Chapter 4 Introduction To UML and UML Diagrams Class-Based Requirements Design
Chapter 4 Introduction To UML and UML Diagrams Class-Based Requirements Design
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Module 3_ Part 2 Introduction to UML
and Class-based Requirements Design Modeling With Classes ( 10 Hours)
3.1 Developing requirements: Domain analysis
3.2 Types of requirements
3.3 Requirements gathering
3.4 object-based requirements analysis
3.5 Use cases: describing how the user will use the system
3.6 techniques for gathering requirements
3.7 Managing changing requirements,
3.8 class-based requirements design Modeling with
classes:
Introduction to UML
3.9 Essentials of UML class diagrams
3.10 Associations and multiplicity
3.11 Generalization
3.12 More advanced features of class
diagrams 2
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SYLLABUS
MODULE 1 AND MODULE 2
NO OF HOURS : 11 HOURS
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SYLLABUS MODULE 3
HOURS: 10 SESSIONS
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SYLLABUS MODULE 4
HOURS: 12 SESSIONS
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SYLLABUS MODULE 5
HOURS: 10 SESSIONS
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Text Books:
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Reference Books:
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Module 3_ Part 2 Introduction to UML
and Class-based Requirements Design Modeling With Classes ( 10 Hours)
3.1 Developing requirements: Domain analysis
3.2 Types of requirements
3.3 Requirements gathering
3.4 object-based requirements analysis
3.5 Use cases: describing how the user will use the system
3.6 techniques for gathering requirements
3.7 Managing changing requirements,
3.8 class-based requirements design Modeling with
classes:
Introduction to UML
3.9 Essentials of UML class diagrams
3.10 Associations and multiplicity
3.11 Generalization
3.12 More advanced features of class
diagrams 9
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MODULE 3 _PART 2 : TOPICS
USER-CENTERED DESIGN
CHARACTERISTICS OF UML
USE-CASE DIAGRAMS
USE-CASE DESCRIPTIONS
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INTRODUCTION TO UML – Brief History
o At the end of the 1980’s and the beginning of 1990’s, the first
Object-Oriented Development processes appeared.
• - Booch, Jacobson, Yourden, Rumbaugh
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Systems, Models & Views
A Model is an abstraction describing a subset of a system.
A View depicts selected aspects of a model.
A Notation is a set of graphical or textural rules for depicting
views.
Views & Models of a single system overlap each other.
Example:
System: Aircraft
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Systems, Models & Views
Example - System: Aircraft
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Models, Views & Diagrams
The below shows different model, view & diagrams:
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BASIC MODELLING STEPS
Use Case
Capture Requirements
Domain Model
Capture Process, Key Classes
Design Model
Capture details & behaviour of use cases & domain
objects.
Add classes that do the work & define the architecture.
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UML MODELLING CONCEPTS
The building blocks of UML can be defined as:
(1) Things
(2) Relationships
(3) UML Diagrams
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UML MODELLING CONCEPTS (Contd.)
(i) Structural Things - define the static part of the model. They
represent the physical and conceptual elements.
(a) Class − Class represents a set of objects having similar responsibilities.
(b) Interface − Interface defines a set of operations, which specify the
responsibility of a class.
(c) Collaboration −Collaboration defines an interaction between elements.
(d) Use case −Use case represents a set of actions performed by a system for
a specific goal.
(e) Component −Component describes the physical part of a system.
(f) Node − A node can be defined as a physical element that exists at run
time.
Node
Component
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UML MODELLING CONCEPTS (Contd.)
(ii) Behavioral Things: consists of the dynamic parts of UML
models. Following are the behavioral things:
(a) Interaction − Interaction is defined as a behavior that consists of a group of
messages exchanged among elements to accomplish a specific task.
(b) State machine − State machine is useful when the state of an object in its
life cycle is important. It defines the sequence of states an object goes through
in response to events. Events are external factors responsible for state
change.
https://www.youtube.com/watch?v=Yt8XkYIdhVU
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UML DIAGRAMS
(a) Class diagrams:
describe classes and their relationships
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UML DIAGRAMS (Contd.)
(b) Interaction diagrams: Sequence Diagram -
Example of an Customer Order Management System
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UML DIAGRAMS (Contd.)
(b) Interaction diagrams: Communication Diagram -
Example of an Customer Order Management System
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UML DIAGRAMS (Contd.)
(c) State diagrams: Example of an Customer Order
Management System
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UML DIAGRAMS (Contd.)
(c) Activity diagrams: Example of an Customer Order
Management System
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UML DIAGRAMS (Contd.)
(d) Component diagrams: Example of an Customer
Order Management System
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UML DIAGRAMS (Contd.)
(d) Deployment diagrams: Example of an Customer
Order Management System
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USER-CENTERED DESIGN
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USER-CENTERED DESIGN (UCD)
User-centered design is an iterative process that focuses on an
understanding of the users and their context in all stages of
design and development.
Each iteration of the UCD approach involves four distinct
phases:
(a) Understand the context
(b) Identify & specify user requirements
(c) Design phase
(d) Evaluation phase
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CHARACTERISTICS OF UML
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UML CHARACTERISTICS
o The Characteristics of UML is:
It has detailed semantics
It has extension mechanisms
It has an associated textual language
Object Constraint Language (OCL)
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DEVELOPING USE-CASE MODELS
OF SYSTEMS
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Use-Cases: Describing how the user will use the system
are related.
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Use-Cases (Contd.)
A use-case should:
Cover the full sequence of steps from the beginning of a
task until the end.
Describe the user’s interaction with the system ...
Not the computations the system performs.
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SCENARIOS
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Use-Cases (Contd.)
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Use-Cases Representation & Symbols
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USE-CASE DIAGRAMS (Example-1)
Example 1: SCHOOL LOGIN SYSTEM
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USE-CASE DIAGRAMS (Example-2)
Example 2: STUDENT ADMISSION PROCESS
Register in Course
Add Course Offering
Enter Grade
for Course
Student
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Professor Actor
DESCRIPTION OF A USE-CASE (Contd.)
Use case: Open file by browsing
Steps:
Actor actions System responses
1. Choose ‘Open…’ command 2. File open dialog appears
3. Browse for file
4. Confirm selection 5. Dialog disappears
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BASICS OF USER INTERFACE DESIGN
USABILITY PRINCIPLES & USER
INTERFACES
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BASICS OF USER-INTERFACE DESIGN,
USABILITY PRINCIPLES, USER INTERFACES
Everything depends on fully knowing your users, including
understanding their goals, skills, preferences, and their
tendencies.
This is important as once you know your user its make it easier
to choose the right interface elements as listed below:
First keep the interface simple.
USER-CENTERED DESIGN
CHARACTERISTICS OF UML
USE-CASE DIAGRAMS
USE-CASE DESCRIPTIONS