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64 Terms

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Feasibility report/study

A study conducted to conclude the potential of a project during or after the planning phase to determine whether it should be pursued.

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Change management

A process of shifting individuals, teams, departments and organizations from the present state to a desired state (e.g. employee training).

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Legacy system

Old technology, hardware, computer system, or application program.

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Strategies for Integration

  1. Keep both information systems. Develop to have same functionality.
  2. Replace both systems.
  3. Select best information systems and combine them.
  4. Select one company's system and drop the other one.
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SaaS

Software-as-a-Service is 'on-demand software', a contemporary delivery method that allows software and data to be hosted and managed centrally on a remote datacenter. (Subscription basis.) Reside on cloud. Need web browser and broadband Internet connection.

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State 5 advantages of SaaS

  1. Lower initial cost
  2. Easy to upgrade
  3. Ease of access from anywhere
  4. Easy to predict cost of initial implementation
  5. Application ready to use
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State 5 disadvantages of SaaS

  1. Dependence on a third party
  2. Security and confidentiality
  3. Dependence on Internet connection
  4. Risk of data loss
  5. Not as powerful as on-premise solutions
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Types of changeover (putting new system online and retiring old one)

Parallel, Big Bang or Direct, Pilot, Phased

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Parallel changeover

Both systems work in parallel for a short period of time. Popular—limited risk.

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Big Bang or Direct changeover

Company unplugs old system and simultaneously plugs in new system. High risk.

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Pilot changeover

New system is introduced in one of sites and extended to other sites over time. Low risk.

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Phased changeover

Company converts one module of system at a time (diff. parts converted at diff. times). Longer time, but less risk.

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Data migration

Transfer of data between different formats, storage types and computer systems.

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Functional testing

Individual commands, text input, menu functions, etc. are tested.

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Data testing

Different data values are put into system.

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Alpha testing

Done before software product is made available to general public. Carried out by company (lab-type environment).

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Beta testing

Comments and suggestions of users are included.

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Dry-run testing

By programmer. Mentally runs through algorithm.

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Unit testing

Individual parts of system tested separately

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Integration testing

Entire system tested (different components working together).

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User acceptance testing

Used to determine if system satisfies customer needs. Last stage of testing process.

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Internal documentation

Code comprehension features and details provided in source code.

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External documentation

Separate document from program

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Types of user documentation

Manuals
Email support
Embedded Assistance/integrated user assistance
FAQ
Live chat sessions
Online portals/ web portals
Remote desktop connections

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Methods of user training

Self-instruction
Formal classes
Distance learning/online training

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Types of data loss

Accidental deletion
Administrative errors
Poor data storage organization
Building fires
Closing program w/o saving file
Computer viruses
Continued use after signs of failure
Data corruption
Firmware corruption
Natural disasters
Outsiders wanting to delete/alter/steal info
Physical damage
Power failure

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Methods to prevent data loss

Regular backups
Firewall installation
Offsite storage
Removed hard copies
Antivirus program
Human error reduction
Online auto save backup

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Redundancy

Duplication of storage devices and stored data with the intention of securing the data. Failsafe

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Removable media

Diskettes, Blu-ray discs, CDs, DVDs, USB. Used for fast data backup and storage. Can store data permanently, non-volatile.

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Failover system

Computer system on standby capable of switching to a spare computer system in the case of failure or error. Automatic, no human intervention needed (switchover needs human intervention).

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Strategies for managing releases and updates

Patches
Upgrades
Updates
Releases

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Peripheral device

Auxiliary device that can communicate and work with a computer

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Dumb terminal

Usually consists of keyboard, monitor and network card connected to server or powerful computer. They depend entirely on the computer to which they are connected.

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Thin client

Low performance terminal, depends on server heavily but not entirely.

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Email server

Equivalent of a post office, manages the flow of email in and out of the network.

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Router

A networking device that accepts incoming quanta of information and reads their destination address and distributes them across networks.

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Domain Name System Server

Attributes names to network addresses and therefore resolves names by assigning them to the appropriate network entity.

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Firewall

Hardware software network infrastructure that controls data flow access among network entities. Offers protection and limits access to a network.

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Reliability

Refers to how well an IT system functions.

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Integrity

Refers to protecting the completeness and accuracy of data.

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Inconsistency

When information is duplicated in a database and only one copy is updated.

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Security

Refers to the protection of hardware, software, peripherals and computer networks from unauthorized access. Biometrics, proprietary tokens, passwords, firewalls, locks, etc.

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Authenticity

Involves a person proving their identity to gain access to a computer system.

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Privacy

Ability to control how and to what extent data is used and disseminated to others.

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Anonymity

When an individual uses an IT system to conceal their true identity.

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Intellectual property

Ideas, discoveries, scientific endeavors, etc. Copyright laws designed to protect from unauthorized and illegal reproduction.

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The Digital Divide and Equality of Access

Refers to the relative growth and use of IT systems at different rates in different countries, and even within certain countries.

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Causes of Digital Divide

Economic costs
Financial costs
Lack of literacy
Lack of language skills (English)
Lack of basic resources such as electricity

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Surveillance

Using IT to monitor individuals or groups of people.

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Standards/protocols

Predefined technical rules and conventions that developers of hardware and software should follow.

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Stakeholders

Individuals, teams, groups or organizations that have an interest in the realization of a project or might be affected by its outcome.

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End-user

Person who is going to use the product.

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Methods of obtaining requirements from stakeholders for a planned system

Interviews
Questionnaires (restricted or unrestricted)
Direct observation of current procedures

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Techniques for gathering information needed for a workable solution

Examining current systems
Literature search (research)
Examining competing products
Identifying organizational capabilities

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A modern system should be planned to:

Increase client trust
Preserve brand strength
Preserve organization reputation
Maintain corporate resiliency
Enhance organizational piece

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Types of processing

Online processing (data processing by a single processor through equipment. Ex.: airline reservation)
Real-time processing (on-the-fly, generated data influences process. Ex.: aircraft control)
Batch processing (composed data is processed as a single unit. Ex.: payroll)

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Prototype

Working or non-working preliminary version of final product/simple version of final system.

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Purpose of prototype

Attracts attention of client
Provides enough of the concept for investors to decide if they want to fund the production
Encourages active participation between users and developers
Gives idea of final product
Helps in identification of problems
Increases system development speed

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Iteration

Repetition of a set of instructions a specific number of times or until the operations yield a desired result.

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Accessibility

The potential of a service, product, device or environment to serve and meet the needs of as many individuals as possible.

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Usability

The potential of a product to accomplish user goals.

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Ergonomics

Human engineering, the design of safe and comfortable products specifically for people.

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Components of usability

Complexity/simplicity
Effectiveness
Efficiency
Error
Learnability
Memorability
Readability/Comprehensibility
Satisfaction

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Possible usability issues

Small screen
Low-quality speakers
Antenna—poor performance
Inaccurate data
Outdated data
Inefficient software
Difficult to learn
Poor scaling
Difficult-to-use features
Small buttons
Poorly written instructions
Difficulty to use in different scenarios
RSI (Repetitive Strain Injury) syndrome
Eyesight problems
Incorrect calibration
Insufficient memory
Hard to use by those with impairments or disabilitie