Comp Sci Unit 1 (1.2.1 - 1.2.16)

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63 Terms

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Terminology
Hardware, software, peripherals, network, human resources
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Hardware
Any physical parts to a computer
EG:
CPU
Keyboard
Mouse
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Software
Programs/instructions that control the computer
Non-physical
EG:
Databases
Web Browsers
Communication platforms
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Peripherals
An outside device that allow the computer to interact with the environment or exchange info
Connected EXTERNALLY
Used to expand the host’s capabilities
EG: Input Peripherals
Scanner
Microphone
EG: Output Peripherals
Screen
Speakers
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Network
Group of computers connected together to share resources
Can interconnect with other networks to form larger networks
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Human resources
The people operating the computers
EG:
The people who are responsible at maintaining employee data, promotions or hiring
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Roles of a Computer
Client, Server, DNS Server, Firewall, Router
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Client
Computer accessing resources that are hosted from another computer
Resources may include:
Documents
Printers
Scanners
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Types of Clients
Fat, thin, hybrid
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Fat clients
Performs the bulk of the processing
Doesn’t necessarily rely on the server
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Thin clients
Relies on the resources from the server
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Hybrid clients
A mix of both fat and thin clients
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Server
A computer hosting resources to be shared in the network for clients to access
Combination of both hardware and software
The computer provides services for other users to access
EG:
Google
Wikipedia
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DNS Server
Special type of server
Maps web addresses to IP addresses
IP Address: Internet Protocol, identifies a device/network on the internet
Allows for the user to access any website without having to look for the IP address
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Firewall
Computer/software package
Any message passed through the internet passes through a firewall
Monitors/protects network traffic of a computer
Decides which computers get access to the network based on a set of rules
Basically like a security service
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Router
A routing network that passes information between two or more networks
Uses a different medium for information transfer
Also forwards data to the intended IP address
EG:
Phone Cables
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Relevant Stakeholders in developing a new system
Systems analyst, end users, software manufacturer, client company
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Systems analyst
Collects information on present systems in order to examine the problems of it
Uses that information to develop a more efficient system
Designs the new system
Tests the system for any arising issues
Evaluates the system to see if it matches expectations
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End users
The clients of the service
The actual users of the system
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Software manufacturer
Builds/develops the systems in order to be sold
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Client Company
Employer organization
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Methods for researching
Questionnaires, observations, interviews, documentation
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Pros of Questionnaires
Answered quickly/honestly
Cheap
Analysed automatically
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Cons of Questionnaires
People don’t often complete/return it
Unclear questions cannot be explained
Difficult to ask specific questions
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Pros of Observation
Systems analyst can easily see advantages/disadvantages of current system
Not expensive
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Cons of observation
Person being watched may feel uncomfortable and work differently than usual
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Pros of interviews
Questions can be explained
Questions can be changed
A full set of data can be recorded
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Cons of interviews
Takes more time/money
Answers aren’t always honest
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Pros of Documentation
Saves time
Can see existing inputs/outputs
Allows for prediction of the size for the new system
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Cons of Documentation
Very time consuming/expensive
Time could be wasted if info isn’t relevant to existing system
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Appropriate techniques for gathering information to arrive at a workable solution
Search, review current systems, analyze products, consult other people
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Search
Identify, collect, and organize various sources to find information
E.g. search engines, databases, libraries, news articles
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Review current systems
Analyze current systems for effective features, functions, and other elements
E.g. system documentation
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Analyze Products
Analyze system/products that have been developed for the same purpose and end-users
E.g. look for vulnerabilities, limitations, successful characteristics, breakthroughs, benefits, and design features
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Consult other people
Identify all critical organizational capabilities that are essential to support effective planning and development
E.g. interviews
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Representations to illustrate system requirements
System flow chart, data flow diagram, and structure chart
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System flow chart
Diagrams representing how different parts of the system are linked together and how the system should work in general
Diagrams representing how different parts of the system are linked together and how the system should work in general
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Data flow diagram
Diagrams representing how information is moving through the system together with identifying all relevant inputs and outputs to the system
Diagrams representing how information is moving through the system together with identifying all relevant inputs and outputs to the system
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Structure charts
Diagram representing the organization of a system, usually with showing the different parts in hierarchical order
Diagram representing the organization of a system, usually with showing the different parts in hierarchical order
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Prototype
the process of building a model of a system, used to help system designers build an information system that is intuitive and easy to manipulate for end-users. A process that is involved with analysis phase of the systems development life cycle
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Purpose of Prototypes
Reduced development time, reduces development costs, requires user involvement, developers receive user feedback, facilitates system implementation since users understand what to expect, results in higher user satisfaction
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Steps of software life cycle
Inquiry and analysis
Developing ideas
Creating the solution
Evaluation
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Iterations
the repetition of a set of instructions for a specific number of times or until the operations yield a desired results
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Importance of iterations
plenty of opportunity for user feedback, more likely to detect issues, improved usability, efficient and cost effective adaptability to project/client/team
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Consequences of failing to involve the end-user in the design process
solve a different issue(s), address issues outside of the project’s scope, not addressing criteria issued by stakeholders, waste resources (time and money), be incompatible with end-user systems (app made for windows, but the computers are mac), end user may not be able to interpret UI elements
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Social and ethical issues associated with the introduction of new IT systems
Firing workers because computer systems can do the same job but cheaper
Because of mobile phones, workers can be reached even out of work
Less social interaction due to home offices
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Terms for usability
Learnability
Efficiency
Memorability
Errors
Satisfaction
Complexity/Simplicity
Effectiveness
readability/comprehensibility
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Usability problems (examples)
GPS systems, tablets
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Problems of usability in GPS systems
Low quality speakers
Outdated street data
Inefficient routing software
Poor antenna
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Problems of usability in tablets
Accidental touches
Poor scaling
Small button size
Difficult to learn features of different brands
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Methods to improve the accessibility of systems
Visual impairment (Braille input devices), speakers (text to speech),
Hearing and speech impairment (Subtitles), Cognitive problems & learning disabilities (Special software to provide sensory stimulation they need), Mobility impairment (Specialty keyboards/mice), Special replacements for common input items
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Problems that come with Learnability
Very complicated and poor instructions
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Problems that come with Efficiency
Very inefficient in processes and input
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Problems that come with Memorability
Hard to remember
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Problems that come with Errors
Having many errors that interfere with what the system is meant to do
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Problems that come with satisfaction
Poor quality
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Problems that come with Complexity/simplicity
So simple its useless, so complex it is hard to use
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Problems that come with effectiveness
Doesn’t do its job
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Problems that come with readability/comprehensibility
Not understandable
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Moral/Ethical implications of interaction with humans and machines
AI and rights
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Social implications of interaction with humans and machines
AI tricking humans with false info
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Economic implications of interaction with humans and machines
Losing jobs for more efficiency
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Environmental implications of interaction with humans and machines
Damaging environment, ways to make up with machines