Blame
|
1 | <!-- Generated from applied-computing-au vic/unit3-4/sat/C05-2026/C05-essential-terms.md by port-reference-godot-to-wiki.py — do not hand-edit; re-run the port. --> |
||||||
| 2 | # Essential Terms — C05 |
|||||||
| 3 | ||||||||
| 4 | The Hamilton and Alexandra College · Year 12 · 2026 |
|||||||
| 5 | ||||||||
| 6 | A glossary of every term you need to recognise and use correctly across C05. Click a term to expand its definition. If you cannot define a term in your own words, you cannot use it with confidence when it counts. |
|||||||
| 7 | ||||||||
| 8 | ```mermaid |
|||||||
| 9 | flowchart TD |
|||||||
| 10 | R["C05 vocabulary<br/>31 terms"] |
|||||||
| 11 | R --> G0["Design tools<br/>7 terms"] |
|||||||
| 12 | R --> G1["Design principles<br/>7 terms"] |
|||||||
| 13 | R --> G2["UX characteristics<br/>4 terms"] |
|||||||
| 14 | R --> G3["Usability and accessibility<br/>5 terms"] |
|||||||
| 15 | R --> G4["Evaluation words<br/>6 terms"] |
|||||||
| 16 | R --> G5["Thinking styles<br/>2 terms"] |
|||||||
| 17 | ``` |
|||||||
| 18 | ||||||||
| 19 | *Where the C05 vocabulary sits, and how much of it is in each group — the 6 sections below follow the same order. Revise the heavy groups first.* |
|||||||
| 20 | ||||||||
| 21 | --- |
|||||||
| 22 | ||||||||
| 23 | ## Design tools |
|||||||
| 24 | ||||||||
| 25 | >| ### Annotate |
|||||||
| 26 | >| Add comments to a document or diagram. |
|||||||
| 27 | ||||||||
| 28 | >| ### Data dictionary (software design) |
|||||||
| 29 | >| Used to plan storage structure; provides specifications of variables, arrays and GUI objects, with reference to data types, data structures and data sources. |
|||||||
| 30 | ||||||||
| 31 | >| ### Design ideas |
|||||||
| 32 | >| Conceptual solutions or creative approaches intended to address a specific problem or requirement in a design process. |
|||||||
| 33 | ||||||||
| 34 | >| ### IPO chart |
|||||||
| 35 | >| A tabular method of conceptualising how data is received, processed and returned, typically presented in a three-column table. |
|||||||
| 36 | ||||||||
| 37 | >| ### Mock-up |
|||||||
| 38 | >| An annotated visual representation of the user interface of a software solution, used to aid in the design of an interface. |
|||||||
| 39 | ||||||||
| 40 | >| ### Object description |
|||||||
| 41 | >| A design tool that describes all of the relevant properties, methods and events in an object or class. |
|||||||
| 42 | ||||||||
| 43 | >| ### Pseudocode |
|||||||
| 44 | >| Code that designs algorithms in a clear, human-readable, language-independent format using Structured English. |
|||||||
| 45 | ||||||||
| 46 | --- |
|||||||
| 47 | ||||||||
| 48 | ## Design principles |
|||||||
| 49 | ||||||||
| 50 | >| ### Alignment |
|||||||
| 51 | >| A design principle concerned with how elements are positioned relative to each other and the page, improving clarity and readability. |
|||||||
| 52 | ||||||||
| 53 | >| ### Balance |
|||||||
| 54 | >| A design principle concerned with the distribution of visual weight across an interface, contributing to attractiveness and usability. |
|||||||
| 55 | ||||||||
| 56 | >| ### Contrast |
|||||||
| 57 | >| A design principle concerned with the difference between elements that makes them stand out from each other, essential for accessibility and readability. |
|||||||
| 58 | ||||||||
| 59 | >| ### Design principles |
|||||||
| 60 | >| Principles that influence the appearance and functionality of a solution, including alignment, balance, contrast, space, text formatting, usability and navigation. |
|||||||
| 61 | ||||||||
| 62 | >| ### Navigation |
|||||||
| 63 | >| A design principle concerned with how users move through software, directly impacting efficiency and usability. |
|||||||
| 64 | ||||||||
| 65 | >| ### Space (white space) |
|||||||
| 66 | >| A design principle concerned with the empty areas between and around elements, improving clarity, readability and reducing cognitive load. |
|||||||
| 67 | ||||||||
| 68 | >| ### Text formatting |
|||||||
| 69 | >| A design principle concerned with how text appears and is structured in an interface, enhancing readability and supporting accessibility. |
|||||||
| 70 | ||||||||
| 71 | --- |
|||||||
| 72 | ||||||||
| 73 | ## UX characteristics |
|||||||
| 74 | ||||||||
| 75 | >| ### Affordance |
|||||||
| 76 | >| The visual clues in an interface that tell users how they can interact with elements, making the software intuitive and self-explanatory through design. |
|||||||
| 77 | ||||||||
| 78 | >| ### Interoperability |
|||||||
| 79 | >| The ability of software to work seamlessly with other systems, applications and devices, supporting efficiency by allowing smooth integration into existing workflows. |
|||||||
| 80 | ||||||||
| 81 | >| ### Usability |
|||||||
| 82 | >| Ease of use to achieve specified goals in terms of efficiency, effectiveness and satisfaction. |
|||||||
| 83 | ||||||||
| 84 | >| ### User experience (UX) |
|||||||
| 85 | >| The overall experience a user has when interacting with software, influenced by factors including affordance, interoperability, security and usability. |
|||||||
| 86 | ||||||||
| 87 | --- |
|||||||
| 88 | ||||||||
| 89 | ## Usability and accessibility |
|||||||
| 90 | ||||||||
| 91 | >| ### Accessibility |
|||||||
| 92 | >| How easily the software can be used by those who experience disabilities. |
|||||||
| 93 | ||||||||
| 94 | >| ### Assistive technology |
|||||||
| 95 | >| Any device or system that is designed for individuals who would otherwise find the task difficult or impossible. |
|||||||
| 96 | ||||||||
| 97 | >| ### Clarity |
|||||||
| 98 | >| Ease of understanding. |
|||||||
| 99 | ||||||||
| 100 | >| ### Readability |
|||||||
| 101 | >| The ease of understanding the text. |
|||||||
| 102 | ||||||||
| 103 | >| ### Universal design |
|||||||
| 104 | >| Designing products that can be used by people with a wide range of abilities and disabilities. |
|||||||
| 105 | ||||||||
| 106 | --- |
|||||||
| 107 | ||||||||
| 108 | ## Evaluation words |
|||||||
| 109 | ||||||||
| 110 | >| ### Attractiveness |
|||||||
| 111 | >| How pleasing something is to the viewer. |
|||||||
| 112 | ||||||||
| 113 | >| ### Communication of message |
|||||||
| 114 | >| The process through which meaning is transferred. |
|||||||
| 115 | ||||||||
| 116 | >| ### Completeness |
|||||||
| 117 | >| Nothing left out. |
|||||||
| 118 | ||||||||
| 119 | >| ### Effectiveness |
|||||||
| 120 | >| Produces the expected result. |
|||||||
| 121 | ||||||||
| 122 | >| ### Efficiency |
|||||||
| 123 | >| Economic use of resources with minimum waste. |
|||||||
| 124 | ||||||||
| 125 | >| ### Evaluation criteria |
|||||||
| 126 | >| Rules set out during design that include effectiveness and efficiency criteria; based on the solution's requirements, which were defined during analysis. |
|||||||
| 127 | ||||||||
| 128 | --- |
|||||||
| 129 | ||||||||
| 130 | ## Thinking styles |
|||||||
| 131 | ||||||||
| 132 | >| ### Convergent thinking |
|||||||
| 133 | >| Involves coming up with a single, well-established answer to a problem. |
|||||||
| 134 | ||||||||
| 135 | >| ### Divergent thinking |
|||||||
| 136 | >| Involves exploring many possible solutions using spontaneous, free-flowing techniques. |
|||||||
| 137 | ||||||||
| 138 | --- |
|||||||
| 139 | ||||||||
| 140 | ## See also |
|||||||
| 141 | ||||||||
| 142 | - [C05 home page](/sd/C05/C05-home) — everything else for this criterion |
|||||||
| 143 | - [Efficiency vs Effectiveness](/sd/C04/Efficiency%20vs%20Effectiveness) — the full VCAA lists: exactly 3 efficiency factors and 11 effectiveness factors; only the ones this glossary defines appear above |
|||||||
