← QCE Digital Solutions Unit 1 — Understanding Digital Problems

QCE Digital Solutions Unit 1 — Understanding Digital Problems Hangman

Year 11 · QCE · 66 key terms.

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CrosswordUnderstanding Digital Problems · Needs, requirements, constraints and scope and Analytical tools and the software requirements specification · Impact of Emerging Trends in Digital Systems and more · all 27

Word searchUnderstanding Digital Problems and User Experiences and Interfaces · Needs, requirements, constraints and scope and Analytical tools and the software requirements specification · Impact of Emerging Trends in Digital Systems and more · all 21

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The 66 key terms

1digital problem
A problem made up of a user with a need, the data involved, the system or environment it sits in, and a desired outcome that a digital solution could achieve.
2problem statement
A clear one or two sentence description of what needs to be solved and what the program must achieve, written so the user and the goal are obvious.
3Input, Process, Output, Storage
Read the scenario and sort every part into input (data in), process (what is done), output (result shown) or storage (data kept). Then check nothing is missing or in the wrong group.
4computational thinking
Solving problems by using decomposition, pattern recognition, abstraction and algorithms so a computer or person can carry out the solution.
5abstraction
Keeping only the details needed to solve a problem and leaving out the details that do not matter, e.g. a map shows roads but not every tree.
6decomposition
Splitting a big problem into smaller sub-problems, such as input, process and output. Each part can be solved on its own, then the solutions are combined.
7sub-problem
A small part of a bigger problem. It is easier to understand and solve than the whole, so splitting a problem up makes it manageable and makes mistakes easier to find.
8decomposition diagram
A tree with the whole problem at the top and boxes below for its smaller sub-problems. Each level adds detail, and you stop splitting when a part is simple.
9mind map
A diagram with a central topic in the middle and branches and sub-branches that link related ideas, used to generate and organise ideas during design.
10brainstorming
Listing as many ideas as possible quickly, with no early criticism and quantity first, then reviewing the ideas afterwards and grouping them to find the best ones.
11Need or opportunity
A problem worth solving or a gap worth exploring, forming the starting point for developing a digital solution
12need vs want
A need is something a user must have to complete a task, a want is only a preference, and an opportunity is a chance to improve things.
13gap in the market
A need that no existing product meets well, so an individual or business builds new software to serve a target market and take advantage of competitor weaknesses.
14re-imagined solution
A solution that meets an existing need in a new way by changing how the task is done or improving a current product, unlike a brand new solution built for a new need.
15disruptive solution
A solution that significantly challenges or replaces existing products, services or ways of doing things — transforming an industry or creating an entirely new market
16stakeholder
Any person or group who uses, is affected by, or has an interest in a digital solution, such as users, the client, developers and people affected indirectly.
17purpose and user
Every digital system is made to do a job (its purpose) for certain people (its users). Example: a school library system helps students and teachers borrow books.
18search engine
A digital solution that solves the problem of finding information by indexing web pages and ranking the results for a user's query.
19mobile app
A program on a phone that uses features like GPS, camera and touch to solve a problem or meet a user's need on the go, within limits like screen size and signal.
20robot
A machine that carries out tasks automatically by following a program, usually without a person controlling each action. It does not have to look human.
21automated system
A system that senses its surroundings, decides what to do and acts, without a person controlling each step. For example, an automatic door.
22automated transport system
A vehicle or traffic system where sensors send data to a microprocessor, which controls actuators to steer, brake or signal without a driver controlling every action.
23sensor data
Measurements, such as heart rate or steps, that a device like a wearable records automatically at regular intervals. It is quantitative data and can reveal a person's health trends.
24Internet of Things (IoT)
A network of everyday objects with sensors and software that connect to the internet so they can collect and share data and act on it, such as smart lights or thermostats.
25evaluate
To test a solution the way its user would, then compare what it does with the requirements to find what works well and what is missing.
26improvement
A change that helps when a system does not meet a user's need. Find the gap, suggest one new feature, and give your feedback in a kind, respectful way.
27user, need, feature, reason
A good discussion names the user, then their need, then the feature that meets it, and ends with the reason it works. Starters like 'The system helps because...' can help.
28Problem, need or opportunity outline
The part of a brief that clearly and briefly describes the current situation, the need or opportunity, and why a solution is wanted.
29scope
The boundary of what a solution will and will not include. Features inside the boundary are in scope. Features left out, or saved for later, are out of scope.
30version boundary
A line that sets which features go in the current release and which wait for a later version. It also marks where the solution ends and other systems begin.
31context diagram
A Level 0 diagram that shows the whole system as one process in the centre, with external entities around it outside the system boundary.
32constraint
A limit on how a solution can be made, such as time, cost, skills, devices or software. A constraint is not a feature; it limits what you can build.
33economic constraint
A limit on money that restricts a solution, such as a fixed development budget, software licence fees, or the ongoing costs of hardware, hosting and staff.
34legal constraint
A law or regulation a solution must obey, such as privacy law, copyright and licensing rules, or industry regulations. It limits what the software can do and how it handles data.
35social constraint
A limit on a solution from the needs, values or abilities of the people affected, such as accessibility, cultural expectations and user acceptance.
36Technical constraint
A limit set by technology, such as the hardware, operating system, network or existing software, that a solution must work within.
37environmental limitation
A factor in the place a solution is used, such as poor internet, low battery, noise, bright light or a shared device, that restricts how well the solution works.
38The solution must
Starts a functional requirement: one thing a digital solution must do. It says what the solution does, not how, and covers one action. Example: The solution must show the score.
39Non-functional requirement
A quality describing how well a system performs, such as speed, security, or reliability, rather than what it does
40measurable non-functional requirement
A quality of a solution, such as speed, security or usability, written with a testable target, like a page loads in under 2 seconds, so you can check whether it is met.
41prioritising requirements
Ranking requirements as must-have, should-have or nice-to-have so the most important needs are built first, and trade-offs are made when time or budget is limited.
42requirements list
A list that sorts what a solution must do (requirements) from the limits it must work within (constraints), for one problem. Each item should be clear and testable.
43essential data
Data a system cannot do its purpose without. If the system could still work with it left out, the data is optional and does not need to be collected.
44data requirements
A list of the data items, types, sources and amount needed to answer a research question, such as the variables, primary or secondary source, time period and sample size.
45missing or ambiguous information
Details a problem description leaves out or words vaguely. List these gaps, note your assumptions, and ask the client questions to fill them before you design a solution.
46Data collection method
A structured technique, such as an interview, survey, or observation, used to gather information about user needs before designing a solution
47interview
A conversation where you ask one user questions and listen to their answers to learn about their problem.
48good interview question
A question that is open, neutral and about the user's real task, so it draws out detail instead of a yes or no. Ask 'How do you...?' then follow up with 'Why?' Don't lead them to an answer.
49observing
Watching a user do a task to see where they get stuck, without helping or interrupting. You write down what you see instead of just asking them what they think.
50thematic analysis
Sorting similar interview and survey responses into themes, then counting how often each appears, so the most common problems and wishes become the user needs.
51different users, different needs
One digital system can suit one user well and fail another, because users differ in age, ability and experience. Features like read-aloud and large text help.
52user journey
The series of steps a person takes to complete a task, from start to finish. It shows how they feel at each step (their user experience, UX) and where pain points slow them down.
53user experience (UX)
How easy, efficient and pleasant a system feels to use from start to finish, not just how it looks. Good UX avoids frustration points, while UI is only the look.
54usability
How easily, quickly and accurately users can learn and use software to achieve their goals, including ease of learning, efficiency of use, and error prevention and recovery.
55affordance
When the look of a control signals how it can be used, such as a raised button that looks pressable or a slider handle that looks draggable. Clear visual cues make actions obvious.
56accessibility feature
A design choice that lets people with different abilities use a system, such as alt text for images, captions for video, keyboard-only controls or colour-blind safe colours.
57UX characteristics
Affordance, interoperability, security and usability. Designers review a solution against each one and balance trade-offs, such as stronger security making a system harder to use.
58technical factors
Device and network limits, such as screen size, touch or mouse input, connection speed and processing power, that restrict what a user interface can show and do.
59evaluation criterion
A measurable standard used to judge a solution, linked to a requirement and written so it can be answered with evidence, such as a target, a yes/no check or a rating.
60self-determined criteria
Criteria you write yourself to judge a solution's personal, social and economic impacts, unlike prescribed criteria, which the course sets for you. Make them measurable.
61personal impact
An effect a digital solution has on an individual user, such as their wellbeing, privacy, time saved, skills or independence. It can be positive or negative.
62community impact
How a digital solution affects other people, not just its user. It can help (benefits), cause problems (harms), or leave some people out.
63economic impact
An effect on money, jobs, costs or markets, such as savings for users, new businesses, jobs created or lost, or the cost of access.
64deskilling
The process by which workers lose skills or become less capable as automated digital systems take over tasks that humans previously needed to learn and perform themselves
65future impact
How a solution could affect society, the economy and the environment over time, including unintended effects its designer did not plan for.
66Ethical issue
A situation where a design or technology choice could unfairly harm, exclude, or disadvantage people, even if it is legal

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More QCE Hangman

QCE Digital Solutions Unit 1 — User Experiences and Interfaces76 key terms QCE Digital Solutions Unit 1 — Algorithms and Programming Techniques87 key terms QCE Digital Solutions Unit 1 — Programmed Solutions96 key terms QCE Digital Solutions Unit 2 — Data-Driven Problems and Solution Requirements128 key terms QCE Digital Solutions Unit 2 — Data and Programming Techniques142 key terms QCE Digital Solutions Unit 2 — Prototype Data Solutions111 key terms Make your own hangman →Paste any word list and play