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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 name for your course and unit. Edit the file by deleting those slides you don’t want to cover, editing other slides as appropriate to your course, and adding slides as desired. Print the slides to produce transparency masters or print directly to film or present the slides using a computer image projector. Each slide includes instructor notes. To view those notes in PowerPoint, click-left on the View Menu; then click left on Notes View sub-menu. You may need to scroll down to see the instructor notes. The instructor notes are also available in hardcopy as the Instructor Guide to Accompany Systems Analysis and Design Methods, 6/ed. Chapter 16 – Input Design and Prototyping
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Input Design Define the appropriate format and media for a computer input. Understand the difference between data capture, data entry, and data input. Identify and describe several automatic data collection technologies. No additional notes. Chapter 16 – Input Design and Prototyping
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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.
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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. No additional notes. Chapter 16 – Input Design and Prototyping
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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.
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In on-line processing, the captured data is processed immediately
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. No additional notes. Chapter 16 – Input Design and Prototyping
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Input Implementation Methods
Keyboard Mouse Touch Screen Point-of-sale terminals Sound and speech Automatic data capture No additional notes. Chapter 16 – Input Design and Prototyping
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Optical mark recognition (OMR)
Bar codes Optical character recognition (OCR) Magnetic Ink Smart cards Biometric
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Taxonomy for Computer Inputs
Process Method Data Capture Data Entry Data Processing Keyboard 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. Teaching Notes The categories are not necessarily mutually exclusive. Chapter 16 – Input Design and Prototyping
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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.
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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.
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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.
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Taxonomy for Computer Inputs
Process Method Data Capture Data Entry Data 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. Teaching Notes The categories are not necessarily mutually exclusive. Chapter 16 – Input Design and Prototyping
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Taxonomy for Computer Inputs
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.
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Taxonomy for Computer Inputs
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.
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Taxonomy for Computer Inputs
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.
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Taxonomy for Computer Inputs
Process Method Data Capture Data Entry Data Processing Electromagnetic Data is recorded directly on the object to be described by data. Data is transmitted by radio frequency. Data is almost always processed immediately. Teaching Notes The categories are not necessarily mutually exclusive. Chapter 16 – Input Design and Prototyping
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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. No additional notes. Chapter 16 – Input Design and Prototyping
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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. No additional notes. Chapter 16 – Input Design and Prototyping
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Good Flow in a Form No additional notes.
Chapter 16 – Input Design and Prototyping
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Bad Flow in a Form No additional notes.
Chapter 16 – Input Design and Prototyping
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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 No additional notes. Chapter 16 – Input Design and Prototyping
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For on-line systems Log each transaction as it occurs to a separate audit file Validate all data Existence checks Data-type checks Combination checks Self-checking digits Format checks
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Common GUI Controls (Windows and Web)
Text boxes Radio buttons Check boxes List boxes Drop down lists Combination boxes Spin boxes Buttons No additional notes: Chapter 16 – Input Design and Prototyping
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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 Teaching Notes It would be helpful to also go over the guidelines discussed in the text for each. Chapter 16 – Input Design and Prototyping
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Common GUI Controls Uses
Check boxes When value set consists of a simple yes or no value List boxes When data has a large number of possible values
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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
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Spin boxes When need to navigate through a small set of choices or directly typing a data value
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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 No additional notes: Chapter 16 – Input Design and Prototyping
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Advanced Controls (mostly Windows interfaces)
No additional notes: Chapter 16 – Input Design and Prototyping
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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
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Input Design Process Identify system inputs and review logical requirements. Select appropriate GUI controls. Design, validate and test inputs using some combination of: No additional notes. Chapter 16 – Input Design and Prototyping
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Layout tools (e.g., hand sketches, spacing charts, or CASE tools.
Prototyping tools (e.g., spreadsheet, PC DBMS, 4GL) As necessary design source documents.
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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
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Input Prototype for Video Title Maintenance
No additional notes. Chapter 16 – Input Design and Prototyping
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Input Prototype for Member Order
No additional notes. Chapter 16 – Input Design and Prototyping
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USER INTERFACE
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User interface Technology
Types of User Interfaces Guidelines for dialog Design Feedback for users Designing Queries
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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. Chapter 16 – Input Design and Prototyping
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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)
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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
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User interface design process
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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.
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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
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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
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Form-based interface example
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Iconic Menus 47
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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.
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User-system interaction
Two problems must be addressed in interactive systems design How should information from the user be provided to the computer system?
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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
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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.
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Using default values e. g
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
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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”
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Exiting each program using the same keys
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
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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
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Example of use of consistency in fonts
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Feedback for users Compares current behaviors with the goals set out by the user of system Satisfy the psychological needs of humans and as well as to provide confidence to the user
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The computer has accepted the input. E
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”
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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)
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Feedback- Wrong data entered
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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
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Recognition rather than recall
Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
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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
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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 71
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Visibility of system status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
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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.
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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.
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Consistency and standards
Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
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The beside GUI is consistent with most standard systems
The beside GUI is consistent with most standard systems. The use of Metaphoric icons to denote actions and events is also visible 76
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Error prevention Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
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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.
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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.
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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
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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.
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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
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Help System Design…. Should not simply be an on-line manual
The dynamic characteristics of the display can improve information presentation
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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
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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
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Nurse input of a patient’s name
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Design factors in message wording
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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
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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
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Thank You END
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