asd Flashcards

as

1
Q

is the process of creating interactive products and services in which the designer considers how people will engage with the product.

A

Interaction Design

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2
Q

colored by attitude, culture, personality, and context. Motion is often a trigger for action, as when your finger clicks the button on your mouse.

A

Motion

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3
Q

In this step, the requirements for the software system are identified and documented. For example, in a barangay management system, the stakeholders such as barangay officials, residents, and staff may be interviewed to gather information on their needs and expectations for the system.

A

Requirements Gathering and Analysis

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4
Q

is the thread that ties together elements in a single design.

A

Consistency

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5
Q

is the design and composition of an environment so that it can be accessed, understood and used to the greatest extent possible by all people regardless of their age, size, ability or disability.

A

Universal Design

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6
Q

provide more specialized solutions for people with specific requirements.

A

Assistive Technology

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7
Q

The team works with stakeholders to define user stories, which describe the desired functionality in a user-centered way.

A

User Stories

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8
Q

The team continually improves the design of the code to make it easier to maintain and add new features.

A

Refactoring

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9
Q

The choice of a font style, the color of the text, and the font size are all critical to user experience.

A

Typography

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10
Q

a tool, often a computer software or physical replica, used to simulate and understand the complex dynamics of a river system, including water flow, sediment transport, and morphology, for various purposes like flood prediction or water resource management.

A

River Model

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11
Q

a cycle of repeated work that a team creates to quickly prototype their product and get feedback from customers and stakeholders

A

Iterative

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12
Q

In this step, the software is tested to ensure that it meets the requirements and is free of bugs. For example, in a barangay management system, the testers may perform unit testing, integration testing, and acceptance testing to ensure that the system is functional and reliable.

A

Testing

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13
Q

is a structured process that guides software development projects from start to finish, encompassing all phases from initial planning and requirements gathering to deployment and maintenance, ensuring a well-managed and efficient development process.

A

Software Development Life Cycle

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14
Q

is a process used by software developers to plan, design, develop, test, and maintain software systems.

A

Software Engineering Methodologies

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15
Q

A set of practices and techniques for Agile development that focus on ensuring software quality and continuous improvement, such as automated testing, pair programming, and continuous integration.

A

Extreme Programming

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16
Q

a feeling of visual equality in shape, form, value, color, etc.

A

Balance

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17
Q

It is essential for a design to have a clear hierarchy, one that is understandable and familiar for the users.

A

Heirarchy

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18
Q

is a sequential software development methodology, where the development process is divided into distinct stages.

A

Waterfall Model

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19
Q

In this step, the software design is created, including the system architecture, user interface, and database design.

A

Design

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20
Q

As the social movements of the 20th Century were gathering momentum, the design industry responded with targeted efforts.

A

Disability Specific

21
Q

The team regularly gathers feedback from stakeholders and users to refine the requirements and improve the software.

A

Continous Feedback

22
Q

A system should be easy to learn for new users, and it should provide feedback that helps users understand how to use the system.

A

Learnability

23
Q

is a flexible and iterative approach to software development that values collaboration, customer satisfaction, and continuous improvement.

24
Q

brings together a composition with similar units. If
for example your composition was using wavy lines and organic shapes, you would stay with those types of lines and not put in just one geometric shape.

25
Q

The word ‘task’ is focused on accomplishing ‘work’.

A

Derived Theory

26
Q

fields such as Human Factors, Ergonomics and other functional design approaches look at the physical anatomy and the behavior of the person and use this information to create designs that fit.

A

User Centered

27
Q

Touch provides vital information about the environment.

28
Q

a movement in which some elements recur regularly. Like a dance, it will have a flow of objects that will seem to be like the beat of music.

29
Q

sensation of an object can provide clues as to how it is to be used.

30
Q

Identification 1

A

Software engineering methodologies

31
Q

Identification 2

A

System Development Life Cycle

32
Q

Identification 11

A

Universal Design

33
Q

Idetification 12

34
Q

Identification 13

A

Assistive Technology

35
Q

Identification 14

A

Extreme Programming

36
Q

Identification 15

A

Refactoring

37
Q

Fill in the blanks 1

A

Successful User Interface

38
Q

Fill in the blanks 2

A

Guidelines Documents & Processes

39
Q

Fill in the blanks 3

A

Ethnographic Observation

40
Q

Fill in the blanks 4

A

Academic Orientation

41
Q

Fill in the blanks 5

A

Controlled Experiments

42
Q

Provide the 5 purpose SOFTWARE ENGINEERING METHODOLOGIES

A

⦁ Improve software quality
⦁ Manage development process
⦁ Reduce risk
⦁ Ensure on-time delivery
⦁ Improve collaboration and communication

43
Q

Provide the 6 phases System Development Life Cycle (SDLC)

A

⦁ Requirements Gathering and Analysis
⦁ Design
⦁ Development
⦁ Testing
⦁ Deployment
⦁ Maintenance

44
Q

Provide 4 advantages Waterfall

A

⦁ Simple and easy to understand
⦁ Clearly defined stages and milestones
⦁ Good for projects with well-defined requirements
⦁ Easy to manage and track progress

45
Q

Provide 5 examples of Extreme Programming (XP)

A

⦁ Continuous Integration
⦁ Test-Driven Development
⦁ Pair Programming
⦁ User Stories
⦁ Refactoring

46
Q

Provide 4 Advantages Agile

A

⦁ Adaptive and flexible
⦁ Customer-focused
⦁ Continuous improvement
⦁ Faster time-to-market

47
Q

Provides 7 principles of HCI

A

⦁ Learnability
⦁ Flexibility
⦁ Efficiency
⦁ Memorability
⦁ Error Handling
⦁ User Satisfaction
⦁ Accessibility

48
Q

Enumerate the 4 Principles of Universal Design in Information Technology

A

⦁ Perceivable
⦁ Operable
⦁ Understandable
⦁ Robust

49
Q

Draw the 3 factors of universal design

A

Usable, Accesible, Universal Design, Inclusive