1.3 design, development + testing Flashcards

1
Q

What is system design?

A

-a creative process which results in an outline description of the system to be developed.
-requires a thorough understanding of what the system is to be used for and is only available after the analysis phase.

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2
Q

Activities during the design stage

A
  • Specification of data structures
  • Design of user interfaces
  • Design of queries and reports
  • Identification of the data validation/verification to be used
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3
Q

Purpose of the design stage

A
  • To produce the systems specification
  • To specify:
  • the user interface
  • IO layouts
  • storyboards data structures
  • Data validation and verification
  • Data Flow Diagrams
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4
Q

Purpose of development

A
  • To implement the design/system specification
  • To develop the software package required for the information system
  • Data structures, data checking procedures and the user interface also need to be
    developed
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5
Q

what is storyboarding

A

Each screen/page of the user interface will be represented as a diagram showing the
content of each screen/page and the navigation paths/sequences/branches/links

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6
Q

storyboard for a website

A
  • Diagrams will be produced for each page of the website
  • Each diagram will show the user interface of the page
  • This will include user input/output and the different navigation paths available to the
    user
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7
Q

Advantages of storyboarding

A

-Promotes early communication between
designers and users
-Can be used to obtain feedback on many
aspects of the system early in the
development cycle, including functionality
and navigation
-Can be created quickly and easily
-Do not require specialist knowledge to
understand
-Changes can be more easily implemented
earlier in the process

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8
Q

disadvantages of storyboarding

A

-Unable to provide the higher-level
interactive quality of other methods
-Provide only limited detail
-Does not accurately convey aspects of the
user interface such as speed, system
responsiveness or usability

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9
Q

What is prototyping?

A
  • An initial non-functioning model of the user interface is created
  • This has no database access/it might use dummy data
  • Additional interaction is added from feedback from the user
  • The user will be able to evaluate and provide feedback to the systems analyst
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10
Q

Evolutionary

A
  • a first cut model is produced
  • It is evaluated then modified in response to feedback from the user
  • This process is repeated and continually refined
  • So that it eventually evolves into an acceptable user system.
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11
Q

Throwaway

A
  • this is used to give the user a chance to experience to “look and feel” of the system.
  • It is then discarded once the system specification (objectives) have been
    established.
  • The system is then built using the same or new software method such as the
    waterfall method.
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12
Q

advantages of prototyping

A

-Can improve the quality of the user
requirements and specifications provided to
developers
-Problems, Refinements and enhancements can be identified and introduced earlier in the development of the system
-Requires users to be involved and this
interaction allows them to provide better,
and more complete, feedback

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13
Q

disadvantages of prototyping

A

-Can be expensive and can result in an
unwillingness to make significant changes
to the prototype
-Excessive development time can be spent
on the prototype

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14
Q

suitability

A

-Does the system meet all its objectives?
-Is it ‘fit for purpose’?
-Does the system provide the required functionality?
-Is it compatible with existing
technology/hardware/software/data?
-Is it robust/free of errors?

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15
Q

Usability

A

-How fast can a user learn to use the user interface?
-Is the interface intuitive?
-Does the interface match the user’s level of ICT
competence?
-How well can a user transfer previous skills?
-What training may be required?

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16
Q

Effectiveness

A

Does the system perform its tasks efficiently?
Has it been designed to facilitate maintenance?

17
Q

Black Box testing

A
  • The testing examines whether the functionality of the code is satisfactory without
    having any access to or knowledge of the source code
  • The code is invisible to the tester which means they can be non-technical
18
Q

White Box testing

A
  • The tester has access to the internal structures of the code
  • The tester is able to consider the various pathways through the code and can
    structure their testing to accommodate that
  • Requires an understanding of the code in use
18
Q

Integration testing

A
  • The effects of bringing together the individual software units are checked
  • Typically, integration problems will occur at the interface between units and this
    may be due to inconsistencies in the data that each of them expects to receive.
19
Q

System testing

A

-Makes sure the system works as described in the specification.
-Each system function is tested with valid data and extreme/invalid data

20
Q

Acceptance testing

A
  • Involves testing the software by the end user in the “live” environment with real
    volumes of data so that the system can be signed off
  • The end user is testing the system to ensure it meets the user requirements
  • The end users will feedback to the developer any issues arising
  • The aim is to get agreement between the developer and the end user
21
Q

alpha testing (application testing)

A

-Carried out in-house/by the developers/programmers
-Includes module testing, integration testing, system testing, white box/black box
testing using module specifications/test plan/test schedule

21
Q

Beta testing

A
  • Takes place after alpha testing
  • Performed by potential users who test a pre-release version in a realistic/real-life
    environment using real volumes of data
  • The users provide feedback to the developer (s)
22
Q

purpose of a test plan

A

-produced at the design stage.
-It is a detailed document which will be used by a group of testers.
-When actual result is not as expected, the developing team can modify the system
and further testing takes place

23
Q

the main components of a test plan

A

*The item-t being tested e.g. module /variable/input box/validation rule
* The documentation will include a reference to the part of the system to be tested
* How the test will be carried out
* The test data/test cases to be used
* The expected outcomes/expected results

24
Q

Normal/valid Data

A
  • data that the program will accept.
  • E.g. an examination mark, acceptable values would be 43, 55
25
Q

Extreme/boundary Data

A
  • This includes data that is on the limits of acceptability.
  • Data at the boundary of valid data is entered.
  • System should reject any extreme data
  • E.g. an examination mark acceptable values would be 0, 1, 99, 100
26
Q

Invalid/Exceptional Data

A
  • This is data that when entered should be invalid and not accepted.
  • E.g., an examination mark, values such as 55.6, the character “x” or the string “sixty”.