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Introduction
The shop represents a virtual store on the internet where customers can browse the catalog and
select items (electronic devices) of interest. The items can be collected in a shopping basket and
ordered, afterwards. At that time, more information will be required from the customer to complete
the order. The customer will be asked to fill billing address, a shipping address, a shipping option,
and payment information such as credit card number. An e- mail notification is sent to the customer
as soon as the order is placed.
Scope: A solution that will enable to the users to easily add and remove products that are for sale.
The products can be entered only by authorized users. As to enter the products, the users must
populate the product specification from. The product specification form defines the product as an
unique entity that has a product name, a product technical specification and a price. As to remove
product, the user must delete it from the system.
Users:
• Super admin
User stories
Title: Advert new product
As a super admin
I want to add new product on the online store
So that I can advert what is on sale from our store.
Scenario1: Advert new product that has not been entered previously.
As a super admin
I want to update the product
So that I can change the product price.
Scenario1: Price update
As a super admin
I want to delete a product
So that I can remove the product from the system
Scenario1: Delete a product
• Make an order
Users
• Customer
Scope: A solution that will enable to the Customers to select products from the catalog and add
them in the shopping basket. The products from the basket can purchased or removed. When
purchased, the customer will be asked to fill billing address, a shipping address, a shipping option,
and payment information such as credit card number. An e- mail notification will be sent to the
customer as soon as the order is placed. Only registered customers can buy products
Title: Make an order
As a customer
I want to select a product
So that I can add it in my shopping basket and create an order
Scenario1: Add products in the shopping basket
As a customer
I want to delete a product
So I can remove the product from the shopping basket
Scenario1: Remove product from the shopping basket
As a customer
I want to purchase an order
So that I can get my products
Scenario1: Prepare to purchase an order
Тема 9
Спецификација по пример
Благодарност за
Declan Whelan
Shawn Wallace
Waterfall
Source: http://www.cs.umd.edu/class/spring2003/cmsc838p/Process/waterfall.pdf
Agile Specification
Типичен пристап
Build
Specification Test
Deploy
Tests Cases
И тогаш ќе се појави
Последици
Behavior Driven Design
• Перспектива на корисник
• Се тестира однесувањето на системот
• Executable requirements
• Има директна повратна врска
• Рачно враќање и поправање е прескапо
Acceptance Tests vs. Unit Tests
8
Acceptance Tests vs. Unit Tests
9
http://www.deltamatrix.com/2012-04-17-04-37-50/horizontal-and-vertical-user-stories-slicing-the-cake
http://www.deltamatrix.com/2012-04-17-04-37-50/horizontal-and-vertical-user-stories-slicing-the-cake
Build it Right
Business Failure Business Success
Specification By
Example
As a _______
I want to _______
So that _______
As a student
I want to purchase used books online
So that I can save money
Колаборациски работилници
• Три члена:
– програмер
– тестер
– аналитичар
Пример Спецификација
Given _______
When _______
Then _______
• Start small
• Select important examples for automation
• Plan up-front to automate
• Be prepared to go slower at the start
• Treat automation code as a first class citizen
• Avoid record and playback
• Avoid using pre-populated data
Validate Frequently
• Start with a Continuous Integration system
• Set up a Continuous Deployment system
• Specify and test business logic separately
from end-to-end flows
• Organize tests along functional lines
• Run all test nightly
• Consider an iteration “test pack”
Living Documentation
• Keep specifications short
• Evolve a specification language and leverage
in with “common fixtures”
• Make documentation accessible - consider
a wiki
• Organize the documentation
• Put specifications under version control
• Describes how software should behave in plain text
• Gherkin
– Usable in many different human languages
– Features can be written and understood by both non/technical project
members
• Not a replacement for unit testing; it’s not a low level
testing/spec framework
• Easy to execute in Continuous Integration environment (except
MS TFS)
Technology Stack
• Cucumber - Domain Specification
• Ruby, JRuby or .NET - map cukes to application
• UI testing framework - Watir, Watin, Selenium,
Capybara (headless), anything that supports
WebDriver
• Open source
• STRONG community support
23
Features
• Who’s using the system?
• What are they doing?
• Why do they care?
• As a <role>
• I want <feature>
• So that <business value>
Who’s Using the System
Features
Scenarios
• Features are defined by one or more scenarios
• Sequence of steps thru the feature that exercises on
path
• Use BDD style – given-when-then
• Scenario: <description>
• <step 1>
• …
• <step 2>
Scenarios
• Given
–Sets up preconditions, or context, for the scenario
• When
–The action, or behavior, that we’re focused on
• Then
–Checks post-conditions
–Verifies that the right thing happened in the When
stage
• And
• Given - Sets up preconditions, or context, for the scenario
• When - The action, or behavior, that we’re focused on
• Then - Checks post-conditions and verifies that the right thing
happened in the When stage
Scenarios
Cucumber Organization
Step
Features
Definitions
Call
System
Under Test
Feature File
Feature: Turn cucumber into beer
As a cucumber presenter
I want beer after my presentation
So I can enjoy the rest of day
Then /^(.+) should buy (.+) (\d+) (.*)$/ do |buyer, drinker, qty, item|
perk = @event.perks[0];
perk.buyer.should == buyer; perk.receiver.should == drinker
perk.quantity.should == quantity.to_i; perk.item.should == item
end
System Under Test
class Event
attr_reader :perks
def add(presenter)
@perks.push Perk.new(@host, presenter, 1, "beer")
end
end
class Perk
attr_reader :buyer, :receiver, :quantity, :item
Then /^(.+) should buy (.+) (\d+) (.*)$/ do |buyer, drinker, qty, item|
perk = @event.perks[0];
perk.buyer.should == buyer; perk.receiver.should == drinker
perk.quantity.should == quantity.to_i; perk.item.should == item
end
Execution
Scenario: Vlado buys Marija beer
Given Vlado hosts ADIS
When Marija demos Cucumber
Then Vlado should buy Marija 1 beer
Given /^(.+) hosts/ do |host| When /^(.+) demos/ do |presenter|
@event = Event.new(host) @event.add(presenter)
End end
“Marija”
Then /^(.+) should buy (.+) (\d+) (.*)$/ do |buyer, drinker, qty, item|
perk = @event.perks[0];
perk.buyer.should == buyer; perk.receiver.should == drinker
perk.quantity.should == quantity.to_i; perk.item.should == item
end
Execution
Scenario: Vlado buys Marija beer
Given Vlado hosts ADIS
When Marija demos Cucumber
Then Vlado should buy Marija 1 beer
Given /^(.+) hosts/ do |host| When /^(.+) demos/ do |presenter|
@event = Event.new(host) @event.add(presenter)
End end
Then /^(.+) should buy (.+) (\d+) (.*)$/ do |buyer, drinker, qty, item|
perk = @event.perks[0];
perk.buyer.should == buyer; perk.receiver.should == drinker
perk.quantity.should == quantity.to_i; perk.item.should == item
end
Reading
Specification By Example
Gojko Adzic
Верзии и контрола на изворен код
Имплементација на информациони системи
(Анализа и дизајн на информациски системи)
Васил Буралиев
vasil.buraliev@vbu.mk
Ноември, 2017
За презентацијата
Software Versioning
Management)
Visual
Source control
ALM (Application Lifecycle
• Реплиакција на податоци
• Висок степен на достапност • Не е препорачлив за екстремно
големи датотеки и за бинарни
• Добри мрежни перформанси и датотеки што често се менуваат
перформанси во искористување на
хард диск (hard disk) • Не поддржува Commit на повеќе
бречнови (branches) или тагови
• Различни типови на проекти
Git
• Линус Торвалдс (Linus Torvalds)
• Создаден во 2005
• Основни цели при креирање
• Брзина (Speed)
• Едноставен дизајн (Simple design)
• Добро поддршка за нелинеарен развој (можност за креирање илјадници
бренчови (branches))
• Дистрибуирана архитектура (Fully distributed)
• Да поддржи справување со големи проекти, како на пример развој на
Линкс кернелот (Linux kernel)
Git
www.scaledagileframework.com
6
Kendall & Kendall
Systems Analysis and Design, 9e
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall
Learning Objectives
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-2
Agile Modeling, but First
Prototyping
• Agile modeling is a collection of innovative,
user-centered approaches to system
development
• Prototyping is an information-gathering
technique useful in seeking
• User reactions
• Suggestions
• Innovations
• Revision plans
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-3
Major Topics
• Prototyping
• Agile modeling
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-4
Prototyping
• Patched-up
• Nonoperational
• First-of-a-series
• Selected features
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-5
Patched-Up Prototype
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-6
Nonoperational Scale Models
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-7
First-of-a-Series Prototype
• Creating a pilot
• Prototype is completely operational
• Useful when many installations of the same
information system are planned
• A full-scale prototype is installed in one or
two locations first, and if successful,
duplicates are installed at all locations based
on customer usage patterns and other key
factors
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-8
Selected Features Prototype
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-9
Four Kinds of Prototypes
Clockwise, Starting from the Upper Left
(Figure 6.1)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-10
Prototyping as an Alternative
to the Systems Life Cycle
• Two main problems with the SDLC
• Extended time required to go through the
development life cycle
• User requirements change over time
• Rather than using prototyping to
replace the SDLC use prototyping as a
part of the SDLC
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-11
Drawbacks to Supplanting the
SDLC With Prototyping
• Drawbacks include prematurely shaping
a system before the problem or
opportunity is thoroughly understood
• Using prototyping as an alternative may
result in producing a system that is
accepted by specific groups of users but
is inadequate for overall system needs
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-12
Guidelines for Developing a
Prototype
• Work in manageable modules
• Build the prototype rapidly
• Modify the prototype in successive
iterations
• Stress the user interface
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-13
Work in Manageable Modules
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-15
Modify the Prototype in
successive iterations
• Making a prototype modifiable means
creating it in modules that are not highly
interdependent
• The prototype is usually modified several
times
• Changes should move the system closer to
what users say is important
• Each modification is followed by an evaluation
by users
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-16
Stress the User Interface
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-17
Disadvantages of Prototyping
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-18
Advantages of Prototyping
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-19
Prototyping Using COTS Software
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-20
Users’ Role in Prototyping
• Honest involvement
• Experimenting with the prototype
• Giving open reactions to the prototype
• Suggesting additions to or deletions from
the prototype
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-21
Prototype Evaluation Form
(Figure 6.3)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-22
Agile Modeling
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-23
Values and Principles of Agile
Modeling
• Communication
• Simplicity
• Feedback
• Courage
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-24
Values Are Crucial to the Agile
Approach (Figure 6.4)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-25
The Basic Principles of Agile
Modeling
• Satisfy the customer through delivery of
working software
• Embrace change, even if introduced late in
development
• Continue to deliver functioning software
incrementally and frequently
• Encourage customers and analysts to work
together daily
• Trust motivated individuals to get the job
done
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-26
The Basic Principles of Agile
Modeling (continued)
• Promote face-to-face conversation
• Concentrate on getting software to
work
• Encourage continuous, regular, and
sustainable development
• Adopt agility with attention to mindful
design
• Support self-organizing teams
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-27
The Basic Principles of Agile
Modeling (continued)
• Provide rapid feedback
• Encourage quality
• Review and adjust behavior occasionally
• Adopt simplicity
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-28
Four Basic Activities of Agile
Modeling
• Coding
• Testing
• Listening
• Designing
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-29
Coding
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-30
Testing
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-31
Listening
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-32
Designing
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-33
Four Resource Control Variables
of Agile Modeling
• Time
• Cost
• Quality
• Scope
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-34
Four Core Agile Practices
• Short releases
• 40-hour work week
• Onsite customer
• Pair programming
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-35
Agile Core Practices (Figure 6.5)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-36
The Agile Development Process
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-38
User Stories Can Be Recorded on
Cards (Figure 6.6)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-39
Scrum
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-40
Scrum
• Product backlog
• Sprint backlog
• Sprint
• Daily scrum
• Demo
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-41
Lessons Learned from Agile
Modeling
• Short releases allow the system to
evolve
• Pair programming enhances the overall
quality
• Onsite customers are mutually
beneficial to the business and the agile
development team
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-42
Lessons Learned from Agile
Modeling (continued)
• The 40-hour work week improves
worker effectiveness
• Balanced resources and activities
support project goals
• Agile values are crucial to success
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-43
There Are Six Vital Lessons That Can Be Drawn
from the Agile Approach to Systems (Figure 6.7)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-44
Comparing Agile Modeling and
Structured Methods
• Improving the efficiency of systems
development
• Risks inherent in organizational
innovation
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-45
Strategies for Improving Efficiency Can Be Implemented
Using Two Different Development Approaches
(Figure 6.8)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-46
Adopting New Information Systems Involves
Balancing Several Risks (Figure 6.9)
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-47
Risks When Adopting New Information
Systems
• Prototyping
• Patched-up system
• Nonoperational
• First-of-a-series
• Selected-features
• Prototype development guidelines
• Prototype disadvantages
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-49
Summary (continued)
• Prototype advantages
• Users’ role in prototyping
• Agile modeling
• Five values of the agile approach
• Principles of agile development
• Agile activities
• Agile resources
Kendall & Kendall Copyright © 2014 Pearson Education, Inc. Publishing as Prentice Hall 6-50
Summary (continued)
6-52
Анализа и дизајн на
информациски системи
Тема 8
Имплементација (Агилен пристап)
Имплементација на ИС
• Имплементацијата на ИС опфаќа развој на
решението (кодирање), тестирање, тренинг,
пренос на податоци, и премин од постоечки
ИС на нов ИС
• На крајот од овој процес би требало да има
комплетно функционален ИС
2
Вовед
• Спецификацијата на ИС е основа за развој на
ИС
• Имплементација на ИС не е само пишување на
код
• Пред да почне со работа новиот ИС, тој мора
да се тестира, документира, неговите
корисници да се обучат и сите оперативни
податоци да се префрлат во него
• Поради тоа станува збор за процес кој треба
да се менаџира
3
Обезбедување на квалитет на софтвер
Software Quality Assurance
• Од софтверско
инженерство
– Capability Maturity Model
(CMM)
– Capability Maturity Model
Integration (CMMI)
– Подобрување на процес на
развој
– CMMI го анализира
процесот на развој на
софтвер и го категоризира во
5 категории
4
Обезбедување на квалитет на софтвер
Software Quality Assurance
• Постојат повеќе стандарди
• International Organization for Standardization (ISO)
– ISO 90003:2004
– ISO но побарува специфичен план за развој
– Не е компатибилен со агилна методологија
5
Кодирање
• Префрлање на логичкиот модел во
коректно функционален код согласно
спецификациите на ИС
• Пред кодирање потребно е да се направи
физички дизајн на ИС
– Тоа е план за модули и нивна поврзаност
6
Имплементација на ИС
– Традиционални методи
• SDLC фази согласно методологија на водопад
• Активности за кодирање и тестирање
– Агилни методи
• Започнува интензивна комуникација и колаборација
помеѓу ИТ тимот за развој и крајните корисници на
ИС
• ИС се креира низ итеративен процес
7
Имплементација на ИС
• Управување со проектот
– И скромни ИС може да имаат неколку стотина
модули
– Важно е да се испланираат реални рокови, да
се запазат крајните рокови, да се контролираат
трошоците и да се задржи квалитетот
– За тоа се потребни алатки и техники за
управување со проекти
8
Агилен развој
• Фокус на мали тимови, интензивна
комуникација и брзи итерации на развој на
код
• Пример
– Корисничка сторија
• Креирање на тестови и специјални случаи
– План за релис
• Итеракциски циклус започнува
• Дневни состаноци
• Релис
9
Агилен развој – Екстремно
програмирање
10
Агилен развој – Екстремно
програмирање
11
Scrum in 100 words
Scrum is an agile process that allows us to focus on delivering
the highest business value in the shortest time.
It allows us to rapidly and repeatedly inspect actual working
software (every two weeks to one month).
The business sets the priorities. Our teams self-manage to
determine the best way to deliver the highest priority
features.
Every two weeks to a month anyone can see real working
software and decide to release it as is or continue to enhance
for another iteration.
Scrum
Додека трае спринт нема промени
Change
• Тимовите се самоорганизираат
– Мора да се внимава на конфликти
• За време на спринт нема промена во тимот
Ceremonies
• Планирање на спринт
• Спринт
• Дневен Scrum
• Состанок за ревју на спринт
Spring Planning Meeting
Product Backlog
Team Capabilities
Sprint Goal
Sprint Planning
Business Conditions
Meeting Sprint Backlog
Technology
Current Product
Sprint Planning Meeting
• Прв тип:
– учесници: Product Owner, Scrum Master, Scrum
Team
– Создавање на Product Backlog
– Одредување на целта на Sprint
• Втор тип:
– Учесници: Scrum Master, Scrum Team
– Создавање на Sprint Backlog
Sprint
• Итерација во која се произведува нова
верзија на код
• НЕМА надворешно влијание
• Секој спринт има дневни Scrum состаноци
Дневен Scrum
• Како изгледа
– 15 минути
– Се стои
– Не се решаваат проблеми
– Не се бараат причини за каснење
• Три прашања:
1. Што правевме вчера?
2. Што ќе правиме денес?
3. Кои пречки ги имаме?
• Може да учествуваат и луѓе надвор од тимот што треба да
се информирани или да донесат одлуки
– За да нема непотребни состаноци
– Само тие што донесуваат одлуки можат да зборуваат
Sprint Ревју Состанок
• Тимот презентира што е остварено
за време на спринтот
• Типично е во форма на презентација
на демо
• Не е формален
– Не е подолг од 2 часа
• Учесници
– Корисници
– Менаџмент
– Product Owner
– Други по потреба
Sprint ретроспективен состанок
• Посебен тип на спринт ревју
• Само учесниците на спринт тимот
• Што се случило
– Кога имало застој
– Како се решил
Product Backlog
• Листа на посакувани цели
– Вообичаено комбинација од
• Кориснички сторија (“корисникот треба да
пребара...”)
• Интерни таскови (“подобро exception handling”)
• Листата се приоретизира од Product Owner-
от
Пример Product Backlog
Од Sprint цел до Sprint Backlog
• Промени
– Тимот (не продукт сопственикот) има право да
прави било какви промени за да се постигне
целта на спринтот
– Тимот може да избрише таскови
– Се ажурира на дневно ниво
• Може да се промени и естимацијата на
времето доколку има нови информации
Пример Sprint Backlog
Sprint Burn down Табела
• Ги прикажува вкупните Sprint Backlog
часови потрошени во денот
• Може да одреди колку време е потребно
до крајот на спринтот (тогаш ќе биде нула)
• Може да има скок
• Потребно е точно и навремено ажурирање
од сите членови на тимот
Remaining Effort in Hours
5/
3/
2
100
200
300
400
500
600
700
800
900
0
5/ 00
5/ 2
2
5/ 002
7/
2
752
5/ 00
9/ 2
5/ 200
11 2
5 / /2 0
762
13 02
/
5/ 200
664
15 2
/
5/ 200
17 2
5 / /2 0
Progress
619
19 02
/
5/ 200
Date
21 2
304
5 / /2 0
23 02
/
5/ 200
25 2
/
5/ 20
264
27 02
/
5/ 200
180
29 2
5 / /2 0
31 02
/2
00
2
104
20
Sprint Burndown Табела
Release Burndown Табела
• Покажува дали рилисот ќе биде на време
• X-оска: спринтови
• Y-оска: колку часови остануваат
Product Burndown Табела
• Исто како претходно но наместо спринтови
имаме релиси
• Покажува како тече реализирањето на
продуктот
Скалирање на Scrum
• Еден Scrum тим е 5-10 луѓе
• На некои проекти може да работат и 100-
тици луѓе
• "Scrum of Scrums" или"Meta-Scrum“
• Фреквенција на состаноци зависи од степен
на поврзаност на модули
Како се скалира Scrum?
Проблеми со агилниот развој
– Може да се изгуби квалитетот во постојано
брзање
– Може развојниот тим да се доведе до
непотребен стрес поради брзање
– Може да се заборави на документирање на
кодот поради постојани промени
– Ако се применува ваква методологија, особено
важно е спецификацијата да биде точна и
непроменлива, и методологијата утврдена
– Нема универзално прифатливо решение за
агилен развој 37
• Unit Testing
Тестирање
• Integration Testing
• System Testing
• Тестирањето е влог во
квалитетот на
системот, тоа е
навистина битен чекор
во процесот
38
Документација
• Документација на кодот
• Системска документација
• Оперативна документација
• Корисничка документација
– Може да се користи за обука
– Може да биде онлајн или интегрирана во хелп
менито на ИС
39
Одобрување на кодот
• Откако ќе заврши тестирањето на кодот,
кодот (или модулот во агилен пристап)
мора да се одобри од корисниците
• Дури по тоа одобрување тој код може да се
инсталира
40
Инсталација на ИС и негова
евалуација
• Инсталацијата опфаќа:
– Подготовка на околината каде што системот ќе
се инсталира
• Тестирањето се врши во друга околина која може да
биде копија на оперативната околина, но понекогаш
тоа е скапо
– Префрлање на оперативните податоци
– Премин на новиот систем
• Претходно е извршена обука
– На корисници
– На менаџери
– На оние што ќе го одржуваат технички системот 41
Оперативни и тест околини
42
Оперативни и тест околини
• Оперативната околина опфаќа хардверски
и софтверски конфигурации и сетирања,
системски алатки, мрежа и било кој други
ресурси кои може да влијаат на
перформансите на ИС
• Тест околината треба да може најмалку да
ги симулира тие елементи
• Виртуелни тест околини се можен пристап, но
не секогаш
43
Пренос на податоци
• Стратегии за пренос на податоци
– Стариот ИС може да ги експортира податоците
во формат прифатлив за новиот ИС (пример:
ASCII или ODBC)
– Пишување на посебен софтвер за екстракција и
пре-форматирање на податоците
• При ова можно е да треба податоците мануелно да
се дополнуваат
44
Префрлање на новиот ИС
45
Префрлање на новиот ИС
46
По имплементацијата на ИС
• Евалуација
• Дали саканите функционалности се остварени?
• Дали се остварени бизнис целите?
• Дали планот за време и трошоци е запазен?
• Дали е обезбедена потребната документација?
47
Поддршка на корисници
• Help Desk
– help desk е централна контакт точка за сите
активности за одржување на ИС
– Може да е на повеќе нивоа
– Може да се автомизира
48
Типови одржување
49
Типови одржување
• Corrective Maintenance (отклонување
грешки)
• Adaptive Maintenance (подобрување и
прилагодување на нови потреби)
• Perfective Maintenance (одржување на
оперативен систем, сигурносни системи, ...)
• Preventive Maintenance (поправање на
грешки што не се пријавени)
50
Управување со одржување
• Релиси на одржување
– Секое одржување има свој број
– Треба да биде документирано
– Service packs
• Контрола на верзии на ИС
51
Сигурност на ИС
52
Backup & Disaster Recovery
• Backup Полиси
– Backup медиуми
• период
• локација
– Backup типови
53
Backup типови
54
Disaster Recovery
• Како да продолжи оперативноста на
бизнисот
– Вклучување на алтернативен сервер
– Репликација на податоци
55
Престанок на работа на ИС
• Секој ИС има крај на животниот век
• Тоа се случува кога цената на одржување на
системот е поголема од вредноста што тој ја
носи
• Тогаш е потребно да се воведе нов ИС
56
Scaling e-commerce solutions
4
E-Commerce
5
But, wait...
I need an ecommerce platform. What can I do ?
6
Ok, we are smart, we will build it!
But, What it takes?
What are the basic capabilities that I need in my e-shop?
1. Search
From Tech
2. Catalog perspective
3. Product Details Content
4. Pricing Web Application
5. Offers Backend - Frontend
6. Payment
7. Inventory (Stock)
8. Users (Consumers)
9. Cart & Checkout DB
10. Reporting (Dashboards)
7
How we will distribute our content?
Delivery methods
Mobile &
1. Web (Desktop - responsive) Tablet
Web
Frontend
PWA Reporting
App
2. Mobile / Tablet
a. Mobile / Tablet App
b. Mobile Web API
8
What are the most important architecture principles?
today In 5 years
10
Architecture principle 2: BUSINESS ORIENTED
What are the current business needs and how fast they will change?
11
Architecture principle 3: COST EFFECTIVE
What is the current investment possibility and much it will change in near future?
12
Architecture principle 4: DECOUPLED
How much we need to de-couple our solution for scaling purposes?
13
Let's analyze this typical architecture:
Facet Search Results
Features: Search
1. Heavy SQL with a lot of JOINS
2. Faceting functionality is
difficult in classical SQL
databases
3. More-like-this (MLT) is also
difficult in SQL database
4. Index friendly tokenizers, that Ngram tokenizer example:
are storing (indexing) parts of "text": "2 Quick Foxes." can be searched by:
the word for easier full-text [ Qui, uic, ick, Fox, oxe, xes ]
15
Features: Search
Solution: Search Friendly Index
Mobile &
Web
Tablet PWA Reporting
Frontend
databases like Elasticsearch or Solr App
16
Features: Payment Mobile &
Tablet App
Reporting
1. Secure
2. As much as possible Payment Web
PWA
Frontend
options
3. Restricted access to our developers
/ employees and testers
API
4. Separate Database due to Control Shop A
Payment
encryption, security, backup
P
Panel Backend Service I Service
purposes
7. Special regulations and auditing
principles
8. Separate Deployment process
17
Features: Reporting Mobile &
Tablet App
1. Lots of data
2. Different views (pivots) Web
PWA
Frontend
3. Fast, near real-time data
4. Fast feedback loop - for some
decisions (pricing, stock,
API
promotions) Control Shop A
Payment
5. Different Reports
P
Panel Backend Service I Service
API
Reporting Column-or
Dashboards Reporting Service iented
DBMS
18
Features: Inventory & Shipping
1. Connection to WMS Mobile &
Tablet App
2. Different stock locations
require product tracking Web
PWA
option
Frontend
API
SHIPPING
Reporting Column-or
Inventory Dashboards Reporting Service
Database iented
MySQL DBMS
19
What is not in the picture?
1. User management and authorization
2. Customer management
3. Recommendation & Targeted Promotions
4. More like this for products
5. Marketing Promo pages (SEO, SEM, Campaigns)
6. Pricing changes and pricing tracking
7. Notifications
8. Error handling & Monitoring
9. Customer Support
10. ……….
Let's analyze this typical architecture again
Quality Assurance
and Implementation
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Learning Objectives
• Six Sigma
• Quality assurance
• Walkthroughs
• Structure charts
• Modules
• Documentation
• Testing
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Major Topics (continued)
• Client-server computing
• Network types
• Groupware
• Training
• Security
• Organizational metaphors
• Evaluation
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Six Sigma
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Every Systems Analyst Should Understand the
Methodology and Philosophy of Six Sigma
(Figure 16.1)
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Responsibility for Total Quality
Management
• Full organizational support of
management must exist
• Early commitment to quality from the
analyst and business users
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Structured Walkthroughs
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Involved in Structured
Walkthroughs
• The person responsible for the part of
the system being reviewed
• A walkthrough coordinator
• A programmer or analyst peer
• A peer who takes notes about
suggestions
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The Top-Down Approach
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Advantages of the Top-Down
Approach
• Avoiding the chaos of attempting to
design a system all at once
• Enables separate systems analysis
teams to work in parallel on different
but necessary subsystems
• Prevents losing sight of what the
system is suppose to do
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Modular Development
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Advantages of Modular
Programming
• Modules are easier to write and debug
• Modules are easier to maintain
• Modules are easier to grasp because
they are self-contained subsystems
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Guidelines for Modular
Programming
• Keep each module to a manageable size
• Pay particular attention to the critical
interfaces
• Minimize the number of modules the user
must modify when making changes
• Maintain the hierarchical relationships set up
in the top-down phases
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Using Structure Charts to Design
Systems
• The recommended tool for designing a
modular, top-down system is a structure
chart
• A structure chart is simply a diagram
consisting of rectangular boxes, representing
the modules, and connecting lines
• Hollow circle arrows represent data being
passed up and down the structure
• Filled-in circle arrow represents a control
switch or flag
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A structure chart encourages top-down
design using modules (Figure 16.3)
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Service Oriented Architecture
(SOA)
• The SOA approach is to make individual
SOA services that are unassociated or
only loosely coupled to one another
• Each service executes one action
• Each service can be used in other
applications within the organization or
even in other organizations
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Service Oriented Architecture
(SOA) (continued)
• A service can use certain defined protocols so
that it can communicate with other services
• The burden of connecting services in a useful
fashion, is a process called orchestration
• This can even be accomplished by selecting
services from a menu of services and
monitoring them by setting up an SOA
dashboard
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Service Oriented Architecture
(SOA) (continued)
• In order to set up a SOA, services must be:
• Modular
• Reusable
• Work together with other modules
(interoperability)
• Able to be categorized and identified
• Able to be monitored
• Comply with industry-specific standards
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Modules in service-oriented architecture are
independent and can be ubiquitous (Figure 16.4)
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System Documentation
• Procedure manuals
• The FOLKLORE method
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Procedure Manuals
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Procedure Manuals (continued)
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The FOLKLORE Method
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Customs, Tales, Sayings, and Art Forms Used in the
FOLKLORE Method of Documentation Apply to
Information Systems (Figure 16.5)
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Choosing a Design and
Documentation Technique
• Is it compatible with existing
documentation?
• Is it understood by others in the
organization?
• Does it allow you to return to working
on the system after you have been
away from it for a period of time?
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Choosing a Design and Documentation
Technique (continued)
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Testing, Maintenance, and
Auditing
• The testing process
• Maintenance practices
• Auditing
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The Testing Process
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Programmers, Analysts, Operators, and Users All Play
Different Roles in Testing Software and Systems
(Figure 16.6)
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Program Testing with Test
Data
• Desk check programs
• Test with both valid and invalid data
• Check output for errors and make any
needed corrections
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Link Testing with Test Data
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Full System Testing with
Test Data
• Adequate documentation in procedure
manuals
• Are procedure manuals clear enough?
• Do work flows actually “flow”?
• Is output correct and do users
understand this output?
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Full System Testing with Live
Data
• Comparison of the new system’s output
with what you know to be correctly
processed output
• Only small amounts of live data are
used
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Maintenance Practices
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Auditing
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Implementing Distributed
Systems
• Can be conceived of as an application
of telecommunications
• Includes work stations that can
communicate with each other and with
data processors
• May have different hierarchical
architectural configurations of data
processors that communicate with one
another
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Client-Server Technology
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Client-Server Model
Advantages, Disadvantages
• Advantage—greater computer power
and greater opportunity to customize
applications
• Disadvantage—more expensive and
applications must be written as two
separate software components each
running on separate machines
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A Three-Tiered Client/Server
Configuration (Figure 16.7)
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Cloud Computing
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Cloud Computing (Figure 16.8)
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Cloud Computing
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ERP and Cloud Computing
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Network Modeling
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Use Special Symbols When Drawing Network
Decomposition and Hub Connectivity Diagrams
(Figure 16.9)
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A Network Decomposition Diagram for
World’s Trend (Figure 16.10)
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A Hub Connectivity Diagram for
World’s Trend (Figure 16.11)
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A Workstation Connectivity Diagram for World’s
Trend (Figure 16.12)
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Training
• Who to train
• People who train users
• Training objectives
• Training methods
• Training sites
• Training materials
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Who to Train
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People Who Train Users
• Vendors
• Systems analysts
• External paid trainers
• In-house trainers
• Other system users
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Appropriate Training Objectives, Methods, Sites, and
Materials Are Contingent on Many Factors (Figure 16.13)
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Conversion Strategies
• Direct changeover
• Parallel conversion
• Gradual or phased conversion
• Modular prototype conversion
• Distributed conversion
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Five Conversion Strategies for
Information Systems (Figure 16.14)
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Direct Changeover
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Parallel Conversion
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Gradual Conversion
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Modular Prototype Conversion
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Distributed Conversion
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Other Conversion Considerations
• Ordering equipment
• Ordering any external materials
supplied to the information system
• Appointing a manager to supervise the
preparation of the installation site
• Planning, scheduling, and supervising
programmers and data entry personnel
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Organizational Metaphors May Contribute to the
Success or Failure of an Information System
(Figure 16.15)
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Security Concerns
• Physical security
• Logical security
• Behavioral security
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Security Concerns (continued)
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Special Security Considerations
for Ecommerce
• Virus protection software
• Email filtering products
• URL filtering products
• Firewalls, gateways, and virtual private
networks
• Intrusion detection products
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Special Security Considerations
for Ecommerce (continued)
• Vulnerability management products
• Security technologies such as secure
socket layering (SSL) for authentication
• Encryption technologies
• Public key infrastructure (PKI) use and
obtaining a digital certificate
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Privacy Considerations for
Ecommerce
• Start with a corporate policy on privacy
• Only ask for information required to
complete the transaction
• Make it optional for customers to fill out
personal information on the website
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Privacy Considerations for
Ecommerce (continued)
• Use sources that allow you to obtain
anonymous information about classes of
customers
• Be ethical
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Disaster Recovery Planning
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Disaster Recovery Planning
(continued)
• Provide recovery solutions that include
an off-site location
• Ensure the physical and psychological
well-being of employees and others
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Identify Who Is Responsible
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Single Points of Failure and Data
Replication Technologies
• Redundancy of data provides the key
for servers running Web applications
• SNAs and data mirroring
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Relocation and Transportation
Plans
• Send employees home
• Remain on site
• Relocate to a recovery facility
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Communication Channels
• Email
• Emergency information Web page
• Emergency hotline
• Emergency response agencies
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Recovery Solutions and Support
for the Well-Being of Employees
• Recovery involves an off-site location
and converting paper documents to
digital formats
• Well-being of employees might include
providing water or safety kits
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Evaluation Techniques
• Cost-benefit analysis
• Revised decision evaluation approach
• User involvement evaluations
• The information system utility approach
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Information System Utility
Approach
• Possession
• Form
• Place
• Time
• Actualization
• Goal
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Information System Utility
Approach (continued)
• Possession utility answers the question
of who should receive output
• Goal utility answers the why of
information systems by asking whether
the output has value in helping the
organization achieve its objectives
• Place utility answers the question of
where information is distributed
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Information System Utility
Approach (continued)
• Form utility answers the question of
what kind of output is distributed to the
decision maker
• Time utility answers the question of
when information is delivered
• Actualization utility involves how the
information is introduced and used by
the decision maker
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Website Evaluation
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Website Evaluation (continued)
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Summary
• TQM
• Designing systems and software with a
top-down, modular approach
• Designing and documenting systems and
software using systematic methods
• Testing systems and software so that they
can be easily maintained and audited
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Summary (continued)
• Six Sigma
• Define the problem
• Observe the problem
• Analyze the causes
• Act on the causes
• Study the results
• Standardize the changes
• Draw conclusions
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Summary (continued)
• Structure charts
• Procedure manuals
• FOLKLORE
• Testing
• System maintenance
• Auditing
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Summary
• Implementation
• Distributed systems
• Client-server
• Training users and personnel
• Conversion
• Direct changeover
• Parallel
• Phased
• Gradual
• Modular prototype
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Summary (continued)
• Security
• Physical
• Logical
• Behavioral
• Organizational metaphors
• Evaluation
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Copyright © 2014 Pearson Education, Inc.
Publishing as Prentice Hall
16-88
Анализа и дизајн на
информациски системи
Тема 6
Пишување спецификации
Зошто е потребно да се напишат
спецификации
• Според нив ќе се реализира нов ИС
• Тие се потребни (се составен дел од) за
стратешко планирање на развојот на ИС
• Тие ќе бидат составен дел од тендерска
документација
2
Спецификации за внатрешен
развој
• Потребно за да може да се формализира
интерниот проект
• Од спецификациите може да се дефинираат
приоритети, време и резултати
– Потребно за проектен менаџмент (во
традиционална смисла) или дневен статус (за
агилни методологии)
3
Спецификации за стратешко
планирање
• Ако знаеме што новиот систем може да
направи може да планираме како ќе ги
искористиме тие новитети (тие нови
вредности)
• Може да се избере реализација по фази
поради
– Недостаток на буџет
– Организациска неспремност
4
Од што се состои тендерска
документација
• Кои легални документи се потребни (пр. Извод од
централен регистар, биланс на состојба,...)
• Како изгледа финансиската понуда (на пример за
колку време и колку ќе чини / иницијален Gantt
chart)
• Кои информации за тимот што ќе го реализира
проектот се потребни
• Референци за слични (по некој критериум)
реализирани проекти
• Техничка спецификација
5
Од што се состои техничка
спецификација
• Претпоставки за новиот ИС
• Генерални побарувања
• Функционални побарувања
• Нефункционални побарувања
• Останати побарувања
6
Претпоставки
• Може да вклучи и опис на постоечки
логички и физички модел
• Ова е особено важно доколку е потребна миграција
• Објаснува што дизајнерот може да земе за
готово (инфраструктура, хардвер,...)
• Објаснува начин на користење на новиот ИС
(број на корисници, обем на користење,...)
• Дава увид кон можни промени (на пр.
законски решенија)
7
Побарувања
• Секое побарување треба да има идентификатор
(на пример реден број)
• За секое побарување треба да е наведено дали е
задолжително или незадолжително
– Ова мора да биде рефлектирано во начинот на
евалуација
• Побарувањата може да бидат групирани (на
пример кориснички сценарија е едно побарувања
со повеќе подпобарувања)
• Побарувањата треба јасно да објаснат што се
очекува како одговор на нив 8
Генерални побарувања
• Обично поврзани со бизнис целите и начинот на
користење, или генералната архитектура (пр. Да
се користи MVC базиран софтверски дизајн)
• Побарувања за миграција од стариот на новиот
ИС
9
Функционални побарувања
• Новиот логички и/или физички модел е
интегриран тука
• може да се побараат детали за реализација на
логичкиот модел (дел од физичкиот модел) или
како логичкиот модел ќе биде имплементиран во
зависност од претпоставките (постоечки хардвер),
или побарување за нов хардвер (минимален
хардвер за предлог решението)
• Може да биде меч со две острици затоа што ќе има
финансиски импликации кои можеби не се остварливи
10
Нефункционални побарувања
• Сигурност
• Како ќе се тестира
• Одржување
• Обука
• Гаранција
• ...
11
Останати побарувања
• Како изгледа форматот на понудата
• Пр. За секое побарување со идентификациски број да
се одговори дали може да се одговори, да се опише
како ќе се одговори (со референца кон страна и
параграф во техничката понуда, да се напише
референца кон слично реализирано побарување со
контакт од клиентот)
12
Побарувања за управување со
проектот
• Опис на тимот со биографии и искуство
– Може да влезе во евалуацијата
• Кои се точките на проверка
• Колку често состаноци, во каков состав, и со
каква агенда
• Како ќе се реагира на проблеми и промени
– Кои ги одобрува, како се евалуираат, како
влијаат на времето и цената
13
Евалуација
• Како ќе се врши евалуацијата (пред се техничка)
• Пример, (3 бода за позитивен одговор за задолжително
побарување, до 5 бода за квалитет на одговорот, до 2
бода за референца) (3 бода вкупно за незадолжително
побарување)
• Времето и цената се дел од вкупната евалуација
• Постојат и административни побарувања (се состојат
од легални документи)
• Евалуација на тимот
• Евалуација на процесот на управување
14
Домашна задача
• Да се напишат
– Препоставките
– Генералните побарувања
– Нефункционалните побарувања
15
15
Kendall & Kendall
Systems Analysis and Design, 9e
Designing Accurate
Data Entry Procedures
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Learning Objectives
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Accurate Data-Entry Objectives
• Effective coding
• Efficient data capture
• Effective data capture
• Assuring data quality through validation
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Major Topics
• Effective coding
• Types of codes
• Guidelines for coding
• Validation methods
• Check digits
• Ecommerce accuracy
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Effective Coding
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Human Purposes for Coding
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Keeping Track of Something
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Simple Sequence Codes
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Simple Sequence Codes
(Advantages)
• Eliminates the possibility of assigning
the same number
• It gives users an approximation of when
the order was received
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Simple Sequence Codes
(Disadvantages)
• When you do not wish to have someone
read the code to figure out how many
numbers have been assigned
• When a more complex code is desirable
to avoid a costly mistake
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Alphabetic Derivation Codes
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Alphabetic Derivation Codes
(Disadvantages)
• When the alphabetic portion is small or
when the name contains fewer
consonants than the code requires
• Names like ROE—become RXX
• Some of the data may change
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Classification Information
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Classification Codes
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Classification Codes
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Block Sequence Codes
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Using a Block Sequence Code to Group
Similar Software Packages (Figure 15.5)
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Concealing Information
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Cipher Codes
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Encoding Markdown Prices with a Cipher Code Is a Way
of Concealing Price Information from Customers
(Figure 15.6)
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Revealing Information
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Using a Significant-Digit Subset Code Helps Employees
Locate Items Belonging to a Particular Department
(Figure 15.7)
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Mnemonic Codes
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Unicode
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Requesting Appropriate Action
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Function Codes
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Function Codes Compactly Capture Functions
that the Computer Must Perform (Figure 15.9)
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General Guidelines for Coding
• Be concise
• Keep the codes stable
• Ensure that codes are unique
• Allow codes to be sortable
• Avoid confusing codes
• Keep the codes uniform
• Allow for modification of codes
• Make codes meaningful
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Be Concise
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Keep the Codes Stable
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Ensure that Codes Are Unique
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Allow Codes to Be Sortable
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Avoid Confusing Codes
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Combining Look-Alike Characters in Codes
Can Result in Errors (Figure 15.12)
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Keep the Codes Uniform
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Allow for Modification of Codes
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Make Codes Meaningful
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Using Codes
• Validation programs
• Report and inquiry programs
• GUI programs
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Effective and Efficient Data
Capture
• Deciding what to capture
• Letting the computer do the rest
• Avoiding bottlenecks and extra steps
• Starting with a good form
• Choosing a data-entry method
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Deciding What to Capture
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Letting the Computer Do the Rest
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Avoiding Bottlenecks and Extra
Steps
• Data are poured rapidly into the wide mouth
of the system only to be slowed in its “neck”
because of an artificially created instance of
insufficient processing for the volume or
detail of the data being entered
• The fewer steps involved in inputting data,
the fewer chances there are for the
introduction of errors
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Starting with a Good Form
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Choosing a Data-Entry Method
• Keyboards
• Bar codes
• QR (Quick Response) codes
• Microsoft tags
• RFID
• NFC (Near Field Communication)
• Optical character recognition
• Magnetic ink character recognition (MICR)
• Mark-sense forms
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Keyboards
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Bar Codes
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2D Bar Codes
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QR (Quick Response) Codes
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Microsoft Tags
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Two Popular 2D Bar Codes
(Figure 15.15)
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QR Codes and Microsoft Tags
(Figure 15.16)
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RFID
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NFC (Near Field Communication)
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Optical Character Recognition
• Increased speed
• Eliminates many of the time-consuming and
error-fraught steps of other input devices
• Decentralizes responsibility for quality data
directly to the unit that is generating it
• The transformation of faxes into documents
that can be edited
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Magnetic Ink Character
Recognition
• A reliable and high-speed method that is not
susceptible to accepting stray marks
• If it is required on all withdrawal checks, it
serves as a security measure against bad
checks
• Data entry personnel can see the numbers
making up the code if it is necessary to verify
it
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Mark-Sense Forms
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Ensuring Data Quality through
Input Validation
• The critical importance of catching
errors during input, prior to processing
and storage cannot be overemphasized
• Potential problems
• Validating input transactions
• Validating input data
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Validating Input Is Important to Ensure That
Most Potential Problems with Data Are
Eliminated Early (Figure 15.18)
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Validating Input Transactions
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Validating Input Data
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The Process of Validation
(continued)
• Regular expressions
• Validating XML documents
• DTD
• Schema
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These Characters Are Used in Regular
Expression (Pattern) Validation (Figure 15.19)
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Accuracy Advantages in
Ecommerce Environments
• Customers generally key or enter data
themselves
• Data entered by customers are stored for
later use
• Data entered at the point of sale are reused
throughout the entire order fulfillment
process
• Information is used as feedback to customers
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Cookies
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Summary
• Quality of data
• Effective coding
• Effective and efficient data capture
• Validation of data
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Summary (continued)
• Coding
• Sequence codes
• Alphabetic derivation codes
• Classification codes
• Block sequence codes
• Cipher codes
• Significant-digit subset codes
• Mnemonic codes
• Uniform character set
• Function codes
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Summary (continued)
• Input devices
• Keyboards
• Bar codes
• QR (Quick Response) codes
• Microsoft tags
• RFID
• NFC (Near Field Communication)
• Optical character recognition
• Magnetic ink character recognition (MICR)
• Mark-sense forms
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Summary (continued)
• Input validation
• Input transaction
• Input data
• Ecommerce
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15-72
14
Kendall & Kendall
Systems Analysis and Design, 9e
Human-Computer
Interaction
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Learning Objectives
• Understand human-computer
interaction (HCI)
• Design useful touch screen interfaces
for smartphones and tablets
• Design a variety of user interfaces
• Design effective onscreen dialog for HCI
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Learning Objectives (continued)
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Human-Computer Interaction
• Awareness of HCI
• Existence of HCI in organizational
settings
• Need to master the concepts
surrounding HCI
• Guidelines for usability
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Major Topics
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Understanding Human-Computer
Interaction
• Knowledge about the interplay among
users, tasks, task contexts, IT, and the
environments in which the systems are
used comprises the basis of human-
computer interaction
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Task
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Well-Being
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Usability
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Designing for Cognitive Styles of
Individual Users
• Making sure data is made available in
different forms
• Tables
• Graphs
• Text
• Different times
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Pivot Tables
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A Pivot Table Template Can Make It Easier for Users to
See Information Displayed in Different Ways
(Figure 14.2)
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Visual Analysis of Databases
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When Different Graphs or Tables Are Displayed On the
Same Page, It Resembles a Dashboard (Figure 14.6)
(Courtesy of www.tableausoftware.com.)
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Physical Considerations in HCI
Design
• Vision
• Hearing
• Touch
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Considering Human Limitations,
Disabilities, and Design
• An individual with a disability is a
person who:
• Has a physical or mental impairment that
substantially limits one or more major life
activities
• Has a record of such impairment
• Is regarded as having such an impairment
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The HCI Approach to Systems Design Emphasizes the Fit
among the Human, Computer, and Task (Figure 14.7)
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Interface Design Objectives
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Types of User Interfaces
• Natural-language interfaces
• Question-and-answer interfaces
• Menus
• Form-fill interfaces
• Command-language interfaces
• Graphical User Interfaces (GUIs)
• Web interfaces
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Natural-Language Interfaces
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Question-and-Answer
Interfaces
• The computer displays a question to the
user on the display
• The user enters an answer
• The computer acts on that input information
in a preprogrammed manner
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Menus
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Evaluating Interfaces
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Designing Interfaces for
Smartphones and Tablets
• Touch-sensitive screens allow a user to
use a finger to activate the display
• These small devices use multitouch
gestures also called capacitive sensing
• Used for moving from one screen to
another or from one state to another on
the same screen
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Gestures
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Alerts, Notices, and Queries
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Badges
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Voice Recognition
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Guidelines for Dialog Design
• Meaningful communication
• Minimal user action
• Standard operation and consistency
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Meaningful Communication
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Minimal User Action
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Minimal User Action (continued)
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Standard Operation and
Consistency (continued)
• Standardizing the use of icons for similar
operations when using graphical user
interface
• Using consistent terminology in a display or
website
• Providing a consistent way to navigate
through the dialog
• Using consistent font alignment, size, and
color on a web page
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Feedback for Users
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Types of Feedback
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Including Feedback in Design
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A Variety of Help Options
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Easy Navigation for Ecommerce
Websites (One-Click Navigation)
• Creating a rollover menu
• Building a collection of hierarchical links
• Placing a site map on the home page
and emphasizing the link to it
• Placing a navigational bar on every
inside page that repeats the categories
used on the entry screen
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Easy Navigation for Ecommerce
Websites (Other Considerations)
• Search function
• Creating flexibility
• Creating for users with different
cognitive processing, or interests
• Keeping the customers on the website
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Mashups
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Designing Queries
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Query Types
• Query Type 1
• What is the value of a specified attribute for a
particular entity?
• Query Type 2
• What entity has a specified value for a particular
attribute?
• Query Type 3
• What attribute(s) has (have) a specified value for
a particular entity?
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Query Types (continued)
• Query Type 4
• List all the values for all the attributes for a
particular entity
• Query Type 5
• List all entities that have a specified value for all
attributes
• Query Type 6
• List all the attributes that have a specified value
for all entities
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It Is Possible to Perform Six Basic Types of Queries on a
Table That Contains Entities, Attributes, and Values
(Figure 14.12)
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Query Notation
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Building More Complex Queries
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Query Methods
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Query By Example Using
Microsoft Access (Figure 14.14)
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Structured Query Language (SQL) for the CUSTOMER
NAME Parameter Query (Figure 14.16)
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Summary
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Summary (continued)
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Summary (continued)
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Summary (continued)
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13
Kendall & Kendall
Systems Analysis and Design, 9e
Designing Databases
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Learning Objectives
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Major Topics
• Databases
• Normalization
• Key design
• Using the database
• Data warehouses
• Data mining
• Business intelligence
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Data Storage
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Data Storage (continued)
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Databases
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Reality, Data, and Metadata
• Reality
• The real world
• Data
• Collected about people, places, or events
in reality and eventually stored in a file or
database
• Metadata
• Information that describes data
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Reality, Data, and Metadata
(Figure 13.1)
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Entities
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Entity Subtype
• Relationships
• One-to-one
• One-to-many
• Many-to-many
• A single vertical line represents one
• A crow’s foot represents many
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Entity-Relationship Diagrams Associations
(Figure 13.2, Part 1)
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Entity-Relationship Diagrams Associations
(Figure 13.2, Part 2)
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Entity-Relationship Diagrams Associations
(Figure 13.2, Part 3)
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Entity-Relationship Symbols and Their
Meanings (Figure 13.3)
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The Entity-Relationship Diagram for Patient Treatment
(Figure 13.4)
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Attributes, Records, and Keys
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Key Types
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Metadata
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Metadata (Figure 13.7)
Metadata
includes a
description of
what the value
of each data
item looks
like.
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Files
• Master file
• Table file
• Transaction file
• Report file
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Master and Table Files
• Master files:
• Contain records for a group of entities
• Contain all information about a data entity
• Table files:
• Contains data used to calculate more data
or performance measures
• Usually read-only by a program
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Transaction and Report Files
• Transaction records:
• Used to enter changes that update the
master file and produce reports
• Report files:
• Used when it is necessary to print a report
when no printer is available
• Useful because users can take files to other
computer systems and output to specialty
devices
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Relational Databases
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Database Design (Figure 13.8)
Database design
includes
synthesizing
user reports,
user views, and
logical and
physical designs
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Relational Data Structure (Figure 13.9)
In a relational
data structure,
data are
stored in
many tables.
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Normalization
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Data Model Diagrams
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Drawing Data Model (Figure 13.13)
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First Normal Form (1NF)
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The Original Unnormalized Relation
(Figure 13.16)
The original
unnormalized relation
SALES-REPORT is
separated into two
relations,
SALESPERSON (3NF)
and SALESPERSON-
CUSTOMER (1NF).
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Second Normal Form (2NF)
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Second Normal Form (Figure 13.18 )
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Third Normal Form (3NF)
• Must be in 2NF
• Remove any transitive dependencies
• A transitive dependency is when nonkey
attributes are dependent not only on
the primary key, but also on a nonkey
attribute
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Third Normal Form (Figure 13.20)
The relation
CUSTOMER-
WAREHOUSE is
separated into two
relations called
CUSTOMER
(1NF) and
WAREHOUSE
(1NF).
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Al S. Well Hydraulic Company
E-R Diagram (Figure 13.22)
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Using the Entity-Relationship Diagram
to Determine Record Keys
• When the relationship is one-to-many, the
primary key of the file at the one end of the
relationship should be contained as a foreign
key on the file at the many end of the
relationship
• A many-to-many relationship should be
divided into two one-to-many relationships
with an associative entity in the middle
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Guidelines for Master
File/Database Relation Design
• Each separate data entity should create
a master database table
• A specific data field should exist on one
master table
• Each master table or database relation
should have programs to create, read,
update, and delete the records
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Integrity Constraints
• Entity integrity
• Referential integrity
• Domain integrity
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Entity Integrity
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Referential Integrity
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Referential Integrity
(continued)
Referential integrity implications:
• You cannot add a record in the child
(many) table without a matching record in
the parent table
• You cannot change a primary key that has
matching child table records
• You cannot delete a record that has child
records
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Referential Integrity (continued)
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Domain Integrity
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Anomalies
• Data redundancy
• Insert anomaly
• Deletion anomaly
• Update anomaly
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Data Redundancy
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Insert Anomaly
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Deletion Anomaly
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Update Anomaly
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Retrieving and Presenting
Database Data
• Choose a relation from the database
• Join two relations together
• Project columns from the relation
• Select rows from the relation
• Derive new attributes
• Index or sort rows
• Calculate totals and performance measures
• Present data
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Denormalization
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Data Warehouses and
Database Differences
• Data warehouses are used to organize information
for quick and effective queries
• In the data warehouse, data are organized around
major subjects
• Data in the warehouse are stored as summarized
rather than detailed raw data
• Data in the data warehouse cover a much longer
time frame than in a traditional transaction-oriented
database
• Data warehouses are organized for fast queries
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Data Warehouses and Database
Differences (continued)
• Data warehouses are usually optimized for
answering complex queries, known as OLAP
• Data warehouses allow for easy access via
data-mining software
• Data warehouses include multiple databases
that have been processed so that data are
uniformly defined
• Data warehouses usually include data from
outside sources
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Online Analytic Processing
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Data-Mining Decision Aids
• Siftware
• Statistical analysis
• Decision trees
• Neural networks
• Intelligent agents
• Fuzzy logic
• Data visualization
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Data-Mining Patterns
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Data Mining (Figure 13.27)
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Data-Mining Problems
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Business Intelligence (BI)
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Business Intelligence
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Analyzing Business Intelligence
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Text Analytics
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Summary
• Storing data
• Individual files
• Database
• Reality, data, metadata
• Conventional files
• Type
• Organization
• Database
• Relational
• Hierarchical
• Network
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Summary (continued)
• E-R diagrams
• Normalization
• First normal form
• Second normal form
• Third normal form
• Denormalization
• Data warehouse
• Data mining
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12
Kendall & Kendall
Systems Analysis and Design, 9e
Designing Effective
Input
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Learning Objectives
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Input Design Objectives
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Major Topics
• Input design
• Form design
• Display design
• GUI screen design
• GUI controls
• Web design guidelines
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Good Form Design
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Make Forms Easy to Fill in
• Form flow
• Seven sections of a form
• Captioning
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Form Flow
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Seven Sections of a Form
• Heading
• Identification and access
• Instructions
• Body
• Signature and verification
• Totals
• Comments
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Caption Types
• Line caption
• Putting the caption on the same line or below the line
• Boxed caption
• Providing a box for data instead of a line
• Check off caption
• Lining up choices or alternatives vertically
• Horizontal check off caption
• Lining up choices or alternatives horizontally
• Table caption
• Work well in the body of a form
• Combination
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Major Captioning Alternatives
(Figure 12.2)
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Meeting the Intended Purpose
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Ensuring Accurate Completion
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Keeping Forms Attractive
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Computer-Assisted Form
Design
• Numerous form design packages are
available for desktop systems—there
are tools to set up:
• Fields
• Check boxes
• Lines
• Boxes
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Omniform from ScanSoft Allows the User to Take an Existing Form,
Scan It into the Computer, and Define Fields So the Form Can Be
Easily Filled out on a PC (Figure 12.3)
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Controlling Business Forms
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Good Display and Web Forms
Design
• Keep the display simple
• Keep the display presentation
consistent
• Facilitate user movement among display
screens and pages
• Create an attractive and pleasing
display
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Keeping the Display Simple
• Heading
• Body
• Comments and instructions
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Keeping the Display Consistent
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Facilitating Movement
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Designing an Attractive and
Pleasing Display
• Should draw users into them and hold
their attention
• Use logical flows in the plan to your
display pages
• Color or shaded boxes and creating
three-dimensional boxes and arrows
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Using Icons in Screen Design
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Graphical User Interface (GUI)
Controls
• Text boxes
• Check boxes
• Option or radio buttons
• List and drop-down list boxes
• Sliders and spin buttons
• Image maps
• Text area
• Message boxes
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The Designer Has Many GUI Components that Allow Flexibility in
Designing Input Screens for the Web or Other Software Packages:
This Example Is from Microsoft Access (Figure 12.4)
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Text Boxes
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HTML5 Browsers Features
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HTML5 Browsers Features
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HTML5 Browsers Features
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HTML5 Browsers Features
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Check Boxes
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Option Buttons
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List and Drop-Down List Boxes
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Tab Control Dialogue Boxes
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Sliders, Spin Buttons, and
Image Maps
• Sliders and spin buttons are used to
change data that have a continuous
range of values
• Image map fields are used to select
values within an image
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Sliders and Spin Buttons Are Two GUI Components the
Analyst Can Use to Design Input Screens (Figure 12.5)
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Text Area
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Message Boxes and Command
Buttons
• Message boxes are used to warn users
and provide feedback messages in a
dialog box
• Command buttons perform an action
when the user selects it
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Form Controls and Values
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Hidden Fields
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Event-Response Charts
• Used to:
• List the variety of events that can occur
• Show what should happen
• Build a Web form that requires minimal action
from the user
• Explore improvements to the web page
• Events may be used to:
• Control navigation between web pages
• Change the contents of drop-down lists
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Dynamic Web Pages
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Three Dimensional Web Pages
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Three Dimensional Web Pages
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Ajax (Asynchronous JavaScript
and XML)
• Uses JavaScript and XML
• Allows Web developers to build a web page that
works like a traditional desktop program
• The data may be either a small text file or an XML
document containing many customers or repeating
data
• Has the advantage of making the Web work faster
and of providing a smoother viewing experience for
users
• The disadvantages are that JavaScript must be
enabled and the web page may violate the American
Disabilities Act
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Color
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Website Page Design
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Website Page Design
(continued)
• Include two basic buttons: Submit and
Clear
• If the form is lengthy, divide it into
several simpler forms on separate
pages
• Create a feedback screen that lists error
messages if a form has not correctly
been filled out
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Ecommerce Applications
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Summary
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Summary (continued)
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Summary (continued)
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Summary (continued)
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11
Kendall & Kendall
Systems Analysis and Design, 9e
Designing Effective
Output
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Learning Objectives
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Output
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Major Topics
• Designing output
• Output technologies
• Factors in choosing an output technology
• Report design
• Screen design
• Website design
• Smartphones and tablet design
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Output Design Objectives
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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
• Examples:
• Utility bills
• Advertisements
• Paychecks
• 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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A Comparison of Output Methods
(Figure 11.2)
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A Comparison of Output Methods
(Figure 11.2) (continued)
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Factors to Consider When
Choosing Output Technology
• 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?
• 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
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Output Bias
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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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A Misleading Graph Will Most
Likely Bias the User (Figure 11.5)
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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
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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
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Dashboards (continued)
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Dashboards (continued)
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Widgets and Gadgets
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Designing a Website
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Storyboarding
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Wireframing
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Wireframing
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Mockups
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Mockups
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Designing a Website (continued)
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Structure
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Content
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Text
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Content Management Systems
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Graphics
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Presentation Style
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Presentation Style (continued)
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Navigation
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Promotion
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Web 2.0 Technologies and Social
Media Design
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Tagging
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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
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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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Designing for Smartphones and
Tablets
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
5. Follow the rules for output design
6. Design your icon
7. Choose an appropriate 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
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
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Determine Pricing the App
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Design the App Icon (Figure 11.17)
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Design the App’s Logic
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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 touch-
sensitive interfaces
• Use gestures such as:
• Swipes
• Pinches
• Tugs
• Shakes
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Market Your App
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Output Production and XML
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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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Extensible Style Language Transformation
(XSLT) Can Transform XML Documents into
Many Different Formats (Figure 11.20)
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Ajax
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Summary
• Output
• Output design objectives
• Output content
• Output technologies
• Presentation of output
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Summary
• Display output
• Web design
• Social media
• Smart phone and tablet design
• XML transformation
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11-60
Анализа и дизајн на
информациски системи
2
Дизајн на архитектура на ИС
• Системската архитектура треба да покаже
како логичкиот дизајн ќе се преслика во
физичкиот дизајн (хардвер, оперативни
системи, наменски софтвер, мрежа и
начини на процесирање)
3
Дизајн на архитектура на ИС
• Скалабилност
– Можност ИС да се шири (или намалува) во
зависност од бизнис потребите
– ИС и пресметки во облак
– Особено важно ако има постојани или
привремени интервали на голем обем на
процесирање податоци
4
Дизајн на архитектура на ИС
• Веб интеграција
– Веб центрична архитектура
– Може да помогне со проблеми поврзани со
компатибилност (потребен е само веб пребарувач на
клиентска страна наместо апликација)
– Е-маркети
5
Дизајн на архитектура на ИС
• Поврзување со постоечки (Legacy)системи
– Стариот и новиот ИС мора да имаат некаков
интерфејс доколку работат паралелно
– Треба да се внимава на податочни формати
6
Дизајн на архитектура на ИС
• Начини на процесирање
– Веднаш кога ќе има потреба (online) или во
пакети (batches)
• Може да е и комбинирано
– Како ќе се прави бекап и враќање на податоци
во случај на пад на системот зависи од начинот
на процесирање
7
Дизајн на архитектура на ИС
• Сигурност
– Како се справуваме со сигурносни проблеми
– Кои се сигурносните проблеми што произлегуваат
од логичкиот дизајн и архитектурата на ИС
– Кои се стандардните сигурносни проблеми на кои
мора да се внимава (примери: веб базирани
системи, безжични мрежи...)
8
Дизајн на архитектура на ИС
• Хардвер
– Сервери
– Клиенти
– Mainframe компјутери
– Процесирање во облак
• Јавен
• Приватен
• Мрежа
– Интернет
– Интранет
– Безжичен пристап
9
– Мобилен пристап
Тенки и дебели клиенти
10
Клиент сервер архитектура
• Нивоа на клиент сервер архитектура
– Две нивоа
– Три нивоа (Пр. Клиент/сервер/база)
• Middleware
– Ниво посредник кое обезбедува интерфеси
– Може да се користи кај legacy или веб
базирани системи
11
Дизајн на податоци
• Датотеки
• Структурирани бази на податоци
• Не-структурирани бази на податоци
12
Дизајн на податоци
• Работа со датотеки
– Може да е ефтино и да врши работа
– Проблеми
• редунданција
• интегритет
• Одржување на податочни типови и структура
– Типови на датотеки
• Мастер датотека
• Трансакциска датотека
• Работна датотека
• Датотека на логови
• Датотека на полиси и сетирања
13
Дизајн на податоци
• Бази на податоци
– Систем за управување со бази на податоци (DBMS) е
колекција на алатки кои обезбедуваат корисникот да
додава, ажурира, брише, пристапува и анализира
податоци во базата на податоци
– Податоците може да се моделираат со ЕР дијаграм
– Треба да се барем до трета нормална форма
– Користење на кодови (шифрарници)
– Намалуваат меморија, зголемуваат брзина (особено на
внес на податоци)
– Намалуваат грешки (особео при внес на податоци)
14
Дизајн на кориснички интерфејс
• Дизајнот на корисничкиот интерфејс е
исклучително важно, поради тоа што
корисничкиот интерфејс е она што го
гледаат корисниците, и секој сака систем
што е лесен за користење и лесно се учи
• Кориснички интерфејс е целиот хардвер и
софтвер (екрани, менија, функции, излези)
што влијаат на двонасочната интеракција
помеѓу корисникот и ИС
15
Принципи на кориснички
центриран дизајн
• Што е суштината на бизнисот
• Како со помош на графика може да се
создаде поголема ефикасност
• Размислувај како корисникот
• Креирај прототипи и мокапи
• Фокусирај се на корисноста
• Барај фидбек од корисниците
• Документирај се што можеш
16
Дизајн на кориснички интерфејс
Основни принципи за кориснички интерфејс
1. Интерфејс што лесно се учи и се користи
2. Интерфејс што ја зголемува продуктивноста
3. Информации за грешки или помош
4. Минимизирање на внес на податоци
6. Постојано информирање на корисникот за статус
на неговата операција
7. Атрактивен визуелен дизајн
8. Користење на фамилијарни и генерички
пристапи
17
Дизајн на кориснички интерфејс
• Како се зголемува продуктивноста?
– Групирање на таскови, менија и функции така
да одговараат на бизнис процесите
– Кратенки за искусни корисници (за да се
намали бројот на кликови)
– Користење на предефинирани вредности
18
Дизајн на кориснички интерфејс
• Минимизирање на внес на податоци
– Креирај маски за внес на податоци
– Прикажување на подсетници и контексни
пораки
– Листа на предефинирани вредности за избор
– Правила за проверка на интегритет на
податоците
19
Дизајн на кориснички интерфејс
• Постојано информирање на корисникот за
статус на неговата операција
– Пораки поставени на логично место
– Аларми за предолго време на процесирање
– Пораките да се видливи доволно долго за
корисникот да може да ги види
– Информирање дали бараната опeрација се
завршила успешно или не
20
Дизајн на излез (извештаи)
– Која е целта што извештајот треба да ја постигне?
– На кого и за што му е потребна информацијата?
– Како ќе се користи информацијата?
– Кој податоци ја сочинуваат информацијата?
– Дали извештајот е за печатење или треба да се
прикаже на некој уред и кој (формат и резолуција)?
– Колку често и кога е потребен?
– Дали може да креира проблеми со сигурност или
приватност?
21
Дизајн на излез (извештаи)
• Типови извештаи
– Детални извештаи
– Извештаи по потреба
– Сумарни извештаи
22
Дизајн на влез
• Влезни принципи
– Batch процесирање
– Online процесирање
• Online внес
• Автоматизација
– RFID тагови
23
Дизајн на влез
• Намалување на волумен на податоци за
внесување
1. Кои се податоците што се неопходни
2. Што може да се пресмета или извлече од друго
место ако се знаат неопходните податоци
3. Податоци што се повторуваат или се константни
треба да се предефинирани
4. Користење шифрарници
24
Сигурност и контрола
– Контрола на инпут
– Секоја информација која е прикажана треба да
има трага до инпутот
– Логови
– Енкрипција
25
Домашна задача
Рок:
26