| A | B |
| iteration | the process of repeating a set of operations until a satisfactory result is achieved |
| design process | a systematic problem-solving strategy, with criteria and constraints, used to develop many possible solutions to solve or satisfy human needs or wants and to narrow down the possible solutions to one final choice |
| problem solving | the process of understanding a problem, devising a plan, carrying out the plan, and evaluating the plan to solve a problem or meet a need or want |
| optimization | making the best or most effective use of resources to obtain the best possible solution |
| EDP Step 1 | define problem |
| EDP Step 2 | generate concepts |
| EDP Step 3 | develop solution |
| EDP Step 4 | construct and test |
| EDP Step 5 | evaluate solution |
| EDP Step 6 | present solution |
| box plot | A box plot, or box-and-whisker plot, is a type of graph used to display patterns of univariate numeric data. |
| quartile | Division of a rank-ordered data set into four equal parts. The values that divide each part are called the first, second, and third quartiles; and they are denoted by Q1, Q2, and Q3, respectively. |
| interquartile range | A measure of variability equal to Q3 minus Q1, the interquartile range represents the middle fifty percent of data values in an ordered data set. |
| mean | A mean is an average of a set of numeric data values. It is calculated by taking the sum of individual values divided by the number of individuals. |
| outlier | An outlier is an extreme value that differs greatly from other values in a set of data. As a “rule of thumb”, an extreme value is considered to be an outlier if it is at least 1.5 interquartile ranges below the first quartile (Q1), or at least 1.5 interquartile ranges above the third quartile (Q3). |
| variability | the lack of consistency or a fixed pattern; liability to vary or change |