Title: MIS 161 Systems Development Life Cycle II Lecture 3: Remember Prototyping? Data Storage Interface Design
1MIS 161Systems Development Life Cycle
IILecture 3Remember Prototyping?Data
Storage Interface Design
2Prototyping
3Definition
- 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.
4How is it Used?
- As a methodology
- As a technique/tool within the SDLC.
- Some phases supported/replaced
5Approaches
- Type I - Iterative
- becomes final system
- Type II - Throwaway
- used as model for final system
6Type 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
7Type 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?
8Types 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
9Evolutionary 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
10Levels (Continued)
- Level 3 (Adaptive)
- working model of system
- system with training wheels
- no bells or whistles
11Advantages
- 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
12Disadvantages
- Poor documentation
- Hard to control/manage
- (Unrealistic) User expectations
- time for final system
- final system differences
- reduced analysis
13Data Storage
14Data 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
15Data 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
16Dimensions of Data Storage Optimization
- Storage efficiency (minimizing storage space)
- Speed of access (minimizing time to retrieve
desired information)
17Approaches 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
18Files
- 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
19Types of Databases
- Relational
- Object-relational
- Object-oriented
20Objectives 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
21Objectives 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
22Interface Design Specifications
23Interface 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.
24Window Navigation Diagram (WND)
- Models changes of the state interface
- Each state represented as a box
- Transitions
Return required
Return not required
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28Designing the User Interface
29The User Interface
- The user interface is the system which helps
users' communication with the computer system
and/or the application system
30User 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
31User 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
32Online 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
33Input 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
34Form 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
35Dialog
- 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
36Communication
- 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
37Minimal 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
38Minimal 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
39Standard 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
40Standard 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
41Tab 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
42Evaluating 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
43Evaluating 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
44Types 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
45Program 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