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PACE

UNIVERSITI UTARA MALAYSIA

MANAGEMENT INFORMATION SYSTEM


BPIN 3053
GROUP PROJECT (30%)

DEVELOPING AN APP

TEAM

1. Have between 2-3 members.


2. Focus an idea that can be develop into an application (app)

OUTCOMES OF PROJECT FOR EVALUATION (30% + 5% for group


presentation)
1. Prototype app presented in mobile gadgets such as smartphone.
2. A report comprises of NOT MORE THAN 2000 words (See Guidelines)
3. A poster for exhibition and presentation purposes (5%)

SUBMISION /PRESENTATION DATE


ONLINE SUBMISSION ON LAST DAY OF LECTURE (MEETING 4)

SUGGESTED GUIDELINES FOR PROJECT IDEA AND REPORT

BACKGROUND
The settings that the problems or issues arise. It could be from homes, schools,
workplaces, public places etc.

PROBLEM DEFINITION
Identify an issue or a problem to be addressed. Students need to be clear and have
deep understanding of the problem/issue. They need to have a clear idea on how to
address the issue/problem using an app. Consider also the societal or market need
that the app can provide.

PRODUCT DEFINITION
Students clearly defined solution by developing an app to address the problem. The
value proposition of the app is clearly articulated.

NOVELTY OF INNOATION
Students discussed the ability of the apps to solve problem/issue. Novelty of the app
from other approaches to solve the problem. The viability of the apps to be
implemented and sustained in the real world.

SUSTAINABILITY
Discuss the sustainability of their apps in term of its ability to continually generate
revenue to sustain the operations of the app (Revenue model(s))

POTENTIAL SOCIAL, ECONOMIC AND OTHER IMPACTS


Does the app demonstrates the potential to make life better for their target
population? What is its impact on community, society and economy?

END

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