ModulRekayasaPerangkatLunakGJ0910TM15

advertisement
PERTEMUAN-14
DESAIN ARSITEKTUR dan ANTARMUKA PENGGUNA
(ARCHITECTURE and USER INTERFACE DESIGN)
MENGAPA DIGUNAKAN DESAIN ARSITEKTUR ?
The architecture is not the operational software. Rather, it is a representation that enables a
software engineer to:
(1) analyze the effectiveness of the design in meeting its stated requirements,
(2) consider architectural alternatives at a stage when making design changes is still
relatively easy, and
(3) reduce the risks associated with the construction of the software.
DESAIN DATA
o
refine data objects and develop a set of data abstractions
o
implement data object attributes as one or more data structures
o
review data structures to ensure that appropriate relationships have been established
o
simplify data structures as required
o
Data Modeling – ER, DD
o
In the past  Data Structure + Databases as data architecture
o
Today, multiple databases encompassing gigabytes of data  needs for data mining to
navigate through existing databases
o
For multiple databases with different structures & degree of details  needs Data
warehouse
LANGKAH-LANGKAH DESAIN
Langkah 1. Kajilah model system fundamental, yang mencakup DFD tingkat 0 dan informasi
yang mendukung
Langkah 2. Kajilah dan saringlah diagram aliran data untuk perangkat lunak tersebut
Langkah 3. Tentukan apakah DFD memiliki karakteristik aliran transformasi dan transaksi
Langkah 4. Isolasi pusat transformasi dengan mengkhususkan batas aliran masuk dan keluar
Langkah 5. Lakukan “pemfaktoran tingkat pertama”
Langkah 6. Lakukan “pemfaktoran tingkat kedua”
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
1
Langkah 7. Saringlah struktur program iterasi pertama dengan menggunakan heuristic desain
bagi kualitas perangkat lunak yang telah ditingkatkan.
MASALAH-MASALAH DALAM DESAIN
Ada 4 (empat) masalah umum yang sering muncul dalam desain :
1. Respon time  stress dan frustasi bila terlalu panjang , sebaliknya bila terlalu cepat ,
akan memaksa user juga bekerja lebih cepat, sehingga dapat mendorong terjadinya
kesalahan
2. Fasilitas help pemakai  biasanya ada dua jenis yaitu yang bersifat on line dan
maupun yang bukan on line
3. Penanganan informasi kesalahan  dalam hal ini, secara umum setiap pesan atau
peringatan kesalahan yang dihasilkan oleh sebuah system interaktif harus memiliki
karakteristik sebagai berikut :
a. Pesan harus menggambarkan masalah dalam istilah yang dapat dipahami oleh
pemakai
b. Pesan harus memberikan nasihat instruktif untuk membetulkan kesalahan.
c. Pesan harus disertai oleh sebuah isyarat visual yaitu bunyi yang mengiringi
tampilan pesan atau warna yang bisa memberikan kesan tertentu
d. Pesan tersebut harus tidak “menghakimi” yaitu penyusunan kata tidak boleh
menyalahkan pemakai
4. Pelabelan perintah  harus jelas instruksi lanjutan yang harus dilakukan sehingga
penyelesaian menjadi tuntas
TINGKATAN KOMPONEN DESAIN DATA
1.
The systematic analysis principles applied to function and behavior should also be
applied to data.
2. All data structures and the operations to be performed on each should be identified.
3. A data dictionary should be established and used to define both data and program
design.
4. Low level data design decisions should be deferred until late in the design process.
5.
The representation of data structure should be known only to those modules that must
make direct use of the data contained within the structure.
6. A library of useful data structures and the operations that may be applied to them should
be developed.
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
2
7.
A software design and programming language should support the specification and
realization of abstract data types.
GAYA (DESAIN) ARSITEKTURAL
Each style describes a system category that encompasses:
(1) a set of components (e.g., a database, computational modules) that perform a function
required by a system,
(2) a set of connectors that enable “communication, coordination and cooperation” among
components,
(3) constraints that define how components can be integrated to form the system, and
(4) semantic models that enable a designer to understand the overall properties of a system
by analyzing the known properties of its constituent parts.
ANALISA DESAIN ARSITEKTUR
1. Collect scenarios.
2. Elicit requirements, constraints, and environment description.
3. Describe the architectural styles/patterns that have been chosen to address the scenarios
and requirements:
• module view
• process view
• data flow view
4. Evaluate quality attributes by considered each attribute in isolation.
5. Identify the sensitivity of quality attributes to various architectural attributes for a specific
architectural style.
6. Critique candidate architectures (developed in step 3) using the sensitivity analysis
conducted in step 5.
KOMPLEKSITAS MODEL ARSITEKTUR
Consider dependencies between components
1. Sharing dependencies
2. Flow dependencies
3. Constrained dependencies
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
3
APAKAH INTERFACE DESIGN :
 Easy to learn ?
 Easy to use ?
 Easy to understand ?
Bentuk kesalahan rancangan pada umumnya :
????...!!!
 Lack of consistency
 Too much memorization
 No guidance / help
 No context sensitivity
 Poor response
 Arcane/unfriendly
GOLDEN RULES
o PLACE THE USER IN CONTROL
 Define interaction modes in a way that does not force a user into unnecessary or
undesired actions.
 Provide for flexible interaction.
 Allow user interaction to be interruptible and undoable.
 Streamline interaction as skill levels advance and allow the interaction to be
customized.
 Hide technical internals from the casual user.
 Design for direct interaction with objects that appear on the screen.
o REDUCE THE USER’S MEMORY LOAD
 Reduce demand on short-term memory.
 Establish meaningful defaults.
 Define shortcuts that are intuitive.
 The visual layout of the interface should be based on a real world metaphor.
 Disclose information in a progressive fashion.
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
4
o MAKE THE INTERFACE CONSISTENT
 Allow the user to put the current task into a meaningful context.
 Maintain consistency across a family of applications.
 If past interactive models have created user expectations, do not make changes
unless there is a compelling reason to do so.
MODEL RANCANGAN ANTARMUKA PENGGUNA (User Interface Design Models)
o
System perception — the user’s mental image of what the interface is
o
User model — a profile of all end users of the system
o
System image — the “presentation” of the system projected by the complete interface
o
Design model — data, architectural, interface and procedural representations of the
software
KATAGORI PENGGUNA

Novices

Knowledgeable, intermittent users

Knowledgeable, frequent users
Often leads to “power-user syndrome”
PROSES DESAIN ANTARMUKA PENGGUNA (User Interface Design Process)
ANALISA LINGKUNGAN PENGGUNA (Analysis of User Environment)
o
Where will the interface be located physically?
o
Will the user sitting, standing, or performing other tasks?
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
5
o
Does the interface hardware accommodate space, light, or noise constraint?
o
Are there special human factors considerations driven by environmental factors?
 TO CREATE AN ANALYSIS MODEL FOR INTERFACE AS A BASIS FOR DESIGN
ACTIVITY
INTERFACE DESIGN
 To define a set of interface objects and actions (and their screen representations) that
enable the user to perform all defined tasks that meet every usability goal defined by the
system
IMPLEMENTASI
o
Biasanya dimulai dengan menciptakan prototype (Usually begins with the creation of a
prototype)
o
Alat bantu antarmuka pengguna mungkin dapat digunakan untuk melengkapi konstruksi
(User interface tool kit may be used to complete the construction)
VALIDASI
Focuses on
1. The ability of the interface
o
to implement every user task correctly,
o
to accommodate all task variations, and
o
to achieve all general user requirements
2. The degree to which the interface is easy to use and easy to learn
3. The user’s acceptance of the interface
TASK ANALYSIS AND MODELING
o
All human tasks required to do the job (of the interface) are defined and classified
o
Objects (to be manipulated) and actions (functions applied to objects) are identified for
each task
o
Tasks are refined iteratively until the job is completely defined
AKTIVITAS DALAM RANCANGAN ANTARMUKA
1. Establish the goals and intentions for each task.
2. Map each goal/intention to a sequence of specific actions.
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
6
3. Specify the action sequence of tasks and subtasks, also called a user scenario, as it will
be executed at the interface level.
4. Indicate the state of the system, i.e., what does the interface look like at the time that a
user scenario is performed?
5. Define control mechanisms, i.e., the objects and actions available to the user to alter the
system state.
6. Show how control mechanisms affect the state of the system.
7. Indicate how the user interprets the state of the system from information provided
through the interface.
ISU-ISU DALAM RANCANGAN
1. System response time
Variability: deviation from the average response time
2. User help facilities
Integrated
Add-on
3. Error information handling
4. Command labeling
SIKLUS EVALUASI RANCANGAN
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
7
KRITERIA EVALUASI
o
The length and complexity of specification indicates the amount of learning required
o
The number of tasks and actions per task indicates the interaction time
o
The number of actions, tasks & system states imply the memory load on users
o
Interface style, help facilities & error handling indicates the complexity of the interface
PIHAK YANG DILIBATKAN DALAM EVALUASI
USER
PERANCANG SISTEM
PUSAT PENGEMBANGAN BAHAN AJAR-UMB
OPERATOR
Ratna Mutu Manikam
REKAYASA PERANGKAT LUNAK
8
Download