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Peopleware. Peopleware can refer to anything that has to do with the role of people in the development or use of computer software and hardware systems, including such issues as developer productivity, teamwork, group dynamics, the psychology of programming, project management, organizational factors, human interface design and human–machine ...
Peopleware: Productive Projects and Teams. Peopleware: Productive Projects and Teams is a 1987 book on the social side of software development, specifically managing project teams. It was written by software consultants Tom DeMarco and Tim Lister, from their experience in the world of software development. This book was revised in 1999 and 2016.
Liveware was used in the computer industry as early as 1966 to refer to computer users, often in humorous contexts, [1] by analogy with hardware and software. [2]It is a slang term used to denote people using (attached to) computers, and is based on the need for a human, or liveware, to operate the system using hardware and software.
Programming productivity. Programming productivity (also called software productivity or development productivity) describes the degree of the ability of individual programmers or development teams to build and evolve software systems. Productivity traditionally refers to the ratio between the quantity of software produced and the cost spent ...
Blender – Computer graphics software featuring modeling, sculpting, texturing, rigging, simulation, rendering, camera tracking, video editing, and compositing. MakeHuman. OpenFX – Modeling and animation software with a variety of built-in post processing effects. Seamless3d – Node-driven 3D modeling software.
View model. The TEAF Matrix of Views and Perspectives. A view model or viewpoints framework in systems engineering, software engineering, and enterprise engineering is a framework which defines a coherent set of views to be used in the construction of a system architecture, software architecture, or enterprise architecture.
A peripheral is a hardware component that is accessible to and controlled by a computer but is not a core component of the computer. A peripheral can be categorized based on the direction in which information flows relative to the computer: The computer receives data from an input device; examples: mouse, keyboard, scanner, game controller ...
A typical example is extensive keybindings, like Ctrl+F or Alt+Enter; having keyboard bindings and shortcuts for many functions is a hallmark of power-user centric software design, as it enables users who put forth more effort to learn the shortcuts to operate the program quickly without removing their hands from the keyboard.