OBl-Module-GIT-Class-Notes-2023-2024 PDF

Summary

These are class notes for an OBL-Module-GIT course. The notes cover topics such as information technology definitions, computer components, and emerging IT trends. They are designed for students learning about information technology basics.

Full Transcript

MODULE IN Living in the IT Era GIT Computer Scie...

MODULE IN Living in the IT Era GIT Computer Science & Computer Applications Department SCHOOL OF ACCOUNTANCY, MANAGEMENT, COMPUTING AND INFORMATION STUDIES Table of Contents Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. 1 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Table of Contents MODULE 1: Information Technology in Basics.................................3 Unit 01: Information Technology Defined....................................3 Unit 02: Components of a Computer System...................................4 Unit 03: Computer Types and Varieties.....................................12 Unit 04: Evolution of a Computer..........................................14 Unit 05: Information Technology and Emerging Trends.......................23 Unit 06: Information Systems..............................................37 MODULE 2..................................................................42 Unit 07: Systems Development Life Cycle...................................42 Unit 08: Computer and Internet Etiquette.................................52 Unit 09: Computer and Cybersecurity......................................55 Unit 10: Cybercrime Law..................................................60 Unit 11: Security Controls................................................78 Final Requirement: User Interface (Prototyping)...........................82 Appendix..................................................................84 2 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. MODULE 1: Information Technology in Basics Unit 01: Information Technology Defined Technology has reshaped our lives at home, at work and in education. Almost all businesses have an online presence and most business processes require the use of computers in some way. Information Technology is the use of any computer, storage, networking and other physical device to create, process, store, secure and exchange all forms of electronic data. IT focuses on the information processing from the collection, to the processing, and the sharing of information. IT deals with the methods and tools used in the information processing. Information is now a necessity in today’s society, sometimes even provided real-time and reaches people in different parts of the world. This is an engagement in the 21st century that is lucrative in a business setting. IT, beyond communications, offers many personal career paths and company growth leading to competitive advantage in each respective field. To become more competent in each respective field, one must know basic computer skills and must build a foundation using the fundamental technology concepts. We go beyond learning the basic definition of information technology in the classroom, but also in an online or digital presence. An individual’s ability to find, evaluate, and compose clear information through writing and other media on various digital platforms is known as digital literacy. Computer literacy is also known as digital literacy. An individual must keep up with the changes in technology and become computer literate. Now why do we need to study information technology? Simply because we use these technologies in our everyday lives, and we need to further understand how these hardware and software are working. Computer skills are needed regardless of setting and field, whether at home, work, school or play. By understanding computers, you become self-sufficient whether you use it for research, communications or time management. By mastering fundamentals, you will develop a strong base to support furtherance of your knowledge in the years to come. Some computer roles in our lives 1. Tiny embedded computers control alarm clocks, entertainment centers and home appliances 2. Today’s automobiles cannot run efficiently without embedded computer systems 3 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. 3. An estimated 10 mil people work from home instead of commuting to work because of PCs and networking technologies 4. People use social media for communications nearly 10 times as often as snail mail and 5 times more than a telephone. 5. Routine daily tasks such as banking, buying groceries are affected by computer technologies In a world that being defined by technology and digital trends, the demand for digital literacy has increased exponentially. We need to expand our knowledge to avoid unfamiliar situations and modernize our skills to stay relevant in a dynamic work environment. That is why it is important for us to learn the fundamentals of information technology. Unit 02: Components of a Computer System A lot of people believe that computers are extremely complicated devices because of the tasks they perform. Like any machine, there are components that are complicated from an outsider perspective, but as soon as you learn about these components, the complexity unravels and becomes understandable. As previously discussed, a computer is a machine, a collection of parts that work together. The collection of parts is categorized in many ways, in this case they are categorized according to their function. In this unit, we learn the different components (parts) of a computer system. The most important parts, how the different components work together to achieve success in terms of using a computer will be shown. Figure 03-A: The Computer System A computer system is a collection of parts, a computer combined with hardware and software used to perform desired tasks. No matter the size and capability, a computer system consists of four components: HARDWARE, SOFTWARE, DATA, and the USER. 4 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. HARDWARE This is the first component of a computer system. It refers to the tangible, physical computer equipment and devices which provide support for the major functions of the computer system. Mainly the mechanical aspects of the computer. As seen in Figure 03-A, the hardware controls the input of data into the computer system and the output of information from the computer system. All these devices are interconnected with each other. Below are some classifications of hardware based on their functions. 1. Input Devices – Used to enter data or instructions into a computer system. Input devices fall into two categories: manual input devices (needs to be operated by a human to input data) and automatic input devices (can input data on their own. Each input device is concerned with a specific type of data: Scanner – documents or images, Digital Camera – still and moving images Figure 03-B: Common Manual Figure 03-C: Common Automatic Input Devices Input Devices 2. Output Devices – Used to convey information from the computer system to one or more people. When raw data has been processed it becomes usable information. Output devices are pieces of hardware that send this usable information out of the computer. Output devices send information out temporarily and some send information out permanently: temporary output device (monitors) and permanent output devices (printers which output information onto paper as hard copy). Figure 03-D: Common Output Devices 5 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Almost all input and output devices are known as ‘Peripheral Devices’. These are non- essential hardware components that usually connect to the system externally. Peripherals are called non-essential because the system can operate without them. Figure 03-E: Common Peripheral Devices 3. System Unit – houses the electronic components to process data ▪ Motherboard – This is the main circuit board of the system unit. The motherboard is central to any computer system. All components are plugged into the motherboard either directly (straight into the circuit board) or indirectly (vis USB ports) Figure 03-F: Motherboard ▪ Processor – The Central Processing Unit (CPU) is the brain of the computer. Electronic component that interprets and carries out basic instructions. The CPU 'controls' what the computer does and is responsible for performing calculations and data processing. 6 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Figure 03-G: Example of a processor ▪ Memory – Electronic component that store instructions waiting to be executed and data needed by those instructions. There are two types of internal memory. These two memories are used to store computer data and this can be directly accessed by the CPU. The RAM and ROM device are sometimes referred to as ‘primary storage’.  ROM (Read Only Memory) - ROM is used to permanently store instructions that tell the computer how to boot (start-up). It also loads the operating system (e.g. Windows). - These instructions are known as the BIOS (Basic input/output system) or the boot program. - Information stored in ROM is known as READ ONLY. This means that the contents of ROM cannot be altered or added to by the user. - ROM is fast memory. Data stored in ROM can be accessed and read very quickly. - ROM is Non-Volatile memory. This means that stored information is not lost when the computer loses power. Other examples of ROM include: - DVD/CD ROMS bought in stores containing pre-recorded music and movie files. These are played back at home but cannot be altered. - ROM in printers which is used to store different font types. Figure 03-H: Example of a Read-only Memory 7 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited.  RAM (Random Access Memory) - RAM is used to temporarily store information that is currently in use by the computer. This can include anything from word documents to videos. - RAM can be read from and written to and so the information stored in RAM can change all the time (it depends what tasks you are using the computer for). - RAM is a fast memory. Data can be written to and read from RAM very quickly. RAM is generally measured in GB (Gigabytes). - RAM is Volatile Memory and stores date ‘non-permanently’. This means that information stored in RAM is deleted as soon as the computer is turned off. - The more RAM you have installed in your computer -- the faster it can perform. You can open and use more programs at the same time without slowing the computer down. Figure 03-I: Example of a Random-Access Memory Table 03-A: Differences between RAM and ROM RAM ROM Contents are lost when the computer is turned off. ✓ Contents are not lost when the computer is turned off. ✓ Stores instructions that tell the computer how to start up. ✓ Stores data and programs currently in use. ✓ Your computer will perform faster with more of this. ✓ This cannot be written to (altered)... only read. ✓ Stands for Random Access Memory. ✓ Stands for Read Only Memory. ✓ 4. Storage Devices – Holds data, instructions and information permanently for future use. It records (writes) and/or retrieves (reads) items to and from storage media. Secondary storage devices are used to store data that is not instantly needed by the computer. Secondary storage devices permanently store data and programs for as long as we need. These devices are also used to back-up data in case original copies are lost or damaged. There are two categories of storage devices: internal storage (internal hard disk drives) and external storage (external hard disk drive, memory sticks, etc.) 8 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Example of Storage Devices ▪ Magnetic Storage Device - one of the most popular types of storage used.  Hard drive – An internal hard drive is the main storage device in a computer. An external hard drive is also known as removable hard drive. It is used to store portable data and backups. ▪ Optical Storage Device – uses lasers and lights as its mode of saving and retrieving data.  Blu-ray disc – A digital optical storage device which was intended to replace the DVD format.  CD-ROM disc – An optical storage device that is read-only or cannot be modified nor deleted.  CD-R and CD-RW disc – CD-R is a recordable disc that can be written to once, while CD- RW is a rewritable disc that can be written to multiple times.  DVD-R, DVD+R, DVD-RW and DVD+RW disc – DVD-R and DVD+R are recordable discs that can be written to once, while DVD-RW and DVD+RW are rewritable discs that can be written to multiple times. The difference between the + and – is in the formatting and compatibility. ▪ Flash Memory Device – is now replacing magnetic storage device as it is economical, more functional and dependable.  Memory card – An electronic flash memory device used to store digital information and commonly used in mobile electronic devices.  Memory stick – A memory card that is removable.  SSD – Solid State Drive – A flash memory device that uses integrated circuit assemblies to save data steadily.  USB flash drive, jump drive or thumb drive – A small, portable storage device connected through the USB port. ▪ Online and Cloud Storage – is now becoming widespread as people access data from different devices.  Cloud storage – Data is managed remotely and made available over a network. Basic features are free to use but upgraded version is paid monthly as a per consumption rate.  Network media – Audio, Video, Images or Text that are used on a computer network. A community of people create and use the content shared over the internet. 9 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Classification of Memory and Storage Devices According to Data Retention a. Volatile Memory ▪ Device requires power to retain its stored data – data is lost as soon as power is cut-off from the device b. Non-Volatile Memory ▪ Device can retain stored data even after computer power is turned-off According to Access Technique a. Random Access ▪ Data stored in the device can be accessed in any order, i.e. random b. Sequential Access ▪ Data stored in the device can be accessed only in sequential order from start to finish ▪ Example: A movie stored in a BluRay Disc is accessed in sequential order so that the movie stored therein can be viewed from start to finish According to Access Rights a. Read/Write Access ▪ The device allows data to be read and written onto it. b. Read-Only Access ▪ The device only allows data to be read from it – its contents is prefabricated during the production of the device. Example: Memory Device Data Retention Access Technique Access Rights RAM Device Volatile Random Read/Write ROM Device Non-volatile Random Read-Only BluRay Disc Non-volatile Sequential Read-Only Magnetic Tape Non-volatile Sequential Read/Write Audio CD Non-volatile tracks can be chosen at Read-Only (containing multiple random; tracks for a single a single track is played album) sequentially 5. Communication Devices – Enables a computer to send and receive data, instructions, and information to and from one or more computers. A hardware device capable of transmitting an analog or digital signal over the telephone, other communication wire, or wirelessly. 10 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Examples: Bluetooth devices, Infrared devices, Modem (over phone line), Network card (using Ethernet), Smartphone, Wi-Fi devices (using a Wi-Fi router) SOFTWARE This is the second component of a computer system. Software is known as the series of related instructions that make the computer perform tasks. In other words, software tells the computer what to do. The term ‘program’ or ‘application’ refers to any piece of software. Some software exists to help the computer perform tasks and manage resources; some software performs tasks that are more specific. The types of software are systems software and application software. Systems Software – Systems software includes the programs that are dedicated to managing the computer itself, such as the operating system, file management utilities, and disk operating system (or DOS). Without systems software installed in your computers, no instructions would be executed for the tasks needed to be done. Examples: Utility software (antivirus, disk tools), system servers, device drivers, operating systems, windows/graphical user interface (GUI) systems Application Software – Simply referred to as ‘applications’, these are end-user programs that execute specific tasks like report generation, spreadsheet management, running games, sending emails, and online research among other functions. They can be as simple as a calculator or as complex as a video editing software. Examples: MS Office Word, Adobe Photoshop, Microsoft Edge, Calculator, Minesweeper, Steam DATA This is the third component of a computer system. It consists of individual facts or pieces of information that are used by the computer system to produce information. Data by themselves may not make much sense to a person. The computer’s primary job is to process data in various ways, making them useful. Without data, the computer wouldn’t be able to function properly. Example: The grades of fifty students in one class, all different pieces of data which doesn’t make much sense yet, but when a chart is created from the data, and frequencies are developed. This now makes sense at a glance. USERS This is the fourth component of a computer system. The operator of a computer is known as ‘peopleware’, other books call them liveware, or human ware. The user commands the computer 11 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. system to execute on instructions. Some computer systems are complete without a person’s involvement, but not all computers are totally autonomous. Basically, anyone who communicates with a computer system or uses the information it generates. Example: programmer, developer, teacher using MS Excel, student using MS Word Knowing the parts of a computer system allows us, users, to understand better each function of the computer system and our make the experience of using the computer system more efficient. Unit 03: Computer Types and Varieties Before we learn the types of computers still being used today, let us define what a computer is. A computer is defined by Peter Norton as “An electronic device that processes data according to a predetermined set of instructions that convert data info information useful to people. They perform specific tasks based on the instructions provided by a software or hardware program”. Also, according to Gary Shelly, a computer is defined as “An electronic device operating under the control of instructions stored in its memory that can accept data, process the data, produce and store results for future use”. Computers can also store data for future use with the appropriate storage devices. A computer is a programmable device that can automatically perform a sequence of calculations or other operations on data once programmed for the task. It can store, retrieve, and process data according to internal instructions. Computers can be categorized in many ways: by size and capacity, by data handling and operating system capabilities, based on the number of microprocessors, and based on the number of users. In this module, we’re going to classify computers according to the size and capacity. Before cloud computing and the use of digital systems, large companies use (01) supercomputers because they required a big amount of computing power. A supercomputer has an incredibly high level of performance. These are usually used on a large-scale operation like industrial function, space exploration, weather forecasting, and nuclear testing. 12 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. A supercomputer is a computer at the leading edge of data processing capability, with respect to calculation speed. Supercomputers are used for scientific and engineering problems (high- performance computing) which crunch numbers and data, while mainframes focus on transaction processing. (02) Mainframe computer are like big centralized machines that contains the large memory, huge storage space, multiple high-grade processors, so it has ultra-processing power compare to standard computer systems. The use of the primary memory and having multiple processors are done by mainframe computers. These are used in moderate data processing, banking, and insurance. It handles bulk data processing, statistics, and analysis them. The term originally referred to the large cabinets called “main frames” that housed the central processing unit and main memory of early computers. Later, the term was used to distinguish high-end commercial machines from less powerful units. Most large-scale computer system architectures were established in the 1960s, but continue to evolve. Mainframe computers are often used as servers. (03) Minicomputers were introduced in the mid-1960s. It has the most of the features and capabilities of a large computer but more compact in size. This is also called a mid- range computer. Minicomputers were primarily used for process control and performing financial and administrative tasks, such as word processing and accounting. Some machines were designed for medical laboratory and teaching aids. (04) A microcomputer has a central processing unit (CPU) as a microprocessor. These are also known as personal computers (PC). Microcomputers are primarily used for word processing, managing databases or spreadsheets, graphics and general office applications. 13 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. A microcomputer is a small and relatively inexpensive computer that has a microprocessor as its central processing unit. It includes memory, a microprocessor, and minimal input/output circuitry built on a single printed circuit board. Micro-computers are classified into workstations – Also known as desktop machines, workstations are mostly used for intensive graphical applications, personal computers – more affordable and easier to use than workstations and are self-sufficient computers intended for one user, laptop computers and Mini PCs – Mini PCs are tiny computers that can fit in the palm of your hand. (05) An embedded computer, which is an integral component of most embedded systems, is a combination of hardware and software that is designated to perform a highly specific function. For example, the type of embedded computer in a washing machine will not be the same as the embedded computer in a Nikon camera. Because the software in embedded computers is designed to only execute certain tasks, the computer’s software in one device can be totally distinct from that of another. The hardware of an embedded computer is also specially designed to withstand stresses in its intended environment. For instance, an embedded computer installed under the hood of a car is designed to withstand high temperatures. Embedded computers are everywhere. They are in phones, microwaves, airplanes, automobiles, and calculators. Some computers handle small and big data and simultaneous number of users, some computers are more powerful because of the data they are processing, which are most often used by organizations, such as businesses or schools. Unit 04: Evolution of a Computer The history of computers is a remarkable journey that spans several centuries, witnessing transformative advancements that have revolutionized human society. From ancient calculating devices to the powerful supercomputers and smartphones we have today, this course aims to provide a comprehensive overview of the evolution of computers, highlighting key examples that illustrate major milestones in this remarkable progression. 14 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. I. Pre-Computer Era (Pre-20th Century) A. Abacus: One of the earliest known calculating devices, the abacus has roots dating back to around 2400 BCE in ancient Mesopotamia and China. It allowed users to perform basic arithmetic operations through the manipulation of beads on rods. B. Pascaline: Invented by Blaise Pascal in 1642, the Pascaline was an early mechanical calculator capable of performing addition and subtraction. It featured gears and wheels to handle numerical computations. 15 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. II. Mechanical Computers (19th Century) A. Analytical Engine: Designed by Charles Babbage in the 1830s, the Analytical Engine was a conceptual mechanical computer that laid the groundwork for modern computing. It featured basic arithmetic operations, loops, and conditional branching. B. Jacquard Loom: In the early 1800s, Joseph-Marie Jacquard developed a loom that used punched cards to control the weaving patterns, effectively introducing the concept of programming through punched cards. 16 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. III. Early Electronic Computers (20th Century) A. Colossus: During World War II, British engineer Tommy Flowers developed Colossus, the world's first programmable electronic digital computer. It was used to break encrypted German codes and played a crucial role in the Allied victory. B. ENIAC: Completed in 1945, the Electronic Numerical Integrator and Computer (ENIAC) was the first general-purpose electronic computer. It was massive and used vacuum tubes for computation. 17 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. C. UNIVAC I: Developed by J. Presper Eckert and John Mauchly in 1951, UNIVAC I was the first commercially available computer, widely used for scientific and business applications. IV. The Birth of Modern Computing (1950s-1960s) A. Transistors: In 1947, the invention of transistors by John Bardeen, Walter Brattain, and William Shockley at Bell Labs revolutionized computing. Transistors replaced bulky vacuum tubes, making computers smaller, faster, and more reliable. 18 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. B. IBM 360: Introduced in 1964, the IBM System/360 series was a family of mainframe computers that offered compatibility across models, setting a new standard for computer architecture. C. ARPANET: In the late 1960s, the U.S. Department of Defense's Advanced Research Projects Agency (ARPA) created ARPANET, the precursor to the modern internet, which allowed computers to communicate with each other for the first time. 19 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. V. The Rise of Microcomputers (1970s-1980s) A. Altair 8800: In 1975, the MITS Altair 8800 became one of the first commercially successful microcomputers, inspiring hobbyists and entrepreneurs like Bill Gates and Paul Allen to develop software for it. B. Apple II: Introduced in 1977, the Apple II was one of the first mass-produced, user-friendly personal computers, making a significant impact on the home computing market. 20 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. C. IBM PC: Launched in 1981, the IBM Personal Computer (IBM PC) became the industry standard, accelerating the adoption of personal computers in businesses and homes. VI. The Internet Era (1990s) A. World Wide Web: In 1989, Tim Berners-Lee invented the World Wide Web, making the internet accessible to non-technical users and transforming the way we access and share information. B. Dot-com Bubble: The late 1990s saw a surge of internet-based companies, leading to the dot-com bubble, with examples like Pets.com and Webvan, which eventually burst in the early 2000s. VII. Advancements in the 21st Century A. Smartphones and Tablets: The introduction of the iPhone in 2007 revolutionized mobile computing, leading to a proliferation of smartphones and tablets that have become integral to modern life. 21 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. B. Cloud Computing: Cloud computing services, such as Amazon Web Services (AWS) and Microsoft Azure, provide scalable and on-demand computing resources over the internet, enabling businesses and individuals to access data and applications from anywhere. C. Artificial Intelligence and Machine Learning: Advancements in AI and ML have led to breakthroughs in natural language processing, image recognition, autonomous vehicles, and more. 22 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. D. Quantum Computing: Quantum computers, exemplified by companies like IBM and Google, leverage the principles of quantum mechanics to perform complex calculations exponentially faster than traditional computers. Unit 05: Information Technology and Emerging Trends Objectives: By the end of this lesson, the student will be able to 1. discuss and describe the different industrial revolutions, 2. describe what is the difference between innovation and invention 3. compute for productivity as an effect of information technology on workers or on the organization as a whole. We are living in extraordinary times where extraordinary technologies are within reach from anywhere, by anyone. We almost always take these technologies for granted because they have become part of the everyday life of people. 23 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. To start with this module, see the presentation for IT Trends: Lesson04GITTechTrends The rise of information and communication technologies (ICT) – that is, computers, software, telecommunications and the internet – and the large impact that these new technologies are having on the way that society functions, have prompted many to claim that we have entered a new era. Industrial Revolutions A period of development in the latter half of the 18th century, where there is change from one economy to another. 24 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Generally, the term refers to eras when rapid and significant technological changes fundamentally alter the way that production is carried out in society, affecting not only how people work but also how they live their lives. Industrial revolution involves technological, socioeconomic, and cultural aspects. It occurs when technological change fundamentally transforms the way in which a society carries out the production and distribution of goods. The changes could be inventions, innovations, product innovations, or process innovations. The term ‘invention’ refers to the discovery of new products or processes, while ‘innovation’ refers to the commercialization (bringing to the market) of new products or processes. INVENTION is the discovery of new products and processes. Machines Telephones Automobiles Television INNOVATION is the commercialization and improvement of the existing products. Assembly Lines CD’s Flat Screen TV’s Smartphones Product innovations result in the production of a new product, such as the change from a three-wheel car to a four-wheel car, or the change from LP (Long Play/Playing) records to CDs (Compact Discs). Process innovations increase the efficiency of the methods of production of existing products, for example the invention of the assembly-line technique. Here are the different Industrial Revolutions with their products / services, transportation, production system, and communication. 25 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. FIRST INDUSTRIAL REVOLUTION - 1765 Started in England during the late 18th century, concentrated in Britain and initially focused on textile manufacturing. Significant evolutions: Cort’s puddling; rolling process for making iron, Crompton’s mule for spinning cotton, Watt steam engine Products / Services – Vegetables, Coal, Iron, Discovery of chemicals Transportation – Railroads, Basic farming Production System – Manual Labor to mechanical Communication - Printed materials SECOND INDUSTRIAL REVOLUTION - 1870 Significant evolution: Development of electricity, Internal-combustion engine, Railway, Chemical industry Products / Services – electricity, chemicals, petroleum, steel Transportation – automobiles, aircrafts Production System – machine-aided equipment Communication – telephone, telegraph 26 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. THIRD INDUSTRIAL REVOLUTION - 1969 Started with the development of transistors and the rise of electronics and digital technology. Products / Services – Internet, rise of electronics, source of energy: nuclear power Production System - Automation Fourth Industrial Revolution See Lesson04Video1IndustrialRevolutions.mp4 Klaus Schwab described the fourth industrial revolution as marked by an era of technological revolution that is blurring the lines between the physical, digital and biological spheres. Watch Lesson04Video2FourthIndustrialRevolution.mp4 FOURTH INDUSTRIAL REVOLUTION – 2000 onwards 27 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. IT and PRODUCTIVITY Economists interested in the pervasive effects of technological change in different industrial revolutions have devised the concept of a General Purpose Technology (GPT). It is a technology of wide application used in various industries and whose impact is strong on their functioning. Main Characteristics of a GPT As you read the list, consider how a new technology such as electricity or information technology fulfils each criterion. It must have a wide scope for improvement and elaboration - this means that the technology does not appear as a complete and final solution, but as a technology that can be improved through the different opportunities for technological change that surround it. It must be applicable across a broad range of uses - this means that its use is not restricted, for example, to only one industry but open to many different types of industries and consumers. It must have a potential use in a wide variety of products and processes - this means that the new technology should not result in the creation of only one set of products (such as a computer), but a wide set of products (such as complex new air-traffic control systems or new inventory controls). It must have strong complementarities with existing or potential new technologies - this means that the technology does not only replace existing methods but also works with them, ensuring an even broader impact on the systems of production and distribution. Productivity Productivity is the quality of producing something. It is a measure of the efficiency of a person, machine, factory, system, etc., in converting inputs into useful outputs. It is an indication of the efficiency of production or distribution. The Effect of Technology on Productivity Labor productivity can be measured as output produced per hour of labor. For example, consider an automobile factory that is able to produce 10 cars per day using 100 hours of labour. If a new invention permits those same workers to produce 20 cars in the same amount of time, their productivity has been doubled. 28 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Gross Domestic Product (GDP) - Total monetary or market value of all the finished goods and services produced within a country's borders in a specific time period. Total output divided by total labour hours in the year gives us a measure of labour productivity. A 5 per cent growth in UK productivity over a year means that the UK economy has become 5 percent more productive than it was in the previous year. This should mean that the economy can produce 5 per cent more output (GDP) with the same amount of inputs. Example Computation for Productivity Question1: If a group of workers produces 10,000 units of output in one year, and 12,000 units the next year. Calculate the percentage increase in productivity. Answer: You want to know the percentage increase represented by the second year's output, 12,000, over the first year's output, 10,000. Subtracting 10,000 from 12,000 gives us the increase. Divide the answer by 10,000 to calculate the increase relative to the first year. Then multiply by 100 to turn the answer into a percentage. 2,000 12,000 − 10,000 = 2,000 ; ∗ 100 = 20% 10,000 So, output increased by 20 percent. As the number of workers stayed the same, this is also the increase in productivity. Question2: Calculate the percentage increase in productivity if the output expands from 12,000 in year 2 to 15,000 in year 3. Answer: Division of Labor and Productivity The division of labor refers to the degree to which the various tasks involved in the production of a good or service are divided among different workers. Productivity increases when the division of labor increases. Increases in productivity can be transmitted throughout the economy for several reasons: 29 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Productivity – Income Increases in productivity can lead to higher incomes for an economy's citizens. All output must be transformed, through the process of production and sale, into someone's income (e.g. the boss's profits and the workers’ wages). Hence, increases in productivity, which allow more output to be produced by a given amount of inputs, also lead to more income per head, that is, greater wealth for society. For example, if more cars can be produced due to increases in the productivity of car production, more cars are sold, which means that the car manufacturers’ revenues increase. Productivity – Cost of Production If increases in wages are linked to increases in productivity, then workers’ wages may also rise (or, at least, their employment prospects may be more secure). Second, increases in productivity diffused throughout the economy have an effect on prices. Increases in productivity tend to lower the cost of production, precisely because more output can be produced with the same amount of inputs. Since cost reductions tend to be translated into price reductions, increases in productivity eventually tend to reduce prices. Indeed, the introduction of assembly lines made a substantial contribution to the affordability of consumer durables such as the car. The increase in income per head and the reduction in prices allow consumers to be better off. Prices and Industrial Change How can we look at price changes over time in industries in which the product undergoes many changes, especially in early stages? We use the concept of the price index. Indices are used a lot in economics. They are basically a simple way of measuring change. Price index is a measure of the average level of prices for some specified set of goods and services, relative to the prices of a specified base period. The most widely used method of constructing an index is based on the notion of the percentage. An example is provided below. Suppose that the price of a product is Php 500 in 2000 and Php 750 in 2001 and Php 1000 in 2002. In this simple example, our market basket consists of only one product. Selecting year 2000 as the base year, we can express the prices in years 2001 and 2002 relative to the price in year 2000 as follows: The price in year 2000 (base year) is equal to 100 percent P 750 Price Index: year 2001 = (P 500) ∗ 100 = 150 P 1000 year 2002 = ( ) ∗ 100 = 200 P 500 30 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Changes in Industry Structure Industry structure refers mainly to the way in which power is distributed among firms. This can be described by factors such as the number of firms in the industry and the distribution of market shares. Sustainability of Productivity Objectives: By the end of this lesson, the student will be able to 1. discuss the impact of game changing technologies on work and employment, 2. summarize the concept of platform economy. All economies fluctuate in a business cycle. For a few years, growth is quite rapid, output and incomes rise, and unemployment falls. This is the ‘boom’. Then the cycle turns. Growth slows, and in a true recession the total output of the economy falls. This is the down-turn of the cycle. The industry life cycle focuses on those economic mechanisms that cause firms to be born (to ‘enter’ an industry), to grow, and to die (to ‘exit’ an industry). Industry Life Cycle The industry structure refers to the characteristics of an industry, such as the number of firms operating in it, the distribution of power between them (whether some are very large and others very small, or whether they are all very large), and the degree to which new firms find it easy to enter the industry). Mechanisms affecting industry structure include the dynamics of entry/exit, technological change and falling prices. The industry life cycle is characterized by the following phases: (examples are set in the year 2018 for reference) 1. A pre-market or hobbyist phase, in which the product is produced more as a hobby or luxury than for commercial purposes. (e.g. self-driving electric cars) 2. An introductory phase, in which the product begins to be produced more for commercial purposes than for hobby reasons. (e.g. self-driving cars) 3. A growth phase, in which the industry grows rapidly due to the emergence of a standardized product. (e.g. electric cars - Tesla Model S) 4. A mature phase, in which demand slackens and fewer technological opportunities are available. (e.g. ford focus car) 31 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Game Changing Technologies See Work-in-the-Digital-Age-1.pdf pages 133-140 Advanced Industrial Robotics - Involves machines which are designed to perform industrial tasks automatically, with high programmability and the capacity to interact with their environment thanks to the use of digital sensors, usually seen in manufacturing or production lines. Additive Manufacturing - Involving digitally controlled devices to add layer on layer of material(s) to create objects from 3D digital models. This is usually done in the industrial sector such as architectural, medical, dental, aerospace, automotive, furniture and jewelry. Industrial Internet of Things - the use of connected sensors attached to different objects throughout the production process to feed live data to central computers, usually seen on the factory floor. 32 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Electric Vehicles - vehicles whose main system of propulsion depends on (externally generated) electricity rather than fuel. (e.g. Tesla) Industrial Biotech - the use of biological processes of living organisms for industrial purposes, drawing on recent scientific insights such as systems genomics and metabolomics. Uses enzymes and microorganisms to make bio-based products in sectors such as chemicals, food ingredients, detergents, paper, textiles and biofuels. Advanced industrial robotics, additive manufacturing and Industrial Internet of Things involve innovations in the manufacturing production process, and have a very wide applicability across most manufacturing sectors. Electric vehicles and industrial biotech concern innovations of specific products (and related processes), and have a more narrow applicability to particular sectors Effects of Game Changing Technologies 1. Increasing centrality of (digital) information – information as a key source value 2. Mass Customization – flexible production process with interconnecting objects 3. Servitization – technologies involve the gradual replacement of manufacturing as traditionally understood by a type of economic activity that is closer to the traditional concept of services 4. Increased Labor/Resource Efficiency – more efficient use of materials and energy in production 33 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Effects of Game Changing Technologies on Work and Employment 1. Upgrading of occupations 2. Higher level of ICT competence 3. Decline of repetitive and routine industrial work brought about by digital factories While there are innumerable positives that can be drawn from these Game Changing Technologies, it is imperative that we also take a look at the adverse effects that these technologies cause. Like many other things, there are always two sides of the story. On one end, productivity numbers received a massive boost thanks to new technologies. On the other end, there is a question of whether the same numbers are not telling the whole story. While new technologies, even new applications being downloaded, have made an impact, some of them have caused other people to rely too much on technology and not develop their own skills anymore. Technology, in some ways, has become workers of our time instead of serving as a tool to help us. Quite possibly, the worst effect of it is the accessibility of such technologies. With only a fraction of the people in the world having the chance to know how to take advantage of these new technologies, what happens to those who are not as fortunate? It matters that we look into all the effects of technology. It is only through looking at the other side that we can actually discover how to improve what we currently have and develop new technologies that would benefit everyone. 34 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. The Platform Economy See Work-in-the-Digital-Age-1.pdf pages 163-174 A platform is a business that connects people through technology, making an ecosystem that allows value to be created and exchanged. This works by matching users to each other in order to make financial or social transactions that create value. Platforms don’t own the resources that create value, they can grow much faster than pipeline businesses. These businesses make up a platform-based economy. Some key features of a platform will include: Using sophisticated logistics software for matching and payment Providers on the platforms are independent contractors Very low barriers to entry for providers on most platforms Trust is achieved via crowdsourcing of ratings and reputational data. Platform Model The platform model shows three (03) components: platform - controller of the channel or platform and arbiter of the participants in the platform consumers/customers - buyers or users of the outputs offered through the platform producers/providers - supplier of the outputs sold through the platform 35 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. References NEUFEIND, M., RANFT, F., AND O’REILLY, J. (2018) Work in the Digital Age: Challenges of the Fourth Industrial Revolution. Rowman & Littlefield International Ltd The Open University (2016). Information Technology: a new era. Walton Hall, Milton Keynes, MK7 6AA. https://www.open.edu/openlearn/people-politics-law/politics-policy- people/ sociology/information-technology-new-era/content-section-1 GRADED ACTIVITY 1 Part 1: Unit 1 (10 pts) 1. What do technologies look like when they are still being discovered? 2. How did the life of people change back then? 3. Are we going through a similar change right now? 4. What’s in store for the future? 5. Have we actually progressed as a result of the technologies that we have discovered throughout time? Explain in 2-3 sentences. Part 2: Unit 1 (10 pts) 1. Which technology of the past do you think had the most impact in the way of life of people today? Discuss in 3-5 sentences. 2. Did new technologies help in making humans more productive or have these caused a decrease in the efficiency of work of people? Explain your answer in 3-5 sentences. Part 3: Unit 2 (15 pts) What do you think is the way forward with the Game Changing Technologies that we currently have? What are its flaws, and how can these be improved further? Explain your answer in 8-10 sentences. Part 4 (25 pts) Take the Quiz on Lesson 02 Assessment 36 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Unit 06: Information Systems Going over the technologies in the past and how it has evolved to the technologies we have in the present gave us an idea of what is possible in the future. It is with the creativity and ingenuity of us, human beings, that we are able to make sense of technological developments and turn them into productivity boosting tools. But technologies are not developed to match exactly what every person needs. After all, each person has something different to do and to work on. It is thus important for these technologies to be transformed into something that is geared towards making every person productive despite the difference in their needs. Technologies are being specialized. So how exactly does these technologies work? Companies use information as a weapon in the battle to increase productivity, deliver quality products and services, maintain customer loyalty, and make sound decisions. Information technology can mean the difference between success and failure. Information technology (IT) is the application of a combination of hardware and software used to retrieve, store, transmit and manipulate data, often in the context of a business or other enterprise. Data are facts that are recorded and stored. Information is processed data used in decision making. The value of information is the benefit produced by the information minus the cost of producing it. A System is a set of two or more interrelated components interacting to achieve a goal. 37 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Information Systems Set of interrelated components Collect, process, store, and distribute information Support decision making, coordination, and control May also help analyze problems, visualize complex subjects and create new products Information System Components Hardware – tangible aspect of a computer system Software – programs and other operating information used by a computer (systems, application, enterprise, horizontal system, vertical systems, legacy systems) Data - is the raw material that an information system transforms into useful information Processes - describes the tasks and business functions that users, managers, and IT staff members perform to achieve specific results. Processes are the building blocks of an information system because they represent actual day-to-day business operations. People - those who have an interest in an information system are called stakeholders. Stakeholders include the management group responsible for the system, the users (sometimes called end users) inside and outside the company who will interact with the system, and IT staff members, such as systems analysts, programmers, and network administrators who develop and support the system. Who develops Information Systems? Traditionally, a company either developed its own information systems, called in-house applications, or purchased systems called software packages from outside vendors. Today, the choice is much more complex. Options include Internet-based application services, outsourcing, custom solutions from IT consultants, and enterprise-wide software 38 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. strategies. Systems Analysis and Design Systems Analysis and Design is a step-by-step process for developing high-quality information systems. Systems Analyst plans, develops, and maintains information systems. Business and Information Systems With the different technological advancements, businesses have adopted newer processes and have upgraded their business models Brick-and-mortar - refers to a traditional street-side business that offers products and services to its customers face-to-face in an office or store that the business owns or rents. Click-and-mortar - Click and mortar is a type of business model that has both online and offline operations, which typically include a website and a physical store. Click - Click-only companies are those companies who have a website/online presence without a physical store. They sell their products through their website only. The Internet has drastically reduced the intermediaries within a transaction. Internet-based commerce is called e-commerce (electronic commerce) or I-commerce (Internet commerce). The E-commerce includes two main sectors: B2C (business-to-consumer) and B2B (business-to- business). B2C (Business-to-Consumer) Using the Internet, consumers can go online to purchase an enormous variety of products and services. This new shopping environment allows customers to do research, compare prices and features, check availability, arrange delivery, and choose payment methods in a single convenient session. B2B (Business-to-Business) Business-to-business (B2B), also called B-to-B, is a form of transaction between businesses, such as one involving a manufacturer and wholesaler, or a wholesaler and a retailer. 39 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Business and Information Systems In the past, IT managers divided systems into categories based on the user group the system served. Categories and users included office systems (administrative staff), operational systems (operational personnel), decision support systems (middle-managers and knowledge workers), and executive information systems (top managers). Today, traditional labels no longer apply. For example, all employees, including top managers, use office productivity systems. Similarly, operational users often require decision support systems. As business changes, information use also changes in most companies. Today, it makes more sense to identify a system by its functions and features, rather than by its users. 40 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Examples of Information Systems according to support provided Inventory Control (TPS) Reservations (TPS, MIS) Customer Order Processing / Point-of-Sale (TPS) Warranty Claim Processing (TPS) Records Management (MIS) Enrollment System (TPS) Attendance Monitoring (MIS) Payroll (TPS) Queuing (TPS) WHAT INFORMATION DO USERS NEED? Corporate organizational structure has changed considerably in recent years. As part of downsizing and business process reengineering, many companies reduced the number of management levels and delegated responsibility to operational personnel. Although modern organization charts tend to be flatter, an organizational hierarchy still exists in most companies. A typical organizational model identifies business functions and organizational levels, as shown in the figure below. Within the functional areas, operational personnel report to supervisors and team leaders. The next level includes middle managers and knowledge workers, who, in turn, report to top managers. In a corporate structure, the top managers report to a board of directors elected by the company’s shareholders. Top managers Strategic plans 41 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Middle Managers and Knowledge Workers Middle managers provide direction, necessary resources, and performance feedback to supervisors and team leaders Knowledge workers include professional staff members such as systems analysts, programmers, accountants, researchers, etc. Supervisors and Team Leaders Oversee operational employees and carry out day-to-day functions Operational Employees Operational employees include users who rely on TP systems to enter and receive data they need to perform their jobs. MODULE 2 Unit 07: Systems Development Life Cycle The aim of an SDLC methodology is to give IT Project Managers the tools they need to assure the effective deployment of systems that meet the University's strategic and business goals. See Lesson07SDLCPlanning ROLE IN THE PROJECT PROPOSAL System Analyst A systems analyst investigates, analyzes, designs, develops, installs, evaluates, and maintains a company’s information systems. On large projects, the analyst works as a member of an IT department team Smaller companies often use consultants to perform the work SYSTEM DEVELOPMENT System development is the process of defining, designing, testing and implementing a software application. A system development project includes a number of different phases, such as feasibility analysis, requirements analysis, software design, software coding, testing and debugging, installation and maintenance. 42 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. System Development Methods Systems Development Life Cycle Predictive Approach Use of Process Models Process-centered technique System Development Life Cycle(SDLC) Systems Planning – It is the initial stage in the systems development life cycle (SDLC). It is the fundamental process of understanding why an information system should be built and determine how the project team will go about building it. It describes how IT projects get started, how systems analysts evaluate proposed projects, the feasibility of a project, and the reasoning behind the proposed system development. Systems Analysis – System analysts must do analysis activities when creating a new system or improving an old system. If an information system is built properly, it will give the expected benefits to the company. To achieve this goal, system analysts define what the information system requires by performing the analysis activities. 43 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Systems Analysis Activities The systems analysis phase consists of requirements modeling, and process modeling, object modeling, and consideration of development strategies. Watch the Lesson 07 Requirements.mp4 video. Requirements Modeling Describes requirements modeling, which involves fact-finding to describe the current system and identification of the requirements for the new system. These requirements are: ▪ Inputs refer to necessary data that enters the system, either manually or in an automated manner. ▪ Processes refer to system characteristics such as speed, volume, capacity, availability, and reliability. ▪ Outputs refer to electronic or printed information produced by the system. ▪ Performance refers to the logical rules that are applied to transform the data into meaningful information. ▪ Security refers to hardware, software, and procedural controls that safeguard and protect the system and its data from internal or external threats. Watch the IPO video: Lesson 07 Video 02 IPO.mp4 44 Property of and for the exclusive use of SLU. Reproduction, storing in a retrieval system, distributing, uploading or posting online, or transmitting in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise of any part of this document, without the prior written permission of SLU, is strictly prohibited. Flowchart Business flowchart shows the steps that make up a business process, along with who's responsible for each step. They are useful for analyzing curren

Use Quizgecko on...
Browser
Browser