chuchu Flashcards

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. 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
    • are systematic approaches to software development that aim to improve the quality of the software being produced, manage the development process, and reduce risk.
A

Software Engineering Methodologies

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11
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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12
Q
    • is a process used by software developers to plan, design, develop, test, and maintain software systems
A

System Development Life Cycle

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13
Q
    • a feeling of visual equality in shape, form, value, color, etc.
A

Balance

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14
Q
    • is a sequential software development methodology, where the development process is divided into distinct stages.
A

Waterfall Model

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15
Q
    • It is essential for a design to have a clear
      hierarchy, one that is understandable and familiar for the users.
A

Heiararchy

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16
Q
    • In this step, the software design is created, including the system architecture, user interface, and database design.
17
Q
    • As the social movements of the 20th Century were gathering momentum, the design industry responded with targeted efforts.
A

Disability Specific

18
Q
    • The team regularly gathers feedback from stakeholders and users to refine the requirements and improve the software.
A

Continuous Feedback

19
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

20
Q
    • is a flexible and iterative approach to software development that values collaboration, customer satisfaction, and continuous improvement
21
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.
22
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

23
Q
    • The word ‘task’ is focused on accomplishing ‘work’
A

Derived Theory

24
Q
    • Touch provides vital information about the environment
25
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
26
Q
    • sensation of an object can provide clues as to how it is to be used.
27
Q
  1. Provide the 5 purpose SOFTWARE ENGINEERING METHODOLOGIES
A

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

28
Q
  1. Provide the 6 phases System Development Life Cycle (SDLC)
A

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

29
Q
  1. 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

30
Q
  1. Provide 5 examples of Extreme Programming (XP)
A

 Continuous Integration
 Test-Driven Development
 Pair Programming
 User Stories
 Refactoring
 Continuous Feedback

31
Q
  1. Provide 4 Advantages Agile
A

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

32
Q
  1. Provides 7 principles of HCI
A

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

33
Q
  1. Enumerate the 4 Principles of Universal Design in Information Technology
A

 Perceivable
 Operable
 Understandable
 Robust