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Chapter 12 Designing Interfaces and Dialogues

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1 Chapter 12 Designing Interfaces and Dialogues
Modern Systems Analysis and Design Fourth Edition Jeffrey A. Hoffer Joey F. George Joseph S. Valacich Chapter 12 Designing Interfaces and Dialogues

2 Learning Objectives Explain the process of interface and dialogue design. Contrast and apply methods for interacting with a system. List and describe various input devices and factors affecting their usability. Describe guidelines for designing interface layout, data entry field structure, feedback, and system help. Design graphical user interfaces.

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4 Interface/Dialogue Design
Layout (of text, and table data) Structuring data entry Controlling data input (validation and format controls) Feedback (prompting, status, warning, and error messages) Dialogue sequencing

5 Deliverables and Outcomes
A typical interface/dialogue design specification: Similar to form design, but includes multiple forms and dialogue sequence specifications

6 Characteristics for Consideration
User: experience, skills, motivation, education, personality Tasks: differ in amount of information that must be obtained or provided Task demands: time pressure, cost of errors, work durations (fatigue) System: the platform on which the system is constructed will influence interaction styles and devices. Environment: social issues: user’s role and status physical issues: lighting, sound, task interruptions, temperature, humidity

7 Interface Methods Interface: the method by which a user interacts with the information system Common interaction methods Command line Menu Form Object-based Natural language

8 Command Line Interaction
Users enter explicit statements into a system to invoke operations Example from MS DOS: COPY C:PAPER.DOC A:PAPER.DOC This copies a file from the C: drive to the A: drive Includes keyboard shortcuts and function keys

9 Interface Methods Interface: the method by which a user interacts with the information system Common interaction methods Command line Menu Form Object-based Natural language

10 Menu Interaction A list of system options is provided and specific command is invoked by user selection of a menu option Two common menu types: Pop-up: menu placed near current cursor position Drop-down: access point to menu placed at top line of display, menu drops down when access point clicked

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14 Guidelines for Menu Design
Wording: meaningful titles, clear command verbs, mixed upper/lower case Organization: consistent organizing principle Length: all choices fit within screen length Selection: consistent, clear and easy selection methods Highlighting: only for selected options or unavailable options (gray text)

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16 Good Menu Design

17 Visual editing tools help designers construct menus.

18 Interface Methods Interface: the method by which a user interacts with the information system Common interaction methods Command line Menu Form Object-based Natural language

19 Form Interaction Allows users to fill in the blanks when working with a system Measures of an effective design: Self-explanatory title and field headings Fields organized into logical groupings Distinctive boundaries Default values Displays appropriate field lengths Minimizes the need to scroll windows

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21 Interface Methods Interface: the method by which a user interacts with the information system Common interaction methods Command line Menu Form Object-based Natural language

22 Object Interaction Symbols are used to represent commands or functions. Icons: Graphic symbols that look like the processing option they are meant to represent Use little screen space Can be easily understood by users

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24 Interface Methods Interface: the method by which a user interacts with the information system Common interaction methods Command line Menu Form Object-based Natural language

25 Natural Language Interaction
Inputs to and outputs from system are in a conventional speaking language like English Based on research in artificial intelligence Current implementations are tedious and difficult to work with, not as feasible as other interaction methods

26 Hardware Options for System Interaction
Keyboard Mouse Joystick Trackball Touch Screen Light Pen Graphics Tablet Voice

27 Usability Problems with Hardware Devices
Visual Blocking (device blocks display when using) touch screen, light pen User Fatigue (potential for fatigue over long use) Movement Scaling (device movement translates to equivalent screen movement) keyboard, mouse, joystick, trackball, graphics tablet, voice Durability (need for maintenance) trackball, touch screen Adequate Feedback (device provides adequate feedback) keyboard, mouse, joystick, trackball, graphics tablet, voice Speed (cursor movement) keyboard Pointing Accuracy (ability to precisely direct cursor joystick, touch screen, light pen, voice

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29 Designing Interfaces Use standard formats similar to paper-based forms and reports Left-to-right, top-to-bottom navigation Flexibility and consistency: Free movement between fields No permanent data storage until the user requests Each key and command assigned to one function

30 Structuring Data Entry
Never require data that are already online or that can be computed Defaults Always provide default values when appropriate Units Make clear the type of data units requested for entry Replacement Use character replacement when appropriate (by looking up a value in a table, or automatic filling the rest of a word) Captioning Always place a caption adjacent to fields Format Provide formatting examples (like $ or decimal point) Justify Automatically justify data entries Help Provide context-sensitive help when appropriate

31 Entering Text

32 Controlling Data Input
Objective: reduce data entry errors Common sources data entry errors in a field: Appending: adding additional characters Truncating: losing characters Transcripting: entering invalid data Transposing: reversing sequence of characters

33 Types of Validation Tests
Class or Composition Type check Combinations Check if reasonable, E.g.: quantity of sold + type of product? Expected Values E.g. Match with existing customer Missing Data E.g. All fields of a record Pictures/Templates Standard format, E.g.hyphens …

34 Range Reasonableness Self-checking Digits Size Values For situation
9 digit ID Values Come from set of standards: Two-letter state code

35 Feedback Messages Status information: keep user informed of what’s going on, helpful when user has to wait for response Prompting cues: tell user when input is needed, and how to provide the input Warning or Error: inform user that something is wrong, either with data entry or system operation

36 Providing Help Place yourself in user’s place when designing help
Guidelines: Simplicity Help messages should be short and to the point Organize Information in help messages should be easily absorbed by users Show It is useful to explicitly show users how to perform an operation

37 What is a Dialogue? A sequence of interactions between the system and a user Dialogue design involves: Designing a dialogue sequence Building a prototype Assessing usability

38 Guidelines for Dialogue Design
Consistency Shortcuts and Sequence Feedback Closure (clear start, and end) Error Handling Reversal Control Ease

39 Dialogue Diagramming A formal method for designing and representing human-computer dialogues using box and line diagrams

40 Dialogue diagrams depict the sequence, conditional branching, and repetition of dialogues.

41 Designing Interfaces and Dialogues in Graphical Environments
Become an expert user of the GUI environment. Understand how other applications have been designed. Understand standards. Gain an understanding of the available resources and how they can be used. Become familiar with standards for menus and forms.

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43 GUI Window Properties That Can Be Turned On or Off
Modality: require user to finish action before proceeding Resizable: allow user to change size of window Movable: allow user to reposition window Maximize: allow user to make window take entire screen Minimize: allow user to completely hide window System menu: allow window to have access to system level functions

44 GUI Dialogue Design Issues
Goal is to establish the sequence of displays that users will encounter when working with system. Ability of some GUI environments to jump from application to application or screen to screen makes sequencing a challenge. One approach is to make users always resolve requests for information before proceeding. Dialogue diagramming helps analysts better manage the complexity of designing graphical interfaces.

45 Summary In this chapter you learned how to:
Explain the process of interface and dialogue design. Contrast and apply methods for interacting with a system. List and describe various input devices and factors affecting their usability. Describe guidelines for designing interface layout, data entry field structure, feedback, and system help. Design graphical user interfaces.


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