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Chapter 11 Designing Interfaces and Dialogues Modern Systems Analysis and Design Seventh Edition Jeffrey A. Hoffer Joey F. George Joseph S. Valacich

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Page 1: Modern Systems Analysis and Design - Ligentcourseinfo.ligent.net/2017sp/related_files/hoffer_msad6e_ch11.pdfChapter 11 Designing Interfaces and Dialogues Modern Systems Analysis and

Chapter 11 Designing Interfaces and

Dialogues

Modern Systems Analysisand Design

Seventh Edition

Jeffrey A. Hoffer Joey F. George

Joseph S. Valacich

Page 2: Modern Systems Analysis and Design - Ligentcourseinfo.ligent.net/2017sp/related_files/hoffer_msad6e_ch11.pdfChapter 11 Designing Interfaces and Dialogues Modern Systems Analysis and

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 2Chapter 11

Learning Objectives

ü Explain the process of designing interfaces and dialogues and the deliverables for their creation.

ü Contrast and apply several methods for interacting with a system.

ü List and describe various input devices and discuss usability issues for each in relation to performing different tasks.

ü Describe and apply the general guidelines for designing interfaces and specific guidelines for layout design, structuring data entry fields, providing feedback, and system help.

Page 3: Modern Systems Analysis and Design - Ligentcourseinfo.ligent.net/2017sp/related_files/hoffer_msad6e_ch11.pdfChapter 11 Designing Interfaces and Dialogues Modern Systems Analysis and

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 3Chapter 11

Learning Objectives (Cont.)

ü Design human-computer dialogues and understand how dialogue diagramming can be used to design dialogues.

ü Design graphical user interfaces.ü Discuss guidelines for the design of interfaces and

dialogues for Internet-based electronic commerce systems.

Page 4: Modern Systems Analysis and Design - Ligentcourseinfo.ligent.net/2017sp/related_files/hoffer_msad6e_ch11.pdfChapter 11 Designing Interfaces and Dialogues Modern Systems Analysis and

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 4Chapter 11

Designing Interfaces and Dialoguesn User-focused activityn Prototyping methodology of iteratively:

¨Collecting information¨Constructing a prototype¨Assessing usability¨Making refinements

n Must answer the who, what, where, and how questions

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing Interfaces and Dialogues (Cont.)

5Chapter 11

FIGURE 11-1Systems development life cycle (SDLC)

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Deliverables and Outcomes

n Creation of a design specification¨ A typical interface/dialogue design

specification is similar to form design, but includes multiple forms and dialogue sequence specifications.

6Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Deliverables and Outcomes (Cont.)

n The specification includes:¨Narrative overview¨Sample design¨Testing and usability assessment¨Dialogue sequence

n Dialogue sequence—the ways a user can move from one display to another

7Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 8Chapter 11

Figure 11-2Specification outline for the design of interfaces and dialogues

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 9Chapter 11

Interaction Methods and Devices

n Interface: a method by which users interact with an information system

n All human-computer interfaces must:¨ have an interaction style, and ¨use some hardware device(s) for supporting

this interaction.

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 10Chapter 11

Methods of Interacting

n Command line ¨ Includes keyboard shortcuts and function keys

n Menun Formn Object-basedn Natural language

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 11Chapter 11

Command Language Interaction

n Command language interaction: a human-computer interaction method whereby users enter explicit statements into a system to invoke operations

n Example from MS DOS:¨COPY C:PAPER.DOC A:PAPER.DOC¨Command copies a file from C: drive to A: drive

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 12Chapter 11

Menu Interaction

n Menu interaction: a human-computer interaction method in which a list of system options is provided and a specific command is invoked by user selection of a menu option

n Pop-up menu: a menu-positioning method that places a menu near the current cursor position

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Menu Interaction (Cont.)

n Drop-down menu is a menu-positioning method that places the access point of the menu near the top line of the display.¨When accessed, menus open by dropping

down onto the display.¨Visual editing tools help designers construct

menus.

13Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 14Chapter 11

Figure 11-5Various types of menu configurations(Source: Based on Shneiderman et al., 2009.)

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Menu Interaction (Cont.)n Guidelines for Menu Design

¨Wording — meaningful titles, clear command verbs, mixed upper/lower case

¨Organization — consistent organizing principle¨Length — all choices fit within screen length¨Selection — consistent, clear and easy selection

methods¨Highlighting — only for selected options or

unavailable options

15Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Menu Interaction (Cont.)

16Chapter 11

FIGURE 11-8Menu building with Microsoft Visual Basic .NET

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 17Chapter 11

Form Interaction

n Form interaction: a highly intuitive human-computer interaction method whereby data fields are formatted in a manner similar to paper-based forms¨Allows users to fill in the blanks when working

with a system.

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Form Interaction (Cont.)

18Chapter 11

FIGURE 11-9Example of form interaction from the Google Advanced Search Engine(Source: Google.)

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 19Chapter 11

Object-Based Interaction

n Object-based interaction: a human-computer interaction method in which symbols are used to represent commands or functions

n Icons: graphical pictures that represent specific functions within a system¨Use little screen space and are easily

understood by users

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Object-Based Interaction (Cont.)

20Chapter 11

Figure 11-10Object-based (icon) interface from the Option menu in the Firefox Web browser

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 21Chapter 11

Natural Language Interactionn Natural language interaction: a human-

computer interaction method whereby inputs to and outputs from a computer-based application are in a conventional spoken language such as English

n Based on research in artificial intelligencen Current implementations are tedious and

difficult to work with, not as viable as other interaction methods.

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Hardware Options for System Interaction

n Keyboardn Mousen Joystickn Trackball

n Touch screenn Light Penn Graphics Tabletn Voice

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 22Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 23Chapter 11

Usability Problems with Hardware Devicesn Visual Blocking

¨ Extent to which device blocks display when usingn User Fatigue

¨ Potential for fatigue over long usen Movement Scaling

¨ Extent to which device movement translates to equivalent screen movement

n Durability¨ Lack of durability or need for maintenance (e.g.,

cleaning) over extended use

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 24Chapter 11

Usability Problems with Hardware Devices (Cont.)

n Adequate Feedback¨ Extent to which device provides adequate feedback

for each operationn Speed

¨ Cursor movement speedn Pointing Accuracy

¨ Ability to precisely direct cursor

(Source: Based on Blattner and Schultz, 1988.)

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Usability Problems with Hardware Devices (Cont.)

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 25Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Usability Problems with Hardware Devices (Cont.)

26Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 27Chapter 11

Designing Interfaces

n Forms have several general areas in common:¨ Header information¨ Sequence and time-related information¨ Instruction or formatting information¨ Body or data details¨ Totals or data summary¨ Authorization or signatures¨ Comments

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 28Chapter 11

Figure 11-11Paper-based form for reporting customersales activity (Pine Valley Furniture)

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 29Chapter 11

Designing Interfaces (Cont.)

n Use standard formats similar to paper-based forms and reports.

n Use left-to-right, top-to-bottom navigation.

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 30Chapter 11

Designing Interfaces (Cont.)

n Flexibility and consistency:¨Free movement between fields¨No permanent data storage until the user

requests¨Each key and command assigned to one

function

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 31Chapter 11

Structuring Data EntryEntry Never require data that are already online or that

can be computed

Defaults Always provide default values when appropriate

Units Make clear the type of data units requested for entry

Replacement Use character replacement when appropriate

Captioning Always place a caption adjacent to fields

Format Provide formatting examples

Justify Automatically justify data entries

Help Provide context-sensitive help when appropriate

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 32Chapter 11

Controlling Data Input

n Objective: Reduce data entry errorsn Common sources of data entry errors in a

field:¨Appending: adding additional characters¨Truncating: losing characters¨Transcripting: entering invalid data¨Transposing: reversing sequence of

characters

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 33Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Providing Feedbackn Three types of system feedback:

¨Status information: keep user informed of what’s going on, helpful when user has to wait for response

¨Prompting cues: tell user when input is needed, and how to provide the input

¨Error or warning messages: inform user that something is wrong, either with data entry or system operation

34Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 35Chapter 11

Providing Helpn Place yourself in user’s place when

designing help.n Guidelines for designing usable help:

¨Simplicity — Help messages should be short and to the point.

¨Organize — Information in help messages should be easily absorbed by users.

¨Show — It is useful to explicitly show users how to perform an operation.

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Types of Help

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 36Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 37Chapter 11

Designing Dialogues

n Dialogue: the sequence of interaction between a user and a system

n Dialogue design involves:¨Designing a dialogue sequence.¨Building a prototype.¨Assessing usability.

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing the Dialogue Sequence

n Typical dialogue between user and Customer Information System:¨Request to view individual customer information.¨Specify the customer of interest.¨Select the year-to-date transaction summary

display. ¨Review the customer information.¨Leave system.

38Chapter 11

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Guidelines for Designing Human-Computer Dialogues

nConsistencynShortcuts and

SequencenFeedbacknClosure

nError HandlingnReversalnControlnEase

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 39Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing the Dialogue Sequence (Cont.)

n Dialogue diagramming: a formal method for designing and representing human-computer dialogues using box and line diagrams

40Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing the Dialogue Sequence (Cont.)

n Three sections of the box:¨Top—contains a unique display reference

number used by other displays for referencing it¨Middle—contains the name or description of the

display¨Bottom—contains display reference numbers

that can be accessed from the current display

41Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing the Dialogue Sequence (Cont.)

42Chapter 11

FIGURE 11-17Sections of a dialogue diagramming box

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing the Dialogue Sequence (Cont.)n Dialogue diagrams depict the sequence,

conditional branching, and repetition of dialogues.

43Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing the Dialogue Sequence (Cont.)

44Chapter 11

FIGURE 11-18Dialogue diagram illustrating sequence, selection, and iteration

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Building Prototypes and Assessing Usabilityn Optional activitiesn Building prototype displays using a

graphical development environment¨Example: Microsoft’s Visual Studio .NET¨Easy-to-use input and output (form, report, or

window) design utilities

45Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 46Chapter 11

Graphical Interface Design Issues

n Become an expert user of the GUI environment.¨Understand how other applications have

been designed. ¨Understand standards.

n Understand the available resources and how they can be used.¨Become familiar with standards for menus

and forms.

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 47Chapter 11

Graphical Interface Design Issues (Cont.)

Figure 11-20Highlighting GUI design standards(Source: University of Arizona.)

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Electronic Commerce Application: Designing Interfaces and Dialogues for Pine Valley Furniture WebStore

n Central and critical design activityn Where customer interacts with the company

¨Care must be put in design!n Prototyping design process is most

appropriate to design the human interface.n Several general design guidelines have

emerged. 48Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

General Guidelines

n Web’s single “click-to-act” method of loading static hypertext documents (i.e. most buttons on the Web do not provide click feedback)

n Limited capabilities of most Web browsers to support finely grained user interactivity

49Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

General Guidelines

n Limited agreed-upon standards for encoding Web content and control mechanisms

n Lack of maturity of Web scripting and programming languages as well as limitations in commonly used Web GUI component libraries

50Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Designing Interfaces and Dialogues for Pine Valley Furnituren Key feature PVF wants for their WebStore:

¨ Incorporate “menu-driven navigation with cookie crumbs” into design of interface

51Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall

Menu-Driven Navigation with Cookie Crumbsn Cookie crumbs: the technique of placing

“tabs” on a Web page that show a user where he or she is on a site and where he or she has been¨Allow users to navigate to a point previously

visited and will assure they are not lost¨Clearly show users where they have been

and how far they have gone from home

52Chapter 11

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Common Errors in Web site Designn Opening new browser

windown Breaking or slowing

down the Back buttonn Complex URLsn Orphan Pagesn Scrolling navigation

pages

n Lack of navigation support

n Hidden linksn Links that don’t

provide enough information

n Buttons that provide no click feedback

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 53Chapter 11

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© 2014 Pearson Education, Inc. Publishing as Prentice Hall 54Chapter 11

Summaryn In this chapter you learned how to:ü Explain the process of designing interfaces and

dialogues and the deliverables for their creation.ü Contrast and apply several methods for interacting with

a system.ü List and describe various input devices and discuss

usability issues for each in relation to performing different tasks.

ü Describe and apply the general guidelines for designing interfaces and specific guidelines for layout design, structuring data entry fields, providing feedback, and system help.

Page 55: Modern Systems Analysis and Design - Ligentcourseinfo.ligent.net/2017sp/related_files/hoffer_msad6e_ch11.pdfChapter 11 Designing Interfaces and Dialogues Modern Systems Analysis and

© 2014 Pearson Education, Inc. Publishing as Prentice Hall 55Chapter 11

Summary (Cont.)ü Design human-computer dialogues and understand

how dialogue diagramming can be used to design dialogues.

ü Design graphical user interfaces.ü Discuss guidelines for the design of interfaces and

dialogues for Internet-based electronic commerce systems.

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Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall