Projects

Throughout the project we had student groups working on topics linked to the AI4IoT pilot.

2020

Customer Driven Project: Frisk

Abstract: Poor air quality can lead to dire consequences for those exposed to it, especially for people who are extra vulnerable to air pollution like pregnant women, children, the elderly, and those with underlying diseases like asthma. Thus, it is important to make information about air quality both available to the population and understandable, enabling people to take care of their own health. Furthermore, since there can be large variations in the air quality due to various aspects like weather, season, topography, and pollution sources, it is also important to give updated information, preferably with a pollution forecast, so people have an indication of what to expect. Telenor, together with NTNU and Trondheim municipality, are working towards this goal of dis- tributing knowledge about the air pollution levels in Trondheim to its inhabitants. As part of this project, a team of seven NTNU Computer Science students got the task of developing an exploratory mobile application with the aim of informing the inhabitants of Trondheim about current and fore- casted air quality in the city. Furthermore, the team was to explore different ways of making the application engaging to increase the interest in maintaining a low level of air pollution. The project conducted by the students was a part of the course TDT4290, Customer Driven Project, at NTNU the fall of 2020. The team started with planning the project and conducting a preliminary study to organize the work, define the business context and the problem space, and explore possible solutions. The preliminary study together with the criteria and requirements decided upon by the team together with the customer, resulted in the team deciding to utilize the MERN stack to develop a React Native application. This application would provide current and forecasted data for air quality and weather, position tracking on a map, and different gamification elements. The team employed an agile approach with elements from both Scrum and XP and had four two-week sprints during which they defined, designed, developed, and tested the application. Due to a large and quite open problem space and a steep learning curve for several team members, the team did not finish everything they had planned. For example, the system was supposed to contain the possibility of creating and joining organizations, which it currently does not. However, the application developed has the potential of achieving the business goals identified by the team together with the customer.

Students: Sunniva Block, Lukas H. Gjersøe, Mathilde H. Haugum, Espen H. Høijord, Kim A. B. Midtlid, Andreas Oksvold, Miriam V. Woldseth

Link to the report: 2020 Customer Driven Project