Introduction to Information Systems Analysis Input and User Interface Design - PowerPoint PPT Presentation

1 / 46
About This Presentation
Title:

Introduction to Information Systems Analysis Input and User Interface Design

Description:

Data is captured on some device, then data entry puts it in the information system ... Each element (widget) is drawn from a. shared system ... – PowerPoint PPT presentation

Number of Views:177
Avg rating:3.0/5.0
Slides: 47
Provided by: Gle780
Category:

less

Transcript and Presenter's Notes

Title: Introduction to Information Systems Analysis Input and User Interface Design


1
Introduction to InformationSystems
AnalysisInput and User Interface Design
  • INFO 503
  • Glenn Booker

2
Input Design
  • Data is captured on some device, then data entry
    puts it in the information system
  • Data may reside on source documents and get
    entered via data entry
  • Key is to determine when and how to capture data
    for each type of transaction
  • Batch and online data collection methods were
    already discussed

3
Automatic Data Collection
p. 619 (440)
  • Many automation methods to choose from
  • The traditional keyboard mouse
  • Biometric data includes fingerprint readers and
    retinal scanners pricey but accurate
  • Electromagnetic input includes EZ-Pass (RF)
  • Magnetic ink readers include credit card scanners
    and ATM/MAC card readers
  • Sound and speech recognition can be used

4
Automatic Data Collection
  • Optical readers include bar codes and flatbed
    scanners, some of which can be sent through OCR
    for interpretation
  • Smart cards are more expensive, but contain more
    info than credit cards
  • Touch screens and pen inputs have adapted to
    many industries (mfg, food service, etc.)
  • POS terminals (including ATMs)
  • Optical mark recognition (Scantron tests)

5
Design Issues
  • Capture only variable data - dont bother
    inputting data which could be obtained elsewhere
  • Similarly, dont capture data which may be
    calculated or stored
  • Use codes to describe attributes when possible
    translate later using tables

6
Design Issues
  • If source documents are used to capture data
  • Include careful instructions for completing form
  • Minimize handwriting
  • Make sure sequences of data entry are logical
  • Isolate data which does not need to be entered
  • Use a familiar metaphor (checkbook, folder)
  • (see other GUI input considerations later)

7
Controlling Inputs
  • Monitor number of controls to help ensure data
    elements are all present
  • Know how many inputs should be present for batch
    processing
  • Or check each input document one at a time
  • On-line, log inputs to an audit file

8
Controlling Inputs
  • Ensure data is valid
  • Make sure all mandatory fields are present
  • Check type and domain limits on input values
  • Check combinations of inputs to ensure logical
    relationships exist (no Kia Testarossa!)
  • Validate primary keys with a check digit or sum
  • Ensure data is in a correct format for each field

9
GUI Input Controls
  • GUI inputs choices are affected by
    repository-based programming,
  • Each element (widget) is drawn from a shared
    system
  • GUI controls are selected from the repository
  • This helps encourage reuse, supports
    configuration control, and allows automatic
    generation of data dictionaries

10
GUI Input Controls
p. 628 (446)
  • Familiar GUI controls include
  • Text box (field which isnt limited in choices)
  • Radio button (set of exclusive options)
  • Check box (for individual Y/N)
  • List box (many fixed options)
  • Drop-down list (many fixed options)
  • Combo box (text and list allows new entries)
  • Spin box (scrolling a few values up down)
  • Button (which runs a script, module, or macro)

11
Advanced Input Controls
p. 633 (none)
  • Other GUI control options include
  • Drop down calendar (for choosing dates)
  • Slider edit control (volume adjustment)
  • Masked edit control (fancy text box)
  • Ellipsis control (to bring up a window)
  • Alternate spinner (to select a number)
  • Hyperlink (ala WWW)
  • Check list or check tree box (related options)

12
Input Prototyping
  • Focus on content, appearance, and functionality
    of inputs
  • Four steps
  • 1. Identify Input Requirements (data and logic)
  • 2. Select the GUI Controls
  • 3. Design, validate and test the Input Screen
  • 4. Design the Source Document (if needed)

13
1. Identify Input Requirements
  • Should have physical and/or logical data flow
    diagrams for each design unit
  • Review the attributes needed
  • Make sure you know how each output is traced to
    an input, looked up, or calculated
  • Identify how each input will be entered (batch,
    online, or automatic data collection)

14
1. Identify Input Requirements
  • Identify which attributes need to be input
  • Determine if inputs can be merged to use the same
    interface screen
  • Define the label which will be used for each
    attribute
  • Determine possible values, field size and format
    controls needed for each attribute

15
2. Select the GUI Controls
  • Now the scope of contents for each input have
    been defined
  • Identify how each input will be controlled, based
    in large part on the number of values each may
    have
  • Choose from the earlier list of controls how
    each field will be presented

16
3. Design the Input Screen
  • Keep in mind your organizations standards or
    policies for input screens (if any)
  • Data issues for designing inputs
  • Use color or shading to distinguish editable from
    non-editable fields (no, I didnt say edible)
  • Input masks may help guide data entry
  • Try to identify a logical order for data entry
    usually from general data to detailed data

17
3. Design the Input Screen
  • Consider security features to prevent data
    corruption and incorrect entries
  • Control issues for designing inputs
  • Identify the controls needed for each screen
  • New, Edit, Previous, Next, Delete, Exit
  • Group and label related types of controls
  • Consider how the user will be able to fix or undo
    previous actions (clear fields, etc.)
  • Use consistent size and spacing of controls

18
3. Design the Input Screen
  • Help issues for designing inputs
  • Consider how the user will obtain help, or
    receive instructions on using the form
  • In addition to help screens, consider how the
    user may find more detailed information
  • Ask what the user will first need on a screen
  • Whenever possible, develop a prototype of the
    screen, and get user feedback to refine it

19
4. Design the Source Document
  • If source documents will be used to capture
    data, need to design them too
  • May start with a simple sketch
  • Generally use zones to group related information
  • Data which appear only once are separated from
    repeated data

20
4. Design the Source Document
  • Calculated fields, such as totals, are usually
    put at the bottom of the document
  • Plan where to put instructions and signatures
  • May develop prototype in a word processor, or
    spreadsheet, or CASE tool

21
Web Input Considerations
  • Should be more visually appealing
  • A navigation bar or shared border often appears
    on the left of the screen
  • Similar controls are available
  • A clear control for proceeding to the next page
    (Checkout, Continue, or Next) is needed
  • Back and Forward buttons (Previous/Next) may
    simplify some navigation

22
User Interface Design
  • Systems users may be either expert (power or
    dedicated user) or novice (casual or beginner
    user)
  • More experienced users focus more on minimal
    effort to get the job done
  • Casual users need more Help, and may quit if
    discouraged (especially on the Web!)

23
Human Factors
  • Frequent interface problems include
  • Excessive jargon and acronyms
  • Counter-intuitive design (user hostile)
  • Unclear options (what do I do next?)
  • Inconsistent problem-solving approach
  • Inconsistent design

24
Human Factors
  • To avoid these problems, follow the Galitz
    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

25
Human Engineering Guidelines
  • Users should always be aware of what to do next
  • What is the system expecting right now?
  • Was data accepted or rejected?
  • Is there a reason for delay?
  • Was the last task completed or not?
  • Status information should consistently appear in
    one part of the screen

26
Human Engineering Guidelines
  • Display messages until the user clears them
  • Use obnoxious display tricks
  • Specify default values and answers clearly
  • Anticipate common errors
  • Force a fix if an error occurs, or cancel
    function
  • Lock out the user if something terrible happens,
    and tell them to call support

RARELY
27
Appropriate Tone Terms
  • Dialogue tone should be helpful friendly
  • Use simple sentences with proper grammar
    conversational tone is fine
  • Dont be funny or cute (especially for frequently
    repeated messages)
  • Dont be condescending or threatening
  • Avoid jargon
  • Avoid TLAs

28
Appropriate Tone Terms
  • Use simple terms
  • Use terminology consistently (edit vs. modify)
  • Select clear action verbs for instructions
  • Select, type, or press something instead of pick,
    enter, or hit
  • Position a cursor instead of pointing it

29
User Interface Design
  • User Interface Design is a conversation between
    the system and the user
  • Need to consider platforms used by different
    users
  • Windows vs. Macintosh vs. Unix/Linux
  • Palm OS vs. WinCE for handhelds
  • Internet Explorer vs. Netscape
  • Often want platform independent interface

30
Display Features
  • The available display features will affect your
    user interface
  • Size of the display area (e.g. 600 x 800 pixels)
  • Character sets and graphics availability
  • Terminals are 25 lines by 80 or 132 columns
  • Paging (to jump to a new screen of data)
  • Scrolling (to move up down slowly)

31
Display Features
  • Split screen (to show two separate areas in one
    screen)
  • Windowing (to create resizable windows)
  • Programming function keys to have specific
    purposes for your system (WordPerfect 5.1)
  • Pointer options (mouse, trackball, pens)

32
User Interface Design
  • The text-based Menu selection strategy offers the
    user a set of command options to choose from
  • DOS and Gopher systems used this
  • GUI systems generally use windows for display of
    information, with menu bars to control user
    actions
  • Frames define zones within a window

33
Menu Structure
  • Menu bars are often across the top of the screen,
    like most Windows apps
  • Each leads to a pull-down menu a vertical list
    of options
  • Some menus are portable via tear-off menus
  • More related details can be provided in
    cascading menus (follow the side arrows)

34
Menu Structure
  • Pop-up menus appear anywhere, e.g. by right
    clicking this is to provide object-specific
    options
  • Iconic menus are better known as toolbars, but
    the meaning of images may not be clear to some of
    us (pet peeve!)
  • ccMail wisely put optional text below the icons

35
Consumer-style Interface
  • A consumer-style interface refers to one which is
    a collection of images, some of which happen to
    be buttons or controls
  • Many CD burning and media player applications use
    this approach to look less computer-like
  • Is fast becoming common

36
Hyperlink Menus
  • Many web-based systems use hyperlinks for the
    same navigation purpose menus provided
  • Some web sites are almost completely hyperlinks
    (news sites like CNN or Google)
  • Some Windows applications use what appear to be
    hyperlinks for connecting to Help screens

37
Instruction Set Interfaces
  • Instruction set interfaces are also known as
    command language interfaces
  • Mostly designed for expert users
  • Language-based syntax requires learning each
    applications command language (e.g. AutoCAD,
    Mathematica, SQL)
  • Some use natural language syntax

38
Question and Answer Dialogue
  • Used to supplement menu-driven or instruction set
    languages
  • Must define a default response for each question
  • Hard to trace all possible sets of responses
  • Often used in installation routines, or to help
    users select a product

39
Direct Manipulation
  • Drag-and-drop interfaces fall into this category,
    starting with Apples Finder, then the Windows
    Explorer
  • All of the GUI interface controls also fit this
    category

40
User Authentication
  • Most applications require the user to log in,
    generally with a user name and password
  • Authorizes different levels of functionality
    depending on
  • The type of user (role or job title, RBAC)
  • The organization (department or project) they
    belong to (OBAC)
  • User-specific functionality (Jane Smith)

41
Help System
  • Most users expect lots of help available
  • General help (F1 key or Help menu)
  • Tool tips to identify specific controls
  • Context-sensitive Help
  • Hyperlinks for additional information
  • Wizards may be elaborate Help functions
  • Help agents work across apps (the paperclip)
  • RoboHelp is a typical help authoring tool

42
Prototyping a User Interface
  • Three steps to design a user interface
  • 1. Chart the user interface dialogue
  • 2. Prototype the dialogue and user interface
  • 3. Obtain user feedback
  • 4. Go back to step 1 or 2 as needed until done

43
1. Chart the Dialogue
  • Use a state transition diagram (STD?) to show how
    the user interacts with the system
  • Looks like a flowchart
  • Each box is a screen or report
  • Lines between boxes indicate which way users may
    navigate
  • Can add text next to lines to describe what the
    user did to use that function

44
1. Chart the Dialogue
  • Complex dialogues may be broken into different
    diagrams by type of activity
  • State transition diagrams may omit help and
    error screens for an overview, or show all
    details
  • Can show what different kinds of users can do
    (what screens can administrators see?)

45
2. Prototype the Dialogue and User Interface
  • Walk through the screens in order they would be
    seen by the user
  • Keep in mind that screens or options visible may
    change depending on the type of user
  • Make sure each transition can be clearly
    identified from each screen (navigation)
  • Make sure look and feel are consistent

46
3. Obtain User Feedback
  • Let the user test the user interface either with
    real screens or sketches
  • Note observations and complaints review them
    and revise designs as needed
  • Repeat until users are happy with interface
  • Revise design unit requirements to match the new
    interfaces
Write a Comment
User Comments (0)
About PowerShow.com