Subject |
increase by |
describe in terms of |
have an effect on |
imply |
measure |
affect by |
be |
is a subtopic of |
have example |
has part |
has definition |
measure as |
observe by |
have precedence table |
reduce by |
concern with |
have a direct impact on |
improve by |
get power from |
exist |
contribute to |
measure by |
abstraction^2 | | | | | | | hard to assess | 9.2 - Principles Leading to Good Design | | | The quality of software in which only the essential aspects of something are captured, reducing the complexity apparent to the user | | | | | | | | | | | |
acceptability | | | | | how much users like the system | many factors, including other aspects of usability, graphic design and various aesthetic issues | subjective | 7.4 - The Basics of User Interface Design | | | The extent to which customers and users like a system | | | | | | | | | | | |
cohesion | | | | | | | hard to assess | 9.2 - Principles Leading to Good Design | | | A measure of the extent to which related aspects of a system are kept together in the same module, and unrelated aspects are kept out | | | | | | | | | | | |
coupling | | | | that if you want to reuse one component, you will also have to import all the ones with which it is coupled | | | hard to assess | 9.2 - Principles Leading to Good Design | | | A measure of the extent to which interdependencies exist between software modules | | | | | | | | | | | |
effectiveness of a system at handling errors | | | | | | | hard to assess | 7.4 - The Basics of User Interface Design | | effectiveness of error prevention | | | | | | | | | | | | |
effectiveness of error correction | | | | | | | hard to assess | 7.4 - The Basics of User Interface Design | | | | the amount of time that elapses from the appearance of each error message, to the time when the user has corrected the error | | | | | | | | | | |
effectiveness of error detection | | | | | | | hard to assess | 7.4 - The Basics of User Interface Design | | | | the fraction of errors that users notice | | | | | | | | | | |
effectiveness of error prevention | | | | | | | hard to assess | 7.4 - The Basics of User Interface Design | | | | | | | | | | | | | | recording the frequency with which error messages appear |
efficiency of use | | | | | how fast an expert user can do their work using the system | | hard to assess | 7.4 - The Basics of User Interface Design | | | A measure of how fast an expert user can do their work using the system | the total number of instances of a small task that a user can do per hour, or the total time required to do a certain large task | | | | ordinary use | | | | | | |
error handling | | | | | how well the system prevents the user from making errors, detects errors, and helps the user to correct errors | | better if the system effectively prevents the user from making errors, detects errors, and helps the user to correct errors | 7.4 - The Basics of User Interface Design | | | | | | | | abnormal situations | | | | | | |
external software quality | | | | | | | hard to assess | 1.5 - Software Quality | | | | | stakeholders | | | | stakeholders | | | | | |
identity | | | | | | | hard to assess | 2.7 - Concepts that Define Object Orientation | | | The characteristic of having a distinct existence, such that each entity can be uniquely referred to | | | | | | | | | | | |
internal software quality | | | external quality attributes | | | | hard to assess | 1.5 - Software Quality | | | A software quality that characterize aspects of the design of the software | | | | | | | | | | | |
learnability | | learning curves | | | how fast a new user can learn the system | | hard to assess | 7.4 - The Basics of User Interface Design | a user might be able to learn the most important 20% of the system in 3 days if the system is simple and intuitive; 7 days if the system is simple but non-intuitive, and 11 days if the system is complex and non-intuitive | | The speed with which a new user can become proficient with the system | | | | information overload | ordinary use | | having fewer things to learn, or by making the learning process more intuitive | | | | |
modularity | | | | | | | hard to assess | 2.7 - Concepts that Define Object Orientation | | | The extent to which software is divided into components, called modules, which have high internal cohesion, low coupling between each other, and simple interfaces | | | | | | | | | | maintainability | |
polymorphism | | | | | | | one of the fundamental features of the object oriented paradigm | 2.4 - Methods, Operations and Polymorphism | | | A property of object oriented software by which an abstract operation may be performed in different ways in different classes | | | | | | | | dynamic binding | when several classes which each implement the operation either have a common superclass in which the operation exists, or else implement an interface that contains the operation | | |
portability | | | | | | | hard to assess | 9.2 - Principles Leading to Good Design | | | The ability for software to be run in a variety of different hardware or software environments with no or minimal changes | | | | | | | | | | | |
testability | | | | | | | hard to assess | 9.2 - Principles Leading to Good Design | | | The ability for software to be instrumented so that it can be automatically tested using a test harness | | | | | | | | | | | |
traceability | | | | | | | important because design documents to be able to say which requirement is being implemented by a given aspect of the design | 4.8 - Reviewing Requirements | | | The ability to determine the information that led to a decision being made | | | | | | | | | | | |