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User Interfaces• Interface IS the system• UI an important determinant of success of MSS
– Execution time– System versatility– Learning time for users, end users with differing competency– Ease of recall, concentration level required of end users,
fatigue, information overload– End-user errors
• Subset of Human Computer Interaction• People, computer technology, and the ways they interact
User Interface Design
Components• Action Language• Display/presentation language• Knowledge• Dialog
Modes of communication• metaphor• mental model• navigation of model• look
Action language
• Format of input used by decision makers– way decision makers request info., invoke models,
perform sensitivity analysis, request mail, etc.
• menu format• question answer format• command language format• input/output structured format• free-form natural language
Menus• Display lists of alternatives for DM to select
• inexperienced users, users who use DSS infrequently
• not the optimal action language for experienced users - sequence of keystrokes/menu-choices
• understandability of menus– naming according to DM language– logical listing of options (alphabetical, numeric, frequency of
use, pre-selected most common choice)– grouping commands and objects – menus nested in logical sequence
Independent command and object menus
Combined command and object
Nested menu structure
Question/Answer format
Command Language format
• power users
• complete control
(nightmare for inexperienced users)
I/O Structured format
• not a primary action language for DSS• repeated, structured, manual process
Display or presentation Language
• wide categories of info.
• uncluttered desktop• use of icons
Example: Court DSS
• To enable judge to see entire perspective of a case
– infractions that a defendant may have been involved in– prior criminal history– specific complaint in question– defendant’s socio-economic, health data
• drugs used, treatment, with whom the defendant lives, where, how long
– court appearance history, non-attendance, why– judge’s comments– etc.
Display/Presentation: representations
• Metri-glyphs– smiling face: sales target met
– larger smiley: larger sales
– smile represents profit level, eyes represent dividend level
– closed eye: no dividend, size of eye: size of dividend !!!!
• Map with colors depicting different sales levels• graphs, actual numbers• animation, video
• simulation of bank with number of clerks, types of services handled by each clerk, number of queues, - impact of factors on queue length
Graphs and bias
• 5000 vs 3000 (std. deviation: 2000?)• Scaling of graphs
– Sales (0-200), Sales(0-1000)
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Mode of communication• Mental models
– desktop for organizing office work
– operating room tasks?
– Understanding how users think about their work
• Metaphors– substitution of symbols for information or procedures– should convey intended meaning accurately, intuitively
Mode of communication
• Navigation– movement among the data and functions– quick access, easy understanding
• Look and feel– corporate culture, individual preferences– cultural factors
• significance of colors, size of images in video-conferencing, linear vs. alternate menu formats, etc.
Some user-interface design issues
Prototyping
• “Low-fidelity” prototyping– designers and users design screens together using paper
template items
• high fidelity prototyping
• User interface tools
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