Chp-4 User Interface Design
Chp-4 User Interface Design
Object means a real-world entity such as a pen, chair, table, computer, watch, etc. Object-
Oriented Programming is a methodology or paradigm to design a program using classes and
objects. It simplifies software development and maintenance by providing some concepts:
o Object
o Class
o Inheritance
o Polymorphism
o Abstraction
o Encapsulation
Apart from these concepts, there are some other terms which are used in Object-Oriented
design:
o Coupling
o Cohesion
o Association
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o Aggregation
o Composition
Object
Any entity that has state and behaviour is known as an object. For example, a chair, pen,
table, keyboard, bike, etc. It can be physical or logical.
An Object can be defined as an instance of a class. An object contains an address and takes
up some space in memory. Objects can communicate without knowing the details of each
other's data or code. The only necessary thing is the type of message accepted and the type of
response returned by the objects.
Example: A dog is an object because it has states like colour, name, breed, etc. as well as
behaviours like wagging the tail, barking, eating, etc.
Class
Collection of objects is called class. It is a logical entity.
A class can also be defined as a blueprint from which you can create an individual object.
Class doesn't consume any space.
Inheritance
When one object acquires all the properties and behaviours of a parent object, it is known as
inheritance. It provides code reusability. It is used to achieve runtime polymorphism.
Polymorphism
If one task is performed in different ways, it is known as polymorphism. For example: to
convince the customer differently, to draw something, for example, shape, triangle, rectangle,
etc.
In Java, we use method overloading and method overriding to achieve polymorphism.
Another example can be to speak something; for example, a cat speaks meow, dog barks
woof, etc.
Abstraction
Hiding internal details and showing functionality is known as abstraction. For example phone
call, we don't know the internal processing.
In Java, we use abstract class and interface to achieve abstraction.
Encapsulation
Binding (or wrapping) code and data together into a single unit are known as encapsulation.
For example, a capsule, it is wrapped with different medicines.
A java class is the example of encapsulation. Java bean is the fully encapsulated class
because all the data members are private here.
Coupling
Coupling refers to the knowledge or information or dependency of another class. It arises
when classes are aware of each other. If a class has the details information of another class,
there is strong coupling. In Java, we use private, protected, and public modifiers to display
the visibility level of a class, method, and field. You can use interfaces for the weaker
coupling because there is no concrete implementation.
Cohesion
Cohesion refers to the level of a component which performs a single well-defined task. A
single well-defined task is done by a highly cohesive method. The weakly cohesive method
will split the task into separate parts. The java.io package is a highly cohesive package
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because it has I/O related classes and interface. However, the java.util package is a weakly
cohesive package because it has unrelated classes and interfaces.
Association
Association represents the relationship between the objects. Here, one object can be
associated with one object or many objects. There can be four types of association between
the objects:
o One to One
o One to Many
o Many to One, and
o Many to Many
Let's understand the relationship with real-time examples. For example, One country can
have one prime minister (one to one), and a prime minister can have many ministers (one to
many). Also, many MP's can have one prime minister (many to one), and many ministers can
have many departments (many to many).
Association can be unidirectional or bidirectional.
Aggregation
Aggregation is a way to achieve Association. Aggregation represents the relationship where
one object contains other objects as a part of its state. It represents the weak relationship
between objects. It is also termed as a has-a relationship in Java. Like, inheritance represents
the is-a relationship. It is another way to reuse objects.
Composition
The composition is also a way to achieve Association. The composition represents the
relationship where one object contains other objects as a part of its state. There is a strong
relationship between the containing object and the dependent object. It is the state where
containing objects do not have an independent existence. If you delete the parent object, all
the child objects will be deleted automatically.
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The following items are designed and documented during the design phase:
1. Correctness:
A good design should be correct i.e. it should correctly implement all the functionalities
of the system.
2. Efficiency:
A good software design should address the resources, time, and cost optimization
issues.
3. Understandability:
A good design should be easily understandable, for which it should be modular and all
the modules are arranged in layers.
4. Completeness:
The design should have all the components like data structures, modules, and external
interfaces, etc.
5. Maintainability:
A good software design should be easily amenable to change whenever a change
request is made from the customer side.
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The following points should be considered while designing Software:
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software system in a way that it won’t affect the behaviour of the design and improves
the internal structure”.
1. Architectural Design:
The architecture of a system can be viewed as the overall structure of the system & the
way in which structure provides conceptual integrity of the system. The architectural
design identifies the software as a system with many components interacting with each
other. At this level, the designers get the idea of the proposed solution domain.
3. Detailed design:
Once the high-level design is complete, a detailed design is undertaken. In detailed
design, each module is examined carefully to design the data structure and algorithms.
The stage outcome is documented in the form of a module specification document.
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1. Strive for consistency.
Consistent sequences of actions should be required in similar situations; identical
terminology should be used in prompts, menus, and help screens; and consistent colour,
layout, capitalization, fonts, and so on, should be employed throughout. Exceptions, such as
required confirmation of the delete command or no echoing of passwords, should be
comprehensible and limited in number
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environment for showing changes explicitly (see the discussion of direct manipulation in
Chapter 7).
5. Prevent errors.
As much as possible, design the interface so that users cannot make serious errors; for
example, gray out menu items that are not appropriate and do not allow alphabetic characters
in numeric entry fields (Section 3.3.5). If users make an error, the interface should offer
simple, constructive, and specific instructions for recovery. For example, users should not
have to retype an entire name-address form if they enter an invalid zip code but rather should
be guided to repair only the faulty part. Erroneous actions should leave the interface state
unchanged, or the interface should give instructions about restoring the state.
4. Features of modern GUI, Menus, Scroll bars, windows, buttons, icons, panels, error
messages etc.
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A user interface or UI is a process of interaction of the user with the computer, website, app
or any other screen. For example, the remote control is a hard device by which users can
interact with the TV screen. You can have any design on the screen and you interact with it.
The design that is displayed on the screen is the interface and you as a user interact with it.
You can interact with the screen by mouse, keyboard, finger touch, by voice command.
Take an example of a shopping app. You as a user place order on the app by interacting with
the app. You can select different options on the app, i.e. selecting a size, quantity, price,
delivery option. Finally, you complete your order on the app.
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Command-line interface (CLI) is that interface in which we interact with the computer by
entering commands. An example of CLI is MS-DOS in Windows and terminal in MAC and
Linux. You can type commands to download files, copy files, move files, delete files etc.
Menu-driven interface
A menu-driven interface is a type of interface in which menus are displayed on the screen and
the user click on those menus to perform different tasks. In Windows, you can click on the
start menu and it displays other menus. Similarly, websites or apps also have a menu on top
or left of the screen. You can open other web pages of the website by clicking on menus. In
your car, the LED screen has also a menu’s by which you play a video or audio.
Form-based interface
A form-based interface is an interface by which the user fills a form and submits it to the
website. As you can see that any website has a contact us page. You fill a form on the
contact us page and that form is submitted to the admin of the website. Similarly, you have
heard about Google forms that are used to get data of users who fill the form. The HTML
forms have different fields like text field, text area; upload button, drop-down menus, and
radio buttons. These all are components of the form.
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