Dissertations / Theses on the topic 'A User interfaces (Computer systems) Design'

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1

Olatidoye, Olugbemiga A. "Design-oriented graphic-user-interface." Diss., Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/23110.

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Adikari, Sisira. "Usability modelling for requirements engineering /." Canberra, 2008. http://erl.canberra.edu.au/public/adt-AUC20081204.145827/index.html.

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3

Eaton, Leslie A. "Design considerations in the development of user-friendly interfaces." Thesis, Kansas State University, 1986. http://hdl.handle.net/2097/9912.

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4

Fox, Jeffrey A. "The effects of a computer-based design aid in the selection of guidelines within the USI design process." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-08042009-040339/.

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Torres-Chazaro, Octavio F. "Design and evaluation of CNC-user interfaces." Diss., Virginia Tech, 1992. http://hdl.handle.net/10919/39787.

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Terwilliger, James Felger. "Graphical User Interfaces as Updatable Views." PDXScholar, 2009. https://pdxscholar.library.pdx.edu/open_access_etds/2671.

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In contrast to a traditional setting where users express queries against the database schema, we assert that the semantics of data can often be understood by viewing the data in the context of the user interface (UI) of the software tool used to enter the data. That is, we believe that users will understand the data in a database by seeing the labels, dropdown menus, tool tips, help text, control contents, and juxtaposition or arrangement of controls that are built in to the user interface. Our goal is to allow domain experts with little technical skill to understand and query data. In this dissertation, we present our GUi As View (Guava) framework and describe how we use forms-based UIs to generate a conceptual model that represents the information in the user interface. We then describe how we generate a query interface from the conceptual model. We characterize the resulting query language using a subset of relational algebra. Since most application developers want to craft a physical database to meet desired performance needs independent of the schema used by the user interface, we subsequently present a general-purpose schema mapping tool called a channel that can be configured by instantiating a sequence of discrete transformations. Each transformation is an encapsulation of a physical design decision or business logic process. The channel, once configured, automatically transforms queries from our query interface into queries that address the underlying physical database, similar to a view. The channel also transforms data updates, schema updates, and constraint definitions posed against the channel’s input schema into equivalent forms against the physical schema. We present formal definitions of each transformation and properties that must be true of transformations, and prove that our definitions respect the properties.
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Trent, Stephen James. "The design and evaluation of a computer-based tool to support the construction and wizard-of-oz testing of low fidelity prototypes." Pullman, Wash. : Washington State University, 2009. http://www.dissertations.wsu.edu/Thesis/Spring2009/s_trent_042409.pdf.

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Thesis (M.S. in computer science)--Washington State University, May 2009.
Title from PDF title page (viewed on May 26, 2009). "Department of Electrical Engineering and Computer Science." Includes bibliographical references (p. 66-68).
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Nair, Deepa R. "Visual design versus development a case study presenting how XML and XSLT can separate presentation from data /." [Gainesville, Fla.] : University of Florida, 2001. http://etd.fcla.edu/etd/uf/2001/anp1594/thesis.pdf.

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Thesis (M.S.)--University of Florida, 2001.
Title from first page of PDF file. Document formatted into pages; contains xi, 86 p.; also contains graphics. Vita. Includes bibliographical references (p. 85).
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9

Van, Tonder Bradley Paul. "Adaptive user interfaces for mobile map-based visualisation." Thesis, Nelson Mandela Metropolitan University, 2008. http://hdl.handle.net/10948/866.

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Mobile devices today frequently serve as platforms for the visualisation of map-based data. Despite the obvious advantages, mobile map-based visualisation (MMV) systems are often difficult to design and use. Limited screen space, resource constraints and awkward interaction mechanisms are among the many problems with which designers and users have to contend. Adaptive user interfaces (AUIs), which adapt to the individual user, represent a possible means of addressing the problems of MMV. Adaptive MMV systems are, however, generally designed in an ad-hoc fashion, making the benefits achieved difficult to replicate. In addition, existing models for adaptive MMV systems are either conceptual in nature or only address a subset of the possible input variables and adaptation effects. The primary objective of this research was to develop and evaluate an adaptive MMV system using a model-based approach. The Proteus Model was proposed to support the design of MMV systems which adapt in terms of information, visualisation and user interface in response to the user‟s behaviour, tasks and context. The Proteus Model describes the architectural, interface, data and algorithm design of an adaptive MMV system. A prototype adaptive MMV system, called MediaMaps, was designed and implemented based on the Proteus Model. MediaMaps allows users to capture, location-tag, organise and visualise multimedia on their mobile phones. Information adaptation is performed through the use of an algorithm to assist users in sorting media items into collections based on time and location. Visualisation adaptation is performed by adapting various parameters of the map-based visualisations according to user preferences. Interface adaptation is performed through the use of adaptive lists. An international field study of MediaMaps was conducted in which participants were required to use MediaMaps on their personal mobile phones for a period of three weeks. The results of the field study showed that high levels of accuracy were achieved by both the information and interface adaptations. High levels of user satisfaction were reported, with participants rating all three forms of adaptation as highly useful. The successful implementation of MediaMaps provides practical evidence that the model-based design of adaptive MMV systems is feasible. The positive results of the field study clearly show that the adaptations implemented were highly accurate and that participants found these adaptations to be useful, usable and easy to understand. This research thus provides empirical evidence that the use of AUIs can provide significant benefits for the visualisation of map-based information on mobile devices.
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Ebenreuter, Natalie Erika. "Transference of dance knowledge through interface design." Swinburne Research Bank, 2008. http://hdl.handle.net/1959.3/46079.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2008.
Submitted in fulfillment [of the requirements of the degree of] Doctor of Philosophy, [Faculty of Design], Swinburne University of Technology - 2008. Typescript. Bibliography: p. 355-369.
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11

Levine, Jonathan. "Computer based dialogs : theory and design /." Online version of thesis, 1990. http://hdl.handle.net/1850/10590.

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12

Hawthorn, Dan. "Designing Effective Interfaces for Older Users." The University of Waikato, 2006. http://hdl.handle.net/10289/2538.

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The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed.
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13

Frank, Martin Robert. "Model-based user interface design by demonstration and by interview." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9225.

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14

Sadun, Erica. "Djasa : a language, environment and methodology for interaction design." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/9250.

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Bentley, Brian Todd. "Quality in use addressing and validating affective requirements /." Australasian Digital Theses Program, 2006. http://adt.lib.swin.edu.au/public/adt-VSWT20070214.143122/index.html.

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Thesis (PhD) - Swinburne University of Technology, 2006.
[Submitted for the degree of Doctor of Philosophy, Swinburne University of Technology - 2006]. Typescript. Includes bibliographical references (p. 218-231).
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Seichter, Hartmut. "Augmented reality aided design." Thesis, View the Table of Contents & Abstract, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38289052.

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Kohareswaran, Naganandhini. "Design and implementation of Sketcher user interface for a geometric constraint solver /." [Gainesville, Fla.] : University of Florida, 2002. http://purl.fcla.edu/fcla/etd/UFE0000556.

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18

Yang, Grant. "WIMP and Beyond: The Origins, Evolution, and Awaited Future of User Interface Design." Scholarship @ Claremont, 2015. http://scholarship.claremont.edu/cmc_theses/1126.

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The field of computer user interface design is rapidly changing and diversifying as new devices are developed every day. Technology has risen to become an integral part of life for people of all ages around the world. Modern life as we know it depends on computers, and understanding the interfaces through which we communicate with them is critically important in an increasingly digital age. The first part of this paper examines the technological origins and historical background driving the development of graphical user interfaces from its earliest incarnations to today. Hardware advancements and key turning points are presented and discussed. In the second part of this paper, skeuomorphism and flat design, two of the most common design trends today, are analyzed and explained. Finally, the future course of user interface is predicted based off of emergent technologies such as the Apple Watch, Google Glass, Microsoft HoloLens, and Microsoft PixelSense. Through understanding the roots and current state of computer user interface design, engineers, designers, and scientists can help us get the most out of our ever-changing world of advanced technology as it becomes further intertwined with our existence.
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Stuhlsatz, Kelly J. "Design & develop a satellite telemetry display application." [Denver, Colo.] : Regis University, 2006. http://165.236.235.140/lib/KStuhlsatz2006.pdf.

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Park, Ji Yong. "Interactive user experience design creating an effective online experience /." Australasian Digital Thesis Program, 2007. http://adt.lib.swin.edu.au/public/adt-VSWT20071004.120754/index.html.

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Thesis (DDes) - Faculty of Design, Swinburne University of Technology, 2007.
[Submitted in total fulfillment of the requirements of the degree] Doctorate in Design, Swinburne University of Technology - 2007. Typescript. Includes bibliographical references (p. 63-74).
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21

Kemble, Jonathan. "Display of Multi-Attribute Data Using a Presentation Description Language." Digital WPI, 1999. https://digitalcommons.wpi.edu/etd-theses/1082.

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"In order to make large applications that manage multi-attribute data usable, they must have an effective user interface. Application data and data relationships must be displayed in a manner that is useful for a particular user while still following principles of user interface design. A User Interface Management System (UIMS) is an application independent data presentation system which isolates the interface portion of the application and can allow a high level of customization. A presentation description language can be used to control the UIMS and allow maximum flexibility. This thesis investigates a UIMS controlled by a language that allows a user to easily describe the application data and data relationships at a high level of abstraction. The UIMS uses this language to structure application data and augment it with properties. A rule-based system then uses the augmented data along with graphical design knowledge to determine the content, layout and details of the interface used to display the data. Finally, a graphical interface is generated to present the data. A system to provide this functionality was designed and implemented. Experiences with the system showed this approach to be valid and provided ideas for future work. "
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22

Gao, Zhan. "Development of an integrated haptic interface for computer aided product design." Click to view the E-thesis via HKUTO, 2005. http://sunzi.lib.hku.hk/hkuto/record/B36399802.

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Gao, Zhan, and 高瞻. "Development of an integrated haptic interface for computer aided product design." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B36399802.

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Vildan, Tanriverdi. "A virtual reality interface design (VRID) model and methodology /." Thesis, Connect to Dissertations & Theses @ Tufts University, 2001.

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Thesis (Ph.D.)--Tufts University, 2001.
Adviser: Robert J. K. Jacob. Submitted to the Dept. of Computer Science. Includes bibliographical references (leaves 114-117). Access restricted to members of the Tufts University community. Also available via the World Wide Web;
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25

Morris, John Morgan. "The effects of interaction factors in the transition from menus to commands." Diss., Georgia Institute of Technology, 1989. http://hdl.handle.net/1853/8222.

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Allen, Jeanette. "Effects of representation on programming behavior." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9233.

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Balci, Metin Saridogan Erhan. "Design and implementation of a graphical user interface for a multimedia database management system." Monterey, California : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA257577.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, September 1992.
Thesis Advisors: Rowe, Neil C. ; Wu, C. Thomas. "September 1992." Description based on title screen as viewed on April 16, 2009. Includes bibliographical references (p. 46-47). Also available in print.
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Leung, Min-wing Raymond. "Design, implementation and evalulation of the user interface for healthcare information systems in Hong Kong /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23765999.

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Mwanza, Daisy. "Towards an activity-oriented design method for HCI research and practice." Thesis, n.p, 2002. http://ethos.bl.uk/.

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Wilson, Rory Howard 1957. "An assessment of the impact of grouped item prompts versus single item prompts for human computer interface design." Thesis, The University of Arizona, 1988. http://hdl.handle.net/10150/276934.

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Current research in screen design for human computer interaction has demonstrated that user task performance is influenced by placement, prompting methodology, and screen complexity. To assess the difference between a grouped item screen prompt and a series of single item screen prompts, a field experiment in a semiconductor manufacturing facility was designed. Subjects were randomly assigned to one of two groups to use a data entry system. Seven of the screen prompts differed between the two groups. During the four weeks of the study, a significant difference was measured between groups. The group screen users had lower task times for all four weeks. No significant correlation exists between work experience, performance review scores, or designated work shift. A strong negative correlation exists between frequency of system usage and task time. No difference was noted for measured errors. Subjective scores significantly favored the group screen design.
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Rossa, Michael. "System images : user's understanding and system structure in the design of information tools." Thesis, Royal College of Art, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.602326.

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Wentzel, Alicia Veronica. "User interface design guidelines for digital television virtual remote controls." Thesis, Rhodes University, 2016. http://hdl.handle.net/10962/d1020617.

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The remote control is a pivotal component in households worldwide. It helps users enjoy leisurely television (TV) viewing. The remote control has various user interfaces that people interact with. For example, the physical user interface includes the shape of the remote and the physical buttons; the logical user interface refers to how the information is laid out; and the graphical user interface refers to the colours and aesthetic features of the remote control. All of the user interfaces together with the context of use, cultural factors, social factors, and prior experiences of the user influences the ways people interact with their remote control and ultimately has an effect on their user experiences. Advances in the broadcasting sector and transformations of the TV physical remote control have compounded the simple remote control into a multifaceted, indispensable device, overcrowded with buttons. The usability and ultimately the user experience of physical remote controls (PRCs) have been affected by the overloaded functionality and small button sizes. The usability issues with current PRCs, the evolution of mobile phones into touchscreen smartphones, and the trend of global companies moving towards virtual remote controls (VRCs) have prompted this research to discover what user interface design features will contribute towards an enhanced user experience for digital TV VRCs. This research used the design science research process model (DSRP), which comprised six steps, to investigate this topic area further. A review of the domain literature pertaining to mobile user experiences (MUX) and all the encompassing factors, mobile human computer interaction (MHCI) and the physical, logical, graphical and natural user interfaces was completed, as well as a review of the literature regarding the usability issues of PRCs and VRCs. A contextual task analysis (CTA) of a single South African digital TV PRC was used to identify how users utilise PRCs to perform tasks, and the usability issues they encountered during the tasks. Brainstorming focus groups were used to understand how to represent certain user interface elements and attempted to source ideas from users about what potential functionality digital TV VRCs should contain. Together with all the other results gathered from the previous chapters amalgamated into a set of user interface design guidelines for digital TV VRCs. The proposed user interface guidelines were used to instantiate a digital TV VRC prototype that underwent usability testing in order to validate the proposed user interface design guidelines. The results of the usability testing revealed that the user interface design guidelines for digital TV VRCs were successful, with the addition of one guideline that was discovered during the usability testing.
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Kim, Hyungsin. "The ClockMe system: computer-assisted screening tool for dementia." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/47516.

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Due to the fastest growing senior population, age-related cognitive impairments, including Alzheimer's disease, are becoming among the most common diseases in the United States. Currently, prevention through delay is considered the best way to tackle Alzheimer's disease and related dementia, as there is no known cure for those diseases. Early detection is crucial, in that screening individuals with Mild Cognitive Impairment may delay its onset and progression. For my dissertation work, I investigate how computing technologies can help medical practitioners detect and monitor cognitive impairment due to dementia, and I develop a computerized sketch-based screening tool. In this dissertation, I present the design, implementation, and evaluation of the ClockMe System, a computerized Clock Drawing Test. The traditional Clock Drawing Test (CDT) is a rapid and reliable instrument for the early detection of cognitive dysfunction. Neurologists often notice missing or extra numbers in the clock drawings of people with cognitive impairments and use scoring criteria to make a diagnosis and treatment plan. The ClockMe System includes two different applications - (1) the ClockReader for the patients who take the Clock Drawing Test and (2) the ClockAnalyzer for clinicians who use the CDT results to make a diagnosis or to monitor patients. The contributions of this research are (1) the creation of a computerized screening tool to help clinicians identify cognitive impairment through a more accessible and quick-and-easy screening process; (2) the delivery of computer-collected novel behavioral data, which may offer new insights and a new understanding of a patient's cognition; (3) an in-depth understanding of different stakeholders and the identification of their common user needs and desires within a complicated healthcare workflow system; and (4) the triangulation of multiple data collection methods such as ethnographical observations, interviews, focus group meetings, and quantitative data from a user survey in a real-world deployment study.
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Chase, Joseph Dwight. "A study to develop and evaluate a taxonomic model of behavioral techniques for representing user interface designs /." This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-06062008-165001/.

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Yang, Jeonghwa. "Eden an interactive home network management system /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31755.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: W. Keith Edwards; Committee Member: Blair MacIntyre; Committee Member: David McDonald; Committee Member: Ellen Yi-Luen Do; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Soegiono, Orry Wijanarko. "Functional play : playfulness in user interfaces : this thesis is submitted to Auckland University of Technology in partial fulfillment of the degree of Master of Arts (Art and Design) in the year of 2005 by Orry Wijanarko Soegiono." Welcome to Functional Play !, 2005. http://www.fp.ac.nz.

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Voida, Stephen. "Exploring user interface challenges in supporting activity-based knowledge work practices." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24721.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2008.
Committee Chair: Mynatt, Elizabeth D.; Committee Member: Abowd, Gregory D.; Committee Member: Edwards, W. Keith; Committee Member: MacIntyre, Blair; Committee Member: Moran, Thomas P.
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Pierson, Graham C. "Code maintenance and design for a visual programming language graphical user interface." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPierson.pdf.

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Vetter, Jeffrey Scott. "Techniques and optimizations for high performance computational steering." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/9242.

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Hinson, Kenneth Paul. "A foundation for translating user interaction designs into OSF/Motif-based software." Thesis, Virginia Tech, 1994. http://hdl.handle.net/10919/40635.

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The user interface development process occurs in a behavioral domain and in a constructional domain. The development process in the behavioral domain focuses on the "look and feel" of the user interface and its behavior in response to user actions. The development process in the constructional domain focuses on developing software to implement the user interface. Although one may attempt to design a user interface from a constructional view, it is important to concentrate design efforts in the behavioral domain to improve software usability.

User Action Notation (UAN) is a useful technique for representing user interaction designs in the behavioral domain. Primary abstractions in UAN-expressed designs are user tasks. Information about interface objects is encapsulated in user task descriptions and scenarios. Primary abstractions in a GUI such as Motifâ ¢ are interface objects. Motif implements objects' behavior and appearance using system functions that are encapsulated within pre-defined object classes. Therefore, user interaction developers and software developers must communicate well to translate UAN-expressed interaction designs into Motif-based software designs. Translation is not trivial since it is a translation between two significantly different domains.

This thesis contributes to understanding of the user interface development process by developing a foundation to assist translation of user interaction designs into Motif-based software designs. This thesis develops the foundation as follows: 1. Adapt UAN for use with Motif. 2. Summarize Motif concepts about objects and object relationships. 3. Develop new approaches for discussing objects and object relationships. 4. Develop a partial translation guide containing VAN descriptions of selected Motif abstractions.
Master of Science

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Salisbury, Leslie Denise Pinnel. "Automatic visual display design and creation /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/6950.

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İlhan, Özlem Erkarslan Önder. "Analysis of graphical user interface design in the context of human-computer interaction (with a case study on oven control panel)/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/endustriurunleritasarimi/T000319.pdf.

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Thesis (Master)--İzmir Institute of Technology, İzmir, 2005
Keywords: Interface, graphical user interface design, interaction, human-computer interaction. Includes bibliographical references (leaves. 95).
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Polfreman, Richard. "User-interface design for software based sound synthesis systems." Thesis, University of Hertfordshire, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.363503.

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Massanari, Adrienne Lynne. "In context : information architects, politics, and interdisciplinarity /." Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/6193.

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Davidson, Karole L. "Initial design of a graphical user interface for the Aegis display system." Master's thesis, This resource online, 1994. http://scholar.lib.vt.edu/theses/available/etd-03172010-020201/.

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Van, Tonder Bradley Paul. "Enhanced sensor-based interaction techniques for mobile map-based applications." Thesis, Nelson Mandela Metropolitan University, 2012. http://hdl.handle.net/10948/d1012995.

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Mobile phones are increasingly being equipped with a wide range of sensors which enable a variety of interaction techniques. Sensor-based interaction techniques are particularly promising for domains such as map-based applications, where the user is required to interact with a large information space on the small screen of a mobile phone. Traditional interaction techniques have several shortcomings for interacting with mobile map-based applications. Keypad interaction offers limited control over panning speed and direction. Touch-screen interaction is often a two-handed form of interaction and results in the display being occluded during interaction. Sensor-based interaction provides the potential to address many of these shortcomings, but currently suffers from several limitations. The aim of this research was to propose enhancements to address the shortcomings of sensor-based interaction, with a particular focus on tilt interaction. A comparative study between tilt and keypad interaction was conducted using a prototype mobile map-based application. This user study was conducted in order to identify shortcomings and opportunities for improving tilt interaction techniques in this domain. Several shortcomings, including controllability, mental demand and practicality concerns were highlighted. Several enhanced tilt interaction techniques were proposed to address these shortcomings. These techniques were the use of visual and vibrotactile feedback, attractors, gesture zooming, sensitivity adaptation and dwell-time selection. The results of a comparative user study showed that the proposed techniques achieved several improvements in terms of the problem areas identified earlier. The use of sensor fusion for tilt interaction was compared to an accelerometer-only approach which has been widely applied in existing research. This evaluation was motivated by advances in mobile sensor technology which have led to the widespread adoption of digital compass and gyroscope sensors. The results of a comparative user study between sensor fusion and accelerometer-only implementations of tilt interaction showed several advantages for the use of sensor fusion, particularly in a walking context of use. Modifications to sensitivity adaptation and the use of tilt to perform zooming were also investigated. These modifications were designed to address controllability shortcomings identified in earlier experimental work. The results of a comparison between tilt zooming and Summary gesture zooming indicated that tilt zooming offered better results, both in terms of performance and subjective user ratings. Modifications to the original sensitivity adaptation algorithm were only partly successful. Greater accuracy improvements were achieved for walking tasks, but the use of dynamic dampening factors was found to be confusing. The results of this research were used to propose a framework for mobile tilt interaction. This framework provides an overview of the tilt interaction process and highlights how the enhanced techniques proposed in this research can be integrated into the design of tilt interaction techniques. The framework also proposes an application architecture which was implemented as an Application Programming Interface (API). This API was successfully used in the development of two prototype mobile applications incorporating tilt interaction.
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Cowley, Niel Lester Orr. "An investigation into the use of guidelines and patterns in the interaction design process." Thesis, Nelson Mandela Metropolitan University, 2009. http://hdl.handle.net/10948/1062.

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Design guidelines are used in interaction design (IxD) for physical design and for evaluating the usability of designs and interactive products. Guidelines are widely used for physical design and evaluation, but have a number of problems. IxD patterns have been proposed as an alternative to guidelines, as they are claimed to have several advantages over guidelines. A small number of empirical studies provide evidence that patterns are beneficial when used in IxD. Additional research on the usefulness of IxD patterns is required. The primary research question investigated in this thesis was thus: How useful are IxD patterns as physical design and evaluation aids in IxD, as compared to design guidelines? The role of guidelines and patterns as design and evaluation aids in IxD was investigated and a comparison of guidelines and patterns, based on a set of guideline and pattern properties, was conducted. The concept of pattern and guideline usefulness was explored and a research agenda for guidelines and patterns was identified, together with a set of research questions for an empirical study. The empirical study of the use of patterns for evaluation, redesign and new design, as compared to guidelines, was conducted at the Nelson Mandela Metropolitan University in 2004. The participants were a purposive sample of post-graduate Computing students, who were regarded as novice interaction designers. Two equivalent groups were formed, one that used patterns and one that used guidelines. Patterns were found to be as useful as guidelines when used as evaluation aids. Guidelines and patterns were identified as effective tools for identifying and explaining usability issues and design features. Best-effort matched sets of guidelines and patterns produced substantially different result sets when used to identify issues and features, with fairly low overlap. A substantial evaluator effect was observed for the use of guidelines and patterns for evaluation, and the results obtained were similar to those obtained by Molich et al. in their Comparative Usability Evaluation (CUE) studies. There was no statistically significant difference between the effectiveness of guidelines and patterns for evaluation. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for evaluation. Guidelines and patterns were found to be used in similar ways for evaluation. Patterns were found to be more effective than guidelines for redesign. Patterns were found to be as useful as guidelines when used for new design. There was no statistically significant difference between the effectiveness of guidelines and patterns for new design. There was also no statistically significant difference between the perceived efficiency, effectiveness and satisfaction in use of guidelines and patterns for redesign and new design. Guidelines and patterns were found to be used in similar ways for design. There was no statistically significant difference between the perceived usefulness of the format, content, ease of learning, and usefulness as personal and shared design languages, of guidelines and patterns. Both participant groups were equally agreeable to using guidelines and patterns in the future. The perceived usefulness of pattern collections was found to depend on the usability of the collection interface and the content quality of the patterns. The results of the empirical study thus provided empirical evidence that patterns were as useful as guidelines for evaluation and new design, and were perceived as positively as guidelines were. Patterns were found to be superior to guidelines for redesign. Patterns can therefore be used with a measure of confidence as early stage design aids for physical design and evaluation in the future. In addition to these findings, a number of opportunities for further research were identified.
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48

梁綿榮 and Min-wing Raymond Leung. "Design, implementation and evalulation of the user interface for healthcare information systems in Hong Kong." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31226309.

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49

Allen, Patricia Mary. "A state-based user interface for real-time ADA systems." Thesis, University of Bradford, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.304077.

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50

Rickett, John Desmond. "An investigation and evaluation into the 'usibility' of human-computer interfaces using a typical CAD system." Thesis, De Montfort University, 1987. http://hdl.handle.net/2086/10722.

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This research program covers three topics relating to the humancomputer interface namely, voice recognition, tools and techniques for evaluation, and user and interface modelling. An investigation into the implementation of voice recognition technologies examines how voice recognisers may be evaluated in commercial software. A prototype system was developed with the collaboration of FEMVIEW Ltd. (marketing a CAD package). Proposals for future research using the prototype system suggests the need for field trials to assess its usefulness in a working environment and to gain insights to end-user attitudes. A new generation of voice system is proposed based around a phoneme-based pattern matching paradigm, natural language understanding facilities and intelligent knowledgebased systems capable of building on knowledge by inference and deduction. In order to assess the 'usability' of the FEMVIEW CAD software a subject-base formal evaluation was conducted which involved: - (1) the analysis of responses to a multi-user survey of end-user attitudes; (2) collecting behavioural performance measures from students learning to use the software. (3) cognitive and affective data obtained from laboratory experimentation using experienced users of the CAD package. A theoretical approach to evaluation leads to the hypothesis that human-computer interaction is affected by personality, influencing types of dialogue, preferred methods for providing help, etc. A user model based on personality traits, or habitual behaviour patterns (HBP) is presented. Proposals are given to use the HBP model in future self-adaptive interfaces. Results from experimentation to justify the model are inconclusive. Finally, a practical framework is provided for the evaluation of human-computer interfaces. It suggests that evaluation is an integral part of design and that the iterative use of evaluation techniques throughout the conceptualisation, design, implementation and postimplementation stages will ensure systems that satisfy the needs of the users and fulfil the goal of 'usability'. The major contributions made to the knowledge of this subject can be summarised as follows: (1) the practical problems of implementing voice recognition technologies in commercial software; (2) the development of a new personalised user model which accounts for individual's idiosyncrasies; (3) methods for applying simple evaluation techniques in order to assess software 'usability'; (4) a practical framework for developing usable software.
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