This is the original M.Sc. Dissertation project concerning the UK League Snooker Community, it was completed in 4 months at the start of 2003, receiving the prize for 'The Best M.Sc Computing Dissertation 2003'. Since then the website has been expanded extensively with new functionality and refined to suit the needs of UK Snooker Leagues

FIGURES. 3

TABLES. 4

APPENDICES. 4

ABSTRACT. 5

1 Introduction. 6

1.1 Research Problem. 6

1.2 Project Background. 8

1.3 Aim. 8

1.4 Objectives. 8

1.5 Intellectual challenge. 9

1.6 Research Programme. 9

1.6.1 Methodology. 9

1.6.2 Determining the User Requirements - Interviews, questionnaires and observing. 10

1.6.3 Project Plan. 11

1.7 Deliverables. 11

1.8 Constraints. 11

1.9 Ethical issues. 12

1.10 Resources. 12

1.11 Summary. 12

2 THEORETICAL BACKGROUND. 13

2.1 Literature Review.. 13

2.1.1 Online Community Theory. 14

2.1.2 Usability. 15

2.1.2.1 Consistency. 16

2.1.2.2 User and Task Analysis 16

2.1.2.3 Usability Testing. 17

2.1.2.4 Usability Evaluation. 17

2.1.3 Sociability. 17

2.1.3.1 Purpose. 18

2.1.3.2 People. 18

2.1.3.3 Policy. 19

2.1.3.4 Sociability and Usability. 19

2.1.4 Software Development 20

2.1.4.1 Software Life Cycle. 20

2.1.4.2 Prototyping. 20

2.1.4.3 Software Options 21

2.1.4.4 Social Impact of Software Design. 22

2.1.5 Summary. 23

2.2 Research Methodology - Community-Centred Development. 23

2.2.1 User-centred design. 24

2.2.2 Contextual inquiry. 24

2.2.3 Participatory design. 25

2.2.4 Assessing community needs and analysing user tasks 26

2.2.5 Selecting technology and planning sociability. 26

2.2.6 Designing, implementing, and testing prototypes 26

2.2.7 Refining and tuning sociability and usability. 26

2.2.8 Welcoming and nurturing the community. 27

2.3 Summary. 27

3 ASSESSING COMMUNITY NEEDS AND ANALYSING USER TASKS. 28

3.1 Requirements gathering. 28

3.2 Survey design and distribution. 29

3.3 Analysis of the survey results. 31

3.3.1 Demographics – Age, gender, location, years of league snooker experience. 32

3.3.2 Current league information sources and availability. 36

3.3.3 Internet – access, location, frequency, browser, PC or MAC. 38

3.3.4 Computing and Internet experience – Internet longevity and frequency of use, computing skill, possession of an email account and participation in online communities 40

3.3.5 Willingness to participate in developing the community. 44

3.3.6 Community features suggestions 45