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Systems Analysis And Design

Systems Analysis And Design. Elliott Bays, Taylor Ivy, Mark Sarosky , David Martin, Ovidiu Ravasan. Systems Analysis. Definition- Taking a complete analysis along with gathering all the information about a project and all of it’s aspects. Required Skills. Communication/Social Computer

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Systems Analysis And Design

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  1. Systems Analysis And Design Elliott Bays, Taylor Ivy, Mark Sarosky, David Martin, OvidiuRavasan

  2. Systems Analysis • Definition- Taking a complete analysis along with gathering all the information about a project and all of it’s aspects.

  3. Required Skills • Communication/Social • Computer • Understanding problems and their solutions • Integrating technology and businesses

  4. Systems Design • Definition- Designing a solution made up of different hardware and interconnecting them all together to me specific needs of a business.

  5. Software Development Life Cycle • This is the timeline of creating and changing the systems to improve or implement new ideas. It has 7 basic steps: • Step 1: Planning/Researching • Step 2: Systems analysis • Step 3: Systems design • Step 4: Implementation • Step 5: Integration and testing • Step 6: Official establishment • Step 7: Maintenance

  6. Interative Approach • The development process in which it enters a constant loop until the project is perfected. • Starts with the initial planning • Then goes through the Requirements and Analysis & Design. • After to Testing • Than Evaluation • Till it is ready to be used

  7. Project Management

  8. Description • Planning out what needs to be done • Organizing a schedule • Managing people • Looks for the best in order to get the job done

  9. Project Planning Steps • Brainstorm an idea • Gather supplies and a team • Set a budget based on financial resources • Go in depth of every single detail • Have a Plan B • Let the customer know what the project is all about • Ensure communication between team members • What outside sources are needed • Overviews the project

  10. Approaches to System Development

  11. Structured Approach • Used most often • An ordered process • Multiple Steps

  12. Object Oriented Approach • Abbrevated- OOA • Gives a different outlook • Languages used for OOA:C++(Command Prompt)Java(GUI)

  13. Structured Approach

  14. Data Flow Diagram • A data flow diagram helps to show the relationships between the components in a program or system. • DFD’s were in waysthe replacementof flowcharts andpseudocode.

  15. Data Flow Diagram • DFD’s make it much easier for both technical and nontechnical audiences to understand what's going on. • DFD’s can provide high level system overviews. • DFD’s can also provide detailed system component representation.

  16. Data Flow Diagram Components • A DFD consists of four basic components which shows how data flows in a system: entity, process, data store, and data flow. • Entity – Entity is the source or destination of data. Entities provide data to the system or can receive data from it. • Process – A process receives input and generates some output.

  17. Data Flow Diagram Comp. Continued • Data Store – A data store is where data is stored between processes and is used for later retrieval or by the same process. • Data Flow – Data flow is the movement between the other three components of a DFD, the entity, process, and data store.

  18. Object-Oriented Approach

  19. OOA • Completely different approach to information systems • Views information system as collection of interacting objects that work together to accomplish tasks • Objects – things in computer system that can respond to messages • Conceptually, no processes, programs, data entities, or files are defined – just objects • OO languages: Java, C++, C# .NET, VB .NET

  20. Types • Object-oriented analysis (OOA) • OOA is concerned with developing an object model of the application domain • Object-oriented design (OOD) • OOD is concerned with developing an object-oriented system model to implement requirements • Object-oriented programming (OOP) • OOP is concerned with realising an OOD using an OO programming language such as Java or C++

  21. Class Diagram • Class Diagrams describe the static structure of a system, or how it is structured rather than how it behaves. These diagrams contain the following elements: • Classes, which represent entities with common characteristics or features. These features include attributes, operations and associations. • Associations, which represent relationships that relate two or more other classes where the relationships have common characteristics or features. These attributes and operations.

  22. Use Case • A use case is a scenario that describes the use of a system by an actor to accomplish a specific goal. • An actor is a user playing a role with respect to the system. - people, other systems. • Scenario -A sequence of steps that describe the interactions between an actor and the system. • The use case model consists of the collection of all actors and all use cases.

  23. User Interface

  24. Definition • User interface is the interaction between people (users) and information systems (computers, networks, etc.)

  25. Physical Aspects • The save icon. Picture of a save button has always remained the same from history. Everyone associates it with saving a file. • The physical aspect of user interface deals with the actual components used to interact with a system • These components include the keyboard, mouse, computer screen, and the computers data storage units • It is important to utilize these aspects to their fullest ability while making the interactions needed simple and easy to use

  26. Perceptual Aspects • Integrated by using human interactions such as voice activations hand gestures, body movement. • Example: facial recognition, Xbox Kinect, the Wii • The perceptual aspects of user interfaces deals with the way information is presented to the user • The information should be presented in a neat, easy to follow layout that is easy for the user to follow and understand • Perceptual aspects include all of the data displayed and places emphasis on a good flow of information and a natural feeling layout

  27. User Centered • Combination of Physical and Perceptual aspects. • Made to be very user friendly. • The main priority of a well made user interface is to be user centered • This means that the interface is made to meet all of the users needs using the least effort possible from the user • The ideal user interface is simple, effective, sequential, and requires no prior knowledge of the system to use

  28. The End Any questions?

  29. Sources • http://www.bls.gov/k12/computers06.htm • http://www.mks.com/resources/resource-pages/software-development-life-cycle-sdlc-system-development • http://managementhelp.org/projectmanagement/ • http://ratandon.mysite.syr.edu/cis453/notes/DFD_over_Flowcharts.pdf • http://thinkvitamin.com/design/10-user-interface-design-fundamentals/ • Dennis A, Wixom B. H. and Roth R.M., 2006, Systems analysis and design, Third edition, John Wiley &Sons, USA • Hoffer, JA, George, JF & Valacich, JA, 2006, Modern systems analysis and design, 3rd edition, Addison-Wesley, USA

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