Design Thinking
Design Thinking
Opening Case
Interface Design at Aviation Electronics: This case is recap of the development and deployment of a
manufacturing support system. The case emphasizes the importance of the user experience and the
need to both begin early on the design of the user interface and the importance of continual heavy user
involvement. In the case the user/client was powerful enough to get the project manager replaced with
one who would work extremely closely with the users to develop a total user experience.
EOC Cases
Video Rental System: In this case an interchange between a user and the system is presented in
dialog format. The student is asked to develop a storyboard that encompasses that dialog.
Community Board of Realtors (running case): Community Board of Realtors is a professional
organization that supports real estate offices and agents. This case describes some of the requirements
of being able to enter information for the use case Create new real estate listing on a mobile device.
Constraints on the user input screen are that the mobile device will be small and that the entry of text
is somewhat slower than with a keyboard. The student is asked to develop a storyboard of a possible
interaction between the system, via a mobile device, and the user.
On the Spot Courier Services (running case): On the Spot is a small, but growing, courier service
that needs to track customers, package pickups, package deliveries, and delivery routes. There are two
assignments for this case. First the student is asked to develop a simple storyboard of a single use case,
Request package pickup. The student is also asked to be creative to design a user interface for the use
case View scheduled pickups/deliveries using current technology and equipment.
Spring Breaks 'R' Us Travel Services (SBRU) (running case): SBRU is an online travel services that
books spring break trips to resorts for college students. This case introduces a new ancillary capability
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Systems Analysis and Design in a Changing World, seventh edition 8-3
that might integrate with the SBRU system, particularly the chatting subsystem. As students activate the
social networking subsystem application on their mobile devices, the resorts can use this information to
monitor locations and message traffic of the students. This information can be used to increase security
at the resort and help keep the student vacationers safe. The student is asked to be creative and develop a
storyboard of security type of information that would be helpful to the resorts.
Sandia Medical Devices (running case): Sandia Medical Devices is a company that specializes in
medical monitoring through remote, mobile telecommunication devices. In this case, there is a need to
transmit information between the remote glucose monitoring device and the base server. The students
are asked to think about the design of a smartphone app that allows the patients to view their blood
level information in a graphical form. It also would allow them to add their own comments to the data.
There are a set of questions to help the students think about how various approaches to designing the
user interface. The assignment is to sketch out a screen to show the data and which includes
appropriate controls.
Instructor's Notes
Understanding the User Experience and the User Interface
Key Terms
• user experience (UX) – all aspects of a person’s interaction with a software
application, including actions, responses, perceptions, and feelings
• user interface (UI) – the set of inputs and outputs that the user interacts with to invoke
the functions of an application
• user-centered design – design techniques that embody the view that the user interface
appears to be the entire system
usability – degree to which a system is easy to learn and use
efficiencyhuman-computer interaction (HCI) – a field of study concerned with the
and effectiveness of user interfaces vis-à-vis computer systems, human-oriented
input and output technology, and psychological aspects of user interfaces
metaphors – analogies between features of the user interface and aspects of physical reality that
users are familiar with
direct manipulation metaphor – metaphor in which objects on a display are manipulated to look
like physical objects (pictures) or graphic symbols that represent them (icons)
desktop metaphor – metaphor in which the visual display is organized into distinct regions, with a
large empty workspace in the middle and a collection of tool icons around the perimeter
document metaphor – metaphor in which data is visually represented as paper pages or
forms
dialog metaphor – metaphor in which user and computer accomplish a task by engaging in a
conversation or dialog via text, voice, or tools such as labeled buttons
Lecture Notes
The discussion on user interface design must include the entire user experience. The user experience is
a broad concept that applies to all aspects of a person’s interaction with the system. The user interface,
which is the set of inputs and outputs that the user sees and interacts with, must fit within this larger
concept of the user experience. User interface design must consider all aspects of the user
characteristics as well as the myriad devices that the user will interact with. Figure 8-1 illustrates many
of the different elements that impact the user experience and which must be considered.
Experienced developers recognize the importance of all aspects of the user interface and recommend
using several techniques that place the user at the center of the development process. These
techniques are referred to collectively as user-centered design. User-centered design techniques
emphasize three principles:
The early focus on users and their work is consistent with the approach to systems analysis in this text.
User-oriented analysis and design tasks are performed as early as possible and are often given higher
priority than other tasks.
The goal of user-centered design is usability, the degree to which a system is easy to learn and use.
Ease of learning and ease of use sometimes conflict. For example, a system can be easy to learn but
be cumbersome to use all day. Usability is not always easy to achieve.
The third principle of user-centered design is iterative development—that is, doing some analysis,
then some design, then some implementation, and then repeating the processes. After each iteration,
the project team evaluates the work on the system to date. Iterative development keeps the focus on
the user by continually returning to the user requirements during each iteration and by evaluating the
system after each iteration.
User interface design is, in fact, included in a much larger field of Human Computer Interaction.
This larger field focuses on all aspects of efficiency and effectiveness as humans utilize technology
to perform their business tasks.
computer might then ask the user for something, and the user responds. The text provides an example
that describes a manager and an assistant carrying on a conversation about messages (see Figure 8-4).
This dialog would be basically the same if the manager were interacting with a computer that talked,
or if the manager were interacting with a computer with menus and dialog boxes. Therefore, designing
a natural sequence of interactions, like a dialog, will help ensure usability in a final physical design.
Quick Quiz
Q: Why is interface design referred to as dialog design?
A: Interface design is often referred to as dialog design because the interaction between
user and computer is much like a dialog.
Q: Why are the three important principles emphasized by user-centered design?
A: Focus early on users and their work; evaluate designs to ensure usability; use
iterative development.
Q: Why are the three metaphors used to describe human-computer interaction?
A: Direct manipulation metaphor, document metaphor, and dialog metaphor.
Key Terms
human-interface objects (HIOs) – icons and other objects on a screen that can be manipulated by the
user and cause some action to occur
affordance – when the appearance of a specific control suggests its function visibility
when a control is visible so that users know it is available, the control providing immediate
feedback to indicate that it is responding to the user
tool tip – brief instructions that pop up when the mouse hovers over a control
visibility – when a control is visible so that users know it is available
feedback – some visual or audio response by the system in response to a user action
radio buttons – a group of selection items that allows only one item to be selected within the group
check boxes – a group of selection items that allows either none or many items to be selected within
the group
Lecture Notes
Consistency
One of the most troublesome approaches to design is a lack of consistency. When difference icons or
HIOs are used to do the same operation, or when the same HIOs have unique operations, then users
really get confused. There are several levels of consistency that are important.
Consistency within a platform is achieved when all the same HIOs are used within the Windows
platform or the Apple platform. For general purpose HIOs this is normal because those items, such
as buttons, and arrows, etc. are provided by the platform developer. Consistence across platforms,
i.e. Windows and Apple, is harder. Some HIOs have consistent use, but not all do.
Consistency within a suite of applications means that the set of related programs all have the same
look-and-feel, and use the same HIOs. A common example is Microsoft Office Suite. Most general
purpose suites have gone this way, but designers should be sure they do the same.
Consistency within an application means that the various screens all use the same HIOs to do the same
functions. This principle is frequently violated.
Continuity is slightly different than consistency. It means that the various versions of the same system
that are released to production over time also use the same HIOs. This is not always possible, due to
new functionality being added. However, as much as possible is should be an accepted principle.
Discoverability
Discoverability is the principle that it should be easy for the user to find and figure out the
operations and features on a screen. Sometimes we say, is this application “intuitive” – meaning is it
easy to figure out what to do.
Active Discovery is simply the principle that the designer will include these kinds of clues by design and
not simply let the user find the available functions by trial and error. Tool tips can help. Other clues
might include change the mouse pointer, or hover actions such as changing color. Or have little pop-up
images or textboxes that help the user discover the allowable functions. Visual diagrams are
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Systems Analysis and Design in a Changing World, seventh edition 8-7
especially powerful.
Closure
Closure lets the user know that he/she has completed an operation. Visibility and feedback
are important aspects of closure.
When using a dialogue metaphor it is especially important to provide closure so that the user knows the
job is complete. Dialogues often require several steps, which all must be completed.
Another part of closure is that the user’s work should be saved or protected both during a dialogue,
but especially at the end. That can be done either automatically, or by a specific reminder to the user.
Undo capability should be provided so that the user can “back up” when necessary. Those systems
that are most useable allow several undo steps so that users can reverse more than one action.
Quick Quiz
Q: What are human interface objects?
A: HIOs are all those objects that are viewable on the screen that the user can manipulate or that
cause some action to occur.
Q: What does affordance mean? Give an example.
A: It means an icon on a screen resembles or looks like the function that it performs.
For example the media player controls look like the controls on a CD/DVD player.
©2016. Cengage Learning. All rights reserved.
Systems Analysis and Design in a Changing World, seventh edition 8-8
Key Terms
storyboarding – sequence of sketches of the display screen during a dialog
Lecture Notes
Use cases that require direct user interaction (i.e., interactive use cases) are the starting point for a
dialog, and the corresponding use case, activity, and system sequence diagrams are the initial
dialog documentation.
Quick Quiz
Q: What is the purpose of having menus in a user interface?
A: Menus are a way of organizing the functions on the user interface to allow the user to
organize his/her work and to more easily find the desired functions.
Q: What is storyboarding?
A: Storyboarding is a technique used to document dialog designs by showing a sequence of
sketches of the display screen. Users (and programmers) can understand the basic idea of a
dialog design using a simple sketch, and users are more apt to suggest design changes when
looking at a sketch. Storyboards can also be implemented with prototyping tools.
User-Interface Design
Key Terms
text box – a rectangular box that accepts text typed on a keyboard or recognized from speech input
list box – a text box that contains a list of predefined data values
combo box – a text box that contains a predefined list of acceptable entries but permits the user to enter
a new value when the list doesn’t contain the desired value
mobile responsive – designing Web sites so that the pages are responsive to being displayed on small,
mobile devices
action bar – a common navigation bar with action controls used for smartphones and usually placed
at the bottom of the screen
Lecture Notes
Three considerations in user design include, first whether the system will use custom screens or will be
browser based and utilize html type forms.
A second consideration is the types of devices that will be used to interact with the system.
Displays ©2016. Cengage Learning. All rights reserved.
Systems Analysis and Design in a Changing World, seventh edition 8-10
range from large-format, flat-panel monitors used with desktop computers to much smaller displays
on tablets and cell phones. As the range of user-interface technologies has increased, so has the need
to create multiple user interfaces.
A third consideration applies to the operating systems and platforms that must be supported. These
alternatives include personal computers, tablets, smartphones, and so forth. There are also a wide
range of operating systems on each type of device. These decisions affect what types of HIOs are
available and how consistent the various displays can be.
• When appropriate, screens should be allowed to resize without losing screen controls.
• Screen components should be directly touch-manipulated.
• Visible navigation controls should be placed at the bottom of the screen.
• Due to screen swiping, both horizontal and vertical scrolling is allowed.
• Use small pop-up screens when additional information is needed.
Data entry is also more difficult on small devices. Two particular issues are
• Fat finger problem with the user hitting multiple objects or a nearby, but incorrect object.
• Accidental touches. Sometimes the user accidently touches the screen with erroneous results.
Navigation is also more difficult on small mobile devices. Some principles include:
• Design the landing screen (first loading screen) so that it shows clearly how the app is organized
and how to get to all the functions. Include a way to return to this screen on all other screens.
• Design the user interface so that there are visual clues for where a task is located in the app.
• Consider using an action bar at the bottom (or top) of every screen with common navigation
or action controls. If the bar must be hidden, make it easy to find and show.
• Remember that there is no mouse over capability, so such techniques as tool tips are
not available.
• Ensure a Back button capability exists, either on the device or as part of the application.
Tablets
Tablets are a little larger than small devices, but still require some of the same design principles. For
example, tablets have touch screens, but do not have a keyboard or mouse. However, the larger
screen can provide more area to add controls and data.
Quick Quiz
Q: What are three general considerations for designing of user interfaces?
A: Whether the system uses custom built screens, or is browser based. What devices will it be
used on. And what operating systems will be supported (i.e. what controls are available).
Q: What are some issues with mobile devices for navigating through the application?
A: Provide visual clues. Include some type of action bar (like a menu bar). There is no mouse
over capability. Provide backup capability for accidental touches.
Q: What are two data entry issues for mobile devices?
A: Fat finger mistakes, and accidental touch mistakes.
Q: What additional issues must be addressed when designing for the Web?
A: Other issues include performance considerations due to the long transmit paths. The
amount ©2016. Cengage Learning. All rights reserved.
Systems Analysis and Design in a Changing World, seventh edition 8-12
of data transmitted to a page, such as video, sound, and program logic affects the
performance. Finally, since Web applications are available to everybody, consideration should
be given to support for persons with disabilities.
Key Terms
There are four types of output reports commonly provided by an information system:
Detailed reports—These contain specific information on business transactions.
Summary reports—These are often used to recap periodic activity.
Executive reports—These are used by high-level managers to assess overall organizational health
and performance.
drill down – user-interface design technique that enables a user to select summary information and
view supporting detail
Electronic Reports:
Organizations use various types of electronic reports, each serving a different purpose and each
with its respective strengths and weaknesses. Electronic reports provide great flexibility in the
organization and presentation of information. In some instances, screen output is formatted like a
printed report but displayed electronically. However, electronic reports can also present information
in many other formats.
An important benefit of electronic reporting is that it is dynamic; it can change to meet the specific
needs of a user in a particular situation. In fact, many systems provide powerful ad hoc reporting
capabilities so users can design their own reports on the fly. One technique, called drill down, allows
the user to activate a “hot spot hyperlink” on the report, which tells the system to display a lower-
level report that provides more detailed information.
Quick Quiz
Q: What are four common types of reports?
A: Detailed reports, summary reports, exception reports, and executive or management reports.
Q: What is drill down? What kind of output utilizes drill down?
A: Drill down is only available on electronic reports and provides capability to click on a
value in a report and access additional detail or extended information about that value.
Q: What is one of the most common uses for graphical information on a report?
A: Graphical representation is especially powerful for presenting comparisons or trends.
Classroom Activities
Classroom activities can be divided into two areas of focus, desktop systems and web based systems.
In each of those instances, a more passive type of activity would be to analyze several screens or forms
based on the criteria given in the chapter. Most of today's desktop system conform to standards and are
quite similar – particularly with regard to menus. However, there are many desktop systems that are
deficient in such things as tool bars, shortcut keys, and help pages. Many do not have any contextual
level help and other problems. It is an interesting activity to find some of those poor examples and ask
class members to either try to do a task that is hard to do, or suggest how the problems might be
improved.
Web based systems have a much broader range of very bad designs to very good designs. PC World
has a list of 25 worst websites. You, the teacher, can also find websites that are very unfriendly. Even
some very popular websites are so filled with banner advertisements and “in your face” advertisements
that they are offensive to some users. An interesting class activity is to observe and discuss some of
these very bad sites.
More active classroom activities would be to have student teams design some screens or pages
and have them present their solutions to the class. This activity requires more preparation by both
the students and the teacher. A short in class exercise, however, could be done in few minutes.
Troubleshooting Tips
The basic concepts in the chapter are not particularly difficult. The major issue in this chapter is that
there is a lot of information and material to cover. User interface design, and system interface design,
is not a complex topic, but it is very time consuming. Good interface screens and reports require a
tremendous attention to detail and frequently many iterations with the user. The basic concepts taught
in this chapter will help the student get started, but working with the user to actually develop screens,
reports or Web pages is a demanding job.
One area that students sometimes have problems is identifying the user interface based on the
information available in system sequence diagrams and/or activity diagrams. A system sequence
diagram is more oriented to individual input and output transactions, where the user interface requires
many more concepts and considerations. We recommend that you walk through an example of starting
with a use case, identify the messages on the system sequence diagram, and then show the final
screens or web page layout. The data will be the same, but there will normally be many other items on
the screen for beauty, consistency, navigation, and other usability issues.
The other area that is new for the students is how to create a storyboard. In fact, that is part of the
same ©2016. Cengage Learning. All rights reserved.
Systems Analysis and Design in a Changing World, seventh edition 8-14
problem – to take a single use case or message in a use case and expand it to cover various steps of
validating input data, navigating around the screen, and finally submitting the data. Working through
an example in class, and then allowing the students to also do an example goes a long way to help
them be able to create storyboards. Several of the EOC cases require storyboards, so it would be a
good idea to help them work through one in class.
Discussion Questions
1. Design Standards and Creativity
The definition of interface design standards states that “general principles and rules must be
followed….” Do user interface design standards restrict creativity? Does adherence to a standard
reduce productivity by causing each developer to change his or her approach to building systems?
How easy or difficult is it to adhere to a documented standard? How can an organization’s adherence
to standards be improved?
2. Internationalization
What is the impact of internationalization on user interface design? If you know that your software will
be used in Europe or Japan, what is a source of standards that can be used to support international
software development? How can software development kits (SDKs) be used to assist with this effort?
3. Usability Testing
Usability testing is a key part of the design process and typically involves a wide range of techniques
and investment resources. Using the dialog design for RMO phone-order representatives, how would
you recommend that usability testing be conducted? How would you recommend that usability testing
be handled for the dialog design for the RMO Web site? Should usability testing for both dialog
designs be handled in the same fashion, or are different approaches needed for each dialog design?
AIS103P
MANAGEMENT OF INFORMATION AND
TECHNOLOGY
SESSION 2
MALAYAN COLLEGES LAGUNA-E.T. YUCHENGCO COLLEGE OF
BUSINESS
MA. CECILIA G. ADEFUIN JANUARY 2023
Module 2: The Design Process
1.Empathize
2.Define
3.Ideate
4.Prototype
5.Test
Ideation is your chance to combine the understanding you “It’s not about
have of the problem space and people you are designing for coming up with
with your imagination to generate solution concepts. the ‘right’ idea,
Particularly early in a design project, ideation is about pushing it’s about
for a widest possible range of ideas from which you can select,
not simply finding a single, best solution. generating the
broadest range of
possibilities.”
3. Ideate
VARIOUS FORMS OF IDEATION:
- Step beyond obvious solutions and thus increase the
innovation potential of your solution set
- Harness the collective perspectives and strengths of your
teams
- Uncover unexpected areas of exploration
- Create fluency (volume) and flexibility (variety) in your “It’s not about
innovation options coming up with
- Get obvious solutions out of your heads, and drive your the ‘right’ idea,
team beyond them it’s about
➢ How? You ideate by combining your conscious and generating the
unconscious mind, and rational thoughts with imagination broadest range of
possibilities.”
4. Prototype
The Prototype mode is the iterative generation of artifacts intended to answer
questions that get you closer to your final solution. A prototype can be anything that
a user can interact with – be it a wall of post-it notes, a
gadget you put together, a role-playing activity, or even a storyboard.
Ideally you bias toward something a user can experience.
▪ To ideate and problem-solve.
▪ To communicate.
▪ To start a conversation.
▪ To fail quickly and cheaply.
▪ To test possibilities.
▪ To manage the solution-building process. “Build to think
How? Build with the user in mind
and test to
learn.”
5. Test
The Test mode is when you solicit feedback, about the prototypes
you have created, from your users and have another opportunity to
gain empathy for the people you are designing for. Testing is
another opportunity to understand your user, but unlike your
initial empathy mode, you have now likely done more framing of
the problem and created
prototypes to test.
“Testing is an
Why?
opportunity to
▪ To refine prototypes and solutions.
▪ To learn more about your user learn about your
▪ To refine your POV solution and
How? your user.”
Show don’t tell; Create experiences; Ask users to compare.
Elements of Project Charter
Title
Scope Overview
Business Case
Background.
Milestone Schedule with Acceptance Criteria.
Risks, Assumptions, and Constraints
Resource Estimates
Stakeholders list.
Team Operating Principles.
Lessons Learned.
Signatures and Commitment.
3 Basic Capabilities supported by IS
The information
systems infrastructure
enables processing,
storing, and
transmission of data.
Transmission
Storing
of Data
Processing
Mobile Payments Are IN!
Mobile phones are still on the rise in the developing
country most specially with the situation brought by
covid 19 pandemic where individuals are required to stay
at home. Mobile payments were considered by majority
of the consumers, resulting in many positive
developments and change in many establishments.
Google Map’s Street View
Street View stitches together billions of panoramic images to provide a
virtual representation of our surroundings on Google Maps. Street View's
content comes from two sources - Google and contributors. Through our
collective efforts, we enable people everywhere to virtually explore the
world.
Ethical Issues:
1. Collective sense of intrusion that has stimulated concerns of losing one’s privacy
2. Parents are worried pictures of their children could possible make them targets of child
predators
3. Adults worried that public know their whereabouts
4. People are worried that the camera captures every move without their consent
The data being stored, shared, and exchanged in the cloud, companies such as google,
Facebook, and Apple effectively become the custodians of data that have the potential to ruin
the lives of the untold number of people.
Having access to vast amounts of data provides the potential of monetizing the data in some
way.
Information Systems Architecture
Formal definition of an organization's technologies, systems,
and processes that support an organization's specific business
processes and strategy.
It reflects the specific capabilities from this overarching set of
capabilities to support the specific strategy and processes of an
organization.
IS Infrastructure –Digital infrastructure
Modern organizations use various applications and databases to
support their decision making, business processes, and competitive
strategy. These applications and databases rely on IS Infrastructure
consist of:
Hardware
System software
Application software
Storage
Networking
Data centers
Overview of IS Infrastructure
An evolving IS
infrastructure is
needed to support an
organization's strategy
and business processes
Essential Components of an
organization’s IS Infrastructure
Hardware- the computer that run the applications and databases
necessary for processing transactions or analyzing business data
System Software- Operating system
It coordinates the interaction between hardware devices,
peripherals, application software , and users.
Storage- to store massive amounts of data for operational, backup,
and archival purposes
Networking- one of the reasons why information systems have become
powerful and important to modern organizations.
Data Centers- to house the different infrastructure components
so as to ensure security and availability.
Hardware
Hardware
Internet of Things (IoT) uses various sensors, controllers, and
other single purpose computing devices used to provide valuable
data as input to different processing technologies.
Radio Frequency Identification (RFID)- IoT technology
helping to monitor product flows , which is rapidly replacing
the standard bar codes you find on almost every product.
Uses electromagnetic energy to transmit data between a
reader and a processing device or RFID tag
Software
Operating systems is a
system software that
coordinate the
interaction between
users, application
software , hardware
and peripherals
amount of time.
Storage
Storing and retrieving data is key for organizational success.
REQUIREMENTS FOR STORAGE INFRASTRUCTURE
1. Timeliness; 2. Searchability; 3. access speed; 4. life span
TYPES OF DATA
Operational Data- data used for managing business processes, such as for
processing transactions or for data analysis
Backup Data- short term copies of organizational data, used to recover from
system related disaster ( backup data are frequently overwritten with newer
backups)
Archival Data- long-term copies of organizational data, often used for
compliance and reporting purposes.
Networking
Computer networking is the sharing of data or services.
The information source produces a
message , which is encoded so that it can be transmitted via a communitarian
channel.; a receiver then decodes the message so that it can be understood by
the destination
Computer networks require three things:
1. A sender (Source) and a receiver (destination) that have something
to share (message)
2. A pathway or transmission medium, such as cable, to send the
message
3. Rules or protocols governing communication between
senders and receivers.
Types of Network
Characteristics of Internet, Intranet,
and Extranet
Data Centers
To satisfy the increasing requirements for
processing and storing the ever-growing volume
of data, large organization need hundreds or ever
thousands of servers.
Data centers need to be modular so as to be easily
expandable in case of changing needs.
To ensure uninterrupted service, the data centers
are self-sufficient, and each can operate for up to
2 day on self generated power.
Managerial Issues: IS Infrastructure
Advances in hardware have enabled advances in software
Hardware and software obsolescence, faster IT cycles, issues
such as when and how to upgrade the current infra.
Organizations storage needs are growing at an ever-increasing
pace and deal with fluctuations in demand for computer power.
Increasing need for both computing power and storage fuels an
increasing demand for energy, which can affect a company’s image
as well as its bottom line.
Cloud Computing
Cloud computing uses a utility computing business model
where customers can draw on a variety of computing
resources that can be accessed on demand with minimal
human interaction;
Characteristics of Cloud computing
On-demand self-service
Rapid elasticity
Broad network access
Resource pooling
Measured service
Cloud Computing
AIS103P
MANAGEMENT OF INFORMATION AND
TECHNOLOGY
SESSION 3
MALAYAN COLLEGES LAGUNA-E.T. YUCHENGCO COLLEGE OF
BUSINESS
MA. CECILIA G. ADEFUIN JANUARY 2023
Module 2: The Design Process
Bear in mind that most technologies come in waves, with second and third-generation
developments bringing a maturity that can be leveraged to great benefit by earlier
innovations—providing they can accommodate the update.
Make sure that that the change you're bringing to your company will last.
User Interface (UI)
Design
User Interface (UI) Elements
Input Controls: checkboxes, radio buttons, dropdown
lists, list boxes, buttons, toggles, text fields, date fields
Navigational Components: breadcrumb, slider, search
field, pagination, slider, tags, icons
Informational Components- tooltips, icons, progress bar,
notifications, message boxes, modal windows
Containers: accordion
Best Practice for Designing an
Interface
Keep the interface simple
Create consistency and use common UI elements
Be purposeful in page layout
Strategically use color and texture
Use typography to create hierarchy and clarity
Make sure that the system communicates what’s
happening
Think about the defaults.
Basic Concepts in UI Design
Human Interface Objects (HIO) are objects that appear on a
screen and that the user can manipulate or use to navigate.
Affordance: means that the developer should use objects that reflect
the function that they perform.
Tool tips: can assist the user as he/she looks for
meaningful icons or hotspots on the screen.
Basic Concepts in UI Design
Consistency designing UI is important to achieve the quality of design
and the standards of systems which are essential for successful and high
acceptance rate of the UI design from the end users.
LEVELS OF CONSISTENCY
Consistency within the platform: all the same HIOs are used within the
Windows platform or the Apple platform.
Consistent within a suite: set of related programs all have the
same look-and-feel, use the same HIOs. (Ex Microsoft Office)
Consistency within an application: various screens all use the same
HIOs to do the same functions
Basic Concepts in UI Design
Continuity is slightly different than consistency. It means that the
various versions of the same system that are released to production over
time also use the same HIOs if not it should be an accepted principle.
Discoverability it should be easy for the user to find and figure out
the operations and features on a screen.
Intuitive: meaning is it easy to figure out what to do.
Active Discovery: this concept help the user discover the
allowable functions. Ex: tool tips, change the mouse pointer, hover
actions for changing color, little pop up images or text
boxes, and visual diagram.
Basic Concepts in UI Design
Closure lets the user know that he/she has completed an operation.
Visibility and feedback are important aspects of closure.
Readability and Navigation
Readability It is important to make the text readable by type, size and
color. Some systems allow user to adjust these properties.
Navigation the application should be obvious and easily traversed. Ex
breadcrumbs shows the hierarchy of screens that were traversed to arrive at
the current location
Basic Concepts in UI Design
Usability and Efficiency it means that designers should always be
thinking about how to make the application easy to use. Ex: provide
shortcut keys to the most used functions.
Error message should be written so that it is clear to know the error and how to fix the
error.
Keep it Simple Stupid (KISS) is a good design concept. Designers should always be
thinking how to make the interface , operations, navigation, instructions which is easy to
find, easy to navigate, easy to understand and easy to use. Simpler is always better.
References
Chapter 8 – Designing the User Interface. (n.d.). Cerritos College. Retrieved January 12,
2023, from https://www.cerritos.edu/dwhitney/SitePages/CIS201/Lectures/IM-7ed-
Chapter08.pdf
Innovation Design Principles to Start & Maintain. (2019, August 9). Accenture. Retrieved
January 29, 2023, from https://www.accenture.com/nl-en/blogs/insights/innovation-design-
4-principles-to-start-and-maintain
User Interface Design Basics. (n.d.). Usability.gov. Retrieved January 12, 2023,
from https://www.usability.gov/what-and-why/user-interface-design.html
User Interface Elements. (n.d.). Usability.gov. Retrieved January 12, 2023, from
https://www.usability.gov/how-to-and-tools/methods/user-interface-elements.html
AIS103P
Management of Information and Technology