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Chapter 5
System Design
 Design is highly creative stage in software
development. designer plans
 how the system or program should meet the
customer’s needs
 how to make system effective and efficient.
 System design is the transformation of the analysis
model into a system design model  blueprint or a
plan for a solution
Con’t….
 Design is about the HOW the system will
perform its functions
 provides the overall decomposition of the
system
 allows to split the work among a team of
developers
 also lays down the groundwork for achieving
nonfunctional requirements (performance,
maintainability, reusability, etc.)
 coming up with solution models taking the target
implementation technology into account
cont…
 Software design provides a (traceability) link between
requirements and an implementable specification.
 We have to used designing methodology or principles
to define system design/ for physical realization.
 Designing methodology is systematic approach used
to create a design by applying a set of techniques and
guidelines.
Design process
 Study and understand the problem from different
viewpoints
 Identify potential solutions and evaluate the
tradeoffs
 Design experience, reusable artifacts, simplicity
of solutions
 Sub-optimal, but familiar solutions often
preferred -advantages/disadvantages well
known
 Design is about making tradeoffs!
 Develop different models of system at different
levels of abstraction and for different perspectives
Con’t…..
 Software Design Levels
 Architectural design
 Structure system into components
 Define the interfaces between
components
 Detailed design of each component
 Define internal logic
 Define internal data structures
•High-level design
 Define file structures
 Logical database design
Challenges in Design
 Complexity
 Often arbitrary, dependent on designer rather than
problem (“accidental complexity”)
 Conformity
 Often expected to conform to other software (e.g.
legacy, standards)
 Changeability
 Needs to support change due changing requirements,
constraints, etc.
 Invisibility
 No visible link from between design plans and
product
Design Objectives/Properties
 Correctness:
 find the best possible design within the limitations
 Verifiability:
 how easily the correctness of the design can be checked
 Completeness:
 Include all the things (data structures, modules, external interfaces,)
 Traceability:
 the entire design element be traceable to the
requirements.
 Efficiency:
 the proper use of scarce resources by the system
 Simplicity.
 Especially related to maintainability
User Interface Design
 System users often judge a system by its
interface rather than its functionality
 A poorly designed interface can cause a user to
make catastrophic errors and never be used
 Most users of business systems interact with
these systems through graphical user interfaces
(GUIs)
 In some cases, legacy text-based interfaces are
still used
Cont’
 GUI characteristics
Characteristic Description
Windows Multiple windows allow different information to be
displayed simultaneously on the user’s screen.
Icons Icons different types of information.On some systems,
icons represent files; on others, icons represent
processes.
Menus Commands are selected from a menu rather than typed
in a command language.
Pointing A pointing device such as a mouse is used for selecting
choices from a menu or indicating items of interest in a
window.
Graphics Graphical elements can be mixed with text on the same
display.
GUI advantages
 They are easy to learn and use.
 Users without experience can learn to use the system
quickly.
 The user may switch quickly from one task to another
and can interact with several different applications.
 Information remains visible in its own window when
attention is switched.
 Fast, full-screen interaction is possible with
immediate access to anywhere on the screen
UI design principles
 User familiarity
 The interface should be based on user-oriented terms and
concepts rather than computer concepts
 E.g., an office system should use concepts such as letters,
documents, folders etc. rather than directories, file
identifiers, etc.
 Consistency
 The system should display an appropriate level of
consistency
 Commands and menus should have the same format,
command punctuation should be similar, etc.
 Minimal surprise
 If a command operates in a known way, the user should
be able to predict the operation of comparable commands
Cont….
 Recoverability
 The system should provide some resilience to user
errors and allow the user to recover from errors
 This might include an undo facility, confirmation of
destructive actions, 'soft' deletes, etc.
 User guidance
 Some user guidance such as help systems, on-line
manuals, etc. should be supplied
 User diversity
 Interaction facilities for different types of user should
be supported
 E.g., some users have seeing difficulties and so larger
text should be available
User-system interaction
 How the user interacts with the system ?
 Direct manipulation
 Easiest to grasp with immediate feedback
 Difficult to program
 Menu selection
 User effort and errors minimized
 Large numbers and combinations of choices a problem
 Form fill-in
 Ease of use, simple data entry
 Tedious, takes a lot of screen space
 Command language
 Easy to program and process
 Difficult to master for casual users
 Natural language
 Great for casual users
 Tedious for expert users
Cont….
 Information presentation
 Colour displays
 Error messages
 System and user-oriented error messages
 Generally UI design should be
 Attractive
 Simple to use
 Responsive in short time
 Clear to understand
 Consistent on all interfacing screens

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chapter 5 systemdesign2008.pptx for cimputer science students

  • 1. Chapter 5 System Design  Design is highly creative stage in software development. designer plans  how the system or program should meet the customer’s needs  how to make system effective and efficient.  System design is the transformation of the analysis model into a system design model  blueprint or a plan for a solution
  • 2. Con’t….  Design is about the HOW the system will perform its functions  provides the overall decomposition of the system  allows to split the work among a team of developers  also lays down the groundwork for achieving nonfunctional requirements (performance, maintainability, reusability, etc.)  coming up with solution models taking the target implementation technology into account
  • 3. cont…  Software design provides a (traceability) link between requirements and an implementable specification.  We have to used designing methodology or principles to define system design/ for physical realization.  Designing methodology is systematic approach used to create a design by applying a set of techniques and guidelines.
  • 4. Design process  Study and understand the problem from different viewpoints  Identify potential solutions and evaluate the tradeoffs  Design experience, reusable artifacts, simplicity of solutions  Sub-optimal, but familiar solutions often preferred -advantages/disadvantages well known  Design is about making tradeoffs!  Develop different models of system at different levels of abstraction and for different perspectives
  • 6.  Software Design Levels  Architectural design  Structure system into components  Define the interfaces between components  Detailed design of each component  Define internal logic  Define internal data structures •High-level design  Define file structures  Logical database design
  • 7. Challenges in Design  Complexity  Often arbitrary, dependent on designer rather than problem (“accidental complexity”)  Conformity  Often expected to conform to other software (e.g. legacy, standards)  Changeability  Needs to support change due changing requirements, constraints, etc.  Invisibility  No visible link from between design plans and product
  • 8. Design Objectives/Properties  Correctness:  find the best possible design within the limitations  Verifiability:  how easily the correctness of the design can be checked  Completeness:  Include all the things (data structures, modules, external interfaces,)  Traceability:  the entire design element be traceable to the requirements.  Efficiency:  the proper use of scarce resources by the system  Simplicity.  Especially related to maintainability
  • 9. User Interface Design  System users often judge a system by its interface rather than its functionality  A poorly designed interface can cause a user to make catastrophic errors and never be used  Most users of business systems interact with these systems through graphical user interfaces (GUIs)  In some cases, legacy text-based interfaces are still used
  • 10. Cont’  GUI characteristics Characteristic Description Windows Multiple windows allow different information to be displayed simultaneously on the user’s screen. Icons Icons different types of information.On some systems, icons represent files; on others, icons represent processes. Menus Commands are selected from a menu rather than typed in a command language. Pointing A pointing device such as a mouse is used for selecting choices from a menu or indicating items of interest in a window. Graphics Graphical elements can be mixed with text on the same display.
  • 11. GUI advantages  They are easy to learn and use.  Users without experience can learn to use the system quickly.  The user may switch quickly from one task to another and can interact with several different applications.  Information remains visible in its own window when attention is switched.  Fast, full-screen interaction is possible with immediate access to anywhere on the screen
  • 12. UI design principles  User familiarity  The interface should be based on user-oriented terms and concepts rather than computer concepts  E.g., an office system should use concepts such as letters, documents, folders etc. rather than directories, file identifiers, etc.  Consistency  The system should display an appropriate level of consistency  Commands and menus should have the same format, command punctuation should be similar, etc.  Minimal surprise  If a command operates in a known way, the user should be able to predict the operation of comparable commands
  • 13. Cont….  Recoverability  The system should provide some resilience to user errors and allow the user to recover from errors  This might include an undo facility, confirmation of destructive actions, 'soft' deletes, etc.  User guidance  Some user guidance such as help systems, on-line manuals, etc. should be supplied  User diversity  Interaction facilities for different types of user should be supported  E.g., some users have seeing difficulties and so larger text should be available
  • 14. User-system interaction  How the user interacts with the system ?  Direct manipulation  Easiest to grasp with immediate feedback  Difficult to program  Menu selection  User effort and errors minimized  Large numbers and combinations of choices a problem  Form fill-in  Ease of use, simple data entry  Tedious, takes a lot of screen space  Command language  Easy to program and process  Difficult to master for casual users  Natural language  Great for casual users  Tedious for expert users
  • 15. Cont….  Information presentation  Colour displays  Error messages  System and user-oriented error messages  Generally UI design should be  Attractive  Simple to use  Responsive in short time  Clear to understand  Consistent on all interfacing screens