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Lecture 16: OutputInput Design Interactive Design

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ad hoc. on demand. Distribution. Who will be using the report? ... ad hoc or periodic. structured. Sylnovie Merchant, Ph.D. MIS 160 2002. Output Design Tactics ... – PowerPoint PPT presentation

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Title: Lecture 16: OutputInput Design Interactive Design


1
Lecture 16Output/Input DesignInteractive
Design
MIS 160 Systems Development Life Cycle I
2
Output Design
3
Output Design
  • Why start with output?
  • Output should be
  • accessible
  • timely
  • relevant
  • accurate
  • usable
  • complete
  • correct
  • secure
  • economic
  • efficient
  • Issues
  • output method
  • output format
  • purpose
  • distribution
  • frequency and timing

4
Report Characteristics
  • Frequency
  • How often?
  • Periodic
  • As required
  • ad hoc
  • on demand
  • Distribution
  • Who will be using the report?
  • Internal
  • External
  • Turnaround
  • Format

5
Report Types
  • Detail
  • day to day operations
  • structured
  • Resource status
  • inventory, customer activity, etc.
  • periodic (e.g.,once a month)
  • structured or unstructured
  • Summary (Management)
  • statistics and ratios
  • ad hoc or periodic
  • structured

6
Output Design Tactics
  • Aesthetics
  • Strategic value
  • Distribution testing
  • who really needs it?
  • Field selection
  • Design for change
  • e.g., field size

7
Principles of Output Design
  • Always have a title (proper wording, page
    numbers, dates)
  • Use sections
  • Include legends
  • Eliminate computer jargon
  • Read left to right, top to bottom
  • Column headings for multi-record layout
  • Data labels for single record layout
  • Leave 3 spaces between data fields
  • Leave 5 spaces between data labels
  • Right justify numbers, left justify text
  • Use colors (screen output / color output)

8
Input Design
9
Input Forms
  • Forms of input
  • manual paper forms
  • electronic input forms
  • direct-entry devices
  • document image processing

10
Remember...
  • A well designed document is
  • easy to use
  • unique or specific
  • concise
  • informative
  • expandable
  • amenable to data entry
  • economical

11
Human Computer Interaction/Interactive Design
12
User Types
  • Novice
  • Intermediate
  • Experienced
  • Casual (Rusty)

13
The Novice User
  • Human Factors default
  • experienced users get testy
  • novice users quit
  • Why cater to them when they learn so quickly?
  • Typical turnover rate

14
Short-term Memory
  • Capacity (chunks)
  • relative to familiarity
  • Millers 7 /- 2 phenomenon
  • decreases with anxiety

15
STM Volatility
  • Limited capacity
  • Data lasts about 15 sec
  • Events causing data loss
  • interruption (phone calls)
  • processing delays (response time)
  • visual distraction (color)
  • noisy work environment
  • Importance of closure

16
Long-term Memory
  • Learning is pushing chunks from STM to LTM
  • Takes fair amount of time and iterations
  • Once learned, not forgotten lose access keys
  • if new chunks pictorially similar

17
Human Factors Goals
  • Time to learn
  • Speed of performance
  • Rate of user errors
  • Subjective satisfaction
  • turnover rate
  • Knowledge retention over time

18
Design Principles
  • (Shneiderman, 1987)
  • Keep it simple.
  • Be consistent.
  • Design tasks for closure.
  • Support internal locus of control.
  • Provide user shortcuts

19
Design Principles
  • Handle errors civilly.
  • Allow easy reversal of actions.
  • Use surprise effectively.
  • Dont lose the user.

20
Keep It Simple
  • Simple screen designs
  • Minimal use of windows
  • Screen density

21
Error Checking
  • Types Transaction Errors
  • field type (e.g., numeric)
  • field size
  • unreasonable quantity
  • field not filled in
  • mandatory property / slot

22
Error Checking (continued)
  • Types (continued)
  • logical range (e.g., month)
  • negative balance
  • illogical combinations
  • record access
  • not found
  • duplicate

23
Error Checking (continued)
  • Catch errors early
  • cost of rework increases exponentially with time
  • Clean Transaction tactic
  • dont update records with suspicious data

24
Error Messages
  • Specific and precise
  • Constructive
  • Show what needs to be done
  • Transpose Customer ?
  • Positive tone
  • Avoid illegal, invalid, bad

25
Error Messages (continued)
  • User-centered phrasing
  • Ready for data rather than
  • Enter data
  • Multiple levels of messages
  • Help Specific screens
  • Consistent grammatical form, terminology and
    abbreviations

26
Be Consistent
  • Same terminology on all screens
  • Similar screen layouts
  • Standard escape routes
  • Consistent processing times
  • novice users prefer consistent,
  • not faster,
  • screen response times

27
Design for Closure
  • Break tasks into smallest modules
  • Provide user feedback
  • hourglass
  • still processing
  • Phase III completed
  • Short-term memory capacity
  • Keep from discouraging users

28
Support Internal Locus of Control
  • Minimize warnings
  • No patronizing messages
  • Avoidance of we or I
  • User choices
  • color
  • screen placement
  • novice / experienced

29
Easy Reversal of Actions
  • Erase / undo
  • Word / Line / Screen
  • Escape menus
  • Paging back

30
Use Surprise Effectively
  • Minimum highlighting
  • Minimum input verification
  • Few flashing or auditory signals

31
Screen Structure
  • Greeting Screen
  • Password Screen
  • Main Menu
  • Intermediate Menus
  • Function Screens
  • Form-filling
  • Transaction update

32
Structure (Continued)
  • Help screens (Pull Down)
  • Escape options
  • Quit
  • Main Menu
  • Last screen

33
Dialogue Modes
  • Inquiry
  • Are you sure
  • augments other dialogue modes
  • Command Language
  • experienced user shortcuts
  • Menus (for navigation)
  • Form-filling Screens

34
Menus
  • Option sequence
  • logical (new, update, delete)
  • frequency of choice
  • alphabetic
  • Number options

35
Interactive Structure
Greeting Screen
(1)
Dont Accept
(2)
Password Screen
Accept
(3)
Main Menu
Help Screens
Escape Options
(4)
(4)
(4)
Intermediate Menu
Intermediate Menu
Intermediate Menu
(5)
(5)
(5)
Function Screen
Function Screen
Function Screen
(6)
(7)
36
Form-filling Screens
  • Looks like off-line form
  • same sequence
  • shade fields to be entered
  • Cycle until user chooses to exit
  • Maximize transaction throughput

37
Maximizing Transaction Throughput
  • Cueing (entry format)
  • Autoterminate
  • Free-form entry
  • Default values
  • constant (e.g., System Date)
  • from record (e.g., Item Price)
  • last transaction (e.g., Cust )

38
Common Screen Considerations
  • Highlighting (lt 10)
  • color
  • reverse image
  • flashing
  • auditory
  • Colors (dont overdo)

39
Screen Considerations
  • Symmetry
  • unless theres a reason
  • Input verification
  • Screen density
  • Relative screen clutter
  • Tied to throughput
  • Total and Local

40
Total Screen Density
  • screen with non-blank characters
  • ( char) / (screen capacity)
  • should be lt 25
  • can achieve on form-filling screen
  • dimming unused screen portions
  • highlighting screen portions
  • blocking out with windows

41
Example
  • Non-zero characters
  • Filling up the screen
  • From top to bottom
  • From left margin to right margin
  • Too much total screen density
  • Novice users will have reduced throughput

42
Local Screen Density
  • Mean clutter around each character
  • How to reduce
  • minimize capital letters
  • limit punctuation
  • blank lines between text lines
  • minimize words used

43
Features That Affect User Interface Design
  • Display area
  • Character sets and graphics
  • Paging and scrolling
  • Color displays and display properties
  • Split-screen and windowing capabilities
  • Keyboards and function keys
  • Pointer options

44
Remember
  • Entertainment is NOT system effectiveness!
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