INPUT DESIGN 1. Input Design Define the appropriate format and media for a computer input. ...
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Transcript of INPUT DESIGN 1. Input Design Define the appropriate format and media for a computer input. ...
INPUT DESIGN
1
Input DesignDefine the appropriate format and
media for a computer input.
Understand the difference between
data capture, data entry, and data
input.
Identify and describe several
automatic data collection
technologies.2
Apply human factors to the design
of computer inputs.
Design internal controls for
computer inputs.
Select proper screen-based controls
for input attributes that are to appear
on a GUI input screen.
Design a web-based input interface.3
Data Capture and Data EntryData capture – the identification
and acquisition of new data (at its
source).
–Source documents – forms used
to record business transactions in
terms of data that describe those
transactions.4
– Data entry – the process of
translating the source data or
document (above) into a computer
readable format.Data processing – is all processing
that occurs on the data after it is input from a machine readable form.
5
–In batch processing, the entered data is collected into files called batches and processed as a complete batch.
–In on-line processing, the captured data is processed immediately
–In remote batch processing, data is entered and edited on-line, but collected into batches for subsequent processing.
6
Input Implementation Methods
KeyboardMouseTouch ScreenPoint-of-sale terminalsSound and speechAutomatic data capture
7
–Optical mark recognition (OMR)
•Bar codes
–Optical character recognition (OCR)
–Magnetic Ink
–Smart cards
–Biometric
8
Taxonomy for Computer Inputs Process Method
Data Capture Data Entry Data Processing
Keyboard
Data is usually captured on a business form that becomes the source document for input. Data can be collected real-time.
Data is entered via keyboard. This is the most common input method but also the most prone to errors.
OLD: Data can be collected into batch files (disk) for processing as a batch.NEW: Data is processed as soon as it has been keyed.
9
Taxonomy for Computer Inputs
Mouse Same as above
Used in conjunction with keyboard to simplify data entry. Mouse serves as a pointing device for a screen.
Same as above, but the use of a mouse is most commonly associated with online and real-time processing.
10
Taxonomy for Computer Inputs Touch Screen
Same as above.
Data is entered on a touch screen display or handheld device. Data entry users either touch commands and data choices or enter data using handwriting recognition.
On PCs, touch screen choices are processed same as above. On handheld computers, data is sorted on the handheld for later processing as a remote batch.
11
Taxonomy for Computer Inputs
Point of Sale
Data is captured as close to the point of sale as humanly possible. No source documents.
Data is often entered directly by the customer or by an employee directly interacting with the customer.
Data is almost always processed immediately as a transaction or inquiry.
12
Taxonomy for Computer InputsProcess Method
Data Capture Data Entry Data Processing
Sound Data is captured as close to the source as possible, even when the customer is remotely located.
Data is entered using touch-tones (typically from a telephone). Usually requires fairly rigid command menu structure and limited input options.
Data is almost always processed immediately as a transaction or inquiry.
13
Speech Same as sound
Data (and commands) is spoken. This technology is not as mature and is much less reliable and common than other techniques.
Data is almost always processed immediately as a transaction or inquiry.
Taxonomy for Computer Inputs
14
Optical Mark
Data is recorded on optical scan sheets as marks or precisely formed letter, numbers, and punctuation.
Eliminates the need for data entry.
Data is almost always processed as a batch.
Taxonomy for Computer Inputs
15
Magnetic Ink
Data is usually prerecorded on forms that are subsequently completed by the customer. The customer records additional information on the form.
A magnetic ink reader reads the magnetized data. The customer-added data must be entered using another input method.
Data is almost always processed as a batch.
Taxonomy for Computer Inputs
16
Process Method
Data Capture
Data Entry Data Processing
Electromagnetic
Data is recorded directly on the object to be described by data.
Data is transmitted by radio frequency.
Data is almost always processed immediately.
Taxonomy for Computer Inputs
17
Input Design GuidelinesCapture only variable data.
–Not data that can be looked up.Do not capture data that can be
calculated or stored in computer programs as constants.–Extended Price, Tax
Withholding, etc.Use codes for appropriate
attributes.18
Source Document / Form Design Guidelines
Include instructions for completing the form.
Minimize the amount of handwriting.
Data to be entered (keyed) should be sequenced top-to-bottom and left-to-right.
When possible use designs based on known metaphors.
19
Good Flow in a Form
20
Bad Flow in a Form
21
Internal Controls for Inputs
The number of inputs should be known (to minimize risk of lost transactions).–For batch processing
•Use batch control slips•Use one-for-one checks against post-processing detail reports
22
–For on-line systems•Log each transaction as it occurs to a separate audit file
Validate all data–Existence checks–Data-type checks–Combination checks–Self-checking digits–Format checks
23
Common GUI Controls (Windows and Web)
Text boxes Radio buttons Check boxes List boxes Drop down
lists Combination
boxes Spin boxes Buttons
24
Common GUI Controls UsesText boxes
–When the input data values are
unlimited in scope
Radio buttons
–When data has limited predefined
set of mutually exclusive values
25
Check boxes
–When value set consists of a
simple yes or no value
List boxes
–When data has a large number of
possible values
Common GUI Controls Uses
26
Drop down lists
– When data has large number of possible
values and screen space is too limited for a
list box
Combination boxes
– When need to provide the user with option of
selecting a value from a list or typing a value
that may or may not appear in the list
27
Spin boxes–When need to navigate through
a small set of choices or
directly typing a data value
28
Advanced Controls (mostly Windows interfaces)
Drop down calendars
Slider edit controls
Masked edit controls
Ellipsis controls
Alternate numerical spinners
Check list boxes
Check tree boxes
29
Advanced Controls (mostly Windows interfaces)
30
Automated Tools for Input Design and Prototyping
Old Tools–Record Layout Charts–Display Layout Charts
Newer Prototyping Tools–Microsoft Access, CASE Tools,
Visual Basic, Excel, Visio
31
Input Design Process
1. Identify system inputs and review
logical requirements.
2. Select appropriate GUI controls.
3. Design, validate and test inputs
using some combination of:
32
a) Layout tools (e.g., hand sketches,
spacing charts, or CASE tools.
b) Prototyping tools (e.g.,
spreadsheet, PC DBMS, 4GL)
4. As necessary design source
documents.
33
Design Process Cont….Develop prototype screens for users to Develop prototype screens for users to
review and test. Their feedback may review and test. Their feedback may result in the need to add new attributes result in the need to add new attributes and address their characteristicsand address their characteristics
To prototype input screens, the designer To prototype input screens, the designer needs to let the user exercise or test the needs to let the user exercise or test the screens and this may involve screens and this may involve demonstrating how the user may obtain demonstrating how the user may obtain appropriate help or instructions. appropriate help or instructions.
Prototypes need not display all the Prototypes need not display all the details to a user unless they are requesteddetails to a user unless they are requested
34
Input Prototype for Video Title Maintenance
35
Input Prototype for Member Order
36
USER INTERFACE
37
User interface Technology
–Types of User Interfaces
–Guidelines for dialog Design
–Feedback for users
–Designing Queries
38
System User Classifications
An expert user is an experienced computer user who will spend considerable time using specific application programs. The use of a computer is usually considered non-discretionary. In the mainframe computing era, this was called a dedicated user.
39
System User Classifications…The novice user (sometimes called
a casual user) is a less experienced computer user who will generally use a computer on a less frequent, or even occasional, basis. The use of a computer may be viewed as discretionary (although this is becoming less and less true)
40
Designing effective interfacesSystem users often judge a system by its
interface rather than its functionalityPoor user interface design is the reason
why so many software systems are never used
A poorly designed interface can cause a user to make catastrophic errors
Most users of business systems interact through graphical interfaces
41
User interface design process
Executableprototype
Designprototype
Produce paper-based design
prototype
Producedynamic design
prototype
Evaluate designwith end-users
Implementfinal userinterface
Evaluate designwith end-users
Analyse andunderstand user
activities
42
Commandments of User Interface Design
Understand your users and their tasks.
Involve the user in interface design.
Test the system on actual users.
Practice iterative design.
43
Objectives to Address
Matching the user interface to the task
Making the user interface efficient Providing appropriate feedback to
users Generating useable queries Improving productivity of
knowledgeable workers 44
A: Types of user interfaces:-
Natural Language interfaces Question and answer interfaces Menus Form-fill interfaces(Input/Output
forms Command Language interfaces Graphical User interfaces Other user interfaces 45
Form-based interface example
Title
Author
Publisher
Edition
Classification
Date ofpurchase
ISBN
Price
Publicationdate
Number ofcopies
Loanstatus
Orderstatus
NEW BOOK
Iconic Menus
47
Guidelines For Dialogue Meaningful communication
– Title for each display
– Minimum use of abbreviations
– Clear user feedback
– Warning signs when the user enters the wrong information
– Help menu– Clearly identifying key data such as
date by slashes etc. 48
User-system interaction
Two problems must be addressed
in interactive systems design
–How should information from the
user be provided to the computer
system?
–How should information from
the computer system be
presented to the user?
User interaction and information
presentation may be integrated
through a coherent framework such
as a user interface metaphor
Minimal User Interaction
– Keying codes of whole words
– Supplying the edited characters
i.e. slashes in a date or the KSH
after a monetary amount has
been entered.
51
–Using default values e.g. when
typing the year January the
system highlights the full word
and you just have to press enter
–Remembering last entered
information e.g. passwords,
birthdays, names of users etc
52
–Use of an inquiry program so
that the user only has to enter
the first few characters
–Providing key strokes e.g. to
copy just press “Ctrl + C”
53
Standard Operation and Efficiency
–Exiting each program using the
same keys
–Locating titles, dates, time etc at
the same places on all displays
–Obtaining help in a standardized
way
54
–Standardizing the colors used in
all displays
–Standardizing the use of icons
–Consistent terminology in a
display screen or web site
–Using consistent fonts, sizes,
colors etc
55
Example of use of consistency in fonts
56
Feedback for users
Compares current behaviors with
the goals set out by the user of
system
Satisfy the psychological needs of
humans and as well as to provide
confidence to the user
57
–The computer has accepted the
input. E.g by advancing cursor
to the next letter to be typed in
–The input is in the correct form.
The computer simply says
“Ready”
58
–The input is not in the correct form
–There will be a delay in the processing
–The request has been completed
–The computer is unable to complete the request
–More detailed feedback is available (and how to get it) 59
Feedback- Wrong data entered
60
Human Engineering Guidelines
The screen should be formatted so
that the various types of
information, instructions, and
messages always appear in the
same general display area.
61
Messages, instructions, or
information should be displayed
long enough to allow the system
user to read them.
Default values for fields and
answers to be entered by the user
should be specified.
Anticipate the errors users might make.
With respect to errors, a user should not
be allowed to proceed without
correcting an error.
If the user does something that could be
catastrophic, the keyboard should be
locked to prevent any further input, and
an instruction to call the analyst or
technical support should be displayed.
63
DESIGN & PROTOTYPE OF USER INTERFACE
User Interface (UI) is the system of computer screen images, devices, and software components that allow the user to interact with and control a computer system. Graphical user interfaces (GUI) allow the user to interact with the software system by manipulating icons or menus.
64
DESIGN OF UI
User interface design in the
context of creating software
represents an approach that puts
the user, rather than the system, at
the center of the process.
65
This philosophy, called user-
centered design, incorporates user
concerns and advocacy from the
beginning of the design process and
dictates that the needs of the user
should be foremost in any design
decisions
66
GUI Advantages
They are easy to learn and use.
–Users without experience can
learn to use the system quickly.
The user may switch quickly from
one task to another and can interact
with several different applications.
GUI DESIGN PRINCIPLESDevice consideration
Visibility of system status
Match between system and the real world
User control and freedom
Consistency and standards
Error prevention 68
Recognition rather than recall
Flexibility and efficiency of use
Aesthetic and minimalist design
Help users recognize, diagnose, and
recover from errors
Help and documentation
69
Device consideration
Consider the end-user device, where the system shall be installed finally. Is the device a PC, Mobile device e.g. Pocket PC or mobile phone. User interface of Pocket PC is usually very compact and does not require much information, while the PC has got a lot of redundant space. Do not overload the Pocket PC interface with controls
70
GUI PROTOTYPE
The beside UI prototype shows the simplicity and device consideration in GUI design. The application is designed for Pocket PC, which has very limited space. There are very few controls done in symbols and short hand considering the compactness of a Pocket PC 71
Visibility of system status
The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
72
Match between system and the real world
The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.
73
User control and freedom
Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.
74
Consistency and standards
Users should not have to wonder
whether different words,
situations, or actions mean the
same thing. Follow platform
conventions.
75
The beside GUI is consistent with most standard systems. The use of Metaphoric icons to denote actions and events is also visible
76
Error prevention
Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.
77
Recognition rather than recall
Minimize the user's memory load by
making objects, actions, and options
visible. The user should not have to
remember information from one part
of the dialogue to another. Instructions
for use of the system should be visible
or easily retrievable whenever
appropriate. 78
Flexibility and efficiency of use
Accelerators – unseen by the novice user – may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.
79
Aesthetic and minimalist design
Dialogues should not contain
information which is irrelevant or
rarely needed. Every extra unit of
information in a dialogue competes
with the relevant units of
information and diminishes their
relative visibility80
Help users recognize, diagnose, and recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
81
Help System DesignHelp? means ‘help I want information”
Help! means “HELP. I'm in trouble”
Both of these requirements have to be
taken into account in help system
design
Different facilities in the help system
may be required
Help System Design….
Should not simply be an on-line
manual
The dynamic characteristics of the
display can improve information
presentation
User DocumentationAs well as on-line information, paper
documentation should be supplied with a system
Documentation should be designed for a range of users from inexperienced to experienced
As well as manuals, other easy-to-use documentation such as a quick reference card may be provided
Error messages
Error message design is critically important. Poor error messages can mean that a user rejects rather than accepts a system
Messages should be polite, concise, consistent and constructive
The background and experience of users should be the determining factor in message design 85
Nurse input of a patient’s name
86
Design factors in message wording
Context The user guidance system should be aware of what the user isdoing and should adjust the output message to the currentcontext.
Experience As users become familiar with a system they become irritatedby long, ‘meaningful’ messages. However, beginners find itdifficult to understand short terse statements of the problem.The user guidance system should provide both types of messageand allow the user to control message conciseness.
Skill level Messages should be tailored to the user’s skills as well as theirexperience. Messages for the different classes of user may beexpressed in different ways depending on the terminology whichis familiar to the reader.
Style Messages should be positive rather than negative. They shoulduse the active rather than the passive mode of address. Theyshould never be insulting or try to be funny.
Culture Wherever possible, the designer of messages should be familiarwith the culture of the country where the system is sold. Thereare distinct cultural differences between Europe, Asia andAmerica. A suitable message for one culture might beunacceptable in another. 87
Interface Problems
According to Galitz, the following
problems result in confusion, panic,
frustration, boredom, misuse,
abandonment, and other
undesirable consequences
–Excessive use of computer
jargon and acronyms
Interface Problems….– No obvious or less-than-intuitive
design
– Inability to distinguish between
alternative actions (“what do I do
next?”)
– Inconsistent problem solving
approaches
– Design inconsistency
Thank You
END90