6. Design & Development of IS Flashcards

1
Q

Feasibility Analysis: Operational Feasibility (3 Reasons for Analysis, 2 Overall Questions)

A

Feasibility analysis to assess how well the proposed system will..

  • .. support the business priorities of the organization
  • .. solve the identified problem
  • .. fit with the existing organizational structure

Does the system/data base fit overall?
Is it feasible/meaningful on the operational level?

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2
Q

Feasibility Analysis: Economic Feasibility (4 things to assess)

A

Assessment of:

  • cost savings
  • increased revenue
  • decreased investment requirements
  • increased profits

=> cost/benefit analysis

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3
Q

Feasibility Analysis: Technical Feasibility (3 Requirements)

A

Can the following meet the needs of a proposed system and can be acquired or developed in the required time:

  • Hardware
  • Software
  • Network
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4
Q

Feasibility Analysis: Legal/Political Feasibility

A

Assessment of..

  • .. possible patent or copyright violations
  • .. violation of antitrust laws
  • .. foreign trade restrictions
  • .. any existing contractual obligations
  • .. changes to existing reporting and power structures
    (e. g. new CEO that’s tech-averse)
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5
Q

The Role of the User Interface (Types (4) and Trend)

A

Types of user interfaces:

  • command-line user interfaces
  • graphical user interfaces
  • speech-based user interfaces (e.g. Siri)
  • gestural user interface

-> Trend towards the development of multi-modal interfaces (-> combining multiple input/output (I/O) modes)

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6
Q

User Interface Design (3 Components)

A

Successful user interfaces creatively balance:
- the task, the context, and the user (these
components ALWAYS have to be considered!)
- business goals
- and technology

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7
Q

Phases of the Interaction: Design Lifecycle Model (4)

A
  1. Identify needs/establish requirements
    • identify what users of the system need
    • establish and document the according requirements
  2. Design
    • translate the requirements into appropriate models
    • establish and document the according requirements
  3. Build an interactive version
    • develop interactive (and therefore evaluable)
      versions of different designs
  4. Evaluate
    • check, if the interactive versions fulfill the
      requirements established in phase 1 (-> ideally
      evaluate interactive versions with actual users)
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8
Q

Importance of Prototyping (Definition Prototyping, 3 Characteristics, Goal)

A

= rapid development and testing of working models
- an interactive, iterative process used during the
design phase
- makes development faster and easier -> especially
when end user requirements are hard to define
- enlarge the role of business stakeholders -> see
whether they are satisfied

=> Goal: Get an understanding of how a given prototype gets accepted in the long run (practicability, marketability, etc.)

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9
Q

User Centered Design Process (UCD) (3 Definitions, 2 Tipps)

A

= is a universally applicable process to develop usable
systems
= is a design approach that grounds the whole
process in information about the people who will use
the product
= is based on the principles for the design of useful
and easy to use computer systems

->early focus on users and tasks => include
customers/users requirements and need from early
on
-> mechanism to integrate end-users early on are
needed
-> iterative designs

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10
Q

Participant Observation and Fieldwork (Definition, 5 Characteristics, Goal)

A

= mechanism to integrate end-users into the development process that provides usable insights, specifically where the workflow is rich on action and interaction
- can happen anywhere and anytime
- involves an extended period of engagement
- engage in informal conversations with people (give
details on their jobs/needs)
- hear the unofficial story -> personal contact and
conversation facilitates honest feedback
- observe what people actually do

=> Goal: Get an overall picture of the tasks and the people to derive further requirements and needs

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11
Q

Elicitation Workshop (Definition, Goal)

A

(Elicitation = Erhebung, Herauslocken)
= bring together all stakeholders in one room and, through a series of intense but focused interactions, attempt to get consensus on the requirements
-> include end-users, business sponsors,
requirements engineers, representative of
development team
=> Stakeholder => Interaction => Consensus

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12
Q

Scenarios (Definition (2), Action, Goal)

A

= way of receiving end-user feedback from early on
= informal, narrative description of a user’s task along with the respective context and the user’s needs -> showcasing what the system COULD look and be like
- focus on people’s activities rather than interactions

Action: tell a story describing the workflow of using a future solution

=> Goal: Get early feedback in terms of usability, practicability and possible changes.

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13
Q

Software Development Approach: Structured Approach - Waterfall (5 phases)

A

Phase 1: Analysis = study, understand, and specify system requirements.

Phase 2: Design = study, understand, and design the system architecture

Phase 3: Coding = Operationalize the requirements

Phase 4: Testing = Integrate module and the increasingly large modules

Phase 5: Implementation = Implement the systems and maintain its various components.

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14
Q

Pros and Cons of Waterfall Approach

A

+ clear sequence of specific tasks
+ complete, well-defined products
+ easy to manage process model

  • inflexible partitioning into stages (especially looking
    back)
  • insensitive to changing requirements
  • high-risk due to “big bang” integration
    -> big bang = shut off old system and implement
    new system immediately
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15
Q

Paradigm Shift Towards Agile Methods (4 Solution-Characteristics)

A

-> as a result of dissatisfaction with the overheads of structured models

=> Solution:
- Focus on the code rather than the design
- are based on iterative approach to software
development
- are intended tp deliver working software super
quickly
- evolve small pieces of quickly delivered software to
meet changing requirements

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16
Q

Agile Approach (Reasons for adopting (3), characteristics of new paradigm (4), customer inclusion, Process Examples)

A
  1. The most common reasons for adopting agile are to:
    • accelerate time to market
    • increase productivity
    • to more easily manage changing priorities
  2. Focus on new paradigms in software engineering
    • rapid development
    • frequent releases
    • reducing process overhead
    • producing high-quality code
  3. They involve customers directly in the development process by integrating them into the testing phase, get feedback via integration techniques
  4. Family of development processes, such as:
    • Extreme Programming (XP)
    • SCUM
17
Q

Pros(4) and Cons(4) of Agile Approach

A

+ incremental development
+ strong communication with customers and within team
+ functionality is broken down into manageable pieces
+ rapid response to change

  • frequent factoring
  • often used as an excuse for lack of planning
  • not (yet) feasible in distributed projects
  • only applicable to small sized systems
18
Q

Agile Approach Example: SCRUM (3 Steps)

A
  1. Outline, planning and architectural design
    • find and outline the requirements
    • identify the main abstractions of the software
      system and design the architecture
  2. Assess the requirements, select and prioritize the most important ones, develop, review/test/bugfix
  3. Project closure
    • repeat steps 1. and 2. until all requirements are met
      -> requirements must be operationalized in software code
19
Q

Characteristics (3) and Parts (3) of SCRUM Team

A
  • self-organizing
  • cross-functional
  • bounds to sprints, free within sprints
  • 1 product owner (manages the product)
  • 1 SCRUM master (leads and coordinates)
  • 7 plus/minus 2 developers (fewer won’t be sufficient in terms of effectiveness, larger teams will lead to communication problems and general confusion)
    => often team of 10