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Unit-5
• Designing Interface Objects
• Software Quality Assurance
• System Usability
• Measuring User Satisfaction
View Layer: Designing Interface Objects
Identifying view Classes
Designing interface Objects
Objective
To display and obtain needed information
in an accessible,efficient manner.
Goal of a User Interface (UI)
The Purpose of a View Layer Interface
User interface can employ one or more Windows
Each window should serve a clear, specific purpose
Intro:
The Purpose of a View Layer Interface (Cont)
Purposes
Forms and data entry windows
Dialog boxes
Application windows
Forms and Data Entry Windows
Data entry windows provide access to data that
users can retrieve, display and change in the
application.
For example
•Form Design in VB
•Input Dialog boxes in VB
Example for Form Design
Example for Input Box
Forms and Data Entry Windows (Cont)
Guidelines for designing Forms and Data
Entry Window
Identify the information which we want to display
or change
Identify the task that users need to work with data
on the form or data entry window
Forms and Data Entry Windows (Cont)
Data entry tasks include
Navigating rows in a table, such as moving
forward and backward, and going to the first and
last record
Adding and deleting rows
Changing data in rows
Saving and canceling the changes
We can provide buttons & menus to initiate the user tasks
Dialog Boxes
Dialog boxes display status information or ask users
to supply information or make a decision before
continuing with a task
For example
Message Dialog boxes in VB
OK only
YES NO
Example for Dialog box
Dialog Boxes (Cont)
Guidelines for designing Dialog boxes
and Error messages
A dialog box provides an exchange of information or a
dialog between the user and the application
Dialog boxes generally appear after a particular Menu
item or a Command button pressed
Error message
If we will wrongly enter the date in the entry form then the
message show the format for date (DD/MM/YYYY)
Guidelines for the Command Buttons
Layout
Position the command buttons are very
important
•Bottom
•Align top right
•Align left border is very popular in web
interface
Application Windows( Main Window)
An application window is a container of application
objects or icons
It contains an entire application with which users can
interact
Application Windows (cont)
Consist of
Frame or border
Title bar
Scroll bars
Menu bar
Toll bar
Status bar
Example
Application Windows (cont)
File menu
Open, Save, Save As, Print, Exit
Edit Menu
Cut, Copy, Paste
View Menu
Zoom,show and etc
Help Menu
Fonts
Colors
Example
Example
Prototyping the user interface
Activity diagram
Create user
interface controls
Associate actions to the users
interface controls and their events
Test / Debug
[ No ]
[ Yes ]
VIEW LAYER:DESINGING
INTERFACE OBJECTS
Objectives:
• Identifying View Class
• Designing Interface Objects.
INTRODUCTION
Two types of Interface
1. User Interface
2. Graphical User Interface
The main Goal of UI
To display and obtain needed information in an
accessible, efficient manner.
The Main Goal of GUI
Graphical Representation.
• User Design as a Creative Process
Designing View Layer Classes
• An implicit benefit of three layer Architecture.
• Separation of the view layer from the business and access layer.
View Objects
Business Objects
Access Objects
View Layer Objects
They are the only exposed objects of an application
with which users can interact.
View Layer Class
That represent the set of operations in the business
that users must perform to Complete their task,
Ideally in a way they find natural,
Easy to remember, and
Useful.
The View Layer Objects are represented for two
major aspects of the applications.
1. INPUT – Responding to user interaction
2. OUTPUT-Display or Printing business
objects.
View Layer Classes is divided four activities
• Macro level UI design process.
Identifying view layer objects,
User’s perspective.
• Micro level UI design activities.
Design axioms and corollaries, Prototyping.
• Testing usability and User satisfaction.
• Refining and Iterating the design.
MACRO LEVEL PROCESS
Two Steps:
1. For every class identified, determine if the
class interacts with a human actor.
1.Identify the view (interface) objects for the
class. 2.
Define the relationship among the view
objects.
2. Iterate and refine.
MICRO LEVEL PROCESS
The process of designing view objects
1. For every interface object identified in the
macro UI design process.
2. Iterate and Refine.
OBJECTIVE
◘ QUALITY ASSURANCE TESTS
◘ TESTING STRATEGIES
◘ IMPACT OF OBJECT ORIENTATION ON TESTING
◘ TEST CASES
◘ TEST PLAN
◘ CONTINUOUS TESTING
◘ MYER’S DEBUGGING PRINCIPLES
QUALITY ASSURANCE TESTS
Why?
Computers are infamous for doing what you tell them to do, not necessarily
what you want them to do.
Debugging:
Is the process of finding out where something went wrong and
correcting the code to eliminate the errors or bugs that cause unexpected
results.
Types of Errors:
 Language(syntax) errors
 Run – time errors
 Logic errors
Categories:
 Error – based Testing
 Scenario(usage) – based Testing
(contd…)
Categories
♠ Error – based Testing.
♠ Search for particular clues of interest.
♠ Describe how clues should be tested.
♠ Scenario – based Testing.
♠ Concentrates on what the user does , not on what
the product does.
(contd…)
TESTING STRATEGIES
‫۝‬ BLACK BOX TESTING
₤ It is used to represent a system whose inside workings are not available for
inspection.
‫۝‬ WHITE BOX TESTING
₤ Specific logic is important and must be tested to guarantee the systems
proper functioning.
‫۝‬ TOP – DOWN TESTING
₤ It supports testing user interface and system integration.
‫۝‬ BOTTOM – UP TESTING
₤ It starts with the details of the system and proceeds to higher levels by a
progressive aggregation of details until they fit requirements of system.
IMPACT OF OO ON TESTING
٤ Errors.
٥ Less Plausible ( not worth testing for )
٥ More Plausible ( worth testing for now )
٥ New
٤ Impact of Inheritance on Testing.
٤ Reusability of tests.
TEST CASES
§ A test case is a set of What – if questions.
§ To test a system you must construct some best input cases, that
describe how the output will look.
§ Next, perform the tests and compare the outcome with the
expected output.
(contd…)
Myer’s (objective of testing )
‫ﭳ‬ Testing
Is a process of executing a program with the intent of finding errors.
‫ﭳ‬ Good test case
That has a high probability of finding an as – yet – undiscovered error.
‫ﭳ‬ Successful test case
That detects an as – yet – undiscovered error.
(Contd…)
Guidelines (for preparing test cases.)
ổ Describe the feature or service.
ổ If based on use case, then refer its name.
ổ Specify the feature to test and how to test.
ổ Test the normal use.
ổ Test the abnormal but reasonable use.
ổ Test the abnormal and unreasonable use.
ổ Test the boundary conditions.
ổ While revising document the cases.
ổ Reusability and extendibility should be assessed.
ổ Add Questions that arise out of previous ones.
Test Plan
‫٭‬ A Test plan is developed to detect and identify potential problems
before delivering the software to its users.
‫٭‬ A test plan offers a road map.
‫٭‬ A dreaded and frequently overlooked activity in software
development.
‫٭‬ Steps:
§ Objectives of the test.
§ Development of a test case
§ Test analysis.
‫٭‬ Regression Testing.
‫٭‬ Beta Testing.
‫٭‬ Alpha Testing. (contd…)
Guidelines (for preparing test plan)
≈ Specify Requirements generated by user.
≈ Specify Schedule and resources.
≈ Determine the testing strategy.
≈ Configuration Control System.
≈ Keep the plan up to date.
≈ At the end of each milestone, fill routine updates.
CONTINUOUS TESTING
₫ Testing must take place on continuous basis and this refining
cycle must continue throughout the development process until
you are satisfied with the results.
₫ During this iterative process, prototypes will be transformed
incrementally into the actual application.
MYER’S DEBUGGING PRINCIPLES
∂ Bug locating principles.
© Think
© If you reach an impasse, sleep on it.
© If the impasse remains, describe the problem to someone else.
© Use debugging tools.
© Experimentation should be done as a last resort.
∂ Debugging principles.
© Where there is one bug , there is likely to be another.
© Fix the error, not just the symptom.
© The probability of solution being correct drops down as the size increases.
© Beware of error correction, it may create new errors.
System Usability- Introduction
• The task of satisfying user requirements is basic
motivation of quality
• Usability testing is different from quality
assurance testing in that, rather finding
programming defects.
• It reflects the users need and satisfaction
USABILITY TESTING
• Definition:
– ISO Defines the usability as the effectiveness,
efficiency and satisfaction with which a specified set
of users to can achieve a specified set of tasks.
USABILITY TESTING
• ISO Definition requires
Defining tasks – What are the tasks
Defining users – who are the users
A means for measuring effectiveness, efficiency and
satisfaction – how do we measure usability
USABILITY TESTING
• Usability measures the ease of use as well as
the degree of comfort and satisfaction users
have with the software.
• Usability is one of the most crucial factor so it
should begin in the earlier stage of product
development.
USABILITY TESTING
• Usability test cases begin with the identification
of use cases.
• When designing test focus on use cases and
tasks not features.
USABILITY TESTING
OOA-
Use case model
Quality assurance
test cases
User satisfaction
Test cases
Usability test cases
Test plan
Jacobson’s Life cycle model
Guidelines for Usability testing
• The usability testing should involve all software
components
• Usability need not be more expensive or
elaborate
• All tests need not involve many subjects
• Consider user’s experience as a part of your
software usability
• Apply usability testing early and often.
RECORDING THE USABILITY TEST
• When conducting a usability test provide a
comfortable environment.
• Record the test results using a video camera or
a tape recorder.
• If possible involve all design team members in
observing the test and reviewing the results.
USER SATISFACTION TEST
• User satisfaction testing is the process of
quantifying the usability test with some
measurable attributes of the test such as
functionality, cost, or ease of use.
PRINCIPLE OBJECTIVES
• To act as a communication vehicle between
users and designers.
• To detect and evaluate changes during the
design process.
• To provide a periodic indication of divergence of
opinion about the current design.
PRINCIPLE OBJECTIVES (cont…)
• To enable pinpointing specific areas of
dissatisfaction for remedy.
• To provide a clear understanding of just how the
completed design is to be evaluated.
GUIDELINES FOR DEVELOPING
USER SATISFACTI0N TEST
The format of every user satisfaction test is basically
the same, but its content is different for each project.
A Custom Form For User Satisfaction
Test
10 9 8 7 6 5 4 3 2 1
Ease of use
Functionality
Cost
Intuitive UI
Reliability
Comments
10 9 8 7 6 5 4 3 2 1
10 9 8 7 6 5 4 3 2 1
10 9 8 7 6 5 4 3 2 1
10 9 8 7 6 5 4 3 2 1
Very Easy
Very Functional
Very Inexpensive
Very Intuitive
Very Reliable
Very Hard
Non Functional
Very Expensive
Very Hard to Follow
Not Reliable
I have more to say; I would like to see you
How do you rate the customer tracking project at this time?
Ooad

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  • 1. Unit-5 • Designing Interface Objects • Software Quality Assurance • System Usability • Measuring User Satisfaction
  • 2. View Layer: Designing Interface Objects Identifying view Classes Designing interface Objects Objective
  • 3. To display and obtain needed information in an accessible,efficient manner. Goal of a User Interface (UI)
  • 4. The Purpose of a View Layer Interface User interface can employ one or more Windows Each window should serve a clear, specific purpose Intro:
  • 5. The Purpose of a View Layer Interface (Cont) Purposes Forms and data entry windows Dialog boxes Application windows
  • 6. Forms and Data Entry Windows Data entry windows provide access to data that users can retrieve, display and change in the application. For example •Form Design in VB •Input Dialog boxes in VB
  • 9. Forms and Data Entry Windows (Cont) Guidelines for designing Forms and Data Entry Window Identify the information which we want to display or change Identify the task that users need to work with data on the form or data entry window
  • 10. Forms and Data Entry Windows (Cont) Data entry tasks include Navigating rows in a table, such as moving forward and backward, and going to the first and last record Adding and deleting rows Changing data in rows Saving and canceling the changes We can provide buttons & menus to initiate the user tasks
  • 11. Dialog Boxes Dialog boxes display status information or ask users to supply information or make a decision before continuing with a task For example Message Dialog boxes in VB OK only YES NO
  • 13. Dialog Boxes (Cont) Guidelines for designing Dialog boxes and Error messages A dialog box provides an exchange of information or a dialog between the user and the application Dialog boxes generally appear after a particular Menu item or a Command button pressed Error message If we will wrongly enter the date in the entry form then the message show the format for date (DD/MM/YYYY)
  • 14. Guidelines for the Command Buttons Layout Position the command buttons are very important •Bottom •Align top right •Align left border is very popular in web interface
  • 15. Application Windows( Main Window) An application window is a container of application objects or icons It contains an entire application with which users can interact
  • 16. Application Windows (cont) Consist of Frame or border Title bar Scroll bars Menu bar Toll bar Status bar
  • 18. Application Windows (cont) File menu Open, Save, Save As, Print, Exit Edit Menu Cut, Copy, Paste View Menu Zoom,show and etc Help Menu Fonts Colors
  • 21. Prototyping the user interface Activity diagram Create user interface controls Associate actions to the users interface controls and their events Test / Debug [ No ] [ Yes ]
  • 22. VIEW LAYER:DESINGING INTERFACE OBJECTS Objectives: • Identifying View Class • Designing Interface Objects.
  • 23. INTRODUCTION Two types of Interface 1. User Interface 2. Graphical User Interface
  • 24. The main Goal of UI To display and obtain needed information in an accessible, efficient manner. The Main Goal of GUI Graphical Representation. • User Design as a Creative Process
  • 25. Designing View Layer Classes • An implicit benefit of three layer Architecture. • Separation of the view layer from the business and access layer. View Objects Business Objects Access Objects
  • 26. View Layer Objects They are the only exposed objects of an application with which users can interact. View Layer Class That represent the set of operations in the business that users must perform to Complete their task, Ideally in a way they find natural, Easy to remember, and Useful.
  • 27. The View Layer Objects are represented for two major aspects of the applications. 1. INPUT – Responding to user interaction 2. OUTPUT-Display or Printing business objects.
  • 28. View Layer Classes is divided four activities • Macro level UI design process. Identifying view layer objects, User’s perspective. • Micro level UI design activities. Design axioms and corollaries, Prototyping. • Testing usability and User satisfaction. • Refining and Iterating the design.
  • 29. MACRO LEVEL PROCESS Two Steps: 1. For every class identified, determine if the class interacts with a human actor. 1.Identify the view (interface) objects for the class. 2. Define the relationship among the view objects. 2. Iterate and refine.
  • 30. MICRO LEVEL PROCESS The process of designing view objects 1. For every interface object identified in the macro UI design process. 2. Iterate and Refine.
  • 31. OBJECTIVE ◘ QUALITY ASSURANCE TESTS ◘ TESTING STRATEGIES ◘ IMPACT OF OBJECT ORIENTATION ON TESTING ◘ TEST CASES ◘ TEST PLAN ◘ CONTINUOUS TESTING ◘ MYER’S DEBUGGING PRINCIPLES
  • 32. QUALITY ASSURANCE TESTS Why? Computers are infamous for doing what you tell them to do, not necessarily what you want them to do. Debugging: Is the process of finding out where something went wrong and correcting the code to eliminate the errors or bugs that cause unexpected results. Types of Errors:  Language(syntax) errors  Run – time errors  Logic errors Categories:  Error – based Testing  Scenario(usage) – based Testing (contd…)
  • 33. Categories ♠ Error – based Testing. ♠ Search for particular clues of interest. ♠ Describe how clues should be tested. ♠ Scenario – based Testing. ♠ Concentrates on what the user does , not on what the product does. (contd…)
  • 34. TESTING STRATEGIES ‫۝‬ BLACK BOX TESTING ₤ It is used to represent a system whose inside workings are not available for inspection. ‫۝‬ WHITE BOX TESTING ₤ Specific logic is important and must be tested to guarantee the systems proper functioning. ‫۝‬ TOP – DOWN TESTING ₤ It supports testing user interface and system integration. ‫۝‬ BOTTOM – UP TESTING ₤ It starts with the details of the system and proceeds to higher levels by a progressive aggregation of details until they fit requirements of system.
  • 35. IMPACT OF OO ON TESTING ٤ Errors. ٥ Less Plausible ( not worth testing for ) ٥ More Plausible ( worth testing for now ) ٥ New ٤ Impact of Inheritance on Testing. ٤ Reusability of tests.
  • 36. TEST CASES § A test case is a set of What – if questions. § To test a system you must construct some best input cases, that describe how the output will look. § Next, perform the tests and compare the outcome with the expected output. (contd…)
  • 37. Myer’s (objective of testing ) ‫ﭳ‬ Testing Is a process of executing a program with the intent of finding errors. ‫ﭳ‬ Good test case That has a high probability of finding an as – yet – undiscovered error. ‫ﭳ‬ Successful test case That detects an as – yet – undiscovered error. (Contd…)
  • 38. Guidelines (for preparing test cases.) ổ Describe the feature or service. ổ If based on use case, then refer its name. ổ Specify the feature to test and how to test. ổ Test the normal use. ổ Test the abnormal but reasonable use. ổ Test the abnormal and unreasonable use. ổ Test the boundary conditions. ổ While revising document the cases. ổ Reusability and extendibility should be assessed. ổ Add Questions that arise out of previous ones.
  • 39. Test Plan ‫٭‬ A Test plan is developed to detect and identify potential problems before delivering the software to its users. ‫٭‬ A test plan offers a road map. ‫٭‬ A dreaded and frequently overlooked activity in software development. ‫٭‬ Steps: § Objectives of the test. § Development of a test case § Test analysis. ‫٭‬ Regression Testing. ‫٭‬ Beta Testing. ‫٭‬ Alpha Testing. (contd…)
  • 40. Guidelines (for preparing test plan) ≈ Specify Requirements generated by user. ≈ Specify Schedule and resources. ≈ Determine the testing strategy. ≈ Configuration Control System. ≈ Keep the plan up to date. ≈ At the end of each milestone, fill routine updates.
  • 41. CONTINUOUS TESTING ₫ Testing must take place on continuous basis and this refining cycle must continue throughout the development process until you are satisfied with the results. ₫ During this iterative process, prototypes will be transformed incrementally into the actual application.
  • 42. MYER’S DEBUGGING PRINCIPLES ∂ Bug locating principles. © Think © If you reach an impasse, sleep on it. © If the impasse remains, describe the problem to someone else. © Use debugging tools. © Experimentation should be done as a last resort. ∂ Debugging principles. © Where there is one bug , there is likely to be another. © Fix the error, not just the symptom. © The probability of solution being correct drops down as the size increases. © Beware of error correction, it may create new errors.
  • 43. System Usability- Introduction • The task of satisfying user requirements is basic motivation of quality • Usability testing is different from quality assurance testing in that, rather finding programming defects. • It reflects the users need and satisfaction
  • 44. USABILITY TESTING • Definition: – ISO Defines the usability as the effectiveness, efficiency and satisfaction with which a specified set of users to can achieve a specified set of tasks.
  • 45. USABILITY TESTING • ISO Definition requires Defining tasks – What are the tasks Defining users – who are the users A means for measuring effectiveness, efficiency and satisfaction – how do we measure usability
  • 46. USABILITY TESTING • Usability measures the ease of use as well as the degree of comfort and satisfaction users have with the software. • Usability is one of the most crucial factor so it should begin in the earlier stage of product development.
  • 47. USABILITY TESTING • Usability test cases begin with the identification of use cases. • When designing test focus on use cases and tasks not features.
  • 48. USABILITY TESTING OOA- Use case model Quality assurance test cases User satisfaction Test cases Usability test cases Test plan Jacobson’s Life cycle model
  • 49. Guidelines for Usability testing • The usability testing should involve all software components • Usability need not be more expensive or elaborate • All tests need not involve many subjects • Consider user’s experience as a part of your software usability • Apply usability testing early and often.
  • 50. RECORDING THE USABILITY TEST • When conducting a usability test provide a comfortable environment. • Record the test results using a video camera or a tape recorder. • If possible involve all design team members in observing the test and reviewing the results.
  • 51. USER SATISFACTION TEST • User satisfaction testing is the process of quantifying the usability test with some measurable attributes of the test such as functionality, cost, or ease of use.
  • 52. PRINCIPLE OBJECTIVES • To act as a communication vehicle between users and designers. • To detect and evaluate changes during the design process. • To provide a periodic indication of divergence of opinion about the current design.
  • 53. PRINCIPLE OBJECTIVES (cont…) • To enable pinpointing specific areas of dissatisfaction for remedy. • To provide a clear understanding of just how the completed design is to be evaluated.
  • 54. GUIDELINES FOR DEVELOPING USER SATISFACTI0N TEST The format of every user satisfaction test is basically the same, but its content is different for each project.
  • 55. A Custom Form For User Satisfaction Test 10 9 8 7 6 5 4 3 2 1 Ease of use Functionality Cost Intuitive UI Reliability Comments 10 9 8 7 6 5 4 3 2 1 10 9 8 7 6 5 4 3 2 1 10 9 8 7 6 5 4 3 2 1 10 9 8 7 6 5 4 3 2 1 Very Easy Very Functional Very Inexpensive Very Intuitive Very Reliable Very Hard Non Functional Very Expensive Very Hard to Follow Not Reliable I have more to say; I would like to see you How do you rate the customer tracking project at this time?