BUS 394 - need to add topic 9

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Topic 6 - 9

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What phase is the system acquisition in?

  • design phase = “how”

  • decisions are made regarding how the system requirements will be fulfilled

  • know requirements, but need to figure out how to fulfill the requirements

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system acquisition key decisions

  • How will we acquire/edit the new system?

→ build ourselves? buy from someone?

  • What type of system will work best?

→ website? app? combo?

  • What will the system look like?

→ how will it be presented.

  • How will the use cases be enacted?

→ what does “the user selects the save option” mean?

the actual look of the design phase is only one small component of the design'; it’s primarily how it will function 

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what is a system acquisition?

the process of determining where the new system will come from and who will provide it

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2 key decisions for system acquisition

how will we acquire the new system?

  • custom development: build it from scratch

  • off-the-shelf purchase: purchase and customize existing system

who will do the acquiring?

  • in-house (ex: building from scratch)

  • outsourced to a third party

  • both

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Decision #1 - How to Acquire the New System

Custom Development

  • more customizable

  • greater control (you can control exactly how the system will look like)

Off-the-shelf purchase

  • usually cheaper

  • less time to acquire

  • frees up staff for other projects

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Decision #2: Who to Acquire

In-House

  • greater control

  • skill development

  • usually cheaper

Outsourcing

  • expertise

  • usually faster (because of expertise and certain type of project)

  • expanded skill repertoire (gain skill sets)

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grey areas in system acquisition

  • system acquisition is no longer an “either-or” proposition

  • custom development:

→ can now purchase (or use freeware - aka acquiring not buying anything) software modules that can be incorporated into your custom developed system

ex: using a map on your company website

  • off-the-shelf purchase:

→ new systems allow for expansive customization

→ some “packaged solutions” allow for custom coding

Ex: Salesforce

→ nearly all packaged solutions require customizing and integrating with existing systems

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Off-the-shelf purchasing

packaged software has changed in recent decades

  • then: individual client installations; long process to customize/install

  • now: web-based solutions make purchasing much simpler

→ SaaS: “software as a service”

→ with SaaS, instead of installing software, organizations simply purchase licenses that are used for web-based applications

Ex: Gmail, Lucid Chart, Slack → not purchasing anything, you are just signing up for a license and pay advance purchasing (if not free) to use it

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Sources of System Acquisition

  • IT Services Firms

  • Packaged software producers

      → have a specific solution in mind (experts on their solution)

  • Enterprise solutions providers

  • Cloud computing vendors 

      → SaaS

  • Open-source software

      → lot of software open in public domain you have access for free

  • In-House Developers

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Outsourcing - How does it work?

key concept: contracts

in order to understand outsourcing contracts, you must understand risk

  • the type and price of a contract are determined by who takes on more risk

→ the client or the contractor

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2 main types of contracts

Time and Materials:

  • client pays contractor by the hour, as long as they are on the project

  • risk is on the client - because if they come in and do a bad job you still have to pay them for their time

Fixed Price:

  • client pays contractor a fixed total amount for a solution

  • risk is on the contractor - because if they do not provide the solution they are looking for, the contractor can be sued

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How do clients find contractors? - 2 main ways

Requests for Proposal (RFP)

  • the client sends out an RFP, detailing as much information as possible about the needs of the project

  • contractors submit proposals that details why they should be selected, what they would do for the project, and how much they would charge

Prior Relationship

  • many outsourcing projects are initiated based on prior projects, through existing relationships

  • outsourcing has a strong sales component

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key factors to choosing an acquisition strategy

how distinct are our requirements? (aka how customized does this actually need to be?)

  • ex: if we need an email system & our needs are basically the same as everyone else’s’, we probably can find a packaged solution that meets our needs without having to rebuild anything

  • may need if people do something a certain way

In-house resources (technology, number of people, skills, etc.)

  • re-assessment of technical feasibility

  • are we capable of doing it ourselves?

Availability of purchased alternatives

  • may be there is nothing out there we can purchase or its so expensive its not worth purchasing

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choosing an acquisition strategy: the goal

fulfill as many requirements as possible as quickly and cheaply as possible

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What phase is the system architecture?

design phase

  • the plan for allocating system software across client devices and/or servers

  • aka “client-server architecture”

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Client devices

  • individual computing devices that allow for user interaction

  • include desktop computers, laptops, mobile devices, voice assistants, etc.

  • typically referred to as a group (ex: “clients”), rather than individually

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Server

  • multiple-user computers that serve clients and/or other servers

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Networks

  • networks connect clients with servers, to allow for client-server architectures

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Basic Architectures: Client-Only

Client-Only Architecture

  • all software is installed on all client devices

  • no servers are utilized

  • ex: notepad; Microsoft word (traditional); adobe photoshop

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Basic Architectures: Server-Only

Server-Only Architecture

  • no software is installed on any client devices

  • software can only be accessed on a central server

  • ex: secure banking systems; security systems

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Client-Server Architectures

key concept: tiers

  • tiers refer to clients and/or servers used in a system architecture

  • all client devices count as one tier

  • every additional server counts as a separate tier

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How Software is Distributed: Is it divided?

software can be divided into 3 main components:

  • user interface → part of the system the user is interacting with

  • application → behind the scenes code that allows the system to run

  • database → how to store data to use it at later points

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How Software is Distributed: each component can be subdivided

  • exception: the user interface is typically only on 1 device

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How Software is Distributed:

  • the user interface is almost always placed on client devices

  • the database is almost always placed on servers

  • the application software can be on clients, servers, or both

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Thick Client

Thick Client: application software stored on client devices

  • Rephrase: the application software is installed on client devices

  • Installing on each individual client machine = thick

  • Ex: Microsoft Word (OneDrive), Outlook, Slack

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Thin Client

  • Thin Client: application software stored on servers

  • Not installed, but able to access (like a website)

  • Servers are storing so multiple people can access them

  • Ex: Facebook, Gmail, Microsoft Word (online)

both thin and thick are different ways clients can access applications

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Why distribute systems? (5 reasons)

  1. Compatibility

  2. Reusability

  3. Security

  4. Licensing

  5. Cloud

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Why Distribute Systems: Compatibility

  • thin client systems can work on multiple operating systems, on client devices with varying hardware specifications

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Why Distribute Systems: Reusability

  • Ex: 3 systems (3-tier architecture) uses 1 database → reusing databases

  • instead of having data for each application you can have it spread across multiple applications

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Why Distribute Systems: Security

  • it is easier to secure one server than 100 client devices

  • however, storing all data on one server poses its own risk

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Why Distribute Systems: Licensing

  • thin client systems don’t require installation

  • thus, adding another user is as simple as creating a new profile in the database

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Why Distribute Systems: Cloud

  • a client-server architecture is effectively a cloud-based architecture

  • all benefits of the cloud (portability, backups, ease of transference) apply

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Selecting a system architecture

  1. practical considerations

  2. technical considerations

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what are Practical Considerations

  • client only vs thick client vs thin client

  • pertains to how the user will interact with the system and how the application/database will be distributed

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what are Technical considerations

  • server allocation

  • pertains to the efficiency and effectiveness of the architecture

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Practical Considerations: Organizational alignment

consistency with the goals of the organization

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Practical Considerations: User Preferences

how do you want to interact with the system and what interface or workflow you prefer.

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Practical considerations: Non-functional Requirements

non-functional requirements:

  • security - who has access to what?

  • performance - how fast/reliable the system must be

  • aesthetic/branding - system matches brandy identity

  • cultural/political - system must fit internal norms/values of organization

  • operational - physical/technical environment the system will be running on (ex: windows devices or mac devices)

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Technical Considerations: virtualization

key concept: virtualization

  • virtualization: the act of making one hardware device act as though it is two or more hardware devices

ex:

  • parallels: creates a “virtual computer”

  • hard drive partitioning

  • server virtualization

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Technical Considerations: System Architecture

  • focuses on allocating software across one or more servers to maximize efficiency

  • hardware selection is done at this stage

  • however, because of virtualization, one server can act as multiple servers, or organizations can lease space on other servers if needed

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Technical Consideration: Cloud Computing

key concept: cloud computing

  • a utility computing model where organizations rent processing, storage, or networking from an external provider and pay only for what they use

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Why organizations use cloud computing

  • many cannot afford or manage full client-server systems; cloud computing delivers server benefits at lower cost and without heavy management

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Cloud Computing Example: Fluctuating Traffic

Websites with seasonal or variable traffic can scale resources up or down depending on demand

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Forms of Cloud Computing

  1. Infrastructure as a Service

  2. Platform as a Service

  3. Software as a Service

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Infrastructure as a Service

  • the organization pays for hardware resources such as computing power and storage while providing and managing their own applications

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Platform as a Service

the organization pays to use a platform on which they develop and run their own applications

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Software as a Service

  • the organization pays to use a fully developed application that is hosted and run on the cloud

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What is the user interface?

the part of a system’s software that allows users to interact with the system

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Interface

connection between a system and an outside entity

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System Interface

One system interacting with another

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User interface

A user interacting with a system

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Audio user interface

interface using sound or voice commands

ex: Alexa

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Haptic User interface

touch-based interface, using physical feedback

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Graphical user interface (GUI)

visual interface using icons, buttons, and graphics; most common type

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user centered design

Systems are not designed for generic users, they are designed for specific users

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principles of user-centered design: accessibility

open to all potential users

  • Ex: colorblind people cannot see certain colors

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principles of user-centered design: Usability

ease/efficiency in completing tasks

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principles of user-centered design: Acceptability

  • degree of fit with potential users

  • Don't want an amazing system but forces everyone to change their jobs (how they do it)

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Usefulness vs Usability

Usefulness: value in completing tasks

Usability: ease of completing tasks

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the 4 tasks of UI Design

  1. understanding

  2. design

  3. envisionment

  4. evaluation

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goal of understanding phase

gather information needed to design the system effectively

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Information collected in the understanding phase

  • functional requirements

  • non-functional requirements

  • user characteristics

  • organizational characteristics

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what is a user persona

a research-based representation of a specific type of user used to guide design decisions

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what personas should focus on

characteristics that impact user behavior, not stereotypes or irrelevant details

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anti-persona

a persona representing users who are not the intended audience

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3 types of user goals in personas

  1. life goals

  2. end goals

  3. experience goals

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life goals

who the user wants to be (emotional)

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end goals

what the user wants to do (functional)

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experience goals

how the user wants to feel (emotional)

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What is a use scenario

a sequence of steps showing how a specific persona interacts with the system

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goal of the design phase

determine how best to design the system

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goal of envisionment

visualize the design to clarify and evaluate ideas

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4 envisionment methods

  1. paper sketches

  2. wireframes

  3. mockups

  4. prototypes

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interface structure diagram

a visual map of all screens and how users navigate between them (flow diagram/site map)

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goal of the evaluation phase

ensure design decisions meet usability and user-centered goals

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common evaluation methods

  • expert evaluation

  • experiments

  • surveys

  • comparative designs

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design pattern: control

users should feel in control of their actions as much as possible

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design pattern: consistency

users expect consistent appearance, behavior, and responses throughout the system

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user interface patterns: safe exploration

  • allow users to make mistakes safely

  • ex: confirmation dialogs, undo button

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user interface patterns: instant gratification

users should be able to accomplish something meaningful early

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user interface patterns: satisficing

let users choose their desired level of detail

  • ex: optional email field

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user interface patterns: changes in midstream

allow users to make adjustments without restarting the process

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user interface patterns: deferred choices

let users decide on some choices later

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user interface patterns: incremental construction

users see results as they build or add items 

  • ex: live shopping cart

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user interface patterns: habituation

use patterns and behaviors that work everywhere else

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user interface patterns: spatial memory

keep screen elements in predictable locations

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user interface patterns: prospective memory

let users save items for later

  • ex: draft, wish list

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user interface patterns: streamlined repetition

make repeat actions faster

  • ex: saved billing info

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user interface patterns: interface flexibility

allow users to choose how they interact

  • ex: audio or text

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user interface patterns: other people’s advice

use reviews or comments to help guide user decisions

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when is consistency established?

at the beginning of design, not at the end

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what is a design language

a formal plan for consistent elements: colors, screen components, actions, etc.

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purpose of metaphors in UI

apply real-life concepts to digital design for familiarity

  • ex: shopping cart

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why mobile guidelines matter

OS guidelines ensure consistency and usability across apps

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Design Principles

  • navigation: how the user moves throughout the system

  • input: how the user inputs actions and data

  • output: how the system sends information to the user

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Navigation: Content Awareness

Users must know where they are in the system and how they got there

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Navigation: Three-Clicks Rule

users should reach any main screen in three clicks/taps

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Menu Organization Schemes

Topic, task, audience, or time-based structures

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Breadcrumbs

show where the user is, how they got there, and how to move backward

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goals of input design

accuracy, speed, and user experience