input design 1. input design comes after the design of outputs. output design comes first as a...

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INPUT DESIGN 1

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INPUT DESIGN

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•Input design comes after the design of outputs. Output design comes first as a system validation test.•Input design concepts and guidelines are based on ‘Garbage in, garbage out’ (GIGO)•The quality of system input determines the quality of system output.

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Input DesignDefine the appropriate format and

media for a computer input.

Explain the difference between data

capture, data entry, and data input.

Identify and describe several

automatic data collection technologies.

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Apply human factors to the design of

computer inputs.

Design internal controls for computer inputs.

Select proper screen-based controls for

input attributes that are to appear on a GUI

input screen.

Design a web-based input interface.

4

Data Capture and Data EntryData capture – the identification and

acquisition of new data (at its source).

Source documents – forms used

to record business transactions in

terms of data that describe those

transactions.

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Data entry – the process of

translating the source data or

document (above) into a computer

readable format.Data processing – is all processing

that occurs on the data after it is input from a machine readable form.

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In batch processing, the entered data is collected into files called batches and processed as a complete batch.

In on-line processing, the captured data is processed immediately

In remote batch processing, data is entered and edited on-line, but collected into batches for subsequent processing.

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Input Implementation Methods

KeyboardMouseTouch ScreenPoint-of-sale terminalsSound and speechAutomatic data capture

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Optical mark recognition (OMR)

Bar codes

Optical character recognition (OCR)

Magnetic Ink

Electromagnetic transmission

Smart cards

Biometric 9

Taxonomy for Computer Inputs Process Method

Data Capture Data Entry Data Processing

Keyboard

Data is usually captured on a business form that becomes the source document for input. Data can be collected real-time.

Data is entered via keyboard. This is the most common input method but also the most prone to errors.

OLD: Data can be collected into batch files (disk) for processing as a batch.NEW: Data is processed as soon as it has been keyed.

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Taxonomy for Computer Inputs

Mouse Same as above

Used in conjunction with keyboard to simplify data entry. Mouse serves as a pointing device for a screen.

Same as above, but the use of a mouse is most commonly associated with online and real-time processing.

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Taxonomy for Computer Inputs Touch Screen

Same as above.

Data is entered on a touch screen display or handheld device. Data entry users either touch commands and data choices or enter data using handwriting recognition.

On PCs, touch screen choices are processed same as above. On handheld computers, data is sorted on the handheld for later processing as a remote batch.

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Taxonomy for Computer Inputs

Point of Sale

Data is captured as close to the point of sale as humanly possible. No source documents.

Data is often entered directly by the customer or by an employee directly interacting with the customer.

Data is almost always processed immediately as a transaction or inquiry.

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Taxonomy for Computer InputsProcess Method

Data Capture Data Entry Data Processing

Sound Data is captured as close to the source as possible, even when the customer is remotely located.

Data is entered using touch-tones (typically from a telephone). Usually requires fairly rigid command menu structure and limited input options.

Data is almost always processed immediately as a transaction or inquiry.

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Speech Same as sound

Data (and commands) is spoken. This technology is not as mature and is much less reliable and common than other techniques.

Data is almost always processed immediately as a transaction or inquiry.

Taxonomy for Computer Inputs

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Optical Mark

Data is recorded on optical scan sheets as marks or precisely formed letter, numbers, and punctuation.

Eliminates the need for data entry.

Data is almost always processed as a batch.

Taxonomy for Computer Inputs

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Magnetic Ink

Data is usually prerecorded on forms that are subsequently completed by the customer. The customer records additional information on the form.

A magnetic ink reader reads the magnetized data. The customer-added data must be entered using another input method.

Data is almost always processed as a batch.

Taxonomy for Computer Inputs

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Process Method

Data Capture

Data Entry Data Processing

Electromagnetic

Data is recorded directly on the object to be described by data.

Data is transmitted by radio frequency.

Data is almost always processed immediately.

Taxonomy for Computer Inputs

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Automatic Identification: Bar Codes

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Input Design GuidelinesCapture only variable data.

Not data that can be looked up.Do not capture data that can be

calculated or stored in computer programs as constants.Extended Price, Tax Withholding,

etc.Use codes for appropriate attributes.20

Source Document / Form Design Guidelines

Include instructions for completing the form.

Minimize the amount of handwriting.Data to be entered (keyed) should be

sequenced top-to-bottom and left-to-right.When possible use designs based on

known metaphors.

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Good Flow in a Form

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Bad Flow in a Form

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Metaphoric Screen Design

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Internal Controls for InputsThe number of inputs should be

known (to minimize risk of lost transactions).For batch processing

Use batch control slipsUse one-for-one checks against

post-processing detail reports

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For on-line systems Log each transaction as it occurs to a separate

audit fileValidate all data Existence checks Data-type checks Domain checks Combination checks Self-checking digits Format checks

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Common GUI Controls (Windows and Web)

Text boxesRadio buttonsCheck boxesList boxesDrop down

listsCombination

boxesSpin boxesButtons

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Common GUI Controls UsesText boxes

When the input data values are

unlimited in scope

Radio buttons

When data has limited

predefined set of mutually

exclusive values28

Check boxes

When value set consists of a

simple yes or no value

List boxes

When data has a large number

of possible values

Common GUI Controls Uses

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Drop down lists

When data has large number of possible values

and screen space is too limited for a list box

Combination boxes

When need to provide the user with option of

selecting a value from a list or typing a value

that may or may not appear in the list

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Spin boxesWhen need to navigate through

a small set of choices or directly

typing a data value

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Advanced Controls (mostly Windows interfaces)

Drop down calendars

Slider edit controlsMasked edit

controlsEllipsis controlsAlternate

numerical spinnersCheck list boxesCheck tree boxes

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Advanced Controls (mostly Windows interfaces)

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Automated Tools for Input Design and Prototyping

Old ToolsRecord Layout ChartsDisplay Layout Charts

Newer Prototyping ToolsMicrosoft Access, CASE Tools,

Visual Basic, Excel, Visio

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Input Design Process

1. Identify system inputs and review

logical requirements.

2. Select appropriate GUI controls.

3. Design, validate and test inputs

using some combination of:

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a)Layout tools (e.g., hand sketches,

spacing charts, or CASE tools.

b)Prototyping tools (e.g.,

spreadsheet, PC DBMS, 4GL)

4. As necessary design source

documents.

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Design Process Cont….Develop prototype screens for users to review Develop prototype screens for users to review

and test. Their feedback may result in the and test. Their feedback may result in the need to add new attributes and address their need to add new attributes and address their characteristicscharacteristics

To prototype input screens, the designer needs To prototype input screens, the designer needs to let the user exercise or test the screens and to let the user exercise or test the screens and this may involve demonstrating how the user this may involve demonstrating how the user may obtain appropriate help or instructions. may obtain appropriate help or instructions.

Prototypes need not display all the details to a Prototypes need not display all the details to a user unless they are requesteduser unless they are requested

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A Logical Data Structure for Input Requirements

ORDER = ORDER NUMBER+ ORDER DATE+ CUSTOMER NUMBER+ CUSTOMER NAME+ CUSTOMER SHIPPING

ADDRESS = ADDRESS >+ ( CUSTOMER BILLING

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ADDRESS = ADDRESS >)+ 1 {PRODUCT NUMBER + QUANTITY ORDERED } n+ ( DEFAULT CREDIT CARD NUMBER )

ADDRESS = (POST OFFICE BOX NUMBER)+ STREET ADDRESS+ CITY+ STATE+ POSTAL ZONE

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Input Prototype for Video Title Maintenance

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Input Prototype for Member Order

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Input Prototype for Member Shopping

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Input Prototype for Web Shopping Cart

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Input Prototype for Web Interface

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USER INTERFACE

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User interface Technology

Types of User Interfaces

Guidelines for dialog Design

Feedback for users

Designing Queries

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System User Classifications

An expert user is an experienced computer user who will spend considerable time using specific application programs. The use of a computer is usually considered non-discretionary. In the mainframe computing era, this was called a dedicated user.

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System User Classifications…

The novice user (sometimes called a casual user) is a less experienced computer user who will generally use a computer on a less frequent, or even occasional, basis. The use of a computer may be viewed as discretionary (although this is becoming less and less true)

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Designing effective interfacesSystem users often judge a system by its

interface rather than its functionalityPoor user interface design is the reason why

so many software systems are never usedA poorly designed interface can cause a user

to make catastrophic errorsMost users of business systems interact

through graphical interfaces

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User interface design process

Executableprototype

Designprototype

Produce paper-based design

prototype

Producedynamic design

prototype

Evaluate designwith end-users

Implementfinal userinterface

Evaluate designwith end-users

Analyse andunderstand user

activities

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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.

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Objectives to Address Matching the user interface to the task Making the user interface efficient Providing appropriate feedback to

users Generating useable queries Improving productivity of

knowledgeable workers

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A: Types of user interfaces:- Natural Language interfaces Question and answer interfaces Menus Form-fill interfaces (Input/Output forms Command Language interfaces Graphical User interfaces Other user interfaces

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Form-based interface example

Title

Author

Publisher

Edition

Classification

Date ofpurchase

ISBN

Price

Publicationdate

Number ofcopies

Loanstatus

Orderstatus

NEW BOOK

Iconic Menus

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Command interfaces disadvantages

oCommands of arbitrary complexity

can be created by command

combination

oUsers have to learn and remember

a command language – unsuitable

for occasional users

Command interfaces disadvantages….

oUsers make errors in command.

An error detection and recovery

system is required

oSystem interaction is through a

keyboard so typing ability is

required

B: Guidelines For Dialogue Meaningful communication

Title for each display

Minimum use of abbreviations

Clear user feedback

Warning signs when the user enters the wrong information

Help menuClearly identifying key data such as date by

slashes etc.

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User-system interaction

Two problems must be addressed in

interactive systems design

How should information from the

user be provided to the computer

system?

How should information from the computer

system be presented to the user?

User interaction and information

presentation may be integrated through a

coherent framework such as a user interface

metaphor

Minimal User Interaction

Keying codes of whole words

Supplying the edited characters

i.e. slashes in a date or the KSH

after a monetary amount has

been entered.

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Using default values e.g. when typing

the year January the system

highlights the full word and you just

have to press enter

Remembering last entered

information e.g. passwords, birthdays,

names of users etc

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Use of an inquiry program so

that the user only has to enter the

first few characters

Providing key strokes e.g. to

copy just press “Ctrl + C”

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Standard Operation and Efficiency

Exiting each program using the

same keys

Locating titles, dates, time etc at the

same places on all displays

Obtaining help in a standardized way

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Standardizing the colors used in

all displays

Standardizing the use of icons

Consistent terminology in a

display screen or web site

Using consistent fonts, sizes,

colors etc65

Guidelines for Dialogue- 3 : Example of use of consistency in fonts

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Feedback for users

Compares current behaviors with the

goals set out by the user of

programmer

Satisfy the psychological needs of

humans and as well as to provide

confidence to the user67

The computer has accepted the

input. E.g by advancing cursor to

the next letter to be typed in

The input is in the correct form.

The computer simply says “Ready”

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The input is not in the correct form

There will be a delay in the processing

The request has been completed

The computer is unable to complete the request

More detailed feedback is available (and how to get it)

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Feedback- Wrong data entered

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Human Engineering Guidelines

The screen should be formatted

so that the various types of

information, instructions, and

messages always appear in the

same general display area.

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Messages, instructions, or information

should be displayed long enough to

allow the system user to read them.

Default values for fields and answers

to be entered by the user should be

specified.

Anticipate the errors users might make.

With respect to errors, a user should not be

allowed to proceed without correcting an error.

If the user does something that could be

catastrophic, the keyboard should be locked to

prevent any further input, and an instruction to

call the analyst or technical support should be

displayed.

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DESIGN & PROTOTYPE OF USER INTERFACE

User Interface (UI) is the system of computer screen images, devices, and software components that allow the user to interact with and control a computer system. Graphical user interfaces (GUI) allow the user to interact with the software system by manipulating icons or menus. 74

DESIGN OF UI

User interface design in the context

of creating software represents an

approach that puts the user, rather

than the system, at the center of the

process.

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This philosophy, called user-centered

design, incorporates user concerns

and advocacy from the beginning of

the design process and dictates that

the needs of the user should be

foremost in any design decisions

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GUI Advantages

They are easy to learn and use.

Users without experience can learn

to use the system quickly.

The user may switch quickly from

one task to another and can interact

with several different applications.

GUI Advantages…..

Information remains visible in its own window when attention is switched.

Fast, full-screen interaction is possible with immediate access to anywhere on the screen

GUI DESIGN PRINCIPLESDevice consideration

Visibility of system status

Match between system and the real world

User control and freedom

Consistency and standards

Error prevention 79

Recognition rather than recall

Flexibility and efficiency of use

Aesthetic and minimalist design

Help users recognize, diagnose, and

recover from errors

Help and documentation

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Device consideration

Consider the end-user device, where the system shall be installed finally. Is the device a PC, Mobile device e.g. Pocket PC or mobile phone. User interface of Pocket PC is usually very compact and does not require much information, while the PC has got a lot of redundant space. Do not overload the Pocket PC interface with controls

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GUI PROTOTYPEThe beside UI prototype shows the simplicity and device consideration in GUI design. The application is designed for Pocket PC, which has very limited space. There are very few controls done in symbols and short hand considering the compactness of a Pocket PC

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Visibility of system status

The system should always keep users informed about what is going on, through

appropriate feedback

within reasonable time. 83

Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

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User control and freedom

Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

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Consistency and standards

Users should not have to wonder

whether different words, situations, or

actions mean the same thing. Follow

platform conventions.

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The beside GUI Menus considers consistency with Microsoft Windows (see File, Edit etc.). The interface is consistent with most standard systems. The use of Metaphoric icons to denote actions and events is also visible

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Error prevention

Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.

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Recognition rather than recall

Minimize the user's memory load by

making objects, actions, and options

visible. The user should not have to

remember information from one part

of the dialogue to another.

Instructions for use of the system

should be visible or easily retrievable

whenever appropriate. 89

Flexibility and efficiency of use

Accelerators – unseen by the novice user – may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.

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Aesthetic and minimalist design

Dialogues should not contain

information which is irrelevant or

rarely needed. Every extra unit of

information in a dialogue competes

with the relevant units of information

and diminishes their relative visibility91

Help users recognize, diagnose, and recover from errors

Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.

92

Help and documentation

Even though it is better if the system

can be used without documentation, it

may be necessary to provide help and

documentation. Any such information

should be easy to search, focused on

the user's task, list concrete steps to

be carried out, and not be too large. 93

Help System Design

Help? means ‘help I want information”

Help! means “HELP. I'm in trouble”

Both of these requirements have to be

taken into account in help system design

Different facilities in the help system

may be required

Help System Design….

Should not simply be an on-line

manual

The dynamic characteristics of

the display can improve

information presentation

User DocumentationAs well as on-line information, paper

documentation should be supplied with a system

Documentation should be designed for a range of users from inexperienced to experienced

As well as manuals, other easy-to-use documentation such as a quick reference card may be provided

Error messages

Error message design is critically important. Poor error messages can mean that a user rejects rather than accepts a system

Messages should be polite, concise, consistent and constructive

The background and experience of users should be the determining factor in message design

97

Nurse input of a patient’s name

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Design factors in message wording

Context The user guidance system should be aware of what the user isdoing and should adjust the output message to the currentcontext.

Experience As users become familiar with a system they become irritatedby long, ‘meaningful’ messages. However, beginners find itdifficult to understand short terse statements of the problem.The user guidance system should provide both types of messageand allow the user to control message conciseness.

Skill level Messages should be tailored to the user’s skills as well as theirexperience. Messages for the different classes of user may beexpressed in different ways depending on the terminology whichis familiar to the reader.

Style Messages should be positive rather than negative. They shoulduse the active rather than the passive mode of address. Theyshould never be insulting or try to be funny.

Culture Wherever possible, the designer of messages should be familiarwith the culture of the country where the system is sold. Thereare distinct cultural differences between Europe, Asia andAmerica. A suitable message for one culture might beunacceptable in another. 99

Interface Problems

According to Galitz, the following

problems result in confusion, panic,

frustration, boredom, misuse,

abandonment, and other undesirable

consequences

Excessive use of computer

jargon and acronyms

Interface Problems….

No obvious or less-than-intuitive design

Inability to distinguish between alternative

actions (“what do I do next?”)

Inconsistent problem solving approaches

Design inconsistency

User Interface Evaluation

Attribute DescriptionLearnability How long does it take a new user to

become productive with the system?Speed of operation How well does the system response match

the user’s work practice?Robustness How tolerant is the system of user error?Recoverability How good is the system at recovering from

user errors?Adaptability How closely is the system tied to a single

model of work?

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Thank You

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