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Input and Output Design

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Selection of capture, entry and input method. Selection ... Batch input (data entry is delayed) ... What does it look like in monochrome? Beware of: White Space ... – PowerPoint PPT presentation

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Title: Input and Output Design


1
Input and Output Design
2
DESIGN 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.

5
Designing 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.

7
Characteristics 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.

8
Dialogue/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.

9
Dialogue/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.

10
Dialogue/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.

11
Dialogue/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.

12
Dialogue/Interface Types
  • Command-Language
  • User controls dialogue and allowed high degree of
    control.
  • Requires memorisation and complete understanding
    of task.

13
Dialogue/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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15
Internal 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.

20
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21
How to Design Prototype a User Dialogue
  • Step 1 Chart the Dialogue
  • Step 2 Prototype the Dialogue and User Interface
  • Step 3 Obtain User Feedback

22
How to Design Prototype a User Dialogue
  • Step 1 Chart the Dialogue
  • Determine the user needs
  • Prepare a state transition diagram

23
Prepare 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.

24
State Transition Diagram
25
How 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.

26
How 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.

27
How 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.

28
How 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,
    ...

29
GUI 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

30
Common 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

32
Advanced GUI Components
33
Advanced GUI Components (continued)
34
How 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.

35
How 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.

36
Summary 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.

37
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39
GUI 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.

40
GUI design principles.
  • There are three basic principles of GUI design
  • Organisation
  • Economy
  • and Communication.

41
Organisation
  • Designers achieve organisation with several
    techniques
  • consistency
  • screen layout
  • relationships
  • and navigability.

42
Example of internal consistency.
  • Microsoft provides the same appearance and
    selection method in two different operations
    under Microsoft Word (97).

43
Economy
  • Economy can be achieved through
  • Simplicity
  • Clarity
  • Distinctiveness and
  • Emphasis.

44
Which menu design is better ?
45
Communication
  • Communication is achieved through a balanced
    offering of
  • Legibility
  • Readability
  • Typography
  • Symbolism
  • Multiple views
  • and Color.

46
Distinctiveness
  • 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
47
Color 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).

48
Objectives 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.

50
Color 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.

51
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53
OUTPUT 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

54
Definition of Outputs
  • Outputs present information to system users.
  • Outputs are the justification for the system.
  • Two basic types of computer outputs
  • external and
  • internal.

55
External 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.

56
Internal 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.

57
Internal 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.

58
Detailed Report
59
Summary Report
60
Exception Report
61
Output 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.

62
Bias in Reports
  • Bias can cause users to misread or misinterpret
    the output.
  • Bias is not always intentional.

63
Sources 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.

64
Other 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.

65
Other 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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68
WEB 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

75
Structure information based on business needs and
users information needs
Information Structure Diagram
A personal resume web site
76
Structure 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.

77
Test 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
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