes
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure.
Describes
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure, and
provides
additional
details and
strong
supporting
evidence.
Describes
common
flaws in
global
software
design efforts.
Describes
common
flaws in
global
software
design efforts,
and provides
additional
details and
Final Team Paper Scoring Guide Grading Rubric
Criteria
Nonperformance
Basic
Proficient
Distinguished
strong
supporting
evidence.
Describe a
software
design
solution.
17%
Does not
describe a
software
design
solution.
Participate
substantively
in a software
collaboration
team project.
17%
Does not
participate
substantivel
y in a
software
collaboratio
n team
project.
Display
effective
team
participation.
17%
Does not
display
effective
team
participation
.
Partially
describes a
software
design
solution.
Partially
participates
substantively
in a software
collaboration
team project.
Partially
displays
effective
team
participation.
Describes a
software
design
solution.
Describes a
software
design
solution, and
provides
additional
details and
strong
supporting
evidence.
Participates
substantively
in a software
collaboration
team project.
Participates
substantively
in a software
collaboration
team project,
and provides
additional
details and
strong
supporting
evidence.
Displays
effective team
participation.
Displays
effective team
participation,
and provides
additional
details and
strong
Final Team Paper Scoring Guide Grading Rubric
Criteria
Nonperformance
Basic
Proficient
Distinguished
supporting
evidence.
Communicat
e in a manner
that is
scholarly,
professional,
and
consistent
with
expectations
for members
of
professional
communities.
17%
Does not
communicat
e in a
manner that
is scholarly,
professional,
and
consistent
with
expectations
for members
of
professional
communities
.
Partially
communicate
s in a manner
that is
scholarly,
professional,
and
consistent
with
expectations
for members
of
professional
communities.
Communicate
s in a manner
that is
scholarly,
professional,
and consistent
with
expectations
for members
of
professional
communities.
Communicate
s in a manner
that is
scholarly,
professional,
and consistent
with
expectations
for members
of
professional
communities,
and provides
additional
details and
strong
supporting
evidence.
•
Final Team Paper
You and your team members will work in the discussion forum to finalize your paper for
submission here. Your global team project paper should include the following:
•
A brief overview of the case studies for all individuals in the group.
Common flaws found in global software design efforts.
Solutions for avoiding common global software design flaws.
Each team member will submit a copy of the final paper individually.
•
•
Purchase answer to see full
attachment
Hello fellow group 3 members,
My name is Chris, I am a full-time student and father. I am from the St. Louis, Mo
area and currently reside in Central Illinois due to work. I work as a technician for the
Illinois Army National Guard as an IT Specialist specializing in web development and
database architecture, which provides me with a lot of great experience and an even
better work environment.
Researching products that have failed in foreign markets has lead me to the
failure of Microsoft’s Xbox in Japan. From what I have read, the gaming market in Japan
is very challenging as Japan already ruled in those markets globally themselves. Japan
had and has the likes of Sony PlayStation and Nintendo, why would they care for an
American made device. A major issue with Xbox was the design of mostly the entire
system. The Xbox was said to be too bulky and some of the material in the game was too
western or taboo according to their culture. Another mistake that Microsoft made was
their push to try to get the console ready in Japan, where many felt as if they were being
too forward or aggressive, which led to distrust in Microsoft.
From my perspective, Microsoft tried to appeal to Japanese culture but could not
comprehend the magnitude of the feat. As Japanese systems were already in place, the
market did not seem profitable. Although Microsoft is still present in the Japanese market
they are not doing as great there as their competitors, nor does it seem that it will in the
future.
References:
Yin-Poole, W. (2013, November 17). Why Xbox failed in Japan. Retrieved May 17,
2018, from https://www.eurogamer.net/articles/2012-12-13-why-xbox-failed-in-japan
Hi Chris,
I believe we are in the same group nut am not too sure where it shows the groups. Great post
and very informative. I remember reading about the Xbox not doing well in Japan and that they
like PlayStation and Nintendo. I agree some of the games are too westernized for them and like
you pointed out they can be taboo.
Week 2 DB 1
Hello Team Members!
To reiterate last week’s post about Microsoft’s failure in the Japanese
market. Xbox failed due to customers being uninterested in the western design
(both physically and graphically) of the Xbox. With other competitors being strong
and having roots in Japan, Microsoft just could not find a leg to stand on in their
market. Another mistake that was made was their marketing strategy, which was
too forward and seemed to be pushing the system down the throats of Japanese
customers and publishers.
From what I perceive of Pamela’s post during Unit 1, there was a
common issue with both Microsoft and Intuit failing to perform market research
prior to implementation. Neither of our cases showed change, rather the
companies decided to keep their product the same and realize their mistakes
after they had already failed.
Thanks,
Chris Wilson
Pamela,
I see that we both agree on the flaw of both of our cases being the failure to perform
proper market research. Particularly, regarding integration of the product in foreign
markets to meet the needs of the customers. Going forward, I believe this should be the
flaw in which we focus on.
Thank you,
Chris Wilson
Chris,
I agree this is the flaw we should use moving forward for our project.
Thanks,
Pam
Week 3 DB 1
U3 D1 – Group 3
COLLAP SE
A huge mistake that Xbox made was not researching their customers requirements and
interest prior to marketing their product. They chose to move forward and failed to
appease there customers by making a change to make their product appear relatable to the
local market, i.e. Japan. I believe, if they would have first performed test groups in the
market to find out how the customer would feel about the gameplay and what interested
them they could have created a product more to this markets liking prior to marketing.
The same would go for Intuit. If Intuit would have sat down with some potential users
from the foreign markets they could have found out their needs and requirements for the
software.
Hi Chris,
I think we agree on the mistakes both Xbox and Intuit made and this is the flaw we should use
going forward. If both companies had taken the time to test their product in the areas they
wanted to sell it then they may have learned that it would not succeed or they could have
possibly learned what they could have done to make it succeed. The one size fits all doesn’t
work when presenting a product to different countries and people of different cultures. Great
post.
Week 4 DB 1
Hello Pamela,
Please see my paragraph below. Since it is just the two of us I think we should split the
work up between each other. One of us can take on the Intro and Conclusion and the
other take on the Body. How do you feel about either of these positions?
Rough Draft:
Becoming familiar with the different cultures and market requirements are essential to
creating a great product. Having as many point of views from the intended foreign market
is important and a necessity. The collection of data should include demographics,
existing products, and expectations at the very least. By collecting this information it is
easier to determine what the product requires and who the best target audience is. In the
case of both Microsoft and Intuit, they failed to collect market data such as this and
pushed their products too soon, expecting it to just work for everyone. In these foreign
markets they saw failure due to the failure to meet the demands of the customer. Having a
strong data collection will aid in the successful deployment of product and better
customer feedback.
Thanks,
Chris Wilson
Final team Project
•
Software engineering is an area where developed products often have a global impact.
Therefore, the planning and design of software applications must consider the needs of
more than one cultural society and software must be flexible enough to service several
different areas of the world.
Requirements:
For this project, your instructor will assign teams of four members (or less) each. Each
week, each member of the team is required to participate substantively in the team
discussion.
•
•
•
•
•
In Week 1 of the course: Each member of your team is required to research, identify, and
describe (in the team discussion) a case where a software product was successful in
America, but failed internationally.
In Week 2 of the course: You and your team will use the discussion area to analyze each
individual’s case study and identify common flaws in each case study’s software design
efforts that contributed to the failures of each team member’s case study software
product.
In Week 3 of the course: Each member of your team will identify one feasible solution
for avoiding the common barriers and flaws identified in the previous week’s discussion
(Week 2)
In Week 4 of the course: Each member of your team will be required to contribute to the
writing of the rough draft of your paper.
In the final week of the course: You and your team members will work in the discussion
forum to finalize your paper for submission in the Unit 5 “Global Software Design
Project” assignment.
Project Objectives
To successfully complete this project, you will be expected to:
6. Communicate in a manner that is scholarly, professional, and consistent with
expectations for members of professional communities.
7. Describes case studies that appropriately display the impact poor software design can
have on failure.
8. Describes common flaws in software design efforts.
9. Describes a software design solution.
10. Participate substantively in a software collaboration team project.
11. Effectively participate in team discussion.
•
•
•
To achieve a successful project experience and outcome, you are expected to meet the
following requirements.
Written communication: Written communication is free of errors that detract from the
overall message.
APA formatting: Resources and citations are formatted according to APA (6th Edition)
style and formatting.
Final Team Paper Scoring Guide Grading Rubric
Criteria
Nonperformance
Basic
Describe
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure.
16%
Does not
describe
case studies
that
appropriatel
y display the
impact poor
software
design can
have on
failure.
Partially
describes
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure.
Describe
common
flaws in
software
design
efforts.
16%
Does not
describe
common
flaws in
global
software
design
efforts.
Partially
describes
common
flaws in
global
software
design
efforts.
Proficient
Distinguished
Describes
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure.
Describes
case studies
that
appropriately
display the
impact poor
software
design can
have on
failure, and
provides
additional
details and
strong
supporting
evidence.
Describes
common
flaws in
global
software
design efforts.
Describes
common
flaws in
global
software
design efforts,
and provides
additional
details and
Final Team Paper Scoring Guide Grading Rubric
Criteria
Nonperformance
Basic
Proficient
Distinguished
strong
supporting
evidence.
Describe a
software
design
solution.
17%
Does not
describe a
software
design
solution.
Participate
substantively
in a software
collaboration
team project.
17%
Does not
participate
substantivel
y in a
software
collaboratio
n team
project.
Display
effective
team
participation.
17%
Does not
display
effective
team
participation
.
Partially
describes a
software
design
solution.
Partially
participates
substantively
in a software
collaboration
team project.
Partially
displays
effective
team
participation.
Describes a
software
design
solution.
Describes a
software
design
solution, and
provides
additional
details and
strong
supporting
evidence.
Participates
substantively
in a software
collaboration
team project.
Participates
substantively
in a software
collaboration
team project,
and provides
additional
details and
strong
supporting
evidence.
Displays
effective team
participation.
Displays
effective team
participation,
and provides
additional
details and
strong
Final Team Paper Scoring Guide Grading Rubric
Criteria
Nonperformance
Basic
Proficient
Distinguished
supporting
evidence.
Communicat
e in a manner
that is
scholarly,
professional,
and
consistent
with
expectations
for members
of
professional
communities.
17%
Does not
communicat
e in a
manner that
is scholarly,
professional,
and
consistent
with
expectations
for members
of
professional
communities
.
Partially
communicate
s in a manner
that is
scholarly,
professional,
and
consistent
with
expectations
for members
of
professional
communities.
Communicate
s in a manner
that is
scholarly,
professional,
and consistent
with
expectations
for members
of
professional
communities.
Communicate
s in a manner
that is
scholarly,
professional,
and consistent
with
expectations
for members
of
professional
communities,
and provides
additional
details and
strong
supporting
evidence.
•
Final Team Paper
You and your team members will work in the discussion forum to finalize your paper for
submission here. Your global team project paper should include the following:
•
A brief overview of the case studies for all individuals in the group.
Common flaws found in global software design efforts.
Solutions for avoiding common global software design flaws.
Each team member will submit a copy of the final paper individually.
•
•
Purchase answer to see full
attachment
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