Chapter 6: Art of Design Flashcards

1
Q

Define Computational Thinking

A

Process of recognising aspects of computation in the world, being able to logically, algorithmically, recursively and inferentially.

It involves inferentialthinking and defining problems through:

D- Decomposition

D- Documenting steps

D- Decisions through algorithms

P- Use of Programming Languages & Software

E- Evaluating the solution

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2
Q

Define Brainstorming

A

Collective or individual process where ideas are written down WITHOUT critical evaluation or criticism

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3
Q

What are the ground rules for brainstorming

A

1) Relaxed environment, where everyone is encouraged to participate
2) No ideas should be judged or critiqued
3) Ideas should be only evaluated at the end

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4
Q

Why is mind mapping good?

A

It can be used to communicate the SCOPE and CONSTRAINTS of the solution to others

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5
Q

What are the 6 Thinking Hats?

A

1) White (Information)

2) Blue (Management)

3) Red (Emotions)

4) Green (Creativity)

5) Black (Discernment)

6) Yellow (Optimistic)

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6
Q

What are Oblique Strategies?

A

Set of cards designed to promote lateral thinking -> essentially not thinking in a SET way

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7
Q

List the Efficiency measures of a Software solution

A

1) Speed of processing

2) Functionality

3) Cost of File Manipulation
- processing the data within a file, such as searching, sorting which all have an associated time, thus have a cost.

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8
Q

List the Effectiveness measures of a software solution

A

1) Completeness
- How complete is the information that is being produced for its intended purpose, meaning that no other information is needed from other sources. Measured based off the users needs.

2) Readability/Clarity

3) Attractiveness

4) Accuracy

5) Usability

6) Accessibility

7) Timeliness

8) Communication of message

9) Relevance

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9
Q

What are some of the User Interface Characteristics?

A

1) Clear

2) Concise

3) Consistent

4) Responsive

5) Efficient

6) Familiar

7) Attractive

8) Scalable

9) Forgiving

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10
Q

List some Factors that influence Design

A

1) Usability
- should cater for all user needs

2) Security: Data protection & User Authentication
- must include security, and legislation (privacy act, health act)

3) Interoperability

4) Marketability
- how much something can be bought or sold

5) PROCESSING efficiency
- a solution can have time-dependent information that is displayed once you complete one thing to the next.

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11
Q

What is interoperability?

A

The capability of different solutions to communicate with one another freely and easily

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12
Q

What is SCAMPER?

A

S- Substitute:

-> substituting components of the design, materials, approach, angle

C- Combine

-> Mix/blend with other ideas

A- Adapt

-> Using parts of other elements/taking inspiration

M- Modify

-> Changing attributes of the design, (e.g, shape, size, etc)

P- Put

  • > Put the design to another use or idea (apply to other ideas

E- Eliminate

-> Removing elements for simplicity

R- Reverse (rearrange)

-> Design can be inversed

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13
Q

What is a clear user interface?

A

Easy to read and understand

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14
Q

Concise user interface?

A

Functions and explanations should be concise

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15
Q

Responsive user interface?

A

Gives feedback to the user in the form of progress bars, messages for confirmation

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16
Q

Familiar user interface?

A

Familiar in style of other successful interfaces, or comparisons with real life objects

17
Q

Consistent user interface?

A

Consistent navigational controls across the whole solution

18
Q

Efficient user interface

A

Allows the user to execute the tasks with minimal effort

19
Q

Scalable user interface?

A

Allows for the future additon of functionality

20
Q
A