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Matakuliah
Tahun
Versi
: M0086/Analisis dan Perancangan Sistem Informasi
: 2005
:5
Pertemuan 18
Aplication Domain
1
Learning Outcomes
Pada akhir pertemuan ini, diharapkan mahasiswa
akan mampu :
• Mahasiswa dapat Memisahkan Object dengan
Class pada Aplication Domain dan Problem
Domain (C4)
• Mahasiswa dapat Menemukan Actor dan Use
Case (C3)
• Mahasiswa dapat Membuat diagram / skema
Use Case (C4)
2
Outline Materi
• Menentukan Actor
• Menentukan Use Case
3
Dasar Usage Analysis
• Tentukan application domain dengan use
cases.
• Evaluasi use case bekerja sama dengan
users.
• Perhatikan perubahan organisasi yang
dapat mengubah application domain
4
Menentukan Actors dan Use Cases
• Berdasarkan pekerjaan dan pembagian pekerja
• Identifikasikan actors
– Perhatikan seseorang yang berperan dengan peran
yang sama
– Terapkan pada sistem seperti pada orang atau user
• Menerangkan actor
– Masukan tujuan actor, karakteristik dan contoh
• Jelaskan use cases
– Gunakan statecharts dan atau dengan kalimat
– Buatlan sederhana dan tanpa detil yang tidak
diperlukan
5
Analisis Pekerjaan
• Perlu mengerti hubungan dari sistem pada
application domain
– Pekerjaan apa yang ada didalam application domain?
– Bagiaman pembagian pekerjanya?
– Bagaimana pekerjaan yang berbeda dapat
dihilangkan ?
• Jangan terlalu menekankan cara kerja sekarang
• Hasil utama adalah daftar yang lengkap dari
pekerjaan di application domain
6
Contoh Penjelasan tentang Actor
Account Owner
• Goal: A person who owns an account. The account
owner’s basic need is to make payments with their
plastic card.
• Characteristic: The system’s users include many and
very different account owners.
• Examples: Account owner A is insecure in the use of a
plastic card as a form of payment. A only withdraws
money from the ATM in emergency situations.
• Account owner B is technologically curious and uses the
system often, optimally, and to the limit of its abilities.
7
Contoh Statechart for ‘Cash
Withdrawal’ Use Case
Insert
card
Card inserted
Prompt
for
code
Awaiting code
Enter code
Rejected
Code entered
Code accepted
Cancel
Awaiting amount
Payment
Amount approved
Approve amount
Choose amount
Amount not approved
Amount chosen
(Mathiassen et al, 2000)
8
Example Text Description for ‘Cash
Withdrawal’
• Use Case: cash withdrawal is started by the account owner, when
they wish to use their credit card to withdraw cash from an ATM.
The account owner inserts their card into the ATM, and are then
requested via the screen to type their PIN code. The screen will
either show a polite denial, the card will be ejected from the ATM
and the process will be canceled; or the screen will show a menu
requesting the account owner to choose an amount of money by
typing on the ATM’s keyboard. A new screen picture requests the
account owner to approve the transaction. If the transaction is not
approved the account owner is again requested to type an amount.
Otherwise the use case ends by the ejection of the card, and the
desired amount of money being paid.
• Objects: (to be added later)
• Functions: (to be added later)
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Use Case dan Struktur Actor
• Perlu menghubungkan use case dan
actor satu sama lain
• Dapat dilakukan dengan ‘Actor table’,
tetpai hanya untuk associations
• Dapat juga dilakukan dengan ‘Use Case
Diagrams’
– Mempunyai actors dan use cases
– Gunakan structure untuk menghubungkan
antara actor seperti pada ‘Class Diagram’
10
Contoh Actor Table
Use Cases
Actors
Account
owner
Creditor
Payment
X
X
Cash Withdrawal
X
Money transfer
X
Account information
X
Credit Information
X
Administrator
X
X
X
Liquidity
Monitor
X
X
Registration
X
Monitoring
X
Fault processing
X
11
Groups of Use Cases
Customer
involved in all
deposit use
cases
Deposit
Get customer
information
Bank employee involved in
2 of 3 deposit use cases
Deposit
Loan
Bank Employee
Cash withdrawal
Customer
Customer involved in only
payment loan use case
Establishment
Maintain
Payments
Bank employee
involved in all
loan use cases
12
Explore Use Case Patterns
• The procedural pattern
– General pattern for insuring that steps in a
process or a sequence of rules are followed
• The material pattern
– General pattern when there are few rules to
follow, i.e. actions can be taken in any order
– May possibly have some small action
sequences specified as side patterns
13
Pola Procedural
action 1
State 1
Can’t do action 2 unless
action 1 is already done
action 2
State n
action n+1
14
The Material Pattern
start action
Material pattern is
for ‘artisan like’
materials that can be
manipulated in any
desired order.
E.g. diagrams, text,
drawings being
constructed.
Actions 1 & 2 can be
done in any order
action 1
action 2
General
State
final action
Process n
Process n+1
Processes must be
completed before returning
to general state
15
Evaluate Systematically
• Carefully study descriptions for mistakes
and inconsistencies.
• Test use cases to see if true in practice,
e.g. using prototypes to experiment.
• Evaluate the social changes in the
application domain.
16
Evaluation Criteria
• Use cases should be simple, constitute a
coherent whole.
• The description of actors and use cases should
provide understanding and overview.
• Use cases should be described in enough detail
to enable identification of functions and interface
elements (our next topic in application domain
analysis!).
17
Experimenting with Prototypes
• Notation of use cases doesn’t allow
successful verification by the users
• Construct experiments so that
– Use future users for testing
– Make environment as realistic as possible
• Be sure to follow five phases covered
earlier: planning, development,
preparation, test, and summarising
18
Principles of Usage Analysis
• Determine the application domain with use
cases.
– Need cooperation between users and developers.
– Both an analytical and a creative activity.
• Evaluate use cases in collaboration with users.
– Best way is with prototypes.
– Can be paper and pencil exercises.
• Assess social changes in the application
domain.
– Rethink the business processes.
– Avoid work-related problems and unnecessary
human adjustments.
19
Tutorial: Usage Analysis
• Individually, brainstorm a list of use cases
and actors for the Paul’s Pools example.
• As a class, compare and discuss your lists
and agree on a refined list.
• Identify which use cases are performed by
which actors.
• With the rest of the class, choose one use
case and specify it.
20
Contoh Kasus
• Menentukan aktor
• Menentukan use
case
• Kasus Persewaan
Video
• Kasus Toko Bahan
Bangunan
21
Video Rental Store
Suatu sistem untuk mengelola pelanggan dan penyewaan
video didalam toko persewaan video. Tokonya menawarkan
video dalam kategori yang ber-beda-beda. Untuk menjadi
member gratis dan terbuka untuk semua orang tetapi
diharuskan mendaftar untuk menyewa video. Tokonya
melacak aktifitas dari setiap pelanggan dan akan
mengirimkan reminder bila video tidak dikembalikan dalam
waktu 48 jam. Reminder kedua akan dikirim setelah satu
minggu, dan jika tidak mengembalikan video, pelanggan
akan diexclude hingga videonya di kembalikan. Untuk setiap
video title, ada beberapa tape untuk disewakan, dan member
dapat memesan video tertentu untuk di sewa pada tanggal
tertentu.
Gambarkan Use Case Diagram
22
USE CASE DIAGRAM
Pendaftaran
Member
Sewa
Kembali
Pesan
Karyawan
Kirim
Reminder
23
Terima Kasih
24