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USER INTERFACE
tells it what to do
o
Input mechanism
Defines the way in which the system captures information
o
Output mechanism
Defines the way in which the system provides information to the user
or to other systems
GUI
USABILITY
Description
Layout
The interface should a series of areas on the screen that are used
consistently for different purposes -- a top area for commands and
navigation, a middle area for information to be input or output, and a
bottom area for status information
Content
awareness
Users should always be aware of where they are in the system and what
information is being displayed
Aesthetics
User
experience
Although ease of use and ease of learning often lead to similar design
decisions, there is sometimes a trade-off between the two. Novice users
or infrequent users of software will prefer ease of learning, whereas
frequent users will prefer ease of use
Consistency
LAYOUT
Refers to organizing areas of the screen or document for different purposes and using
those areas consistently throughout the user interface
Divide the screen into 3 main areas:
o
Top area: provides navigation through the system
o
Middle area: largest area; display of the user's work
o
Bottom area: status information
Information can be presented in multiple areas
Ideally, areas will remain consistent in size, shape, and placement
Minimize user movement from one area to another
CONTENT AWARENESS
Refers to the ability of an interface to make the user aware of the information it
contains with the least amount of effort by the user
Titles
Menus should show where the user is and where the user came from to get there
Forms and reports:
o
All areas should be clear and well defined to reduce the chances that users
become confused about the information in any area
Fields within each area
o
Fields - individual elements of data that are input or output
o
Field labels - identify the fields on the interface
Should be short and specific
AESTHETICS
User experience refers to design the user interface with the users' level of computer
experience in mind
Systems that will end up being used by many ppl on a daily basis have a majority of
expert users
o
Users should be able to access the commonly employed functions quickly,
with few key strokes or a small number of menu selctions
Some people will be frequent, heavy users of the system
o
Frequent users desire ease of use (quick and easy completion of job tasks)
o
Include ways to perform tasks directly (short-cut keys)
Other people may use the system infrequently
o
Infrequent users desire ease of learning (quick and easy ways to figure out
what to do)
o
Include careful menu designs, tool tips, and extensive help systems
Mobile devices: use standardized gesture interactions to enhance the user's ease of
learning and ease of use
CONSISTENCY
Using the fewest possible mouse clicks or keystrokes to move from one part of the
system to another
Three-clicks rule
o
Users should be able to go from the start menu to the information or action
they want in no more than three mouse clicks or three keystrokes
When possible, provide selection tools instead of requiring typing
Users likely will have very different goals and intentions when using the system
Plan a user interface that will be satisfying for that particular user group
Use scenario
i
An outline of the steps that the users perform to accomplish some part of
their work
i
Presented in a simple narrative description that is tied to the DFD
ii
Goal: describe the handful of most commonly occurring use scenarios
a
b
Define the basic components of the interface and how they work together to
provide functionality to users
Use Interface Structure Diagram (ISD)
i
Defines the basic components of the interface and how they work together
to provide functionality to users
i
Shows how all screens, forms, and reports are related
ii
Shows how user moves from one to another
iii
Generally, there is one ISD for each process on the Level 0 DFD
DEFINE STANDARDS
a
b
b
b
b
b
b
DEVELOP PROTOTYPES
a
a
EVALUATION/TESTING
CHAPTER 10
STRUCTURE CHARTS
PROGRAM SPECIFICATIONS
PROGRAM DESIGN
Begin with the "big picture" and break it apart into modules, gradually adding
detail
Show the implementation details and explain how the system will work,
including
o
Actual, specific technology
o
Format of information
o
Human interaction with system
Similarities:
o
Contains the same components as the logical DFD
o
The same rules pertaining to balance and decomposition apply
Differences:
o
Logical DFDs do not contain any indication of how the system will
actually be implemented when the information system is built; they simply
state what the new system will do.
o
Physical DFDs Contains additional details describing how the system
will be built
o
Physical DFDs show implementation decisions
The logical entity relationship diagram (ERD) depicts the "business view" of
data; omits implementation details
Having determined the data storage format, physical data models are created
to show implementation and to explain more about the "how" of the final
system
CHAPTER 12
IMPLEMENTATION
The building of all parts of the system: the software itself, documentation,
and new operating procedures
Consists of developing and testing the system's software, documentation,
and new operating procedures
o
o
Assigning Programmers
o
o
o
o
COORDINATING ACTIVITIES
o
o
o
o
o
Testing area
Production area
Scope creep --> occurs when new requirements are added to the
project after the system design has been finalized
TESTING PHILOSOPHY
CATEGORIES OF TESTING
UNIT TESTING
o
o
o
Black box testing --> focuses on whether the unit meets requirements
stated in specification
White-box testing --> looks inside the module at actual code
Five common functions to test during unit testing
Create new item
Change item
Delete item
Display item
Find item
INTEGRATION TESTING
SYSTEM TESTING
Tests to assure that the software works well as part of the overall
system, including nonfunctional requirements
ACCEPTANCE TESTING
o
o
needed improvements
User sign-off following Acceptance Testing indicates the system is
ready to be placed into production
DOCUMENTATION
procedures)
Tutorials (how to use system components)
Table of contents
Index
Text search
Agent search
Links between documents
CHAPTER 13
THREE STEPS
Unfreezing
o
Loosening up peoples' habits and norms
Moving
o
Transition from old to new systems
Refreezing
o
Institutionalize and make efficient the way of doing things
CONVERSION STYLES
Direct conversion
o
The new system instantly replaces the old
Parallel conversion
o
For a time, both old and new systems are used
o
The old is abandoned when the new is proven fully capable
CONVERSION LOCATION
Pilot conversion
o
One or more locations are converted to work out bugs before
extending to other locations
Phased conversion
o
Locations are converted in sets
Simultaneous conversion
o
All locations are converted at the same time
CONVERSION MODULES
o
o
COST
o
o
o
TIME
o
o
Keeps small technology glitches in the new system from turning into major
business disasters
Helps the business withstand relatively small problems with the new system
so that major business disruptions are prevented
a
b
MOTIVATE ADOPTION
Informational
i
Aims to convince adopters that change is necessary, through clear
and convincing evidence
b Political
i
Uses organizational power to motivate change
b Potential adopters generally are
i
20-30% ready adopters
ii
20% resistant adopters
iii
40-60% reluctant adopters
iv
Strategies should focus on supporting and encouraging ready
adopters and helping them win over the reluctant adopters
2
a
b
c
POST-IMPLEMENTATION
Provide support
o
Assistance in using the system
Provide maintenance
o
Repair or fix discovered bugs or errors
o
Add minor enhancements to provide added value
Assess the project
o
Analyze what was done well
o
Discover what activities need improvement in the future
LEVEL 1 SUPPORT
Broad knowledge
LEVEL 2 SUPPORT