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Structuring System Requirements: Conceptual Data Modeling

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Title: Structuring System Requirements: Conceptual Data Modeling


1
Structuring System RequirementsConceptual Data
Modeling
2
ERM
3
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Analysis Sub Phases
Generate Alternatives Select best
Structure Requirements
Determine Requirements
5
Implementing Effective Systems
  • If you do not understand organizational data and
    cannot represent the data requirements of an
    application unambiguously in logical terms, you
    cannot implement a system that will effectively
    serve the needs of management or users.

6
Data Modeling
  • Shows the definition, structure, and
    relationships within data.
  • Process modeling only shows how, where when
    data is used.

7
Conceptual data model
  • Conceptual Data Model
  • Is a detailed data model that captures the
    overall structure of organizational data,
  • Is independent of DBMS.
  • Shows as many rules about the meaning and
    interrelationships among data as possible
  • Is what the organization does and rules that
    govern how the work is done
  • primary deliverable ? Entity Relationship Diagram

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Entity Relationship Diagram IS
  • a logical representation of
  • entities,
  • attributes, and
  • relationships.
  • Lets examine each of these...

10
Entity
  • Entity (object/noun)
  • person, place, object, event, or concept of
    interest

11
Entities
  • An entity is a person, place or object, event, or
    concept of interest
  • An instance is a single occurrence of an entity

Entity
An Instance of this entity
12
A word about entities...
  • An ERD entity is not the same as a source or sink
    in a Data Flow Diagram.
  • There will usually be multiple instances.
  • Data entities have to be described by attributes.

13
Attributes
  • Lets look as some attributes which identify
    entity instances.
  • They may or may not be unique.
  • They may be composite attributes.

Unique Attribute Composite Non-unique
Attribute Non-unique Attribute Unique Attribute
14
Hoffers take on Keys
  • Entities must have an identifier.
  • Candidate Key
  • an attribute(s) that uniquely identifies each
    instance of an entity. (e.g. SSN and Name)
  • Out of the multiple candidate, only one is
    selected to be the
  • Identifier
  • the candidate key selected as the identifier for
    an entity. (e.g. SSN)

15
For purposes of our discussion...
  • Entities must have a primary key.
  • Primary Key
  • a key that uniquely identifies each instance of
    an entity (ex SSN)
  • Secondary Key
  • a key that cannot uniquely identify each instance
    of an entity but can be used to select a group of
    records that belong to a set (ex Aggies that
    come from Texas)
  • Starting to sound a little bit like Info428?

16
More on the subject of keys
  • Concatenated Key
  • When it is not possible to identify each instance
    of a relationship uniquely by choosing one of the
    attributes in the entity, a key can be
    constructed by choosing two or more attributes
    and combining them.
  • For example 99C-Info320-Section 504
  • Hoffers Candidate Keys include concatenated or
    other single attributes.

17
Attributes
  • Characteristic of an entity
  • May have a composite attributes
  • Also known as field
  • Multivalued attribute has more than 1 value for a
    given instance of an entity.(e.g. phone although
    not shown)

Attributes
Composite Attribute
Attribute Values
18
Relationship
  • An association between two or more entities
  • a verb phrase connecting entities
  • Directional
  • Event
  • Something happens
  • Linkage
  • We will use the Crows Foot notation style

19
One-to-one An EMPLOYEE is assigned one PARKING
SPACE. A PARKING SPACE is assigned to one
EMPLOYEE.
PARKING SPACE
EMPLOYEE
One-to-many An EMPLOYEE supports many
DEPENDENTs. A DEPENDENT is supported by one
EMPLOYEE.
EMPLOYEE
DEPENDENT
Many-to-many An EMPLOYEE is assigned to many
PROJECTs A PROJECT is assigned many EMPLOYEEs.
EMPLOYEE
PROJECT
20
Degree of Relationship
  • unary - one entity is related to itself
    (recursive)binary - two entities are related

21
Degree of Relationship (2)
  • ternary - three entities are related

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Cardinality
  • the number of instances of entity-B that can be
    associated with each instance of entity-A.
  • specify both minimum and maximum cardinalities
    for each relationship
  • Minimum
  • 0 (i.e.. optional)
  • 1 (i.e.. mandatory)
  • Maximum
  • 1
  • many

24
In other words...
  • The lower and upper bounds on number of
    occurrences involved on each side of a
    relationship
  • zero
  • one
  • many
  • specific number
  • 11 1M MN

25
One-to-one
PARKING SPACE
EMPLOYEE
One-to-many
EMPLOYEE
DEPENDENT
Many-to-many
EMPLOYEE
PROJECT
26
Entity Relationship Diagram (ERD)
PARKING SPACE
PROJECT
DEPENDENT
27
Steps for Creating an ERD
  • Identify the entities
  • Identify the attributes
  • Identify the relationships
  • Identify cardinalities
  • maximum
  • minimum
  • Set business rules - discuss next time

28
A Simple Example to Dream On ?
  • Each semester each student must be assigned an
    advisor who counsels students about degree
    requirements and helps students register for
    classes.

29
A Simple Example to Dream On ?
  • Each semester each student must be assigned an
    advisor who counsels students about degree
    requirements and helps students register for
    classes.

counsel
Advisors
Students
30
More about Attributes
Primary Key Attribute Multivalued Attribute
31
Some Examples
Dep-Name, Dep-age, Dep-relation
Employee No.
Employee
Dep-Relation
Dep-Name
Employee No.
Dep-Age
Employee
Dependent
32
Types of Entities
  • Fundamental Entity
  • regular rectangle (exist by themselves)
  • Associative Entity (Gerund)
  • result from many to many relationship
  • Attributive Entity (Weak Entity)
  • only exists because of the existence of some
    other entity

33
Associative Entity (Gerund)
Warehouse
shipment
Vendor
Quantity
Shipment No.
Part
34
Attributive Entity (Weak Entity)
Dep-Relation
Dep-Name
Employee No.
Dep-Age
Employee
Dependent
35
ERD Practice
  • A company has employees (Name, Address, birth
    date) and projects (code, description, start
    date). Each employee may be assigned to one or
    more projects, or may not be assigned to a
    project. A project must have at least one
    employee assigned, and may have several employees
    assigned.

36
ERD Practice (2)
  • A laboratory has several chemists (ID, Name,
    phone number) who work on projects (project ID,
    start date) certain kinds of equipment (number,
    cost) may be used by chemists on projects.

37
ERD Practice (3)
  • A company has employees (name, title) work work
    in departments (d-num, manager name) All
    employees work in at most one department, and all
    departments have at least one employee. Each
    employee has zero, one, or more dependents
    (dep-name, age)Also, each department is managed
    by one employee, who can manage at most one
    department.

38
ERD Data Sources
  • Data entry forms (paper and screen)
  • Reports (paper and screen)
  • Existing Databases
  • DFDs (if completed. Each data flow must be an
    attribute of some entity. Data stores may be
    associated with entities.)
  • Interviews, questionnaires, JAD

39
What to ask during Requirements Determination
40
Steps for Creating an ERD
  • Identify the entities
  • Identify the attributes
  • Identify the relationships
  • Identify cardinalities
  • maximum
  • minimum
  • Set business rules

41
Four Types of Business Rules
  • 1. Entity integrity - each instance of an entity
    type must have a unique identifier that is not
    null.
  • 2. Referential integrity constraints - rules
    concerning the relationships between entity types
    (chapter 16)
  • 3. Domains - constraints on valid values for
    attributes
  • 4. Triggering operations - other business rules
    that protect the validity of attribute values

42
Business Rules
  • Done after most of the diagram is complete
  • Examples
  • A technician must have an electrician certificate
    if performing an inspection service
  • A technician may only have a vehicle if (s)he has
    been employed more than 30 days

43
How do you build an ERD for your case project?
  • Here is a cookbook approach
  • to creating an ERD

44
Cookbook 1
  • Derive a high level, first cut data model
  • What are the techniques?
  • look at forms, look at existing database,
  • Identify data entities
  • What are the entities of interest around which
    data must be stored?
  • Model the world be more rather than less
    comprehensive

45
Cookbook 2
  • Identify likely attributes of those entities
  • What are the keys? (Primary, Alternate, Foreign)
  • How should you name them?
  • Determine what type each is
  • Determine constraints (cardinalities) of
    attributes
  • Determine relationships among entities
  • How are they related? Optional or mandatory?
  • Fundamental, attributive, and associative
    entities
  • What are the cardinalities of the relationships?

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Introduction
  • The chapter will address the following questions
  • Which features on available terminal and
    microcomputer displays can be used for effective
    user interface design?
  • What are the backgrounds and problems encountered
    by different types of terminal and microcomputer
    users?
  • How do you design and evaluate the human
    engineering in a user interface for a typical
    information system?
  • How do you apply appropriate user interface
    strategies to an information system? How do you
    use a state transition diagram to plan and
    coordinate a user interface for an information
    system?
  • How can prototyping can be used to design a user
    interface.

48
Styles of User Interfaces
  • Introduction
  • User interface design is the specification of a
    conversation between the system user and the
    computer.
  • This conversation generally results in either
    input or output -- possibly both.

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Styles of User Interfaces
  • Menu Selection
  • The menu selection strategy of dialogue design
    presents a list of alternatives or options to the
    user. The system user selects the desired
    alternative or option by keying in the number or
    letter that is associated with that option.
  • More sophisticated technology allows menu
    selection by touching the screen, or selecting
    menu options with a pen, mouse, cursor keys, or
    other pointing devices.

50
Styles of User Interfaces
  • Menu Selection
  • Menu Bars
  • Menu bars are used to display horizontally across
    the top of the screen/window a series of choices
    from which the user can select.
  • The choices typically correspond to commands or
    properties that the user can select or toggle.
  • The choices themselves are typically organized
    from left-to-right on the basis of the frequency
    that a choice is selected.
  • Menu bars are used to identify common and
    frequently used actions that take place in a wide
    variety of different windows that make up the
    application.

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Styles of User Interfaces
  • Menu Selection
  • Menu Bars
  • Menu bars advantages
  • Always being readily visible to the user
  • Consistently located
  • Easily selected via the keyboard or mouse
  • Menu bars disadvantages
  • Menu choices are organized for left-to-right
    scanning.
  • Studies have shown that users can more easily
    browse and select from a list that is vertically
    arranged.
  • To aid in clearly scanning the list, adequate
    spacing between choices is necessary.

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Menu Bar
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Styles of User Interfaces
  • Menu Selection
  • Pull-Down Menus
  • Pull-down menus provide a vertical list of
    choices to the user.
  • A pull-down menu is made available once the user
    selects a choice from a menu bar.
  • The list of choices are typically organized from
    top-to-bottom according to the frequency in which
    they are chosen
  • One special type of pull-down menu is called a
    tear-off menu.
  • With a tear-off menu, the user can select the
    menu and drag to relocate it elsewhere on the
    screen.
  • The tear-off menu is then available for continual
    referencing.

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Styles of User Interfaces
  • Menu Selection
  • Pull-Down Menus
  • Pull-down menu advantages
  • Allows the designer to simplify a menu bar that
    may otherwise contain too many choices.
  • Related set of choices are grouped into its own
    separate list.
  • Pull-down menu items can be selected via the
    keyboard or mouse.

55
Styles of User Interfaces
  • Menu Selection
  • Pull-Down Menus
  • Pull-down menu disadvantages
  • The user is not provided with a visual clue that
    suggests the menu exists.
  • Pull-down menu may obstruct the users view of
    other areas of interest appearing within the body
    of the screen/window.
  • A choice appearing on a pull-down menu may result
    in yet another list or menu of choices.
  • Choices which have a a right-pointing arrow next
    to the label result in a cascading menu.
  • Choices which have an eclipse next to the label
    result in a dialogue box being displayed that
    contains commands and properties for the user to
    complete a task.

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Pull-down Menu
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Dialogue Box
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Styles of User Interfaces
  • Menu Selection
  • Cascading Menus
  • A cascading menu is a menu that must be requested
    by the user from another higher-level menu.
  • The cascading menus existence is suggested by
    the visual clue of a right-pointing arrow
    appearing next to the higher-level menu choice.
  • When requested, the menu list will appear to the
    immediate right (in some cases, to the left) of
    the selected choice from the higher-level menu.

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Styles of User Interfaces
  • Menu Selection
  • Cascading Menus
  • Cascading menu advantages
  • Cascading menus simplify higher-level menus into
    a smaller set of related group of choices.
  • Vertical arrangement of the choices also makes
    scanning the choices easier.
  • Cascading menu disadvantages
  • Menu must be requested by the user.
  • User may have to traverse several levels of menus
    to locate and select a desired option.

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Cascading Menu
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Cascading Menu
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Styles of User Interfaces
  • Menu Selection
  • Pop-up Menus
  • A pop-up menu is a vertical listing of choices
    that must be requested by the user.
  • A pop-up menu is requested by clicking the right
    mouse button.
  • Unlike pull-down and cascading menus, the pop-up
    menus appearance depends on where the pointer
    was located when the menu was requested.

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Styles of User Interfaces
  • Menu Selection
  • Pop-up Menus
  • Pop-up menu advantages
  • Provide a list of options that pertain to a
    specific object that the user selected.
  • When the cursor is positioned over an object of
    interest and the right mouse button is clicked, a
    pop-menu containing commands or properties
    pertaining to that object appears in the vicinity
    of the object.
  • Allows the user to obtain a list of actions
    without changing their focus away from the object
    or work area on the screen.

64
Styles of User Interfaces
  • Menu Selection
  • Pop-up Menus
  • Pop-up menu disadvantages
  • No visual clue that suggests their existence.
  • Users must learn about the existence pop-up
    menus.
  • May obstruct portions of the viewing area of
    interest to the user.

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Styles of User Interfaces
  • Menu Selection
  • Iconic Menus
  • An iconic menu uses graphic representations for
    menu options.
  • These types of menus are typically used to
    present the user with options that pertain to
    special functions that can be performed within
    the application.
  • Iconic menu advantages
  • Easy recognition of options.
  • The use of graphic images helps the user to
    memorize and recognize the functions available
    within an application.
  • The choice presented in the form of an icon also
    provide a relatively larger selection target than
    the previously discussed menus.

67
Styles of User Interfaces
  • Menu Selection
  • Iconic Menus
  • Iconic menu disadvantages
  • May be difficult to find or create meaningful
    graphic images.
  • Not everything can easily be represented as a
    picture.
  • What is a readily identifiable and meaningful
    picture to one person may not be to the next
    person.

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Iconic Menu
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Styles of User Interfaces
  • Instruction Sets
  • Instead of menus -- or in addition to menus
    applications can be designed using a dialogue
    around an instruction set (also called a command
    language interface).
  • Users must learn the syntax of the instruction
    set and this approach is suitable only for
    dedicated users.
  • There are three types of syntax.
  • A form of Structured English can be defined as a
    set of commands that control the system.
  • A mnemonic syntax is built around meaningful
    abbreviations for all commands.

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Styles of User Interfaces
  • Instruction Sets
  • There are three types of syntax. (continued)
  • Natural language syntax is when the system user
    enters commands using natural English (either
    conversational or formal, written English).The
    system interprets these commands against a known
    syntax and requests clarification if it doesn't
    understand what the user wants. As new
    interpretations become known, the system learns
    the system user's vocabulary by saving it for
    future reference.

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Styles of User Interfaces
  • Question-Answer Dialogues
  • Question-answer dialogue strategy is an style
    that was primarily used supplement either menu
    driven or syntax-driven dialogues.
  • This strategy involves the system asking the
    system user questions.
  • The simplest questions involve yes or no answers.
  • This strategy requires that you make sure to
    consider all possible correct answers and deal
    with the actions to be taken if incorrect answers
    are entered.
  • Question-answer dialogue is difficult because you
    must try to consider everything that the system
    user might do wrong!

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Question
Answer
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Styles of User Interfaces
  • Direct Manipulation
  • Allows direct manipulation of graphical objects
    appearing on a screen.
  • This user interface style focuses upon using
    icons, small graphic images, to suggest functions
    to the user.
  • Selecting the icon with a pointing device like a
    mouse or light pen executes the function.
  • Icons can work in conjunction with one another.
  • A pointing device can be used to drag the icon of
    a file folder (representing a named file) to a
    trash can icon intuitively instructing the
    system to delete (or throw away) the file.

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Human Factors for User Interface Design
  • Introduction
  • System users can be broadly classified as either
    dedicated or casual.
  • A dedicated system user is one who will spend
    considerable time using specific programs. This
    user is likely to become more comfortable and
    familiar with the terminal or PC's operation.
  • The casual system user may only use a specific
    program on an occasional basis. This user may
    never become truly comfortable with the terminal
    or the program.

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Human Factors for User Interface Design
  • General Human Engineering Guidelines
  • Guideline 1 The system user should always be
    aware of what to do next.
  • Tell the user what the system expects right now.
  • Tell the user that data has been entered
    correctly.
  • Tell the user that data has not been entered
    correctly.
  • Explain to the user the reason for a delay in
    processing.
  • Tell the user that a task was completed or was
    not completed.
  • Guideline 2 The screen should always be
    formatted so that the various types of
    information, instructions, and messages always
    appear in the same general display area.

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Human Factors for User Interface Design
  • General Human Engineering Guidelines
  • Guideline 3 Messages, instructions, or
    information should be displayed long enough to
    allow the system user to read them.
  • Guideline 4 Use display attributes sparingly.
  • Guideline 5 Default values for fields and
    answers to be entered by the user should be
    specified.
  • Guideline 6 Anticipate the errors users might
    make.

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Human Factors for User Interface Design
  • Dialogue Tone and Terminology
  • The overall tone and terminology of a dialogue
    are important and the session should be user
    friendly.
  • With respect to the tone of the dialogue, the
    following guidelines are offered
  • Use simple, grammatically correct sentences.
  • Don't be funny or cute!
  • Don't be condescending that is, don't insult the
    intelligence of the system user.

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Human Factors for User Interface Design
  • Dialogue Tone and Terminology
  • With respect to the terminology used in the
    dialogue, the following guidelines are offered
  • Don't use computer jargon.
  • Avoid most abbreviations.
  • Use simple terms.
  • Be consistent in your use of terminology.

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Human Factors for User Interface Design
  • Dialogue Tone and Terminology
  • With respect to the terminology used in the
    dialogue, the following guidelines are offered
    (continued)
  • Instructions should be carefully phrased, and
    appropriate action verbs should be used.
  • The following recommendations should prove
    helpful
  • Try SELECT instead of PICK when referring to a
    list of options.
  • Use TYPE, not ENTER, to request the user to input
    specific data or instructions.
  • Use PRESS, not HIT or DEPRESS, to refer to
    keyboard actions.
  • When referring to the cursor, use the term
    POSITION THE CURSOR, not POINT THE CURSOR.

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Display Features That Affect User Interface Design
  • Display Area
  • The size of the display area is critical to user
    interface design.
  • For terminal displays, the two most common
    display areas are 25 (lines) by 80 (columns) and
    25 by 132.
  • For microcomputer and workstation display
    monitors, display size is measured in pixels.
  • The greater the number of pixels, the more
    information can be displayed.
  • Pixel display areas are specified in width by
    height.

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Display Features That Affect User Interface Design
  • Character Sets and Graphics
  • Every display uses a predefined character set.
  • Most displays use the common ASCII character set.
  • Some displays allow the programmer to supplement
    or replace the predefined character set.
  • Most displays today offer graphics capabilities.
  • Graphics capabilities must be supported by
    graphics controllers and software that allow the
    programmer to take advantage of the graphics
    capabilities.
  • Graphics-based displays may support a virtually
    unlimited character set.

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Display Features That Affect User Interface Design
  • Paging and Scrolling
  • The manner in which the display area is shown to
    the user is controlled by both the technical
    capabilities of the display and the software
    capabilities of the computer system.
  • Paging displays a complete screen of characters
    at a time. The complete display area is known as
    a page (also called a screen or frame). The page
    is replaced on demand by the next or previous
    page.
  • Scrolling moves the displayed characters up or
    down, one line at a time.

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Display Features That Affect User Interface Design
  • Display Properties
  • Most displays in use today provide a wide variety
    of display properties that may be manipulated to
    more effectively present data and information.
  • Display properties are characteristics that
    change the way in which a character or group of
    characters is displayed on a screen.

87
Display Features That Affect User Interface Design
  • Split-Screen and Windowing Capabilities
  • Split-screen capability is a variation on the
    windows concept.
  • The display screen, under software control, can
    be divided into different areas (called windows).
  • Each window can act independently of the other
    windows, using features such as paging,
    scrolling, display attributes, and color.
  • Each window can be defined to serve a different
    purpose. Windows can be resized, moved, and
    hidden or recalled on user demand.

88
Display Features That Affect User Interface Design
  • Keyboards and Function Keys
  • Most modern terminals and monitors are integrated
    with keyboards.
  • The number of keys and their layout may vary, but
    most keyboards contain special keys called
    function keys.
  • Function keys (usually labeled F1, F2, and so on)
    can be used to implement certain common,
    repetitive operations in a user interface (for
    example, START, HELP, PAGE UP, PAGE DOWN, EXIT).
    These keys can be programmed to perform common
    functions.
  • Function keys should be used consistently.
  • A system's programs should consistently use the
    same function keys for the same purposes.

89
Display Features That Affect User Interface Design
  • Pointer Options
  • There are many selection options, such as
    touch-sensitive screens, voice recognition, and
    pointers.
  • The most common pointer is the mouse.
  • A mouse is a small hand-sized device that sits on
    a flat surface near the terminal. It has a small
    roller ball on the underside. As you move the
    mouse on the flat surface, it causes the pointer
    to move across the screen. Buttons on the mouse
    allow you to select objects or commands to which
    the cursor has been moved. Alternatives include
    trackballs, pens, and trackpoints.

90
How to Design Prototype a User Interface
  • Step 1 Chart the Dialogue
  • A state transition diagram is used to depict the
    sequence and variations of screens that can occur
    when the system user sits at the terminal (PC or
    workstation).
  • Rectangles are used to represent display screens.
  • The arrows represent the flow of control and
    triggering event causing the screen to become
    active or receive focus.
  • The rectangles only describe what can appear
    during the dialogue.
  • The direction of the arrows indicate the order in
    which these screens occur.

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How to Design Prototype a User Interface
  • Step 2 Prototype the Dialogue and User Interface
  • Many screens may have to be designed and
    prototyped.
  • Some screens were identified for the purpose of
    bringing together the application and its input
    and output screens.
  • Some screens were identified for the purpose to
    provide the user some flexibility with
    customizing the applications interaction to suit
    their own preferences.
  • Other screens may have been identified to deal
    with system controls such as backup and
    recovery.
  • It is through studying the entire collection of
    screens that you may discover the need to make
    revisions to some screens.
  • It is likely that such issues as color, naming
    consistencies of common buttons and menu options,
    and other look-and-feel conflicts may need to be
    resolved.

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How to Design Prototype a User Interface
  • Step 3 Obtain User Feedback
  • Exercising (or testing) the user interface is a
    key advantage of all prototyping environments.
  • Exercising (or testing) the user interface means
    that system users literally experiment with and
    test the interface design prior to extensive
    programming and actual implementation of the
    working system. Analysts can observe this testing
    to improve on the design.
  • In the absence of prototyping tools, the analyst
    should at least simulate the dialogue by walking
    through the screen sketches with system users.

103
Designing Interfaces and Dialogues
104
Figure 15-6aPop-up Menu
105
Figure 15-6bDrop-Down Menu
106
Figure 15-18Sections of a Dialogue Diagramming
Box
107
Figure 15-19Dialogue Diagram illustrating
Sequence, Selection, and Iteration
108
Figure 15-21Highlighting Graphical User
Interface Design Standards
109
Figure 15-22State-Transition Diagram for Spell
Checker
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