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Revision Lesson 1

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3.3.2: DESIGNING COMPUTER-BASED INFORMATION SYSTEMS Revision Lesson 1 – PowerPoint PPT presentation

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Title: Revision Lesson 1


1
3.3.2 Designing computer-based information
systems
  • Revision Lesson 1

2
This presentation covers
  • Processing Systems
  • Designing the user interface

3
Processing Systems
  • For the exam you need to know about
  • Mode of operation (Discuss processing, response
    time and user interface)
  • Batch, Interactive and Real-Time processing
    systems.
  • Operating systems (Describe characteristics)
  • Single user, Multi-user, Multi-tasking,
    Interactive, Real-time, Batch processing and
    Distributed processing.

4
Mode of operation
  • The mode of operation is essentially how
    processing is carried out.
  • When data is processed in groups, it is referred
    to as batch processing.
  • When data is processed one item at a time and
    requires user responses, it is referred to as
    interactive processing.
  • When data is processed immediately after being
    input, it is referred to as real-time processing.

5
Batch Processing
  • Processed when the system is not busy (usually at
    night).
  • This means that there is usually a delay between
    the data being input into the system and the data
    being processed.
  • There is no need for user interaction meaning it
    is not necessary to have a GUI. A command line
    interface will suffice.
  • Usually used for processing monthly bills.

6
Interactive Processing
  • iEach transaction is completed before moving onto
    the next.
  • Dependant on response and action from the user.
  • GUI is necessary for user to interact with the
    system.
  • Used in ATMs, EPOS and ticket booking.

7
Real-Time Processing
  • The data is processed as soon as the processor
    receives it.
  • The data is processed within seconds of being
    input (usually no more than 4 seconds).
  • There is sometimes a GUI but the systems often
    run automatically because of the high data input
    rate (usually recorded via sensors).
  • Used in transport
  • (cars traction control and stability control)
  • (aeroplanes autopilot)

8
Operating Systems
  • Single-user
  • One user at a time
  • Users must log off before another can use it
  • Multi-user
  • Allows more than one user at a time
  • Usually runs over a network
  • OS manages each user to ensure conflicts do no
    occur

9
Operating Systems
  • Multi-tasking
  • Allows the processor to apparently deal with
    multiple processes at the same time.
  • Actually allocates chunks of time to different
    processing requires and flicks between them.
  • Interactive
  • Requires direct user interaction whilst running.
  • Real-time
  • Usually embedded in another application and can
    run on their own with no user interaction, but
    might react to a stimulus caused by the user.
  • For example, the ECU of a car.

10
Operating Systems
  • Batch processing
  • Given a set of tasks to complete without user
    interaction.
  • Processes jobs when system is not in use or just
    before the processed data is required.
  • Distributed processing
  • Computers connected together sharing the work
    load.
  • Each computer processes parts of the job.
  • Results are later combined.

11
User Interfaces (Basics)
  • For the exam you need to know about
  • Design Principles (Discuss design principles)
  • Colour, layout, quantity of information,
    complexity of language and type of controls.
  • Method of controls (Discuss methods for
    communication techniques)
  • Computer to person, Person to computer and
    computer to computer.

12
Design principles
Quantity of information
Font
13
Colour
  • Things to think about
  • Do end users have any disabilities?
  • Colour blindness
  • Dyslexia
  • Colours can trigger reactions (Green is ok, Red
    is bad) and grab attention.
  • Limit the number of colours (4 per screen, 7 per
    sequence).
  • Colours can be used to code information.

14
Layout
  • Things to think about
  • Consistent layout (between screens and
    applications).
  • Layout of information and data entry should be
    logical.
  • Important information and action points need to
    be in a prominent position.
  • Designing for easy learning and efficient use.

15
Font
  • Things to think about
  • Easy to read.
  • Who are the end users and what are their needs.
  • What equipment will be used and possible
    ergonomics should be considered.
  • PC, Laptop and hand-held devices are all placed
    at different distances from the end user.
  • Styles should be applied appropriately for easy
    transfer of information.

16
Complexity of language
  • Things to think about
  • Who are the end-users?
  • Complexity kept as low as possible.
  • All errors should be in the simplest of forms.
  • Help should be useful, not condescending.
  • All technical language should be minimal and fit
    for purpose.

17
Types of Control
  • Things to think about
  • Ease of use
  • Macros Automate complex or repetitive tasks.
  • Buttons Navigation or activate macros.
  • Forms Assist in data entry (logical, validation
    and verification)
  • Menus. Allows actions to be selected (can hide
    inappropriate actions)

18
Methods of Dialogue
  • You need to be able to discuss methods of
    dialogue between a computer and a person, a
    person and a computer and a computer to another
    computer.
  • They main ways that computers and humans
    communicate is via a user interface.
  • Modern UIs are graphical (GUIs).
  • They make use of
  • Prompts
  • Input styles and methods
  • Feedback

19
Prompts
  • Prompts indicate something to the user.
  • In a command line interface the prompt will
    indicate that a command needs to be entered.
  • In a GUI, icons are used to prompt the user.
  • Menus are also used to prompt the user to select
    certain actions.

20
Nature of input
  • This describes how the input will be requested
  • Question based
  • Form based
  • The next response could be determined by the last
    input.

21
Method of input
  • Usually input methods include keyboard and mouse.
  • Touch screens and audio inputs are also becoming
    more popular.

22
Feedback
  • Providing limited number of responses to select
    from.
  • Can be in the form of
  • Menus and Sub-Menus.
  • Very specific options being available to control
    what the user can select.

23
Feedback
  • Providing limited number of responses to select
    from.
  • Can be in the form of
  • Menus and Sub-Menus.
  • Very specific options being available to control
    what the user can select.

24
Taking the user into account
  • You need to be able to explain how a potential
    users
  • Perception
  • Attention
  • Memory
  • Learning
  • can be taken into account when designing an
    interface.
  • The presentation on my website goes into a lot of
    detail about different things to consider...but
    they all inter-relate with each other.

25
Perception
  • Users perceive inputs from sights and sounds.
  • Users have preconceived ideas about how things
    should be done.
  • Red text Bad
  • Siren Bad
  • Ding Good
  • BONG Bad

26
Attention
  • Most people have a limited attention span.
  • Designers need to think about how to increase the
    attention span of user
  • Uncluttered screens
  • Easy to access information
  • Clearly labelled input areas
  • Pop up messages, flashing images and sounds can
    draw the users attention
  • Keeping menus consistent so they are easily used
    and understood
  • Keeping icon symbols consistent too Floppy Disk
    for save icon

27
Memory
  • Keeping GUIs consistent with already made GUIs
    helps to shorten the learning curve.
  • Users make use of pre-existing memory experiences
    to help them learn.
  • Consistency aids in the recall of actions.
  • It is also important as people have
    preconceptions about how things should work based
    on prior experiences.

28
Learning
  • Must look at previous user experience.
  • New interfaces should try and match old system as
    far as possible.
  • On-screen help is really important.
  • Important to think about perception, attention
    and memory!
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