Dissertations / Theses on the topic 'Graphical user interface'

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1

Lanni, M. J. "Graphical user interface network applications." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA295638.

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Thesis (M.S. in Information Technology Management) Naval Postgraduate School, March 1995.
Thesis advisor(s): Norman F. Schneidewind, W.B. Short. "March 1995." Bibliography: p. 61-62. Also available online.
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Block, Florian. "Reimagining graphical user interface ecologies." Thesis, Lancaster University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.551629.

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Graphical User Interfaces (GUIs) have proven to work effectively in practice, but still suffer from a lack of power and expressiveness: simple tasks are often laborious to carry out with a mouse, there is never enough display space available to make commands easy to reach, and customization and tailoring are difficult to accomplish. In this thesis we propose to overcome these limitations by reimagining graphical user interfaces. The aim is to preserve all established benefits of existing GUIs while seamlessly integrating novel forms of interaction. Our contribution consist of three case studies: The first case study is concerned with physical pen-and-paper customization of GUIs on large interactive surfaces. We introduce two novel techniques: the live sketching of free-form controls, and the configuration of new controls via handwritten annotations. The results of our studies show: handwritten annotations are more efficient for configuring physical interfaces than list-based configuration; free-form sketched controls can be created effectively, and be used as efficiently by users as tangible controls and keyboard interfaces. The second case study explores two-handed interaction with touchpad and mouse on notebooks - a configuration that we show commonly exists in practice. We introduce a series of novel interaction techniques that utilize the touchpad as independent input device alongside the mouse. The results of our studies show: using the touchpad for document navigation with the non-dominant hand is instantly be as efficient as conventional methods, and show potential to improve with more practice; flick-gestures and inertia introduce navigation overhead; absolute mappings are initially less efficient but show steeper learning curves and adding a metallic token can decrease jumps, but produces more overshoots. The third case study revolves around keyboards that are extended with touch-sensing and display capability, allowing them to seamlessly blend with the graphical input and output space surrounding them. We introduce a series of novel interaction techniques that push the boundaries of conventional mouse-keyboard-display configurations. The results of our studies show: using display enabled keyboards, users can instantly invoke commands faster than with the mouse or conventional keyboards; touch-enabled keyboards can enforce the tactile acquisition of hotkeys, allowing users to rest their hands and focus on the primary screen. We conclude by envisioning a GUI ecology that seamlessly integrates the interaction space from all three case studies.
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Kamili, Hermawan 1977. "Collaborative Graphical User Interface Design." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/80936.

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Tejwani, Kamal Ram. "An Extensible Graphical User Interface." Kent State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=kent1224258348.

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5

Persson, Emmeli, and Helen Sjelvgren. "Graphical Corporate Interface. A concept for semi-produced Graphical User Interfaces for corporations." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3000.

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Abstract The objective of this bachelor’s project is to investigate how to reuse the graphical- and technical aspects of a user interface, and to develop a concept for a semi-produced GUI. When giving shape to a user interface the aim is to make it usable for the end user, so naturally that is part of the work as well. There are a lot of innovative and interesting techniques in the web based GUI domain and some of them are suitable when the aim is to make a GUI which is both reusable and a corporate structure. Two stages exist in the semi-produced GUI concept. The first stage is to investigate and develop the semi-produced. The second stage is to use the semi-produced GUI and prepare a specific GUI for the end user. The whole concept will require some extra effort to begin with. There has to be an enquiry into which functions in the GUI are likely to be reused. The architecture has to be planned to be reusable and be well documented. In the GUI development there are several roles involved and all of them will be affected by the reuse idea. The core in the semi-produced concept is a component-based architecture, a well-prepared reference GUI, GUI- documentation and guidelines.
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Uhlir, Adam. "daGui: A DataFlow Graphical User Interface." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215693.

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Big Data is a growing trend. It focuses on storing and processing a vast amount of data in a distributed environment. There are many frameworks and tools which can be used to work with this data. Many of them utilise Directed Acyclic Graphs (DAGs) in some way. A DAG is often used for expressing the dataflow of computation as it others the possibility to optimise the execution, because it contains the overview of the whole computation. This thesis aims to create an Integrated Development Environment (IDE) like software, which is user-friendly, interactive and easily extendable. The software enables to draw a DAG which represents the dataflow of a program. The DAG is then transformed into launchable source code. Moreover, the software others a simple way to execute the generated source code. It compiles the code (if necessary), and launches it based on the user’s configuration, either on localhost or cluster. The software primarily aims to help beginners learn these technologies, but experts can also use it as visualisation for their workflow or as a prototyping tool. The software has been implemented using Electron and Web technologies, which ensure its platform independence. Its main features are code generation (i.e. translation of a DAG into source code) and code execution. It is created with extensibility in mind, to be able to plug-in support for more frameworks and tools in the future.
Big Data är en växande trend. Det fokuserar på att lagra och bearbeta stora mängder data i en distribuerad omgivning. Det finns flera ramverk och verktyg med vilka man kan arbeta med denna data. Flera av dem använder Direct Acyclic Graph (DAG) på något sätt. Det används ofta för att uttrycka dataflödet av beräkningen tack vare möjligheten att optimera utförandet i och med att det innehåller en överblick över hela beräkningen och inte bara en begränsad del. Detta arbetets syfte är att skapa en Integrated Development Environment (IDE) programvara, vilken är användarvänlig, interaktiv och lätt att utvidga. Programvaran gör det möjligt att rita en DAG som representerar ett programs dataflöde. DAG:en kan sedan omvandlas till en utförbar källkod. Dessutom erbjuder programvaran ett simpelt sätt att köra den skapade källkoden. Den kompilerar koden (ifall nödvändigt) och kör den baserat på användarens konfiguration som localhost eller cluster. Programvaran syftar primärt på att hjälpa nybörjare att lära sig dessa teknologier, men experter kan också använda den som en visualisation för deras arbetsflöde eller som ett prototypsverktyg. Programvaran implementerades med Electron och web teknologier vilka försäkrar plattformens självständighet. Huvudfunktionerna är skapande av kod (t.ex. översättning av DAG till källkod) och utförande av kod. Programvaran har skapats så att en utvidgning är möjlig, så att plug-ins för mer strukturer och verktyg kan stödas i framtiden.
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VangalurSrinivasan, Vagula Bhaskaran. "Graphical user interface for TROMLAB environment." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0015/MQ47855.pdf.

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England, David. "Graphical support for user interface specification." Thesis, Lancaster University, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.306558.

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Olcay, Taner. "Expressing Temporality In Graphical User Interface." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23102.

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Temporality has been given attention in HCI research, with scholars arguing that temporal aspects in function-oriented graphical user interface are overlooked. However, these works have not adequately addressed practical approaches to manifest time in the design of such. This paper presents an approach for implementing temporal metaphors in the design of graphical user interface. In this design research, I materialize temporal metaphors into material qualities, in order to manifest time into the design of graphical user interface and shape the experiences of such designs. I argue that the design of temporal metaphors may express traces of time in graphical user interface differently from contemporary designs. I discuss implications and significance of unfolding experience over time. In conclusion, this design research, by articulating the experiences of its design works, sheds new light on the meanings of expressing temporal metaphors in the design of graphical user interface.
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Woodard, Jon Lenley. "Graphical user interface framework for Earlab." Thesis, Boston University, 2012. https://hdl.handle.net/2144/32069.

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Thesis (M.S.)--Boston University
The Earlab Project at Boston University Hearing Research Center (HRC), http://earlab.bu.edu, is a computational simulation system created by the HRC to allow researchers to run simulations efficiently, using software representations of physiological pathways. The existing complexity of Earlab presents difficulty for users who may wish to adjust the parameters necessary to change from models of the ear to models that simulate other physiological pathways. To address this difficulty, several approaches were explored to assist in formulating a new framework for editing files associated with Earlab. XML, a mark-up language, was used to derive a series of prototype XML based documents as replacements for existing Earlab files. Microsoft Visual Studio and C# was then used to create a prototype of a graphical user interface that is capable of displaying an XML based document in a visual manner. The resulting framework shows the process of the intake of an XML document of an sample Earlab model, the presentation of the model in a graphical framework and the ability to edit the model and receive feedback on the suitability of values in the model.
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Navrátil, Ladislav. "Accelerated Graphical User Interfaces." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236168.

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Tato práce je zaměřena na multiplatformní grafická uživatelské rozhraní a jejich hardwarovou akceleraci. Popisuje, co to uživatelské rozhraní jsou a srovnává nástroje na jejich tvorbu  a způsoby jejich realizace. Hlavním bodem je vlastní návrh a implementace nástroje na tvorbu multiplatformních hardwarově akcelerovaných grafických uživatelských rozhraní. Srovnává vlastní koncept s existujícími řešeními, a uvádí ho do praxe na projektu s externí firmou.
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Appelstål, Michael, Jonatan Michalak, and Melker Österberg. "Easy to Use Graphical User Interface for Robot Programming." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-357345.

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The field of robotics is growing rapidly due to the demand of robotic labor, but it is still relatively complicated for someone unexperienced to program a robot. In this project we have developed a web-based graphical user interface and scripting language for programming robot arms. The goal was to make the user interface so easy to use that people with no previous experience can use it to program the robots. The finished product is a web-based drag and drop application which generates robot control code in FeatherScript, a scripting language built by us for this project. The graphical user interface satisfies all technical requirements and from a survey on user experience we can conclude that the GUI is easy to use.
Robotindustrin växer fort tillsammans med efterfrågan på robotar, men de är idag fortfarande relativt komplicerade att programmera för någon utan tidigare erfarenhet av robotar och/eller programmering. Vi har utvecklat ett webbaserat grafiskt användargränssnitt och skriptspråk för programmering av robotarmar. Målet var att göra användargränssnittet så pass lättanvänt att personer utan tidigare erfarenhet kan använda det för att programmera robotar. Vår slutprodukt är en webbaserad drag-and-drop-applikation som generar robotkod i FeatherScript, ett skriptspråk byggt av oss under detta projekt. Det grafiska användargränssnittet uppfyller alla tekniska krav och genom att utföra en enkät om användarbarhet så kan vi även konstatera att gränssnittet är enkelt att använda.
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Haglund, Nicklas. "The PythonNeural Simulation Technology Graphical User Interface." Thesis, Mälardalen University, School of Innovation, Design and Engineering, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-7699.

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This report is about the thesis work PyNestGUI which goal was to make a graphical interface to the neuron simulator NEST. The report's first part is about how NEST works well as which graphical interface that where selected. The report then continues go through what a neuron is and how it works superficial. The final section of the report will cover how PyNestGUI is build and how the program works. The problem that the program solves is that it builds a model in NEST with user settings and connects neurons in a similar way as a minicolumn are interconnected. The programs purpose was that it would help the user to change the variables in an easy manner and produce results that can be visualized and save for later analysis. Results that the the program can plot from the simulation is from voltmeters and a spike detector connected all neurons. The program can also display an animation of the simulation so that the user will be able to see when and which neurons spikes and their connections.


Den här rapporten handlar om examensarbetet PyNestGUI som gick ut på att göra ett grafiskt gränssnitt till neuronsimulatorn NEST. Rapportens första del handlar om hur NEST fungerar samt vilket grafiskt gränssnitt som valdes ut. Sedan fortsätter rapporten med att ytligt gå igenom vad en neuron är och hur den fungerar. Sista delen av rapporten går igenom hur PyNestGUI är uppbyggt och hur programmet fungerar. Problemet som programmet löser är att den bygger upp en modell i NEST med användarens inställningar och kopplar ihop neuroner på liknande sätt som en minikolumn är sammankopplad. Programmets syfte var att det skulle hjälpa användaren kunna ändra på variabler på ett lätt sätt samt ge resultat som kan visualiseras och som användaren skulle kunna spara. Resultat som programmet kan visa av simuleringen är voltmätare och spikdetektor på samtliga neuroner. Programmet kan också visa en animation av simuleringen så att användaren ska kunna se när neuroner spikar och vilka dessa neuroner är sammankopplade med.

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SVENSSON, JOAKIM. "Next Generation Graphical User Interface for IPTV." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-138297.

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It is common practice to use web technologies when creating graphical user interfaces for IPTV set-top boxes. The graphical user interface in TeliaSonera’s IPTV service is built with HTML, CSS and Javascript. Lately focus has shifted from just showing video to also provide richer user experiences – coming from requirements of new services and the ongoing shift in resolution from standard definition to high definition. However, the set-top box is a device with very limited resources and it is important to assure good performance while allowing richer user interfaces. Against that background the thesis asks “how can a web-based graphical user interface for IPTV set-top boxes, such as that of TeliaSonera, be improved and prepared for future IPTV services and richer user experiences?” To provide an answer two studies were made; one of web technologies and one of future IPTV services. The technologies were evaluated in a Pugh matrix against a set of criteria (the most important being performance, platform independence, and resolution independence) as well as against the results of the IPTV services study. SVG (Scalable Vector Graphics) scored best in the evaluation. The SVG renderer performed significantly better on the set-top box than the Mozilla web browser that TeliaSonera currently used. To put the technology to test the HTML based user interface was ported to SVG with expectations of a more responsive and graphically rich user interface. The result was satisfying. Loading times had been halved, the user interface works in both SD and HD resolution and richer graphics were added in form of gradients and a skinning system that allow easy change of appearance. The thesis recommends SVG when building a rich graphical user interface for a settop box.
Grafiska användargränssnitt för IPTV set-topboxar byggs vanligtvis med webbtekniker. Det grafiska användargränssnittet i TeliaSoneras IPTV-tjänst är byggt med HTML, CSS och Javascript. På senare tid har fokus gått från att enbart visa video till att även tillhandahålla en förbättrad användarupplevelse. Detta är en konsekvens av krav som kommer från nya tjänster och den pågående förändringen från standardupplösning till HD-upplösning. Dock har set-topboxen begränsade resurser och det är viktigt att kunna säkerställa bra prestanda samtidigt som användarupplevelsen förbättras. Mot denna bakgrund ställer rapporten frågan ”hur kan ett webbaserat grafiskt användargränssnitt för IPTV set-topboxar, såsom det från TeliaSonera, förbättras och förberedas för framtida IPTV-tjänster och bättre användarupplevelser?” För att svara på frågan har två undersökningar gjorts; en om webbtekniker och en om framtida IPTV-tjänster. Teknikerna utvärderades i en Pughs matris mot en mängd kriterier (de viktigaste är prestanda, plattforms- och upplösningsoberoende) samt mot resultatet från undersökning om IPTV-tjänster. SVG (Scalable Vector Graphics) fick högst poäng i utvärderingen. SVG-renderaren presterade betydligt bättre på set-topboxen än webbläsaren som TeliaSonera använde för tillfället. För att testa tekniken ytterligare gjordes en portning av det HTML baserade användargränssnittet till SVG, med förväntningar på ett mer responsivt och grafiskt effektfullt användargränssnitt. Resultatet uppfyllde förväntningarna. Laddningstiden halverades, användargränssnittet fungerar i både SD- och HD-upplösning och grafiska effekter lades till i from av gradienter och ett ”skinning”- system som tillåter att enkelt ändra utseende på användargränssnittet. Rapporten avslutas med att rekommendera SVG som teknik för att bygga grafiska användargränssnitt för set-topboxar.
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Zhou, Youquan. "CINDI : the virtual library graphical user interface." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0006/MQ40223.pdf.

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16

Li, Peng. "Dynamic analysis for graphical user interface editors." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/40521.

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WYSIWYG (What You See Is What You Get) graphical editors, for example, Swing Designer and Dreamweaver, are widely used to help GUI developers in developing and maintaining GUIs (Graphical User Interface) of desktop and Web applications. GUI editors allow developers to work directly with a graphical design view instead of scattered source elements. This feature helps developers in addressing one particular difficulty for GUI development and maintenance: a large amount of GUI code can be scattered across many different source modules. However, traditional GUI editors have two major defects. First, GUI code is normally tangled with some dynamic computation code. Traditional GUI editors are limited by their ability to statically reconstruct this dynamic GUI code, creating an incomplete design view for developers. Second, some parts of a user interface are stateful and reactive. Their appearance and behavior vary over time, based on mutations of state made from code. Currently, there are no existing GUI editors that can assist developers in understanding how a UI behavior is implemented. To deal with the first defect, I built a tool called FreezeFrame. This tool uses a dynamic reverse-engineering approach to bridge the gap between the rendering view of a user interface and its corresponding implementation, by providing a design/code hyper-linking on a complete dynamic view. To deal with the second defect, I created a tool called ScriptInsight. This tool provides a custom control flow model to bridge a live UI behavior with a set of source elements that control the UI behavior. Developers can use this model to understand the implementation of a UI behavior. To evaluate FreezeFrame, I first show that user interface code can be spread across the decomposition of applications. Next, I demonstrate that the reverse-engineering capabilities of a traditional GUI editor can be improved by using my dynamic reverse-engineering approach. To evaluate ScriptInsight and the usefulness of the custom control flow model, I first evaluate this tool by presenting several case studies. Second, I justify the relevance of this model by the complexity of JavaScript implementations for the UIs from several existing Web applications.
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Panagos, Adam G., and Kurt Kosbar. "A GRAPHICAL USER INTERFACE MIMO CHANNEL SIMULATOR." International Foundation for Telemetering, 2004. http://hdl.handle.net/10150/605799.

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International Telemetering Conference Proceedings / October 18-21, 2004 / Town & Country Resort, San Diego, California
Multiple-input multiple-output (MIMO) communication systems are attracting attention because their channel capacity can exceed single-input single-output systems, with no increase in bandwidth. While MIMO systems offer substantial capacity improvements, it can be challenging to characterize and verify their channel models. This paper describes a software MIMO channel simulator with a graphical user interface that allows the user to easily investigate a number of MIMO channel characteristics for a channel recently proposed by the 3rd Generation Partnership Project (3GPP).
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Huotari, N. (Niko). "Graphical user interface for analyzing radiological data." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201606042269.

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Brain research is increasingly focusing on critically sampled multimodal data. Due to the complexity of the brain multiple measures are analyzed simultaneously to bring forth a more comprehensive picture of brain functions. Furthermore the data has markedly increased in size, which places new demands for analysis tools. This master’s thesis presents a MRI-compatible multimodal measurement arrangement, a Hepta-scan concept and a toolbox (Nifty) for analyzing the measurements. The concept measures brain (MREG), non-invasive blood pressure (NIBP), electroencephalography (EEG), near infrared spectroscopy (NIRS) and anesthesia data in synchrony. Nifty combines several existing and newly developed software to create a simple access point for all available tools. It includes a database which holds information of a large amount of data obtained in the multimodal measurements. This thesis presents the software and hardware parts of the Hepta-scan concept and explains the workflow in it. Finally the Nifty toolbox design is presented and the functionality of it explained
Aivotutkimus keskittyy entistä enemmän kriittisesti näytteistettyyn multimodaalisen dataan. Aivojen monimutkaisuus vaatii useiden mittareiden analysointia samanaikaisesti, jotta saadaan kattava kuva aivojen toiminnasta. Lisäksi aiempaa tarkempi kuvantaminen lisää datan määrää, mikä asettaa uusia vaatimuksia analyysityökaluille. Tämä diplomityö esittää MRI -yhteensopivan multimodaalisen mittausjärjestelmän, Hepta-scan konseptin ja työkalupaketin (Nifty) mittausten analysointiin. Konsepti mittaa aivoja (MREG), noninvasiivista verenpainetta (NIBP), aivosähkökäyrää (EEG), lähi-infrapunaspektroskopiaa (NIRS) ja anestesiadataa synkronoidusti. Nifty yhdistää useita olemassa olevia ja uusia kehitettyjä ohjelmia, jotka muodostavat yksinkertaisen käynnistyspisteen kaikille työkaluille. Se sisältää tietokantajärjestelmän, joka pitää yllä informaatiota multimodaalisista mittauksista. Tämä työ esittää ohjelmisto- ja laitteistopuolen Hepta-scan konseptista, ja selittää sen työnkulun. Lopuksi työkalupaketti, Niftyn rakenne esitetään, ja sen toiminnot selitetään
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Laskar, Pallav. "GRAPHICAL USER INTERFACE FOR AIR TRAFFIC CONTROL." Kent State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=kent1333167164.

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Royer, Christian D. "Optimization Based Touchscreen Graphical User Interface Design." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1189.

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Tablets have been increasing in popularity throughout the past couple years and developers are designing their graphical user interfaces (GUIs) with this trend in mind. This thesis attempts to examine how a process can be designed to automatically create a GUI layout for a menu driven interface based on predetermined criteria. The effectiveness of the system along with a qualitative analysis of GUIs was examined through the use of human subjects testing ATM designs on a tablet. A three-way ANOVA was designed to see if Gender, the type of Form, or if the order they did their testing was a significant factor in how fast a subject was able to complete certain tasks and what they thought of each of these forms. While these results were not able to prove which form could be completed the fastest because of an interaction between blocking and forms, the subject’s ratings were able to demonstrate their high preference towards a system that was more simplified. They felt that a simpler designed interface is more aesthetic and usable. The subjects also had a higher sense of satisfaction while using a simple form. This thesis provides background for future research in designing a process that can automatically determine the layout of a menu driven system.
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Borg, Malin, Elias Ghattas, and Ardian Syla. "Graphical User Interface for Intermodulation Atomic Force Microscopyok." Thesis, KTH, Tillämpad fysik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105518.

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In atomic force microscopy (AFM) a cantilever, with a sharp tip attached to its free end, is scanned over a surface. Forces from the surface aect the tip causing cantilever deection, which is registered by a detector. This information is then used to create a topographical image of the surface on nanoscale. We were a part of a project that developed a new type of AFM, namely intermodulation atomic force microscopy (IMAFM). It is based on dynamic AFM, but instead of one drive frequency, two or more frequencies are used. This generates more information from the sample. Our part in this project was to improve the software already in use. This will facilitate future simulations and experiments; and also utilize the available information in a new way.
Vid atomic force microscopy (AFM) fors en skarp spets, placerad pa den fria anden av en kantilever, over en yta. Krafterna fran ytan pa spetsen orsakar avvikelser i kantileverns beteende, vilket registreras av en detektor. Denna information utnyttjas sedan for att skapa en topogrask bild av ytan i nanoskala. Vi var involverarde i ett projekt dar det utvecklas en ny typ av AFM, intermodulation atomic force microscopy (IMAFM). Denna grundar sig pa dynamisk AFM, men istallet for en drivfrekvens utnyttjas tva eller era. Vilket i sin tur genererar mer information fran samma matning. Var uppgift i projektet var att utveckla mjukvaran som anvands vid experimenten. Detta for att underlatta framtida experiment samt utnyttja den tillgangliga informationen pa ett nytt satt.
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Horner, Christopher D. (Christopher Demetri). "NewsTime--a graphical user interface to audio news." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/45747.

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Singer, Ronald A. "Embodying conversational characteristics in a graphical user interface." Thesis, n.p, 1992. http://ethos.bl.uk/.

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Graves, Thomas C. "Graphical user interface design for NTCSSAM : shipboard administrative requirements /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1995. http://handle.dtic.mil/100.2/ADA298023.

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Thesis (M.S. in Computer Science) Naval Postgraduate School, March 1995.
Thesis advisor(s): C. Thomas Wu, David A. Gaitros. "March 1995." Includes bibliographical references. Also available online.
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Anasagasti, Alberdi Mikel. "Function Block Environment in Wise ShopFloor : Graphical User Interface." Thesis, Högskolan i Skövde, Institutionen för teknik och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6353.

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Nowadays, accomplishing real time information applications is one of the goals that customers are looking for in the market. Furthermore, two essential features are required in this society to ensure the success of these applications: reusability and interoperability. The new standard of Function blocks [FB] is one efficient way to reach them. This new standard, whose use has considerably  increased,  consists  of  a  large  number  of  functionalities  divided  into  distributed shorter  codes.  In  fact,  that  is  why  function  blocks  are  different  from  other  programming languages:   it   works  with   short   distributed   functionalities   interconnected   among   them. Therefore,  for  this  reason  function  blocks  are  used  in  distributed  automation  systems.  The function  block  standard  is  formally  specified  in  IEC  61499,  for  distributed  Industrial  Process Measurement  and  Control  Systems  (IPMCS).  It  is  worth  of  mentioning  that  function  blocks design is usually carried out graphically (interconnecting data and events within a FB network), whose clarity and easiness are always significant requirements, as in any visual system. On  the  other  hand,  web-based  application  development  is  getting  more  and  more  common during the last years because of its efficiency, portability and flexibility. It also provides many advantages to users, in real-time monitoring, real-time manufacturing, or even remote control. These are what companies are looking for in the 21st century. Nevertheless, combining web-based programming with function blocks can be the key to companies’ success.  This project consists of implementing a web-based function block environment for IEC 61499 compliant  control  systems  development.  It  would  be  a  proper  way  to  meet  the  above mentioned    customer    requirements    (efficiency,    portability,    flexibility,    reusability    and interoperability).  The  main  objective  of  the  five-month  project  is  to  develop  a  web-based function block environment with a user-friendly graphical interface. The challenges include:   - Carrying out research on Function Blocks and its run-time environment. -  Implementing  an  easy-to-use  graphical  interface  for  creating,  saving  and  editing different types of function blocks (basic FB, composite FB and applications). - Introducing iconic design and visual presentation of function blocks and connections via drag-and-drop. -  Developing  an  application  to  generate  eXtensible  Markup  Language  (XML)  files, allowing  the  exchange  of  files  between  different  tools  and  devices  of  different vendors. This web-based function block environment will be used at Volvo Cars and Sandvik AB as a part of  a  big  research  program.  It  is  anticipated  that  the  function  block  environment  will  be extended  and  applied  to  a  real-time  decision  support  system  for  walking  workers  where important events or tasks will be distributed to the right person at the right time.
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Bowen, Judith Alyson. "Formal Models and Refinement for Graphical User Interface Design." The University of Waikato, 2008. http://hdl.handle.net/10289/2613.

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Formal approaches to software development require that we correctly describe (or specify) systems in order to prove properties about our proposed solution prior to building it. We must then follow a rigorous process to transform our specification into an implementation to ensure that the properties we have proved are retained. When we design and build the user interfaces of our systems we are similarly keen to ensure that they have certain properties before we build them. For example, do they satisfy the requirements of the user? Are they designed with known good design principles and usability considerations in mind? User-centred design approaches, which incorporate many different techniques which we may consider as informal, seek to consider these issues so that the UIs we build are designed around the needs and capabilities of real users. Both formal methods and user-centred design are important and beneficial in the development of underlying system functionality and user interfaces respectively. Given this we would like to be able to use both approaches in one integrated software development process. Their differences, however, make this a challenging objective. In this thesis we present a solution this problem by describing models and techniques which provide a bridge between the existing work of user-centred design practitioners and formal methods practitioners enabling us to incorporate (representations of) informal design artefacts into a formal software development process. We then use these models as the basis for a refinement theory for user interfaces which allows interface designers to retain their informal design methods whilst providing an underlying theory grounded in the trace refinement theory of the Microcharts language.
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Hu, Jingxuan. "Development of Graphical User Interface for the PT relays." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ62757.pdf.

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Marsden, Gary. "Designing graphical interface programming languages for the end user." Thesis, University of Stirling, 1998. http://hdl.handle.net/1893/1920.

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This thesis sets out to answer three simple questions: What tools are available for novice programmers to program GUIs? Are those tools fulfilling their role? Can anything be done to make better tools? Despite being simple questions, the answers are not so easily constructed. In answering the first question, it was necessary to examine the range of tools available and decide upon criteria which could be used to identify tools aimed specifically at the novice programmer (there being no currently agreed criteria for their identification). Having identified these tools, it was then necessary to construct a framework within which they could be sensibly compared. The answering of the second question required an investigation of what were the successful features of current tools and which features were less successful. Success or failure of given features was determined by research in both programming language design and studies of programmer satisfaction. Having discovered what should be retained and discarded from current systems, the answering of the third question required the construction of new systems through blending elements from visual languages, program editors and fourth generation languages. These final prototypes illustrate a new way of thinking about and constructing the next generation of GUI programming languages for the novice.
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Nguyen, Van Hoa. "A Graphical User Interface For The Hanabi Challenge Benchmark." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-94615.

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Denna rapport beskriver utvecklingen av ett grafiskt gränssnitt för utvärderingsverktygetHanabi Challenge Benchmark. Utvärderingsverktyget grundar sig på det populärakortspelet Hanabi och presenterar sig själv som en ny riktlinje för forskningav artificiell intelligens med fokus på multi-agentbaserade kooperativa utmaningar.Syftet och målet med projektet är att analysera, tolka och visualisera datat frånverktyget för att skapa en bättre förståelse av verktyget.Ett grafiskt gränssnitt utvecklas sedan genom att använda kunskaper inom theoryof mind i kombination med teorier inom människa-datorinteraktion. Resultatenav detta projekt utvärderas genom ett småskaligt användarbarhetstest. Användareav olika åldrar, kön och nivåer av datorkunskap testade applikationen och ficksedan svara på en enkät. Resultatet av enkäten gjorde grund för utvärderingen avkvaliteten för det grafiska gränsnittet.
This report will describe the development of the Graphical User Interface (GUI) forthe Hanabi Challenge Benchmark. The benchmark is based on the popular cardgame Hanabi and presents itself as a new research frontier in artificial intelligencefor cooperative multi-agent challenges. The project’s intentions and goals are tointerpret and visualize the data output from the benchmark to give us a better understandingof it.A GUI was then developed by using knowledge within theory of mind in combinationwith theories within human-computer interaction. The results of this project wereevaluated through a small-scale usability test. Users of different ages, gender andlevels of computer knowledge tested the application and through a questionnaire,the quality of the GUI was assessed.
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Noye, Janet B. (Janet Barbara) Carleton University Dissertation Computer Science. "A graphical user interface server for graph algorithm programs." Ottawa, 1992.

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Olsson, Anna. "Evaluating Immersion in Video Games Through Graphical User Interfaces." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13309.

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Context. The feeling of immersion in a video game is something most game developers try to achieve. Immersion makes the player feeling like they are a part of the game they are playing, and causes them to lose track of time and space. Immersion can be achieved in many ways, one of them being through different kinds of Graphical User Interfaces. An integrated interface might help players to get more immersed. Objectives. The objective of this thesis is to find out whether an integrated or "diegetic" interface improves the feeling of immersion in players.To fullfil this objective, a prototype must be made and then tested using participants who then can answer questions about their level of immersion. Methods. The prototype was built using Unity, a free game engine. The participants of the study played two different levels with two different interfaces and then answered a number of questions in a questionnaire. The questions were then analysed using the students t-test. Results. The results of the study showed there were no difference in terms of immersion in the two different interfaces. Conclusions. These results suggest there is no improvement of immersion when using a diegetic interface, compared to using a non diegetic one.
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Nilsson, Kim. "Graphical User Interfaces for Distributed Version Control Systems." Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-15808.

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Version control is an important tool for safekeeping of data and collaboration between colleagues. These days, new distributed version control systems are growing increasingly popular as successors to centralized systems like CVS and Subversion. Graphical user interfaces (GUIs) make it easier to interact with version control systems, but GUIs for distributed systems are still few and less mature than those available for centralized systems. The purpose of this thesis was to propose specific GUI ideas to make distributed systems more accessible. To accomplish this, existing version control systems and GUIs were examined. A usage survey was conducted with 20 participants consisting of software engineers. Participants were asked to score various aspects of version control systems according to usage frequency and usage difficulty. These scores were combined into an index of each aspect's "unusability" and thus its need of improvement. The primary problems identified were committing, inspecting the working set, inspecting history and synchronizing. In response, a commit helper, a repository visualizer and a favorite repositories list were proposed, along with several smaller suggestions. These proposals should constitute a good starting point for developing GUIs for distributed version control systems.

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Reeves, Edwina Mercy. "A study of usability aspects of a graphical user interface for discretionary users." Thesis, University of Bristol, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.266996.

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Lundin, Gustav. "Development of Graphical User Interface for the TSE test framework." Thesis, University West, Department of Technology, Mathematics and Computer Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-573.

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Lundeholm, Filip, and David Jakobsson. "Graphical user interface for supporting process automation in underground mines." Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-56323.

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The mining industry has recognized the need for streamlining the production using modern process control systems. In this thesis, a graphical user interface has been designed that gives the mine operator an improved overview of the physical mine, its production and involved resources compared to current user interfaces. A conceptual demonstrator was developed that implements essential features, including a traditional process view showing production points and ore movement, an enhanced Gantt chart and a geographical mine view using a visualization technique for 3D to 2D mapping. In depth individual research has also been conducted, focusing on Gantt charts adapted for continuous mining processes and a design process reflection that discusses the diffculties faced by university students in real work environments and suggestions for overcoming them.
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Yang, Xiaomei. "Web based CINDI system : graphical user interface design and implementation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ64089.pdf.

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Gawalpanchi, Sheetal. "DEVELOPMENT OF A GRAPHICAL USER INTERFACE FOR CAL3QHC CALLED CALQCAD." Master's thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2874.

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One of the major sources of air pollution in the United States metropolitan areas is due to automobiles. With the huge growth of motor vehicles and, greater dependence on them, air pollution problems have been aggravated. According to the EPA, nearly 95% of carbon monoxide (CO ) (EPA 1999) in urban areas comes from mobile sources, of which 51% is contributed by on road vehicles. It is well known fact that, carbon monoxide is one of the major mobile source pollutants and CO has detrimental effects on the human health. Carbon monoxide is the result of mainly incomplete combustion of gasoline in motor vehicles (FDOT 1996). The National Environmental Policy Act (NEPA) gives important considerations to the actions to be taken. Transportation conformity . The Clean Air Act Amendments (CAAA, 1970) was an important step in meeting the National Ambient Air Quality Standards In order to evaluate the effects of CO and Particulate Matter (PM) impacts based on the criteria for NAAQS standards, it is necessary to conduct dispersion modeling of emissions for mobile source emissions. Design of transportation engineering systems (roadway design) should take care of both the flow of the traffic as well as the air pollution aspects involved. Roadway projects need to conform to the State Implementation Plan (SIP) and meet the NAAQS. EPA guidelines for air quality modeling on such roadway intersections recommend the use of CAL3QHC. The model has embedded in it CALINE 3.0 (Benson 1979) – a line source dispersion model based on the Gaussian equation. The model requires parameters with respect to the roadway geometry, fleet volume, averaging time, surface roughness, emission factors, etc. The CAL3QHC model is a DOS based model which requires the modeling parameters to be fed into an input file. The creation of input the file is a tedious job. Previous work at UCF, resulted in the development of CALQVIEW, which expedites this process of creating input files, but the task of extracting the coordinates still has to be done manually. The main aim of the thesis is to reduce the analysis time for modeling emissions from roadway intersections, by expediting the process of extracting the coordinates required for the CAL3QHC model. Normally, transportation engineers design and model intersections for the traffic flow utilizing tools such as AutoCAD, Microstation etc. This thesis was to develop advanced software allowing graphical editing and coordinates capturing from an AutoCAD file. This software was named as CALQCAD. This advanced version will enable the air quality analyst to capture the coordinates from an AutoCAD 2004 file. This should expedite the process of modeling intersections and decrease analyst time from a few days to few hours. The model helps to assure the air quality analyst to retain accuracy during the modeling process. The idea to create the standalone interface was to give the AutoCAD user full functionality of AutoCAD tools in case editing is required to the main drawing. It also provides the modeler with a separate graphical user interface (GUI).
M.S.Env.E.
Department of Civil and Environmental Engineering
Engineering and Computer Science
Environmental Engineering
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Armstrong, K. "DT : an iconic graphical user interface for object-oriented databases." Thesis, Lancaster University, 1999. http://eprints.lancs.ac.uk/11681/.

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Thi, Cam Thach Doan. "A GRAPHICAL USER INTERFACE FOR LARGE-SCALE GENE EXPRESSION ANALYSIS." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20870.

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Recently, the whole-genome expression analysis – which is analyzing most or all of the genes in biological systems, and is a rich and powerful way to discover gene pathway - has become increasingly affordable because of the increasing amount of microarray data available in public databases. Additionally, due to the enormously available information content in these repositories, researchers have to spend large amount of time to decide on the right information to proceed. There should be an application to assist biological researchers reducing the time in finding good data sets to analyze. In this project, a thorough study in HCI, Information Visualization, interaction design and development methodologies are carried out in order to build a web-based user interface that enables searching and browsing gene expression data and their correlation (web-based). Findings from literature review are applied to create a web-based user interface in large-gene expression analysis. Then, a survey is carried out to collect and analyze pilot users‟ feedback. The questionnaire shows that the users are very interested in using the system and they would like to spend more time interacting with it. They give positive feedbacks about interactive data visualization in the website help them to save time on viewing, navigating and interpreting complicated data. Besides, it is easy to navigate and learn how to use the system to achieve interesting findings in biology. The questionnaire shows that the author is successful in applying findings from literature review to build the website. Besides, from the results there are suggestions for improvement such as the flexibility in the website by automatically recognizing the alias gene names from different databases, filling-in gene symbols using first few characters, narrowing down a search to a particular species such as human or rat, etc.
Program: Masterutbildning i Informatik
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Andrén, Axel. "Graphical User Interface for Timetabling at TekNat with Standardised Output." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-275105.

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Uppsala University's "Vetenskapsområdet för teknik och naturvetenskap" (Disciplinary Domain of Science and Technology), or just TekNat, has been moving towards automating their scheduling process for several years. This project has been part of that effort, and had the goal of showing that requirements could be gathered for a scheduling interface that satisfied both scheduling staff and teachers, as well as showing that these requirements could then be implemented. Human-Computer Interaction, or HCI, was used to aid in these tasks, as it is a field concerned with how to design effectively for intended end users, and has a variety of techniques and methods to aid in accomplishing this. Some requirements were known beforehand, such as the interface needing to have a standard format for its output, while most were gathered using HCI methods such as semi-structured interviews and paper prototyping. The final requirements specified what was desired for the interface to improve on the current system and be faster, easier, more enticing to use. A functional GUI was implemented that followed these requirements, with some reservations, and improved after feedback from three rounds of testing with the staff.
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Chen, Xiaorui. "Graphical User Interface for Cooling Line Functions and Surface Rendering." The Ohio State University, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=osu1039652805.

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Carpenter, Steven M. "Visual meta-programming language graphical user interface for generative programming." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2002. http://library.nps.navy.mil/uhtbin/hyperion-image/02sep%5FCarpenter.pdf.

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Thesis (M.S. in Computer Science)--Naval Postgraduate School, September 2002.
Thesis advisor(s): Mikhail Auguston, Richard Riehle. Includes bibliographical references (p. 89). Also available online.
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Yeatts, Andrey Kirk. "A graphical-user-interface-design paradigm based on production rules." Diss., The University of Arizona, 1996. http://hdl.handle.net/10150/290667.

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Creating graphical user interfaces (GUIs) is a difficult, tedious task. Current GUI programming tools suffer from a number of deficiencies, such as complexity, lack of composition operations, difficulty integrating the GUI creation system with other tools, and inability to describe low-level interactions. In this work, we describe a visual language, BluePrint, for specifying GUIs that addresses some of the difficulties of creating GUIs with current programming tools. BluePrint is a rule-based language that allows description of graphical properties by graphical means, and permits simple specification of interactive behaviors. It uses composable geometric operators to express geometric relationships. BluePrint takes a static, pictorial representation of the rules that specify the interface, which it compiles into an event-driven handler for user input. The resulting interface is efficient and can describe low-level interactions, such as dragging, stretching and other interactive behaviors of the graphical objects in a GUI.
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Wilson, Brian. "The creation of a functional mailing list server with a graphical user interface." Ohio : Ohio University, 1997. http://www.ohiolink.edu/etd/view.cgi?ohiou1185208875.

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Sabene, Ralph. "Designing a graphical user interface for a bilateral negotiation support system." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA247910.

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McGee, Marilyn Rose. "Investigating a multimodal solution for improving force feedback generated textures." Thesis, University of Glasgow, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.274183.

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Nakamura, Yasuyuki, and Setsuo Takato. "Development of a Graphical User Interface for LaTeX Plotting Software KETpic." IEEE, 2009. http://hdl.handle.net/2237/14031.

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Morris, David Victor. "A new graphical user interface for a 3D topological mesh modeler." Texas A&M University, 2008. http://hdl.handle.net/1969.1/85977.

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In this thesis, I present a new platform-independent, open source, intuitive graphical user interface for TopMod, an application designed for interacting with 3-dimensional manifold meshes represented by a Doubly Linked Face List (DLFL). This new interface, created using the Trolltech Qt user interface library, enables users to construct and interact with complex manifold meshes much faster and more easily than was previously possible. I also present a method for the rapid creation of a successful online community of users and developers, by integrating a variety of open source web-based software packages. The new website, which includes a discussion forum, a news blog, a collaborative user and developer wiki, and a source code repository and release manager, received an average of 250 unique visits per day during the first two months of its existence, and it continues to be utilized by a variety of users and developers worldwide.
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Sjelvgren, Helen. "Technological support for graphical user interface development in large-scale enterprises." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2999.

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The graphical user interface for a software system has several important roles to fulfill. It shall serve the end users in their interactions with the system and it shall act as a front for the system. It is an advantage if the graphical user interface gives the receiver confidence and inspiration to use the system. Consistency and usability in graphical and technical design are important qualities and aspects that influence the receiver’s opinion of a graphical user interface and additionally the whole system. Moreover when there is a suite of proprietary systems from one supplier, the different application user interfaces shall provide for a homogeneous and familiar impression. The graphical user interface gives furthermore a possibility to confirm brand recognition for the software producer. It is a great challenge for a large-scale enterprise to develop and deliver comprehensive software systems with a common expression and consistency in the different graphical user interfaces. In order for large-scale enterprises to succeed in such activities, it is necessary to coordinate and integrate the development of user interfaces. The focus of this thesis is, consequently, to investigate how technological support for graphical user interface development in large-scale enterprises can contribute to this and support user interface designers and developers in a large-scale enterprise when the product portfolio is widespread. The contributions of the thesis work are presented as a number of observations and the observations as such are summarized in a case study. Moreover, the thesis proposes a technological concept for a large-scale software enterprise, where the aim is to support a common and coordinated way of working with enterprise development of graphical user interfaces.
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D'Ippolito, Tommaso. "Voice control in a graphical user interface environment, human factors implications." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq22072.pdf.

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