Systems Analysis & Design
Tenth Edition
Chapter 10
Object-Oriented Systems
Analysis and Design Using
UML
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Learning Objectives (1 of 2)
10.1 Understand what object-oriented systems analysis
and design is and appreciate its usefulness
10.2 Comprehend the concepts of Unified Modeling
Language (UML), the standard approach for modeling a
system in the object-oriented world
10.3 Apply the steps used in UML to break down the
system into a use case model and then a class model
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Learning Objectives (2 of 2)
10.4 Diagram systems with the UML toolset so they can be
described and properly designed
10.5 Document and communicate the newly modeled
object-oriented system to users and other analysts
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Object-Oriented Analysis and Design (1 of 2)
• Works well in situations where complicated systems are
undergoing continuous maintenance, adaptation, and
design
• Objects, classes are reusable
• The Unified Modeling Language (UML) is an industry
standard for modeling object-oriented systems.
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Object-Oriented Analysis and Design (2 of 2)
• Reusability
– Recycling of program parts should reduce the costs of
development in computer-based systems
• Maintaining systems
– Making a change in one object has a minimal impact
on other objects
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Major Topics
• Object-oriented concepts
• CRC cards and object think
• Unified Modeling Language
• Use case and other UML diagrams
• Packages
• Using UML
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Object-Oriented Concepts
• Objects
• Classes
• Inheritance
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Objects
• Persons, places, or things that are relevant to the system
being analyzed
• May be customers, items, orders, and so on
• May be GUI displays or text areas on a display
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Classes
• Defines the set of shared attributes and behaviors found
in each object in the class
• Should have a name that differentiates it from all other
classes
• Instantiate is when an object is created from a class
• An attribute describes some property that is possessed
by all objects of the class
• A method is an action that can be requested from any
object of the class
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Figure 10.1 An Example of a UML Class
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Inheritance (1 of 2)
• When a derived class inherits all the attributes and
behaviors of the base class
• Reduces programming labor by using common objects
easily
• A feature only found in object-oriented systems
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Figure 10.2 A Class Diagram Showing
Inheritance
Car and truck are specific
examples of vehicles and
inherit the characteristics
of the more general class
vehicle.
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CRC Cards and Object Think
• CRC
– Class
– Responsibilities
– Collaborators
• CRC cards are used to represent the responsibilities of
classes and the interaction between the classes
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Figure 10.3 Four CRC Cards
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Interacting during a CRC Session
• Identify all the classes you can
• Create scenarios
• Identify and refine responsibilities
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The Unified Modeling Language (UML)
Concepts and Diagrams
• Things
• Relationships
• Diagrams
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Things
• Structural things are:
– Classes, interfaces, use cases, and other elements that provide
a way to create models
– They allow the user to describe relationships
• Behavioral things
• Describe how things work
– Interactions and state machines
• Group things
– Used to define boundaries
• Annotational things
– Can add notes to the diagrams
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Relationships (1 of 2)
• Structural relationships
– Tie things together in structural diagrams
• Behavioral relationships
– Used in behavioral diagrams
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Structural Relationships
• Dependencies
• Aggregations
• Associations
• Generalizations
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Behavioral Relationships
• Communicates
• Includes
• Extends
• Generalizes
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Diagrams
• Structural diagrams
– Used to describe the relation between classes
• Behavioral diagrams
– Used to describe the interaction between people
(actors) and a use case (how the actors use the
system)
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Structural Diagrams
• Class diagrams
• Object diagrams
• Component diagrams
• Deployment diagrams
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Behavioral Diagrams
• Use case diagrams
• Sequence diagrams
• Collaboration diagrams
• Statechart diagrams
• Activity diagrams
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Figure 10.4 An Overall View of UML and Its
Components: Things, Relationships, and Diagrams (1 of 2)
UML Category
UML Elements
Specific UML Details
Things
Structural Things
Classes
Interfaces
Collaborations
Use Cases
Active Classes
Components
Nodes
Things
Behavioral Things
Interactions
State Machines
Things
Grouping Things
Packages
Things
Annotational
Things
Notes
Relationships
Structural
Relationships
Dependencies
Aggregations
Associations
Generalizations
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Figure 10.4 An Overall View of UML and Its
Components: Things, Relationships, and Diagrams (2 of 2)
UML Category
UML Elements
Specific UML Details
Relationships
Behavioral
Relationships
Communicates
Includes
Extends
Generalizes
Diagrams
Structural
Diagrams
Class Diagrams
Component Diagrams
Deployment Diagrams
Diagrams
Behavioral
Diagrams
Use Case Diagrams
Sequence Diagrams
Communication
Diagrams
Statechart Diagrams
Activity Diagrams
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Commonly Used UML Diagrams (1 of 2)
• Use case diagram
– Describing how the system is used
– The starting point for UML modeling
• Use case scenario
– A verbal articulation of exceptions to the main
behavior described by the primary use case
• Activity diagram
– Illustrates the overall flow of activities
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Commonly Used UML Diagrams (2 of 2)
• Sequence diagrams
– Show the sequence of activities and class
relationships
• Class diagrams
– Show classes and relationships
• Statechart diagrams
– Show the state transitions
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Figure 10.5 An Overview of UML Diagrams Showing
How Each Diagram Leads to the Development of
Other UML Diagrams
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Use Case Modeling
• Describes what the system does, without describing how
the system does it
• Based on the interactions and relationships of individual
use cases
• Use case describes
– Actor
– Event
– Use case
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Figure 10.6 A Use Case Example of Student
Enrollment
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Figure 10.7 A Use Case Scenario is Divided into Three
Sections: Identification and Initiation, Steps Performed,
and Conditions, Assumptions, and Questions
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Activity Diagrams
• Show the sequence of activities in a process, including
sequential and parallel activities, and decisions that are made
• Symbols
– Rectangle with rounded ends
– Arrow
– Diamond
– Long, flat rectangle
– Filled-in circle
– Black circle surrounded by a white circle
– Swimlanes
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Figure 10.8 Specialized Symbols are Used
to Draw an Activity Diagram
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Creating Activity Diagrams
• Created by asking what happens first, what happens
second, and so on
• Must determine what activities are done in sequence or in
parallel
• The sequence of activities can be determined from
physical data flow diagrams
• Can be created by examining all the scenarios for a use
case
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Swimlanes
• Useful to show how the data must be transmitted or
converted
• Help to divide up the tasks in a team
• Makes the activity diagram one that people want to use to
communicate with others
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Figure 10.9 This Activity Diagram Shows Three
Swimlanes: Client Web Page, Web Server, and
Mainframe
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Activity Diagrams and Test Plans
• Activity diagrams may be used to construct test plans
• Each event must be tested to see if the system goes to
the next state
• Each decision must be tested
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Activity Diagrams Not Created for All Use
Cases
• Use an activity diagram when:
– It helps to understand the activities of a use case
– The flow of control is complex
– There is a need to model workflow
– When all scenarios for a use case need to be shown
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Sequence Diagrams
• Illustrate a succession of interactions between classes or
object instances over time
• Often used to show the processing described in use case
scenarios
• Used to show the overall pattern of the activities or
interactions in a use case
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Figure 10.10 Specialized Symbols Used to
Draw a Sequence Diagram
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Figure 10.11 A Sequence Diagram for Student
Admission: Sequence Diagrams Emphasize the
Time Ordering of Messages
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Communication Diagrams
• Describes the interactions of two or more things in the
system that perform a behavior that is more than any
one of the things can do alone
• Shows the same information as a sequence diagram,
but may be more difficult to read
• Emphasizes the organization of objects
• Made up of objects, communication links, and the
messages that can be passed along those links
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Figure 10.12 A Communication Diagram for
Student Admission
Communication diagrams show the same information that is
depicted in a sequence diagram but emphasize the organization
of objects rather than the time ordering.
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Class Diagrams (1 of 2)
• Show the static features of the system and do not
represent any particular processing
• Show the nature of the relationships between classes
• Show data storage requirements as well as processing
requirements
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Class Diagrams (2 of 2)
• Classes
• Attributes
– Private
– Public
– Protected
• Methods
– Standard
– Custom
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Figure 10.13 A Class Diagram for Course Offerings:
the Filled-In Diamonds Show Aggregation and the
Empty Diamond Shows a Whole-Part Relationship
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Method Overloading
• Including the same method (or operation) several times in
a class
• The same method may be defined more than once in a
given class, as long as the parameters sent as part of the
message are different
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Types of Classes
• Entity classes
• Interface classes
• Abstract classes
• Control classes
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Entity Classes
• Represent real-world items
• The entities represented on an entity-relationship
diagram
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Interface or Boundary Classes
• Provide a means for users to work with the system
• Human interfaces may be a display, window, Web form,
dialogue box, touch-tone telephone, or other way for
users to interact with the system
• System interfaces involve sending data to or receiving
data from others
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Abstract Classes (1 of 2)
• Linked to concrete classes in a
generalization/specialization relationship
• Cannot be directly instantiated
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Control Classes
• Used to control the flow of activities
• Many small control classes can be used to achieve
classes that are reusable
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Presentation, Business, and Persistence
Layers
• Sequence diagrams may be discussed using three
layers:
– Presentation layer, what the user sees, corresponding
to the interface or boundary classes
– Business layer, containing the unique rules for this
application, corresponding roughly to control classes
– Persistence or data access layer, for obtaining and
storing data, corresponding to the entity classes
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Defining Messages and Methods
• Each message may be defined using a notation similar to
that described for the data dictionary
• The methods may have logic defined using structured
English, a decision table, or a decision tree
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Figure 10.15 A Sequence Diagram for Using Two
Web Pages: One for Student Information, One for
Course Information
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Create Sequence Diagrams
• Include the actor from the use case diagram
• Define one or more interface classes for each actor
• Each use case should have one control class
• Examine the use case to see what entity classes are
required
• The sequence diagram may be modified when doing
detailed design
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Creating a Test Plan from a Sequence
Diagram
• Does each method return correct results?
• Ensure that entity classes store or obtain the correct
attribute values
• Verify that all JavaScript paths work correctly
• Ensure that the server control classes work correctly
• Ask, “What may fail?”
• Determine what to do if something can fail
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Relationships (2 of 2)
• The connections between classes
– Associations
– Whole/part
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Figure 10.18 An Example of an Associative Class in
Which a Particular Section Defines the Relationship
between a Student and a Course
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Associations
• The simplest type of relationship
• Association classes are those that are used to break up a
many-to-many association between classes
• An object in a class may have a relationship to other
objects in the same class, called a reflexive association
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Whole/Part Relationships
• When one class represents the whole object, and other
classes represent parts
• Categories
– Aggregation
– Collection
– Composition
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Aggregation
• A “has a” relationship
• Provides a means of showing that the whole object is
composed of the sum of its parts
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Collection
• Consists of a whole and its members
• Members may change, but the whole retains its identity
• A weak association
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Composition
• The whole has a responsibility for the parts, and is a
stronger relationship
• If the whole is deleted, all parts are deleted
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Figure 10.19 An Example of Whole-Part
and Aggregation Relationships
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Generalization/Specialization Diagrams
• Generalization
• Inheritance
• Polymorphism
• Abstract classes
• Messages
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Generalization
• Describes a relationship between a general kind of thing
and a more specific kind of thing
• Described as an “is a” relationship
• Used for modeling class inheritance and specialization
• General class is a parent, base, or superclass
• Specialized class is a child, derived, or subclass
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Inheritance (2 of 2)
• Helps to foster reuse
• Helps to maintain existing program code
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Polymorphism
• The capability of an object-oriented program to have
several versions of the same method with the same
name within a superclass/subclass relationship
• The subclass method overrides the superclass method
• When attributes or methods are defined more than once,
the most specific one is used
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Abstract Classes (2 of 2)
• Abstract classes are general classes
• No direct objects or class instances, and is only used in
conjunction with specialized classes
• Usually have attributes and may have a few methods
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Figure 10.20 A Generalization/Specification
Diagram is a Refined Form of a Class Diagram
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Finding Classes
• During interviewing or JAD sessions
• During facilitated team sessions
• During brainstorming sessions
• Analyzing documents and memos
• Examining use cases, looking for nouns
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Determining Class Methods
• Standard methods
• Examine a CRUD matrix
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Messages
• Used to send information by an object in one class to an
object in another class
• Acts as a command, telling the receiving class to do
something
• Consists of the name of the method in the receiving
class, as well as the attributes that are passed with the
method name
• May be thought of as an output or an input
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Statechart Diagrams (1 of 2)
• Used to examine the different states that an object may have
• Created for a single class
– Objects are created, go through changes, and are deleted
or removed
• Objects
• States
• Events
– Signals or asynchronous messages
– Synchronous
– Temporal events
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Statechart Diagrams (2 of 2)
• Created when:
– A class has a complex life cycle
– An instance of a class may update its attributes in a
number of ways through the life cycle
– A class has an operational life cycle
– Two classes depend on each other
– The object’s current behavior depends on what
happened previously
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Figure 10.22 A Statechart Diagram Showing How a
Student Progresses from a Potential Student to a
Graduated Student
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Packages
• Containers for other UML things
• Show system partitioning
• Can be component packages
• Can be physical subsystems
• Use a folder symbol
• May have relationships
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Figure 10.23 Use Cases Can Be Grouped
into Packages
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Putting UML to Work
• The steps used in UML are:
– Define the use case model
– Continue UML diagramming to model the system
during the systems analysis phase
– Develop the class diagrams
– Draw statechart diagrams
– Begin systems design by refining the UML diagrams
– Document your system design in detail
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Summary (1 of 2)
• Object-oriented systems
– Objects
– Classes
– Inheritance
• CRC cards
• UML and use case modeling
• Components of UML
– Things
– Relationships
– Diagrams
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Summary (2 of 2)
• UML diagrams
– Use case diagrams
– Activity diagrams
– Sequence diagrams
– Communication diagrams
– Class diagrams
– Statechart diagrams
• Using UML
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Copyright
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Systems Analysis & Design
Tenth Edition
Chapter 11
Designing Effective Output
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Learning Objectives
11.1 Understand the objectives for effective output design
11.2 Relate output content to output methods
11.3 Realize how output bias affects users
11.4 Design display output
11.5 Design dashboard, widgets, and gadgets
11.6 Design a websites for ecommerce and corporate uses that
include Web 2.0 technologies
11.7 Design output for social media
11.8 Understand the development process for apps used on
smartphones and tablets
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Output
• Information delivered to users
• Output forms
– Hard-copy—printed reports
– Soft-copy—computer screens, microforms, and audio
• To create output, the analyst works interactively with the
user until the output is satisfactory
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Major Topics
• Designing output
• Output technologies
• Factors in choosing an output technology
• Report design
• Screen design
• Web site design
• Smartphone and tablet design
• Responsive Web design
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Output Design Objectives
• Serve a specific user or organizational purpose
• Meaningful to the user
• Deliver the appropriate quantity of output
• Make sure the output is where it is needed
• Provide output on time
• Choosing the most effective output method
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Relating Output Content to Method
• Content of output must be considered as interrelated to
the output method
– External—going outside the business
– Internal—staying within the business
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External Output
• Differs from internal output in:
– Distribution
– Design
– Appearance
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Internal Output
• Examples:
– Summary reports
– Detailed reports
– Historical reports
– Exception reports
• Might consist of material available on an intranet
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Figure 11.1 A Comparison of Output
Methods (1 of 2)
Output Method
Advantages
Disadvantages
Printer
Affordable for most organizations
Still requires some operator
intervention
Flexible in types of output, location,
and capabilities
Handles large volumes of output
Highly reliable with little down time
Compatibility problems with computer
software
May require special, expensive
supplies
Depending on model, may be slow
Environmentally unfriendly
Display screen
Interactive
May require cabling and setup space
Online, real-time transmission
Requires system for taking
“snapshots” of screen and storing
them for future use
Quiet
Takes advantage of computer
capabilities for movement within
databases and files
Good for frequently accessed,
ephemeral messages
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Figure 11.1 A Comparison of Output
Methods (2 of 2)
Output Method
Advantages
Disadvantages
Audio output
and podcasts
Good for individual user
Needs earbuds where output will
interfere with other tasks
Good for transient messages
Good where worker needs hands
free
Has limited application
Good if output needs to be
widely distributed
Mobile devices
Electronic output
(email, websites,
blogs, and RSS
feeds)
Highly portable
Screen may be too small for text
Very interactive using gestures
Icons and buttons may be confusing
Zoom and magnification are possible
May be lost more easily
Reduces paper
Is not conducive to formatting (email)
Can be updated very easily
Can be “broadcast”
Is difficult to convey context of
messages (email)
Can be made interactive
Websites need diligent maintenance
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Factors to Consider When Choosing Output
Technology (1 of 2)
• Who will use the output?
• How many people need the output?
• Where is the output needed?
• What is the purpose?
• What is the speed with which output is needed?
• How frequently will the output be accessed?
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Factors to Consider When Choosing Output
Technology (2 of 2)
• How long will the output be stored?
• Regulations depicting output produced, stored, and
distributed
• Initial and ongoing costs of maintenance and supplies
• Human and environmental requirements
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Green IT Initiatives
• May limit the quantity of paper reports that are printed
• Electronic transactions
• Encourage customers to think about environmental
savings
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Output Bias
• Analysts must avoid unnecessarily biasing output and
make users aware of the possible biases in output
• Bias is introduced in three main ways:
– How information is sorted
– Setting of acceptable limits
– Choice of graphics
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Avoiding Bias in the Design Output
• Be aware of the sources of bias
• Design of output that includes users
• Work with users so that they are informed of the output’s
biases
• Creating output that is flexible and allows users to modify
limits and ranges
• Train users to rely on multiple output for conducting
“reality tests” on system output
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Figure 11.4 A Misleading Graph Will Most
Likely Bias the User
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Designing Printed Output
• Detailed reports
– Print a report line for every record on the master file
• Exception reports
– Print a line for all records that match a certain
condition
• Summary reports
– Print one line for a group of records that are used to
make decisions
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Designing Output for Displays
• Keep the display simple
• Keep the presentation consistent
• Facilitate user movement among displayed output
• Create an attractive and pleasing display
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Graphical Output in Screen Design
• The purpose of the graph
• The kind of data to be displayed
• The audience
• The effects on the audience of different kinds of graphical
output
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Dashboards (1 of 3)
• Make sure the data has context
• Display the proper amount of summarization and
precision
• Choose appropriate performance measures for display
• Present data fairly
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Dashboards (2 of 3)
• Choose the correct style of graph or chart for display
• Use well-designed display media
• Limit the variety of item types
• Highlight important data
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Dashboards (3 of 3)
• Highlight important data
• Arrange the data in meaningful groups
• Keep the screen uncluttered
• Keep the entire dashboard on a single screen
• Allow flexibility
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Figure 11.8 Dashboard Example
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Infographics
• Combine numbers, charts, and different types of graphs
together in one view at the same time in an infographic
• Infographic can mean any graph, chart, or picture that
communicates the data better than words or tables
• Infographics should be newsworthy
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Creating Infographics (1 of 2)
• Start the infographic with a headline, something brief but
catchy
• Then artfully design a small page of information
• Mix in visuals that together tell a story
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Creating Infographics (2 of 2)
• Design elements include charts and graphs, images
(mostly icons, cartoons)
• Photos should be rarely used
• Summary information in brief text
• Contact information
• Some action the reader might want to take
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Figure 11.9 An Infographic Using a Variety
of Design Elements
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Responsive Web Design (1 of 4)
• There is no “standard” screen resolution anymore
• Individuals may set a browser to use different fonts and
may disable the use of JavaScript, cookies, and other
Web programming elements
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Responsive Web Design (2 of 4)
• Responsive Web design means that a website is
developed so that it can be viewed on any device: a
desktop, tablet, or smartphone
• This means seeing all of the content, experiencing the
same design concepts, and being able to perform all of
the tasks on any device
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Responsive Web Design (3 of 4)
• Websites are designed in percentages rather than a fixed
number of pixels
• The Web designer might need to develop different
landing pages for each type of device
• Ajax can recognize a device and display different sized
advertising components on a page
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Responsive Web Design (4 of 4)
• Adaptive design uses a fixed grid rather than the fluid
(percentage) grid in responsive Web design
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Flat Web Design (1 of 2)
• Web design trends moved away from skeuomorphic
design to flat Web design
• Skeuomorphic design means that objects were meant to
look realistic and three-dimensional
• Flat Web design is a minimalistic approach to design
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Flat Web Design (2 of 2)
• Web design is clean, two-dimensional, and simple in
many ways
• Using a bright color palette that is adhered to in all design
• Concentrate on only what is necessary
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Figure 11.10 Comparing Skeuomorphic
Icons with Flat Web Design
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Designing a Website (1 of 3)
• Use professional tools
• Study other sites
• Examine the sites of professional website designers
• Use the tools you’ve learned
• Use storyboarding, wireframing, and mockups
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Designing a Website (2 of 3)
• Creating Web templates
– Style sheets allow you to format all Web pages in a
site consistently
• Using plug-ins, audio, and video sparingly
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Storyboarding
• In developing a website or app a storyboard could be
used to show the differences between screens
• It can show how a visitor to the site would navigate the
website
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Wireframing (1 of 2)
• Page design can be accomplished using a process called
wireframing
• Wireframing because it shows only the basics
• There is no color, no type style; graphics are shown as a
simple box with an X drawn in
• In this way, each of the items acts as a placeholder
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Wireframing (2 of 2)
• Wireframing allows the designer to plan:
– The overall design, showing what element appears at
each position on the page
– The navigational design, showing how to move from
one page to the next using buttons, tabs, links, and
pull-down menus
– The interface design, showing how to interact with the
Web site by inputting data or responding to questions
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Mockups (1 of 2)
• The term wireframe has largely been replaced with
mockup
• Mockups show what the output and input will look like
• Abundant software is available to help a systems
designer develop a mockup
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Mockups (2 of 2)
• The software has objects that can be dragged and
dropped onto the screen
• Templates are available for any type of display including:
– Desktops
– Notebooks
– Smartphones
– Tablets
• When designing for smartphones and tablets, both
screen orientations are included
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Designing a Website (3 of 3)
• Plan ahead, pay attention to:
– Structure
– Content
– Text
– Graphics
– Presentations style
– Navigation
– Promotion
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Structure
• One of the most important steps in developing a
professional Web site
• Each page in the Web structure should have a distinct
message
• Can benefit from using Web site diagramming and
mapping tools
• Look for applications that do Web functionality testing or
error checking
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Content
• Appropriate content is needed to keep the user interested
• Use a metaphor or images that provide metaphor for your
site
• Should include a FAQ page
• May take advantage of prewritten software
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Text
• Each Web page should have a title
• Place meaningful words in the first sentence appearing
on your Web page
• Clear writing is important
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Content Management Systems
• Content on ecommerce sites needs to be constantly
updated
• Content management systems (CMSs) are software tools
that help to develop and maintain websites and online
applications
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Graphics
• Use either JPEG, GIF, or PNG formats
• Keep the background simple and readable
• Create a few professional-looking graphics for use on
your pages
• Keep images small and reuse bullets or navigational
buttons
• Include tooltip help for images and image hot spots
• Examine your Web site on a variety of displays and
screen resolutions and on mobile devices
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Presentation Style (1 of 2)
• Provide a home page
• Keep the number of graphics to a reasonable minimum
• Use large and colorful fonts for headings
• Use interesting images and buttons for links
• Use CSS to control the formatting and layout of the Web
page
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Presentation Style (2 of 2)
• Use divisions and cascading styles or tables to enhance
a layout
• Use the same graphics image on several Web pages
• Use Javascript to enhance Web page layout
• Avoid overusing animation, sound, and other elements
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Navigation
• The three-clicks rule
• Include a navigation bar and links to the home page on
every page on the Web site
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Promotion
• Promote your site
• Submit often to search engines
• Include key words in metatags
• Encourage your readers to bookmark your Web site
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Figure 11.12 Website Example
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Web 2.0 Technologies and Social Media
Design
• It is important to include Web 2.0 technologies that focus
on enabling and facilitating user-generated content and
collaboration
• Types of technologies you should think about including:
– Blogs
– Wikis
– Links to social networks on which the company has a
presence
– Tagging
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Tagging
• Tagging or social bookmarking provides useful pointers
to online resources such as:
– Web sites
– Content on corporate intranets
– Corporate documents, or photos that are relevant to
the organization and to users
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Reasons for Using Collaborative Tools
• Companies use collaborative tools to:
– Communicate an integrated branding and messaging
strategy across multiple platforms
– To gauge consumer opinion
– To gather feedback
– To create a community of users
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Internal Use of Social Media
• Inward-facing Web technologies can be useful in:
– Building employee relationships
– Maintaining trust
– Sharing knowledge
– Innovating among employees and groups of
employees
– Locating corporate resources more readily
– Nurturing corporate culture and subcultures inside the
organization
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Five Aspects an Analyst Should Consider
1. Realize differences between corporate objectives and
objectives of key stakeholders
2. Serve as the voice of the customer to your client organization
3. Recognize the importance of visual page design for
effectively displaying collaborative tools
4. Revise and update the Web 2.0 technologies offered
frequently
5. Work to integrate Web 2.0 technologies with the existing
branding
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Figure 11.13 Many Different Web 2.0 Sets
of Icons
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Social Media Design (1 of 3)
• Businesses use social media for a number of reasons:
– Growing their audiences
– Increasing traffic to already well-established Web
sites
– Reinforcing brand awareness
– Developing an online persona that can be trusted
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Social Media Design (2 of 3)
• Numerous options, including:
– Facebook
– Instagram
– Twitter
– Snapchat
– Google+
– YouTube
– Others
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Social Media Design (3 of 3)
• Designing content for social media is highly visual
• Visual content is 40 times more likely to be shared on
social media
• Sharing is what allows a designer of social media to
leverage social media for its best networking aspects
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Social Media Design Guidelines
• Emphasize the goal of the design
• Develop a consistent look
• Create appealing design flow
• Simplify to use space in a positive way
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Designing for Smartphones and Tablets (1 of 3)
1. Set up a developer account
2. Choose a development process
3. Be an original
4. Determine how you will price the app
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Designing for Smartphones and Tablets (2 of 3)
5. Follow the rules for output design
6. Design your icon
7. Choose a name for the app
8. Design for a variety of devices
9. Design the output for the app
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Designing for Smartphones and Tablets (3 of 3)
10.Design the output a second time for different orientation
11.Design the logic
12.Create the user interface using gestures
13.Protect your property
14.Market your app
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Choose a Development Process
• Prototyping is most likely the best way to develop your app
• Quick releases are important
• Quality should not be sacrificed, but you can introduce an app
and then add features later
• Advantages of introducing an app first:
– It allows you to gain an advantage
– Revise the app adding new features
– Increases visibility because the app appears on a list of
apps that have been updated
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Determine Pricing the App
• There are six basic options for pricing:
1. Choose a low-cost strategy
2. Introduce an app as a “premium” app
3. Adopt a “freemium” model
4. Offer an app for free
5. Promote an app by reducing its price
6. Accept advertising
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Figure 11.15 Design the App Icon
Icon Required
Size for Older
iPhones in
(pixels)
Size for HighResolution
iPhone (pixels)
Size for Older
iPad (pixels)
Size for HighResolution iPad
(pixels)
Display size
320 Ă— 480
640 Ă— 1136
1024 Ă— 768
2048 Ă— 1536
Application
icon (Home
screen icon)
57 Ă— 57
114 Ă— 114
72 Ă— 72
144 Ă— 144
App icon for
the app store
512 Ă— 512
1024 Ă— 1024
recommended
512 Ă— 512
1024 Ă— 1024
recommended
Launch image
320 Ă— 480
640 Ă— 960
768 Ă— 1004 and
1024 Ă— 748
1536 Ă— 2008 and
2048 Ă— 1496
Spotlight
search icon
29 Ă— 29
58 Ă— 58
50 Ă— 50
100 Ă— 100
Settings icon
29 Ă— 29
50 Ă— 50
29 Ă— 29
50 Ă— 50
Documents
icon
22 Ă— 29
44 Ă— 58
64 Ă— 64 and
320 Ă— 320
128 Ă— 128 and
640 Ă— 640
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Design the App’s Logic
• Tablets and smartphones fit in well with the prototyping
method of development
• Sometimes the best way is to sketch out the logic using
structured decision making techniques
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Design Movement
• Moving from screen to screen may make a big difference
in a user’s experience
• Don’t leave movement to chance
• Plan movement carefully
• Use storyboards or an app
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Figure 11.17 App Cooker Plans Movement
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Create the User Interface Using Gestures
• Smartphones and tablets have innovative user interfaces
• Technically called touchscreen capacitive sensing
• Design apps assuming that users will demand touchsensitive interfaces
• Use gestures such as:
– Swipes
– Pinches
– Tugs
– Shakes
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Market Your App
• Need to convince a person to pay for and download your
app
• To market your app, you will need:
– A large icon
– A description
– A section explaining what is new in the current
version
– A sample set of screenshots
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Output Production and XML
• An XML document may be transformed into different
output media types
• Methods:
– Extensible Style Language Transformations (XSLT)
– Ajax
– Cascading style sheets (CSS)
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Extensible Style Language Transformations
(XSLT)
XSLT allows you to:
• Select XML elements
• Sort sequence
• Selection of data
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Figure 11.18 Extensible Style Language
Transformation (XSLT) Can Transform XML
Documents into Many Different Formats
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Ajax
• Uses both JavaScript and XML to obtain small amounts
of data from a server without leaving the Web page
• The user does not have to wait for a new Web page to
display after making a selection
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Summary (1 of 2)
• Output
• Output design objectives
• Output content
• Output technologies
• Presentation of output
• Responsive Web design
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Summary (2 of 2)
• Flat Web design
• Display output
• Web design
• Social media
• Smart phone and tablet design
• XML transformation
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Copyright
Copyright © 2019, 2014, 2011 Pearson Education, Inc. All Rights Reserved
From our professor:
Course Policies
Discussions
Every student is expected to participate in the discussion by contributing a posting (Primary
Post) of 150 - 200 words about topic in the forum, and at least one (1) responses (replies) to
other students' posting. There is, of course, no upper limit on the level of your participation
in the discussion.
I recommend that you print a copy of your postings to keep as a log of your participation in
the discussion forum. Since the quality of the content and format of your posting is
important, it is also recommended that you write your submission in a word processor, save
the file on your disk, then copy and paste the text in the discussion area. That way you have
an archive of your postings. This is our way of sharing our ideas and information.
I will NOT respond to every posting that is made, but will make comments when
appropriate. Please note that I plan to read every word posted in any section of this class
web site by students. Since there are only two posts required – please do not simply post as
“I agree”, when I look at a response I want to see if the thread can be continued. For
example, having a discussion with your friends, you can even ask a question, pose a
problem, or change the focus of the response, something that two people in a conversation
could continue.
The University is committed to open, frank, and insightful dialogue in all of its courses.
Diversity has many manifestations including diversity of thought, opinion and values. We
encourage all learners to be respectful of that diversity and to refrain from inappropriate
commentary. Should such inappropriate comments occur, the instructors will intervene as
they monitor the dialogue in each of their courses. I would expect our discussions to be
lively and informative. Again, don’t make comments that you cannot back up with research
and references for your postings.
……………………………………………………………………………………………………..
From our professor:
Week 6 Objectives
10.1 Understand what object-oriented systems analysis and design is
and appreciate its usefulness
10.2 Comprehend the concepts of Unified Modeling Language (U M L),
the standard approach for modeling a system in the object-oriented
world
10.3 Apply the steps used in U M L to break down the system into a
use case model and then a class model
10.4 Diagram systems with the U M L toolset so they can be described
and properly designed
10.5 Document and communicate the newly modeled object-oriented
system to users and other analysts
11.1 Understand the objectives for effective output design
11.2 Relate output content to output methods
11.3 Realize how output bias affects users
11.4 Design display output
11.5 Design dashboard, widgets, and gadgets
11.6 Design a websites for ecommerce and corporate uses that
include Web 2.0 technologies
11.7 Design output for social media
11.8 Understand the development process for apps used on
smartphones and tablets
Week 6 Discussion “Object Oriented Design”
Hi everyone
An important concept that is leading the way in system analysis and design is objected oriented
design.
Let’s discuss how object-oriented system design works, and the importance of the Unified
Modeling Language (U M L).
Responed to this:
The Object-Oriented Design video is interesting because it seems to borrow some elements
from database systems design. I noticed that the object modeling process adopts a similar
scheme from database systems design with the way that entity cardinality constraints are
defined. In this case there were actors or objects like the player, coin, and game itself, while
it defined a limit for the interaction or relation between each object. This helps establish
structure and predictability for system behavior since there are limitations placed.
Otherwise it would likely have many errors and designers wouldn’t have as clear of an idea
where issues stem from. However, object-oriented design includes a broader approach to
detailing system constraints between actors, use cases, and their events to diagram potential
output and define appropriate system behaviors.
The importance of UML with object-oriented system design is the way that systems can be
adapted and be maintained over time. The video helped me understand sequence diagrams
better, since I struggled with them in the previous course. The video demonstrated the way
that actors can belong to a class with predefined constraints to allow for addition or removal
of actors at any time, since they are structured by the player class. This is a benefit because
it means we wouldn’t have to establish a structure for each individual actor and helps save
time and maintains the system’s structure. Like Mr. Banas mentioned, at the start of a
system’s design it will require immense effort and time, but it’ll save you a lot of headache
down the line.
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