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The Software Development Cycle 9.2.1 Defining and understanding the problem.

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Presentation on theme: "The Software Development Cycle 9.2.1 Defining and understanding the problem."— Presentation transcript:

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2 The Software Development Cycle 9.2.1 Defining and understanding the problem

3 Defining the problem Defining the problem involves: –identifying the problem –determining the feasibility of the solution

4 Identifying the problem Identifying the problem involves examining: –the needs of users –the objectives of the solution –the boundaries within which the solution will operate

5 Feasibility Feasibility is about whether it is actually possible to implement a proposed solution. It involves consideration of the following: –Is the problem worth solving? –Is the problem able to be solved? Read the textbook: Chapter 3: Defining and understanding the problem. FOR MORE INFO...

6 Feasibility issues Feasibility issues include: –constraints –budgetary considerations –operational considerations –technical considerations –scheduling or timing of the project –possible alternative solutions –social and ethical considerations

7 Design specifications Design specifications detail the requirements of the problem solution.

8 The developer’s perspective of the problem The developer needs to thoroughly understand all aspects of the problem. The developer looks at the problem in terms of: –data types –variables –processes Read the textbook: Chapter 3: Defining and understanding the problem. FOR MORE INFO...

9 The importance of the user in defining the problem Any problem has to be solved in accordance with the user since: – users are the source of knowledge about the functioning of a system – users manage the software and its interface long after implementation is finished

10 The user’s perspective of the problem The user is only concerned with the ability of the solution to fully meet his or her needs. The user wants the problem solved and has little interest in how the solution was achieved.

11 Modelling A model is a design to imitate a ‘real- world’ situation. Modelling a solution uses diagrams to represent a proposed system. There are a wide range of such diagrams, each suitable for a different purpose or modelling a different perspective.

12 Modelling techniques: IPO charts An IPO chart is a tabular representation of the inputs, processes and outputs of a system but it does not show relationships between them. Read the textbook Chapter 3: Defining and understanding the problem. FOR MORE INFO...

13 Modelling techniques: Storyboards A storyboard provides a step-by-step representation of the relationship between screens in a program. It can be designed in different ways: – Linear (sequential) – Non-linear – Hierarchical – Combinations Read the textbook: Chapter 3: Defining and understanding the problem. FOR MORE INFO...

14 Modelling techniques: Data flow diagrams DFDs show the flow or path of data through the system. They indicate how and where data enters, is stored, processed and output. They show where tasks overlap or where unnecessary storage or transmission of data occurs. Symbols used in data flow diagrams: Source or destination of data - sink. Data flow Process A file or data storage

15 Modelling techniques: System flowcharts System flowcharts enable a graphical model of the physical system to be developed, indicating hardware devices, the storage medium and processing units. Disk storage Processing On-line storage Manual operation Display device Document Connectors Tape storage Manual input Communications link Standard symbols used in systems flowcharts.

16 Screen designs The screen is the interface between the computer and the user. Screen design sheets will: –contain an area for the actual screen design –specify the links between that screen and other screens –contain a heading area that provides the details of the program, programmers, date of design and any other important aspects of the screen design

17 Limited prototypes Prototypes are working models of a system. They are usually designed rapidly using one or more CASE tools, often without regard to data validation or verification. Prototypes aim to determine how a system works, especially in the area of the human interface where interactivity is involved. They are useful for gathering feedback from clients when the project specifications are unclear.

18 Communication issues Communication during defining a project involves important aims including: –the need to empower the user (allowing users to help make decisions) –the need to acknowledge the user’s perspective –enabling and accepting feedback from the user and the client

19 Remember Defining the problem is important as without a clear definition the project may never achieve its objectives. The results of defining the problem should be: –a formal problem statement –a list of design specifications for the project


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