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CSIS3600 Systems Analysis
and Design
Input/Output Forms and
User Interface Design and Usability
Input/Output Design
• Forms and report design as well as the user interface are
key ingredients to a successful system
• Users often equate the quality of a system to the quality of
its inputs and outputs.
• Besides end users, system models (Sequence Diagrams,
Class Diagrams, etc.) provide resources for identifying
specific form and report needs.
• It is also common during the design of forms and reports to
discover flaws or missing details in a system model. As
these discoveries are made system models are updated.
• Systems development is an iterative process!
I/O and Prototyping
• Input/Output and the user interface are often
developed through the use of prototyping.
• Prototyping is an iterative process involving
analysts and end users.
• A rudimentary system is built and rebuilt
according to user feedback.
• Preliminary screens, forms and reports are
designed and revised during prototyping.
• Eventually they become the screens, forms and
reports, used in the final system.
Prototyping Cycle
The typical prototyping cycle is:
1. develop prototype
2. users make revisions
3. update prototype (go back to step 2 as many
times as needed)
4. finalized prototype output is integrated into
the system
INPUT
• Input refers to the collection of data to be input
into the system.
• This can be done through data entry or automatic
data collection (bar code readers, etc.).
• Also remember that many systems receive input
via integration with other systems and using
interfaces (i.e. lab systems, data already stored in
another database, web services, etc.)
METHODS OF INPUT
• There are two primary methods of input:
– Real-time - capture of data at the point of
origin as soon as possible after the data
originates
– Batch - Data is collected and then
periodically forwarded to be inputted into
the system
Methods of Input
•
•
•
•
•
•
•
•
Display Screen
Audio Input
Optical readers (bar codes, scantrons, etc.)
OCR
Smart Card
Touch
Input from other systems
Others…
OUTPUT
• Output is often thought of as reports but it
also includes screen displays and output to
other systems.
• The purpose of the output should be the
deciding factor in the output technology
chosen for use.
Factors to Consider in Choosing
an Output Technology
1.
2.
3.
4.
5.
6.
7.
8.
Who will use (see) the output {requisite quality}?
How many people need the output?
Where is the output needed (distribution/logistics)?
What is the purpose of the output?
What is the speed with which output is needed?
How frequently will the output be accessed?
How long will (or must) the output be stored?
Under what special regulations is the output produced, stored and
distributed?
9. What are the initial and ongoing costs of maintenance and supplies?
10. What are the environmental requirements (noise absorption,
controlled temperature, space for equipment and cabling) for output
technologies?
Output
•
•
•
•
•
•
•
•
Printer
Specialty printer (label makers, high speed, etc.)
Screen Display
Audio Output
Microfilm, Microform
Electronic Output (email, faxes, Web page)
Output to other systems
Others…
Developing Forms and Reports
1.
Narrative overview - includes the assessment of the
characteristics of the target users, system and
environmental factors including:
•
•
•
•
•
•
2.
3.
4.
who will use it
why will it be used or what is its purpose,
when is it needed and when is it used,
how will it be used
where will it be used
how many people need to use it
Sample design - - the development of a 'prototype'
Testing and usability assessment - assessing the ease of
use and the effectiveness of the prototype and making
revisions based on user input
Repeat steps as needed
General Guidelines for the Design
of Forms and Reports
Meaningful Titles
– Clear and specific titles describing content
and use of form or report
– Revision date or way to distinguish from
prior version
– Current date to indicate when generated
– Valid date identifying date (time)
information was accurate
Guidelines continued
Meaningful Information
– Only needed information should be
displayed
– Information should be provided in a manner
that is usable without modification
Guidelines continued
Balanced Layout
– Information should be balanced on the
screen or page
– Adequate spacing and margins should be
used
– All data and entry fields should be clearly
labeled
Guidelines continued
Easy Navigation
– Clearly show how to move forward and
backward
– Clearly show where you are (e.g. page 1 of 3)
– Notify user when on the last page of a multipaged sequence
A Word on Screen Design
• Both input and output are directed to a computer
screen. There are four simple guidelines that
facilitate the design of screens:
–
–
–
–
1.
2.
3.
4.
Keep the screen simple.
Keep the screen presentation consistent.
Facilitate user movement among screens.
Create an attractive screen.
• We will explore screen design further, when we
investigate the user interface in the next lecture.
Usability
• The goal of form and report design is usability.
• Usability means that users can use a form or report quickly,
accurately and with high satisfaction.
• Usability is an assessment of how usable a system is.
• Systems should assist, not hinder user performance.
• There are three primary characteristics used to ascertain the
usability of a system:
– Speed - does it complete tasks efficiently?
– Accuracy - does it provide what you expect?
– Satisfaction - do the end users like using it?
Guidelines for Achieving
Usable Systems
Consistency
– Consistent use of terminology, abbreviations, formatting, titles,
navigation within and across objects.
Efficiency
– Formatting should be designed with an understanding of the tasks
being performed and the intended user.
– Text and data should be aligned and sorted for efficient navigation and
entry.
– Entry of data should be avoided where possible.
Ease
– Outputs should be self-explanatory and not require users to remember
information from prior outputs in order to complete tasks.
– Labels should be extensively used, and all scale and units of measure
should be clearly indicated.
More on Usable Systems
Format
– Information format should be consistent between entry and display.
– Format should distinguish each piece of data and highlight, not
bury, important data.
– Special symbols, such as decimal places dollar signs, and +/- signs
should be used as appropriate.
Flexibility
– Information should be viewed and retrieved in a manner most
convenient to the user.
• For example, users should be given options for the sequence in
which to enter or view data and for use of shortcut keystrokes,
and the system should remember where the user stopped
during the last use of the system.
HCI Resources
For more information on Human Computer Interaction:
• http://degraaff.org/hci/ - collection of links to HCI
resources
• http://www.ergonomics.org.uk/- the Ergonomics
Society
• http://www.upassoc.org/- Usability Professionals
Association
• http://www.cs.cmu.edu/afs/cs.cmu.edu/user/hcii/www/i
ndex.html- Carnegie Mellon Human Computer
Institute
• http://www.cs.umd.edu/hcil/ University of Maryland
Human Computer Interaction Lab
User Interface
• A user interface supports usability.
• It can be considered a "meeting of the minds."
• The user interface must be easy to understand and
to use.
• Today there are 3 primary user interfaces:
• Character (text based – example is the command
line interface)
• The other 2 are GUI based:
– Windows
– Browser
User Scenario and Dialogues
• Two good ways exist to approach UI
development.
– User scenario are drawn from Use Cases
– Another way to approach interactive user
interface design is to simulate a conversation
between the system and the end user.
• This can also be supported with the use of story
boards.
Sample Dialogue
Computer:
User:
Computer:
User:
Computer:
User:
Computer:
User:
What customer support system option do you
want?
I need to create a new order
Ok, is it a new or existing customer?
It’s a new customer
Fine, give me the customer’s name, address,
phone and so on.
The customer is Ginny Decker, 11980 Visual
Blvd…..
Ok, what is the first item she wants to order?
Boots, women’s, Hiking Supreme Line in the
Spring Fling catalog
Computer: They come in these sizes and colors and we have
all in stock except size 9.
User:
Ok, one pair of size 8 in tan.
Computer: That comes to $65.50 plus tax, shipping and
handling. Anything else?
User:
Yes, raincoat, women’s, On the Run Line in the
Spring Fling catalog.
Computer: They come in these sizes and colors and we have
all in stock except medium and large blue.
User:
Ok, one coat size small in brown.
Computer: That comes to $87.95 plus tax, shipping and
handling. Anything else?
User:
That’s it.
Computer:
User:
Computer:
User:
Computer:
User:
How does the customer want the order shipped?
UPS two-day air
Does the customer want to use a credit card, or is there
another payment approach for this order?
Use the Mastercard number xx674-22-3388 expiring
January 03.
Ok, the order is recorded. To summarize, for customer
Ginny Decker, ship by UPS two-day mail boots,
women’s, Hiking Supreme Line, size 8, tan at $65.50
and raincoat, women’s, On the Run Lin, size small,
brown at $87.95. Total cost, $153.45 plus $9.20 tax and
$13.40 shipping and handling - $176.05 charged to
Mastercard xx674-22-3388.
Thanks.
Forms Identified
• From this dialog, forms and a list of items that
should be contained in those forms can be
identified:
–
–
–
–
–
–
–
Main menu
Customer
Item search
Product detail
Order summary
Shipping and payment options
Order confirmation
Considerations for a Good UI
•
•
•
•
•
•
Layout
Content awareness
Aesthetics
User Experience
Consistency
Minimal user effort
Ergonomic Guidelines for
Screen Interface Design
• Feedback:
– Feedback must be provided in response to every user
action
– The user should always be made aware of what to do
next
– Tell the user whether or not data has been entered
correctly
– Explain reasons for processing delays to users
– Feedback or messages to the user must remain on the
screen long enough for the user to ‘get’ them
Ergonomic Guidelines continued
• Consistency:
– The structure of screens and menus must be
consistent across instances
– Methods of menu selection and inter-screen
navigation should be consistent across an
information system
– In general, there should be one main idea or
episode conveyed to the user per screen.
Ergonomic Guidelines continued
• Reversibility:
– Design the interface to accommodate likely
user errors - Always insert the capability for
users to backtrack (i.e. to undo their actions,
like undelete)
• Shortcuts and Sequence:
– Advanced users should be allowed to take
shortcuts using special key combinations or
functions keys
Ergonomic Guidelines continued
• Control:
– A sequence of screens should be designed so that the
user feels in control - even if response time must be
slow – it should at least be reasonable predictable (i.e.
minimal variance in response times)
– Controls are also software elements, usually shown on a
display, that you use to set preferences and make
choices (like hardware controls such as knobs and
dials)
Controls
• Some familiar controls include:
–
–
–
–
Menus
Pushbuttons
Radio buttons
Sliders
• Some software controls are used for both output
and input; they show your choices or the current
setting, and allow you to operate the control.
Ergonomic Guidelines continued
• Ease:
– It should be simple and easy for users to enter
information into screens and to navigate between
screens
– Logical navigation is extremely important – a
navigational map should be developed that shows what
links to what (ie what html page to which html page,
etc).
• Closure:
– User-computer interaction through screens should be
logically grouped and have a beginning, middle and end
Eight Golden Rules for
Interactive Interfaces
1.
2.
3.
4.
5.
6.
7.
8.
Strive for Consistency
Enable frequent users to use short cuts
Offer informative feedback
Design dialogs to yield closure
Offer simple error handling
Permit easy reversal of actions
Support internal locus of control
Reduce short term memory load
A Look at Interface Design Issues
• http://www.iarchitect.com/shame.htm
Web Design Considerations
• http://science.kennesaw.edu/~mcmurray/ht
ml-horror.html
• Current issues in Web Usability:
• http://www.useit.com/
Some Top Mistakes of Web Design
1. Gratuitous Use of Bleeding-Edge Technology
2. Scrolling Text, Marquees, and Constantly Running
Animations
3. Complex URLs
4. Orphan Pages
5. Long Scrolling Pages
6. Lack of Navigation Support
7. Non-Standard Link Colors
8. Outdated Information
9. Overly Long Download Times
(dated 1999 http://www.useit.com/alertbox/990530.html)
Sample Resource
Colors Test:
• http://www.akamaidesign.com/tests/colo
rs.html
FYI: Usability and the Web
1.
2.
3.
4.
5.
Place your name and logo on every page and make the logo a link
to the home page (except on the home page itself, where the logo
should not be a link: never have a link that points right back to the
current page).
Provide search if the site has more than 100 pages.
Write straightforward and simple headlines and page titles that
clearly explain what the page is about and that will make sense when
read out-of-context in a search engine results listing.
Structure the page to facilitate scanning and help users ignore large
chunks of the page in a single glance: for example, use grouping and
subheadings to break a long list into several smaller units.
Instead of cramming everything about a product or topic into a single,
infinite page, use hypertext to structure the content space into a
starting page that provides an overview and several secondary pages
that each focus on a specific topic. The goal is to allow users to avoid
wasting time on those subtopics that don't concern them.
Usability and the Web continued
6.
7.
8.
9.
Use product photos, but avoid cluttered and bloated product family
pages with lots of photos. Instead have a small photo on each of the
individual product pages and link the photo to one or more bigger
ones that show as much detail as users need. This varies depending
on type of product. Some products may even need zoomable or
rotatable photos, but reserve all such advanced features for the
secondary pages. The primary product page must be fast and should
be limited to a thumbnail shot.
Use relevance-enhanced image reduction when preparing small
photos and images: instead of simply resizing the original image to a
tiny and unreadable thumbnail, zoom in on the most relevant detail
and use a combination of cropping and resizing.
Use link titles to provide users with a preview of where each link will
take them, before they have clicked on it.
Ensure that all important pages are accessible for users with
disabilities, especially blind users.
Usability and the Web continued
10.
Do the same as everybody else: if most big websites do
something in a certain way, then follow along since users will
expect things to work the same on your site. Remember
Jakob's Law of the Web User Experience: users spend
most of their time on other sites, so that's where they form
their expectations for how the Web works.
Finally, always test your design with real users as a reality
check. People do things in odd and unexpected ways, so
even the most carefully planned project will learn from
usability testing.
(Jakob Nielsen, http://www.useit.com/alertbox/)
Pages for Critique
•
•
•
•
•
•
Pages for Critique
http://www.bie.com
http://www.dolphinsociety.org/
http://webpagesthatsuck.com
http://webpagesthatsuck.com/suckframe.htm
http://www.graphic-design.com/index.html
QUIZ
• http://trfn.clpgh.org/About/bad/badquiz.h
tml