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### Acceptance tests
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### Acceptance tests
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| User | Description |
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| User | Description |
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| Hospital staff member | HSM gives the child a RuuviTag when the child first arrives. HSM waits. The child brings back the RuuviTag when the child is leaving. HSM opens the system management tool. HSM inputs the ID of the RuuviTag and clicks "Reset". The RuuviTag is now reset. |
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| Hospital staff member | HSM gives the child a RuuviTag when the child first arrives. HSM waits. The child brings back the RuuviTag when the child is leaving. HSM uses RuuviTag in-front of reset module (Rasberry Pi). Reset module saves character and will reset RuuviTag. |
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| Child | Child gets a RuuviTag when first coming to the hospital. Child sees a character on a screen waving. Child approaches the screen and the dressing room view is displayed. Child shakes the RuuviTag and the character changes. The RuuviTag's battery dies. A message is displayed on screen about the battery dying but the character doesn't disappear from the screen. A hospital staff member also receives a notification. |
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| Child | Child gets a RuuviTag when first coming to the hospital. Child sees a character on a screen waving. Child approaches the screen and the dressing room view is displayed. Child shakes the RuuviTag and the character changes. The RuuviTag's battery dies. A message is displayed on screen about the battery dying but the character doesn't disappear from the screen. A hospital staff member also receives a notification. |
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| Child | Child gets a RuuviTag when first coming to the hospital. Child sees a character on a screen waving. Child approaches the screen and the dressing room view is displayed. Child shakes the RuuviTag and the character changes. Child leaves the terminal and the chosen character is saved. Child approaches the fishing terminal and the chosen character appears in it. The child shakes the RuuviTag when the fish is on the hook. On the way out, the child returns the RuuviTag. |
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| Child | Child gets a RuuviTag when first coming to the hospital. Child sees a character on a screen waving. Child approaches the screen and the dressing room view is displayed. Child shakes the RuuviTag and the character changes. Child leaves the terminal and the chosen character is saved. Child approaches the fishing terminal and the chosen character appears in it. The child shakes the RuuviTag when the fish is on the hook. On the way out, the child returns the RuuviTag. |
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