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Systems Analysis and Design PowerPoint Presentation derived from Dennis, Wixom & Tegarden Systems Analysis and Design John Wiley & Sons, Inc. Derived from.

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Presentation on theme: "Systems Analysis and Design PowerPoint Presentation derived from Dennis, Wixom & Tegarden Systems Analysis and Design John Wiley & Sons, Inc. Derived from."— Presentation transcript:

1 Systems Analysis and Design PowerPoint Presentation derived from Dennis, Wixom & Tegarden Systems Analysis and Design John Wiley & Sons, Inc. Derived from original slides by Fred Niederman for 2 nd Edition, with additional slides from 3 rd Edition Further additions by Dr. Sara Stoecklin & Ted Baker Most slides Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1

2 User Interface Design Process Chapter 12 (2 nd Ed) Chapter 11 (3 rd Ed) PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 2

3 Objectives ■ Fundamental user interface design principles. ■ Process of user interface design. ■ How to design the user interface structure. ■ How to design the user interface standards. ■ Commonly used principles and techniques for navigation design. ■ Commonly used principles and techniques for input design. ■ Commonly used principles and techniques for output design. ■ Be able to design a user interface. Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 3

4 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 4 Context Interface Design formalizes the interaction of the system with external entities – System Interfaces are machine-machine and are dealt with as part of systems integration – User Interfaces are human-computer and are the focus of this chapter

5 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 5 User Interface Design Principles

6 Interface Design Easy to use? ? Easy to understand? THE OBJECTIVE Easy to learn?

7 Objectives of GOOD HCI Design Reduce errors Increase safety Improve reliability Improve maintainability Reduce fatigue and stress Increase comfort Reduce boredom Increase user acceptance Reduce loss of time Increase efficiency Improve system Performance Reduce training requirements Reduce personnel requirements Improve working environment Accommodate disabilities Accommodate different nationalities

8 Typical Design Errors lack of consistency too much memorization no guidance / help no context sensitivity poor response arcane/unfriendly too many steps, motions

9 Golden Rules Place the user in control Reduce the user’s memory load – short term – long term Make the interface consistent

10 Place the User in Control Define interaction modes in a way that does not force a user into unnecessary or undesired actions. Provide for flexible interaction. Allow user interaction to be interruptible and undoable. Streamline interaction as skill levels advance and allow the interaction to be customized. Hide technical internals from the casual user. Design for direct interaction with objects that appear on the screen.

11 Reduce the User’s Memory Load Reduce demand on short-term memory. Establish meaningful defaults. Define shortcuts that are intuitive. Base visual layout of the interface on a real world metaphor. Disclose information in a progressive fashion.

12 Make the Interface Consistent Allow the user to put the current task into a meaningful context. Maintain consistency across a family of applications. If past interactive models have created user expectations, do not make changes unless there is a compelling reason to do so.

13 Key Definitions The navigation mechanism provides the way for users to tell the system what to do The input mechanism defines the way the system captures information The output mechanism defines the way the system provides information to users or other systems Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 13

14 Key Definitions The graphical user interface (GUI) is the most common type of interface students are likely to use personally and for developing systems. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 14

15 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 15 HCI Requirements HCI Specifications Standards MIL-H-46855BAFSC-DH 1-3 MIL-STD-1472MIL-HDBK-759A Factors Noise, Lighting, Temperature, Humidity, Air Flow, Vibration, G-Forces, Motion, Reduced Oxygen, Air Pressure

16 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 16 Principles of User Interface Design Layout Content Awareness Aesthetics User Experience Consistency Minimal User Effort

17 Principles PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 17

18 Principles - Layout Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 18 First Element of Design – Basic Layout of the screen, form, or report. Items to Consider Multiple layout areas Navigation Areas Data Areas Boundaries Order of the layout Horizontal vs. Vertical

19 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 19 Navigation Area Status Area Reports & Forms Area General Layout

20 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 20 Layout Each area may be further subdivided Each area is self-contained Areas should have a natural intuitive flow – Users from western nations tend to read from left to right and top to bottom – Users from other regions may have different flows

21 Principles – Content Awareness Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 21 Content Awareness – ability of a user interface to make the user aware of the information it contains with the LEAST amount of effort. All elements in the design need to be considered when making sure this principle is followed. Items such as navigation, fields, areas, information, graphics, all need to be considered.

22 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 22 Content Awareness Intuitively answers the users’ questions: – Where am I? – What am I supposed to be doing here? Content awareness applies to sub-areas within a form or window – Related form fields (e.g. address information) are grouped together – Related report information (e.g. records) are grouped together

23 Form Content Awareness Phone Numbers Area Name Area Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 23

24 Report Content Awareness First Record Area Second Record Area Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 24

25 Aesthetics Interfaces should be functional, inviting to use, and pleasing to the eye In most cases, less is more (minimalist design) White space is important – makes the eye feel comfortable searching for items. Acceptable information density is proportional to the user’s expertise – Novice users prefer less than 50% density – Expert users prefer more than 50% density

26 Use of Color Use Color to express what you intend to communicate Use backgrounds that are white or light colored Use colors in a consistent manner for all GUI’s Use color sparingly. 5-7 colors plenty Use color for a purpose other than aesthetics Be aware all monitors do not display colors the same Never rely on color alone to convey information – 5-8% of males, and about 1% of females, are color- blind – screens/pages must be intelligible in greyscale

27 Design Principles : Color Usage Which is better?

28 Typography Keep type styles and faces consistent Use limited styles and faces at most 5 or 7 Use bold, italics and underline functions for understanding Chose fonts for legibility Fonts less than 8pt are usually not pleasing Use blinking for drawing attention.

29 Other Principles Allow users to select components, colors, locations if possible. Do not rely solely on a mouse for navigation. Which is better?

30 Principles – User Experience PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 30 There are two types of users– those with experience using user interfaces and those without. You have to present your interfaces as if they had no experience. But also provide for growing experience. Make quick access to well-known functions. Keep it simple.

31 Good or Bad?

32 Principles – Consistency Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 32 Single most important factor in the design of interface. Make things as standard as possible. If no standard exists, try to make everyone agree on just a few. The back key, the page-down key should always work the same. Other standards help to make the interface intuitive.

33 Consistency All parts of the system work in the same way Key areas of consistency are – Navigation controls – Terminology Probably most important concept in making the system simple because it allows the users to predict what is going to happen Copyright 2009 © John Wiley & Sons, Inc. All rights reserved. Slide 33

34 User Experience Ease of learning – Significant issue for inexperienced users – Relevant to systems with a large user population Ease of use – Significant issue for expert users – Most important in specialized systems Sometimes ease of learning and use of use go hand in hand Copyright 2009 © John Wiley & Sons, Inc. All rights reserved. Slide 34

35 Minimal User Effort Interfaces should be designed to minimize the effort needed to accomplish tasks A common rule is the tree-clicks rule – Users should be able to go from main menu of a system to the information they want in no more than three mouse clicks Copyright 2009 © John Wiley & Sons, Inc. All rights reserved. Slide 35

36 Multiple Interfaces Microsoft Windows has multiple interfaces for the same functionality Most users prefer to use Windows Explorer for handling files Expert users sometimes prefer the command line interface Copyright 2009 © John Wiley & Sons, Inc. All rights reserved. Slide 36

37 USER INTERFACE DESIGN PROCESS Copyright 2009 © John Wiley & Sons, Inc. All rights reserved. Slide 37

38 PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 38 We have defined use cases, objects and their relationships through object diagrams and sequence diagram to define interactions between objects. We are now ready to define and design our screens. Perhaps we need a method of specification.

39 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 39 5-Step UI Design Process Use Scenarios Development Interface Structure Design Interface Standards Design Interface Design Prototyping Interface Evaluation Step 5 Step 1 Step 2 Step 3 Step 4

40 Step 1: Use Scenario Development PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 40 Step 2 Step 3Step 4 Step 5 Analyst examines use cases and use case descriptions (we have not yet developed sequence diagrams in our methodology). Analyst interviews users to determine their needs to perform the necessary actions quickly and smoothly Use Scenarios Development

41 Use Scenario Development Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 41 Use scenarios outline the steps performed by users to accomplish some part of their work A use scenario is one path through an essential use case Presented in a simple narrative description Document the most common cases so interface designs will be easy to use for those situations

42 The structure defines the basic components of the interface and shows their functionality. Step 2: Interface Structure Design PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 42 Step 2 Main Menu Edit Screen Select edit Esc, back Save Dialog Select save Esc Interface Structure Design

43 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 43 Use Scenario Development The structure defines the basic components of the interface and shows their functionality. ScreenMain MenuEdit ScreenSave Dialog Main Menu N/ASelect Edit ------ Edit ScreenEsc, back N/ASelect save Save Dialog ------ esc N/A Interface Structure Design

44 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 44 The interface structure defines – The basic components of the interface – How they work together to provide functionality to users Windows Navigation Diagrams (WND) show – how all the screens, forms, and reports used by the system are related – how the user moves from one to another

45 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 45 Windows Navigation Diagrams Like a state diagram for the user interface – Boxes represent components Window Form Report Button – Arrows represent transitions Single arrow indicates no return to the calling state Double arrow represents a required return – Stereotypes show interface type

46 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 46 Sample WND

47 Window Navigation Diagram PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 47

48 Step 3: Interface Standards Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 48 Step 1 Step 2Step 5 It is used to define those items common to most of the user interfaces. This process is done after some of the more common user interfaces have been defined and designed. Interface Standards Design

49 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 49 Interface Standards Design Interface standards are basic design elements found across the system user interface Standards are needed for: – Interface metaphor – Interface objects – Interface actions – Interface icons – Interface templates

50 Step 4: Interface Design Prototyping PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 50 Step 1 Step 2Step 5 Getting user signoff as you go is much easier than one big splash at the end. This process is done again iteratively after a few and then more screens are designed. Interface Design Prototyping

51 What is prototyping? The process of building a model of a system. For an information system, prototypes are employed to help system designers build an information system that is intuitive and easy to manipulate for end users.

52 When is prototyping used? Prototyping is an iterative process that is generally used in the analysis workflow. However, you can do a prototype for various reasons. You might want to prototype the use of a database management system (DBII, Oracle), prototype the use of a session management tool or other software that you may use.

53 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 53 Advantages of Prototyping Reduces development time. Reduces development costs. Requires user involvement. Developers receive user feedback early enough to use. Helps implementation users know expectations. Results in higher user satisfaction.

54 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 54 Prototyping Disadvantages Can lead to insufficient analysis. Users expect the performance of the ultimate system to be the same as the prototype. Developers can become too attached to their prototypes. Can cause systems to be left unfinished and/or implemented before they are ready. Sometimes leads to incomplete documentation. If sophisticated software prototypes (4th GL or CASE Tools) are employed, the time saving benefit of prototyping can be lost.

55 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 55 Prototyping Usage In the early 1980's, organizations used prototyping approximately thirty percent (30%) of the time in development projects. In the early 1990's, its use had doubled to sixty percent (60%). The use of object-oriented technology has slowed down this trend since developers are spending more of their time on OO concerns.

56 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 56 When should I use prototyping? 1.When users are able to actively participate in the project. 2.When developers have prototyping experience or training. 3.When users have be informed on the purpose of prototyping. 4.When experimentation and learning are needed before there can be full commitment to a project. 5.When cost is an issue for driving out requirements.

57 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 57 Analysis and Prototyping GOAL: Produce the most reasonable interface within practical business constraints.

58 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 58 Benefits of early Analysis & Prototyping of GUIs Keeps ultimate product vision in sight Allows definition of base functionality Helps scope out critical features Makes management more committed Helps to avoid misinterpretation or oversights Allows clarification of details Helps to develop release criteria Aids to establish minimum and target goals

59 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 59 Interface Design Prototyping Mock-ups or simulations of computer screens, forms, and reports Four common approaches – Storyboard – Windows layout diagram – HTML prototype – Language prototype

60 Interface Design Prototyping Storyboard – Simplest technique – Paper-based with hand drawn mock up screens on paper – Navigation is done by the story teller flipping thru the screens as you would a cartoon tale. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 60

61 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 61 Sample Storyboard

62 Interface Design Prototyping HTML Prototype – Most common type of prototype – Web pages are built with the most fundamental portions of the screens – Users click thru the screens entering pretend data PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 62

63 Interface Design Prototyping Language Prototype – Built using a prototype language or tool to build the screens and navigation. – Users can move thru the screens with no real processing behind the screen. – These screens can be exactly as the user will eventually use them. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 63

64 Interface Design Prototyping Selecting the right technique – Storyboard is simplest and cheapest but least like the real screens – Language is expensive but is the most detailed and most like the real screens – HTML is not cheap but not expensive and makes the screens seem real. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 64

65 Step 5: Interface Evaluation Need several (10 or more) users Should be as complete as possible Four techniques – Heuristic – Walkthrough – Interactive – Formal Usability Testing PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 65 Interface Evaluation

66 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 66 Interface Evaluation Goal is to understand how to improve the interface design before the system is complete Have as many people as possible evaluate the interface Ideally, interface evaluation is done while the system is being designed—before it is built

67 Interface Design Evaluation Heuristic evaluation – evaluates by some principles of interface design – – team develops a checklist of principles about navigation, input and output design and assures the interface meets the checklist requirements. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 67

68 Interface Design Evaluation Walkthrough evaluation – A meeting conducted by the team to allow the users to operate the system mentally with the guidance of the team physically. – User identifies improvements and problems. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 68

69 Interface Design Evaluation Interactive evaluation – Users themselves operate the system – Document improvements and problems. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 69

70 Interface Design Evaluation Formal Usability Testing – A formal walkthru of the user interface with recordings of keystrokes, errors, etc. – The interface either fails or passes the test done by the user. The user never fails – Usually the user is a professional tester. PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 70

71 NAVIGATION DESIGN Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 71

72 Basic Principles Assume users – Have not read the manual – Have not attended training – Do not have external help readily at hand All controls should be clear and understandable and placed in an intuitive location on the screen. Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 72

73 Basic Principles Prevent mistakes – Limit choices – Never display commands that can’t be used (or “gray them out”) – Confirm actions that are difficult or impossible to undo Simplify recovery from mistakes Use consistent grammar order Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 73

74 Types of Navigation Control Languages – Command language – Natural language Menus – Generally aim at broad shallow menu – Consider using “hot keys” Direct Manipulation – Used with icons to start programs – Used to shape and size objects – May not be intuitive for all commands Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 74

75 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 75 Example Navigation Menu Menu bar Grayed-out commands Drop-down menu Cascading menu

76 A Traditional Menu in a UNIX System PowerPoint Presentation for Dennis, Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 76

77 Menu Tips Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 77 Menus should be broad and shallow rather than narrow and deep. Most information is presented initially requiring less keystrokes One menu should contain no more than 8 items and take no more than two clicks to perform an action (BB should have read this) Menus should put together like items so the user can intuitively guess what each contains. Better to group them by types of objects

78 Common Types of Menus PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 78 Menu Bar Drop Down Menu Tool Bar

79 Example of an Image Map Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 79

80 Types of Menus PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 80 Types of Menus Menu bar Drop-down menu Pop-up menu Tab menu Toolbar Image map When Would You Use Each of These Menu Types?

81 Message Tips Should be clear, concise, and complete Should be grammatically correct and free of jargon and abbreviations (unless they are the users) Avoid negatives and humor PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 81

82 Types of Messages PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 82 Types of Messages Error message Confirmation message Acknowledgment message Delay message Help message When Would You Use Each of These Message Types?

83 Crafting an Error Message Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 83

84 INPUT DESIGN PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 84

85 Basic Principles The goal is to simply and easily capture accurate information for the system Reflect the nature of the inputs Find ways to simplify their collection PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 85

86 Online versus Batch Processing Online processing immediately records the transaction in the appropriate database Batch processing collects inputs over time and enters them into the system at one time in a batch Batch processing simplifies data communications and other processes, but means that inventory and other reports are not accurate in real time PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 86

87 Capture Data at the Source Reduces duplicate work Reduces processing time Decreases cost Decreases probability of error PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 87

88 Source Data Automation Can be obtained by using the following technologies: – bar code readers – optical character recognition – magnetic stripe readers – smart cards How can internet be used for source data automation? PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 88

89 Minimize Keystrokes Never ask for information that can be obtained in another way List selection is more efficient than entering information Use default values where possible PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 89

90 Types of Inputs Data items linked to fields Text Numbers Selection boxes PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 90

91 Types of Input Boxes PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 91

92 Types of Selection Boxes PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 92 Types of Boxes Check box Radio button On-screen list box Drop-down list box Combo box Slider When Would You Use Each of These Box Types?

93 Types of Input Validation PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 93 Types of Validation Completeness check Format check Range check Check digit check Consistency check Database checks When Would You Use Each of These Validation Methods?

94 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 94 Input Validation Types

95 OUTPUT DESIGN PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 95

96 Basic Principles Understand report usage – Reference or cover-to-cover? – Frequency? – Real-time or batch reports? Manage information load – All needed information, no more Minimize bias PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 96

97 Bias in Graphs Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 97

98 Types of Reports PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 98 Types of Reports Detail reports Summary report Turnaround document Graphs When Would You Use Each of These Report Types?

99 Report Media PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 99 Versus Paper Electronic

100 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 100 Nonfunctional Requirements

101 Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 101 Non-Functional Requirements Operational Requirements – Technologies that can be used (e.g. GUI, mouse) Performance Requirements – User interface tool kit speed and capacity Security Requirements – Restricted user interface (e.g. an ATM machine) Political & Cultural Requirements – Date formats, colors and icons

102 Summary The fundamental goal of navigation design is to make the system as simple to use as possible The goal of input mechanism is to simply and easily capture accurate information The goal of the output mechanism is to provide accurate information to users that minimize information overload and bias PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 102

103 Expanding the Domain For many years, the University of Maryland has been a leader in research for ideas in human-computer interfaces. For more information investigate: http://www.cs.umd.edu/hcil/ PowerPoint Presentation for Dennis, Wixom & Tegardem Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 103


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