Title: Input and Output Design
1Input and Output Design
2DESIGN OF INPUT
- Design of input includes
- Selection of capture, entry and input method
- Selection of input method
- Selection of input device
- Selection of dialogue type
- Designing the user interface
- Design of data entry screens
- Designing data entry procedures
- Design of forms (paper)
- Coordination of screens
- (Design of training technique).
3- The resulting design must be
- Easy to use
- Attractive
- Simple (uncluttered)
- Consistent (similar layout on forms/screens)
- Accurate (assures proper completion)
- Effective (gets only what is needed).
4- Common methods for data entry
- Batch input (data entry is delayed)
- On-Line input (data entry is immediate, but
database updates may be delayed) - Real-Time (database is immediately updated).
- Capture data as soon as possible.
5Designing Dialogue
- Dialogue is the style of interaction between the
user and the interface. - Menus
- Question and Answer
- Input/output forms
- Natural Language
- Command-Language
- Direct-Manipulation
6- To select an appropriate dialogue style consider
- The Application
- And
- The User
- What kind of users will the system have?
- Many one time users
- Untrained personnel
- Trained operators
- Frequent users
- Systems programmers.
7Characteristics of Users
- Many one time users
- Training impossible. Little understanding of the
task. - Untrained personnel
- Low panic threshold. Frequent problems will lead
to system avoidance. Need very small and precise
steps. - Frequent users
- Need to complete task as quickly and easily as
possible, but often start as an untrained user. - Trained operators
- Are annoyed by tedious steps. Useful shortcuts
required. - Systems programmers
- Like to feel in control. They don't panic easily.
8Dialogue/Interface Types
- Menus
- Allow users to complete a task without knowing
the entire system. - Inexperienced users find them easy to use.
- Nesting and pull down menus are common
techniques. - Experienced users may not like stepping through
multiple menus.
9Dialogue/Interface Types
- Question and Answer
- Computer supplies series of questions to which
the user responds. - Dialogue boxes are a common form.
- Questions can be tailored' as session continues.
- May be useful for one time users.
- Designer must consider the range of possible
responses.
10Dialogue/Interface Types
- Input/output forms
- Common technique for data entry (form fill-in).
- Show what data is required.
- User can easily move between fields.
- Experienced users want defaults and/or shortened
data entry techniques.
11Dialogue/Interface Types
- Natural Language
- Users enter a statement in natural language, the
computer interprets it or asks for more
information. - Suits queries on databases or AI.
- Limited by the ambiguity of language.
12Dialogue/Interface Types
- Command-Language
- User controls dialogue and allowed high degree of
control. - Requires memorisation and complete understanding
of task.
13Dialogue/Interface Types
- Direct-Manipulation
- Allows user direct manipulation of the screen.
- Text editors, spread sheets, video games.
- Graphical User Interface
- Requires sophisticated system.
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15Internal Controls
Design of Input Methods and Procedures
16- Guidelines for data entry
-
- Consistency of data-entry transactions
- Minimal input actions by user
- Minimal memory load on user
- Compatibility of data entry with data display
- Flexibility for user control of data entry
17- Measurable quality criteria for interactive
system design - Time to learn
- Speed of performance
- Rate of errors by users
- Retention over time
- Subjective satisfaction.
18- Beware of
- Graphics
- Use only if appropriate and meaning is clear.
- Colour
- Too many colours are confusing
- Inappropriate colours are unreadable
- See Kendall and Kendall p.496 for colour
effectiveness - Colour blindness
- What does it look like in monochrome?
19- Beware of
- White Space
- Unused portions of screen can be distracting
- Lack of white space causes cluttering
- Sound Effects
- Distracting and annoying if over used.
- Display attributes
- Blinking, highlighting, reverse video can
distract if overused. - Too Much
- Multiple screens is better than trying to put too
much on a single screen.
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21How to Design Prototype a User Dialogue
- Step 1 Chart the Dialogue
- Step 2 Prototype the Dialogue and User Interface
- Step 3 Obtain User Feedback
22How to Design Prototype a User Dialogue
- Step 1 Chart the Dialogue
- Determine the user needs
- Prepare a state transition diagram
23Prepare a State Transition Diagram
- A state transition diagram is used to depict the
sequence of screens that can occur. - Rectangles represent display screens.
- They only describe what can appear during the
dialogue. - Arrows represent the flow of control and
triggering events that cause a screen to become
active or receive focus. - The direction of the arrows indicate the order in
which these screens occur.
24State Transition Diagram
25How to Prototype a User Dialogue
- Step 2 Prototype the Dialogue and User Interface
- Many screens may have to be designed and
prototyped. - Some screens bring together the application and
its input and output screens. - Some screens provide the user flexibility to
customize the applications interaction. - Other screens deal with system controls such as
backup and recovery.
26How to Design Prototype a User Dialogue
- Step 3 Obtain User Feedback
- Testing the user interface is a key advantage of
all prototyping environments. - Testing the user interface means that system
users experiment with the interface design prior
to extensive programming and implementation of
the working system. - Analysts can observe this testing to improve on
the design. - In the absence of prototyping tools, simulate the
dialogue by walking through screen sketches with
system users. - Studying the entire collection of screens.
- Issues as color, naming consistencies of common
buttons, menu options, and other look-and-feel
conflicts may need to be resolved.
27How to Design Prototype a Screen
- Step 1 Review Input Requirements
- Identify the required data inputs.
- In structured analysis, inputs are data flows
that connect external entities to processes. - In OOD, they are identified in the Use Cases.
- Review the required attributes of data inputs.
- For each attribute, identify an appropriate
caption or label to clearly identify the
attribute. - The size and edit mask (or format) of the
attribute must be pre-determined.
28How to Design Prototype a Screen
- Step 2 Select the GUI Controls
- Choose the correct control for each attribute
- Examine the possible values for each attribute.
- Select from icons, text boxes, pull down lists,
...
29GUI Components (or Controls)
- Common GUI controls
- (for both Windows and Web interfaces)
- Text boxes Radio buttons
- Check boxes List boxes
- Drop down lists Combination boxes
- Spin boxes Buttons
- Hyperlinks
30Common GUI Components
31- Advanced controls
- (mostly for Windows interfaces)
- Drop down calendars Slider edit controls
- Masked edit controls Ellipsis controls
- Check list boxes Check tree boxes
- Alternate numerical spinners
32Advanced GUI Components
33Advanced GUI Components (continued)
34How to Prototype Design Computer Inputs
- Step 3 Prototype the Input Screen
- Prepare screens for the user to review and test.
- Feedback may result in the need to add new
attributes and address their characteristics. - Have a subject-matter expert check the layout.
- Let the user exercise or test the screens.
- Part of that experience should involve
demonstration on how the user may obtain
appropriate help or instructions. - Prototypes should demonstrate how security will
be handled. - Prototypes should demonstrate error handling.
35How to Prototype Design Computer Inputs
- Step 4 Design or Prototype the Source Documents
- Source documents must also be prototyped.
- The prototype may be a simple sketch or artist's
rendition. - Source documents should match data entry screens
to avoid errors.
36Summary of the User Interface Design Process
- Document the functional requirements.
- Write functional specifications that will serve
as the blueprints for building the software. - The specifications should incorporate all screen
designs and explain how they interact.
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39GUI as a means of achieving usability.
- GUI are used to achieve usability.
- Usability describes product attributes that
enable users to quickly, efficiently, and
effectively use and learn the product to
accomplish their real work. - Beginners can use the product quickly
- and
- There is always more to learn.
40GUI design principles.
- There are three basic principles of GUI design
- Organisation
- Economy
- and Communication.
41Organisation
- Designers achieve organisation with several
techniques - consistency
- screen layout
- relationships
- and navigability.
42Example of internal consistency.
- Microsoft provides the same appearance and
selection method in two different operations
under Microsoft Word (97).
43Economy
- Economy can be achieved through
- Simplicity
- Clarity
- Distinctiveness and
- Emphasis.
44Which menu design is better ?
45Communication
- Communication is achieved through a balanced
offering of - Legibility
- Readability
- Typography
- Symbolism
- Multiple views
- and Color.
46Distinctiveness
- Too much or too little can damage a design.
- Design must be simple and communicate the
message. - Complexity to achieve distinctiveness leads to
confusion.
Welcome
47Color in GUI design
- Color is an important means of achieving
communication in a GUI design. - Color has a powerful communication capability.
- Color should be used to impart information,
- not just for decoration!
- For example
- Red' is used as a warning message for any
destructive operation (eg. deleting files).
48Objectives in using color
- Draw the users attention to important
information. - Portray objects in a more natural manner.
- Give graphics a dynamic dimension.
- Contribute to an accurate interpretation.
- Provide an additional coding capability.
- Make information more presentable.
- Enable the user to organize material into
hierarchies or structures.
49- Problems when using color
- Color can create confusion
- More expensive hardware is needed.
- Lose effectiveness with color-deficient users.
- Cause visual discomfort and after-image.
- Bias user action.
50Color design principles
- Good use of color is difficult for several
reasons - Environment (light, space, ...)
- Size, shape, and location of objects influence
how their color is perceived. - Physiological and cultural influences.
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53OUTPUT DESIGN
- Output performs one or more of the following
- Conveys information about past activities,
current status, or projections of the future. - Signals important events, opportunities,
problems, or warnings. - Triggers an action
- Confirms an action
54Definition of Outputs
- Outputs present information to system users.
- Outputs are the justification for the system.
- Two basic types of computer outputs
- external and
- internal.
55External Outputs
- Leave the system to trigger actions on the part
of their recipients or confirm actions to their
recipients. - Most are created as pre-printed forms that are
designed and duplicated by forms manufacturers
for use on computer printers. - Intended for customers, suppliers, partners, or
regulatory agencies. - Turnaround documents are external outputs that
eventually re-enter the system as inputs - Bills and invoices include a stub to be
returned by the customer.
56Internal Outputs
- Stay inside the system to support the system's
users and managers. - Fulfil management reporting and decision support
requirements. - Internal outputs are intended for the internal
system owners and system users within an
organization.
57Internal Outputs
- Management information systems typically produce
three types of reports - Detailed, summary, and exception.
- Detailed reports present information with little
or no filtering. - Summary reports categorize information for
managers who do not want to wade through details. - Increasingly presented in graphical formats using
charts. - Exception reports filter detailed information
before presenting it.
58Detailed Report
59Summary Report
60Exception Report
61Output design
- Must serve the intended purpose
- Must fit the user
- Must be of appropriate quantity
- Must be where it is needed
- Must be on time
- Must use the appropriate method.
62Bias in Reports
- Bias can cause users to misread or misinterpret
the output. - Bias is not always intentional.
63Sources of Bias include
- Graphics
- colour, proportion, scaling, type
- Sorting
- users pay more attention to the start of a list.
- most lists are sorted
- Alphabetic, Chronological, or Costing.
64Other Sources of Bias
- Setting limits
- applies to exception reports.
- limits too high or low.
- range of exceptions too wide or narrow.
- either too few, too many, or insufficient
information in exception reports.
65Other Sources of Bias cont
- Sampling
- Selection of only the wanted data in the output
presentation. - Sampling techniques may alter the output.
(remember Lies, Damn Lies and Statistics) - Inaccurate results based on correct data.
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68WEB Design
- WEB based interfaces offer
- Familiarity, popularity is growing quickly
- Portable and low maintenance interfaces
- Access to a large audience
- Effective use of existing infrastructure
- Ease of development
- They are seen as strategic for commercial success!
69- WEB Design
- Three basic purposes
- To inform
- Viewer obtains facts, learn, or understand.
- Emphasis on completeness, clarity, simplicity.
- To entertain
- Viewer wants to have fun.
- Emphasis on whimsy, surprise, action and variety.
- To enable exchange
- Viewer wants to perform a useful action.
- Emphasis on advertising, persuasion, fast access.
- Search facilities are used to assist the viewer.
70- WEB Design
- Limitations
- A Web Screen is very small.
- Viewers form their impression of a screen in 7
seconds. - The connection to the server is Stateless
- Bandwidth
- Humans can only deal with 72 concepts
71- WEB Design
- Steps for development
- 1. Research and idea generation
- 2. Information Decomposition and Structuring
- 3. Text analysis and Composition
- 4. Linkage analysis and composition
- 5. Multimedia analysis and composition
- 6. Maintenance and improvement.
72- WEB Design
- 1. Research and idea generation
- Identify and define the users
- Identify the information they want.
- The outputs are
- A definition of information content for each user
group. - A statement of purpose for each web presentation.
- A list of information sources.
73- WEB Design
- 2. Information Decomposition and Structuring
- Decompose information into chunks, or objects
- Structure information based on business needs and
users information needs - Using the information objects, build an
information structure diagram - Test the information structure for logic ease
of use
74- Decompose information into chunks, or objects
- Each chunk will express a single, complete idea
- Each chunk will be one web page.
- Each chunk is mutually exclusive collectively
exhaustive - Reduce information to its simplest form
75Structure information based on business needs and
users information needs
Information Structure Diagram
A personal resume web site
76Structure information based on business needs and
users information needs
- Model the providers view of the structure.
- Map user pathways.
- Major pathways for primary objects
- Secondary routes for detailed views
- Return paths to previous stops
- Linkages between objects vary between 10 - 80 of
those possible - gt 80 suggests a confusing site
- lt 10 suggests inadequate pathways
- Some suggest 72 linkages is ideal
- For clarity in large systems, detail pages are
left out of the Information Structure Diagram.
77Test the information structure for logic ease
of use
- Use storyboards or cards
- Gather potential users, form focus groups
- Collect comments and suggestions
- Improve the structure as required
- Testing guards against inadequate designs
78- WEB Design
- 5. Multimedia Analysis and Composition
- Requires careful study and skillful production
- Beyond the scope of this subject.
79- WEB Design
- 6. Maintenance and improvement.
- Maintenance required for many reasons
- Competition
- Changing information
- Lifetime and usefulness of information
- New technologies
- New content is identified
- User suggestions, comments