By David Benyon PhD, Thomas Green PhD, Diana Bental PhD (auth.)
Conceptual Modeling for consumer Interface Development introduces the means of Entity-Relationship-Modeling and exhibits how the procedure could be utilized to interface matters. It explains these facets of entity-relationship modeling that are suitable to ERMIAs, and it offers the extensions to the notation which are precious for modeling interfaces. This ebook is aimed toward either interface designers and software program builders in an try to bridge the distance within the improvement of interactive structures. Too usually, while software program is being built, the software program engineers don't sufficiently contemplate how effortless the approach could be to profit and use. at the different facet, interface experts are inclined to show their issues in methods that are both too particular to be simply understood or in methods that are tricky for the software program developer to enforce. ERMIA offers a collection of ideas that are used both simply through software program builders and interface designers alike.
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Additional info for Conceptual Modeling for User Interface Development
In order to distinguish the entity class from the instances of that class, we shall use capital letters as a convention to refer to an entity class, such as Station, and lowercase letters when we mean an individual instance of that class, such as station. (Of course the name of a station, such as London or Stevenage, may have a capital letter since these are proper nouns, but the station's name should not be confused with the concept of the station itself) Because ERMIA is about classes of entities, nothing on an ERMIA model refers to individual members of the class; the model asserts relationships (see below) between classes, not between individuals.
When creating an ERMIA, it is important to choose entity classes so that the entities in the class are all similar. All the entities in a class have similar types of attributes (discussed below). All the entities in a particular class should have a similar purpose in the model (and in the artefact that the model describes). For example, all stations are places where trains start and stop, where passengers can board or alight. It is also important to be able to distinguish which entities belong in a class and which do not.
11 Notation for perceptually-coded attributes. 1. Identify (i) a perceptually-coded attribute of a menu heading (ii) a perceptually-coded attribute of a menu item (iii) a behavioural attribute of a menu item. Comment: As usual there may be more than one possible solution. We would sayan example of (i) is that a menu heading is highlighted when it is selected, an example of (ii) is the ellipsis (the three dots next to some items, for example next to Align Objects) which indicates that a further dialogue is required if this option is selected and for (iii) some items are greyed out when they are not relevant to the current state of the system.