1 Pertemuan 12 Interface Matakuliah: M0446/Analisa dan Perancangan Sistem Informasi Tahun: 2005...
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Transcript of 1 Pertemuan 12 Interface Matakuliah: M0446/Analisa dan Perancangan Sistem Informasi Tahun: 2005...
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Pertemuan 12Interface
Matakuliah : M0446/Analisa dan Perancangan Sistem Informasi
Tahun : 2005
Versi : 0/0
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Learning Outcomes
Pada akhir pertemuan ini, diharapkan mahasiswa
akan mampu :• Menunjukkan Interface
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Outline Materi
• User dan Sistem Interface
• Pola User Interface
• Menentukan pola user interface
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Aktivitas utama dalamAnalisis Application Domain
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Terminologi
• Interface: Fasilitas yang membuat model sistem dan function dapat berinteraksi dengan actors.
• User interface: Interface untuk users.• System interface: interface ke sistem lain.• Usage context: The application domain
characterized by actors and use cases.
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User Interface
• Are very important: they can make or break system use and benefit realisation.
• Needs to carefully fit the usage context.• Need to be designed carefully - small details
multiply difficulties with usage.• Need to account for the different kinds of
users with different skills and capabilities.• Very difficult to design without feedback -
generally must be tested with users.
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Systems Interface(s)
• May need interfaces for non-human actors, i.e. other systems
• Not commonly used for administrative systems• More common for monitoring & control systems
– direct sensors in the environment - e.g. temperature– direct intervention, e.g. motors, switches– may also input or output from other computer
systems• Need to design and make sure that these technical
connections can be realized
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Sub-activities in Interface Analysis
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Tailor Usability to Context
• Usage is relative to usage context
Usage context Desired properties
Technology
Routine tasks Fixed, well-
structured tasks
Efficient Reliable
Activation of functions Fixed defined dialogue Menu and command
driven manipulation
Non-routine tasks
Varying problem solving tasks
Flexible to use Easy to learn
new functions
Manipulation of objects Loosely defined dialogue Direct manipulation
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Study the Usage Context
• Study both human actors and use cases– Does the individual user solve several tasks in
parallel?– Does the user move physically while working?– Is the work often interrupted?– Are certain use cases significantly different from the
typical use cases?– Do certain work tasks require a quick response from
the computerized system?– How is it ensured that the users notice when the
computerized system performs a signal function?
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Explore User-Interface Patterns
• A user interface usually mixes several patterns or styles
• Four main patterns/styles– menu– form filling– command language– direct manipulation
• (also natural language)
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Menu Selection
• Advantages– Shortens learning– Reduces key-strokes– Structures decision
making– Allows easy support of
error handling– High level tools allow
for easy programming
• Disadvantages– Risk of too many
menus– Slows the frequent
user down– Consumes screen
space– Requires rapid display
rate
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Form Filling
• Advantages– Simplified data entry– Requires modest
training– Makes assistance
convenient– High level tools allow
for easy programming
• Disadvantages – Consumes screen
space
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Command Language
• Advantages Flexible– Appeals to “power”
users– Supports user initiative– Convenient for
creating user-defined macros
• Disadvantages– Poor error handling– Requires extensive
training
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Direct Manipulation
• Advantages– Immediately visible
result of interaction– Useful for both casual
and frequent users– Can be extremely
efficient
• Disadvantages– Effort required to
develop– Difficult to invent
meaningful icons, symbols, etc., unless can rely on standard objects
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Dialog Style: Function-Oriented vs Object-Oriented
• Is the interface primarily based on functions or objects? Need both, but which choose first?– I.e., does the user choose the function first, then
choose the object or vice versa?
• Function-oriented dialogues are better for routine, automated work
• Object-oriented ones are better for varied individual work tasks as they give more flexibility– But, usually require more development time and effort
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Some Guidelines
• A dialogue needs to be simple, natural, and consistent.
• Requirements placed on the users’ memory need to be minimal.
• Feedback must be informative and constructive.• Errors must be prevented.• Detailed discussion is beyond the scope of this
unit.
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Determine User-Interface Elements
• Representations of objects in the model– Many possibilities: icons, fields, tables, diagrams,
windows– Need a clear & consistent system of representations
• Activation of functions – Buttons, menu screens, pull-down/pop-up menus– Also need support for visualisation and feedback– Needs to be consistent and fit within the dialog
pattern/style
• Result is a list of user-interface elements
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Describe Interface Elements
• User Interface: – General effect: colours, fonts, types of
menus, types of icons, default positions– Navigation: dialog linkages between
buttons, menus, screens, windows, etc. – Computer screens/windows/forms, etc.:
layout, interactivity, consistency– Outcome of activity is screen/form designs,
navigation diagram and other descriptions
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Evaluate the User Interface
• A User Interface cannot be constructed bottom up without experiments using prototypes.
• Should be a carefully controlled process using the five sub-activities.
• Planning needs to lead to concrete evaluation and quick development with efficient tools.
• Preparation needs to determine how collaborate with users, ensure realism, and select good example tasks that enhance feedback.
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Explore Systems Interface Patterns
• Consider what/how data should be sent to and received from other systems (if any)
• Other systems may be – simple external devices: sensor, switch, or motor use
simple read or activate device patterns– complex computer systems: need a communication
protocol which may be supplied or need to be designed
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Read External Device Pattern
• Read either regularly or dependent on an event
• Memory object can just be the model object
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Interaction Protocol
• A protocol defines command facilities supporting the possible use cases for a system by another
• Is agreed upon by designers of the two systems (unless one has already been designed/built!)
• Specify a pattern for interaction using a list of commands for each side and their expected responses– Separate protocol item named for each command– E.g. Request some info or Prepare to accept info– Commands may check the state of the other system
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Determine and Describe the Systems Interface Elements
• What other computer systems will the system be connected to and exchange information with?– What protocol(s) will be needed?
• Will the system be connected directly to the problem domain through external devices?– What external device read or write interfaces are
needed?
• Result is a list and specification of each.
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Evaluate System Interfaces
• Protocols can be tested on pencil and paper by working through use cases
• Ultimate test is that the physical connections actually work– If there is any doubt, these connections need to be
tested as early as possible– Build and test technical feasibility prototypes
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Principles of Interface Analysis
• Tailor usability to the application domain– need to know who the users are and in what situations
the computerized system will be used
• Experiment and iterate– interfaces are complex and interact with users in ways
that can’t be anticipated– experiments need to be planned, efficient, and realistic -
and likely will be repeated
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Principles of Interface Analysis (2)
• Identify all interface elements– Important not to leave anything out!– Details can be supplied/determined later, as long
as the basic structure is clear and coherent