Interface Design. Elemen desain antarmuka untuk perangkat lunak memberitahu bagaimana informasi mengalir ke dalam dan keluar dari sistem dan bagaimana.

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Transcript presentasi:

Interface Design

Elemen desain antarmuka untuk perangkat lunak memberitahu bagaimana informasi mengalir ke dalam dan keluar dari sistem dan bagaimana hal itu dikomunikasikan antara komponen didefinisikan sebagai bagian dari arsitektur

Interfaces Design Desain antarmuka antar-modular didorong oleh aliran data antara modul berkaitan erat dengan desain tingkat komponen Desain antarmuka eksternal didorong oleh antarmuka antara aplikasi didorong oleh antarmuka antara perangkat lunak dan non-manusia produsen dan / atau informasi konsumen Desain antarmuka manusia-komputer didorong oleh komunikasi antara manusia dan mesin

User Interface Design Tiga aturan emas - Theo Mandel Tempat pengguna dalam kontrol "Apa yang saya benar-benar ingin adalah sistem yang membaca pikiran saya. Ia tahu apa yang ingin saya lakukan sebelum saya harus melakukannya dan membuatnya sangat mudah bagi saya untuk menyelesaikannya. itu semua, hanya itu. “ Kurangi beban memori pengguna Semakin banyak pengguna harus diingat, semakin error interaksi dengan sistem terus Sistem harus 'ingat’ Membuat antarmuka yang konsisten

Place User in Control Tentukan interaksi sedemikian rupa sehingga pengguna tidak dipaksa dalam melakukan tindakan yang tidak perlu atau tidak diinginkan Menyediakan interaksi fleksibel (pengguna memiliki berbagai preferensi) Memungkinkan interaksi pengguna untuk menjadi interruptible dan reversibel Merampingkan interaksi sebagai tingkat keterampilan meningkat dan memungkinkan kustomisasi interaksi Menyembunyikan internal teknis dari pengguna biasa Desain untuk interaksi langsung dengan benda-benda yang muncul di layar

Mengurangi Beban Memori Pengguna Mengurangi tuntutan pada memori jangka pendek user (exp.memberikan isyarat visual) Menetapkan default yang berarti ("reset" pilihan harus tersedia) Tentukan intuitif jalan pintas (mudah diingat) Visual tata letak antarmuka pengguna harus didasarkan pada akrab metafora dunia nyata Mengungkapkan informasi secara progresif

Make Interface Consistent Memungkinkan pengguna untuk menempatkan tugas saat menjadi konteks yang bermakna Menjaga konsistensi di kelompok aplikasi Jika model interaksi masa lalu telah membuat pengguna harapan, tidak membuat perubahan kecuali ada alasan yang baik untuk melakukannya

User Interface Analysis and Design Model Insinyur manusia menetapkan model pengguna Insinyur perangkat lunak menciptakan desain model The end-user mengembangkan citra mental atau pengguna mental Model (persepsi sistem) Pelaksana membuat model implementasi Proses Pengguna, tugas, dan lingkungan analisis dan pemodelan Interface desain konstruksi Antarmuka Antarmuka validasi

The Models User model end user profiles: Novice Knowledgeable, intermittent user, Knowledgeable, frequent users Design model incorporates data, architectural, interface, and procedural representations of the software User's model or system perception user's mental image of system Implementation model look and feel of the interface and supporting media

The Process - User Analysis Understand who the end-users are What is likely to motivate and please them How they can be grouped into different user classes or profiles What their mental models of the system are How the user interface must be characterized to meet their needs

The Process - Task Analysis and Modeling Software engineer studies tasks human users must complete to accomplish their goal in the real world without the computer and map these into a similar set of tasks that are to be implemented in the context of the user interface Software engineer studies existing specification for computer- based solution and derives a set of tasks that will accommodate the user model, design model, and system perception Software engineer may devise an object-oriented approach by observing the objects and actions the user makes use of in the real world and model the interface objects after their real world counterparts -> Know the user, know the tasks

The Process - Analysis of Display Content Type of content Character-based reports Graphical displays Specialized information Source of content Generated by components Acquired from data store Transmitted from systems external

The Process - Interface Design Activities Establish the goals and intentions of each task Map each goal/intention to a sequence of specific actions (objects and methods for manipulating objects) Specify the action sequence of tasks and subtasks (user scenario) Indicate the state of the system at the time the user scenario is performed Define control mechanisms -> object and action Show how control mechanisms affect the state of the system Indicate how the user interprets the state of the system from information provided through the interface

Interface Design Issues System response time time between the point at which user initiates some control action and the time when the system responds User help facilities integrated, context sensitive help versus add-on help Error information handling messages should be non-judgmental, describe problem precisely, and suggest valid solutions Command labeling based on user vocabulary, simple grammar, and have consistent rules for abbreviation

User Interface Evaluation Cycle 1. Preliminary design 2. Build first interface prototype 3. User evaluates interface 4. Evaluation studied by designer 5. Design modifications made 6. Build next prototype 7. If interface is not complete then go to step 3

User Interface Design Evaluation Criteria Length and complexity of written interface specification provide an indication of amount of learning required by system users Number of user tasks and the average number of actions per task provide an indication of interaction time and overall system efficiency Number of tasks, actions, and system states in the design model provide an indication of the memory load required of system users Interface style, help facilities, and error handling protocols provide a general indication of system complexity and the degree of acceptance by the users

Data Design Data Design Principles  Systematic analysis principles applied to function and behavior should also be applied to data.  All data structures and the operations to be performed on each should be identified.  Data dictionary should be established and used to define both data and program design.  Low level design processes should be deferred until late in the design process.  Representations of data structure should be known only to those modules that must make direct use of the data contained within in the data structure.  A library of useful data structures and operations should be developed.  A software design and its implementation language should support the specification and realization of abstract data types.

Component Level Design The purpose of component level design is to translate the design model into operational software. Component level design occurs after the data, architectural, and interface designs are established. Component-level design represents the software in a way that allows the designer to review it for correctness and consistency, before it is built. The work product produced is the procedural design for each software component, represented using graphical, tabular, or text-based notation

Procedural Design Notation Flowcharts arrows for flow of control, diamonds for decisions, rectangles for processes Box diagrams also known as Nassi-Scheidnerman charts Decision table subsets of system conditions and actions are associated with each other to define the rules for processing inputs and events Program Design Language PDL - structured English or pseudocode used to describe processing details

Program Design Language Characteristics Fixed syntax with keywords providing for representation of all structured constructs, data declarations, and module definitions Free syntax of natural language for describing processing features Data declaration facilities for simple and complex data structures Subprogram definition and invocation facilities

Design Notation Assessment Criteria Modularity notation supports development of modular software Overall simplicity easy to learn, easy to use, easy to write Ease of editing easy to modify design representation when changes are necessary Machine readability notation can be input directly into a computer-based development system Maintainability maintenance of the configuration usually involves maintenance of the procedural design representation

Design Notation Assessment Criteria (2) Structure enforcement enforces the use of structured programming constructs Automatic processing allows the designer to verify the correctness and quality of the design Data representation ability to represent local and global data directly Logic verification automatic logic verification improves testing adequacy Easily converted to program source code makes code generation quicker