System Development Techniques Individual Assignment
System Development Techniques
Diploma in Information Technology
Lesson 10
Learning outcomes After studying this chapter and the recommended reading, you should be able to:
• Explain user-interface design concepts • Describe the transition from analysis to user-
interface design • Discuss user and system interfaces • Explain user-interface design
Introduction
• User interface design between a system and its users is an important systems design task.
• Poorly designed interfaces with people can result in a system that operates less than optimally or doesn’t fulfil its purpose.
• Designing user interface are both analysis activities and design activities.
Introduction
• User interface during Analysis activity – discussion of inputs and outputs with stakeholders
to identify users and actors and the information they need to carry out their business processes
– screen layout and storyboard is a discovered with deep understanding of the user processes and needs.
Introduction
• User-interface design during Design activity – utilizes other analysis models as input, e.g. system
sequence diagram. – produces models in the form of sample layouts
that are used by programmers to implement the final system.
Introduction
User-interface design need to consider – the entire user experience – what devices are being used and what the users
are doing on those devices. – the type of device:
• desktop, laptop, tablet, or smartphone, – Type of OS
• iOS, Android or Windows devices.
Understanding the User Experience and the User Interface
• User Experience (UX) – a broad concept that applies to all aspects of a
person’s interaction with a product or service. – includes user
• actions, responses, perceptions, feelings • anticipation when using the software application.
Understanding the User Experience and the User Interface
• User Interface (UI) – the set of inputs and outputs that directly involve
an application user. – the part of the system that the user sees and
interacts with. – the only part of the system that the users see, to
them the user interface is the system.
Understanding the User Experience and the User Interface
• User Interface (UI) – varies widely depending on such factors as interface
purpose, user characteristics, and characteristics of a specific interface device.
– For example, • internal users
– design for operational efficiency – can be trained to use a specific interface optimized for a specific
hardware device • general customer-accessible system
– Assumes a cell phone as the input/output device. – design for general ease of use
Understanding the User Experience and the User Interface
• User Interface (UI) – must be integrated into all elements of the system
development. – should not be developed and added to the system
near the end of the development process.
Understanding the User Experience and the User Interface
• User-centered design – Three important principles:
• Focus early and throughout the project on the users and their work.
• Evaluate all designs to ensure usability. • Use iterative development.
Understanding the User Experience and the User Interface
• Usability – how easy a system is to learn and use. – ensuring usability isn’t easy; there are many different
types of users with different preferences and skills. – If the system has a variety of end users, how can the
designer be sure that the interface will work well for all of them? • if it is too flexible, some end users might feel lost. • if the interface is too rigid, some users will be frustrated.
Understanding the User Experience and the User Interface
• Usability – ease of learning and ease of use are in conflict.
• Easy to learn – menu-based applications with multiple forms, many dialog boxes,
and extensive prompts and instructions are easy to learn and self- explanatory.
– appropriate for systems that end users use infrequently. • Easy to use
– internal users use the system all day, – important to make the interface fast and flexible, with shortcuts, hot
keys, voice commands, and information-intensive screens. – might be harder to learn, but it will be easier to use after it is
learned.
Understanding the User Experience and the User Interface
• Metaphors – items that appear on the screens are virtual
entities. – Items exist only as images and sounds. – Therefore, helpful for Human-Computer Interface
(HCI) developers to use metaphors based on real- world physical entities and actions to design a user interface with a positive user experience.
Understanding the User Experience and the User Interface
• Metaphors – make computers easier to use and learn, – analogies between features of the user interface
and aspects of physical reality that users are familiar with.
– widely applied to user-interface design (see next table)
Understanding the User Experience and the User Interface
• Metaphors
Fundamental Principles of User- Interface Design
• Human-interface objects (HIOs) – objects that appear on a screen the user can
manipulate. – e.g. documents, buttons, menus, folders, and
icons.
Fundamental Principles of User- Interface Design
• Human-interface objects (HIOs) – Use HIOs That Reflect Their Purpose or Behaviour
(Affordance) • Mostly used in buttons or other small icons • Affordance: the appearance of a specific
control suggests its function – For example, a control that looks like a steering
wheel suggests that it is used for turning. – can also be achieved by a user-interface control that
the user is familiar with in another context. » For example, the media player control icons shown in
most music player.
Fundamental Principles of User- Interface Design
• Human-interface objects (HIOs) – HIOs Should Provide Visual Feedback When
Activated • visual or audio response by the system in response to
some user action • immediate feedback on mouseover or mouse click. • Feedback provides the user with a sense of
confirmation and the feeling that a system is responsive and functioning correctly.
• Lack of feedback leaves the user wondering whether a command or input was recognized or whether the system is malfunctioning.
Fundamental Principles of User- Interface Design
• Human-interface objects (HIOs) – HIOs Should Provide Visual Feedback When
Activated • visual or audio response by the system in response to
some user action • immediate feedback on mouseover or mouse click. • Feedback provides the user with a sense of
confirmation and the feeling that a system is responsive and functioning correctly.
• Lack of feedback leaves the user wondering whether a command or input was recognized or whether the system is malfunctioning.
Fundamental Principles of User- Interface Design
• Consistency – effectiveness of the user experience is highly
dependent on consistency. – different levels or areas where consistency should
be maintained. • Consistency Within and Across Platforms • Consistency Within a Suite of Applications • Consistency Within an Application
Fundamental Principles of User- Interface Design
• Consistency Versus Continuity – changes occurring in new releases of an application. – maintains a certain level of consistency over time across
multiple releases. – problem designers have is understanding how to add new
functionality while maintaining continuity across new releases. • may not be possible to maintain complete consistency while
adding new functions, • but continuity should be maintained so that users can easily
transition into the new release.
Fundamental Principles of User- Interface Design
• Discoverability – feature of the user interface that provides clues to
help the users uncover hidden features. – Two ways:
• Use Active Discovery to Help Find Hidden Features • Use Visual Diagrams to Help Users Discover Functions
or Tools
Fundamental Principles of User- Interface Design
• Discoverability – Use Active Discovery to Help Find Hidden Features – Active discovery
• is a user-interface feature that leads users into discovering hidden features. – have a pop-up window appear at application initiation that
provides hints and additional features. – have a small text box appear as the user hovers over different
locations of the screen.
Fundamental Principles of User- Interface Design
• Discoverability – Use Visual Diagrams to Help Users Discover
Functions or Tools – a simple diagram that is very expressive of how to
perform a desired action.
Fundamental Principles of User- Interface Design
• Closure – based on the dialogue metaphor – a use case requires several steps to complete.
• the user interface should have a clearly defined beginning and ending.
– Provide feedback on the HIOs (e.g. button, icons)
Fundamental Principles of User- Interface Design
• Closure – For a single step
• have a message pop up saying that the work was saved or the action was completed.
– When a use case requires several steps, • important that the user know that all the steps are
completed. • have a Continue button and a Finish button that
indicate the end of the process. • can include progress bar is also included and a final
message to indicate that the dialogue has successfully finished.
Fundamental Principles of User- Interface Design
• Readability and Navigation – Text Should Be Readable (Font Type, Size, and
Colour) – Navigation Should Be Clear – Always Allow a Way Out
• When the user is entering data, should be able to immediately escape from that form or page without changing the system.
• input forms have a Cancel button to immediately back out of the specific form.
Fundamental Principles of User- Interface Design
• Readability and Navigation – can be difficult to support in multiple devices. – large desktop screens usually are quite readable, – readability with small mobile devices is often a serious
problem. – large desktop screens also have a lot of space for clues
about navigating through various screens of an application. – small screens on mobile devices often require that the
navigation tools be hidden or partially hidden.
Fundamental Principles of User- Interface Design
• Usability and Efficiency – the entire user experience must be considered to
make an application effective and usable. • Provide Shortcut Keys to Support Experienced Users • Design Error Messages That Provide Solution Options • Design for Simplicity
Transitioning from Analysis to User- Interface Design
• User-interface design built from – use case descriptions
• Grouping of related use cases to identify main menu items.
• starting point for a dialogue or form – activity diagrams – system sequence diagrams.
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – Menus • provide the mechanisms first to organize use
cases and to invoke a particular use case or user dialogue. • needed to present the user with a number of
choices per screen, • to group related functions together so users
can more easily locate them.
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – How many main menu items? • by the number of uses cases or menu choices,
and by the limits of human cognition. • For a typical business system, dividing the total
number of interactive use cases by five provides an initial estimate of the number of menus needed • allows for additional menu items, such as
setting options or preferences.
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – How to group use cases into one menu item • Use cases with common actors and Event
decomposition • Use cases that implement CRUD actions for a
specific domain class
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – How to group use cases into one menu item
• For example, an initial grouping of these cases by actor and subsystem is a good starting point for menu design.
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – How to group use cases into one menu item
• use cases grouped into first-cut menus by similar function and user
Transitioning from Analysis to User- Interface Design
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – Each menu collects uses cases from one
subsystem for a customer or internal sales representative.
– The number of menu choices ranges from four to seven,
• won’t overload any one menu • may enable multiple menu levels to be displayed at one
time.
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – A dialogue design is created for each menu
option. – You should note that designers often discover
missing or incomplete use cases during user- interface design, which results in a brief return to analysis activities to complete the documentation.
– (One of the reason we need to start GUI design early)
Transitioning from Analysis to User- Interface Design
• Use Cases and the Menu Hierarchy – Menus • include options that are not activities or use
cases from the event list. • Many of these options are related to the
system controls, such as account maintenance or database backup and recovery • Other added items include help links as well as
links to other menus or subsystems.
Transitioning from Analysis to User- Interface Design
• Analysis Models and Input Forms – A system sequence diagram • identified individual messages coming from the
external actor into the system. • The messages represent forms or input screens
to pass information into and out of the system. • a good starting point to identify the various
screens and forms that may be needed for the user interface for a particular use case.
Transitioning from Analysis to User- Interface Design
• Analysis Models and Input Forms
Transitioning from Analysis to User- Interface Design
• Analysis Models and Input Forms – This figure shows six separate data flows across
the system boundary. – Part of the user-interface design process is to
decide how to design the screens for these six data flows.
– One pair (in and out) data flow can be on the same screen
Transitioning from Analysis to User- Interface Design
• Dialogues and Storyboards – After identifying all required dialogues, the
designer list the key steps how the dialogues works together.
– Include a description of what the user and computer do at each step.
– The format for writing these steps can mimic the activity diagram.
User-Interface Design
• Need to consider design for different type of devices: – Desktop and Laptop User Interfaces – Web-Based Applications – Tablets
Summary
• User interface design between a system and its users is an important systems design task.
• Designing user interface are both analysis activities and design activities.
• Three important principles for User-centered design • Focus early and throughout the project on the
users and their work. • Evaluate all designs to ensure usability. • Use iterative development.
Summary
• The fundamental Principles of User-Interface Design includes: – Affordance – Consistency – Consistency Versus Continuity – Discoverability – Closure – Readability and Navigation – Usability and Efficiency
Summary
• User-interface design built from – use case descriptions – activity diagrams – system sequence diagrams.
• Storyboards are constructed using the designed dialogues
Read
Textbook:
• Satzinger, Robert & Stephen Chapter 8