Changes for page b. Definitions and Concepts
Last modified by Tjalling Haije on 2025/09/15 08:07
From version 7.1
edited by Tjalling Haije
on 2025/09/08 13:28
on 2025/09/08 13:28
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To version 2.1
edited by Tjalling Haije
on 2025/09/08 13:06
on 2025/09/08 13:06
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... ... @@ -1,3 +1,5 @@ 1 +Created by Mark Neerincx, last modified on 25 Jan, 2021 2 + 1 1 |**Claim**|((( 2 2 A claim refers to an intended and/or side effect of a particular functionality of the system (described in a functional requirement). Claims are used to formulate hypotheses about the beneficial and detrimental effects of adding a particular functionality to the design specification. These hypotheses can be tested in evaluation studies to investigate the beneficial effect of including a certain functionality in the design. 3 3 ... ... @@ -8,7 +8,6 @@ 8 8 |**Design specification**|The design specification is the collection of use cases, requirements, claims, and ontology. Together they describe the outline of the system's behaviour, functionalities, and intended effects. This should be sufficient to provide a blueprint for developers to implement the design in an operational, interactive version of the system (a prototype). A specification refers to an explicit set of requirements to be satisfied by a design, system, product, or service. 9 9 |**Functional requirement**|In the SCE method, functional requirements describe functional properties of the system that follow directly from the user requirements and/or the operational demands. Functional requirements are described as “the system shall do <requirement>”. The MoSCoW (Must have, Should have, Could have, Won't have this time) method can be used to prioritise the requirements. 10 10 |**Human Factors concept**|A Human Factors (HF) concept is an idea, principle, or theory based in the human factors literature. The concept is deemed relevant to the design if it can be used to stipulate the design rationale, claims, or design pattern premises. 11 -|**Human Machine Teaming**| 12 12 |(% colspan="1" %)**Design pattern**|(% colspan="1" %)((( 13 13 Design is about shaping digital things for people’s use. Its main focus is on behaviour and imagining things as they might be. 14 14 ... ... @@ -32,6 +32,4 @@ 32 32 |**Use case**|A use case is a sequence of interactions between multiple roles or actors. A use case is situated, i.e. related to a given circumstance/context/activity (as opposed to design patterns). 33 33 |**Value**|A value is something a person finds very important to protect and support. It is a driving force in decision making and goal selection. An instrumental value is worth having as a means to something else that is good. An intrinsically valuable thing is worth having for itself. Intrinsic and instrumental goods are not mutually exclusive categories. Some things are both good in themselves, and also good for getting other things that are good. 34 34 35 -=== Can't find the definition you are looking for? === 36 - 37 -Check the [[SCE FAQ>>Documentation.SCE FAQ.WebHome]], or send a mail to a TNO member listed on the [[a. Project Information>>0\. Introduction.Project Information.WebHome]] page. 36 +