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APPLYING E-SERVICES IN FIXING ELECTRONIC DEVICES

DURING A PANDEMIC, IN NIGERIA

A Dissertation Presented for the

Bachelors of Information Technology

Degree

Middlesex University, Malta

Students name: Benita Chinemerem Emeh


Student I.D: M00787261
TABLE OF CONTENTS 4
Introduction 5
Literature Review 7
2.1 Introduction 7
2.2 The Internet 7
2.3 Electronics 8
2.4 The Proliferation of Electronic Devices in Nigeria 8
2.5 E-Services in Modern Day Nigeria 8
2.6 Implementation of E-Services during Covid-19 in Nigeria 9
2.7 The role of E-Services in Nigeria’s Economic Development during the pandemic 9
2.8 The Digital Revolution 10
2.9 The Digital Era 10
2.10 Fixing Electronic Devices 11
2.11 Planned Obsolescence 12
2.12 The Right to Repair Electronics 12
2.13 Applying E-services in Fixing Electronic Devices During a Pandemic 14
Problem Definition 15
Requirements Specification 16
3.1 Introduction 16
3.2 Purpose 16
3.3 Scope 16
3.4 Functional Requirements 16
3.5 Non-Functional Requirements 17
3.6 UML Diagrams 17
3.7 Conclusion 22
Chapter Four 22
4.0 Solution Design 22
4.1 Introduction 22
4.2 Functional Description 22
4.3 Wireframes 23
4.4 Screenshots of Code 27
4.5 Recommendation 28
4.6 Testing 29
4.7 Software Evaluation 29
Conclusion 33

References 34
Introduction

E-services are made up of the service provider, the service receiver and the channels of service
delivery. They came into use in the 1980’s in Europe and since then, have been gaining importance,
strategically, in public sector modernization. In our current digital age, e-services have matured and
transformed the method of delivery and interface applied- electronics have evolved, people have
evolved, and so has the application of electronic services in various sectors such as business, also known
as e-business, commerce, also known as e-commerce and a plethora more which allows for the
digitization of various sectors, reducing labour, increasing profits and possibly changing the way we
interact.

We see how important the implementation of e-services and digitization of various sectors during the
covid-19 pandemic when normal day to day lives were completely disrupted and our mode of
communication, exchange and transactions changed. It helped us move on with life in a different way,
allowing for business transactions, day to day communication and other exchanges to be made while
keeping participants safe and happy.
Literature Review

2.1 Introduction
E-service stands for electronic service, which makes use of information technologies. In other
words, E-services is a highly generic term but usually refers to the provision of services over the internet
whereby a valid transaction is possible. Some examples include e-commerce, e-government, and
e-banking, although it may also include non-commercial services.

In 1979, an English inventor, innovator, and entrepreneur named Michael Aldrich invented online
shopping, which later became known as e-commerce, however, online shopping was not available to the
general public until 1991 when the internet was made public.

E-services are of much importance in today’s world, as we are in the digital era and can see the rise in
the use of technology in day-to-day activities. Electronic Services act as an alternative communication
channel to customers, allow for the broadening of market reach and the accessing of a greater customer
base, among many other benefits.

The term ‘e-service’ has many applications and can be found in many disciplines. The two dominant
applications are e-business and e-government. E-business can also be referred to as e-commerce which
involves the buying and selling of goods and services electronically, while e-government refers to the
services offered by the government to its citizens or people, electronically. Traditionally, services offered
without the use of the internet tend to have their limitations in terms of time, reach and labor, however,
e-services helped breach the gap, e-services are open 24 hours a day and require less labor to be
efficient.

2.2 The Internet


The history of the internet and the history of a form of e-service, e-commerce, are closely
related. As expected for a technology so expansive and ever-changing, the invention of the internet
cannot be credited to one single person but rather dozens of scientists, programmers, and engineers,
each of whom developed features and technologies that, eventually, merged to become the
“information superhighway” we know today.

In the early 1900s, Nikola Tesla toyed with the idea of a ‘world wireless system’, still, the first practical
schematic for the internet would not arrive until the early 1960s, when MIT’s J.C.R. Licklider popularized
the idea of an “Intergalactic Network” of computers. Shortly thereafter, computer scientists developed
the concept of “packet switching,” a method for effectively transmitting electronic data that would later
become one of the major building blocks of the internet.

By the end of the 1970s, Vinton Cerf, a computer scientist, began developing a way for computers on all
of the world’s mini-network to communicate with each other known as TCP (Transmission Control
Protocol) otherwise known as Internet Protocol. This transformed the internet into a worldwide
network.

Through the 1980s, scientists and researchers used it to send files from one computer to another,
however, in 1991, the internet transformed again, a computer programmer in Switzerland named Tim
Berners-Lee introduced the World Wide Web: an internet that was not simply a way to send files from
one place to another but was itself a “web” of information that anyone on the Internet could retrieve.
Berners-Lee created the Internet that we know today. In 1992, the US congress decided that the web
could be used for commercial purposes. Due to this, all kinds of companies hurriedly set up their
websites and e-commerce entrepreneurs began using the internet to sell goods directly to their
customers.

2.3 Electronics
The word “Electronics” encompasses an exceptionally broad range of technology. The term was
originally applied to the study of electron behaviour and movement, particularly as observed in the first
electron tubes. It makes use of active devices to control electron flow by amplification and rectification.
Today, many scientific and technical disciplines deal with different aspects of electronics, we will be
referring to “digital electronics” in particular.

Electronics have had a major impact on the development of modern society. According to Wikipedia,
digital electronics is a field of electronics involving the study of digital signals and the engineering of
devices that use or produce them or, simply put, any kind of circuit that uses digital signals rather than
analog. In today’s world, almost all devices we make use of in our day-to-day lives, require the use of
digital electronics. This includes but is not limited to laptops, televisions, remote controls, and other
entertainment systems, to kitchen appliances like dishwashers and washing machines. Computers are
one of the most complex examples, they make use of numerous, complex circuits.

2.4 The Proliferation of Electronic Devices in Nigeria


The earliest use of technology in Nigeria dates back to 1963 when IBM set up the African
Education Centre at the University of Ibadan, and computing services were brought into Nigeria ahead of
the analysis of the 1962/63 national census. By 1977 the total computer installations in Nigeria had
grown to 70 and interest in this technology had increased. By the late 1970s, computer science courses
had been established at the Universities of Nigeria, Lagos, Ibadan, Ife, and others, while GSM’s were
introduced to Nigeria in 2001.

The launch of the Global System for Mobile communications, GSM, in 2001 liberated Nigerians from the
shackles of the once-powerful, but now virtually insignificant, national telecoms monopoly NITEL,
however, it took roughly a decade for GSM’s to be somewhat commonplace in Nigeria.

2.5 E-Services in Modern Day Nigeria


E-services have become quite commonplace in Nigeria, this includes the likes of Jumia, Jiji, and
Konga, which are e-commerce platforms, or Instagram, which has sellers advertising their products and
selling over the platform. Instagram is a social media platform, however, due to the platform’s large user
count, people use it to expand their businesses by performing electronic transactions through it.
Jumia is an online marketplace, an e-commerce platform, for electronics and fashion, along with
a wide array of products. Jumia also doubles as a logistics service, which enables the shipment and
delivery of packages from sellers to consumers, and a payment service, which facilitates transactions
among participants active and Jumia's platform in selected markets.
The company was founded in 2012 by Jeremy Hodara and Sacha Poignonnec, along with Tunde Kehinde
and Raphael, and launched in Lagos before expanding to five other countries.

In South Africa, Jumia operates under the brand name Zando, focusing only on online fashion retail,
while Konga is a Nigerian e-commerce company founded in July 2012 by Sim Shagaya, with 20 staff, with
headquarters in Gbagada, Lagos State. It also operates a logistic service, named KXPRESS, which enables
the timely shipment and delivery of packages to customers. Konga also operates various services such as
Kongapay, Konga express, Konga marketplace, GIG Logistics, Jiji Marketplace, etc.

2.6 Implementation of E-Services during Covid-19 in Nigeria


Covid-19 (Coronavirus disease 2019) is a contagious disease caused by severe acute respiratory
syndrome coronavirus 2 (SARS-CoV-2) which could be contracted when an infected person is in close
contact with another person. Small droplets and aerosols containing the virus can spread from an
infected person's nose and mouth as they breathe, cough, sneeze, sing, or speak while other people get
infected if the virus gets into their mouth, nose, or eyes. The virus may also spread via contaminated
surfaces, although this is not thought to be the main route of transmission. Since its first case was
identified in Wuhan, China, in December 2019, the disease has spread worldwide, leading to an ongoing
pandemic.

This led to a halt in day-to-day transactions, both personal and commercial. However, due to the
existence of E-services, businesses were able to continue their day-to-day transactions remotely, this
came in the form of offering services through websites, eCommerce sites, or Instagram pages over the
internet. Businesses were able to offer services or sell products while maintaining social-distancing, save
for the courier person who would have to do the deliveries, however, wearing a face mask and keeping a
distance away from the final consumer.

2.7 The role of E-Services in Nigeria’s Economic Development during the pandemic
This section provides a review of the roles E-Services plays in Nigeria’s economic development.

The following sectors have benefited from the implementation of electronic services:

Employment
Education
E-Governance
Local Content

Employment: Due to the pandemic, although a percentage of various company’s staff had to be let go,
e-services helped retain some staff and provide employment opportunities for those well versed in ICT.
The creation of jobs through ICT-enabled platforms has improved in Nigeria.
Education: During the pandemic, schools had to be shut down, however, due to the provision of services
online, electronically, schools were able to provide e-learning through which students were able to
attend classes virtually, be given assignments, and continue their education and at the same time,
obeying strict covid-19 guidelines.

E-Governance: According to Kazeem Oluwakemi Oseni and Dr. Kate Dingley, awareness has been
improved in the governance domain. People are now aware of the benefit of paying tax regularly and
easier online platforms have been designed to pay and monitor the evaders.

The cashless economy introduced in Nigeria in 2012 has reduced the manual cash handling in the public,
which helped Nigeria overtake South Africa as the top Africa economy.

Local Content: According to Kazeem Oluwakemi Oseni and Dr. Kate Dingley, the export of goods is
improving and record-keeping is now excellent through the provision of e-services in Nigeria. E-services
build capacity to support businesses and the capability of the local people for economic development.

2.8 The Digital Revolution


The digital revolution started around the 1970s with the web and afterward with mobile devices,
laptops, social networking, big data, and computing clouds. It revolutionized work practices everywhere.
It is, without a doubt, the foremost significant event in information dissemination since Gutenberg’s
machine and arguably marks a bigger shift in human communication. These include evolving online
publishing platforms, Web 2.0 technologies that use audience participation and network intelligence,
mobile technologies that enable information professionals to access information anywhere, semantic
technologies that transform how we discover information, and workflow integrations that channel the
correct information to the correct individual at the correct time. The digital revolution promised
increased transparency into customer behavior, however, after quite a decade, many analytics initiatives
seem to get more heat than light. Another challenge is the openness of online, which makes the usage
and also the definition of the user less predictable. Also, transparency has proved somewhat challenging
for both institutional and advertising sales, presenting several mismatches in expectations between
constituents on either side of the buyer-seller paradigm. There's little doubt that our sites and initiatives
throw off more data than print ever did, but deciding what matters, what it means, and the way one set
of knowledge compares with another has in some ways returned us to clearinghouses of measurement
and third-party data sources. The notion of the self-sufficient data warehouse has proven to have
dramatic limitations. The digital information revolution is opening up an incredible array of knowledge
for people to urge access to, particularly through the web. In short, making the globe intelligent and
more alive with information is the key to improved quality of life and social progress.

2.9 The Digital Era


The digital era can also be called the third technological revolution, the data age, the pc age, the
digital age, or the new media age. In step with Wikipedia, it's the shift from mechanical and analog
electronic technology to digital electronics, which began within the latter half of the 20th century, with
the adoption and proliferation of digital computers and digital record-keeping, that continues to the
current day. The term also refers to the changes caused by digital computing and communication
technologies during the latter half of the 20th century.

The digital era is coupled tightly with the appearance of non-public computers, but many computer
historians trace its beginnings to the work of the American mathematician Claude E. Shannon. At age 32,
as a researcher at Bell Laboratories, Shannon published a landmark paper proposing that information is
quantitatively encoded as a series of ones and zeroes. Also called the "father of knowledge Theory,"
Shannon showed how all information media, from telephone signals to radio waves to television, may be
transmitted without error employing a single framework. By the 1970s, with the event of the net by the
U.S. Department of Defense then the adoption of private computers a decade later, the data or Digital
Revolution was underway.

The World Wide Web, which was used initially by companies as an electronic billboard for his or her
products and services, was an interactive consumer exchange for goods and data. Email correspondence
(email ), which permitted the near-instant exchange of knowledge, was widely adopted as the primary
platform for the workplace and private communications. The digitization of data has had a profound
impact on traditional media businesses, like book publishing, the music industry, and, more recently, the
main television and cable networks. As information is increasingly described in digital form, businesses
across many industries have sharpened their concentration on a way to take advantage of the Digital
Age.

2.10 Fixing Electronic Devices


Electronic devices are a requirement at every point in today’s world and our lives revolve around
these, as they add luxury and luxury to our everyday tasks. There are many electronic devices installed in
reception or offices to accomplish many daily chores with ease. The industries that handle equipment
manufacturing are becoming more costly daily and buying new equipment when something goes wrong
with the old one isn't always possible. Just to hide this cost for consumers, the electronic repair services
providers, are now emerging in increasing counts. So, rather than discard that damaged or de-escalated
device, you'll be able to now get the picture repaired with services that will make it perform
expeditiously and make it nearly as good as new again.

In the 21st century, repairing your device has become a revolutionary act; by defying manufacturers who
want you to endlessly buy the deliberately short-lived products that they take no responsibility for, it
dares to travel against the consumerist flow.

Different vendors provide different varieties of electronic repair services, for example:

Consumer electronics repair services: These repair shops focus on repairing gadgets or appliances that
are used mostly at homes or offices. These include the foremost common devices we use for
entertainment, within the kitchen, and also the computers and laptops used for work.

Specialty repair shops: These are shops that house repairing a specific reasonable gadget, for instance;
TV repair shops, kitchen appliances repair shops, and more like these.

Industrial electronic repair services: These vendors concentrate on repairing sorts of equipment
employed in manufacturing in industries and factories. The work area also includes hospitals, banks,
commercial organizations, industries, and more where the repair is required in bulk. The repair services
include power supplies, circuitry boards, monitors, recording systems, telecommunication systems, etc.
that are specific to industries.

2.11 Planned Obsolescence


Wear and tear is inevitable, but only too often gadgets’ demise is caused by planned
obsolescence. a technique to sell more stuff – which is merely speeding up – shouldn’t come as a
surprise within economies built on limitless growth. None of this seems right.

Planned obsolescence (also called built-in obsolescence or premature obsolescence) could be a policy of
designing or designing a product with an artificially limited useful life or a purposely frail design so that it
becomes obsolete after a particular predetermined period of your time upon, which it detrimentally
functions or suddenly ceases to function, or could be perceived as unfashionable. Planned obsolescence
tends to figure best when a producer has a minimum of an oligopoly

An oligopoly could be a market form where an industry is dominated by a little group of huge sellers
(oligopolists). Oligopolies may end up from various sorts of collusion that reduce market competition
which then results in higher prices for consumers and lower wages for the staff of oligopolies.
Oligopolies have their market structure.

With few sellers, each oligopolist is probably going to bear in mind the actions of the others. In keeping
with scientific theory, the selections of 1 firm therefore influence and are influenced by the selections of
other firms. Strategic planning by oligopolists has to take into consideration the likely responses of the
opposite market participants. Entry barriers include high investment requirements, strong consumer
loyalty for existing brands, and economies of scale. In developed economies, oligopolies dominate the
economy because the perfectly competitive model is of negligible importance for consumers. Oligopolies
differ from price takers therein they do not have a supply curve. Instead, they hunt for the most effective
price-output combination.

Before introducing planned obsolescence, the producer has got to know that the customer is a minimum
of somewhat likely to shop for a replacement from them. In these cases of planned obsolescence, there's
an information asymmetry between the producer, who knows how long the merchandise was designed
to last, and also the customer, who doesn't. When a market becomes more competitive, product life
spans tend to extend. as an example, when Japanese vehicles with longer lifespans entered the
American market within the 1960s and 1970s, American carmakers were forced to retort by building
more durable products- this implies planned obsolescence might be conquered through various options
of electronics within the market.

2.12 The Right to Repair Electronics


The right to repair electronics refers to the government legislation intended to permit consumers
the power to repair and modify their own consumer electronic devices, where otherwise the
manufacturer of such devices requires the patron to use only their offered services. While a worldwide
concern, the first debate over the difficulty has been centered on the U.S and within the European
Union.

With the knowledge that companies like Apple were fighting these bills in mid-2016, a bigger "right to
repair" movement began to grow, led by TRA. The movement then gained a lift from the farming sector,
where many farmers found they may not legally repair their tractors or other farm equipment purchased
from companies like Deere without using the manufacturer's repair services at a high cost to them. The
American Farm Bureau Federation lobbied to supply the mandatory exemptions from the DMCA to
permit farmers to repair their tangible equipment. TRA continues to lobby for state bills in numerous
states particularly within the midwest to present consumers with the correct aid to repair their
equipment. Companies like Apple, John Deere, and AT&T lobbied against these bills, and created a
variety of "strange bedfellows" from high tech and agricultural sectors on each side of the problem, in
step with Time.

In late 2017, users of Apple Inc.’s older iPhone models discovered evidence that recent updates to the
phone's software system, iOS, were purposely throttling the speed of the phone. Apple responded
initially that the goal of the software was to forestall overtaxing the older models of lithium-ion batteries
to avoid unexpected shutdowns of the phone. This led many to argue that Apple was deliberately
sabotaging the performance of older iPhones to compel customers to shop for new models more
frequently. In response, Apple allowed users to disable the battery throttling feature in an iOS update,
but on just one occasion the phone has already experienced a shutdown because of heavy load. The
rationale for this restriction, namely how such a shutdown would occur within the first place if the
feature in question's function was the prevention of such shutdowns, was never convincingly argued.
The iOS feature change was also only one-way, meaning users who disabled the feature found that, once
disabled, there was no choice to reactivate it. This effectively prevented users from performing any
back-and-forth toggling that would demonstrate the purported benefit the feature provides.
Additionally, Apple allowed users of affected iPhones to get service to switch batteries in their phones
for a reduced cost of service (US$29 compared to US$79) for the following six months. However, the
"right to repair" movement saw that such a scenario could be handled if Apple allowed consumers to get
third-party batteries and possess the instructions to switch them at a lower cost to the buyer.

In August 2019, Apple announced a program where independent repair shops may have the flexibility to
shop for official replacement parts for Apple products. There are not any known participants within the
programs yet.

Amid the COVID-19 pandemic, where medical equipment became critical for several hospitals, iFixit, and
CalPIRG, the California branch of the general public Interest Research Group, worked to publish the
biggest known collection of manuals and repair guides for medical equipment, using information from
hospitals and medical institutions when manufacturers' direct information wasn't available, to form such
equipment can be serviced quickly during the pandemic. iFixit had found, like with consumer electronics,
a number of the dearer medical equipment had used means to form non-routine servicing difficult for
end-users and requiring authorized repair processes, which during the emergency conditions of the
pandemic wasn't acceptable.
On Transfiguration Day, 2020, senator Ron Wyden and Representative Yvette Clarke introduced the
Critical Medical Infrastructure Right-to-Repair Act of 2020 which focuses on preventing health
professionals from being at risk of copyright law when attempting to repair devices that will make it
easier for “COVID-19 aid”.

2.13 Applying E-services in Fixing Electronic Devices During a Pandemic


Electronic services have been applied in buying and selling of products, governance, etc.

Fixing electronic devices demands on-site availability of the personnel fixing the device, and in some
cases, the consumer. However, due to the pandemic, the availability of the consumer must be foregone-
this would mean having a transporter operate as the middleman between the consumer and the
personnel.

Modern life is powered by electricity, but electrical equipment sometimes breaks down. Electronics
repair technicians can troubleshoot a chunk of malfunctioning equipment and repair it. They'll also test
and maintain equipment to keep it from breaking down in the slightest degree.

Good electronics repair technicians have a firm grasp of the mathematics and physics of electricity. They
need to live and understand electrical charges, currents and amps, voltage, and resistance. They need to
be acquainted with the law of nature, which is, the relationship between current, voltage, and
resistance. An electronic repair technician should understand the structure and operation of electrical
components, including resistors, capacitors, diodes, transistors, integrated circuits, and switches.
Additionally, they have to read and understand schematic diagrams, which visually present "outlines" of
circuits, showing how electrical components connect.

The transporter, which could also be referred to as the logistics company, would pick up the damaged
electronic device and transport it to the electronic repair technician, who would have an idea of the
problem from the user contacting them beforehand. The technician would, upon receiving the device,
test it to confirm the device’s problem, cost the problem, and relay it to the user through the web
interface. The user would then haggle the cost and decide whether to proceed or cancel the order. In
this scenario, the user has been able to reach a point where their problem could have been solved, all
while following covid-19 guidelines.
Problem Definition
Electronic services are solutions of the future. They are offered online and cater to needs which used to
be catered to only through local means. Due to the rapid growth of information technology, many
companies have made the shift, or are planning to make the shift from traditional services to an
electronic environment.
Fixing electronic devices during a pandemic would have been as easy as requesting an uber. A user
would only have to request for a service, describe the nature of their problem, sort through various price
ranges, and have a courier pick it up for repair and drop it off after it's fixed. As complicated as that may
sound, the system is very simple. It would be accessible on a web application or by putting a call through
and describing to the person on the other end of the line, what the problem is.
The current method of fixing electronic devices is by going to a store or a fix-it outlet, which may
sometimes be crowded with up to 10 people. This wastes the time of the user who is seeking to fix their
device, which is terrible. Users expend energy going to a fix-it outlet and they’re not attended to
immediately, it can take up to an hour before they are attended to because the repair person works on a
first come first served basis
Nowadays, consumers use new technologies to create and consume services without direct personal
contact with companies. E-services can be used to deliver goods and services effectively, therefore, firms
and certain sectors have begun to develop and implement e-services to expand their effectiveness and
efficiency.
In a pandemic, fixing electronic devices proves impossible with its current method, this indicates the
need for a shift. Users wouldn’t be able to get their devices fixed because there are restrictions
surrounding gatherings, movement is limited, ultimately, it may take twice or three times the original
time it took for them to get their devices fixed before the pandemic- this negatively impacts the repair
person who relies on cases in order to make a living.
Our electronic devices have become very important in the modern world, they are similar to necessities,
they help keep us updated on the go, with electronic devices comes maintenance that we must attend
to, quite like a pup.

Currently, there are a few solutions to fixing electronic devices on sites such as Konga, which offers a
warranty on select purchased devices and has a courier person transport the goods to and from the
repair person back to the user. However, this is very basic, it does not give room for the user to select
from a wide range of prices, one that could suit their budget, as well as does not cover a wide range of
products, just a few. I don't want to have to purchase a device of 100,000 naira before I'm entitled to a
warranty, that just doesn't seem fair. In spite of its basicness, it gets the job done easily and efficiently for
premium users of the application.
Requirements Specification

3.1 Introduction
This will be a simple ‘walk up and use’ system , which is intended to bridge the gap between you
and your repair person. It consists of a backend, a database which will hold customers’ data,
their account- which will grant the user extra features- exclusively reserved for account holders,
repair person accounts, a.k.a the service providers, which will be a mandatory requirement of all
repair people as well as a front end, the users interface.
This system is one of a kind and helps to reduce the stress involved in getting one’s gadgets
repaired as well as creates an interface where both the repair person and the system which
serves as the middleman is rewarded with ease as well as provides comfort for the end-user.

3.2 Purpose
The purpose of this system is to create a virtual fix-it which will serve the end-user in acquiring a repair
person during a pandemic as well as after, by evolving the system with the latest technologies, adapting
and redesigning, basically- by using agile methodology in its development and maintenance.
It is geared toward people within the ages 18-35 students and workers majorly, and 36-50’s persons
secondly.

3.3 Scope
Anty will serve as the softwares name. It will allow users to get access to services without signing up,
create accounts for users, accept and send out users’ repair needs to various repair persons, present the
user various solutions and prices to pick from, contact a delivery person to pick up the gadget and drop it
off after fixing and final payment.
The rest of the system contains the discounts offered to account holders only and an accessories shop, as
well as an optional warranty on every fixed gadget for an additional fee, and its front end design.

3.4 Functional Requirements


Functional requirement 1: Onboarding
Description: This is the set of pages which integrates the first time user into the system.
Justification: The user has to be integrated into the system and these sets of pages do that in order for
the user to have an easy time navigating the app for the first time.

Functional requirement 2: Sign up


Description: This is the page for the user to sign up.
Justification: The user should be able to sign up in order to use the application. This is the primary way
of identifying users who frequently make use of the services.

Functional requirement 3: Sign in


Description: This page is for the user to sign in
Justification: The user has to sign in for them to be identified as frequent users of the system and offered
discounts on services based on the users profile

Functional requirement 4: Forgot Password


Description: This page is for the user to retrieve their password if forgotten.
Justification: Users can sometimes forget their login details and this page is required for them to retrieve
their password in order for them to login to their account

Functional requirement 5: Fix My Device


Description: This page is for the user to fill in what sort of service they require.
Justification: The user has to specify what sort of service is required of us before any sort of service or
transaction is carried out.

Functional requirement 6: Cart


Description: This is the page which shows the user what services they’ve added to their cart.
Justification: This page is required for users to see all their desired services in one place, in an orderly
manner as well as how much their services would cost.

Functional requirement 7: Payment


Description: This is the page which allows the user to make payment for their selected service.
Justification: This page is required for the user to make payment for their goods and services.

Functional requirement 8: Progress Bar


Description: This is the page which shows the user the progress of their service and their delivery
timeline.
Justification: The user must know how far their service has gone in order to give the user a sense of
security and calmness in the system.

3.5 Non-Functional Requirements


- The system will be accessed through a http protocol, as it will be online.
- Each Request should be processed within 2 minutes.
- Reliability: The system is required to function 24/7, 365 days a year.
- Performance: The system should operate and process information very fast.
- Supportability: Support is provided in-house, 24/7 in the form of a live chat

3.6 UML Diagrams


UML diagrams, also known as Unified Modelling Language diagrams, are diagrams with the
purpose of visually representing a system along with its main actors, roles, actions, artifacts or classes, in
order to better understand, alter, maintain, or document information about the system.
It is a versatile visual language that is used to model a software system.
UML can be used to develop diagrams and provide users, programmers, with ready-to-use, expressive
modeling examples.
There are two primary categories of diagrams: Structure Diagrams and Behavioral Diagrams.

Structure diagrams are further divided into the following:


Class Diagram
Component Diagram
Deployment Diagram
Object Diagram
Package Diagram
Profile Diagram
Composite Structure Diagram

While Behavioral Diagrams are divided into the following:


Use Case Diagram
Activity Diagram
State Machine Diagram
Sequence Diagram
Communication Diagram
Interaction Overview Diagram
Timing Diagram

My work has been designed using Use Case Diagrams and Activity Diagrams.

Below are the activity and use case diagrams of the system

Activity Diagrams visually present a series of actions or flow of control in a system similar to a flowchart
or a data flow diagram.
Use Case diagrams model the behavior of a system and help to capture the requirements of a system.
Use-case diagrams describe the high-level functions and scope of a system. These diagrams also identify
the interactions between the system and its actors.
Figure 1
Below is the Use Case diagram for a general user:

Figure 2
Figure 3
3.7 Conclusion
The application is designed for a users comfort and satisfaction, while obeying covid-19 protocol in a
sector that originally hasn’t made such provision. The entire application is designed to give immediate
feedback to the user, hence the live chat feature rather than just a contact us page, so as to ease the
users mind and breed a certain level of trust between the platform and the users. It makes use of a
compulsory 2-Factor Authentication code when resetting the password and upon logging in, in order to
secure any registered users account as well as a messaging feature built into the app between the
delivery person and the user. It could be argued that the messaging feature would be more useful
between the repair person and the user, however, i believe the messaging feature between the repair
person and the user could serve as a distraction, and also breed miscommunications because the user is
interacting with the platform in charge of the repair people and not the repair people themselves. It's a
clear distinction.

Chapter Four
4.0 Solution Design

4.1 Introduction
Anty is a simple system catering to the needs of the general user, the registered user and the repair
person. It's designed as a web-application only which should run fast and efficiently on any computer
with at least 2GB of ram and 100GB of ROM.
I believe that Anty would measure up as a standard application catering to the needs of the world right
now- a digital world. It makes use of digital devices for its functioning and it caters to the proper
functioning of digital devices, however, i believe there may be a difference of opinions of some others
who believe anty is just another application, not really needed but there anyway.
This section will be covering its design as well as its implementation, and will be broken down properly
to ensure that Anty is understood and dissected quasi-perfectly.

4.2 Functional Description


Anty was developed using vue js for the front end javascript framework. Vue.js is a JavaScript framework
that is used to build user interfaces and It is open-source. It is also used as an integration tool when
other JavaScript libraries are used. It is incrementally adaptive in nature. Vue is also used as a web
application framework that can power single-page applications.
Vue js was used because it is easier to learn, as opposed to jQuery. It is simple and easier to start with, it
has good documentation, it’s simplicity is the best and it is reactive.

Tailwind Css is the framework that was used for designing the web pages. Tailwind CSS is a utility-first
CSS framework for rapidly building custom user interfaces. It is thought of as a cool way to write inline
styling and achieve an awesome interface without writing a single line of your own CSS.
Bootstrap is the most popular HTML, CSS, and JavaScript framework for building responsive, mobile-first
projects on the web. Tailwind CSS, on the other hand, is the most popular utility-first CSS framework for
fast UI development.

The main difference between TailwindCSS and Bootstrap is that Tailwind CSS is not a UI kit. Unlike UI kits
such as Bootstrap, Bulma, and Foundation, Tailwind CSS doesn’t have a default theme or built-in UI
components. Instead, it comes with pre designed widgets you can use to build your site from scratch.
Tailwind CSS was used for the reasons stated rather than bootstrap.

Laravel is a free, open source, php web framework which was used for the backend. It was used for
database communication and server side development. It was used for its accessibility, providing
powerful tools needed for large, robust applications. A superb inversion of control container, expressive
migration system, and tightly integrated unit testing support give you the tools you need to build any
application with which you are tasked.

4.3 Wireframes
Wireframes provide the skeletal form of any user interface. It is a practice used by UX designers which
allows them to define and plan the information hierarchy of their design for a website, app, or product.
When designing for the screen you need to know where all the information is going to go in plain black
and white diagrams before building anything with code. Wireframing is also a great way of getting to
know how a user interacts with your interface, through the positioning of buttons and menus on the
diagrams.

Advantages of wireframes include:


Make Changes More Efficiently.
Display the Architecture of Your Site.
Clarify Website Features before You Build Them.
Focus on the User Experience.
Determine Website Responsiveness.
Make Content Development Better.
Save Time and Money

The following are some of the wireframes of the system:


Figure 4
Figure 5
Figure 6
4.4 Screenshots of Code

Figure 7

The code shown above, in figure 7, serves the function of seeding the applications database.

Figure 8
The code shown above, in figure 8, handles any data related to an order; the table name, mass fillable
attributes, relationships etc.

Figure 9
The code shown above, in Figure 9, is the home controller, which contains callbacks that accept requests
and necessary data, processes it and returns suitable responses to the client's side.

4.5 Recommendation
In the Technology sector, the main actors are the developers, the users and the investors, but
most important would have to be the user for me. The user plays an important role in building, assessing
and even testing products, such as ANTY, before any form of building takes place in software
development, surveys are carried out to see what users like and are likely to use. Without investors,
developers can still go ahead with building successful projects, it would be a bit harder but not
impossible, however, without users, it would be impossible for any form of project to be successful or be
developed.
Anty serves the middle class youths mostly, between the ages of 18-35, those who do not have enough
time to run around trying to fix their devices, especially now in a pandemic.
Currently, the best way to move forward without Anty would be to develop home services where repair
people pick up the devices and return it once fixed. It would create a market for electronic fix-it’s, which
have not been developed substantially, however, with Anty, logistics would handle the hassle of picking
up devices and make the entire process run more efficiently.
4.6 Testing
Software Testing is a method to check whether the actual software product matches expected
requirements and to ensure that software product is Defect free. It involves execution of
software/system components using manual or automated tools to evaluate one or more properties of
interest. The purpose of software testing is to identify errors, gaps or missing requirements in contrast to
actual requirements.
In simple terms, Software Testing means the Verification of Application Under Test (AUT). Testing is
important because software bugs could be expensive or even dangerous. Software bugs can potentially
cause monetary and human loss, and history is full of such examples.

4.7 Software Evaluation


I will be making use of Jakob Nielsen's 10 heuristics to evaluate the system.

Visibility of system status


The design should always keep users informed about what is going on, through appropriate feedback
within a reasonable amount of time.
The software includes highlights and a loading screen which allows the user to know they have chosen a
device or that their request is being processed, respectively.
In this; visibility of system status is present.

Match between system and the real world


The design should speak the users' language. Use words, phrases, and concepts familiar to the user,
rather than internal jargon. Follow real-world conventions, making information appear in a natural and
logical order.

The system uses real world phrases and concepts familiar to the user, making information appear in a
natural and logical order.

User control and freedom


Users often perform actions by mistake. They need a clearly marked "emergency exit" to leave the
unwanted action without having to go through an extended process.
The system doesn’t allow the user to go back or take back a request once accepted, in this its user
control and freedom is limited, not up to par.

Consistency and standards


Users should not have to wonder whether different words, situations, or actions mean the same thing.
Follow platform and industry conventions.

Words are consistent throughout the system, which doesn’t allow the user to second guess themselves.
Its consistent and standards meet customer expectations.

Error prevention
Good error messages are important, but the best designs carefully prevent problems from occurring in
the first place. Either eliminate error-prone conditions, or check for them and present users with a
confirmation option before they commit to the action.
There are two types of errors: slips and mistakes. Slips are unconscious errors caused by inattention.
Mistakes are conscious errors based on a mismatch between the user’s mental model and the design.

The system allows for error prevention, however, it lacks confirmation messages before they commit to
the action.
Recognition rather than recall
Minimize the user's memory load by making elements, actions, and options visible. The user should not
have to remember information from one part of the interface to another. Information required to use
the design (e.g. field labels or menu items) should be visible or easily retrievable when needed.
The menu items and field labels are easily retrievable and visible

Flexibility and efficiency of use


Shortcuts — hidden from novice users — may speed up the interaction for the expert user such that the
design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
The system has no shortcuts per se, however, with such a simple design, the design doesn't need any
shortcuts.

Aesthetic and minimalist design


Interfaces should not contain information which is irrelevant or rarely needed. Every extra unit of
information in an interface competes with the relevant units of information and diminishes their relative
visibility.
The system does not contain irrelevant information.

Help users recognize, diagnose, and recover from errors


Error messages should be expressed in plain language (no error codes), precisely indicate the problem,
and constructively suggest a solution.
The system was not developed with any error message, therefore, it lacks this feature.

Help and documentation


It’s best if the system doesn’t need any additional explanation. However, it may be necessary to provide
documentation to help users understand how to complete their tasks.
Conclusion
In conclusion, Anty, as stated previously, is an electronic fix it solution for everyone, however, it
specifically targets people between the ages of 18-35.
It was developed using laravel, tailwind css, vue js and inertia js.
Unnecessary features were not developed and the information displayed on the web app is straight to
the point.
We see how important the implementation of e-services and digitization of various sectors during the
covid-19 pandemic when normal day to day lives were completely disrupted and our mode of
communication, exchange and transactions changed. It helped us move on with life in a different way,
allowing for business transactions, day to day communication and other exchanges to be made while
keeping participants safe and happy and this is exactly what Anty is developed for.

All codes were uploaded to github under the link https://github.com/Freeman-md/anty where the
source code can be downloaded, and http://anty-fix-it.herokuapp.com/ which is the link to the deployed
application on the internet.
Anty was an easy build and is an easier use.
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