Across
- 4. the visual elements of a program through which a user controls or communicates with the application. Often abbreviated to UI
- 6. how easy, efficient, and satisfying it is to use a human-made object or device (including software)
- 10. saving information to use in the future
- 11. the thinking work computers do to turn input into output
- 15. what can you learn from this or do better next time?
- 16. brainstorm/research possible solutions, compare pros and cons, make a plan
- 17. a first or early model of a product that allows you to test assumptions before developing a final version
Down
- 1. what problem are you trying to solve? what does success look like?
- 2. part of a program that adds functionality for the user
- 3. put your plan into action
- 5. In design, paying attention to a user's feelings and needs when designing a product
- 7. part of a program that does not work correctly
- 8. the information computers get from users, devices, or other computers
- 9. someone who uses an object, including software and hardware
- 12. the information computers give to users, devices, or other computers
- 13. a first or early model of a product that allows you to test assumptions before developing a final version
- 14. a machine that works with information