Information Systems
Information Systems
Information Systems
WHAT IS SYSTEM?
Decisions - It is difficult to observe the decision process, though we can see and review the results of a
decision.
Transactions and processing - Transactions are usually more visible, though many current systems use
computer programs, which are not easy to understand, to process transactions.
Information and its flow - In principle, an observer can see information and its flows
Individuals or functions involved - Individuals can also be observed, but it is not always easy to figure
out what information processing functions they perform.
Communications and coordination - Systems also have implications for the way individuals
communicate and for coordinating a firm's activities.
Much of systems analysis and design consists of developing a sufficient understanding of a system to
document it.
MULTI-USER vs SINGLE-USER
Single-user design
Multi-user systems should be contrasted with a more personal system designed by the eventual user.
Individuals frequently develop systems for their personal computers. These applications do not have the
same requirements as multi-user systems because the systems designer is the systems user. He or she
does not have to worry about developing a system for others to use nor does the system have to meet the
needs of many different individuals.
Multi-user design
We have examined multi-user systems, those used by a number of individuals in the organization. One
group usually develops these systems for use by another group of employees. As such, development
requires input from the individuals who are likely to be affected by the application.
First, the stages tend to focus attention on a particular design approach. We shall see several
alternatives to conventional design in subsequent chapters.
Difficulty 2
The steps in the life cycle also imply that the analyst is in control of the design process. If a
design team works under this impression, there will be too little participation by users.
Difficulty 3
A very serious shortcoming of the life cycle model is that many analysts seem to interpret it as
requiring the development of only one alternative. Users and managers need to have a series of
options from which to choose. They are poorly served by designers who provide a single design
for a new system rather than one with alternatives to the status quo.
Difficulty 4
Not all of the stages may be necessary in developing a system. There may be ways to shorten the
life cycle and to skip certain stages. Most discussions of the life cycle do not suggest shortcuts in
development. The systems life cycle provides a complete list of tasks, but we need to be flexible
in how those tasks are accomplished and in what alternatives are presented to management.
DESIGN TEAM
Team Leader: A User
Having a user in charge makes the user's role apparent, ensures time will be available from other
users, and demonstrates a strong commitment to users on the part of the information services
department. Normal job activities should be reduced for the user in charge of the design team.
Liaison Representative
In case there are too many individuals for all of them to be involved, liaison representatives are
suggested. These people interview other users and brief them on the system as it is developed.
They are responsible for soliciting participation in the phases where it is meaningful.
The Users
The actual analysis and design work is done by the users with the assistance of the analyst, which
is the opposite of how it is done in conventional systems design.
The Lead Systems Designer
The IS department's systems designer guides the design team, teaching the tools and techniques
necessary to complete the design and providing required technical advice and support, for
example, by developing detailed file structures after users complete the logical database design
Systems Designers
Systems designers monitor the project, describe the different stages, and help to schedule them.
The spiral model defines four major activities within its lifecycle:
Determine the system's objectives, constraints, and alternatives; what processes does it affect?
What products does it produce?
Evaluate alternatives and identify major sources of project risk.
Define the product and processes involved.
Plan the next cycle; partition the system into subsystems and consider terminating the project if it
is too risky.
The Spiral Model
The spiral model features iterative development beginning at the centre of the circle and working
outward. Successive iterations follow as more complete versions of the software are built.
Unlike a linear trip through the systems life cycle, the spiral model makes it clear that design is a
circular process.
One designs the overall objectives of a system, and then divides it into subsystems, each of which
has a life cycle or spiral of its own.
The model is a guide that can help deliver systems faster to the client; it is based on a continuous
refinement of a system, not unlike a prototyping approach.
Explicit points to assess risk are a way to help manage development.
The model recognizes that you cannot know everything in advance and that you will discover
more information on each cycle.
Models like this are used infrequently in business organizations because professionals are not
always aware of them and because they require time to use.
The high failure rate of projects, however, is a good argument to try something new like the spiral
model.
An object is a representation of some real world thing and a number of specific instances of that
thing.
Classes
A class describes a group of objects with similar properties, common behavior, and common
relationships with other objects.
Methods/procedure
There are methods or procedures associated with each class; they apply to the objects in the class
and change some attribute.
Links
A link connects different object instances; for example, Mary Smith (an object) works for (a link)
the Widget Company (an object).
Messages
To build an object-oriented model, you identify the classes and objects in the problem domain.
Class diagrams contain classes and show their relationships, while object diagrams show how
objects send and receive messages.
Over time, one builds class libraries: an objective of this approach is to reuse software. For
example, a class and its objects for an inventory system might also be used in a production
control system.
Reuse is intended to reduce the amount of time spent and the cost of developing applications.
Programmers implement object-oriented systems with languages such as C++.
STEPS FOR OBJECT-ORIENTED MODEL
There are four steps to undertake in object-oriented analysis.
1. Define classes and objects to form the highest "layer" of the analysis.
2. Proceed to define the detailed structure of classes and objects such as one-to-many relationships
(very similar to entity-relationship models) and inheritance.
3. Define the methods to be performed and the messages that will trigger methods.
4. Define the attributes of classes.
DESIGN DOCUMENT FOR OBJECT-ORIENTED MODEL
There are a variety of design documents that serve the same role as Data Flow Diagrams in structured
design.
An Object Structure Diagram
This example shows an object interaction diagram. We see the objects involved in recording the
assignment of a vehicle to an employee and arranging the repair of that vehicle when necessary.
A Transactions Sequence Diagram
A transactions sequence diagram, sometimes called a "use case," models the possible ways of using a
system.
The key points from this module are:
Systems analysis and design is an activity that requires teamwork among managers, the
information services staff, and users. It is a creative and exciting process that can bring about
substantial change in the organization.
It is important to appreciate the difference between designing an application for yourself, say,
using a spreadsheet on a PC, and designing an application that will be used by a number of
individuals in the organization.
Traditionally, we have conducted multi-user design following a life cycle model.
In designing applications, managers, users, and the professional designers all have important roles
to play.
The life cycle model, while useful for thinking about design, has problems that can be addressed
by extensive user involvement and influence in design and by adaptations like prototyping.
There are a variety of ways to collect the information that you need for design. Interviews are the
most popular method.
Structured design techniques focus on top-down design. They employ data flow diagrams and
entity-relationship models to describe a system.
Object-oriented design is the newest approach. It concentrates on data in the form of objects that
communicate by passing messages. Objects, their attributes, and methods or procedures that act
on the objects are encapsulated together.
The tasks of learning user requirements and determining the functions for a new system are the
most difficult part of design, regardless of whether you use structured or object-oriented
approaches to describe the system.
MODULE 2: Systems Design – The Early Stages
EARLY STAGES
Stage 1: Preliminary Study and Feasibility Study
We begin the development process with a preliminary survey and the feasibility study.
Stage 2: Select an Alternative
The output from these two studies is used to determine whether to proceed with the design of an
information system and to select a single processing alternative if the system is approved.
Stage 3: Analysis and Design
If a system is feasible, the analysis and design stages are undertaken, and the design team prepares
detailed specifications.
SYSTEM ANALYSIS
Analysis is the study of a problem, generally done before undertaking some action to solve the problem.
In the case of systems analysis there are three major tasks.
The First Task: Understanding Existing Information Processing Procedures
The first task is understanding and describing existing information processing procedures in the area of
the proposed new system.
Many of the techniques recommended in the previous module can be used to document our understanding
of the present processing system, such as data flow diagrams. In many instances it will be hard to identify
any organized set of procedures that represent the existing information processing system.
We should identify decisions that have to be made and the responsible decision maker. What are the
inputs and outputs, what is the frequency of the decision, and what are the costs involved?
The Second Task: Identifying Crucial Information Flows
Next, we should identify crucial information flows, including the source, frequency, and volume of
information.
For example, we can look at the form in which data are gathered and processed, either written or verbal.
If documents are involved, how many are there and what is their information content? What types of
decisions are supported?
We also need to identify how information is processed as it flows through a system. Who processes the
information? What are the peak and average loads?
A study should identify the critical communications between organizational subunits and individuals. We
need to understand what role the system plays in coordinating work flows and other activities.
The Third Task: Identifying Current Cost
Finally, we should estimate the current cost of information processing.
Development costs are the actual cost of analysis, design, and installation for the system. These costs are
highly sensitive to the amount of time necessary to develop the system and are directly proportional to the
number of analysts, programmers, and users, and the length of their involvement.
Historically, professional estimates of the time required to design and install a system have been far too
low.
Operating Costs
When assessing total costs, we should not forget the expenses of operating a new system. A new system
may require the use of part of the time available on an existing computer, an upgrade on the present
system, or a new computer or network.
Incremental staff in the IS department and users may be required to operate the system.
Maintenance Costs
Finally, there are the costs of routine maintenance and modifications. No system is ever finished; "bugs"
will need to be eliminated, and users will request periodic enhancements as they work with a system.
Tangible cost savings can be difficult to estimate in some cases. It has been suggested that taking the
value of perfect information to provide an upper bound on possible benefits.
For Example: In a forecasting application, what is the maximum benefit from having a perfect forecast of
sales, that is, mowing in advance exact future sales?
If the cost of developing the system exceeds the maximum benefit under perfect information, the
application will undoubtedly be rejected immediately.
If, however, the benefits appear higher than the costs, we can make various assumptions about the impact
of less-than-perfect forecasts from the proposed system.
Benefits
The following list of benefits may prove helpful in this analysis.
1. Improvements in operations.
2. Reduction in clerical activity.
3. Improvements in quality and accuracy.
4. Improvements in decision making.
5. Better communications and coordination in the firm.
6. Improvements in customer service.
7. Creation of ties with customers and suppliers.
8. Reductions in cycle time.
9. Contribution to corporate strategy.
10. Improvements in competitiveness.
Intangible Benefits
The benefits in the previous slide are benefits that have actually been obtained by a firm as a result of
systems design.
Many organizations use subjective techniques to determine whether a project is desirable from a cost
benefit standpoint.
They argue that with uncertain intangible benefits, one still has to decide whether a system appears
justified.
These decision makers use their subjective feelings of what a reasonable figure would be for the benefits
provided by the system.
Definition of Intangible Benefits: Intangible benefits are positive effects that cannot be held in hand,
measured or given a monetary value
1. Packages
For many proposed systems, an applications package offers an alternative. Frequently, large amounts of
money and time can be saved by using one of these packages, though there can be a number of
drawbacks.
An applications package is an over-the-counter program or system of programs purchased as an end
product. The package vendor tries to make the product very general. Users supply the data parameters
that apply to their situation, and the package does the processing.
Since computer power is constantly becoming cheaper per computation, it makes sense in many instances
to acquire a package that may use computer hardware inefficiently in order to have an application
functioning earlier.
2. Organizational Impact
You should attempt to estimate the effect of each alternative system on the organization.
What departments and individuals will be affected by the system, and what jobs will it change?
What will happen to any employees who are replaced by a system?
Does the application create new links with customers and/or suppliers?
Does technology make it possible to restructure the organization or some part of it?
Is part of the intent of this application to support the IT organization design variables to move toward a
new structure.
3. Technological Feasibility
A proposed system may stretch the capabilities of modern technology, but may be the one that provides
the firm with a great advantage.
The design team needs to evaluate if a new system is technologically feasible.
An American railroad company developed an extensive prototype of a train scheduling system in one
region of the country to provide information on technological feasibility and to estimate costs and benefits
if the system was installed across its entire service area.
This system wide decision involved a capital expenditure of more than $300 million.
Prototyping and testing, however, are appropriate even when smaller investments are involved. It makes
sense in many instances to acquire a package that may use computer hardware inefficiently in order to
have an application functioning earlier.
Determining Feasibility
Choosing a system alternative is not always a simple task, and requires input from both the technical staff
and the personnel who will be operating the system.
Navigate the tabs to read about a traditional problem with information systems design and a potential
solution to the problem presented.
As an example, suppose one user department has proposed an inventory control system.
The alternatives might include:
Alternative One
Doing nothing is the first alternative, and continue using the system currently in place.
Alternative Two
Purchasing a packaged program from a vendor is the second alternative. This can be a cost effective
alternative, but custom coding may be needed to bring the system to the specifications required.
Alternative Three
Building a custom system - the business could decide to build a custom inventory control system to their
own specifications. This is the most costly alternative.
Each of these alternatives for an inventory control system meets some percentage of user needs at
different costs. Probably three to five alternatives for each proposed application are sufficient. However,
there should always be more than one alternative for a new system.
There are a number of guidelines available to the designer for developing the Graphical User Interface
(GUI).
Try to make the screen look like a familiar physical object; for example, a calculator should look
like a physical calculator. When the user clicks on a button, the result should mimic pressing the
key of a real calculator.
Try to make the interface consistent across all applications. It also helps to make the interface
consistent with the windowing operating system interface and with popular applications that the
user already knows how to use.
Remember that the user is in charge of the windows and the interface should feel natural to the
user.
The mouse (or pointing device) is the primary mode for input, not the keyboard. The user will
manipulate objects on the screen directly by clicking on them.
Use modal tools, that is, tools the user can click on to change subsequent mouse actions. An
example would be a drawing program where the user clicks on a line tool to draw a line or a
circle tool to draw a circle with the mouse.
The interface should be intuitive enough that, with the assistance of on-line help, the user does
not have to revert to paper documentation about the application (most users will not open the
documentation anyway).
The major objective of the designer is to create an interface that feels natural and intuitive to the
user, a difficult task. Firms like Microsoft have usability laboratories where subjects unfamiliar
with software are observed trying to use it so designers can learn what is intuitive.
The same approach makes sense for developing custom applications. Create a prototype, and let
users work with it before choosing a final design.
The early stages of the systems design process are the most crucial because the user has the most
involvement in these stages.
Systems analysis is a major task of systems design and is always undertaken regardless of the
approach taken to design.
A feasibility study presents potential alternatives and evaluates them on technical, economic and
operational criteria.
Costs to consider include development costs, operational costs and maintenance costs.
Benefits of new systems can include a reduction in personnel and more efficient processing.
Intangible benefits must also be considered, these are positive effects that cannot be measured or
given monetary value.
During the feasibility study, the design team should develop alternatives and criteria for
evaluating the alternatives.
System users must examine several alternatives before deciding on a system.
Alternatives to consider when deciding on a system include packages, organizational impact and
technological feasibility.
A potential problem in systems design is not enough user involvement. This can be overcome by
convening a selection committee.
Examples of systems alternatives include doing nothing, purchasing a packaged program and
building a custom system.
The design team must decide on using either a structured approach or an object oriented
approach.
A structured design approach is a top-down approach which begins by specifying the desired
output.
An object-oriented approach begins by identifying the business objects associated with the
application.
Virtually all systems feature a graphical user interface (GUI).
There are a number of guidelines available for developing an effective GUI.
Conversion effectiveness refers to the success in converting IT into useful outputs within the
organization.
There are several variables which determine conversion effectiveness, including project
management, the IT staff and the management involved.