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PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th Edition Copyright © 2015 John Wiley & Sons, Inc. All rights reserved. Chapter 10: HumanComputer Interaction Layer Design Twittie Senivongse (Ed.)

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Page 1: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Chapter 10:

Human–Computer Interaction

Layer Design

Twittie Senivongse (Ed.)

Page 2: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Objectives Understand several fundamental user interface (UI) design principles.

Understand the process of UI design.

Understand how to design the UI structure.

Understand how to design the UI standards.

Understand commonly used principles and techniques for navigation

design.

Understand commonly used principles and techniques for input design.

Understand commonly used principles and techniques for output design.

Be able to design a user interface.

Understand the effect of nonfunctional requirements on the human-

computer interaction layer

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Page 3: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Introduction• Interface Design defines how the system will interact with external

entities (e.g. customers, users, other systems)

• System Interfaces are machine-machine and are dealt with as part of systems

integration

• User Interfaces are human-computer and are the focus of this chapter

• Principles for UI design

• The UI design process

• Navigation, Input, Output Design

• Non-functional requirements and UI design

3

7, 8

4, 5, 6, 7, 8

8, 9

8, 10

8, 11

Page 4: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Principles of User Interface

Design [LCA UCM]

4

form & report too

due to similarity of presentation in different areas

tasks should be accomplished quickly

Page 5: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Layout (1/2) The arrangement of items on the screens, forms, reports

Like items are grouped into areas

Areas can be further subdivided

Each area is self-contained

Areas should have a natural intuitive flow

Users from western nations tend to read from left to right and top to

bottom

Users from other regions may have different flows

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Principle of User Interface Design

Page 6: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Navigation Area

Status Area

Reports &

Forms Area

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General layout

Flow between interface sections

Page 7: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Content Awareness (1/3)

How well the user understands the information contained?

Applies to the interface in general, i.e. each screen, each area

on a screen, and sub-areas

Include titles on all interfaces, and labels of fields within

each area

Menus should show where the user is and how the user got

there

All areas should be well defined, logically grouped together

and easily discernible visually

Forms and reports should contain preparation date and

version numbers to identify age of information

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Principle of User Interface Design

Page 8: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Content Awareness (2/3)

8

Field label

First record area

Second record area

Interface & report content awareness

Page 9: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Content Awareness (3/3)

9

Phone Numbers

Area

Name Area

Form content awareness

Page 10: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Aesthetics (1/3)

Interfaces should be functional, inviting to use, and pleasing

to the eye

Simple minimalist designs are generally better

White space is important to provide separation

Acceptable information density is proportional to the user’s

expertise

Novice or infrequent users prefer lower density (< 50% occupied by

information)

Expert or regular users prefer higher density (> 50% occupied by

information)

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Principle of User Interface Design

Page 11: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Aesthetics (2/3)

Text design – font and size

Same font and about the same size

Avoid italics and underlining

Serif: most readable for printed reports vs. sans serif: most readable

for computer screens or headings in printed reports

Never use all capital letters, except for titles

Color and patterns

Use sparingly, only to strengthen the message (showing the difference,

highlight important information)

Most readable vs. least readable

Cultural issues

blue on red

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Principle of User Interface Design

black on white

Page 12: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

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Bad aesthetic

Page 13: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

User Experience (1/2)

Ease of learning: how quickly the novice users can learn

how to accomplish tasks given the UI

Significant issue for inexperienced and infrequent users

Relevant to systems with a large user population

Ease of use: how quickly the expert users can use the system

to accomplish tasks once they learn how to use it

Significant issue for expert users

Most important in specialized systems

Ease of learning and ease of use are related

Complementary: lead to similar design decisions

Conflicting: designer of the system must choose whether to satisfy

novices or experts

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Principle of User Interface Design

Page 14: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

User Experience (2/2)

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Powerful, flexible, efficient but

involve high learning curve

Intuitive, easy to learn and remember

Multiple interfaces

to address

conflicting goals

Page 15: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Consistency (1/2)

Extremely important concept in making the system simple

It allows the users to predict what is going to happen

All parts of the system work in the same way

Users learn how one portion works and immediately apply it to others

Key areas of consistency are

Navigation controls

Terminology—use the same descriptors on forms & reports

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Principle of User Interface Design

Page 16: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

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Page 17: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Minimal User Effort

Interfaces should be designed to minimize the effort needed

to accomplish tasks

A common rule is the three-click rule

Users should be able to go from main menu of a system to the

information they want in no more than three mouse clicks

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Principle of User Interface Design

Page 18: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

15.5.1 Interface Design

Principles and Guidelines

Anticipation

Communication

Consistency

Controlled Autonomy

Efficiency

Flexibility

Focus on user’s task

Human Interface

Objects

Latency Reduction

Learnability

Metaphors

Readability

Track State

Visible Navigation

• Layout

• Content

awareness

• Aesthetics

• User Experience

• Consistency

• Minimal User

Effort

Page 19: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

How is this app’s UI?

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• Layout

• Content

awareness

• Aesthetics

• User Experience

• Consistency

• Minimal User

Effort

https://forms.gle/ENpsfboaE8ZKu3PP7

Page 20: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

User Interface Design Process Use case driven, incremental and iterative process

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Use scenario

development

Page 21: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Use Scenario Development (1/4)

Use scenarios outline the steps performed by users to

accomplish some part of their work

A use scenario is one path through an essential use case

Presented in a simple narrative description

Document the most common cases so interface designs will

be easy to use for those situations

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UI Design Process

Page 22: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Use Scenario Development (2/3)

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High

, Make Payment Arrangements

Page 23: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

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PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Use Scenario Development (4/4)

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Page 25: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Navigation Structure Design

(1/3) The navigation structure defines

The basic components of the interface

How they work together to provide functionality to users

Windows Navigation Diagrams (WND)

Similar to a behavioral state machine for a user interface

Shows the relationship between all screens, forms, and reports used by

the system

Shows how the user moves from one to another

Boxes represent components, e.g. window, form, report, button

Arrows represent transitions from and to a calling state

Single arrow: no return to the calling state

Double arrow: return required

Stereotypes << >> show interface type

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UI Design Process

Page 26: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Navigation Structure Design

(2/3)

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WND

Page 27: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

27

WND

Choose Review

Cart

Page 28: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Standards Design (1/3)

• Interface standards are basic design elements common across

the system user interface

• Standards are needed for:

– Interface metaphor: concept from the real world used as a model in

the system (e.g. shopping cart, physical books (Books))

– Interface objects: names of objects (or classes) (e.g. CD, DVD, book)

– Interface actions: names of commands to navigate the system (e.g.

buy vs. purchase, modify vs. change)

– Interface icons: pictures on buttons, reports, and forms (e.g. diskette

for save, blank page for create new file)

– Interface templates: basic layout of all screens, forms, and reports,

drawing together the elements above

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UI Design Process

Page 29: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Standards Design (2/3)

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Page 30: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Standards Design (3/3)

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metaphor

object

action

icon

Page 31: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Design Prototyping

(1/4)

Mock-ups or simulations of computer screens, forms, and

reports

Four common approaches (listed in increasing detail)

Storyboard: hand drawn pictures of what the screens will look like

Windows layout diagram: a computer generated storyboard that more

closely resembles the actual interface

HTML prototype: web pages linked with hypertext

Language prototype: more sophisticated than HTML

Built in the programming language with no real functionality

User does not have to guess about the final appearance of the screen

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UI Design Process

Page 32: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Design Prototyping

(2/4)

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Storyboard

Page 33: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Design Prototyping

(3/4)

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Windows layout

diagram

Combined windows navigation diagram

and windows layout diagram

Page 34: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Design Prototyping

(4/4)

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HTML prototype

Language prototype

Page 35: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Evaluation (1/2)

Goal is to understand how to improve the interface design

before the system is completed

Have as many people as possible evaluate the interface

Ideally, interface evaluation is done while the system is being

designed—before it is built

Help identify and correct problems early

Designs will likely go through several changes after the users see it

for the first time

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UI Design Process

Page 36: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Interface Evaluation (2/2) Four approaches to UI evaluation

Heuristic—compare the design to known principles or rules of thumb, i.e. a

formal checklist; usually performed by experienced UI designers

Walkthrough—design team presents prototype to the users & explains how

it works

Interactive—the users work in a one-person session with the prototype with

a project team member through the use scenarios using the real use cases

Users give feedback on what is liked and not liked

The team member records the cases when users are unsure, make mistakes, or misinterpret

the UI

Cannot be used with storyboards and windows layout diagrams

Formal usability testing—performed in labs with users working without

help on a language prototype in a one-person session

Use of video camera, software that records user behavior like keystroke and mouse

operation

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PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Common Sense Approach to

User Interface Design

Users should not have to think about how to navigate the

user interface

The number of clicks should relate to the complexity of the

task and should be unambiguous

Minimize the user’s effort though

Minimize the number of words on the screen

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UI Design Process

Page 38: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

15.5.2 Interface Design Workflow

for Web and Mobile Apps1. Review information contained in the requirements model

and refine as required.

2. Develop a rough sketch of the WebApp interface layout.

3. Map user objectives into specific interface actions.

4. Define a set of user tasks that are associated with each action.

5. Storyboard screen images for each interface action.

6. Refine interface layout and storyboards using input from aesthetic design.

7. Identify user interface objects that are required to implement the interface.

8. Develop a procedural representation of the user’s interaction with the interface.

9. Develop a behavioral representation of the interface.

10. Describe the interface layout for each state.

11. Refine and review the interface design model.

• Use Scenario development

• Interface structure design

• Interface standard design

• Interface design prototyping

• Interface evaluation

Page 39: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Navigation Design (1/11)

The component that enables the user to navigate through the

system, i.e. tell the system what to do

Also provides messages of success or failure of actions

performed

Make it simple so that the user never really notices

Basic principles:

Prevent the user from making mistakes

Simplify recovery for the user when mistakes are made

Use a consistent grammar order, e.g. object-action (File ► Open) vs.

action-object (Open ► File)

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PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Navigation Design (2/11)

Types of navigation controls

Hardware: keyboard, mouse, trackball, touch screen, microphone

Software:

Language

Command language—user types in a command to be executed (e.g. UNIX

commands, SQL)

Natural language—system interprets the user’s language (e.g. Google search)

Menus

User is presented a list of choices

Come in different forms (e.g. menu bars, popups, drop downs)

Direct manipulation (e.g. drag and drop, resize)

Voice recognition systems

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Page 41: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

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Page 42: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

42

Menu Bar Icon Tool Bar

Common types of menu

Pop-up Menu

Tab Menu

Page 43: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

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Drop-down Menu

Cascading Menu

Common types of menu

Grayed-out Menu Options

Menu Group Separator

Page 44: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Ex.10.2.1 How is this app’s

Software Navigation Control?

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• Command

Language

• Natural Language

• Menu

• Direct

Manipulation

• Voice

Recognition

https://forms.gle/6iTW2kAbWBscVvwdA

Page 45: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

Navigation Design (6/11)

Messages

How the system informs the user of the status of an interaction

Error messages—user did something that is not permitted

Confirmation messages (e.g. “Are you sure?”)

Acknowledgment messages (e.g. “Order entered”)

Delay messages—provides feedback to the user that the process is

running

Help messages—provides additional information about the system to

assist the user in performing a task

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Page 46: Chapter 10: Human Computer Interaction Layer Design

PowerPoint Presentation for Dennis, Wixom, & Tegarden Systems Analysis and Design with UML, 5th EditionCopyright © 2015 John Wiley & Sons, Inc. All rights reserved.

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Page 47: Chapter 10: Human Computer Interaction Layer Design

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For help desk

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Navigation Design (9/11)

Navigation design documentation

Done using WNDs and real use-cases

Real use-cases are implementation dependent

Detailed description of how to use the implemented system

Essential use-cases evolve into real use cases by specifying events in terms

of the actual user interface

For multi platform applications (e.g. desktops, tablets, and smartphones),

real use cases will need to be developed for each platform on which the

use case is being deployed.

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The Sales Rep wants to manage client information.

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Input Design (1/5)

Screens that are used to input data

Data can be structured or unstructured

Structured: Dates, names, products, etc.

Unstructured: Comments, descriptions

Basic principles: simplify collection of accurate information

Online vs. batch processing

Capture data at the source

Manual data entry

Source data automation (using readers): magnetic stripe, barcode, QR

code, RFID, smart card, optical character recognition

Minimize keystrokes (e.g. by using defaults for frequently used

values, providing choices)

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Input Design (2/5)

Types of inputs

Free form controls

Text boxes for alphanumeric information

Number boxes with automatic formatting

Example: Enter a phone number as 3451236789; automatically formats as

(345)-123-6789

Password boxes that hide characters with stars and do not allow cutting or

copying

Selection boxes

Check boxes when several items can be selected

Radio buttons when items are mutually exclusive

List boxes to present a set of choices

Sliders—a pointer that can be moved along a scale

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Input Design (3/8)

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Combo Box

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Ex 10.2.2 How is this app’s input?

54

• Textbox

• Radio button

• Check box

• List box

• Dropdown list

• Slider

• Calendar

https://forms.gle/6iTW2kAbWBscVvwdA

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Input Design (4/5)

Input validation

Data should be validated prior to entry to ensure accuracy

Do not accept invalid data (e.g. input text when a number is required)

Validation checks:

Completeness

Format (e.g. MM/DD/YYYY)

Range (e.g. a number falls within a minimum and maximum value)

Check sum digit—reduces errors in entering numbers

Consistency—data are related

Database check—does not violate entity or referential integrity

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Output Design (1/3)

Reports produced from the data generated by the system

Basic principles:

Understand report usage and its frequency as it will affect the layout

(e.g. detail vs. summary, real-time vs. batch)

Manage the information load in a report—provide only what is

needed and place most important information near the top

Minimize bias, especially in graphical displays (charts)

Media:

Electronic (seen on the screen)

Hard copy (printed on paper)

Types of outputs:

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Output Design (3/3)

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Misleading that there are major changes

Misleading that the slices nearer the front are bigger

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Ex 10.2.3 How is this app’s output?

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• Detailed report

• Summary report

• Turnaround

document

• Graphs

https://forms.gle/6iTW2kAbWBscVvwdA

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Non-Functional Requirements

Influence on HCI Operational Requirements—choice of hardware and software platforms

Technologies that can be used (e.g. GUI, 2 or 3 button mouse, web, mobile)

Performance Requirements

Mobile computing and web browsing inject additional performance obstacles

Security Requirements

Appropriate log-on controls and possibly encryption

Political & Cultural Requirements

Date formats (MM/DD/YY vs. DD/MM/YY), colors, and currencies (dollar –

US or Australian? etc.)

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Summary

Principles of User Interface Design

User Interface Design Process

Navigation Design

Input Design

Output Design

Nonfunctional Requirements

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