| Term |
Definition |
| GUI |
Graphical User Interface which uses mixture of icon and text instead of purely text |
| Form Inputs |
Organised fields on a form which allow users to submit values using objects like text boxes, drop-down boxes, check boxes, etc |
| The User |
The person who is using or uses the system |
| Data Capture Form |
A paper or computer based form which collects inputs for a specific purpose |
| Validation |
The automatic checking of data entered into a computer system. Includes range check, presence check, length check, type check, format check, lookup check. |
| Verification |
The use of checks to make sure data is consistent and has not been corrupted. Confirms the integrity of data as it is copied from one locations to another. Includes double entry, proof reading/screen checking. |
| Form Layout |
The positioning of form objects such as labels, input areas, etc |
| Form Instructions |
Clear advice indicating how the form will be filled in |
| Embedded System / Software |
A computer system built into a machine of some sort. Often a single microprocessor with limited functions. Examples are electronic washing machines, video recorders, car engine management systems, etc. |
| Data Dictionary |
Contains details and descriptions of the structure of the data held in a database. Details can include identifiers used, data types, size of data and validation. Is a tool for technical staff if they need help altering the way data is stored. |
| Modular Design |
Organising a large computer program into self-contained parts which can be developed simultaneously by different programmers or teams. |
| Algorithms |
Precise details about the operations to be performed and in what order. A sequence of instructions including information such as when sections are repeated or choices made. |
| Flow Charts |
A way of writing algorithms to graphically represent the operations involved in a computer program. Symbols are used to represent paticular operations and flow lines indicate the sequence. |
| Pseudo Code |
A way of writing algorithms to describe a program or system design. Uses control structures and keywords similar to those found in programming languages, but without the strict rules of programming languages. A mixture of English and programming langauge. |
| RAD |
Design strategy that includes repeated prototyping and evaluation. |
| Prototype |
Construction of a simple version of the program to demonstrate how the system will work. Generally consists of a working user interface, but will not actually process any data. |