#4 in my series, Design of Digital Machines
Describes what an interaction model is, how it breaks down into workflows, visualization standards, and interaction modeling challenges.
The incremental model is a software development method where the product is designed, implemented, and tested incrementally in builds until completion. Each module passes through requirements, design, implementation, and testing individually. Subsequent releases of modules add functionality to previous releases until the full system is achieved. The incremental model generates working software early and allows customer feedback at each build. It is also flexible, lowers initial costs, and easier to test and manage risks. However, it requires good upfront planning and design and has a higher total cost than waterfall. The incremental model is well-suited for web applications and when major requirements are defined but details may evolve.
Legacy Systems in Software Engineering SE26koolkampus
The document discusses legacy systems, which are older software systems that are still vital to an organization. It defines legacy systems and explains why they are important. It describes common legacy system structures and functional design approaches. It also discusses assessing the business value and quality of legacy systems to determine the best strategy for evolving or replacing them.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
The document discusses context models and their use in system modeling. Context models illustrate the operational context of a system by showing what lies outside its boundaries, including other systems in the environment. They help define a system's boundaries and show how IT applications fit into the context of people and organizations. Two examples are provided: (1) a Mental Health Care Patient Management System (MHC-PMS) and its connections to other clinical systems; (2) an Automated Teller Machine (ATM) and its links to banking systems. Context models on their own do not show relationships between external systems, so additional models are needed.
This document discusses different process models used in software development. It describes the key phases and characteristics of several common process models including waterfall, prototyping, V-model, incremental, iterative, spiral and agile development models. The waterfall model involves sequential phases from requirements to maintenance without iteration. Prototyping allows for user feedback earlier. The V-model adds verification and validation phases. Incremental and iterative models divide the work into smaller chunks to allow for iteration and user feedback throughout development.
Architectural styles and patterns provide abstract frameworks for structuring systems and solving common problems. [1] An architectural style defines rules for how components interact and is characterized by aspects like communication, deployment, structure, and domain. [2] Examples include service-oriented architecture, client/server, and layered architecture. [3] Similarly, architectural patterns are reusable solutions to recurring design problems documented with elements, relationships, constraints, and interaction mechanisms.
The document discusses software architecture design. It defines software architecture as the structure of components, relationships between components, and properties of components. An architectural design model can be applied to other systems and represents predictable ways to describe architecture. The architecture represents a system and enables analysis of effectiveness in meeting requirements and reducing risks. Key aspects of architectural design include communication between stakeholders, controlling complexity, consistency, reducing risks, and enabling reuse. Common architectural styles discussed include data-centered, data flow, call-and-return, object-oriented, and layered architectures.
In systems engineering and software engineering, requirements analysis encompasses those tasks that go into determining the needs or conditions to meet for a new or altered product or project, taking account of the possibly conflicting requirements of the various stakeholders, analyzing, documenting, validating and managing software or system requirements.
The incremental model is a software development method where the product is designed, implemented, and tested incrementally in builds until completion. Each module passes through requirements, design, implementation, and testing individually. Subsequent releases of modules add functionality to previous releases until the full system is achieved. The incremental model generates working software early and allows customer feedback at each build. It is also flexible, lowers initial costs, and easier to test and manage risks. However, it requires good upfront planning and design and has a higher total cost than waterfall. The incremental model is well-suited for web applications and when major requirements are defined but details may evolve.
Legacy Systems in Software Engineering SE26koolkampus
The document discusses legacy systems, which are older software systems that are still vital to an organization. It defines legacy systems and explains why they are important. It describes common legacy system structures and functional design approaches. It also discusses assessing the business value and quality of legacy systems to determine the best strategy for evolving or replacing them.
UML (Unified Modeling Language) is a standard language for specifying, visualizing, and documenting software systems. It uses various diagrams to model different views of a system, such as structural diagrams (e.g. class diagrams), behavioral diagrams (e.g. sequence diagrams), and deployment diagrams. The key building blocks of UML include things (classes, interfaces, use cases), relationships (associations, generalizations), and diagrams. UML aims to provide a clear blueprint of software systems for both technical and non-technical audiences.
The document discusses context models and their use in system modeling. Context models illustrate the operational context of a system by showing what lies outside its boundaries, including other systems in the environment. They help define a system's boundaries and show how IT applications fit into the context of people and organizations. Two examples are provided: (1) a Mental Health Care Patient Management System (MHC-PMS) and its connections to other clinical systems; (2) an Automated Teller Machine (ATM) and its links to banking systems. Context models on their own do not show relationships between external systems, so additional models are needed.
This document discusses different process models used in software development. It describes the key phases and characteristics of several common process models including waterfall, prototyping, V-model, incremental, iterative, spiral and agile development models. The waterfall model involves sequential phases from requirements to maintenance without iteration. Prototyping allows for user feedback earlier. The V-model adds verification and validation phases. Incremental and iterative models divide the work into smaller chunks to allow for iteration and user feedback throughout development.
Architectural styles and patterns provide abstract frameworks for structuring systems and solving common problems. [1] An architectural style defines rules for how components interact and is characterized by aspects like communication, deployment, structure, and domain. [2] Examples include service-oriented architecture, client/server, and layered architecture. [3] Similarly, architectural patterns are reusable solutions to recurring design problems documented with elements, relationships, constraints, and interaction mechanisms.
The document discusses software architecture design. It defines software architecture as the structure of components, relationships between components, and properties of components. An architectural design model can be applied to other systems and represents predictable ways to describe architecture. The architecture represents a system and enables analysis of effectiveness in meeting requirements and reducing risks. Key aspects of architectural design include communication between stakeholders, controlling complexity, consistency, reducing risks, and enabling reuse. Common architectural styles discussed include data-centered, data flow, call-and-return, object-oriented, and layered architectures.
In systems engineering and software engineering, requirements analysis encompasses those tasks that go into determining the needs or conditions to meet for a new or altered product or project, taking account of the possibly conflicting requirements of the various stakeholders, analyzing, documenting, validating and managing software or system requirements.
Interaction modeling describes how objects in a system interact and communicate through message passing. It uses several UML diagrams including use case diagrams, sequence diagrams, activity diagrams, and collaboration diagrams. A use case diagram shows relationships between actors and use cases, while a sequence diagram depicts the temporal order of messages exchanged between objects to complete a scenario. An activity diagram models system workflows and dependencies between activities. A collaboration diagram displays message flows between objects to achieve a particular task.
This document discusses structural modeling and analysis in software engineering. It defines key concepts like objects, classes, inheritance, encapsulation, and polymorphism. It also covers modeling techniques like UML notation for class diagrams, associations between classes, aggregation, composition, constraints, and domain modeling processes. The overall summary is:
Structural modeling shows how different entities ("things") are related to each other. It involves identifying objects and classes, defining their attributes and operations, and specifying relationships like generalization, aggregation, and associations between classes. UML notation is commonly used to diagram class structures and relationships. The domain modeling process aims to develop class models that describe real-world entities and their interactions within a problem domain.
Architecture design in software engineeringPreeti Mishra
The document discusses software architectural design. It defines architecture as the structure of a system's components, their relationships, and properties. An architectural design model is transferable across different systems. The architecture enables analysis of design requirements and consideration of alternatives early in development. It represents the system in an intellectually graspable way. Common architectural styles structure systems and their components in different ways, such as data-centered, data flow, and call-and-return styles.
UML (Unified Modeling Language) is a standardized modeling language used in software engineering to visualize the design of a system. There are two main types of UML diagrams: structural diagrams that depict the static elements of a system, and behavioral diagrams that show the dynamic interactions between structural elements over time. Behavioral diagrams include sequence diagrams, activity diagrams, and state machine diagrams. Sequence diagrams specifically depict the sequential order of interactions between objects in a system through message passing and lifelines.
The document discusses the waterfall model, which is a sequential software development process where progress flows steadily from one phase to the next - conception, initiation, analysis, design, construction, testing, production/implementation, and maintenance. The key phases and deliverables are completed one at a time before moving to the next phase. The waterfall model is simple and easy to understand, manage, and works well for smaller projects with well-defined requirements. However, it is inflexible and carries high risks since changes are difficult once a later phase has begun and no working software is produced until late in the lifecycle. The model is not suitable for complex, long-term, or ambiguous projects where requirements may change.
The document discusses several prescriptive software process models including:
1) The waterfall model which follows sequential phases from requirements to deployment but lacks iteration.
2) The incremental model which delivers functionality in increments with each phase repeated.
3) Prototyping which focuses on visible aspects to refine requirements through iterative prototypes and feedback.
4) The RAD (Rapid Application Development) model which emphasizes very short development cycles of 60-90 days using parallel teams and automated tools. The document provides descriptions and diagrams of each model.
This document provides an overview of use case diagrams in object oriented design and analysis. It defines key components of a use case diagram including actors, use cases, the system boundary, and relationships between these elements. Actors represent people or systems that interact with the system, while use cases describe specific functions or services provided by the system. Relationships such as include, extend, and association are used to connect actors to use cases and illustrate how use cases relate to each other. The purpose of a use case diagram is to depict the functionality of a system from the user's perspective and illustrate the developer's understanding of user requirements.
Static modeling represents the static elements of software such as classes, objects, and interfaces and their relationships. It includes class diagrams and object diagrams. Class diagrams show classes, attributes, and relationships between classes. Object diagrams show instances of classes and their properties. Dynamic modeling represents the behavior and interactions of static elements through interaction diagrams like sequence diagrams and communication diagrams, as well as activity diagrams.
UML (Unified Modeling Language) is a standard modeling language used to specify, visualize, and document software systems. It uses graphical notations to model structural and behavioral aspects of a system. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and state diagrams. Use case diagrams model user interactions, class diagrams show system entities and relationships, sequence diagrams visualize object interactions over time, and state diagrams depict object states and transitions. UML aims to simplify the complex process of software design through standardized modeling.
Conventional architectures coarsely comprise of a processor, memory system, and the datapath.
Each of these components present significant performance bottlenecks.
Parallelism addresses each of these components in significant ways.
Different applications utilize different aspects of parallelism - e.g., data itensive applications utilize high aggregate throughput, server applications utilize high aggregate network bandwidth, and scientific applications typically utilize high processing and memory system performance.
It is important to understand each of these performance bottlenecks.
The document outlines the various workflows that make up the software development process, including management, environment, requirements, design, implementation, assessment, and deployment workflows. It describes the key activities for each workflow, such as controlling the process, evolving requirements and design artifacts, programming components, assessing product quality, and transitioning the product to users. The document also notes that iterations consist of sequential activities that vary depending on where an iteration falls in the development cycle.
This document provides an overview of UML class diagrams, including their purpose and essential elements. A UML class diagram visually describes the structure of a system by showing classes, attributes, operations, and relationships. Key elements include classes, associations, generalization, dependencies, and notes. The document also provides examples and tips for creating UML class diagrams.
This document discusses software process models. It defines a software process as a framework for activities required to build high-quality software. A process model describes the phases in a product's lifetime from initial idea to final use. The document then describes a generic process model with five framework activities - communication, planning, modeling, construction, and deployment. It provides an example of identifying task sets for different sized projects. Finally, it discusses the waterfall process model as the first published model, outlining its sequential phases and problems with being rarely linear and requiring all requirements up front.
This Presentation is for Memory Management in Operating System (OS). This Presentation describes the basic need for the Memory Management in our OS and its various Techniques like Swapping, Fragmentation, Paging and Segmentation.
Following presentation answers:
- Why do we need evolution?
- What happens if we do not evolve the software?
- What are the types of software evolution?
- What are Lehman's laws
- What are the strategies for evolution?
Object Oriented Methodologies discusses several object-oriented analysis and design methodologies including Rambaugh's Object Modeling Technique (OMT), Booch methodology, and Jacobson's Object-Oriented Software Engineering (OOSE). OMT separates modeling into object, dynamic, and functional models represented by diagrams. Booch methodology uses class, object, state transition, module, process, and interaction diagrams. OOSE includes use case, domain object, analysis object, implementation, and test models.
The document discusses the spiral model of software development. The spiral model is an iterative approach that combines prototyping and aspects of the waterfall model. It was defined by Barry Boehm in 1988 as a way to address risks through iterative evaluation and improvement of prototypes. The spiral model is best for medium to high risk projects where requirements are complex or expected to change. It involves evaluating prototypes, defining new prototypes based on learnings, and repeating this process until the final product is delivered.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
Diwali is a time of celebration, but safety should be ensured. The document provides tips for celebrating Diwali safely such as wearing cotton clothes while bursting firecrackers, purchasing from licensed shops, supervising children, having a fire extinguisher on hand, discarding used fireworks carefully, and being sensitive to noise pollution. Following these tips can help prevent accidents and ensure a happy festival.
Interaction modeling describes how objects in a system interact and communicate through message passing. It uses several UML diagrams including use case diagrams, sequence diagrams, activity diagrams, and collaboration diagrams. A use case diagram shows relationships between actors and use cases, while a sequence diagram depicts the temporal order of messages exchanged between objects to complete a scenario. An activity diagram models system workflows and dependencies between activities. A collaboration diagram displays message flows between objects to achieve a particular task.
This document discusses structural modeling and analysis in software engineering. It defines key concepts like objects, classes, inheritance, encapsulation, and polymorphism. It also covers modeling techniques like UML notation for class diagrams, associations between classes, aggregation, composition, constraints, and domain modeling processes. The overall summary is:
Structural modeling shows how different entities ("things") are related to each other. It involves identifying objects and classes, defining their attributes and operations, and specifying relationships like generalization, aggregation, and associations between classes. UML notation is commonly used to diagram class structures and relationships. The domain modeling process aims to develop class models that describe real-world entities and their interactions within a problem domain.
Architecture design in software engineeringPreeti Mishra
The document discusses software architectural design. It defines architecture as the structure of a system's components, their relationships, and properties. An architectural design model is transferable across different systems. The architecture enables analysis of design requirements and consideration of alternatives early in development. It represents the system in an intellectually graspable way. Common architectural styles structure systems and their components in different ways, such as data-centered, data flow, and call-and-return styles.
UML (Unified Modeling Language) is a standardized modeling language used in software engineering to visualize the design of a system. There are two main types of UML diagrams: structural diagrams that depict the static elements of a system, and behavioral diagrams that show the dynamic interactions between structural elements over time. Behavioral diagrams include sequence diagrams, activity diagrams, and state machine diagrams. Sequence diagrams specifically depict the sequential order of interactions between objects in a system through message passing and lifelines.
The document discusses the waterfall model, which is a sequential software development process where progress flows steadily from one phase to the next - conception, initiation, analysis, design, construction, testing, production/implementation, and maintenance. The key phases and deliverables are completed one at a time before moving to the next phase. The waterfall model is simple and easy to understand, manage, and works well for smaller projects with well-defined requirements. However, it is inflexible and carries high risks since changes are difficult once a later phase has begun and no working software is produced until late in the lifecycle. The model is not suitable for complex, long-term, or ambiguous projects where requirements may change.
The document discusses several prescriptive software process models including:
1) The waterfall model which follows sequential phases from requirements to deployment but lacks iteration.
2) The incremental model which delivers functionality in increments with each phase repeated.
3) Prototyping which focuses on visible aspects to refine requirements through iterative prototypes and feedback.
4) The RAD (Rapid Application Development) model which emphasizes very short development cycles of 60-90 days using parallel teams and automated tools. The document provides descriptions and diagrams of each model.
This document provides an overview of use case diagrams in object oriented design and analysis. It defines key components of a use case diagram including actors, use cases, the system boundary, and relationships between these elements. Actors represent people or systems that interact with the system, while use cases describe specific functions or services provided by the system. Relationships such as include, extend, and association are used to connect actors to use cases and illustrate how use cases relate to each other. The purpose of a use case diagram is to depict the functionality of a system from the user's perspective and illustrate the developer's understanding of user requirements.
Static modeling represents the static elements of software such as classes, objects, and interfaces and their relationships. It includes class diagrams and object diagrams. Class diagrams show classes, attributes, and relationships between classes. Object diagrams show instances of classes and their properties. Dynamic modeling represents the behavior and interactions of static elements through interaction diagrams like sequence diagrams and communication diagrams, as well as activity diagrams.
UML (Unified Modeling Language) is a standard modeling language used to specify, visualize, and document software systems. It uses graphical notations to model structural and behavioral aspects of a system. Common UML diagram types include use case diagrams, class diagrams, sequence diagrams, and state diagrams. Use case diagrams model user interactions, class diagrams show system entities and relationships, sequence diagrams visualize object interactions over time, and state diagrams depict object states and transitions. UML aims to simplify the complex process of software design through standardized modeling.
Conventional architectures coarsely comprise of a processor, memory system, and the datapath.
Each of these components present significant performance bottlenecks.
Parallelism addresses each of these components in significant ways.
Different applications utilize different aspects of parallelism - e.g., data itensive applications utilize high aggregate throughput, server applications utilize high aggregate network bandwidth, and scientific applications typically utilize high processing and memory system performance.
It is important to understand each of these performance bottlenecks.
The document outlines the various workflows that make up the software development process, including management, environment, requirements, design, implementation, assessment, and deployment workflows. It describes the key activities for each workflow, such as controlling the process, evolving requirements and design artifacts, programming components, assessing product quality, and transitioning the product to users. The document also notes that iterations consist of sequential activities that vary depending on where an iteration falls in the development cycle.
This document provides an overview of UML class diagrams, including their purpose and essential elements. A UML class diagram visually describes the structure of a system by showing classes, attributes, operations, and relationships. Key elements include classes, associations, generalization, dependencies, and notes. The document also provides examples and tips for creating UML class diagrams.
This document discusses software process models. It defines a software process as a framework for activities required to build high-quality software. A process model describes the phases in a product's lifetime from initial idea to final use. The document then describes a generic process model with five framework activities - communication, planning, modeling, construction, and deployment. It provides an example of identifying task sets for different sized projects. Finally, it discusses the waterfall process model as the first published model, outlining its sequential phases and problems with being rarely linear and requiring all requirements up front.
This Presentation is for Memory Management in Operating System (OS). This Presentation describes the basic need for the Memory Management in our OS and its various Techniques like Swapping, Fragmentation, Paging and Segmentation.
Following presentation answers:
- Why do we need evolution?
- What happens if we do not evolve the software?
- What are the types of software evolution?
- What are Lehman's laws
- What are the strategies for evolution?
Object Oriented Methodologies discusses several object-oriented analysis and design methodologies including Rambaugh's Object Modeling Technique (OMT), Booch methodology, and Jacobson's Object-Oriented Software Engineering (OOSE). OMT separates modeling into object, dynamic, and functional models represented by diagrams. Booch methodology uses class, object, state transition, module, process, and interaction diagrams. OOSE includes use case, domain object, analysis object, implementation, and test models.
The document discusses the spiral model of software development. The spiral model is an iterative approach that combines prototyping and aspects of the waterfall model. It was defined by Barry Boehm in 1988 as a way to address risks through iterative evaluation and improvement of prototypes. The spiral model is best for medium to high risk projects where requirements are complex or expected to change. It involves evaluating prototypes, defining new prototypes based on learnings, and repeating this process until the final product is delivered.
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
Diwali is a time of celebration, but safety should be ensured. The document provides tips for celebrating Diwali safely such as wearing cotton clothes while bursting firecrackers, purchasing from licensed shops, supervising children, having a fire extinguisher on hand, discarding used fireworks carefully, and being sensitive to noise pollution. Following these tips can help prevent accidents and ensure a happy festival.
The document defines key concepts of entity-relationship modeling including entities, attributes, relationships, and cardinality. Entities represent real-world objects, attributes provide distinguishing characteristics of entities, and relationships define associations between entities. Relationships can be one-to-one, one-to-many, or many-to-many, depending on whether an entity instance relates to only one, many or many instances in the related entity. Entity-relationship diagrams provide a graphical representation of data and relationships to support business activities and performance monitoring.
The document discusses an intention oriented model for interacting with documents and applications through XML schemas and BPEL processes. It describes how a form or document can be converted to a WSDL using an XSD to WSDL processor and deployed in a container. The model handles requirements capturing, semantic linking, process modeling, and interactions between human tasks, functions, data, and standards.
The document discusses how to use the Keystroke Level Model (KLM) to measure and compare the efficiency of user interfaces. The KLM is an iterative process that involves decomposing tasks into physical and mental operations at the millisecond level. It can be used to predict task execution times for a specific UI design and select the most efficient design among options. The document provides examples of applying the KLM to compare the efficiency of two different train ticket booking forms. It finds that the proposed alternative form reduces task time by 24.5-44.5% based on reducing the number of operators and time estimates.
IIiX2012 - Information vs Interaction - Examining different interaction model...Max L. Wilson
A talk given at the 2012 Information Interaction in Context conference (IIiX2012) where we developed 3 alternative versions of Google with 3 different refinement interactions on the left. Each used the same metadata, and the study was designed to show that users can get achieve better performance with different interaction over the same metadata.
You can provide benefits for searchers just be adjusting the interaction to your metadata. You do not _require_ better metadata to get better interaction.
Naresh and Shyam's experience report how teams and their interactions evolved at various large enterprise thru their agile transition in the last 5-6 years.
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
The document provides a history of interaction design and human-computer interaction from the 1940s to the 2000s. It describes the evolution of users from inventors and experts in the early period to widespread personal use today. Interfaces progressed from switches and cables to modern graphical user interfaces, and affordability increased from only the military and large organizations to widespread personal adoption. The timeline shows how interaction design shaped our lives through the development of new technologies over the decades.
This document summarizes Tim Sheiner's presentation on how a UX designer can apply their design process to understand DevOps teams and help solve their problems. The UX designer uses personas, mental models, analogies and prototypes to communicate effectively with operations teams. They learn about the teams' perspectives through interviews and observation. Prototypes help establish a shared understanding of problems and iterate on solutions collaboratively and at low risk. The goal is for the UX designer to become a modeler who can effectively communicate and work with operations teams using models.
The Digital Machine - Transforming Systems to SoftwareTim Sheiner
The Digital Machine is a model-based method for designing software.
This presentation explains how the systems thinking concepts of elements, relationships, purpose, feedback and state can be used to develop the 5 critical models that make up the Digital Machine:
- conceptual model
- persona model
- interaction model
- object model
- data model
#5 in my series, Design of Digital Machines
Describes what a object model is, what an object is, visualization standards, and object modeling challenges.
The document discusses conceptual models for digital machines. It explains that a conceptual model defines the system's purpose by describing the problem it solves and who it solves it for. A conceptual model can be determined through being given it, figuring it out through user research, or being given an incorrect one requiring user research. Conceptual models are typically communicated through prose descriptions or concept maps. They identify the concepts, users, and goals of an application and how concepts relate without describing implementation or interfaces. Keeping a conceptual model simple and focused on utility while staying conceptual is challenging.
#2 in my series, Design of Digital Machines
Introduces the process for modeling real world systems in software. Makes the connection between the machine model and the model-view-controller pattern.
The document discusses various options for visualizing systems, including graphs, flow diagrams, illustrations, concept maps, and animated visualizations. Graphs are best for presenting recorded data and system behavior over time. Flow diagrams represent system dynamics and the flow of elements. Illustrations explain structure and construction methods. Concept maps communicate relationships between ideas without being representational. Animated presentations like simulations, animations, prototypes and new multimedia formats provide richer explanations of dynamic systems compared to static pictures.
The document discusses system diagramming basics. It describes the purpose of diagrams as communication, outlines the benefits like helping the designer and activating visual thinking as well as limitations. The document recommends following a process of listing pieces, sketching, placing objects, connecting them, and refining. Conventions like shapes to represent different elements and annotation are also covered.
First lecture in my series, Design of Digital Machines.
Begins with a real world case study showing how to be a system detective, then steps back to explain how shared characteristics of all systems helps see the systems around us.
TRENDS IN SOLID WASTE MANAGEMENT Digital Technologies can play a crucial role in making Metro Rizal's waste management systems more circular and sustainable
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My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
Upcycling for Everyone project exhibition postersKyungeun Sung
'Upcycling for Everyone' project exhibition posters, funded by De Montfort University's QR funding for participatory research and AHRC-funded International Upcycling Research Network project. Exhibition launch at LCB Depot on 5th July 2024.
World trade center in kerala proposal- AR. DEEKSHITH MAROLI 724519251008 REPORTdeekshithmaroli666
World trade center live proposal in kerala.
Future of our nation is looking towards kerala..?
Yes, because the biggest sludge less port is going to open in kerala soon and also about the hidden massing growth of tourism, it , business sector
1. Interaction Model
How do I use this thing?
№ 4, Design of Digital Machines
Tim Sheiner
0.5beta 2013 This work by Tim Sheiner is licensed under a Creative Commons Attribution 3.0 United States.
2. The four sub models of the machine
object model
Input Controller
Output
View Model
Digital Machine
interaction model data model
conceptual model
The interaction model corresponds most closely to the view.
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3. First, a definition:
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4. By a state of a system is meant any
well-defined condition or property
that can be recognized if it occurs
again. Every system will naturally
have many possible states.
Ashby, An Introduction to Cybernetics, 1956
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5. How do I make a change?
The interaction model defines how to manipulate system
state
๏ how do I interact with the system?
๏ what are the workflows?
๏ how can I influence outcome | output ?
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6. The union of two perspectives
Human Machine
Solution Application
Process Workflow
interaction
model
Steps Tasks
Actions Events
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7. In a nutshell...
action
interaction model
feedback
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8. The interaction model is
organized around workflows.
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9. Workflows are sequences of steps
1 2 3
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10. Steps have a duality
transformation transformation
1 transition
2 transition
3
action
feedback
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11. Steps have a duality
transformation transformation
1 transition
2 transition
3
action
steps have a duality:
feedback
➡ action/feedback
➡ transformation/transition
➡ input/output
➡ intent/outcome
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12. Workflows branch
Standard Case
1 2 or 3 4
3’
Error Case
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13. Workflows connect
Workflow A
1 2 or 3 4
3’
Output
Input
1 2 3
Workflow B
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14. What defines a workflow?
Desire for change
Change complete.
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15. What defines a workflow?
A Narrative
Beginning Middle End
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16. What defines a workflow?
A Transformation
Object Workflow Object’
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18. A transformation is a change in state
e.g. object appearance
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19. A transformation is a change in state
2
1
3
e.g. object behavior
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20. A transformation is a change in state
e.g. object location
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21. A transformation is a change in state
$ $
Account 1 Account 2 Account 1 Account 2
e.g. object value
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22. The transformation is the change.
The transition is the feedback.
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23. Archetypal Workflows
๏ authentication
๏ content creation
๏ content management
๏ sharing
๏ permission management
๏ configuration management
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24. Authentication
Providing credentials in order to access content or
functionality
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25. Content Creation
Adding new information
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27. Sharing
Making content or resources available to others
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28. Permission Management
Controlling access to content or resources
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30. Communicating the Interaction Model
Several standard forms
๏ flow diagram
๏ written scenario
๏ storyboards
๏ wireframes
๏ prototypes
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31. Interaction Modeling Challenges
๏ Including the error model
when things go wrong what happens?
๏ Imagining the permutations
why prototyping is lowers design risk
๏ Understanding when & where state changes
operating on the object or operating on a copy?
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32. fin
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