IT152_Lecture_03_Multimedia_SDLC_Principles_2013a Flashcards
SDLC stands for…?
System Development Life Cycle.
An SDLC defines…?
the stages that a system goes through to its creation.
(It also defines a standard step of stages in the development of an application and what these steps contain so that everyone is aware of what needs to be done when it will be done.
Many SDLCs in use all …?
follow the same fundamental principles, but with different emphasis depending on the developer’s experience.
To create a successful project you have to first understand…?
the life cycle of a project. You will be a part of this life cycle.
The key lesson in viewing this cycle is that…?
each step depends on the step before it.
If the cycle gets short circuited or steps skipped you run the risk of…?
mass confusion and the project failure to meet the client or users needs.
Even small projects should follow some form of the Systems Development Life Cycle which is used to…?
- Save time and money
- Ensure all steps and reqs. are covered,
- Resources are used efficiently
- Solve dispute if there is any.
- Allow for multiple modifications.
Rule of thumb for development is…?
80% planning, and 20% production.
Cost to fix an error increases as…?
it is found later and later in the software lifecycle.
How is multimedia different to normal development software…?
multimedia systems are developed in a similar way to software but there are a key number of differences.
Main difference being:
- IMM (Interactive Multimedia) development is more iterative (repetitive)
- Output is unlikely to be linear (like film)
- Design (interface, graphic and interaction design) is critical.
- Storyboard plays a key role.
- The user is more closely involved
- Prototyping is likely to be used.
(Skills : from different discipline areas - film, design, animation, programming, marketing. People : Keeping such disparate groups of people all on target for their own tasks. Data: often on different media types)
Software Engineering processes are composed of many activities, notably…?
- Requirements Analysis
- Specification
- Software architecture
- Coding/Design
- Testing
- Documentation.
Software Engineering Processes Activities:
1. Requirements Analysis…?
Extracting the requirements of a desired software product is the first task in creating it.
Software Engineering Processes Activities:
2. Specifications…?
The task of precisely describing the software to be written, in a mathematically rigorous way.
Software Engineering Process Activities:
3. Software Architecture…?
Refers to an abstract representation of that system. Architecture is concerned with making sure the software system will meet the requirements of the product, as well as ensuring that future requirements can be addressed.
Software Engineering Process Activities:
4. Coding / Design…?
Reducing a design to code may be the most obvious part of the software engineering job, but it is not necessarily the largest portion.
Software Engineering Process Activities:
5. Testing…?
Testing of parts of software, especially where code by two different engineers must work together, falls to the software engineer.
Standard SDLC:
Terms of Reference…?
The management will decide what capabilities and objectives they wish the new system to incorporate;
Standard SDLC:
Feasibility Study…?
Asks whether the managements’ concept of their desired new system is actually an achievable, realistic goal, in-terms of money, time and end result difference to the original system. Often, it may be decided to simply update an existing system, rather than to completely replace one;
Standard SDLC:
Fact finding and Recording…?
how is the current system used? Often questionnaires are used here, but also just monitoring (watching) the staff to see how they work is better, as people will often be reluctant to be entirely honest through embarrassment about the parts of the existing system they have trouble with and find difficult if merely asked;
Standard SDLC:
Analysis…?
free from any cost or realisticality constraints, this stage lets minds run wild as ‘wonder systems’ can be thought-up, though all must incorporate everything asked for by the management in the Terms Of Reference section;
Standard SDLC:
Design…?
designers will produce one or more ‘models’ of what they see a system eventually looking like, with ideas from the analysis section either used to discarded. A document will be produced with a description of the system, but nothing is specific — they might say ‘touchscreen’ or ‘GUI operating system’, but not mention any specific brands;
Standard SDLC:
System Specification…?
having generically decided on which software packages to use and hardware to incorporate, you now have to be very specific, choosing exact models, brands and suppliers for each software application and hardware device;
Standard SDLC:
Implementation and Review…?
set-up and install the new system (including writing any custom (bespoke) code required), train staff to use it and then monitor how it operates for initial problems, and then regularly maintain thereafter. During this stage, any old system that was in-use will usually be discarded once the new one has proved it is reliable and as usable
What does developing a multimedia application development involve…?
- a large number of people and skills
- Average team size is 8-12
- large amounts of data.
- Complex project administration task
- High costs
SDLC Contemporary Models inlcude…?
Model 1: The waterfall model:
- This is the classic SDLC model, with a linear and sequential method that has goals for each development phase.
- The waterfall model simplifies task scheduling, because there are no iterative or overlapping steps.
- Drawback’s of the waterfall is that it does not allow changes or revision, some activities can’t start before others, users are secondary. (See slide 10 for Diagram)
- Analysis -what?
- Pre-testing -how?
- Prototype -look?
- Alpha Development - design
- Beta Development - content
- Delivery
All of these steps are done 1 after the other but can be modified to be an iterative-waterfall
Iterative = repeat steps
Model 2: the Prototyping model:
A prototype is an…?
early approximation or sample of a final system or product.
Model 2: the Prototyping model:
In this model, a prototype is built, tested and then…?
reworked as necessary until acceptable prototype is finally achieved from which the complete system or product can now be developed.
Model 2: the Prototyping model:
Use frequently for…?
multimedia.
Model 2: the Prototyping Model:
Prototypes are often used as…?
an addition to the SDLC model in multimedia.
Model 2: the Prototyping Model:
For a large multimedia application you may need to develop a prototype. Why?
- Firstly, you will not be aware of the capabilities of some or perhaps all of the media you need to use.
- Secondly, there are normally a lot of formal management and/or client approval steps and restrictions applied to your work.
- Allows you to make changes without doing too much development.
(Nonetheless, the SDLC approach is still needed and will still be helpful to you)
(See slide 14 for a Prototype model)