Situational Factors (Risks) that Influence the Choice of Software Engineering Practices Flashcards

1
Q

the potential to cause harm to the user or prejudice the interests of the purchaser varies depending on the type of product.

A

Criticality

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2
Q

The requirements for software that implements a familiar process in an organization are better known than the requirements for a consumer product that is so new that the end-users do not even know what they want.

A

Uncertainty of Users’ Wants and Needs

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3
Q

Software written for use in a specific organization only has to be compatible with its own computer environment, whereas software sold to a mass market must work in a wide range of environments.

A

Range of Environments

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4
Q

It will cost more to fix an error after the product is built than it would if the error was discovered during the requirement phase of a project.

A

Cost of Fixing Errors

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5
Q

Regulatory bodies and contractual clauses may require the use of software practices other than those that would normally be adopted.

A

Regulations

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6
Q

Projects that take several years and require hundred of developers are common in certain organizations, whereas in other organizations, shorter projects developed by a single team are more typical.

A

Project Size

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7
Q

There are a certain number of factors, in addition to project scope, that can increase the quantity of person-to-person communication or make communications more difficult.

A

Communication

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8
Q

The organization has a culture that defines how people work.

A

Organization’s Culture

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9
Q

Communication with other people on the same project is affected by how the work is distributed.

A

Concurrent Developer-Developer Communication

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10
Q

Communication with developers is greatly facilitated when they work in the same area.

A

Developer-Maintainer Communication

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11
Q

Progress reports must be sent to upper management

A

Communication between Managers and Developers

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12
Q

Motivated by the need for power and security

A

Control Culture

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13
Q

Defined by the need to make full use of one’s skills

A

Skill Culture

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14
Q

As illustrated by Hewlett-Packard is motivated by a need to belong

A

Collaborative Culture

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15
Q

Motivated by self-actualization, and can be seen in start-up organizations

A

Thriving Culture

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