Soft-Engineering-2-Unit-1.pptx

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SOFTWARE ENGINEERING 2 UNIT 1 USER INTERFACE DESIGN USER INTERFACE DESIGN PRINCIPLES 3 Golden Rules 1. Place the user in control 2. Reduce the memory load 3. Make the interface consistent RE CLAS...

SOFTWARE ENGINEERING 2 UNIT 1 USER INTERFACE DESIGN USER INTERFACE DESIGN PRINCIPLES 3 Golden Rules 1. Place the user in control 2. Reduce the memory load 3. Make the interface consistent RE CLASSICAL LITERATU 2 USER INTERFACE ANALYSIS AND DESIGN 4 Different Models 1. User Model 2. Design Model 3. User Mental Model/System Perception 4. Implementation Model RE CLASSICAL LITERATU 3 4 CLASSICAL LITERATU RE INTERFACE ANALYSIS 1. The people (end users) who will interact with the system through the interface. 2. The tasks that end users must perform to do their work. 3. The content that is presented as part of the interface. RE CLASSICAL LITERATU 4. The environment in which these tasks will be conducted. In the sections that follow. 5 Are users trained professionals, technicians, clerical, or manufacturing workers? What level of formal education does the average user have? Are the users capable of learning from written materials or have they expressed a desire for classroom training? Are users expert typists or keyboard phobic? What is the age range of the user community? Will the users be represented predominately by one gender? How are users compensated for the work they perform? Do users work normal office hours or do they work until the job is done? Is the software to be an integral part of the work users do or will it be used only occasionally? RE CLASSICAL LITERATU What is the primary spoken language among users? What are the consequences if a user makes a mistake using the system? Are users experts in the subject matter that is addressed by the system? Do users want to know about the technology that sits behind the interface? 6 TASK ANALYSIS AND MODELING 1. Use Cases. 2. Task Elaboration 3. Object Elaboration 4. Workflow Analysis 5. Object Elaboration 6. Workflow Analysis 7. Hierarchical Representation RE CLASSICAL LITERATU 7 8 CLASSICAL LITERATU RE ANALYSIS OF DISPLAY CONTENT 1. Generated by components (unrelated to the interface) in other parts of an application. 2. Acquired from data stored in a database RE CLASSICAL LITERATU that is accessible from the application 3. Transmitted from systems external to the application in question. 9 INTERFACE DESIGN STEPS 1. Define interface objects and actions (operations). 2. Identify events (user actions) that will cause the state of the user interface to change. 3. Depict the representation of each state. 4. Indicate how the user interprets each state from information provided through the interface. DESIGN ISSUES 1. Response Time 2. Help Facilities 3. Error Handling 4. Menu and Command Labeling 5. Application Accessibility 6. Internalization INTERFACE DESIGN PRINCIPLES AND GUIDELINES 1. Anticipation 13. Track State 2. Communication 14. Visible Navigation 3. Consistency 4. Controlled Autonomy 5. Efficiency 6. Flexibility 7. Focus 8. Human Interface Objects 9. Latency Reduction 10. Learnability 11. Metaphors 12. Readability Analysis of Display Content GREEK & ROMAN DESIGN EVALUATION WHAT ARE YOUR THOUGHTS? RE CLASSICAL LITERATU 14 Thank You Questions?

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