System Analysis & Design - Lecture 4
System Analysis & Design - Lecture 4
System Analysis & Design - Lecture 4
LECTURE 4
9-1
Types of System Design
Logical Design
Weak Entity- unlike a strong entity that is defined by its attributes, a weak
entity solely depends on the existence of another entity.
High Coupling
These type of systems have interconnections with program
units dependent on each other. Changes to one subsystem
leads to high impact on the other subsystem.
Low Coupling
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INTRODUCTION
Interface design is the process of
defining how the system will interact
with external entities.
Here, we focus on the design of user
interfaces – how the system will interact
with the users.
The design of system interfaces defines
how the systems exchange information
with other systems. 9-22
(cont’d)
The user interface includes three fundamental parts:
- The Navigation mechanism - the way in which the
user tells the system what to do.
- The input mechanism – the way in which the system
captures information.
- The output mechanism - the way in which the system
provides information to the user or to other systems.
Graphical user interfaces (GUI) use windows, menus,
icons, etc., and are the most common type of user
interfaces.
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PRINCIPLES FOR USER INTERFACE DESIGN
9-24
(cont’d)
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Layout
Layout refers to organizing areas of the screen and
document for different purposes and using these
areas consistently throughout the user interface.
The screen is often divided into three areas:
– The top area provides the user with ways to
navigate through the system;
– The middle and the largest area is for display of
user’s work; and
– The bottom area contains status information
about that the user is doing.
9-26
(cont’d)
The areas and information within areas should
have a natural intuitive flow to minimize user’s
movement from one area to the next.
Ideally, the areas will remain consistent in
– size,
– shape,
– placement for the forms, and
– reports used to present it.
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(cont’d)
Web page layout with multiple
navigation areas
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(cont’d)
The flow between sections should also be consistent.
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Content Awareness
Content awareness refers to the ability of an
interface to make the user aware of the
information it contains.
All interfaces should have titles.
Menus should show where the user are and
where the user came from to get there.
All area should be clear and well defined.
Content awareness also applies to the fields and
field labels within each area, and the information
that a form or report contains.
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Aesthetics
Aesthetics refers to designing interfaces that
pleasing to the eye.
Interfaces need to be functional and inviting
to use.
In general, all forms and reports need a
certain amount of white space.
The design of text is also important.
– Fonts and font sizes
– Colors and patterns
9-31
(cont’d)
An example of form with high density
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User Experience
User experience refers to designing the user
interface with the users’ level of computer
experience in mind.
Novice users are concerned with easy of
learning.
Expert users are concerned with easy of use.
Often, the two objectives are complementary
and lead to similar design decisions, but
sometimes there are trade-offs.
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Consistency
Consistency usually refers to the interface within one
computer system, so that all parts of the same system
work in the same way. Ideally, however, the system
also should be consistent with other computer systems
in the organization.
Consistency enables users to predict what will happen,
and to reduce the amount of learning.
Consistency occurs at many different levels.
– Navigation controls;
– Terminology;
– Report and form design.
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Minimize User Effort
Minimizing user effort means using the
fewest possible mouse clicks or keystrokes
to move from one part of the system to
another.
Three-clicks rule
– Users should be able to go from the start or main
menu of a system to the information or action
they want in no more than three mouse clicks or
three keystrokes.
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USER INTERFACE DESIGN PROCESS
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Interface Structure Design
The interface structure design defines the basic
components of the interface and how they work
together to provide functionality to users.
An interface structure diagram (ISD) is used to show
how all screens, forms, and reports are related and
how the user moves from one to another.
An ISD is similar to a DFD in that it uses boxes and lines
to show the structure. However, unlike DFDs, there are
no commonly used rules or standards for ISDs.
The basic structure of the interface follows the basic
structure of the business process itself as defined in the
process model. 9-39
(cont’d)
Interface Structure Diagram Example
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Interface Standards Design
The interface standards are the basic design
elements that are common across the individual
screens, forms, and reports within the system.
An interface metaphor is a concept from the real
world that is used as a model for the computer
system.
– E.g., Quicken uses a checkbook metaphor.
The interface template defines the general
appearance of all screens and the paper-based forms
and reports.
9-41
(cont’d)
The template specifies the names that the
interface will use for the major interface
objects, the fundamental building blocks of
the system.
The template gives names to the most
commonly used interface actions.
The interface objects and actions, and also
their status, may be represented by interface
icons.
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Interface Design Prototyping
An interface design prototype is a mock-
up or a simulation of a computer screen,
form, or report.
Common approaches to interface design
prototyping:
– Storyboards
– HTML prototypes
– Language prototypes.
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Storyboard
The storyboard shows hand-drawn pictures of
screens.
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Language Prototype
A language prototype is an interface
design prototype built in the actual
language or by the actual language that
will be used to build the system.
An example of language prototype.
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9-47
Interface Evaluation
The objective of interface evaluation is to understand
how to improve the interface design.
There are four common approaches to interface
evaluation.
1. Heuristic evaluation - Compare the interface to a
checklist of design principles.
2. Walk-through evaluation - It is a meeting conducted
with the users to walk through the interface.
3. Interactive evaluation - Users try out the interface.
4. Formal usability testing - It is a formal testing
process to understand how usable the interface is.
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NAVIGATION DESIGN
Basic Principles
- Analysts usually must assume that users
have not read the manual, have not
attended training, and do not have
external help readily at hand.
- All controls should be clear and
understandable and placed in an intuitive
location on the screen.
9-49
(cont’d)
Prevent Mistakes - The first of principle of designing
navigation control is to prevent users from making
mistakes.
– Labeling commands appropriately and limiting
choices.
– Confirming with the user that the actions are difficult
or impossible to undo.
Simplify Recovery from Mistakes – making “undo”
buttons whenever possible.
Use Consistent Grammar Order – Windows
application uses an object-action grammar order.
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Types of Navigation Control
There are three basic software approaches for
defining user commands:
- Languages: command language and natural
language.
- Menus: A menu presents the user with a list of
choices.
- Direct Manipulation: With direct manipulation,
the user enters commands by working directly
with interface objects.
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Types of Menus
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Cont’d
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Messages
Messages are the way in which the system
responds to a user and informs the user of
the status of the interaction.
Messages should be clear, concise, and
complete.
All messages should be grammatically
correct and free of jargon and abbreviations
(unless they are the users’ ones).
Avoid negatives and humor.
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(cont’d)
Types of messages
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INPUT DESIGN
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Basic Principles
9-57
Use Online and Batch Processing
Appropriately
There are two general formats for entering inputs
into a computer system: online processing and
batch processing.
Online processing: each input item is entered
into the system immediately.
Batch processing: all the inputs collected over
some period are gathered together and entered
into the system at one time in a batch.
Batch processing simplifies data communications
and cuts communications costs.
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Capture Data at the Source
9-62
(cont’d)
There are many types of selection boxes
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Input Validation
9-64
(cont’d)
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OUTPUT DESIGN
9-66
Basic Principles
The goal of the output mechanism is to present
information to users so that they can accurately
understand it with the least effort.
Understand report usage – the first principle in
designing reports is to understand how they are
used.
Manage information load – the goal of a well-
designed report is to provide all needed information
without information overload.
Minimize bias – no analyst sets out to design a
biased report.
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Types of Outputs
9-68
Media
The two dominant media of reports are
paper and electronic.
Paper is the more traditional medium and is
relatively permanent, easy to use, highly
portable, and accessible in most situations.
However, paper reports are expensive.
Many organizations are moving to
electronic production of reports.
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SUMMARY
9-70
(cont’d)
Navigation design
- The fundamental goal of navigation design is to make
the system as simple to use as possible.
Input design
- The goal of input design is to simply and easily
capture accurate information for the system.
Output design
- The goal of the output design is to present
information to users so that they can accurately
understand it with the least effort.
9-71