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Component-Level Design and User Interface Design Departemen Ilmu Komputer IPB 2009.

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Presentation on theme: "Component-Level Design and User Interface Design Departemen Ilmu Komputer IPB 2009."— Presentation transcript:

1 Component-Level Design and User Interface Design Departemen Ilmu Komputer IPB 2009

2 Component-Level Design the closest design activity to coding the approach: ◦ review the design description for the component ◦ use stepwise refinement to develop algorithm ◦ use structured programming to implement procedural logic ◦ review and iterate as required

3 Stepwise Refinement open walk to door; reach for knob; open door; walk through; close door. repeat until door opens turn knob clockwise; if knob doesn't turn, then take key out; take key out; find correct key; find correct key; insert in lock; insert in lock; endif pull/push door move out of way; end repeat

4 The Component-Level Design Model represents the algorithm at a level of detail that can be reviewed for quality options: ◦ graphical (e.g. flowchart, box diagram) ◦ pseudocode (e.g., PDL)... choice of many ◦ programming language ◦ decision table ◦ conduct walkthrough to assess quality

5 Structured Programming for Procedural Design uses a limited set of logical constructs: sequence conditional — if-then-else, select-case loops — do-while, repeat until leads to more readable, testable code important for achieving high quality, but not enough

6 Flowchat Construct

7 A Structured Procedural Design

8 Box Diagram

9 Decision Table

10 Decision Table Example

11 Program Design Language (PDL)

12 Why Design Language?

13 User Interface Design

14 Interface Design Easy to use? Easy to understand? Easy to learn?

15 Interface Design lack of consistency too much memorization no guidance / help no context sensitivity poor response Arcane/unfriendly Typical Design Errors

16 Golden Rules Place the user in control Reduce the user’s memory load Make the interface consistent

17 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.

18 Reduce the User’s Memory Load Reduce demand on short-term memory. Establish meaningful defaults. Define shortcuts that are intuitive. The visual layout of the interface should be based on a real world metaphor.

19 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.

20 User Interface Design Models Design model — data, architectural, interface and procedural representations of the software User model — a profile of all end users of the system System perception — the user’s mental image of what the interface is System image — the “presentation” of the system projected by the complete interface

21 User Interface Design Process

22 Common Design Issues System response time User help facilities Error information handling Command labeling

23 Design Evaluation Cycle

24 Any Idea?

25 More Improvement

26 More Improvement (2)

27 Principles of Good Screen Design

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34 What do you think?

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36 Human Though

37 Human Though (2) It’s more simple if put grouping on each category

38 Grouping Idea

39 Grouping Idea (2) Group if there’s more than one item. Better if have same position of label and type

40 Heading Alignment

41 Alignment Title of group mixed with other control

42 Technology Barrier

43 Deliver the message


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