Big Idea 1: Creative Development

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50 Terms

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Creative development

The purposeful process of using imagination and intentional decision-making to design and build a computing artifact for an audience.

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Computing artifact

Anything created with a computer or programming that has meaning or function (e.g., program, app, game, simulation, visualization, website, digital art, robot behavior, edited video).

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Computing innovation

A product or development that uses a program to take in data, transform it, and output data.

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Input–process–output (IPO)

A way to explain a computing innovation: what data comes in (input), what the program does to it (process), and what it produces (output).

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Purpose (of an artifact)

The real-world goal of the artifact—what it is for, what problem it solves, or what experience it provides.

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Audience (of an artifact)

The intended users of the artifact, including what they need, know, care about, and what devices/constraints they have.

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Constraints

Limits that shape development, such as time, tools, requirements, resources, and user needs (including accessibility and device limitations).

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Trade-off

A decision where improving one aspect can worsen another (e.g., more features vs. finishing on time; better graphics vs. performance).

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Program development process

A structured, cyclical approach to move from an idea to a tested, improved computing artifact through planning, building, testing, and refining.

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Investigate/define the problem

The stage where you clarify goals, users, success criteria, and constraints, often by asking questions and researching existing solutions.

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Requirement

A statement describing what an artifact should do or how it should behave, written so it can be checked and helps prevent unnecessary features.

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Functional requirement

A requirement describing a specific behavior or feature (e.g., “the user can save their score”).

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Non-functional requirement

A requirement describing a quality or constraint of the system (e.g., response time, readability on a phone, accessibility).

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Feature drift

When a project gradually adds extra features beyond the original scope, often caused by unclear requirements.

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Design (solution design)

Planning how the artifact will work before coding, using tools like wireframes, storyboards, data plans, and pseudocode to reduce rework.

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Wireframe

A simple layout sketch showing where interface elements go (buttons, text, images) without final visual polish.

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Storyboard

A sequence of sketches/descriptions showing how a user interacts with an artifact step-by-step to plan user flow and transitions.

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Pseudocode

A structured plain-language description of an algorithm used to plan logic without full programming syntax.

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Flowchart

A diagram that visualizes steps and branching decisions in a process or algorithm.

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Decomposition

Breaking a large problem into smaller, manageable parts that are easier to design, implement, test, and divide among teammates.

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Minimum viable version

The smallest workable version built first to reduce risk and allow early testing and iteration before adding complexity.

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Implementation

The building/coding stage where you write the program, create UI elements, connect inputs/outputs, and integrate libraries or media.

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Testing

Running a program with selected inputs to check whether actual output/behavior matches expected results (including typical and edge cases).

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Debugging

Systematically finding and fixing the cause of errors by reproducing the issue, isolating where it occurs, fixing the root cause, and retesting.

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Edge case

An unusual or boundary input/situation (e.g., empty input, very large values) that can reveal hidden bugs.

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Test case

A specific test that states inputs, expected output/behavior, and the observed actual output/behavior to make “correct” explicit.

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Iterative development

Repeating cycles of building, testing, and refining multiple times, using feedback and results to improve each version.

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Prototype

An early, simplified version (code or non-code) used to make an idea testable and gather feedback (e.g., sketches, mockups, small feature tests).

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Refinement

Improving an artifact after testing/feedback by fixing confusing interactions, clarifying UI, improving performance, or adding needed small features.

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User feedback

Information from real users about what is confusing, missing, or hard to use, used to guide refinement and iteration.

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Human-centered design (user-centered design)

An approach that focuses on users’ goals, experiences, and limitations throughout development to build something that works for real people.

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Usability

How easy it is for users to accomplish their goals with an artifact (distinct from how visually appealing it looks).

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Accessibility

Designing so people with disabilities can use the artifact (e.g., good contrast, readable fonts, not relying on color alone, captions/text alternatives, clear navigation).

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Input validation

Checking user input to prevent errors and improve usability (e.g., rejecting empty usernames or usernames with spaces).

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Collaboration

Working with others effectively during planning, designing, testing, and debugging to improve quality and build in parallel.

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Attribution

Giving credit for code, media, or ideas you did not create; required for ethical and academic/professional integrity.

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Pair programming

A collaboration technique where two people work at one computer with defined roles and switch periodically for continuous review.

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Driver (pair programming)

The person who writes the code while the other partner reviews and thinks ahead.

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Navigator (pair programming)

The person who reviews, catches mistakes, suggests improvements, and thinks ahead; should be actively engaged (not just watching).

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Version control

A system (e.g., Git) that tracks changes to files and helps teams merge work and avoid overwriting each other.

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Source of truth

The agreed-upon authoritative version of project files that the team uses to prevent confusion and conflicting edits.

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Merge conflict

A problem that occurs when multiple people change the same file/section and the changes must be reconciled to combine work safely.

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Peer instruction

A collaborative learning method where students discuss concepts and solve problems together in pairs or small groups.

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Collaborative learning

Learning that happens by working with others (peer-to-peer or in groups) to exchange ideas, resources, and solutions.

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Syntax error

An error caused by violating the programming language’s rules (e.g., using an undefined variable name due to case sensitivity).

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Runtime error

An error that occurs during execution and may stop the program (e.g., dividing by zero).

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Logic error

A mistake in the algorithm that makes the program behave incorrectly even though it runs (e.g., printing multiple grades due to missing conditions).

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Overflow error

An error that occurs when a number is outside the allowed range for a data type during computation.

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License

The permissions and restrictions that govern how code/media can be reused (e.g., whether attribution is required, modification allowed, or use is noncommercial).

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Documentation

Written explanations of an artifact’s purpose, audience, features, design decisions, iteration, and sources so others can understand, maintain, and evaluate it.

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