AP CSP Big Idea 1 (Creative Development): Artifacts, Process, Requirements, Collaboration, Debugging, Documentation, and IP

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Last updated 10:06 PM on 3/9/26
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50 Terms

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Computational artifact

Anything created with a computer (or computing tools) that communicates something to an audience (e.g., program, video, infographic, simulation).

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Program

A set of instructions that a computer can execute.

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Purpose

The goal of an artifact—what it is trying to accomplish (the “why,” not just the features).

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Audience

The intended users or viewers an artifact is designed for; defining it helps you make good design tradeoffs.

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Criteria

Measures of success used to evaluate how well an artifact meets its goals (e.g., “create an account in under 30 seconds”).

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Constraints

Limitations you must work within (e.g., time, platform, offline-only, free assets).

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Accessibility

Design choices that help more people use the artifact (e.g., color contrast, text size, captions).

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Iterative development

Building, testing, learning, and improving repeatedly rather than trying to get it perfect in one attempt.

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Ideation

The stage where you generate ideas and choose a direction for what to build.

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Planning

Deciding what to build, for whom, and how you’ll measure success (criteria/constraints/requirements).

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Prototyping

Creating an early version to answer questions quickly and reduce risk before full development.

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Prototype

A preliminary version of an artifact used to learn and test ideas; it can be incomplete.

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Low-fidelity prototype

A rough, quick prototype (e.g., paper sketches, slide mockups, wireframes) used to test concepts cheaply.

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High-fidelity prototype

A more realistic, detailed prototype (often partially functional) that looks/feels closer to the final product.

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Implementation

The stage where you build the actual artifact or program.

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Testing

Running an artifact/program to check whether it behaves as intended and meets requirements/criteria.

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Feedback

Information from users/teammates/stakeholders used to improve an artifact; patterns matter more than one opinion.

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Refinement

Improving an artifact based on evidence from testing/feedback (includes bug fixes and UX/design improvements).

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Requirement

A specific statement of what the artifact must do or be; connects purpose to implementation.

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Testable requirement

A requirement written so you can verify it clearly (e.g., “sort by due date automatically”).

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Vague goal

A broad, hard-to-measure objective (e.g., “make it user-friendly”) that needs translation into testable requirements.

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User story

A requirement format: “As a [type of user], I want [goal], so that [reason]” to clarify audience and purpose.

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Tradeoff

A compromise where improving one aspect of a design often reduces another (e.g., simplicity vs. features).

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Justification chain

Explaining a design decision by linking audience needs, criteria/constraints, and the chosen solution.

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Feature creep

Adding extra features that don’t support the purpose, making it harder to finish or meet key requirements.

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Collaboration

Working with others throughout development to combine strengths, improve creativity, and reduce errors.

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Peer instruction

Students working in pairs/small groups to discuss concepts and solve problems, often catching misunderstandings early.

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Single source of truth

One agreed place for the latest requirements/tasks/version to reduce confusion and overwritten work.

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Versioning

Keeping track of which project version is current and being able to recover older versions if needed.

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Version control system

A tool/process for managing changes when multiple people edit files and for restoring earlier versions.

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Test case

A specific input and situation used to check whether a program meets an expected behavior.

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Normal case

A test case representing typical expected use (standard inputs and common user actions).

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Edge case

A test case using unusual but possible inputs/situations (boundary values like 0 or very large numbers).

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Error case

A test case using invalid/unexpected input (e.g., blank, negative numbers, wrong data type) to see how the program handles it.

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Syntax error

An error where the programming language’s rules aren’t followed (often prevents the code from running).

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Runtime error

An error that occurs during execution and stops the program (e.g., division by zero).

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Logic error

An error in the algorithm/conditions that makes the program behave incorrectly even though it runs.

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Overflow error

An error that occurs when a computation produces a number outside the representable range for its data type.

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Design flaw

A problem where the program works as coded but fails to meet user needs or criteria (a usability/UX issue).

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Debugging

A systematic process of finding and fixing the cause of bugs (not random guessing).

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Logging (extra output statements)

Temporarily displaying/printing variable values or messages to inspect program state while debugging.

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Documentation

Written information explaining how something works and why choices were made (supports collaboration, maintenance, and evaluation).

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README

A document that describes what the project is, how to run/use it, and often includes notes like requirements and citations.

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Intellectual property

Creations of the mind (e.g., music, writing, images, code) that may be legally protected.

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Copyright

Automatic legal protection that gives creators exclusive rights over their original work (e.g., copying/distributing).

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License

Rules/permissions that specify how a resource may be used, modified, and shared (often with conditions).

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Creative Commons (CC)

A set of standardized licenses commonly used for media that allow reuse with conditions like attribution or no derivatives.

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Open source

Software whose source code is available under a license that allows others to view, use, modify, and share under conditions.

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Plagiarism

Presenting someone else’s work as your own (e.g., copying code/media without required attribution).

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Attribution

Giving proper credit to reused resources (typically creator, title, link, license, and note about changes).

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