INFORMATION X INFO425: Systems Design Chapter 14 Designing the user interface.

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Presentation transcript:

INFORMATION X INFO425: Systems Design Chapter 14 Designing the user interface

INFO425: Systems Design INFORMATION X Case  Contrast PM Sara’s approach to analysis and design vs. the previous PM  What techniques were used to define the system UI  What were key findings from UI design sessions? Why were they important?

INFO425: Systems Design INFORMATION X Learning Objectives  Describe the difference between user interfaces and system interfaces  Explain why the user interface is the system to the users  Discuss the importance of the three principles of user-centered design

INFO425: Systems Design INFORMATION X Learning Objectives ( continued )  Describe the three metaphors of human-computer interaction  Discuss how visibility and affordance affect usability  Apply the eight golden rules of dialog design when designing the user interface  Define the overall system structure as a menu hierarchy

INFO425: Systems Design INFORMATION X Learning Objectives ( continued )  Write user-computer interaction scenarios as dialogs  Create storyboards to show the sequence of forms used in a dialog  Use UML class diagrams and sequence diagrams to document dialog designs  List the key principles used in Web design

INFO425: Systems Design INFORMATION X Overview  User interfaces handle input and output that involve a user directly  Focus on interaction between user and computer called human-computer interaction (HCI)  Metaphors to describe the user interface What’s a metaphor? (1) (2)

INFO425: Systems Design INFORMATION X Identifying and Classifying Inputs and Outputs  Identified by analyst when defining system scope  Requirements model produced during analysis  Event table includes trigger to each external event  Triggers represent inputs  Outputs are shown as responses to events

INFO425: Systems Design INFORMATION X Traditional and OO Approaches to Inputs and Outputs  Traditional approach to inputs and outputs  Shown as data flows on context diagram, data flow diagram (DFD) fragments, and detailed DFDs  OO approach to inputs and outputs  Defined by message entering or leaving system  Documented in system sequence diagram (SSD)  Actors provide inputs for many use cases >Under what circumstances do actors not provide inputs?

INFO425: Systems Design INFORMATION X User versus System Interface  System interfaces – I/O requiring minimal human interaction  Goal is *no* human interaction  User interfaces  I/O requiring human interaction  User interface is everything end user comes into contact with while using the system  To the user, the interface is the system  When is UI design critically important to an organization?  Analyst designs system interfaces separate from user interfaces  Requires different expertise and technology

INFO425: Systems Design INFORMATION X Understanding the User Interface  Physical aspects of the user interface  Devices touched by user, manuals, documentation, and forms  Perceptual aspects of the user interface  Everything else user sees, hears, or touches such as screen objects, menus, and buttons  Conceptual aspects of the user interface  What user knows about system and logical function of system

INFO425: Systems Design INFORMATION X Aspects of the User Interface Physical Perceptual Conceptual

INFO425: Systems Design INFORMATION X User-Centered Design 1.Focus early on the users and their work by focusing on requirements  Workflow analysis 2.Usability - system is easy to learn and use 3.Iterative development keeps focus on user  Continually return to user requirements and evaluate system after each iteration Human – Computer Interaction as field of study  Study of end users and interaction with computers  Human factors engineering (ergonomics)

INFO425: Systems Design INFORMATION X Fields Contributing to the Study of HCI

INFO425: Systems Design INFORMATION X Metaphors for Human-Computer Interaction  Direct manipulation metaphor  User interacts with objects on display screen  Document metaphor  Computer is involved with browsing and entering data in electronic documents  WWW, hypertext, and hypermedia  Dialog metaphor  Much like carrying on a conversation

INFO425: Systems Design INFORMATION X Desktop Metaphor Based on Direct Manipulation Shown on Display Screen

INFO425: Systems Design INFORMATION X Document Metaphor Shown as Hypermedia in Web Browsers

INFO425: Systems Design INFORMATION X Dialog Metaphor Expresses the Messaging Concept

INFO425: Systems Design INFORMATION X Guidelines for Designing User Interfaces  Affordance  Appearance of control should suggest its functionality – purpose for which it is used  Visibility  All controls should be visible  Provide immediate feedback to indicate control is responding  System developers should use published interface design standards and guidelines

INFO425: Systems Design INFORMATION X Eight Golden Rules for Interactive Interface Design  Strive for consistency  Consistent way of performing functions, laying out data on forms, navigation through menus  Shortcuts for experts  Ability to use keystrokes (Ctl C) or enter commands on a command line  Offer informative feedback  Think of Windows error feedback …. The opposite of that  Let users know that system recognizes what they have entered  Effective error and help messages  Dialogs have Closure  Clear sequence….like a good movie…beginning, middle, end

INFO425: Systems Design INFORMATION X Eight Golden Rules for Interactive Interface Design  Simple error handling  Preventative  When error made, easy for user to understand what error is, how to fix  Easy reversal of Actions  Ability to ‘undo’  Support ‘internal locus of control’  Make users think they are in control of the system  Wording of prompts  Reduce short term memory load  The rule of 7 +/- 2  Make sure necessary info from previous steps, etc easily accessible

INFO425: Systems Design INFORMATION X Documenting Dialog Designs  Done simultaneously with other system activities  Based on inputs and outputs requiring user interaction  Used to define menu hierarchy  Allows user to navigate to each dialog  Provides overall system structure  Storyboards, prototypes, and UML diagrams

INFO425: Systems Design INFORMATION X Overall Menu Hierarchy Design Use cases grouped logically – become menus System utilities identified in Design phase added later

INFO425: Systems Design INFORMATION X Dialogs and Storyboards  Many methods exist for documenting dialogs  Written descriptions following flow of activities like in use case description  Narratives  Sketches of screens  Storyboarding – showing sequence of sketches of display screen during a dialog

INFO425: Systems Design INFORMATION X

INFO425: Systems Design INFORMATION X Dialog Documentation with UML Diagrams  OO approach provides UML diagrams  Use case descriptions  List of steps followed as system and user interact  Activity diagrams  Document dialog between user and computer for a use case  System sequence diagrams (SSD)  Actor (a user) sends messages to system  System returns information in form of messages

INFO425: Systems Design INFORMATION X Sequence Diagram for the RMO Look Up Item Availability dialog (Figure 13-10)

INFO425: Systems Design INFORMATION X Class Diagram Showing Interface Classes Making up ProductQueryForm

INFO425: Systems Design INFORMATION X Sequence Diagram Showing Specific Interface Objects (Figure 13-12)

INFO425: Systems Design INFORMATION X Guidelines for Designing Windows and Browser Forms  Each dialog might require several windows forms  Standard forms are widely available  Windows: Visual Basic, C++, C#, Java  Browser: HTML, VBScript, JavaScript, ASP, Java servlets  Implementation  Identify objectives of form and associated data fields  Construct form with prototyping tools

INFO425: Systems Design INFORMATION X Form Design Issues  Form layout and formatting  Consistency  Headings, labels, logos  Font sizes, highlighting, colors  Order of data-entry fields and buttons  Data keying and data entry (use standard control)  Text boxes, list boxes, combo boxes, and so on  Navigation and support controls  Help support  Tutorials  Indexes  Context-sensitive

INFO425: Systems Design INFORMATION X Guidelines for Designing Web Sites  Draw from guidelines and rules for designing windows forms and browser forms  Web site uses  Corporate communication  Customer information and service  Sales, distribution, and marketing  Must work seamlessly with customers 24/7

INFO425: Systems Design INFORMATION X Ten Good Deeds in Web Design  Place organization’s name and logo on every page and link to the homepage  Provide a search function  Use straightforward headlines and page titles so it is clear what page contains  Structure page to help readers scan it  Use hypertext to organize information into separate pages

INFO425: Systems Design INFORMATION X Ten Good Deeds in Web Design (Continued)  Use product photos (preferably thumbnails), but avoid cluttered and bloated pages that load slowly  Use relevance-enhanced image reduction; zoom in on needed detail  Use link titles to provide users with a preview of where link will take them  Ensure that pages are accessible by users with disabilities  Do the basics the same thing as everybody else because users come to expect certain features  Shopping cart  Search

INFO425: Systems Design INFORMATION X Summary  User interface is everything user comes into contact with while using the system  Physically, perceptually, and conceptually  To some users, user interface is the system  User-centered design means  Focusing early on users and their work  Evaluating designs to ensure usability  Applying iterative development

INFO425: Systems Design INFORMATION X Summary ( continued )  User interface is described with metaphors (desktop, document, dialog)  Interface design guidelines and standards are available from many sources  Dialog design starts with use cases and adds dialogs for integrity controls, user preferences, help  OO approach provides UML models to document dialog designs, including sequence diagrams, activity diagrams, and class diagrams