My It Report
My It Report
My It Report
ABAKALIKI
AT
LISTACC LIMITED,
3RD FLOOR, DREAMLINK INVESTMENT, MILE 50 ABAKALIKI,
EBONYI STATE.
SIWES SUPERVISOR:
MAZI VINCENT ESOMCHI
May , 2021.
SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS
FOR THE AWARD OF BACHELOR OF SCIENCE (B.Sc) DEGREE, IN
THE FACULTY OF SCIENCE, OF EBONYI STATE UNIVERSITY ,
ABAKALIKI.
DEDICATION
This report is dedicated foremost to God Almighty, then to my parents and siblings
for their love and support and also my friend Mercy Amah, she's God sent and to
My appreciation goes to the industrial Training Fund for their foresight in putting
I am grateful to Listacc Tech Academy for providing me with the necessary skills
to be exposed in my field. I also want to say a big thank you to my industry based
supervisor Mr. Vincent Esomchi. Including Mr. Kayode and Mr. Steve, you guys
are amazing, and I appreciate my able colleagues for making my stay at Listacc
I am deeply indebted to God almighty, the giver of all wisdom, knowledge and
Institution based supervisor for his support. Thank you all, I am highly grateful.
ABSTRACT
This industrial report presents the experience gained during my six (6) months of
industrial training undertaken at Listacc Tech Academy, 3rd floor, Dreamlink
investment, Mike 50, Abakaliki, Ebonyi State. My training was on User Interface
design.
I acquired practical knowledge on how to design prototypes for web site and
applications.
This report discusses the technical skills gained during the training period and
justifying the relevance of the scheme in equipping students with needed technical
competence to thrive in the real world.
TABLE OF CONTENT
Cover Page
Title Page
Dedication……………………………………………………………………………...1
Acknowledgement……………………………………………………………………..2
Abstract…………………………………………………………………………….......3
Table of Content………………………………………………………………….…….4
Chapter 1
Introduction…………………………………………………………………….…..….1
Purpose of training...………………………………………………….………….……...6
Brief story of Siwes……………………….………………………….………….….......7
Bodies involved in Siwes...….………………………………………….….……….…....7
Nature and scope of Siwes.................................................................................................8
Aims and objectives of Siwes…………………………………………………………….8
Benefits of Industrial Training………………………………………………….….….....8
Description of the establishment of the attachment……………………………………..9
Objectives and vision of Listacc Tech Academy..………………………………………….......9
Company’s area of specialization…………………………………………………….….10
Departments in the company………………………………………………………….....10
Chapter 2
Industrial Experience……………………………………………………………………2
Technology Training
department…………………………………………………………….........11
Definition of terms…………………………………………………………………….....11
Design thinking and its processes…………………………………………………………….
…...12
Color Theory……………………………………………………………….…...15
Wire framing and tools…………………………………………….….....17
Typography…………………………………………………………......18
Product/User flows……………………………………..26
Buttons…………………………………………………………………...27
Chapter 3
Skills acquired and challenges encountered…………………………………………3
Technical skills acquired……………………………………………………………...37
Social and functional skills acquired...........................................................................37
Personal input to the company (Listacc Tech Academy)…………………………………...38
Challenges encountered………………………………………………………….…...38
Chapter 4
Conclusion and Recommendations………………………………..…………………4
Conclusion………………………………………………………………………….....39
Recommendations……………………………………………………………............39
Reference……………………………………………………………………………..40
CHAPTER 1
INTRODUCTION
The student industrial work experience scheme (SIWES) popularly called Industrial
Training (IT) by Nigerian students is a yearly program design by the institution in collaboration
with the industries to give students the opportunity to gain practical working experience in their
various field of study or area of specialization. It is an effort to bridge the existing gap between
classroom theories and practical’s in engineering, management and other professional programs
through one of the worst economic crisis in recent time. Both the developed and developing
It is through this Industrial Training that the educational systems aims at helping students
acquire appropriate skills, abilities and competencies, both mental and physical, as well as equip
the individuals to live in society. The focus of the Industrial Training Fund (ITF) is for the
industries of our countries to succeed in the face of the current economic meltdown.
No society can achieve meaningful progress without encouraging its youth to acquire
necessary practical skills. Such skills enable them to harness available resources to meet the
needs of the society. It was against this background that SIWES, otherwise referred to as
Since the aim of our national policy in education is to build a strong and self- reliant
nation, from the government’s decree No.47 of 8th October, 1971 as amended in1990, which led
to the establishment of Industrial Training Fund (ITF) in 1973/1974 and through the formation of
this body (ITF), in the year 1993/1994 and through the formation of this body (ITF), in the year
1993/1974 SIWES was formed. In Nigeria, the current form of Cooperative Education is known
The Students Industrial Work Experience Scheme (SIWES) is a planned and supervised
training intervention based on stated and specific learning and career objectives and geared
towards developing the occupational competencies of the participants. The aim is make
education more relevance and also to bridge the science-related disciplines in tertiary institutions
in Nigeria.
SIWES forms part of the approved minimum academic standards in the institutions, and
is a core academic requirement carrying fifteen (15) credit units. This requirement must be met
The main bodies involved in Student Industrial Work Experience Scheme are;
The tertiary institutions and the Federal Government through the Industrial Training Fund (ITF).
This is based on the number of weeks or months that student is expected to stay for its
attachment. The minimum duration for SIWES should normally be six months, twenty-four
weeks (24) weeks for University Engineers and Technologist. The cumulative total duration of
attachment over the entire period of the course should preferably be not shorter than 240hrs full
The specific objectives of SIWES were summarized by the federal government as follows:
1. To provide students with an opportunity to apply their knowledge in real work and actual
practice.
2. To make the transition from school to the world of work easier and to enhance students
3. They also include providing a structural attachment program with emphasis applications,
4. It also aids students to acquire practical skill in other to strengthen their work value.
training are the skills and competencies they acquire. These relevant production skills (RPSs)
remain a part of the recipients of industrial training as lifelong assets which cannot be taken
away from them. This is because the knowledge and skills acquired through training are
Technology Innovation & Software Laboratory in Abakaliki that helps facilitate the growth of
Software Developers, Innovators, Start-ups, Enterprises and Business in Africa. This large
light and equips the community for developers and start-ups founders.
To put technological solutions in the hands of every individual and organization, And to stay true
and dedicate to improving lives and ways of living through the application of leading edge
technology in providing efficient solutions to the daily challenges of people in a timely manner.
With a team of seasoned Software Engineers and Programmers with proven track records in
computer and communication business, the company offers the following wide areas of
specialization
1. Software Development
3. Technology Training
B. Finance
C. Administration
D. ICT Academy,
E. School Cater
F.
CHAPTER 2
INDUSTRIAL EXPERIENCE
This department was where my Industrial Training took place where I was grounded and
exposed to the design world especially the creation of prototypes of mobile and web interfaces
The following are terms that were made use of, in my option
USER INTERFACE:
A user interface is the point of interaction between the user and a digital device or product—like
the touchscreen on your smartphone, or the touchpad you use to select what kind of coffee you
want from the coffee machine. In relation to websites and apps, UI design considers the look,
feel, and interactivity of the product. It’s all about making sure that the user interface of a
product is as intuitive as possible, and that means carefully considering each and every visual,
interactive element the user might encounter. A UI designer will think about icons and buttons,
typography and color schemes, spacing, imagery, and responsive design. It is responsible for the
transference of a product’s development, research, content and layout into an attractive, guiding
User experience design is a human-first way of designing products. Don Norman, a cognitive
scientist and co-founder of the Nielsen Norman Group Design Consultancy, is credited with
coining the term “user experience” in the late 1990s. Here’s how he describes it:
“User experience encompasses all aspects of the end-user’s interaction with the company, its
– Don Norman, Cognitive Scientist & User Experience Architect. UX Design encompasses any
and all interactions between a potential or active customer and a company. As a scientific
process it could be applied to anything; street lamps, cars, Ikea shelving and so on. However,
despite being a scientific term, its use since inception has been almost entirely within digital
fields; one reason for this being that the tech industry started blowing up around the time of the
term’s invention.
or a visit to the supermarket. The “user experience” part refers to the interaction between the user
and a product or service. User experience design, then, considers all the different elements that
shape this experience. A UX designer thinks about how the experience makes the user feel, and
how easy it is for the user to accomplish their desired tasks. The ultimate purpose of UX design
is to create easy, efficient, relevant, and all-round pleasant experiences for the user.
PROTOTYPE:
Design thinking is the set of cognitive, strategic and practical processes by which design
concepts (proposals for products, buildings, machines, communications, etc.) are developed.
Many of the key concepts and aspects of design thinking have been identified through studies,
across different design domains, of design cognition and design activity in both laboratory and
natural contexts.
problems.It’s extremely useful in tackling complex problems that are ill-defined or unknown, by
understanding the human needs involved, by re-framing the problem in human-centric ways, by
Empathize
The first stage of the Design Thinking process is to gain an empathic understanding of
the problem you are trying to solve. This involves consulting experts to find out more about the
area of concern through observing, engaging and empathizing with people to understand their
experiences and motivations, as well as immersing yourself in the physical environment so you
can gain a deeper personal understanding of the issues involved. Empathy is crucial to a human-
centered design process such as Design Thinking, and empathy allows design thinkers to set
aside their own assumptions about the world in order to gain insight into users and their needs.
use during the next stage and to develop the best possible understanding of the users, their needs,
and the problems that underlie the development of that particular product.
During the Define stage, you put together the information you have created
and gathered during the Empathise stage. This is where you will analyse
your observations and synthesise them in order to define the core problems
that you and your team have identified up to this point. You should seek to
Define stage will help the designers in your team gather great ideas to
establish features, functions, and any other elements that will allow them to
solve the problems or, at the very least, allow users to resolve issues
Ideate
During the third stage of the Design Thinking process, designers are ready to start generating
ideas. You’ve grown to understand your users and their needs in the Empathise stage, and you’ve
analysed and synthesised your observations in the Define stage, and ended up with a human-
centered problem statement. With this solid background, you and your team members can start to
"think outside the box" to identify new solutions to the problem statement you’ve created, and
you can start to look for alternative ways of viewing the problem. There are hundreds of Ideation
techniques such as Brainstorm, Brainwrite, Worst Possible Idea, and SCAMPER. Brainstorm
and Worst Possible Idea sessions are typically used to stimulate free thinking and to expand the
problem space. It is important to get as many ideas or problem solutions as possible at the
beginning of the Ideation phase. You should pick some other Ideation techniques by the end of
the Ideation phase to help you investigate and test your ideas so you can find the best way to
Prototype
The design team will now produce a number of inexpensive, scaled down versions of the product
or specific features found within the product, so they can investigate the problem solutions
generated in the previous stage. Prototypes may be shared and tested within the team itself, in
other departments, or on a small group of people outside the design team. This is an experimental
phase, and the aim is to identify the best possible solution for each of the problems identified
during the first three stages. The solutions are implemented within the prototypes, and, one by
one, they are investigated and either accepted, improved and re-examined, or rejected on the
basis of the users’ experiences. By the end of this stage, the design team will have a better idea
of the constraints inherent to the product and the problems that are present, and have a clearer
view of how real users would behave, think, and feel when interacting with the end product.
Test
Designers or evaluators rigorously test the complete product using the best solutions identified
during the prototyping phase. This is the final stage of the 5 stage-model, but in an iterative
process, the results generated during the testing phase are often used to redefine one or more
problems and inform the understanding of the users, the conditions of use, how people think,
behave, and feel, and to empathise. Even during this phase, alterations and refinements are made
in order to rule out problem solutions and derive as deep an understanding of the product and its
users as possible.
Color theory is the tradition of mixing and combining colors to help define them and
explain how they relate to themselves. The color theory was first developed by Leonardo da
1. Primary colors
2. Secondary colors
3. Tertiary Colors
There are rules that can be applied to the wheel to find complementing or contrasting
colors.
Complementary colors are opposites in the color wheel, Analogue colors are side-by-
around a circle, which shows the relationships between primary colors, secondary colors, tertiary
colors etc.
1. Hue
Hue refers to the actual name of the colour like Red, Yellow, Orange, Blue, and Green etc. There
is a difference between hue name and colour name. The hue name of a colour is more distinct
and clear the colour name. For example, the hue name of the sky is ‘sky blue’ whereas its colour
name is “azure”. The hue name of fire is ‘golden’ whereas its colour name is ‘flame’.
2. Value
Value is the lightness or darkness of the colour. One colour has so many values ranging from
light to dark. The lightest value of all colours is white and darkest value is black. Black, white
and grey are neutral colours. In between white and black there are number of values which are
known as ‘middle value’ or ‘normal values’. The light value of colour is called as ‘tint’ and the
For example, the tint of red colour is ‘pink’ whereas the shade is ‘Maroon’. In order to get light
value of one colour, white is added and to get dark value, black is mixed. All colours have a
number of values. White is also known as highest value as no hue is as light as white. Black is
the lowest value as no hue is as dark as black. Light values increase the size of the object and
3. Intensity
mixing it with its complement and sometimes by addition of grey colour. The colours in the
outer circle of the Prang Colour Chart are of high intensity and those inside it are of low
intensity. Objects with colour of full intensity are striking and brilliant and of low intensity are
sober and dull. Intensity is more in smaller space whereas it is less in large space.
the skeletal framework of a website. Wireframes are created for the purpose of arranging
elements to best accomplish a particular purpose. It also helps to work in a really minimal ways
to start organizing the information and start figuring out the flow of a page before you start
worrying about things like fonts and the colors and making everything pixel perfect. With
wireframing, you allow yourself to work really quickly and generate lots of ideas.
Wireframes focus more on the structure or skeletal form of the product and act as place
holders while hi- fi designs provides details such as colors and typography
1. Whimsical
2. Micro
3. Figma
4. Adobe xd
5. Adobe illustrator
6. Microsoft PowerPoint
7. Axure RP
8. UXPin
Wireframing is more than just a way to sketch an idea on your computer. It is used so
often because it helps answer 2 common questions software builders face. These
questions can be split up into 2 distinct phases: the ideation phase and the validation
phase.
The first question, trying to figure out how your product can solve customer problems,
This is where you generate as many ideas as possible in order to iterate toward
better and better solutions.The ideation phase is one of the few places where quantity matters as
much as quality. The ability to generate multiple ideas and variations on a single idea allows you
The more designs you put down on the screen, the more individual ideas you have to choose
from. The root of "creative," after all, is "create"; that’s the strategy here.
A helpful way to think about this phase is to flip convention around. Focusing on creating only
good ideas may restrict you; instead, try to create as many bad ideas as possible. This will
remove creative blocks and free you up to just produce. You won’t get to "aha!" without going
Don't refine or dive too deep too quickly. Get messy. Add, add, add. Subtract later.
Don't judge your ideas before putting them on the page. Create first, reflect later.
Learn to think separately about structure, layout, content, and functionality.
Practice working with different levels of detail until you find just the right amount of
The second question, determining whether your proposed solution will be successful, belongs to
Whatever your role in the software development process, you are lacking information and
knowledge required to build the best solution. You may be missing essential information about
your customer, or the limitations of the technology, or some marketing data. In any case, to
refine and optimize your solution, you need involvement from other stakeholders.Showing your
The validation phase shouldn’t be thought of as the place to get "sign off" or approval to start
building right away. If you’ve done it right, your wireframes should invite conversation. If they
look too polished and "final" you may not get very helpful feedback.
Wireframes should communicate "Here’s what I’m thinking..." when you show them, not "This
is what we’re going to build." Assume that the people who you are showing your wireframes to
have knowledge that can help you make them better. Your job is to get it out of them. You don’t
need to show all your ideas during the validation phase. Here’s where you can narrow down and
focus on the better ones. That said, it’s perfectly acceptable to show variations on an idea or even
different directions completely. This reinforces the point that wireframes are a conversation
starter, not a finished product. You may want to keep a few alternate ideas in your back pocket
anyway in case your preferred ones don’t go over well. In this phase, it’s important to think of
your wireframes as communication artifacts. Their job is to help other people understand your
ideas. Visuals are very effective for conveying ideas, which is the true power of wireframes.
One last thing to consider as part of this phase is evaluating your ideas in terms of usability.
Usability inspection methods and observing users try your solution in usability tests will help in
this regard.
Show a variety of ideas. This helps move the conversation forward (prompting useful
feedback like "I like A more than B") and also proves that you put thought into your
designs.
Prepare your wireframes for viewing. Take some time to clean them up a bit. Link them
together to help tell the story or even create polished versions of them.
Use a presentation mode to show only the wireframes without the editor around them.
Don’t let the wireframe do all the talking. Supplement missing details with your own
words rather than trying to let the wireframe tell the whole story.
Add annotations as needed for later viewing and sharing (which can be turned off when
presenting).
2.6 TYPOGRAPHY
Typography design is the art and technique of arranging type. It's at the centre of a
designer's skillset and is about much more than simply making the words legible. The typeface
you choose and how it works with your layout, grid, colour scheme and so on will make the
substantial period of time, using talent honed over many years. The best, professionally designed
fonts come with various weights and styles to form a complete family, plus carefully considered
kerning pairs, multi-language support with international characters and expressive alternate
2.6.2 Size
All typefaces are not created equal. Some are fat and wide; some are thin and narrow. So words
set in different typefaces can take up a very different amount of space on the page.The height of
each character is known as its 'x-height' (quite simply because it's based on the 'x' character).
When pairing different typefaces, it's generally wise to use those that share a similar x-height.
The width of each character is known as the 'set width'. This spans the body of the letter, plus the
space that acts as a buffer between one letterform and the next.The most common method used
to measure type is the point system, which dates back to the 18th century. One point is 1/72 inch.
12 points make one pica, a unit used to measure column widths. Type sizes can also be measured
2.6.3 Leading
Leading describes the vertical space between each line of type. It's so named because, in the days
of metal typesetting, strips of lead were used to separate lines of type. For legible body text that's
comfortable to read, a general rule is that your leading value should be anything between 1.25
For example, where an uppercase 'A' meets an uppercase 'V', their diagonal strokes are usually
kerned so that the top left of the 'V' sits above the bottom right of the 'A'.
Kerning is similar to tracking, but they are not the same thing. Tracking is the process of
2.6.5 Measure
The term 'measure' describes the width of a text block. If you're seeking to achieve the optimum
reading experience, it's clearly an important consideration. If your lines are too long, your reader
can easily get lost, while a too-short measure breaks up the reading experience unnecessarily.
There are a number of theories to help you define the ideal measure for your typography. One
rule of thumb is that your lines should be 2-3 alphabets in length (so 52-78 characters, including
spaces).
If all the type within a layout looks the same, it's difficult to know which is the most important
information. Size is one key way in which typographers create hierarchy and guide their readers.
Headings are usually large, sub-headings are smaller, and body type is smaller still.
Size is not the only way to define hierarchy – it can also be achieved with colour, spacing and
weight.
The concept of flow in UX design was first coined by the psychologist Mihaly Csikszentmihalyi.
He deemed it a highly focused mental state where the user is fully immersed in what they are
doing and the task they aim to accomplish. It is often referred to as being “in the zone”. User
flows help designers understand and anticipate the cognitive patterns of our users in order to
create products that enable this state of flow.User flows, UX flows, or flowcharts, as they are
sometimes called, are diagrams that display the complete path a user takes when using a
product. The user flow lays out the user’s movement through the product, mapping out each
and every step the user takes—from entry point right through to the final interaction.
There are many different pathways a user can take when interacting with a product. A user flow
is a visual representation, either written out or made digitally, of the many avenues that can be
taken when using an app or website. The flowchart begins with the consumer’s entry point on the
product, like an onboarding screen or homepage, and ends with the final action or outcome, like
purchasing a product or signing up for an account. Depicting this process allows designers to
evaluate and optimize the user experience and therefore increase client conversion rates.
The main benefit of designing a product where users can get “in the zone” quickly is the ability
to increase the probability of a user purchasing or signing up for the client’s product. Another
benefit is enhancing the ease of movement through your platform, making sure the user’s time
isn’t being wasted looking for what to do next. Of course, there is often more than one route a
user could follow to complete the task. User flows portray these possible patterns in a way that
makes it easy for designers to assess the efficiency of the interface they are creating.
For products that are already in use, user flow charts help determine what’s working, what’s not,
and what areas need improvement. It helps to identify why users might be stalling at a certain
point and what you can do to fix it. Does one screen flow into the next? Does the pattern of the
screens make sense? Mapping out the movement within an interface in a blueprint type fashion
helps you see what options the user has on each page and if the routes available help the user
User flows also easily communicate the flow of the product to your stakeholders and provide a
general view of how the interface you’ve created is intended to work in its most efficient form.
They provide a step-by-step breakdown of what the customer will see and do in order to
purchase, log in, sign up, etc. Helping your design team visualize how users will move through
the product ensures everyone is on the same page—which allows for a more productive and
UX flows can be used for all kinds of interface and web design, but certain types of flowcharts
are more valuable than others depending on what you are creating. Here we describe a few of the
Task flows
Task flows focus on how users travel through the platform while performing a specific task.
They generally show only one path and don’t include multiple branches or pathways like a
traditional user flow might. These are best used when the task being analyzed is accomplished
similarly by all users. When using task flows, it is assumed that all users will share a common
starting point and have no variability in the way the task is carried out.
Wire Flows
Wireflows are a combination of wireframes and flowcharts. They utilize the layout of individual
screens as elements within the diagram. Wireframes on their own help convey the layout and
design on each individual page, but lack the ability to communicate the page-to-page flow of
heavily dynamic interfaces. Wireflows add page context to UX flows, since what users see on
each screen greatly impacts their experience through the app or website. Wireflows are
especially great when creating mobile screens. The relatively small size of the mobile screens are
User Flows
User flows focus on the way your target audience will interact with the product. They emphasize
that all users might not perform tasks the same and may travel in different paths. They are
typically attached to a specific persona and entry point. Therefore, when using this type of
flowchart, you may have many different scenarios that start at different places. However, the
2.8 BUTTONS
While they may go unnoticed if they’re implemented properly, buttons are a vital element
in creating a positive and productive user experience. At their most basic, UX buttons are styled
links that grab the user’s attention and help drive them in a particular direction. Buttons can link
us to other pages or complete an action like submitting a form or making a purchase. They are
often used as calls to actions (CTA) we want our users to complete on our website.
actions that users can take. They are typically placed throughout your website UI, and they
should be easily findable and identifiable while clearly indicating the action they allow a user to
complete. In most cases, there are 5 main types of UX buttons: text, ghost, raised, toggle, and
Text buttons
Text buttons are text labels that fall outside of a block of text. The text should describe the action
that will occur if a user clicks or taps a button. Text buttons have a low level of emphasis and are
typically used for less important actions. Because text buttons don’t have a container, they don’t
Ghost buttons
Outlined buttons (often called “ghost” buttons) are a step up in complexity and emphasis from a
text button in button design. They typically indicate actions that are important but not the
primary action on a page. Outlined buttons should be exactly that: an outline with no fill
Outlined buttons (often called “ghost” buttons) are a step up in complexity and emphasis from a
text button in button design. They typically indicate actions that are important but not the
primary action on a page. Outlined buttons should be exactly that: an outline with no fill
Raised buttons
Raised (or “contained”) buttons are typically rectangular buttons that “lift” from the surface of
the screen via use of a drop shadow. The shadow helps indicate that it is possible to click or press
the button. Raised buttons can add dimension to mostly flat layouts, and they highlight
Toggle buttons
Toggle buttons are typically used in button design for one of two reasons: to group related
options or to showcase a selected action or setting. For the former, only one option in a group of
toggle buttons can be selected and active at a time. Selecting one option deselects any other. For
the latter, the toggle button indicates whether an option is active or inactive.
According to Google, “A floating action button (FAB) performs the primary, or most common,
action on a screen. It appears in front of all screen content, typically as a circular shape with an
icon in its center.” A FAB should perform a constructive action such as creating a new item or
2.8.1 Placement
Regarding UX button placement, try to use traditional layouts and standard UI patterns as much
standard layout will help users understand the purpose of each element — even if it’s a button
without other strong visual signifiers. Combining a standard layout with clean visual design and
2.8.2 Microcopy
UX button microcopy is often a call-to-action that tells users what action they will complete if
they click the button. Strong CTA microcopy has to catch users’ attention quickly and lead them
chosen words are much more effective than a long descriptive phrase. In addition, using action
verbs and phrases like “Add to Cart” or “Submit” in CTA microcopy can help you give strong
CHAPTER THREE
Below are list of skills I acquired during my Industrial Training at LISTACC TECH ACADEMY
CHAPTER FOUR
4.0 CONCLUSION
My Six (6) months Industrial Training at LISTACC TECH ACADEMY was a huge
success and a great time of acquisition of knowledge and skills. Through my training I was able
to appreciate my chosen course of study even more, because I had the opportunity to blend the
theoretical knowledge acquired from school with the practical hands-on application of
knowledge gained here to perform very important tasks that contributed in a way to my
productivity in the company. My training here has given me a broader view to the importance
and relevance of Computer Science in the immediate society and the world as a whole, as I now
look forward to impacting it positively after graduation. I have also been able to improve my
communication and presentation skills and thereby developed good relationship with my fellow
colleagues at work. I have also been able to appreciate the connection between my course of
4.1 RECOMMENDATIONS:
Allowances should be paid to students during their programme just like NYSC and not
after.
Supervisor should always visit student monthly in their various places of attachment.
REFERENCE
PAPER
LINK
https://careerfoundry.com/
https://creativebloq.com/
https://premiumbeat.com/
https://invisionapp.com/
https://interaction-design.org/
https://www.balsamiq.com/
https://Wikipedia.org/
https://yourarticlelibrary.com/
SOME OF MY WORKS