Comp Sci Unit 1 (1.2.1 - 1.2.16)

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Description and Tags

63 Terms

1

Terminology

Hardware, software, peripherals, network, human resources

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2

Hardware

Any physical parts to a computer EG: CPU Keyboard Mouse

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3

Software

Programs/instructions that control the computer Non-physical EG: Databases Web Browsers Communication platforms

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4

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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5

Network

Group of computers connected together to share resources Can interconnect with other networks to form larger networks

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6

Human resources

The people operating the computers EG: The people who are responsible at maintaining employee data, promotions or hiring

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7

Roles of a Computer

Client, Server, DNS Server, Firewall, Router

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8

Client

Computer accessing resources that are hosted from another computer Resources may include: Documents Printers Scanners

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9

Types of Clients

Fat, thin, hybrid

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10

Fat clients

Performs the bulk of the processing Doesn’t necessarily rely on the server

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11

Thin clients

Relies on the resources from the server

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12

Hybrid clients

A mix of both fat and thin clients

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13

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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14

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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15

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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16

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 addressEG: Phone Cables

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17

Relevant Stakeholders in developing a new system

Systems analyst, end users, software manufacturer, client company

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18

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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19

End users

The clients of the service The actual users of the system

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20

Software manufacturer

Builds/develops the systems in order to be sold

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21

Client Company

Employer organization

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22

Methods for researching

Questionnaires, observations, interviews, documentation

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23

Pros of Questionnaires

Answered quickly/honestly Cheap Analysed automatically

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24

Cons of Questionnaires

People don’t often complete/return it Unclear questions cannot be explained Difficult to ask specific questions

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25

Pros of Observation

Systems analyst can easily see advantages/disadvantages of current system Not expensive

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26

Cons of observation

Person being watched may feel uncomfortable and work differently than usual

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27

Pros of interviews

Questions can be explained Questions can be changed A full set of data can be recorded

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28

Cons of interviews

Takes more time/money Answers aren’t always honest

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29

Pros of Documentation

Saves time Can see existing inputs/outputs Allows for prediction of the size for the new system

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30

Cons of Documentation

Very time consuming/expensive Time could be wasted if info isn’t relevant to existing system

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31

Appropriate techniques for gathering information to arrive at a workable solution

Search, review current systems, analyze products, consult other people

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32

Search

Identify, collect, and organize various sources to find information E.g. search engines, databases, libraries, news articles

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33

Review current systems

Analyze current systems for effective features, functions, and other elements E.g. system documentation

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34

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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35

Consult other people

Identify all critical organizational capabilities that are essential to support effective planning and development E.g. interviews

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36

Representations to illustrate system requirements

System flow chart, data flow diagram, and structure chart

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37

System flow chart

Diagrams representing how different parts of the system are linked together and how the system should work in general

<p>Diagrams representing how different parts of the system are linked together and how the system should work in general</p>
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38

Data flow diagram

Diagrams representing how information is moving through the system together with identifying all relevant inputs and outputs to the system

<p>Diagrams representing how information is moving through the system together with identifying all relevant inputs and outputs to the system</p>
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39

Structure charts

Diagram representing the organization of a system, usually with showing the different parts in hierarchical order

<p>Diagram representing the organization of a system, usually with showing the different parts in hierarchical order</p>
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40

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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41

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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42

Steps of software life cycle

Inquiry and analysis Developing ideas Creating the solution Evaluation

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43

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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44

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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45

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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46

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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47

Terms for usability

Learnability Efficiency Memorability Errors Satisfaction Complexity/Simplicity Effectiveness readability/comprehensibility

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48

Usability problems (examples)

GPS systems, tablets

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49

Problems of usability in GPS systems

Low quality speakers Outdated street data Inefficient routing software Poor antenna

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50

Problems of usability in tablets

Accidental touches Poor scaling Small button size Difficult to learn features of different brands

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51

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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52

Problems that come with Learnability

Very complicated and poor instructions

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53

Problems that come with Efficiency

Very inefficient in processes and input

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54

Problems that come with Memorability

Hard to remember

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55

Problems that come with Errors

Having many errors that interfere with what the system is meant to do

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56

Problems that come with satisfaction

Poor quality

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57

Problems that come with Complexity/simplicity

So simple its useless, so complex it is hard to use

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58

Problems that come with effectiveness

Doesn’t do its job

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59

Problems that come with readability/comprehensibility

Not understandable

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60

Moral/Ethical implications of interaction with humans and machines

AI and rights

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61

Social implications of interaction with humans and machines

AI tricking humans with false info

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62

Economic implications of interaction with humans and machines

Losing jobs for more efficiency

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63

Environmental implications of interaction with humans and machines

Damaging environment, ways to make up with machines

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