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CSCW
Computer-Supported Cooperative Work
Inheritance
Inheritance is considered the 'is-a' type. It is how we represent that one class is a type of another class.
Aggregation
Aggregation is the 'has a' relationship. For example, a store has employees.
Composition
Similar to aggregation, but stronger. It's a 'owns-a' relationship. For example, a house owns rooms.
Human-Centered Design (HCD)
The key principle of using an HCD is that it involves the user in mind throughout the designing process.
Observation
Looking at users and seeing the issue and potential opportunities for ideas.
Idea Generation
Brainstorming and thinking about how things come together.
Prototyping
This can be like drawings or a full 3D model.
Testing
Testing the prototype to make sure it works for users.
Understand
Understanding what the problem is.
Define
State what the problem is based on research.
Ideate
Brainstorm potential solutions.
Prototype
Build prototypes based on ideas.
Test
Test the prototypes with users.
Iterate
Keep testing and making changes.
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.
Use Case Diagram
A diagram that represents how users interact with different features of the system.
Actors
Customer, Admin.
Use Cases
Browse products, Add to cart, Make payment, Manage inventory.
Relationships
The customer interacts with 'browse products' and 'make payment,' while the admin manages 'inventory.'
State Machine Diagram
A model that shows how something changes between different states of an event or product.
States
Represent different conditions an object can be in (e.g., 'Idle,' 'Processing,' 'Completed').
Transitions
Shows how an object moves from one state to another, labeled with the event that triggers the transition.
Initial State
Filled black circle โซ, represents the starting state of the system.
Final State
Black circle with an outer ring โญ, represents the end state (if applicable).
Behavioral Diagrams
The verbs of a UML diagram that represent behavior over time and space.
Types of Behavioral Diagrams
Use Case Diagram, Sequence Diagram, Activity Diagram, State Machine Diagram.
Grouping in UML
Organizing elements into packages or components, where each group contains related elements that belong together.
Packages
Think of a package like a folder. You put related elements (classes, use cases, etc.) inside it to keep things organized.
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.
Double Diamond Model
Provides a visual representation of the design process, emphasizing the iterative nature of design thinking.
Four Phases of Double Diamond Model
Discover: Understand the problem. Define: Clarify the problem. Develop: Create solutions. Deliver: Finalize and implement the solutions.
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.
Deployment Diagram
A development diagram that shows the software components and how they are deployed into hardware devices and how they communicate together.
Nodes
The devices that the system runs on, like servers or databases.
Artifacts
The software components deployed onto the nodes.
Communication Association
Shows how nodes and artifacts talk with each other.
Deployment Specification
Details of how a specific artifact is deployed into a node, including the version of an app and installation details.
Sequence Diagram
Shows how objects in a system interact with each other.
Objects/Actors
External entities that interact with the system (e.g., users, external systems).
Lifelines
Dashed lines that show the existence of an object over time.
Messages
Arrows that show communication between objects.
Synchronous Messages
Solid arrows indicate a request and expect a response.
Asynchronous Messages
Dashed arrows represent one-way communication.
Activation Bars
Rectangles that indicate when an object is performing a process.
Return Messages
Dashed arrows showing the return of data.
Conditions and Loops
Represent decisions and repeated actions.
Affordances
Affordances refer to the features or elements that help users understand what actions are possible within a system.
Class Diagram
A type of UML diagram that shows the classes in their systems, their attributes, methods, and relationships.
Class Name
Student
Structural Diagrams
Represent the static parts of a system that do not change over time.
Object Diagram
Shows instances of classes at a specific moment.
Component Diagram
Shows how the high-level components of a system are connected.
Dynamic Diagrams
Represent the behavior or interaction of the system over time.
Activity Diagram
Shows the flow of control in a system.
Activities
Actions or tasks (e.g., login, place order).
Start
Marks the start of the diagram.
End
Marks the end of the workflow.
Decision Node
A decision point in the flow (e.g., 'Is payment successful?').
Merge Node
Combines multiple paths back into one.
Fork Node
Splits the flow into multiple paths.
Join Node
Combines parallel paths back into one.
Swimlanes
Divides the diagram by actors or roles.
Control Flows
Arrows showing the sequence of activities.
Interaction Diagrams
Show how objects interact and communicate with each other.
Communication Diagram
Focuses on relationships and message flow.
Activation Boxes
Represent when an object is active.