Reimagining Event-Driven Programming Project

From CNT4714: Enterprise Computing

Store Invoice Cashier Invoice
Screenshots of Original Project (left) and Reimagined Project (right)

Project Overview

Original Assignment: Objectives: (1) To practice event-driven programming using Java-based GUIs. (2) To refresh your basic Java skills. (3) To simulate (albeit at a very high-level) an enterprise application. Description: Develop a Java application that creates a standalone GUI application that simulates an e-store. We’ll call our store Nile Dot Com… we’re not quite as big as Amazon.com! The application will allow the user to place in stock items into a shopping cart and once all items are included, total all costs (including tax), produce an invoice, and append a transaction log file.

Reimagined Project: While working as a cashier, I noticed the store's interface closely resembled the logic of the GUI I had built in CNT4714. I wanted to take the opportunity to redesign the GUI from the class project to recreate the cashier interface we use at work. I used Figma to get the rightidea of the cashier interface design. The final design was then implemented in the Java application, resulting in a polished and effective GUI reminiscent of the cashier system from work.

Original Store GUI Figma Cashier Plan Final Cashier GUI
Screenshot of the original store invoice GUI (left), the Cashier GUI: Figma Plan (middle), and Final Product (right)

Skills Used

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