Modern Systems Analysis and Design Seventh Edition

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Modern Systems Analysis and Design Seventh Edition Jeffrey A. Hoffer Joey F. George Joseph S. Valacich Designing Interfaces and Dialogues

Learning Objectives ü Explain the process of designing interfaces and dialogues and the deliverables for their creation. ü Contrast and apply several methods for interacting with a system. ü List and describe various input devices and discuss usability issues for each in relation to performing different tasks. ü Describe and apply the general guidelines for designing interfaces and specific guidelines for layout design, structuring data entry fields, providing feedback, and system help. 2014 Pearson Education, Inc. Publishing as Prentice Hall 2

Learning Objectives (Cont.) ü Design human-computer dialogues and understand how dialogue diagramming can be used to design dialogues. ü Design graphical user interfaces. ü Discuss guidelines for the design of interfaces and dialogues for Internet-based electronic commerce systems. 2014 Pearson Education, Inc. Publishing as Prentice Hall 3

Designing Interfaces and Dialogues n User-focused activity n Prototyping methodology of iteratively: Collecting information Constructing a prototype Assessing usability Making refinements n Must answer the who, what, where, and how questions 2014 Pearson Education, Inc. Publishing as Prentice Hall 4

Designing Interfaces and Dialogues (Cont.) FIGURE 11-1 Systems development life cycle (SDLC) 2014 Pearson Education, Inc. Publishing as Prentice Hall 5

Deliverables and Outcomes n Creation of a design specification A typical interface/dialogue design specification is similar to form design, but includes multiple forms and dialogue sequence specifications. 2014 Pearson Education, Inc. Publishing as Prentice Hall 6

Deliverables and Outcomes (Cont.) n The specification includes: Narrative overview Sample design Testing and usability assessment Dialogue sequence n Dialogue sequence the ways a user can move from one display to another 2014 Pearson Education, Inc. Publishing as Prentice Hall 7

Figure 11-2 Specification outline for the design of interfaces and dialogues 2014 Pearson Education, Inc. Publishing as Prentice Hall 8

Interaction Methods and Devices n Interface: a method by which users interact with an information system n All human-computer interfaces must: have an interaction style, and use some hardware device(s) for supporting this interaction. 2014 Pearson Education, Inc. Publishing as Prentice Hall 9

Methods of Interacting n Command line Includes keyboard shortcuts and function keys n Menu n Form n Object-based n Natural language 2014 Pearson Education, Inc. Publishing as Prentice Hall 10

Command Language Interaction n Command language interaction: a human-computer interaction method whereby users enter explicit statements into a system to invoke operations n Example from MS DOS: COPY C:PAPER.DOC A:PAPER.DOC Command copies a file from C: drive to A: drive 2014 Pearson Education, Inc. Publishing as Prentice Hall 11

Menu Interaction n Menu interaction: a human-computer interaction method in which a list of system options is provided and a specific command is invoked by user selection of a menu option n Pop-up menu: a menu-positioning method that places a menu near the current cursor position 2014 Pearson Education, Inc. Publishing as Prentice Hall 12

Menu Interaction (Cont.) n Drop-down menu is a menu-positioning method that places the access point of the menu near the top line of the display. When accessed, menus open by dropping down onto the display. Visual editing tools help designers construct menus. 2014 Pearson Education, Inc. Publishing as Prentice Hall 13

Figure 11-5 Various types of menu configurations (Source: Based on Shneiderman et al., 2009.) 2014 Pearson Education, Inc. Publishing as Prentice Hall 14

Menu Interaction (Cont.) n 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 2014 Pearson Education, Inc. Publishing as Prentice Hall 15

Menu Interaction (Cont.) FIGURE 11-8 Menu building with Microsoft Visual Basic.NET 2014 Pearson Education, Inc. Publishing as Prentice Hall 16

Form Interaction n Form interaction: a highly intuitive human-computer interaction method whereby data fields are formatted in a manner similar to paper-based forms Allows users to fill in the blanks when working with a system. 2014 Pearson Education, Inc. Publishing as Prentice Hall 17

Form Interaction (Cont.) FIGURE 11-9 Example of form interaction from the Google Advanced Search Engine (Source: Google.) 2014 Pearson Education, Inc. Publishing as Prentice Hall 18

Object-Based Interaction n Object-based interaction: a humancomputer interaction method in which symbols are used to represent commands or functions n Icons: graphical pictures that represent specific functions within a system Use little screen space and are easily understood by users 2014 Pearson Education, Inc. Publishing as Prentice Hall 19

Object-Based Interaction (Cont.) Figure 11-10 Object-based (icon) interface from the Option menu in the Firefox Web browser 2014 Pearson Education, Inc. Publishing as Prentice Hall 20

Natural Language Interaction n Natural language interaction: a humancomputer interaction method whereby inputs to and outputs from a computer-based application are in a conventional spoken language such as English n Based on research in artificial intelligence n Current implementations are tedious and difficult to work with, not as viable as other interaction methods. 2014 Pearson Education, Inc. Publishing as Prentice Hall 21

Hardware Options for System Interaction n Keyboard n Mouse n Joystick n Trackball n Touch screen n Light Pen n Graphics Tablet n Voice 2014 Pearson Education, Inc. Publishing as Prentice Hall 22

Usability Problems with Hardware Devices n Visual Blocking Extent to which device blocks display when using n User Fatigue Potential for fatigue over long use n Movement Scaling Extent to which device movement translates to equivalent screen movement n Durability Lack of durability or need for maintenance (e.g., cleaning) over extended use 2014 Pearson Education, Inc. Publishing as Prentice Hall 23

Usability Problems with Hardware Devices (Cont.) n Adequate Feedback Extent to which device provides adequate feedback for each operation n Speed Cursor movement speed n Pointing Accuracy Ability to precisely direct cursor (Source: Based on Blattner and Schultz, 1988.) 2014 Pearson Education, Inc. Publishing as Prentice Hall 24

Usability Problems with Hardware Devices (Cont.) 2014 Pearson Education, Inc. Publishing as Prentice Hall 25

Usability Problems with Hardware Devices (Cont.) 2014 Pearson Education, Inc. Publishing as Prentice Hall 26

Designing Interfaces n Forms have several general areas in common: Header information Sequence and time-related information Instruction or formatting information Body or data details Totals or data summary Authorization or signatures Comments 2014 Pearson Education, Inc. Publishing as Prentice Hall 27

Figure 11-11 Paper-based form for reporting customer sales activity (Pine Valley Furniture) 2014 Pearson Education, Inc. Publishing as Prentice Hall 28

Designing Interfaces (Cont.) n Use standard formats similar to paperbased forms and reports. n Use left-to-right, top-to-bottom navigation. 2014 Pearson Education, Inc. Publishing as Prentice Hall 29

Designing Interfaces (Cont.) n Flexibility and consistency: Free movement between fields No permanent data storage until the user requests Each key and command assigned to one function 2014 Pearson Education, Inc. Publishing as Prentice Hall 30

Structuring Data Entry Entry Defaults Units Replacement Captioning Format Justify Help Never require data that are already online or that can be computed Always provide default values when appropriate Make clear the type of data units requested for entry Use character replacement when appropriate Always place a caption adjacent to fields Provide formatting examples Automatically justify data entries Provide context-sensitive help when appropriate 2014 Pearson Education, Inc. Publishing as Prentice Hall 31

Controlling Data Input n Objective: Reduce data entry errors n Common sources of data entry errors in a field: Appending: adding additional characters Truncating: losing characters Transcripting: entering invalid data Transposing: reversing sequence of characters 2014 Pearson Education, Inc. Publishing as Prentice Hall 32

2014 Pearson Education, Inc. Publishing as Prentice Hall 33

Providing Feedback n Three types of system feedback: 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 Error or warning messages: inform user that something is wrong, either with data entry or system operation 2014 Pearson Education, Inc. Publishing as Prentice Hall 34

Providing Help n Place yourself in user s place when designing help. n Guidelines for designing usable help: 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. 2014 Pearson Education, Inc. Publishing as Prentice Hall 35

Types of Help 2014 Pearson Education, Inc. Publishing as Prentice Hall 36

Designing Dialogues n Dialogue: the sequence of interaction between a user and a system n Dialogue design involves: Designing a dialogue sequence. Building a prototype. Assessing usability. 2014 Pearson Education, Inc. Publishing as Prentice Hall 37

Designing the Dialogue Sequence n Typical dialogue between user and Customer Information System: Request to view individual customer information. Specify the customer of interest. Select the year-to-date transaction summary display. Review the customer information. Leave system. 2014 Pearson Education, Inc. Publishing as Prentice Hall 38

Guidelines for Designing Human-Computer Dialogues nconsistency nshortcuts and Sequence nfeedback nerror Handling nreversal ncontrol nease nclosure 2014 Pearson Education, Inc. Publishing as Prentice Hall 39

Designing the Dialogue Sequence (Cont.) n Dialogue diagramming: a formal method for designing and representing humancomputer dialogues using box and line diagrams 2014 Pearson Education, Inc. Publishing as Prentice Hall 40

Designing the Dialogue Sequence (Cont.) n Three sections of the box: Top contains a unique display reference number used by other displays for referencing it Middle contains the name or description of the display Bottom contains display reference numbers that can be accessed from the current display 2014 Pearson Education, Inc. Publishing as Prentice Hall 41

Designing the Dialogue Sequence (Cont.) FIGURE 11-17 Sections of a dialogue diagramming box 2014 Pearson Education, Inc. Publishing as Prentice Hall 42

Designing the Dialogue Sequence (Cont.) n Dialogue diagrams depict the sequence, conditional branching, and repetition of dialogues. 2014 Pearson Education, Inc. Publishing as Prentice Hall 43

Designing the Dialogue Sequence (Cont.) FIGURE 11-18 Dialogue diagram illustrating sequence, selection, and iteration 2014 Pearson Education, Inc. Publishing as Prentice Hall 44

Building Prototypes and Assessing Usability n Optional activities n Building prototype displays using a graphical development environment Example: Microsoft s Visual Studio.NET Easy-to-use input and output (form, report, or window) design utilities 2014 Pearson Education, Inc. Publishing as Prentice Hall 45

Graphical Interface Design Issues n Become an expert user of the GUI environment. Understand how other applications have been designed. Understand standards. n Understand the available resources and how they can be used. Become familiar with standards for menus and forms. 2014 Pearson Education, Inc. Publishing as Prentice Hall 46

Graphical Interface Design Issues (Cont.) Figure 11-20 Highlighting GUI design standards (Source: University of Arizona.) 2014 Pearson Education, Inc. Publishing as Prentice Hall 47

Electronic Commerce Application: Designing Interfaces and Dialogues for Pine Valley Furniture WebStore n Central and critical design activity n Where customer interacts with the company Care must be put in design! n Prototyping design process is most appropriate to design the human interface. n Several general design guidelines have emerged. 2014 Pearson Education, Inc. Publishing as Prentice Hall 48

General Guidelines n Web s single click-to-act method of loading static hypertext documents (i.e. most buttons on the Web do not provide click feedback) n Limited capabilities of most Web browsers to support finely grained user interactivity 2014 Pearson Education, Inc. Publishing as Prentice Hall 49

General Guidelines n Limited agreed-upon standards for encoding Web content and control mechanisms n Lack of maturity of Web scripting and programming languages as well as limitations in commonly used Web GUI component libraries 2014 Pearson Education, Inc. Publishing as Prentice Hall 50

Designing Interfaces and Dialogues for Pine Valley Furniture n Key feature PVF wants for their WebStore: Incorporate menu-driven navigation with cookie crumbs into design of interface 2014 Pearson Education, Inc. Publishing as Prentice Hall 51

Menu-Driven Navigation with Cookie Crumbs n Cookie crumbs: the technique of placing tabs on a Web page that show a user where he or she is on a site and where he or she has been Allow users to navigate to a point previously visited and will assure they are not lost Clearly show users where they have been and how far they have gone from home 2014 Pearson Education, Inc. Publishing as Prentice Hall 52

Common Errors in Web site Design n Opening new browser window n Breaking or slowing down the Back button n Complex URLs n Orphan Pages n Scrolling navigation pages n Lack of navigation support n Hidden links n Links that don t provide enough information n Buttons that provide no click feedback 2014 Pearson Education, Inc. Publishing as Prentice Hall 53

Summary n In this chapter you learned how to: ü Explain the process of designing interfaces and dialogues and the deliverables for their creation. ü Contrast and apply several methods for interacting with a system. ü List and describe various input devices and discuss usability issues for each in relation to performing different tasks. ü Describe and apply the general guidelines for designing interfaces and specific guidelines for layout design, structuring data entry fields, providing feedback, and system help. 2014 Pearson Education, Inc. Publishing as Prentice Hall 54

Summary (Cont.) ü Design human-computer dialogues and understand how dialogue diagramming can be used to design dialogues. ü Design graphical user interfaces. ü Discuss guidelines for the design of interfaces and dialogues for Internet-based electronic commerce systems. 2014 Pearson Education, Inc. Publishing as Prentice Hall 55

Copyright 2014 Pearson Education, Inc. Publishing as Prentice Hall