D EPARTMENT OF C OMPUTER S CIENCE & E NGINEERING T HE U NIVERSITY OF T EXAS AT A RLINGTON P ROJECT C HARTER CSE 4316: S ENIOR D ESIGN I S UMMER 2025 T EAM 3 T APE I T : V IDEO E DITOR H ENRY B UI M INA K IEU D ONG N GUYEN C ADEN B OCKMILLER N ISHTHA B HURTEL Team 3 - Summer 2025 page 1 of 16 R EVISION H ISTORY Revision Date Author(s) Description 0.1 06.16.2025 HB, DN, MK, CB, NB Learn the beginner basics of React Native 0.2 06.19.2025 HB, DN, MK, CB, NB Set up mobile app project environment (IOS) 0.3 06.20.2025 HB, DN, MK, CB, NB Define the functions and capabilities of the app 1.0 06.23.2025 HB, DN, MK, CB, NB Create accounts Expo go and link to VScode 1.1 06.24.2025 HB, DN, MK, CB, NB Install necessary VS Code extensions and ensure func- tionality 1.2 06.27.2025 HB, DN, MK, CB, NB Document completion Team 3 - Summer 2025 page 2 of 16 C ONTENTS 1 Problem Statement 6 2 Methodology 6 3 Value Proposition 6 4 Development Milestones 6 5 Background 7 6 Related Work 7 7 System Overview 8 8 Roles & Responsibilities 9 9 Cost Proposal 9 9.1 Preliminary Budget . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 9.2 Current & Pending Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 10 Facilities & Equipment 10 11 Assumptions 10 12 Constraints 11 13 Risks 11 14 Documentation & Reporting 11 14.1 Major Documentation Deliverables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 14.1.1 Project Charter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 14.1.2 System Requirements Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.1.3 Architectural Design Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.1.4 Detailed Design Specification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2 Recurring Sprint Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.1 Product Backlog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.2 Sprint Planning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.3 Sprint Goal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.4 Sprint Backlog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.5 Task Breakdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.6 Sprint Burn Down Charts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 14.2.7 Sprint Retrospective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 14.2.8 Individual Status Reports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 14.2.9 Engineering Notebooks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 14.3 Closeout Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 14.3.1 System Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 14.3.2 Project Poster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 14.3.3 Web Page . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Team 3 - Summer 2025 page 3 of 16 14.3.4 Demo Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14.3.5 Source Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14.3.6 Source Code Documentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14.3.7 Hardware Schematics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14.3.8 CAD files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14.3.9 Installation Scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 14.3.10User Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 15 Acknowledgements 15 Team 3 - Summer 2025 page 4 of 16 L IST OF F IGURES 1 Example sprint burn down chart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Team 3 - Summer 2025 page 5 of 16 1 P ROBLEM S TATEMENT Video content is one of the most effective means of communication and interaction in today’s fast- paced digital world, especially for content creators on entertainment platforms like YouTube, Instagram, and TikTok. Majority of mobile video editors have complex interfaces and high learning curves that are intimidating or overwhelming to new users. For non-tech-savvy or inexperienced individuals, the creative process then becomes time-consuming and inaccessible to those without prior experience or technical knowledge. Hence, the majority of aspiring creators struggle to produce high-quality video content according to their imagination, settling for subpar work or giving up altogether. A beginner- friendly mobile video editing solution that makes it easier to get started, offers users easy-to-use tools, and enables them to produce professional-level material is obviously in order. 2 M ETHODOLOGY The TapeIt app is a video editor that allows inexperienced content creators to easily produce quality videos without the hassle of complex editing tasks. Simplification of traditional video editing mechanics ensures that users can perform operations and apply effects without the inconvenience of searching and unnecessary steps. The interface will be revamped to reduce overwhelming the editor and allow straightforward creation. In addition, new mechanics will be introduced so users can edit videos with ease. 3 V ALUE P ROPOSITION The app is the future of mobile video editing as it prioritizes the comfort of the user without cutting back on the quality and quantity of videos. TapeIt is marketed to inexperienced creators and the younger generation, where content creation is an evolving trend in their lives. This means that content creation is unlikely to disappear. As more people feel inspired and desire to create videos, a medium to do so easily will be in demand, which TapeIt provides. Existing editors like CapCut and InShot consistently remain at the top of mobile stores, so there is no worry of unpopularity. Unlike TapeIt , however, current mobile video editors are complex and restrict newer creators from creating videos quickly without difficulty. 4 D EVELOPMENT M ILESTONES • Project Charter first draft - 27 June 2025 • System Requirements Specification - 11 July 2025 • Architectural Design Specification - 1 August 2025 • Detailed Design Specification - August 2025 • Implement basic video editing features - September 2025 • Implement innovative features - December 2025 • Final Project Demonstration - December 2025 Team 3 - Summer 2025 page 6 of 16 5 B ACKGROUND Video marketing on social media platforms like TikTok, Instagram, and YouTube is booming, yet the tools that mobile creators can use to get the job done remain overly complex and intimidating. Leading apps like LumaFusion, CapCut, Adobe Premiere Rush, and InShot deliver deep features but assume a high level of technical proficiency [ ? ] . Such a high barrier to entry leaves most new creators spending too much time on mundane tasks (e.g., cutting, syncing audio, applying effects), detracting from the creative process. Business opportunity is in disrupting this status quo. Content creators now want speed, convenience, and export to a large number of social channels without exerting themselves, even at some loss of advanced granular control. A mobile-first editor that delivers professional-grade results with fewer clicks perfectly aligns with these new user needs and market trends. Sponsors such as platform-integrated app creators and social media brands want to reach and serve latent creator segments, especially younger, less experienced users who may be driven away by existing tools. 6 R ELATED W ORK An examination of academic literature, enthusiast prototypes, and commercial products reveals several strands of related work: Commercial mobile editors – Apps like CapCut, InShot, and LumaFusion dominate the market for mobile editing. All their reviews by users frequently mention the learning curve, with CapCut praised for usability but users disliking the tiny labels in the app, and LumaFusion hailed for richness but labeled as intimidating for casual users. [ 6 ] User study on auto editing – Researchers have explored AI-driven editing applications. The Meetor system synchronizes multi-track video via audio cross-correlation and detects defects like jitter and blurriness to edit content automatically [ 1 ] . Similarly, Soundify synchronizes sound effects with video based on visual output to facilitate audio editing [ 5 ] AI-driven editing workflows – Adobe’s Project Blink condenses frame-by-frame video into content segments, simplifying editing by focusing on story rather than timeline precision [ 4 ] Automatic editing for educational environments – Studies attest to significant time savings and sufficient quality in automated editing for lecture and educational videos [ 2 ] , showing that even in semi-professional use cases, simple editing can do the same as manual. Technical approaches to mobile optimization – Research on mobile editing emphasizes balancing GPU / CPU usage for efficient processing [ 3 ] , underscoring the importance of performance in mobile contexts. Most existing solutions are too complex, domain-specific, or narrowly focused [ 1, 4, 5 ] , leaving a clear opportunity for a mobile-first, beginner-friendly video editor. Team 3 - Summer 2025 page 7 of 16 7 S YSTEM O VERVIEW The major components of the app environment consist of the device’s video hardware, the device’s storage, API’s with SNS platforms, and the app itself. The video hardware of the device concerns the microphone and camera(s) that will be used to record the video. The storage of the device refers to the physical hardware, and any virtual storage the app has system permission to use. API’s include any third-party platform that allows the app to interface with the social media to upload videos. The TapeIt app is the primary component that will be developed to interact with all other major components. Other peripheral components, which will not be mentioned, consist of other API’s or work which may be used to implement certain lower-level functionalities. These functionalities are intended to improve the ease of use. Figure 1. Major Components Diagram Team 3 - Summer 2025 page 8 of 16 8 R OLES & R ESPONSIBILITIES The primary stakeholders of this project are twofold: end users and the project sponsor. Our end-users include new or junior mobile content creators who require an intuitive, user-friendly tool to produce professional-quality videos with minimal training and technical expertise. Their needs, feedback, and user experience are of the utmost importance in driving our implementation and design decisions. From the sponsoring perspective, we are operating within the CSE department and the CSE Senior Design Lab. They provide us with supervision, direction, and evaluation through the development process. Sponsor-driven decisions, input, and approval will have someone to contact in CSE Department, Dr. Chenxi Wang, who will be the customer representative and ensure that the product vision is aligned with overall project expectations as well as with academic outcomes. Regarding the roles for our team members, the following is a detailed explanation that we will adhere to until the project’s completion. Caden Bockmiller – Product Owner: Caden will prioritize the user experience throughout the product. He will also collaborate with interface decisions and design sprints with stakeholders and the team. Dong Nguyen – Backend and Automation Developer: Dong will take care of the fundamental video and audio manipulation logic like auto-trimming, soundboard integration, and export automation. Henry Bui – Audio / Media Processing Engineer: Henry will be taking care of audio splitting, multi-track support, and sound / video synchronization. Nishtha Bhurtel – Mobile Integration and Deployment Lead: Nishtha will be taking care of mobile performance optimizations, platform testing, and multi-SNS export and auto-cropping features. Mina Kieu – Scrum Master: Mina will take care of the agile process like sprint planning, daily standups, retrospectives, and documentation. She will also take care of testing and ensure feature completeness. To have a consistent workflow, we have scheduled the Product Owner and Scrum Master roles to be consistent throughout the whole project, while some roles might change throughout the semester. This will allow for stable project direction, clear accountability, and efficient execution while ensuring each member has a distinct ownership area that aligns with their strengths. 9 C OST P ROPOSAL 9.1 P RELIMINARY B UDGET Item Description Estimated Cost Apple Developer Program Annual membership for app deployment / testing $99 Video Editing Library / API Licensing fee for AVFoundation or third-party SDKs $0 (built-in) Cloud Storage (Optional) For storing / exporting videos during testing $10 / month Development Software Xcode, GitHub, Expo (free tools) $0 UI / UX Design Tool (e.g., Figma) Wireframing and prototyping $0 (free plan) Marketing / Launch (Optional) App Store marketing, website, media materials $50 Table 1: Preliminary Budget for iOS Video Editing App Team 3 - Summer 2025 page 9 of 16 9.2 C URRENT & P ENDING S UPPORT Funding Source Status Amount CSE Department Course Support Not Available $0 Team Member Personal Devices & Software In-Kind Support $0 Team Member Contributions (if needed) Potential TBD No External Sponsorship Not Available $0 Table 2: Current and Pending Support 10 F ACILITIES & E QUIPMENT • TapeIt Development Setting: Majority of our development for the video editing app "TapeIt" program will be remotely or settings that is not on campus labs. The GitHub repository will be the primary space to develop the app. • Personal Devices: Each of our team members have our own personal devices that is capable of reflecting real-time development and testing. • Device Types: These personal devices includes Mac-books, Phone, Windows PC and laptops which have the software we need and enough processing power to complete our tasks. • Code and Testing Tools: On our personal devices, we have decided to use the same code editor which is Vs-code to write our code and Expo Go on our phone to test our program. • Internet & Collaboration Tools: Each of the team members have access to internet connection where we are able to collaborate on GitHub, Teams and Discord. • Team Communication: Our team meeting are mostly on Discord where we usually give update, announcements and documents. • On-Campus Facilities: Although we will not use the on-campus facilities often, we will use them for in-person meeting when we need to. • In-Person Meeting Use Cases: These meeting could either be testing our device, program, plans or updates. • Installed Tools: All the software and tools are installed in our devices such as code editor, video libraries and testing environment. • No New Equipment Needed: With our current setup, we do not think we will need to purchase, lease or borrow any new equipment since we have the necessary tool to complete the app devel- opment, UI design, and testing across multiple devices. However, if we intend to in the future, the department’s budget will suffice. 11 A SSUMPTIONS The following list contains critical assumptions related to the implementation and testing of the project. • Sprint 1: All team members will have a working development environment (Xcode, Git, ma- cOS / iOS devices, android devices) set up by the end of Sprint 1. Team 3 - Summer 2025 page 10 of 16 • Sprint 2: Core iOS frameworks for video processing (e.g., AVFoundation) will support the trim- ming and exporting functionality without unexpected API deprecations. • Sprint 3: A testable prototype of the main editing features (e.g., cut, trim, preview) will be completed and usable for internal testing by team members. • Sprint 4: The app will meet performance expectations on target devices (no major crashes, ac- ceptable memory usage) and can be successfully demoed to stakeholders. 12 C ONSTRAINTS The following list contains key constraints related to the implementation and testing of the project. • The total development budget must not exceed $800, including any Apple Developer fees, cloud storage, or potential marketing costs. • Development must be done using only the devices and systems currently available to the team (e.g., macOS laptops, personal iPhones); no new hardware will be purchased. • The app must comply with Apple App Store policies and use only approved iOS SDK features and frameworks. • Real-device testing is limited to a small number of physical iOS devices (due to provisioning and access constraints). • The entire project must be completed within the Summer 2025 semester, with all deliverables finalized by the end of Sprint 5. No deadline extensions are permitted. 13 R ISKS The following high-level risk census contains identified project risks with the highest exposure. Mitiga- tion strategies will be discussed in future planning sessions. Risk description Probability Loss (days) Exposure (days) Teammate might be unavailable due to other commitments 0.50 4 2 Functionality took longer to implement 0.70 7 4.9 Personal device failure 0.10 2 2 Miscommunications 0.20 2 0.4 Platform compatibility issues 0.70 7 4.9 Table 3: Overview of highest exposure project risks 14 D OCUMENTATION & R EPORTING 14.1 M AJOR D OCUMENTATION D ELIVERABLES 14.1.1 P ROJECT C HARTER This document will be reviewed every sprint. Document will be updated only if change has occurred within our original plan stated by the document. Initial version will be delivered June 27, 2025. Final version will be delivered at the end of Senior Design 2. Team 3 - Summer 2025 page 11 of 16 14.1.2 S YSTEM R EQUIREMENTS S PECIFICATION This document will be reviewed every sprint. Document will be updated only if change has occurred within our original plan stated by the document. Initial version will be delivered July 11, 2025. Final version will be delivered at the end of Senior Design 1. 14.1.3 A RCHITECTURAL D ESIGN S PECIFICATION This document will be reviewed every sprint after document is mentioned and explained in class. Doc- ument will be updated only if change has occurred within our original plan stated by the document. Initial version will be delivered July 28, 2025. Final version will be delivered at the end of Senior Design 1. 14.1.4 D ETAILED D ESIGN S PECIFICATION This document will be reviewed every sprint after document is mentioned and explained in class. Doc- ument will be updated only if change has occurred within our original plan stated by the document. Initial version will be delivered late Senior Design 2. Final version will be delivered at the end of Senior Design 2. 14.2 R ECURRING S PRINT I TEMS 14.2.1 P RODUCT B ACKLOG SRS will give outline for sprint backlog items and will be used as the main product backlog list. The priority of each item will be determined by a group vote. The product backlog page will be kept in overleaf and can be shared through PDF. 14.2.2 S PRINT P LANNING Team meetings will occur at the beginning of every sprint to plan what needs to be done each sprint. There will be 8 sprints throughout two semesters. 14.2.3 S PRINT G OAL Scrum master will decide sprint goal and goal can receive suggestions from team members about pos- sible revisions. 14.2.4 S PRINT B ACKLOG The team decides as a group what important items make it onto the backlog and each individual is responsible for mentioning if there are any important items to add. Backlog will be maintaned from the powerpoint slides. 14.2.5 T ASK B REAKDOWN Individual tasks will be voluntarily claimed unless a significant amount of time has passed since tasks were decided. If such time has passed then the product owner may assign tasks to specific people. Each person is responsible for recording how long each task takes and reporting it at the next team meeting. 14.2.6 S PRINT B URN D OWN C HARTS Mina will be responsible for creating the burndown charts but all team members can edit the chart if they see effort is out of proportion. At every team meeting all members mention how much work they put into backlog items. Format is as the image below shows. Team 3 - Summer 2025 page 12 of 16 Figure 1: Example sprint burn down chart 14.2.7 S PRINT R ETROSPECTIVE The sprint retrospective will be completed as a team at the end of each sprint and the information cov- ered will be reported in the end of sprint review presentation. Individuals can write down information that they believe is critical and bring it up at the next team meeting. 14.2.8 I NDIVIDUAL S TATUS R EPORTS Each individual will report the work they completed each sprint at the end of the sprint. The information in these reports shall contain the major functions added to the app. 14.2.9 E NGINEERING N OTEBOOKS At a minimum the engineering notebook will be updated once a month. The minimum number of pages to be updated is one bi-weekly. Mina will be responsible for ensuring that every team member updates the notebook. 14.3 C LOSEOUT M ATERIALS 14.3.1 S YSTEM P ROTOTYPE All intended features should be included in the final system prototype and those features should be fully functional with minimal bugs. There will not be any customer tests provided. 14.3.2 P ROJECT P OSTER The poster will be delivered for Senior Design 2 demos. The poster will contain the important function of our editor as well as cool features that we believe will be well used. 14.3.3 W EB P AGE Simple function and special features of the editor. Web page will most likely not be public and it will be delivered at the end of Senior Design 2. Team 3 - Summer 2025 page 13 of 16 14.3.4 D EMO V IDEO The Demo video will cover all the functions of the app and will probably be about 3 minutes long. The video will just show the functionality of the app and all the possible edits to be created on the app. 14.3.5 S OURCE C ODE Source code will be kept in a GitHub repository. The version control system we will use will just be the built in GitHub commit system.The source code will not be provided to the customer and the project will not be open sourced to general public. 14.3.6 S OURCE C ODE D OCUMENTATION Everything will be documented with JSDocs because that integrates with javascript the best. The doc- umentation will define the architecture and components of the editor. The final documentation will be provided in PDF form. 14.3.7 H ARDWARE S CHEMATICS No hardware components. 14.3.8 CAD FILES No hardware components. 14.3.9 I NSTALLATION S CRIPTS Our video editor will be available to download off the Apple Store. The installation process will follow that of any other downloadable app. 14.3.10 U SER M ANUAL There will be instructions of how to use the editor within the app but all main functions should be clear and simple to understand. Team 3 - Summer 2025 page 14 of 16 15 A CKNOWLEDGEMENTS We would like to acknowledge the use of OpenAI’s ChatGPT for assistance with brainstorming ideas for project direction and use of resources, formatting suggestions, and content organization. We also want to thank draw.io for providing a free and effective tool for the component diagram. Finally, we want to thank Dr. Chenxi Wang for his valuable input, guidance, and mentorship throughout the development of this project. Team 3 - Summer 2025 page 15 of 16 R EFERENCES [ 1 ] Haihan Duan, Michael Xieyang Liu, Zhe Li, Yiliang Lu, Shuochao Yao, and Yiran Chen. Meetor: A human-centered automatic video editing system for meeting recordings. ACM Transactions on Multimedia Computing, Communications, and Applications , 2024. [ 2 ] David NuÃbaumer, Bettina Mair, Sandra Schon, Sarah Edelsbrunner, and Martin Ebner. Evaluating the efficacy of automated video editing in educational content production: A time efficiency and learner perspective study. In Proceedings of the 11th International Conference on Learning and Col- laboration Technologies (LCT 2024), part of HCII 2024 , volume 14722 of Lecture Notes in Computer Science , pages 234–246. Springer, 2024. [ 3 ] Ignasi Vegas Pajaro, Ankur Agrawal, and Tina Tian. Efficient video editing for mobile applications. International Journal of Advanced Computer Science and Applications (IJACSA) , 8(1), 2017. [ 4 ] Adobe Research. Project blink: Creating the future of ai-powered video editing. https: // research.adobe.com / news / project-blink-creating-the-future-of-ai-powered-video-editing / , 2023. [ 5 ] Soundify Team. Soundify: Matching sound effects to video. In ACM Multimedia , 2023. [ 6 ] Lance Ulanoff. Best video editing apps 2025. TechRadar , 2025. Team 3 - Summer 2025 page 16 of 16 D EPARTMENT OF C OMPUTER S CIENCE & E NGINEERING T HE U NIVERSITY OF T EXAS AT A RLINGTON S YSTEM R EQUIREMENTS S PECIFICATION CSE 4316: S ENIOR D ESIGN I S UMMER 2025 T APE I T N ISHTHA B HURTEL C ADEN B OCKMILLER H ENRY B UI M INA K IEU D ONG N GUYEN Team Name - Summer 2025 page 1 of 22 R EVISION H ISTORY Revision Date Author(s) Description 0.1 7.10.2025 CB Initialize document and update section 3 0.2 7.11.2025 NB, CB, HB, MK, DN Update and finalize all sections Team Name - Summer 2025 page 2 of 22 C ONTENTS 1 Product Concept 7 1.1 Purpose and Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 1.2 Intended Audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 2 Product Description 8 2.1 Features & Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.1.1 Target features and functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.1.2 Non-Target features and functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.2 External Inputs & Outputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2.3 Product Interfaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3 Customer Requirements 10 3.1 Basic Editing Function . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.1.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2 Tutorial . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.3 Auto Audio Trims . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.3.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.3.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.3.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.3.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.3.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.4 Undo Redo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.4.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.4.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.4.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.4.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.4.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.5 Prompt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 3.5.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.5.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.5.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.5.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.5.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.6 Split Screen Reaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.6.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.6.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.6.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Team Name - Summer 2025 page 3 of 22 3.6.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.6.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.7 Soundboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.7.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.7.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 3.7.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.7.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.7.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.8 Auto Captions and Transcripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.8.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.8.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.8.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.8.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.8.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.9 SNS Upload . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.9.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.9.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.9.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 3.9.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 3.9.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 4 Packaging Requirements 15 4.1 Software Delivery(IOS, Android, Web) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 4.1.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 4.1.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 4.1.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 4.1.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 4.1.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 5 Performance Requirements 16 5.1 Requirement Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 5.1.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 5.1.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 5.1.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 5.1.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 5.1.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 6 Safety Requirements 17 6.1 User safety policy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.1.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.1.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.1.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.1.4 Standards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.1.5 Priority . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.2 Secure Authentication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.2.1 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.2.2 Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 6.2.3 Constraints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Team Name - Summer 2025 page 4 of 22