Software engineering II Flashcards

(34 cards)

1
Q

Development cost
Operational cost
Tangible benefits
Intangible benefit

A

One time cost bevore implementation (salaries, hardware)

Recurring expenses(user training)

Quantifiable gains( increased sales)

Non-quantifiable improvments ( brand rep)

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2
Q

Cost benefit analysis

Net benefit
Benefit cost ratio
BCR > 1 meaning

A

compares total expected costs versus total expected benefits

Net benefit = total benfit - total costs

Total benefits / total costs

BCR > 1 suggest project is financially viable

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3
Q

Break even point

A

Fixed Cost / (price per Unit - variable cost per unit)

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4
Q

Net present value

What does negative and positive value suggest

A

NPV = sum from i=1 to n (benefits - costs) / (1+r)^t

r = discount rate
t = time periods(years)

negative = still recovering investment
positive = project profitable

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5
Q

ROI formula

A

Total benefits - total cost
——————————————- X 100
Total Costs

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6
Q

F-T graph
F0? F1? F2?

A

Functionality needs to increase over time

F0 = break-even point
F1- optimal point
F2 = decline

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7
Q

Project management techniques

A

quality assurance
Quality controll
Critical path method
TQM

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8
Q

Feasibility and selection

A

is project feasible in terms of cost versus beneftis
Technoligically feasible
Organzational capability

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9
Q

impact of risk formula?

A

likelihood x consequuence

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10
Q

PERT( Progrma evaluation and review technique) - estimates of task duration
formula for t

standard deviation
variance

total uncertainty for whole project

A

t = (a + 4m + b) / 6

a = shortest time expected
m = most likely time
b = worst possible time

s.d = (b-a)/6
variance = ((b - a ) / 6)^2

add up variances for each activity

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11
Q

Z score

A

total s.d

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12
Q

AON (activity on network)

A
  1. identify activities
  2. Draw boxes (arrows filled in)

duration = person weeks divided by max staff
Early start = (ES + Duration of all preceding task) start is 0
Late start = min(LS of follwing task(s) - Duration)

Gotta add early start , late start and duration around boxes
early start is top left, late start is bottom left, duration is top right

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13
Q

Critical path

A

Task which latest start time = earliest start time

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14
Q

GNatt chart

Calculate effort

reschedule so that a maximum of 2 people are
working on the project

A

max staff goes in each box
ADd Float slack = LS - ES to task NOT ON CRITICAL PATH

effort = people x time

25 person weeks
* 2 people
* 25/2 = 12.5 weeks minimum
 13 weeks
 13 – 9 = 4 weeks extra
i.e. add 4 weeks float to each task

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15
Q

Determine progress formulas
Expected complete- how we should be doing at this point in time
Percentage complete - how we are doing

A

EC = (Time spent So Far/ Original Estimate) * 100

PC =(TimeSpentSoFar/ TimeSpent + TimeRemaining) * 100

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16
Q

AOA (activity on arrow)

A

Uses circles instead of squares

17
Q

Human preconceptions

A

Common texture labels, Use of colors, Visual Acuity

Time - users have low tolerance for slow sites
Memory- tend to forget things if we learn them but dont use them
Fonts
Familiarairty
Contetual help(tooltips)

18
Q

Anthropomorphic approach

A

design UI to possess qualities human will understand
Sound, niches …

19
Q

Cognitive approach

A

Considers the abilities of the human brain - metaphors, logical layouts

20
Q

Jakobs law

A

law of familiarity- reuse elements they already understand

21
Q

Principle of least effort

A

Humands choose path of least resistance

22
Q

Fitts law

A

the idea that the time necessary to move to a target is proportional to the distance and target size.

-make common targets bigger
-minimize distance travelled(mouse routes)

23
Q

Hicks Law

A

Reaction time decreases as number of options increase.
So minimize the choice being made on a given ui

24
Q

UI testing

A

Empirical approach- task performance, direct observation, recording

A/B Testing- give each tester 1 of 2 designs, see which leads to best results
Multivariate testing- combine and serve parts of a page and see how well they do

25
8 Golden rules of UI design
Consistency Simple error handling reduce short term memory load Frequent user shortcuts Informative feedback
26
Usability?
Ease of use Efficiency Satisfaction
27
Usability Testing methods
Interviews Focus groups Heuristic evaluation- looking at an interface and trying to come up with an opinion about pros and cons about it Log file analysis- computer automatically collect statistics about the detailed use of system User feedback- shows the immediate and pressing concerns.
28
Semiotics
Study of signs and symbols
29
Advantages of semiotics
-Allows to look for patterns across different forms of communication -Helps to understand how our cultural and social conventions relate to communication we create and consume
30
Sign Signifier Signified
Indicates the presence of something else Signs physical form Meaning expressed by a signed
31
Symbol
object that represents an idea or visual image
32
Denotation Connotation Index
– the literal meaning of the sign -The suggested meaning of the sign An index has a factual or casual connection that points towards a subject(e.g nest --> bird)
33
BPMN look in notes
Start - circle Intermediate - circle with two bounding lines End - thick circle
34