Key Concepts in CSCW and Human-Centered Design

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67 Terms

1

CSCW

Computer-Supported Cooperative Work

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Inheritance

Inheritance is considered the 'is-a' type. It is how we represent that one class is a type of another class.

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Aggregation

Aggregation is the 'has a' relationship. For example, a store has employees.

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Composition

Similar to aggregation, but stronger. It's a 'owns-a' relationship. For example, a house owns rooms.

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5

Human-Centered Design (HCD)

The key principle of using an HCD is that it involves the user in mind throughout the designing process.

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Observation

Looking at users and seeing the issue and potential opportunities for ideas.

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Idea Generation

Brainstorming and thinking about how things come together.

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Prototyping

This can be like drawings or a full 3D model.

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Testing

Testing the prototype to make sure it works for users.

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Understand

Understanding what the problem is.

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Define

State what the problem is based on research.

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Ideate

Brainstorm potential solutions.

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Prototype

Build prototypes based on ideas.

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Test

Test the prototypes with users.

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Iterate

Keep testing and making changes.

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16

Disparity of Benefit

This concept describes situations where the people who invest time, effort, or resources into a system are not the ones who primarily benefit from it.

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17

Use Case Diagram

A diagram that represents how users interact with different features of the system.

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Actors

Customer, Admin.

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Use Cases

Browse products, Add to cart, Make payment, Manage inventory.

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Relationships

The customer interacts with 'browse products' and 'make payment,' while the admin manages 'inventory.'

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21

State Machine Diagram

A model that shows how something changes between different states of an event or product.

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States

Represent different conditions an object can be in (e.g., 'Idle,' 'Processing,' 'Completed').

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Transitions

Shows how an object moves from one state to another, labeled with the event that triggers the transition.

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Initial State

Filled black circle ⚫, represents the starting state of the system.

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Final State

Black circle with an outer ring ⭘, represents the end state (if applicable).

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Behavioral Diagrams

The verbs of a UML diagram that represent behavior over time and space.

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Types of Behavioral Diagrams

Use Case Diagram, Sequence Diagram, Activity Diagram, State Machine Diagram.

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Grouping in UML

Organizing elements into packages or components, where each group contains related elements that belong together.

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Packages

Think of a package like a folder. You put related elements (classes, use cases, etc.) inside it to keep things organized.

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Components

A component is like a module or subsystem of the system. It's a self-contained unit that performs a specific role in the system.

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Double Diamond Model

Provides a visual representation of the design process, emphasizing the iterative nature of design thinking.

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Four Phases of Double Diamond Model

Discover: Understand the problem. Define: Clarify the problem. Develop: Create solutions. Deliver: Finalize and implement the solutions.

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Systems

In the context of systems, the 'actual set of interrelated components working together to achieve a specific purpose' refers to a real-world system or realized system that operates to fulfill its intended function.

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Deployment Diagram

A development diagram that shows the software components and how they are deployed into hardware devices and how they communicate together.

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Nodes

The devices that the system runs on, like servers or databases.

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Artifacts

The software components deployed onto the nodes.

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Communication Association

Shows how nodes and artifacts talk with each other.

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Deployment Specification

Details of how a specific artifact is deployed into a node, including the version of an app and installation details.

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Sequence Diagram

Shows how objects in a system interact with each other.

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Objects/Actors

External entities that interact with the system (e.g., users, external systems).

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Lifelines

Dashed lines that show the existence of an object over time.

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Messages

Arrows that show communication between objects.

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Synchronous Messages

Solid arrows indicate a request and expect a response.

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Asynchronous Messages

Dashed arrows represent one-way communication.

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Activation Bars

Rectangles that indicate when an object is performing a process.

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Return Messages

Dashed arrows showing the return of data.

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Conditions and Loops

Represent decisions and repeated actions.

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Affordances

Affordances refer to the features or elements that help users understand what actions are possible within a system.

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Class Diagram

A type of UML diagram that shows the classes in their systems, their attributes, methods, and relationships.

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Class Name

Student

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Structural Diagrams

Represent the static parts of a system that do not change over time.

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Object Diagram

Shows instances of classes at a specific moment.

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Component Diagram

Shows how the high-level components of a system are connected.

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Dynamic Diagrams

Represent the behavior or interaction of the system over time.

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Activity Diagram

Shows the flow of control in a system.

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Activities

Actions or tasks (e.g., login, place order).

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Start

Marks the start of the diagram.

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End

Marks the end of the workflow.

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Decision Node

A decision point in the flow (e.g., 'Is payment successful?').

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Merge Node

Combines multiple paths back into one.

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Fork Node

Splits the flow into multiple paths.

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Join Node

Combines parallel paths back into one.

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Swimlanes

Divides the diagram by actors or roles.

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Control Flows

Arrows showing the sequence of activities.

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Interaction Diagrams

Show how objects interact and communicate with each other.

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Communication Diagram

Focuses on relationships and message flow.

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Activation Boxes

Represent when an object is active.

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