Advanced flashcards covering critical reflection, sustainable practices, and complex technical constraints for the Cambridge International A-Level Digital Media & Design exam.
20 cards
Front
Compare Technological vs. Resource Constraints in Games Design.
Back
Technological constraints refer to hardware limits like processing power, memory, and screen resolution. Resource constraints involve the availability of time, budget, and skilled personnel. Effective design requires balancing game complexity (technological) with asset creation scope (resource).
Front
How does the 'Rule of Thirds' influence dynamic composition in Digital Photography?
Back
It divides the frame into a 3x3 grid. Placing key subjects at intersections creates tension and energy, which is more dynamic than centering. However, breaking this rule intentionally can create symmetry or isolation effects depending on the photographer's intent.
Front
Explain 'Iterative Development' in the context of Component 3 (Personal Investigation).
Back
It is a cyclical process of prototyping, testing, and refining. For A-Level, this means documenting how user feedback or technical failure led to specific changes in the final digital outcome. It demonstrates resilience and critical understanding (AO3) rather than linear progress.
Front
Evaluate the impact of bandwidth limitations on mobile application UX design.
Back
Low bandwidth requires lightweight assets (compressed images) and efficient code to prevent latency. If ignored, high-fidelity media causes slow load times, leading to high user drop-off rates. Designers must prioritize core functionality over aesthetic richness in data-constrained environments.
Front
Differentiate between 'Critical Reflection' and 'Description' in supporting studies.
Back
Description states what was done (the process). Critical reflection analyzes *why* decisions were made, evaluates their success against the brief, and justifies future improvements. Assessment marks high-level analysis (AO3) over mere chronological logging of events.
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