Modern Systems Analysis and Design 2
Modern Systems Analysis and Design 2
and Design
Chapter 11
Designing Interfaces and Dialogues
Learning Objectives
• Explain the process of designing interfaces and dialogues and the
deliverables for their creation.
• Contrast and apply several methods for interacting with a system.
• List and describe various input devices and discuss usability issues for
each in relation to performing different tasks.
• Describe and apply the general guidelines for designing interfaces and
specific guidelines for layout design, structuring data entry fields,
providing feedback, and system help.
Learning Objectives (Cont.)
• Design human-computer dialogues and understand how dialogue
diagramming can be used to design dialogues.
• Design graphical user interfaces.
• Discuss guidelines for the design of interfaces and dialogues for
Internet-based electronic commerce systems.
Designing Interfaces and Dialogues
• User-focused activity
• Prototyping methodology of iteratively:
Collecting information
Constructing a prototype
Assessing usability
Making refinements
• Must answer the who, what, where, and how questions
Designing Interfaces and Dialogues (Cont.)
Deliverables and Outcomes
• Creation of a design specification
A typical interface/dialogue design specification is similar to form
design, but includes multiple forms and dialogue sequence specifications.
Deliverables and Outcomes (Cont.)
• The specification includes:
Narrative overview
Sample design
Testing and usability assessment
Dialogue sequence
• Dialogue sequence is the ways a user can move from one display to
another.
Interaction Methods and Devices
• Interface: a method by which users interact with an information
system
• All human-computer interfaces must:
have an interaction style, and
use some hardware device(s) for supporting this interaction.
Methods of Interacting
• Command line
Includes keyboard shortcuts and function keys
• Menu
• Form
• Object-based
• Natural language
Command Language Interaction
• Command language interaction: a human-computer interaction
method whereby users enter explicit statements into a system to
invoke operations
• Example from MS DOS:
COPY C:PAPER.DOC A:PAPER.DOC
Command copies a file from C: drive to A: drive
Menu Interaction
• Menu interaction: a human-computer interaction method in which a
list of system options is provided and a specific command is invoked
by user selection of a menu option
• Pop-up menu: a menu-positioning method that places a menu near
the current cursor position
Menu Interaction (Cont.)
• Drop-down menu is a menu-positioning method that places the
access point of the menu near the top line of the display.
When accessed, menus open by dropping down onto the display.
Visual editing tools help designers construct menus.
Menu Interaction (Cont.)
• Guidelines for Menu Design
Wording — meaningful titles, clear command verbs, mixed
upper/lower case
Organization — consistent organizing principle
Length — all choices fit within screen length
Selection — consistent, clear and easy selection methods
Highlighting — only for selected options or unavailable options
Menu Interaction (Cont.)
Form Interaction
• Form interaction: a highly intuitive human-computer interaction
method whereby data fields are formatted in a manner similar to
paper-based forms
Allows users to fill in the blanks when working with a system.
Form Interaction (Cont.) FIGURE 11-9 Example of form interaction from the
Google Advanced Search Engine (Source: Google.)
Object-Based Interaction
• Object-based interaction: a human computer interaction method in
which symbols are used to represent commands or functions
• Icons: graphical pictures that represent specific functions within a
system
Use little screen space and are easily understood by users
Natural Language Interaction
• Natural language interaction: a human computer interaction method
whereby inputs to and outputs from a computer-based application are
in a conventional spoken language such as English
Based on research in artificial intelligence.
Current implementations are tedious and difficult to work with, not
as viable as other interaction methods.
Usability Problems with Hardware Devices
•Visual Blocking
touch screen, light pen
•User Fatigue
touch screen, light pen
•Movement Scaling
keyboard, mouse, joystick, trackball, graphics tablet, voice
•Durability
trackball, touch screen
Natural Language Interaction (Cont.)
• Usability problems with hardware devices:
Visual Blocking
touch screen, light pen
User Fatigue
touch screen, light pen
Designing Interfaces
• Forms have several general areas in common :
Header information
Sequence and time-related information
Instruction or formatting information
Body or data details
Totals or data summary
Authorization or signatures
Comments
Designing Interfaces (Cont.)
• Use standard formats similar to paper based forms and reports.
• Use left-to-right, top-to-bottom navigation
Controlling Data Input
• Objective: Reduce data entry errors
• Common sources data entry errors in a field:
Appending: adding additional characters
Truncating: losing characters
Transcripting: entering invalid data
Transposing: reversing sequence of characters
Providing Feedback
• Three types of system feedback:
Status information: keep user informed of what’s going on,
helpful when user has to wait for response
Prompting cues: tell user when input is needed, and how to provide
the input
Error or warning messages: inform user that something is wrong,
either with data entry or system operation
Providing Help
• Place yourself in user’s place when designing help.
• Guidelines for designing usable help:
Simplicity — Help messages should be short and to the point.
Organize — Information in help messages should be easily absorbed
by users.
Show — It is useful to explicitly show users how to perform an
operation.
Designing Dialogues
• Dialogues: the sequence of interaction between a user and a system
Dialogue design involves:
• Designing a dialogue sequence.
Building a prototype.
Assessing usability.
Designing the Dialogue Sequence
• Typical dialogue between user and Customer Information System:
Request to view individual customer information.
Specify the customer of interest.
Select the year-to-date transaction summary display.
Review the customer information.
Leave system.
Designing the Dialogue Sequence (Cont.)
• Three sections of the box are used as:
Top contains a unique display reference number used by other
displays for referencing it.
Middle contains the name or description of the display.
Bottom contains display reference numbers that can be accessed from
the current display.
Designing the Dialogue Sequence (Cont.)
FIGURE 11-17 Sections of a dialogue diagramming box
Summary
• In this chapter you learned how to:
• Explain the process of designing interfaces and dialogues and the
deliverables for their creation.
• Contrast and apply several methods for interacting with a system.
• List and describe various input devices and discuss usability issues
for each in relation to performing different tasks.
• Describe and apply the general guidelines for designing interfaces and
specific guidelines for layout design, structuring data entry fields,
providing feedback, and system help