MIS 161 Systems Development Life Cycle II Lecture 3: Remember Prototyping? Data Storage Interface Design - PowerPoint PPT Presentation

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MIS 161 Systems Development Life Cycle II Lecture 3: Remember Prototyping? Data Storage Interface Design

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Title: MIS 161 Systems Development Life Cycle II Lecture 3: Remember Prototyping? Data Storage Interface Design


1
MIS 161Systems Development Life Cycle
IILecture 3Remember Prototyping?Data
Storage Interface Design
2
Prototyping
3
Definition
  • A PROTOTYPE is a model of the system
  • It can be as simple as mock-ups of reports or
    screens, or as complete as software that actually
    does some processing.
  • Can be used as a communication tool between
    analyst and user.
  • Prototyping is the process of developing
    prototypes.
  • Prototyping strategy indicates the type of
    prototype used.

4
How is it Used?
  • As a methodology
  • As a technique/tool within the SDLC.
  • Some phases supported/replaced

5
Approaches
  • Type I - Iterative
  • becomes final system
  • Type II - Throwaway
  • used as model for final system

6
Type I (Iterative) Life Cycle
Requirements Definition
Prototype Training
Project Planning
Rapid Analysis
Database Design
Design Prototype
Generate Prototype
Test Prototype
No
Acceptable?
Yes
Implement System
Maintain System
7
Type II (Throwaway) Life Cycle
Requirements Definition
Analysis
Design Prototype
Code Prototype
Test Prototype
No
Acceptable?
Yes
Code Final System
No
Test Final System
Implement Final System
Maintain Final System
Yes
Acceptable?
8
Types of Prototypes
  • Illustrative
  • Mock-ups
  • Simulated
  • Looks like they work, but are simulations
  • Functional
  • Does some processing, but doesnt store data
  • Evolutionary
  • Used to produce an operational systems

9
Evolutionary Prototype Levels
  • Level 1 (Input-Output)
  • printed reports and on-line screens
  • screen flow sequence
  • screen options
  • Level 2 (Heuristic-Learning)
  • updating database
  • basic transactions

10
Levels (Continued)
  • Level 3 (Adaptive)
  • working model of system
  • system with training wheels
  • no bells or whistles

11
Advantages
  • Speed
  • Easier for end-users to learn
  • System changes discovered earlier
  • End-user involvement (ownership)
  • increased user satisfaction
  • increased user acceptance
  • User-analyst communication
  • Early problem detection
  • reduced development time
  • reduced maintenance

12
Disadvantages
  • Poor documentation
  • Hard to control/manage
  • (Unrealistic) User expectations
  • time for final system
  • final system differences
  • reduced analysis

13
Data Storage
14
Data Storage Design Objectives
  • The objectives in the design of data storage
    organization are
  • The data must be available when the user wants to
    use it
  • The data must have integrity
  • It must be accurate and consistent
  • Efficient storage of data as well as efficient
    updating and retrieval

15
Data Storage Design Objectives
  • Further design objectives
  • The information retrieval be purposeful
  • The information obtained from the stored data
    must be in an integrated form to be useful for
  • Managing
  • Planning
  • Controlling
  • Decision making

16
Dimensions of Data Storage Optimization
  • Storage efficiency (minimizing storage space)
  • Speed of access (minimizing time to retrieve
    desired information)

17
Approaches to Data Storage
  • There are two approaches to the storage of data
    in a computer system
  • Store the data in individual files each unique to
    a particular application
  • Storage of data in a computer-based system
    involves building a database
  • A formally defined and centrally controlled store
    of data intended for use in many different
    applications

18
Files
  • A file contains groups of records used to provide
    information for operations, planning, management,
    and decision making
  • Files can be used for storing data for an
    indefinite period of time, or they can be used to
    store data temporarily for a specific purpose
  • A file can be designed and built quite rapidly,
    and the concerns for data availability and
    security are minimized
  • Analysts can choose an appropriate file structure
    according to the required processing speed of the
    particular application system

19
Types of Databases
  • Relational
  • Object-relational
  • Object-oriented

20
Objectives of Effective Databases
  • The effectiveness objectives of the database
    include
  • Ensuring that data can be shared among users for
    a variety of applications
  • Maintaining data that are both accurate and
    consistent
  • Ensuring all data required for current and future
    applications will be readily available

21
Objectives of Effective Databases
  • Further effectiveness objectives of the database
    include
  • Allowing the database to evolve and the needs of
    the users to grow
  • Allowing users to construct their personal view
    of the data without concern for the way the data
    are physically stored

22
Interface Design Specifications
23
Interface Structure Design
  • Basic components of the interface
  • How these components work together
  • Windows Navigation Diagram (WND)
  • Depicts how the users of an application may go
    from window to window through menus/command
    buttons.

24
Window Navigation Diagram (WND)
  • Models changes of the state interface
  • Each state represented as a box
  • Transitions

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28
Designing the User Interface
29
The User Interface
  • The user interface is the system which helps
    users' communication with the computer system
    and/or the application system

30
User Interface Design Objectives
  • To design a better user interface, use the
    following objectives
  • Effectiveness as achieved through design of
    interfaces that allow the user to access the
    system in a way that is congruent with their
    individual needs
  • Efficiency as demonstrated through interfaces
    that increase speed of data entry, and reduce
    errors

31
User Interface Design Objectives
  • Further interface design objectives
  • User consideration as demonstrated in designing
    suitable interfaces, and providing appropriate
    feedback to users from the system
  • Generating usable queries
  • Productivity as shown through following sound
    principles of design for user interfaces and work
    spaces

32
Online Screen Design
  • Guidelines for screen design are
  • Keep the screen simple
  • Keep the screen presentation consistent
  • Facilitate user movement among screens
  • Create an attractive screen

33
Input Design Objectives
  • The quality of system input determines the
    quality of system output
  • Well-designed input objectives
  • Effectiveness
  • Accuracy
  • Ease of use
  • Consistency
  • Simplicity
  • Attractiveness

34
Form Design
  • Guidelines for good form design
  • Make forms easy to fill out
  • Ensure that forms meet the purpose for which they
    are designed
  • Design forms to assure accurate completion
  • Keep forms attractive

35
Dialog
  • Dialog is the communication between a person and
    the computer
  • Three key points to be considered
  • Meaningful communication
  • Minimal user action
  • Standard operation and consistency

36
Communication
  • Communication means that the user understands the
    information that is being presented
  • Users with less skill require a greater amount of
    communication
  • Provide easy to use help screens
  • Often these contain hyperlinks to other related
    help topics

37
Minimal User Action
  • Minimal user action is achieved by
  • Entering codes instead of code meanings
  • Enter only data that are not stored on files
  • Not requiring users to enter editing characters
  • Supplying default values on entry screens
  • Providing inquiry programs with short entry fields

38
Minimal User Action
  • Further key points
  • Providing keystrokes for selecting menu options
    that are normally selected using a mouse
  • Selecting codes from a pull-down menu on a GUI
    screen
  • Provide context-sensitive menus, displayed when
    the right mouse button is clicked on an object

39
Standard Operation
  • Standard operation is achieved by
  • Keeping header and footer information in the same
    locations for all screens
  • Using the same keystrokes to exit a program
  • Using the same keystrokes to cancel a transaction
  • Using a standard key for obtaining help

40
Standard Operation
  • Further key points
  • Standardized use of icons when using graphical
    user interface screens
  • Consistent use of terminology within a screen or
    Web site
  • Providing a consistent way to navigate through
    the dialog
  • Consistent font alignment, size, and color on a
    Web page

41
Tab Control Dialogue Boxes
  • Tab control dialog boxes are a feature of GUI
    design
  • They should have logically grouped functions on
    each tab
  • Each tab dialog box should have OK, Cancel or
    Apply, and perhaps Help buttons

42
Evaluating User Interfaces
  • The five useful standards in evaluating the
    interfaces are
  • The training period for users should be
    acceptably short
  • Users early in their training should be able to
    enter commands without thinking about them, or
    referring to a help menu or manual

43
Evaluating User Interfaces
  • Continued evaluation guidelines
  • The interface should be "seamless" so that errors
    are few, and those that do occur are not
    occurring because of poor design
  • Time necessary for users and the system to bounce
    back from errors should be short
  • Infrequent users should be able to relearn the
    system quickly

44
Types of Feedback
  • Feedback to the user is necessary in seven
    distinct situations
  • The computer has accepted the input
  • The input is in the correct form
  • The input is not in the correct form
  • There will be a delay in processing
  • The request has been completed
  • The computer cannot complete the request
  • More detailed feedback is available

45
Program Help
  • Program help comes in a variety of ways
  • Pressing a function key, such as F1
  • A GUI pull-down menu
  • Context-sensitive help, specific for the
    operation being performed
  • Iconic help, obtained when a cursor is left over
    an icon for a few seconds
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