Instead of a conclusion

Now that we are all recovered from sleepless nights and our baby-project is finished, we can say it was a nice experience from both academic and human point of view.

We received good feedback during the presentation and we will consider suggestions for further improvement. We will reconsider shaking the phone for answering questions and we would like to include in our project another idea. It is about announcing the user when he is near his match.



Ioana L.

Ioana S.

Final presentation


Design Methodology

The key to Design Methodology is finding the best solution for each design situation:

The main flow of the proposal consists of two parts:

The SocialSpeed Panel – where each connected player is displayed  to the public. The round starts and the matching process can begin. For this, the power users can connect to a desktop application and manage the players (a center stage is applied/representing to self). When dealing with representation avatars are used for user recognition. When matching occurs – new relationships are drawn. The timer for each round gives the player the feeling of being in a competition. Also the players are introduced to the solution through a welcome area.

The SocialSpeed Mobile – used as a tool of interaction between users when the game starts. The welcome area introduces the player to the game. The software as a human approach sets a calm tone and keeps the user in place. There is no time to   waste –  the users are on a fast-paced move.  The user  can be easily  identified by others and viceversa (avatars + identity cards) . All is represented as a social interaction game (Be a game) where face-to-face meetings are encouraged.


Used technologies

As open-source supporters, we developed our solution using  XHTML, CSS, JAVA, Processing, Javascript, under Creative Commons Licence. For the Desktop part we used Processing to generate the Panel. For the mobile web design we used XHTML and CSS (where the core functionalities were supported with the help of JAVA servlets and javascript). Moreover Twitter, Facebook and LinkedIn integration is offered for social improvement through their dedicated libraries and dev communities.


Business factor

As we developed the application, we had in mind the business factor too. We think it would be nice to promote the sponsors through the application in fun facts or little quizzes.

For example, if our guest star is from Mozilla Corporation and we will have stickers and other cool stuff, beside the common badges we can have quizzes to win promotional materials. Some of the common badges are shown below.

We introduced these badges for making the application a little bit fun and challenging and we also discovered in the testing phase that these achievements are great conversation starters too.

Team work

Once upon a time there were 4 students from Computer Science.: Andreea, Alecasandru, Ioana I.  and Ioana S. And they formed the aiSquered team.

The guru master of our team is the VIP student Alecsandru Grigoriu, also known as CS. He managed this team from the beginning.  Our main way of working is based on brain storming. Our strategy iwas really simple: one meeting once every 2 weeks. In this way we kept a continuous elaboration of our project.

We didn’t have any problems inside the team because in the past year all of the projects for school were made between the same four people. That is why communicating with each other was really easy.  We realized that better when participating in other projects, we encountered difficulties in communicating with the other members of the team.

In all of the stages of the development of our application, we divided in four all of the work: the part of writing on the blog, designing the application and de coding part. In this way, everyone participated in all of the stages of the developments and has learned different things in different areas.

User Manual

We have an online HTML user manual but it is also available for archive download.

user testing – results

After a full week of school projects and user testing we have so many ideas to choose from.

1. Testing the application on our parents made us design some buttons to go back to a previous page or to the main page.

2. Testing the application on 3rd grade children made us realize we need some games or challenges to make the waiting period interesting.

Here are  some pictures from testing phase. They involve hi-tech chocolate (chocolate mobile phones for testers).