Object-Oriented Analysis and Design LECTURE 8: USER INTERFACE DESIGN.

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Presentation transcript:

Object-Oriented Analysis and Design LECTURE 8: USER INTERFACE DESIGN

Overview  User interfaces handle inputs and outputs that involve the system user directly  Design inputs and outputs involved for each use case  Interactions with the user and computer (HCI) can be modeled with dialog designs  Use metaphors, standard guidelines, and UML diagrams to design user interfaces  User-interface design occurs in each iteration  Address only a few use cases at a time

Identifying and Classifying Inputs and Outputs  Inputs and outputs are defined early in order to:  Document key inputs/outputs in business cases  Identify actors  Define triggers and responses in an event table  Identify the system boundary in use case diagrams  Design use case descriptions and system sequence diagrams  Design the user-interface layer  Define messages in a use case realization

User-Centered Design  Technique that places user at center of the development process  Focus early on users and their work  Understand user styles and preferences  Evaluate designs to ensure usability  Ease of learning and use dependent on type of user  Use iterative development  Continually return to user requirements and evaluating the system

Human-Computer Interaction as a Field of Study  Evolved from human factor engineering (ergonomics)  Important contributions by Xerox  Work on the usability of machines  Research at Xerox PARC led to first OO language (Smalltalk)  First personal computer with GUI (Xerox Star)  Dependent on several disciplines

Metaphors for Human-Computer Interaction  Desktop  Interaction with a display screen that includes objects commonly found on a desk  Document  Involves browsing and entering data on electronic documents using hypertext and hypermedia  Dialog  Carrying on a conversation with the computer by sending and receiving messages

The Desktop Metaphor

The Document Metaphor

The Dialog Metaphor

The Eight Golden Rules for Designing Interactive Interfaces

Dialogs and Storyboards  Several options for documenting dialogs (no de facto standards exist)  List the key steps for each dialog with descriptions of what the user and computer do at each step  Write out a human and computer conversation  Used for complicated or uncertain requests  Use storyboarding to show a sequence of sketches of a display screen during a dialog  Initial design can be a general framework

Form Layout and Formatting  Prototype various alternatives and allow users to test them to ensure good layout and ease of use  Design considerations  Consistency of all forms in look and feel  Clear headings, labels, and logos  Distribution and order of data-entry fields and buttons according to traditions  Judicious use of font sizes, highlighting, and colors

Data Keying and Data Entry  Objective: require as little data entry as possible  Text boxes accept keyboard data entry  List boxes contain a list of acceptable entries  Spin boxes display entries in a text box  Combo boxes permit users to enter a new value  Radio buttons enable the user to select one option from a group  Check boxes enable the user to select multiple options from a group

Help Support  Tutorials  Assists in training new users  Indexed list of help topics  Invoked through a keyword search or a help wizard  Context-sensitive help  Automatically displays the appropriate help topic based on the location of the cursor

Designing for the User  Design for dynamic interaction  Guide the user’s eye to important information  Keep a flat hierarchy  Use hypertext to facilitate navigation  Do not clutter the pages  Design for accessibility for a diverse group of users