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Elliott Bays, Taylor Ivy, Mark Sarosky, David Martin, Ovidiu Ravasan.

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Presentation on theme: "Elliott Bays, Taylor Ivy, Mark Sarosky, David Martin, Ovidiu Ravasan."— Presentation transcript:

1 Elliott Bays, Taylor Ivy, Mark Sarosky, David Martin, Ovidiu Ravasan

2  Systems Analysis  Definition- Taking a complete analysis along with gathering all the information about a project and all of it’s aspects.

3  Required Skills  Communication/Social  Computer  Understanding problems and their solutions  Integrating technology and businesses

4  Systems Design  Definition- Designing a solution made up of different hardware and interconnecting them all together to me specific needs of a business.

5  Software Development Life Cycle  This is the timeline of creating and changing the systems to improve or implement new ideas. It has 7 basic steps:  Step 1: Planning/Researching  Step 2: Systems analysis  Step 3: Systems design  Step 4: Implementation  Step 5: Integration and testing  Step 6: Official establishment  Step 7: Maintenance

6   The development process in which it enters a constant loop until the project is perfected.  Starts with the initial planning  Then goes through the Requirements and Analysis & Design.  After to Testing  Than Evaluation  Till it is ready to be used Interative Approach

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8   Planning out what needs to be done  Organizing a schedule  Managing people  Looks for the best in order to get the job done Description

9   Brainstorm an idea  Gather supplies and a team  Set a budget based on financial resources  Go in depth of every single detail  Have a Plan B  Let the customer know what the project is all about  Ensure communication between team members  What outside sources are needed  Overviews the project Project Planning Steps

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11   Used most often  An ordered process  Multiple Steps Structured Approach

12   Abbrevated- OOA  Gives a different outlook  Languages used for OOA: C++(Command Prompt) Java(GUI) Object Oriented Approach

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14  Data Flow Diagram  A data flow diagram helps to show the relationships between the components in a program or system.  DFD’s were in ways the replacement of flowcharts and pseudocode.

15  Data Flow Diagram  DFD’s make it much easier for both technical and nontechnical audiences to understand what's going on.  DFD’s can provide high level system overviews.  DFD’s can also provide detailed system component representation.

16  Data Flow Diagram Components  A DFD consists of four basic components which shows how data flows in a system: entity, process, data store, and data flow.  Entity – Entity is the source or destination of data. Entities provide data to the system or can receive data from it.  Process – A process receives input and generates some output.

17  Data Flow Diagram Comp. Continued  Data Store – A data store is where data is stored between processes and is used for later retrieval or by the same process.  Data Flow – Data flow is the movement between the other three components of a DFD, the entity, process, and data store.

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19   Completely different approach to information systems  Views information system as collection of interacting objects that work together to accomplish tasks  Objects – things in computer system that can respond to messages  Conceptually, no processes, programs, data entities, or files are defined – just objects  OO languages: Java, C++, C#.NET, VB.NET OOA

20   Object-oriented analysis (OOA)  OOA is concerned with developing an object model of the application domain  Object-oriented design (OOD)  OOD is concerned with developing an object- oriented system model to implement requirements  Object-oriented programming (OOP )  OOP is concerned with realising an OOD using an OO programming language such as Java or C++ Types

21   Class Diagrams describe the static structure of a system, or how it is structured rather than how it behaves. These diagrams contain the following elements:  Classes, which represent entities with common characteristics or features. These features include attributes, operations and associations.  Associations, which represent relationships that relate two or more other classes where the relationships have common characteristics or features. These attributes and operations. Class Diagram

22   A use case is a scenario that describes the use of a system by an actor to accomplish a specific goal.  An actor is a user playing a role with respect to the system. - people, other systems.  Scenario -A sequence of steps that describe the interactions between an actor and the system.  The use case model consists of the collection of all actors and all use cases. Use Case

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24   User interface is the interaction between people (users) and information systems (computers, networks, etc.) Definition

25   The save icon. Picture of a save button has always remained the same from history. Everyone associates it with saving a file.  The physical aspect of user interface deals with the actual components used to interact with a system  These components include the keyboard, mouse, computer screen, and the computers data storage units  It is important to utilize these aspects to their fullest ability while making the interactions needed simple and easy to use Physical Aspects

26   Integrated by using human interactions such as voice activations hand gestures, body movement.  Example: facial recognition, Xbox Kinect, the Wii  The perceptual aspects of user interfaces deals with the way information is presented to the user  The information should be presented in a neat, easy to follow layout that is easy for the user to follow and understand  Perceptual aspects include all of the data displayed and places emphasis on a good flow of information and a natural feeling layout Perceptual Aspects

27   Combination of Physical and Perceptual aspects.  Made to be very user friendly.  The main priority of a well made user interface is to be user centered  This means that the interface is made to meet all of the users needs using the least effort possible from the user  The ideal user interface is simple, effective, sequential, and requires no prior knowledge of the system to use User Centered

28 Any questions?

29   http://www.bls.gov/k12/computers06.htm http://www.bls.gov/k12/computers06.htm  http://www.mks.com/resources/resource-pages/software- development-life-cycle-sdlc-system-development http://www.mks.com/resources/resource-pages/software- development-life-cycle-sdlc-system-development  http://managementhelp.org/projectmanagement/ http://managementhelp.org/projectmanagement/  http://ratandon.mysite.syr.edu/cis453/notes/DFD_over_Flow charts.pdf http://ratandon.mysite.syr.edu/cis453/notes/DFD_over_Flow charts.pdf  http://thinkvitamin.com/design/10-user-interface-design- fundamentals/ http://thinkvitamin.com/design/10-user-interface-design- fundamentals/  Dennis A, Wixom B. H. and Roth R.M., 2006, Systems analysis and design, Third edition, John Wiley &Sons, USA  Hoffer, JA, George, JF & Valacich, JA, 2006, Modern systems analysis and design, 3rd edition, Addison-Wesley, USA Sources


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