Human Factors Todd Bacastow Geography 583 Geospatial Systems Analysis & Design.

Slides:



Advertisements
Similar presentations
Chapter 11 Designing the User Interface
Advertisements

Chapter 17 – User Interface Design Objectives:
Tutorial 8: Developing an Excel Application
17-1 Hybrid Windows/Web Interface Special Considerations for User Interface Design Internal Controls – Authentication and Authorization User ID.
Programming Logic and Design Fourth Edition, Introductory
17.1 Dr. Honghui Deng Assistant Professor MIS Department UNLV MIS 370 System Analysis Theory.
16.1 Dr. Honghui Deng Assistant Professor MIS Department UNLV MIS 370 System Analysis Theory.
PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1.
Irwin/McGraw-Hill Copyright © 2004 The McGraw-Hill Companies. All Rights reserved Whitten Bentley DittmanSYSTEMS ANALYSIS AND DESIGN METHODS6th Edition.
User Interface Design: Methods of Interaction. Accepted design principles Interface design needs to consider the following issues: 1. Visual clarity 2.
PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1.
Interaction Styles Interface Widgets. What are Interaction Styles?  A Collection of interface objects and associated techniques from which an interaction.
1 Pertemuan 09 s/d 10 Input Design and Prototyping Matakuliah: M0602/Perancangan Sistem Informasi Tahun: 2006 Versi: 1.
McGraw-Hill/Irwin Copyright © 2007 by The McGraw-Hill Companies, Inc. All rights reserved. Chapter 17 User Interface Design.
McGraw-Hill/Irwin Copyright © 2007 by The McGraw-Hill Companies, Inc. All rights reserved. Chapter 16 Input Design and Prototyping.
Irwin/McGraw-Hill Copyright © 2000 The McGraw-Hill Companies. All Rights reserved Whitten Bentley DittmanSYSTEMS ANALYSIS AND DESIGN METHODS5th Edition.
User interface Systems Analysis and Design Accountancy Department Petra Christian University Surabaya 2003.
Irwin/McGraw-Hill Copyright © 2004 The McGraw-Hill Companies. All Rights reserved Whitten Bentley DittmanSYSTEMS ANALYSIS AND DESIGN METHODS6th Edition.
Irwin/McGraw-Hill Copyright © 2000 The McGraw-Hill Companies. All Rights reserved Whitten Bentley DittmanSYSTEMS ANALYSIS AND DESIGN METHODS5th Edition.
© 2005 by Prentice Hall Chapter 3c Designing Interfaces and Dialogues.
Chapter 13: Designing the User Interface
User Interface Design Chapter 11. Objectives  Understand several fundamental user interface (UI) design principles.  Understand the process of UI design.
Chapter 12 Designing Interfaces and Dialogues
Input/Output Design User Interface Design
Systems Analysis and Design in a Changing World, 6th Edition
Irwin/McGraw-Hill Copyright © 2000 The McGraw-Hill Companies. All Rights reserved Whitten Bentley DittmanSYSTEMS ANALYSIS AND DESIGN METHODS5th Edition.
User Interface Theory & Design
Copyright © 2012 Pearson Education, Inc. Publishing as Prentice Hall 8.1.
Systems Analysis and Design in a Changing World, 6th Edition
- Physical design of output reports and input forms
The chapter will address the following questions:
INPUT DESIGN 1. Input design comes after the design of outputs. Output design comes first as a system validation test. Input design concepts and guidelines.
Systems Analysis and Design in a Changing World, 6th Edition
SYSTEMS DESIGN. Learning objectives Identify and differentiate between several systems design strategies. Describe the design phase tasks in terms of.
Ch 6 - Menu-Based and Form Fill-In Interactions Yonglei Tao School of Computing & Info Systems GVSU.
INPUT DESIGN This repository of slides is intended to support the named chapter. The slide repository should be used as follows: Copy the file to a unique.
14 Chapter 11: Designing the User Interface. 14 Systems Analysis and Design in a Changing World, 3rd Edition 2 Identifying and Classifying Inputs and.
INFO 503Lecture #71 Introduction to Information Systems Analysis Input and User Interface Design INFO 503 Glenn Booker.
11.10 Human Computer Interface www. ICT-Teacher.com.
CSC 480 Software Engineering Lecture 19 Nov 11, 2002.
SAD: Ch 10 to C H A P T E R FEASIBILITY ANALYSIS AND THE SYSTEM PROPOSAL.
Navigation Sequences Proper navigation Poor navigation Poor Navigation.
Designing Interface Components. Components Navigation components - the user uses these components to give instructions. Input – Components that are used.
System Analysis and Design
Interface Design Inputs and outputs –data flows to and from external entities –data flows into and out of processes that are manual or not fully automated.
INFO 355Week #71 Systems Analysis II User and system interface design INFO 355 Glenn Booker.
User Interface Theory & Design Lecture 6a 1.  User interface is everything the end user comes into contact with while using the system  To the user,
E.g.: MS-DOS interface. DIR C: /W /A:D will list all the directories in the root directory of drive C in wide list format. Disadvantage is that commands.
University of Toronto at Scarborough © Kersti Wain-Bantin CSCC40 user dialogue 1 why good interface design? reduces input and usage errors lowers the cost.
1 User Interface Design Components Chapter Key Definitions The navigation mechanism provides the way for users to tell the system what to do The.
IFS310: Module 11 Input/Output Design - Physical design of output reports and input forms.
Irwin/McGraw-Hill Copyright © 2004 The McGraw-Hill Companies. All Rights reserved Whitten Bentley DittmanSYSTEMS ANALYSIS AND DESIGN METHODS6th Edition.
Input Design Lecture 11 1 BTEC HNC Systems Support Castle College 2007/8.
1 User Interface Design and Prototyping Introduction  The chapter will address the following questions:  Which features on available terminal and microcomputer.
Windows layout. During the design process, the individual elements, or building blocks, of screens will have been identified. A logical flow of information.
Chapter 16 Designing Effective Input Systems Analysis and Design Kendall and Kendall Fifth Edition.
GUI Controls for Input Design Introduction –Most new applications being developed today include a GUI. This approach is influenced by a new trend in.
Software Interfaces. Learning Objectives Describe the characteristics of different types of user interfaces. Discuss the types of user interfaces which.
Systems Software. Systems software Applications software such as word processing, spreadsheet or graphics packages Operating systems software to control.
Printed Reports Analysis questions –Who will use the report? –What is the purpose of the report? –When or how often is the report needed? –Where does the.
1 Unit E-Guidelines (c) elsaddik SEG 3210 User Interface Design & Implementation Prof. Dr.-Ing. Abdulmotaleb.
PowerPoint Presentation for Dennis, Wixom & Tegarden Systems Analysis and Design Copyright 2001 © John Wiley & Sons, Inc. All rights reserved. Slide 1.
6. (supplemental) User Interface Design. User Interface Design System users often judge a system by its interface rather than its functionality A poorly.
Human Factors Todd Bacastow Geography 468. Spatial Systems Key human factors in spatial systems – Gender (the court is still out) – Spatial cognition.
Chapter 6 : User interface design
Windows xp PART 1 DR.WAFAA SHRIEF.
5 INPUT DESIGN AND PROTOTYPING C H A P T E R
MBI 630: Week 11 Interface Design
Chapter 17 User Interface Design Chapter 17 – User Interface Design.
SYSTEMS ANALYSIS & DESIGN
Presentation transcript:

Human Factors Todd Bacastow Geography 583 Geospatial Systems Analysis & Design

15-2

Spatial Systems Key human factors in spatial systems –Gender (the court is still out) –Spatial cognition Declarative Procedural Configurational –Spatial visualization Manipulation Rotate Move Transform –Spatial orientation (imagination)

Spatial Systems –Spatial relations Patterns Shape Layout Hierarchy Linkage –Map reading aptitude –Human spatial information processing Perception Integration Utilization –Mental models & problem solving –Computer aptitude –Need/Motivation

15-5 Output Design Guidelines 1.Outputs should be simple to read and interpret. –Include a title. –Date and time stamp. –Include sections and headings to segment information. –Clearly label all fields and columns. –Include legends for all abbreviations. –Include only required information. Online provide methods to expand and contract information. –Report information in format that does not have to be manually edited. –Information should be balanced across the page or screen. –Provide for easy navigation. –Avoid computer jargon and error messages.

15-6 Output Design Guidelines (cont.) 2.The timing of outputs is important. –This can affect how the output is designed an implemented 3.The distribution of (or access to) outputs must be sufficient to assist all relevant users. –The choice of implementation method affects distribution 4.Outputs must be acceptable to the system users who will receive them. –Systems analyst must understand how the recipient plans to use the output

15-7 Output Design Process 1.Identify system outputs and review logical requirements. 2.Specify physical output requirements. 3.As necessary, design any preprinted forms. 4.Design, validate and test outputs using some combination of: 1.Layout tools (e.g., hand sketches, spacing charts, or CASE tools. 2.Prototyping tools (e.g., spreadsheet, PC DBMS, 4GL) 3.Code generating tools (e.g., report writer)

15-8 Screen Output Design Principles Screen Design Consideration Design Guidelines Size The designer should consider the “lowest common denominator.” The default window size should be less than or equal to the worst resolution display in the user community. Scrolling On-line outputs have the advantage of not being limited by the physical page. This can also be a disadvantage if important information such as column headings scrolls off the screen. If possible, freeze important headings at the top of a screen. Navigation Users should always have a sense of where they are in a network of on-line screens. Users also require the ability to navigate between screens. Partitioning In Windows, zones are forms within forms. On the Internet, frames are pages within pages. Information Hiding On-line applications offer capabilities to hide information until it is either needed or becomes important. Techniques include drill-down and pop-up dialogue boxes. Highlighting Highlighting can call users’ attention to erroneous data, exception data, or specific problems. Highlighting can also be a distraction if misused. Printing Always provide users the option to print a permanent copy of the report.

16-9 Data Capture and Data Entry Data capture – the identification and acquisition of new data (at its source). –Source documents – forms used to record business transactions in terms of data that describe those transactions. Data entry – the process of translating the source data or document (above) into a computer readable format.

16-10 Data Processing Data processing is all processing that occurs on the data after it is input from a machine readable form. –In batch processing, the entered data is collected into files called batches and processed as a complete batch. –In on-line processing, the captured data is processed immediately –In remote batch processing, data is entered and edited on-line, but collected into batches for subsequent processing.

16-11 Input Implementation Methods Keyboard Mouse Touch Screen Point-of-event terminals Sound and speech Automatic data capture –Optical mark recognition (OMR) Bar codes –Optical character recognition (OCR) –Magnetic Ink –Electromagnetic transmission –Smart cards –Biometric

16-12 Input Design Guidelines Capture only variable data. –Not data that can be looked up. Do not capture data that can calculated or stored in computer programs as constants. –Distance, etc. Use codes for appropriate attributes.

16-13 Source Document / Form Design Guidelines Include instructions for completing the form. Minimize the amount of handwriting. Data to be entered (keyed) should be sequenced top-to-bottom and left-to-right. When possible use designs based on known metaphors.

16-14 Bad Flow in a Form

16-15 Good Flow in a Form

16-16 Internal Controls for Inputs The number of inputs should be monitored (to minimize risk of lost transactions). –For batch processing Use batch control slips Use one-for-one checks against post-processing detail reports –For on-line systems Log each transaction as it occurs to a separate audit file Validate all data –Existence checks –Data-type checks –Domain checks –Combination checks –Self-checking digits –Format checks

16-17 Common GUI Controls Text boxes Radio buttons Check boxes List boxes Drop down lists Combination boxes Spin boxes Buttons

16-18 Common GUI Controls Uses Text boxes –When the input data values are unlimited in scope Radio buttons –When data has limited predefined set of mutually exclusive values Check boxes –When value set consists of a simple yes or no value List boxes –When data has a large number of possible values Drop down lists –When data has large number of possible values and screen space is too limited for a list box Combination boxes –To provide user with option of selecting value from a list or typing a value that may or may not appear in the list Spin boxes –When need to navigate through a small set of choices or directly typing a data value

16-19 Advanced Controls Drop down calendars Slider edit controls Masked edit controls Ellipsis controls Alternate numerical spinners Check list boxes Check tree boxes

16-20 Input Design Process 1.Identify system inputs and review logical requirements. 2.Select appropriate GUI controls. 3.Design, validate and test inputs using some combination of: a)Layout tools (e.g., hand sketches, spacing charts, or CASE tools. b)Prototyping tools (e.g., spreadsheet, PC DBMS, 4GL) 4.As necessary design source documents.

17-21 System User Classifications Expert User – an experienced computer user –Spends considerable time using specific application programs. –Use of a computer is usually considered non- discretionary. –In the mainframe computing era, this was called a dedicated user. Novice User – a less experienced computer user – Uses computer on a less frequent, or even occasional, basis. –Use of a computer may be viewed as discretionary (although this is becoming less and less true). –Sometimes called a casual user.

17-22 Interface Problems According to Galitz, the following problems result in confusion, panic, frustration, boredom, misuse, abandonment, and other undesirable consequences. –Excessive use of computer jargon and acronyms –Nonobvious or less-than-intuitive design –Inability to distinguish between alternative actions (“what do I do next?”) –Inconsistent problem-solving approaches –Design inconsistency

17-23 Commandments of User Interface Design Understand your users and their tasks. Involve the user in interface design. Test the system on actual users. Practice iterative design.

17-24 Human Engineering Guidelines The user should always be aware of what to do next –Tell user what the system expects right now. –Tell user that data has been entered correctly. –Tell user that data has not been entered correctly. –Explain reason for a delay in processing. –Tell user a task was completed or not completed. Format screen so instructions and messages always appear in same general display area. Display messages and instructions long enough so user can read them.

17-25 Human Engineering Guidelines (continued) Use display attributes sparingly. Default values should be specified. Anticipate errors users might make. Users should not be allowed to proceed without correcting an error. If user does something that could be catastrophic, the keyboard should be locked to prevent any further input, and an instruction to call the analyst or technical support should be displayed.

17-26 Guidelines for dialogue Tone and Terminology Dialogue – the overall flow of screens and messages for an application Tone: –Use simple, grammatically correct sentences. –Don’t be funny or cute! –Don’t be condescending. Terminology –Don’t use computer jargon. –Avoid most abbreviations. –Use simple terms. –Be consistent in your use of terminology. –Carefully phrase instructions—use appropriate action verbs.

17-27 User Interface Technology Operating Systems and Web Browsers –GUI –Windows, Macintosh, etc –Growing importance of platform independence Display Monitor –PC monitors –Non-GUI terminals –Growing importance of devices such as handhelds Paging – Display complete screen of characters at a time. Scrolling – Display information up or down a screen one line at a time. Keyboards and Pointers –Mouse –Pens –Touch

17-28 Graphical User Interfaces Styles and Considerations Windows and frames Menu-driven interfaces –Pull-down and cascading menus –Tear-off and pop-up menus –Toolbar and iconic menus –Hypertext and hyperlink menus Instruction-driven interfaces –Language-based syntax –Mnemonic syntax –Natural language syntax Question-answer dialogue

17-29 A Classical Hierarchical Menu Dialogue

17-30 Sample Dialogue Chart

17-31 Pull-Down and Cascading Menus menu bar Pull-down menu Cascading menu Ellipses indicates dialogue box

17-32 Dialogue Box

17-33 Pop-Up Menus

17-34 Tool Bars

17-35 Iconic Menus

17-36 Consumer-Style Interface

17-37 Hybrid Windows/Web Interface

17-38 Instruction-Driven Interfaces Language-based syntax is built around a widely accepted command language that can be used to invoke actions –SQL Mnemonic syntax is built around commands defined for custom information systems. –Commands unique to that system and meaningful to user Natural language syntax allows users to enter questions and command in their native language

17-39 Instruction-Driven Interface

17-40 Special Considerations for User Interface Design Internal Controls – Authentication and Authorization –User ID and Password –Privileges assigned to roles –Web certificates Online Help –Growing use of HTML for help systems –Help authoring packages –Tool tips –Help wizards –Agents – reusable software object that can operate across different applications and networks.

17-41 The User Interface Design Process 1.Chart the user interface dialogue. State Transition Diagram– a tool used to depict the sequence and variation of screens that can occur during a user session. 2.Prototype the dialogue and user interface. 3.Obtain user feedback. –Exercising (or testing) the user interface 4.If necessary return to step 1 or 2