软件工程 实践者的研究方法 第15章答案

Problem:

Describe the worst interface that you have ever worked with and critique it relative to the concepts introduced in this chapter. Describe the best interface that you have ever worked with and critique it relative to the concepts introduced in this chapter.

Answer:

Interface design:

The golden rules that deals with an interface design are,

• Place the user in control.

• Reduce the user’s memory load.

• Make the interface consistent.

There are the observations that make an interface to satisfy the user’s requirements.

Also, the interface must follow these rules to make the user’s work more reliable and comfortable.

The interface has the constraints and the limitations of the process to make the users understandable.

Each interface must have the opinion that, this interface may be the best or the worst by the user’s perception.

One of the worst interfaces is the automatic teller machine of the bank.

• The ATM is the automatic teller machine, that every bank provides a facility to withdraw the money for the people.

• In some cases, it may be the worst interface while withdrawing a money, or setting up a password, or any balance regarding queries.

• This case, sometimes the operations are stopped and it leads to inconvenient to the user.

• It fails on the first golden rule; it doesn’t place the user in control.

• In automatic teller machine, the menu option of the bank – the with-drawls of funds do not have a certain safety measure.

• When it happens, it can make possible to seize again some new operations.

• The interface also fails on the third golden rule; it doesn’t make the interface consistent.

• The ATM always does not provide the much easier of interaction to the user.

• Also, it does not provide any indicators (graphical icons etc.,) that enable the user to know the context of the works at hand.

• So, it makes discomfort to the user in such kind of interface design.

Therefore, the automatic teller machine is one of the worst interfaces.

One of the best interfaces is the online banking through the web-page.

• The online banking is nothing that the E-banking or the internet banking.

• The operations of the banking facilities show the user to show the easiest way of operations.

• In some cases, it shows inconvenience to the user but it makes the user in control.

• It answers all the requests of the user when compared to other sites.

• The online banking provides the user to do the transactions much easier, and it is reliable to the user wherever the user will be.

• The balance and the transactions can be updated time to time; it will make the user to pay the transactions faster.

• It follows the third golden rule of the interface, to make the interface consistent.

• The input mechanisms are constrained to a limited set that is used consistently throughout the application.

• Mechanisms for navigating from task to task to a limited set that is used consistently throughout the applications.

• It reduces the memory load of the user to make the transactions easier through the online banking and also in the operations of the investments.

• So, it makes comfort to the user in such kind of interface design.

Therefore, the online banking web-page is one of the best interfaces.

Problem:

Develop two additional design principles that “place the user in control.”

Answer:

592-12-2P SA Code: 4467

SR Code: 4578

 

Two Additional design principles in “place the user in control”. Those are

1. Display descriptive and helpful message: Design messages that are descriptive and helpful. Avoid displaying message that contains obscure system information.

2. Accommodate users with different skill levels: - The focus of user interface design is the novice or casual user. However these users may eventually become expert users who will get frustrated if you do not provide shortcuts.

To accommodate these expert users you should provide content menus, shortcuts, summary help, and allows removal of some of the visual vies.

Problem:

Develop two additional design principles that “reduce the user’s memory load.”

Answer:

Two Additional design principles in “reduce the user’s memory load”. Those are

1. The user should see all valid actions for a selected object. These may be provided in context menus, menu bar, toolbar or push buttons.

2. For complex tasks provide reminders to help the user stay on track. This is especially important if the user defers the completion of a complex task. When the user returns to complete the task provide a dialog that allows the users to review the status of the partially completed task.

Problem:

Develop two additional design principles that “make the interface consistent.”

Answer:

Two Additional design principles in “make interface consistent”. Those are

1. Common presentation: The operating environment provides a level of common presentation. There include the window title, menu bar which are always in the same position. Radio buttons, check bones and lists that look the same irrespective of their position.

2. Common interaction: Components should always behave the same. For example, when a set a radio buttons are presented one should always be checked. When a radio button, in a group, is selected all other radio buttons in the group should be set off the user should never be able to select more that one radio button with the group.

Problem:

Consider one of the following interactive applications (or an application assigned by your instructor):

a. A desktop publishing system


 

b. A computer-aided design system


 

c. An interior design system (as described in Section 15.3.2)


 

d. An automated course registration system for a university


 

e. A library management system


 

f. An Internet-based polling booth for public elections


 

g. A home banking system


 

h. An interactive application assigned by your instructor

 

Develop a user model, design model, mental model, and an implementation model, for any one of these systems.

Answer:

4633-11-5P SA: 4475

SR: 6376

Taken interactive application is a home banking system.

This is an application where, implementation of bank business at home by means of electronic communications, such as a telephone or computer occurs.

User model:

In the context of user interface design, user model describes an actor who interacts with a system and it shows how an end-user performs some specific work- related tasks.

4633-11-5p-i1.png

Design Model:

A design model of the entire system incorporates data, architectural, interface, and procedural representation of the home banking system.

4633-11-5p-i2.png

Mental model:

It gives the image of the web – based home banking system. It gives an overall design of the web system.

4633-11-5p-i3.png

Implementation model:

The implementation model combines the outward manifestation of the computer based system coupled with all supporting information (the look and feel of the interface), coupled with all supporting information (books, manuals, videotapes, help files) that describes interface syntax and semantics. The implementation model must accurately reflect syntactic and semantic information about the interface.

In banking system all policies, loans, and user information is added in this model.

Problem:

Perform a detailed task analysis for any one of the systems listed in Problem 15.5. Use either an elaborative or object-oriented approach.

Answer:

Let us consider an interior design system to perform a detailed task analysis. We use an elaborative approach of task analysis, where stepwise elaboration of the task is given. This approach assists in understanding the human activities the user interface must accommodate.

An interior design system comprises of various major activities. They are:

• Furniture Layout

• Fabric and material selection

• Wall and window coverings selection

• Presentation

• Costing and shopping

Each of these major tasks can be elaborated into sub-tasks.

The task furniture layout can be further divided into the following sub tasks.

1. Draw a floor plan based on room dimensions

2. Place windows and doors at appropriate locations

3. (i) Use furniture templates to draw scaled furniture outlines on floor plan

(ii) Use accent templates to draw scaled accents on floor plan.

4. Move furniture outlines and accent outlines to get best placement

5. Label all furniture and accent outlines

6. Draw dimensions to show location

7. Draw perspective rendering view for customer

Sub-tasks of fabric and material selection are:

1. List out the furniture

2. List out the accents

3. List the customer desires for placement

Sub-tasks of Wall and window coverings selection are:

1. Choose a model, pattern, and design

2. Select a color

3. Try different patterns and colors

Sub-tasks of presentation include:

1. Move things

2. Consider the number of alternative placements

3. Decide on the best pattern

4. Draw a rendering (a 3-D picture) of the room

Sub-tasks that come under costing and shopping are:

1. List out the entire items

2. Estimate the minimum and maximum expected costs

3. Estimate cost of labor

4. Find the best market places to buy the items

Problem:

Add at least five additional questions to the list developed for content analysis in Section 15.3.3.

Answer:

The additional questions for content analysis are as follows

• Where are audio prompts used and for what purpose?

• Are content object generated dynamically?

• Are there constraints on the placement of graphical objects?

• Are there screen size limitations that dictate placement of content?

• Is there a mechanism for magnification of screen content?

Problem:

Continuing Problem 15.5, define interface objects and actions for the application you have chosen. Identify each object type.

Answer:

Let us consider a home banking system. In order to define interface objects and actions for the application, we have to first identify the list of tasks that occur in the system.

Following are the tasks that are implemented in a home banking system.

• Access the home banking system

• Enter the login ID and password

• Check account number and name

• Check account type and balance

• Review statement

• View alerts and messages

• Transfer money between accounts

• View amount credited

• Pay bill

• Transfer money to the payment account

From the tasks listed, nouns (objects) and verbs (actions) are isolated to create a list of objects and actions.

Objects are:

Home banking system, login ID, password, account number, name, account type, balance, statement, alerts, messages, money, accounts, amount credited, bill, payment account.

Actions are:

Access, enter, check, review, view, transfer, and pay.

Once the objects and actions have been defined and elaborated iteratively, they are categorized by type. Target, source and application are the three types of objects that are identified.

A source object (e.g., a report icon) is dragged and dropped onto a target object (e.g., a printer icon). An application object refers application-specific data that are not directly manipulated as part of screen interaction. For example, a mailing list is used to store names for a mailing. The list itself might be sorted, merged or purged, but it is not dragged and dropped via user interaction.

Here, majority of the objects noted are application objects. They are:

Home banking system, login ID, password, account number, name, account type, balance, statement, alerts, messages, amount credited, and bill.

However, money is a source object which is dragged and dropped onto target objects, account and payment account.

Problem:

Develop a set of screen layouts with a definition of major and minor menu items for the system you chose in Problem 15.5.

Answer: Major Menu items: The functions containing multiple sub functions are considered as Major Menu items. Minor Manu items: The functions that perform a specific task are considered as Minor Menu items.

A home banking system requires three screen layouts.

1. Login screen: It is used to authenticate the user and acts as door to enter into the system.

2. Operative Accounts Summary Screen: It is used to display account details and perform operations related to the account by the users.

3. Loan Details screens: It is used to display loan details and perform operations related to the cards by the user.

1. Screen layout of Login screen:

Picture 6

The login does not contain any major or minor menus. The only functionality of the login screen is to authenticate the user.

The screen layout has two columns. Left column contains provisions to enter user’s Login, Password, Submit button and a link “Trouble Logging in?”. The right column contains a warning logo and message related to the security.

2. Screen layout of Operative Accounts Summary screen:

Picture 7

The screen layout contains options to navigate between the two pages “Operative Accounts Summary” and “Loan Details” in the starting row after title.

The screen layout of Operative Accounts Summary contains major and minor menu items to perform various operations related to the account.

When a major menu item is selected, a tabbed layout (sub screen) will be displayed with two columns. Left column contains list of minor menu items and right column is allocated to perform operations of minor menu item which is selected.

The details of major and minor menu items are given below.

Major menu items:

• My Account

• Transfer Funds

• Pay Bills

Minor menu items: Each of the major menu items contains minor menu items.

Minor menu items of My Account

o Account summary

o Mini statement

o Statement enquiry

o Cheque status

Minor menu items of Transfer Funds

o My own ABC account

o Other ABC account

o Other bank account

o VISA credit card transfer

Minor menu items of Pay Bills

o Direct Pay

o View Bills and Pay

o Add New Biller

o Payment History

3. Screen layout of Loan Details screen:

Picture 8

This screen layout also contains options to navigate between the two pages “Operative Accounts Summary” and “Loan Details” in the starting row after title.

The screen layout of Loan Details does not contain any major items. It contains minor menu items to perform various operations related to the user loans with two columns. Left column contains list of minor menu items and right column is allocated to perform operations of minor menu item which is selected.

The details of minor menu items are given below.

Minor menu items:

• Loan summary

• Loan account details

• View loan statement

Problem:

Develop a set of screen layouts with a definition of major and minor menu items for the SafeHome system. You may elect to take a different approach than the one shown for the screen layout in Figure 15.3.

FIGURE 15.3 Preliminary screen layout

202767-15-10IP1.png

Answer:

Major and minor menu items for safe home system:

 

For design a SafeHome system screen layout, we can consider the major and menu items as follows

 

4633-11-10p-i1.png

Screen layout 1:

4633-11-10p-i2.png

Screen layout 2:

4633-11-10p-i3.png

Problem:

Describe your approach to user help facilities for the task analysis design model and task analysis you have performed as part of Problems 15.5, 15.7, and 15.8.

Answer: Problem:

Provide a few examples that illustrate why response time variability can be an issue.

Answer:

592-12-12P SA Code: 4475

SR Code: 4578

When response time is unpredictable, the user becomes impatient and re-attempts the command requested or tries another command. In some cases, this can create queuing problems (for commands) and in extreme cases, cause loss of data or even a system failure. Research has shown that users can tolerate up to 50% variation in response rates for applications they are familiar with. For unfamiliar application users become anxious after 15-30 seconds unexpected delays (the half-life of their short term memory.

While compared to the web, response time times with a GUI system are fairly stable, if not nearly instantaneous. Web response times can be variable, and often aggravatingly slow. Line transmission speeds, system loads, and page content can have a dramatic impact. Long response times can upset and frustrate users.

For example, mean response time is 4seconds; a 2-second deviation is permissible. Variations should range from 3 to 5 seconds. Variation should never exceed 20 percent, however, because lower response time variability has been found to yield better performance, but small variations may be tolerated.

Problem:

Develop an approach that would automatically integrate error messages and a user help facility. That is, the system would automatically recognize the error type and provide a help window with suggestions for correcting it. Perform a reasonably complete software design that considers appropriate data structures and algorithms.

Answer:

The algorithm below constructs and displays the message in a window to the user in case an error has occurred. This algorithm is called when an error occurs in the execution of a program. The message is accompanied with a beep sound.

Algorithm DisplayErrorMessage(int errorId)

String Message=”An error has occurred.”

If(errorDescription!= null || errorDescription!= empty)

Message+= errorDescription

Else

Message+= “Error No:” + errorId

If(advice != null || advice != empty)

Message+= ”We advice that “+ advice

If(checkConsequences!=null ||checkConsequences!= empty)

Message+= ”Please check that” + checkConsequences

Display the Message in a window.

Produce a beep sound.

If errorType= fatal

Close the program.

End DisplayErrorMessage

Error class for an error message and user help facility is given below:-

Picture 1

Problem:

Develop an interface evaluation questionnaire that contains 20 generic questions that would apply to most interfaces. Have 10 classmates complete the questionnaire for an interactive system that you all use. Summarize the results and report them to your class.

Answer:


Solution: CHAPTER15: USER INTERFACE DESIGN

 

15.1 This should be not difficult! Many of the early interactive systems had abominable interfaces. In the modern context, have your students focus on Web-based application interfaces. Many web applications sacrifice ease-of-use for flash.

15.2 Examples might be:

Catch potential interaction errors before they do "undoable" damage.
Allow the user to customize screen layout as well as commands.
Make use of breakaway menus so that common functions are always readily available.

15.3 Examples might be:

If the user desires, display shortcut command sequences on the screen at all times.
Provide the facilities for "hints" when a WebApp requires password input

15.4 Examples might be:

Use color consistently, e.g., red for warning messages, blue for informational content.
Provide keyword driven on-line help.

15.5 Answers will vary

15.6 If your students get bogged down in task analysis, the old I-P-O stand-by will work. Ask: What does the user input? How is it processed and how is the processing evidenced via the interface? What is produced as output?

15.7 Answers will vary

15.8 Answers will vary

15.9 Answers will vary

15.10 Answers will vary

15.11 Answers will vary

15.12 When response time is unpredictable, the user becomes impatient and re-attempts the command requested or tries another command. In some cases, this can create queuing problems (for commands) and in extreme cases, cause loss of data or even a system failure. Research has shown that users can tolerate up to 50% variation in response rates for applications they are familiar with. For unfamiliar applications users become anxious after 15-30 second unexpected delays (the half-life of their short term memory).

15.13 Answers will vary

15.14 The Internet is a good source of usability questionnaires if you wish to give your students some examples to work form (most have many more than 20 questions so your students will need to prioritize their choices).

 

  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
第一部分 产品和过程 在本书的这一部分中我们主要讨论什么是工程产品和如何为工程技术提 出一个框架的过程。在下面的节中,我们主要解决下列问题: ·到底什么是计算机软件? ·为什么我们不断努力要建造高质量的基于计算机的系统? ·我们如何对计算机软件的应用领域分类? ·关于软件仍存在什么样的神话? ·什么是软件过程? ·是否存在一般性的方法评价一个过程的质量? ·软件开发中可以应用什么过程模型? ·线性过程和迭代过程有何区别? ·它们的优点和缺点是什么? ·在软件工程中可以建议什么更高级的过程模型? 一旦回答了这些问题,读者就能够更好地理解本书其余部分给出的工程 原则的管理和技术方面的知识。 第二部分 软件项目的管理 在本书的这一部分中我们主要考虑计划、组织、监管和控制软件项目所 需要的管理技术。在下面的节中,我们主要解决下列问题: ·在一个软件项目中如何管理人员、问题和过程? ·什么是软件度量?如何使用它们管理软件过程和过程指导下的项目? ·什么度量能够辅助管理者评估开发的产品的质量以及使用的过程的有 效性? ·一个软件项目组如何对工作量、成本和项目时间进行可靠的评估? ·一个组织何时应该建造软件?何时应该获取软件?何时应该请求外 援? ·采用什么技术评估来影响项目成功的风险? ·一个软件项目管理者如何为特定项目选择合适的软件工程工作任务 集? ·如何创建一个项目进度计划? ·如何定义质量使得软件项目组能够控制它? ·什么是软件质量保证?如何使用它作为项目控制机制? ·为什么正式的技术复审那么重要? ·在计算机软件开发之中以及它被交付给用户之后如何进行变化管理? 认真回答这些问题使你能够以一种更好的方式管理软件,以便按时交付 高质量的产品。 第三部分 传统软件工程方法 在本书的这一部分,我们考虑那些可应用于计算机软件的分析、设计和 测试的技术概念方法和测度。下面节中,我们将涉及下列问题: ·如何在一个大型系统的范围内设计软件?产品工程和信息工程在什么 地方发挥作用?·可应用于软件需求分析的基本概念和原则是什么? ·什么是结构化分析?它的各种模型如何使得软件工程师能够理解数 据、功能和行为?·软件设计活动中使用的基本概念和原则是什么? ·如何创建数据、体系结构、过程和界面等设计模型? ·实时系统有什么独特的特性?这些特性如何影响这种系统的分析和设 计方式?·可应用于软件测试的基本概念和原则是什么? ·如何使用黑盒和白盒测试方法来设计有效的测试用例? ·软件测试的策略是什么? ·什么技术度量可用于评估分析和设计模型、源代码、以及测试用例? 一旦这些问题得到回答,你将了解如何使用严格的工程方法去建造软件 第四部分 面向对象的软件工程 在本书的这一部分,我们讨论那些应用于面向对象软件的分析、设计和 测试的技术概念、方法和测度。下面节中,我们将涉及下列问题: ·什么是应用于面向对象思维的基本概念和原则? ·如何计划和管理面向对象的软件项目? ·什么是面向对象的分析?它的各种模型如何能使软件工程师理解类及 它们的关系和行为? ·什么是“使用实例”?它如何被用于分析系统的需求? ·传统的和面向对象的方法有何不同? ·什么是面向对象设计模型的构成成分? ·如何将“模式(pattern)”用来创建面向对象设计? ·什么是应用于面向对象软件的测试的基本概念和原则? ·当考虑面向对象软件时,测试策略和测试用例的设计方法将如何改变? ·什么技术度量可用于评估面向对象软件的质量? 一旦这些问题得到回答,你将了解如何使用面向对象的范型去分析、设 计、实现和测试软件。 第五部分 软件工程高级课题 这部分我们考虑一些高级课题,这将扩展你对软件工程的理解。在下面 节中,我们将讨论下列问题: ·什么是“形式化方法”,如何用于刻划软件? ·对形式化描述软件需要什么符号和数学预备知识? ·净室软件工程方法和传统方法有什么不同? ·什么是在净室过程中进行的关键技术活动? ·领域工程如何被用作建立可复用构件库的先导? ·当开始进行复用过程时,必须考虑哪些技术问题? ·什么是支持复用的经济论据? ·什么是业务过程再工程?它如何设定软件再工程的阶段? ·什么是软件再工程所需要的关键技术活动? ·客户/服务器体系结构如何影响软件开发的方式? ·什么是建立CASE 工具环境的体系结构选项? ·什么软件工程的发展方向? 一旦回答了这些问题,你将理解了在下个十年中对软件工程有深远影响 的课题。

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值