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Part 3 - Chapter 8 The start of the Design Work reengineering and conceptual design

Part 3 - Chapter 8 The start of the Design Work reengineering and conceptual design. From Requirements to Design. Creating the physical Design of the user interface (UI) Issue of work reengineering Power Efficiency Effective support of business goals. User needs and requirements.

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Part 3 - Chapter 8 The start of the Design Work reengineering and conceptual design

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  1. Part 3 - Chapter 8The start of the DesignWork reengineering andconceptual design

  2. From Requirements to Design • Creating the physical Design of the user interface (UI) • Issue of work reengineering • Power • Efficiency • Effective support of business goals User needs and requirements UIDE Chapter 8

  3. Book Example • Introduction to the Digital Library • Work Reengineering for the Digital Library • Task Allocation for the Digital Library UIDE Chapter 8

  4. Part 1  Part 2  Part 3 • Part 1 – Usability • Usability Attributes for system development • User Interface Matters • Costs related to poor UI • Part 2 – Requirements • How to gather requirements and create user stories • True Users – Persona – User’s Domains • Describing Users’ Work • Part 3 – Design • Conceptual Design • Choosing for the user’s best devices, interaction, etc. UIDE Chapter 8

  5. Example - Digital Library • A University department has • Users: _________ __________ _________________ • Tasks: ____________________________ • Individuals have personal libraries to share • Business Motivation for New Digital Library • _______________________ • Track personal resources. UIDE Chapter 8

  6. Work Reengineering • Work differently if to work effectively • Goals: • Power and efficiency that automation makes possible • More effectively support business goals • Minimize retraining • To Begin DO: • Task Scenario: represents the present situation. • Use Scenario: description of the anticipated use of the new UI. UIDE Chapter 8

  7. Task Scenarios Fig. 8.1 UIDE Chapter 8

  8. Use Scenario Fig. 8.2 UIDE Chapter 8

  9. Task Allocation • Sharing the different “essential” tasks between the user and the computer. • Essential use case: • Index card with User’s Purpose - System Responsibility Fig 8.3 UIDE Chapter 8

  10. Conceptual Design • The process of establishing the underlying organization and structure of a UI Content diagram – low fidelity prototype that represents the organization and structure of the user interface from the designer’s perspective. Fig 8.5 UIDE Chapter 8

  11. Content Diagram • Design needs: • Derived concrete use cases • Identify primary task objects, attributes, actions • Identify the containers and the task objects in each one • Link containers to s • how navigation flow. UIDE Chapter 8

  12. Concrete Use Cases • Deriving from Essential Use case. Fig 8.6 UIDE Chapter 8

  13. Conceptual Design • Deriving Concrete Use Cases from Essential Use Cases • Identifying Task Objects, Attributes, and Actions • Task Objects • Attributes • Actions UIDE Chapter 8

  14. Task Objects, Attributes, Actions • Task Objects: units of information or data with which the users interact to carry out their tasks. • Includes Class objects, i.e. media types, members of the library UIDE Chapter 8

  15. Task Objects, Attributes, Actions • Attributes: task object components • Properties and Child Objects • Title and author are properties of book • Owner of CD-ROM is child object of CD-ROM because Owner has its own properties UIDE Chapter 8

  16. Task Objects, Attributes, Actions • Actions: actions performed on task objects • Allocating guests to rooms. (Add) • Create, delete, copy , save, edit, etc. UIDE Chapter 8

  17. Marking up Concrete Use Cases • Task objects – single underline • Attributes of objects – double underline Fig 8.8 UIDE Chapter 8

  18. Compilation of Concrete Use Case Fig 8.9 UIDE Chapter 8

  19. Marking Up the Concrete Use Cases to Identify Task Objects, Their Attributes, and Actions • Prototyping Task Objects, Attributes, and Actions UIDE Chapter 8

  20. Prototyping Use of “Sticky Notes to prototype task objects, attributes, and actions. Fig 8.10 UIDE Chapter 8

  21. Content Diagram Template for Containers Fig 8.11 UIDE Chapter 8

  22. Content Diagram Fig 8.12 Double Link UIDE Chapter 8

  23. Content Diagram • Main Container Fig 8.13 UIDE Chapter 8

  24. Other Containers - Enter Search Criteria Fig 8.14 UIDE Chapter 8

  25. Links • See SimPACS Flowchart Diagram UIDE Chapter 8

  26. Creating the Content Diagram • Template for Containers • The Main Container • OtherContainers • Links • Prototyping Containers and Links • Final Thoughts on Conceptual Design UIDE Chapter 8

  27. More Content Diagrams UIDE Chapter 8

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