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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.

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Presentation on theme: "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."— Presentation transcript:

1 INPUT DESIGN 1

2 Input design comes after the design of outputs. Output design comes first as a system validation test. Input design concepts and guidelines are based on ‘Garbage in, garbage out’ (GIGO) The quality of system input determines the quality of system output. 2

3 Input Design Define the appropriate format and media for a computer input. Explain the difference between data capture, data entry, and data input. Identify and describe several automatic data collection technologies. 3

4 Apply human factors to the design of computer inputs. Design internal controls for computer inputs. Select proper screen-based controls for input attributes that are to appear on a GUI input screen. Design a web-based input interface. 4

5 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. 5

6  Data entry – the process of translating the source data or document (above) into a computer readable format. Data processing – is all processing that occurs on the data after it is input from a machine readable form. 6

7  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. 7

8 Input Implementation Methods Keyboard Mouse Touch Screen Point-of-sale terminals Sound and speech Automatic data capture 8

9  Optical mark recognition (OMR) Bar codes  Optical character recognition (OCR)  Magnetic Ink  Electromagnetic transmission  Smart cards  Biometric 9

10 Taxonomy for Computer Inputs Process Method Data CaptureData EntryData Processing Keyboar d Data is usually captured on a business form that becomes the source document for input. Data can be collected real- time. Data is entered via keyboard. This is the most common input method but also the most prone to errors. OLD: Data can be collected into batch files (disk) for processing as a batch. NEW: Data is processed as soon as it has been keyed. 10

11 Taxonomy for Computer Inputs Mouse Same as above Used in conjunction with keyboard to simplify data entry. Mouse serves as a pointing device for a screen. Same as above, but the use of a mouse is most commonly associated with online and real-time processing. 11

12 Taxonomy for Computer Inputs Touch Screen Same as above. Data is entered on a touch screen display or handheld device. Data entry users either touch commands and data choices or enter data using handwriting recognition. On PCs, touch screen choices are processed same as above. On handheld computers, data is sorted on the handheld for later processing as a remote batch. 12

13 Taxonomy for Computer Inputs Point of Sale Data is captured as close to the point of sale as humanly possible. No source documents. Data is often entered directly by the customer or by an employee directly interacting with the customer. Data is almost always processed immediately as a transaction or inquiry. 13

14 Taxonomy for Computer Inputs Process Method Data CaptureData EntryData Processing Sound Data is captured as close to the source as possible, even when the customer is remotely located. Data is entered using touch-tones (typically from a telephone). Usually requires fairly rigid command menu structure and limited input options. Data is almost always processed immediately as a transaction or inquiry. 14

15 Speech Same as sound Data (and commands) is spoken. This technology is not as mature and is much less reliable and common than other techniques. Data is almost always processed immediately as a transaction or inquiry. Taxonomy for Computer Inputs 15

16 Optical Mark Data is recorded on optical scan sheets as marks or precisely formed letter, numbers, and punctuation. Eliminates the need for data entry. Data is almost always processed as a batch. Taxonomy for Computer Inputs 16

17 Magnetic Ink Data is usually prerecorded on forms that are subsequently completed by the customer. The customer records additional information on the form. A magnetic ink reader reads the magnetized data. The customer- added data must be entered using another input method. Data is almost always processed as a batch. Taxonomy for Computer Inputs 17

18 Process Method Data Capture Data EntryData Processing Electroma gnetic Data is recorded directly on the object to be described by data. Data is transmitted by radio frequency. Data is almost always processed immediately. Taxonomy for Computer Inputs 18

19 Automatic Identification: Bar Codes 19

20 Input Design Guidelines Capture only variable data.  Not data that can be looked up. Do not capture data that can be calculated or stored in computer programs as constants.  Extended Price, Tax Withholding, etc. Use codes for appropriate attributes. 20

21 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. 21

22 Good Flow in a Form 22

23 Bad Flow in a Form 23

24 Metaphoric Screen Design 24

25 Internal Controls for Inputs The number of inputs should be known (to minimize risk of lost transactions).  For batch processing Use batch control slips Use one-for-one checks against post-processing detail reports 25

26  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 26

27 Common GUI Controls (Windows and Web) Text boxes Radio buttons Check boxes List boxes Drop down lists Combination boxes Spin boxes Buttons 27

28 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 28

29 Check boxes  When value set consists of a simple yes or no value List boxes  When data has a large number of possible values Common GUI Controls Uses 29

30 Drop down lists  When data has large number of possible values and screen space is too limited for a list box Combination boxes  When need to provide the user with option of selecting a value from a list or typing a value that may or may not appear in the list 30

31  Spin boxes  When need to navigate through a small set of choices or directly typing a data value 31

32 Advanced Controls (mostly Windows interfaces) Drop down calendars Slider edit controls Masked edit controls Ellipsis controls Alternate numerical spinners Check list boxes Check tree boxes 32

33 Advanced Controls (mostly Windows interfaces) 33

34 Automated Tools for Input Design and Prototyping Old Tools  Record Layout Charts  Display Layout Charts Newer Prototyping Tools  Microsoft Access, CASE Tools, Visual Basic, Excel, Visio 34

35 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: 35

36 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. 36

37 Design Process Cont….  Develop prototype screens for users to review and test. Their feedback may result in the need to add new attributes and address their characteristics  To prototype input screens, the designer needs to let the user exercise or test the screens and this may involve demonstrating how the user may obtain appropriate help or instructions.  Prototypes need not display all the details to a user unless they are requested 37

38 A Logical Data Structure for Input Requirements ORDER = ORDER NUMBER +ORDER DATE +CUSTOMER NUMBER +CUSTOMER NAME +CUSTOMER SHIPPING ADDRESS = ADDRESS > +( CUSTOMER BILLING 38

39 ADDRESS = ADDRESS >) +1 {PRODUCT NUMBER + QUANTITY ORDERED } n +( DEFAULT CREDIT CARD NUMBER ) ADDRESS=(POST OFFICE BOX NUMBER) +STREET ADDRESS +CITY +STATE +POSTAL ZONE 39

40 Input Prototype for Video Title Maintenance 40

41 Input Prototype for Member Order 41

42 Input Prototype for Member Shopping 42

43 Input Prototype for Web Shopping Cart 43

44 Input Prototype for Web Interface 44

45 USER INTERFACE 45

46 User interface Technology  Types of User Interfaces  Guidelines for dialog Design  Feedback for users  Designing Queries 46

47 System User Classifications An expert user is an experienced computer user who will spend considerable time using specific application programs. The use of a computer is usually considered non- discretionary. In the mainframe computing era, this was called a dedicated user. 47

48 System User Classifications… The novice user (sometimes called a casual user) is a less experienced computer user who will generally use a computer on a less frequent, or even occasional, basis. The use of a computer may be viewed as discretionary (although this is becoming less and less true) 48

49 Designing effective interfaces System users often judge a system by its interface rather than its functionality Poor user interface design is the reason why so many software systems are never used A poorly designed interface can cause a user to make catastrophic errors Most users of business systems interact through graphical interfaces 49

50 User interface design process 50

51 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. 51

52 Objectives to Address Matching the user interface to the task Making the user interface efficient Providing appropriate feedback to users Generating useable queries Improving productivity of knowledgeable workers 52

53 A: Types of user interfaces:- Natural Language interfaces Question and answer interfaces Menus Form-fill interfaces (Input/Output forms Command Language interfaces Graphical User interfaces Other user interfaces 53

54 Form-based interface example

55 Iconic Menus 55

56 Command interfaces disadvantages oCommands of arbitrary complexity can be created by command combination oUsers have to learn and remember a command language – unsuitable for occasional users

57 Command interfaces disadvantages…. oUsers make errors in command. An error detection and recovery system is required oSystem interaction is through a keyboard so typing ability is required

58 B: Guidelines For Dialogue Meaningful communication  Title for each display  Minimum use of abbreviations  Clear user feedback  Warning signs when the user enters the wrong information  Help menu  Clearly identifying key data such as date by slashes etc. 58

59 User-system interaction Two problems must be addressed in interactive systems design  How should information from the user be provided to the computer system?

60  How should information from the computer system be presented to the user? User interaction and information presentation may be integrated through a coherent framework such as a user interface metaphor

61 Minimal User Interaction  Keying codes of whole words  Supplying the edited characters i.e. slashes in a date or the KSH after a monetary amount has been entered. 61

62  Using default values e.g. when typing the year January the system highlights the full word and you just have to press enter  Remembering last entered information e.g. passwords, birthdays, names of users etc 62

63  Use of an inquiry program so that the user only has to enter the first few characters  Providing key strokes e.g. to copy just press “Ctrl + C” 63

64 Standard Operation and Efficiency  Exiting each program using the same keys  Locating titles, dates, time etc at the same places on all displays  Obtaining help in a standardized way 64

65  Standardizing the colors used in all displays  Standardizing the use of icons  Consistent terminology in a display screen or web site  Using consistent fonts, sizes, colors etc 65

66 Guidelines for Dialogue- 3 : Example of u se of consistency in fonts 66

67 Feedback for users Compares current behaviors with the goals set out by the user of programmer Satisfy the psychological needs of humans and as well as to provide confidence to the user 67

68  The computer has accepted the input. E.g by advancing cursor to the next letter to be typed in  The input is in the correct form. The computer simply says “Ready” 68

69  The input is not in the correct form  There will be a delay in the processing  The request has been completed  The computer is unable to complete the request  More detailed feedback is available (and how to get it) 69

70 Feedback- Wrong data entered 70

71 Human Engineering Guidelines The screen should be formatted so that the various types of information, instructions, and messages always appear in the same general display area. 71

72 Messages, instructions, or information should be displayed long enough to allow the system user to read them. Default values for fields and answers to be entered by the user should be specified.

73 Anticipate the errors users might make. With respect to errors, a user should not be allowed to proceed without correcting an error. If the 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. 73

74 DESIGN & PROTOTYPE OF USER INTERFACE User Interface (UI) is the system of computer screen images, devices, and software components that allow the user to interact with and control a computer system. Graphical user interfaces (GUI) allow the user to interact with the software system by manipulating icons or menus. 74

75 DESIGN OF UI User interface design in the context of creating software represents an approach that puts the user, rather than the system, at the center of the process. 75

76 This philosophy, called user-centered design, incorporates user concerns and advocacy from the beginning of the design process and dictates that the needs of the user should be foremost in any design decisions 76

77 GUI Advantages They are easy to learn and use.  Users without experience can learn to use the system quickly. The user may switch quickly from one task to another and can interact with several different applications.

78 GUI Advantages…..  Information remains visible in its own window when attention is switched. Fast, full-screen interaction is possible with immediate access to anywhere on the screen

79 GUI DESIGN PRINCIPLES Device consideration Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention 79

80 Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation 80

81 Device consideration Consider the end-user device, where the system shall be installed finally. Is the device a PC, Mobile device e.g. Pocket PC or mobile phone. User interface of Pocket PC is usually very compact and does not require much information, while the PC has got a lot of redundant space. Do not overload the Pocket PC interface with controls 81

82 GUI PROTOTYPE The beside UI prototype shows the simplicity and device consideration in GUI design. The application is designed for Pocket PC, which has very limited space. There are very few controls done in symbols and short hand considering the compactness of a Pocket PC 82

83 Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. 83

84 Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. 84

85 User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo. 85

86 Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. 86

87 The beside GUI Menus considers consistency with Microsoft Windows (see File, Edit etc.). The interface is consistent with most standard systems. The use of Metaphoric icons to denote actions and events is also visible 87

88 Error prevention Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action. 88

89 Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. 89

90 Flexibility and efficiency of use Accelerators – unseen by the novice user – may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. 90

91 Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility 91

92 Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. 92

93 Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. 93

94 Help System Design Help? means ‘help I want information” Help! means “HELP. I'm in trouble” Both of these requirements have to be taken into account in help system design Different facilities in the help system may be required

95 Help System Design…. Should not simply be an on-line manual The dynamic characteristics of the display can improve information presentation

96 User Documentation As well as on-line information, paper documentation should be supplied with a system Documentation should be designed for a range of users from inexperienced to experienced As well as manuals, other easy-to-use documentation such as a quick reference card may be provided

97 Error messages Error message design is critically important. Poor error messages can mean that a user rejects rather than accepts a system Messages should be polite, concise, consistent and constructive The background and experience of users should be the determining factor in message design 97

98 Nurse input of a patient’s name 98

99 Design factors in message wording 99

100 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

101 Interface Problems….  No obvious or less-than-intuitive design  Inability to distinguish between alternative actions (“what do I do next?”)  Inconsistent problem solving approaches  Design inconsistency

102 User Interface Evaluation 102

103 Thank You END 103


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