Dissertations / Theses on the topic 'Interface design'

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1

Dillon, Andrew. "User interface design." London: Macmillan, 2003. http://hdl.handle.net/10150/105299.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2003) User Interface Design. MacMillan Encyclopedia of Cognitive Science, Vol. 4, London:MacMillan, 453-458. Article definition: This article covers the basic issues that the field of cognitive science raises in the design and testing of new digital technologies for human use. Contents list: Introduction, Cognitive Science and design, The Basics of Human-Computer Interaction, Cognitive Design Guidelines: from psychophysics to semiotics, Beyond guidelines Cognitive theories and models in HCI, Developing user-centered design methods, Summary, Bibliography, Glossary
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Guntupalli, Ravi Chandra Chaitanya. "User interface design : methods and qualities of a good user interface design." Thesis, University West, Department of Economics and IT, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-449.

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User interface (UI) plays a vital role in software. In terms of visibility, its design and precision holds the primary importance for depicting the exact amount of information for the intended user. Every minor decision taken for the designing of UI can contribute to the software both positively and negatively. Therefore, our study is intended to highlight the strategies that are currently being used for successfully designing UIs, and make appropriate suggestions for betterment of UI designs based on case studies and research findings.

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3

Spencer, Matthew Edmund. "Optoelectronic fiber interface design." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/46488.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.
Includes bibliographical references (p. 67).
Recent developments in materials science have led to the development of an exciting, new class of fibers which integrate metals, semiconductors and insulators in the same codrawing process. Various electrical devices have been produced in these fibers including optical sensors, thermal sensors and even transistors. The use of these fiber devices in a variety of applications was explored. A large-scale, lensless imager, an optical communication system, a thermal sensing array and a logic gate were designed to use appropriate classes of electrically active fibers. These devices were constructed with a particular focus on testing the best ways to integrate these fibers with modern circuits. Several methods of making electrical contact with fibers are described and their failure modes are discussed and novel circuits for amplifying and measuring fiber signals are developed and presented.
by Matthew Edmund Spencer.
M.Eng.
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4

Murugan, Ganesh. "Improving Knowledge Organizations Search Interface design by Evaluating Main-Stream Search Interface Design." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-20835.

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Usage of search is very popular among all kinds of people to locate unknown information in websites. Mainstream search engines like Google work really hard to deliver a simple and effective search experience with the help of professionals and usability lab testing. Search interfaces often show a poor usability for the users who want to find information in differentknowledge organizations website. The purpose of this research is to create an understanding for some important characteristics of search interfaces, characteristics that may enhance the usability of knowledge organization search interface design. This Paper aim is to identify and discuss the specialized search interface design for knowledge organizations. This paper provides the detailed information about the search interface design and its improvement. This study gives the specialized wireframe standards for improving knowledge organization search interface design.
Program: Magisterutbildning i informatik
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5

Aydinli, Aykut. "Interface Design: Personal Preference Analysis." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610035/index.pdf.

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This thesis analyzes the relationship between users&rsquo
characteristics and users&rsquo
interface preferences. An online survey is developed for this study. This survey composed of two types of questions: (1) users&rsquo
personal information such as age, gender, country, cognitive structure, and also computer experience and (2) user interface elements. More than 2,500 participants from 120 different countries throughout the world completed our survey. Results were analyzed using cross tables. Our findings show that there is a relationship between users&rsquo
characteristics and users&rsquo
interface preferences. In the presence of this relationship, an artificial neural network model is developed for the estimation of the interface preferences based on the user characteristics.
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6

Chase, Chelsea. "Using Design Patterns in User Interface Design." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1342463458.

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7

Sá, Leal Nuno José de. "Design: as Organizações de Interface." Doctoral thesis, Universitat de Barcelona, 2017. http://hdl.handle.net/10803/405992.

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O design surge, no contexto da União Europeia, associado à Inovação e, em conjugação com esta, como um forte suporte ao desenvolvimento sustentado da economia da UE e seus Estados Membros. Apesar desta postura das instituições comunitárias, até ao presente não foram definidas quaisquer recomendações ou tentativas de articulação de políticas europeias em torno do design e suas práticas. O vazio vai sendo preenchido com a publicação de estudos e relatórios, mas tal não promove um compromisso claro com o design. Por toda a Europa, contudo, desde o séc. XIX que foram instituídas, a nível nacional, associações e outras organizações centradas no design e/ou nos designers, as quais assumem a função central de promover e difundir o design, os designers e suas obras. O impacto do design na economia global conduziu à criação de associações, com carater mais federativo, que exercem as suas funções de apoio e difusão do design à escala internacional, promovendo a participação nos seus eventos e atividades das associações e outras organizações nacionais que, dessa forma, conquistam um espaço de influencia internacional. Apesar da importância destas associações e do reconhecimento da função do design na economia europeia, o facto é que o design se mantem numa situação em que o seu contributo e reconhecimento está longe de ser o necessário. O presente projeto procurou, com recurso à realização de um questionário junto das organizações nacionais europeias de apoio ao design e a um conjunto de estudos de caso, recolher informação e dados necessários à estruturação de uma proposta de modelo que promovesse a intervenção eficaz do design como motor do desenvolvimento económico e social na União Europeia. O modelo, designado como Modelo de Interface de Design para o Desenvolvimento Sustentável, apresenta características que permitem a sua implementação a diversos níveis desde pequenas comunidades locais até ao mais vasto contexto da União Europeia, no seu conjunto. Pode, inclusivamente, ser alvo de aplicação estritamente nacional ou, pelo contrário, considerar a articulação de regiões de diversos estados que apresentem condições similares. A flexibilidade do Modelo é, pois, uma das suas principais características e poderá contribuir para a sua implementação mesmo que a titulo experimental.
Design is, in the context of the European Union, associated with Innovation and, in conjunction with it, as a strong support for the sustained development of the economy of the EU and its Member States. Despite this position of the Community institutions, no recommendations or attempts to articulate European policies on design and its practices have so far been defined. The void is filled with the publication of studies and reports, but this does not promote a clear commitment to design. Throughout Europe, however, since the nineteenth century, associations and other organizations focused on design and / or designers have been established at the national level, which have the central role of promoting and disseminating design, designers and their works. The impact of design on the global economy has led to the creation of federally oriented associations that support and disseminate international design, promoting the participation in their events and activities of associations and other national organizations that, from this Form an area of international influence. Despite the importance of these associations and the recognition of the role of design in the European economy, the fact is that design remains in a situation where its contribution and recognition is far from necessary. The present project sought, using a questionnaire with European national design support organizations and a set of case studies, to gather information and data necessary to design a model proposal that promoted effective design intervention as Economic and social development in the European Union. The model, called the Design Interface Model for Sustainable Development, has characteristics that allow its implementation at different levels from small local communities to the wider context of the European Union, as a whole. It may even be applied strictly nationally or, on the contrary, consider the articulation of regions of different states with similar conditions. The Flexibility of the Model is, therefore, one of its main characteristics and can contribute to its implementation even for an experimental title.
El diseño surge, en el contexto de la Unión Europea, asociado a la innovación y, en combinación con ésta, como un fuerte apoyo al desarrollo sostenido de la economía de la UE y de sus Estados miembros. A pesar de esta postura de las instituciones comunitarias, hasta el presente no se ha definido ninguna recomendación o intento de articulación de políticas europeas en torno al diseño y sus prácticas. El vacío se va llenando con la publicación de estudios e informes, pero esto no promueve un compromiso claro con el diseño. En toda Europa, desde el siglo XIX que se establecieron a nivel nacional asociaciones y otras organizaciones centradas en el diseño y / o en los diseñadores, que asumen la función central de promover y difundir el diseño, los diseñadores y sus obras El impacto del diseño en la economía global ha conducido a la creación de asociaciones, con carácter más federativo, que ejercen sus funciones de apoyo y difusión del diseño a escala internacional, promoviendo la participación en sus eventos y actividades de las asociaciones y otras organizaciones nacionales que, conquistan un espacio de influencia internacional. A pesar de la importancia de estas asociaciones y del reconocimiento de la función del diseño en la economía europea, el hecho es que el diseño se mantiene en una situación en la que su contribución y reconocimiento está lejos de ser necesario. El presente proyecto buscó, mediante la realización de un cuestionario ante las organizaciones nacionales europeas de apoyo al diseño y un conjunto de estudios de caso, recopilar información y datos necesarios para la estructuración de una propuesta de modelo que promueve la intervención eficaz del diseño como Motor del desarrollo económico y social en la Unión Europea. El modelo, denominado modelo de interfaz de diseño para el desarrollo sostenible, presenta características que permiten su aplicación a diversos niveles desde pequeñas comunidades locales hasta el más amplio contexto de la Unión Europea en su conjunto. Puede, incluso, ser objeto de aplicación estrictamente nacional o, por el contrario, considerar la articulación de regiones de diversos estados que presenten condiciones similares. La flexibilidad del modelo es, pues, una de sus principales características y puede contribuir a su implementación, aunque sea a título experimental.
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8

Trætteberg, Hallvard. "Model-based User Interface Design." Doctoral thesis, Norwegian University of Science and Technology, Faculty of Information Technology, Mathematics and Electrical Engineering, 2002. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-111.

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This work is about supporting user interface design by means of explicit design representations, in particular models.

We take as a starting point two different development traditions: the formal, analytic, topdown engineering approach and the informal, synthetic, bottom-up designer approach. Both are based on specific design representations tailored to the respective approaches, and are found to have strengths and weaknesses. We conclude that different representations should be used during user interface design, based on their specific qualities and the needs of the design process.

To better understand the use of design representations a framework for classifying them is developed. A design representation may be classified along three dimensions: the perspective (problem- or solution-oriented) of the representation, the granularity of the objects described and the degree of formality of the representation and its language. Any design approach must provide representation languages that cover the whole classification space to be considered complete. In addition, the transitions between different representations within the representation space must be supported, like moving between task-based and interaction- oriented representations or up and down a hierarchic model. Movements between representations with different degrees of formality are particularly important when combining user-centered design with a model-based approach.

The design representation classification framework has guided the development of diagrambased modelling languages for the three main perspectives of user interface design, tasks, abstract dialogue and concrete interaction. The framework has also been used for evaluating the languges. A set-based conceptual modelling language is used for domain modelling within all these perspectives. The task modelling language is designed as a hybrid of floworiented process languages and traditional hierarchical sequence-oriented task languages.

Key features are tight integration with the domain modelling language, expressive and flexible notation and support for classification of task structures. The language for modelling abstract dialogue is based on the interactor abstraction for expressing composition and information flow, and the Statecharts language for activation and sequencing. Parameterized interactors are supported, to provide means of expressing generic and reusable dialogue structures. Modelling of concrete interaction is supported by a combination of the dialogue and domain modelling languages, where the former captures the functionality and behavior and the latter covers concepts that are specific for the chosen interaction style.

The use of the languages in design is demonstrated in a case study, where models for tasks, dialogue and concrete interaction are developed. The case study shows that the languages support movements along the perspective, granularity and formality dimensions.

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9

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

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10

Bell, Timothy L. "Sea-Shore interface robotic design." Thesis, Monterey, California: Naval Postgraduate School, 2014. http://hdl.handle.net/10945/42580.

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Approved for public release; distribution is unlimited
An exoskeleton platform was developed, prototyped and tested for mobility performance in a beachfront environment. New platform, drive-train, motor-controller and wheel design were employed in the experiment. The objective was to improve on the shortcoming of previous NPS research. Three wheel-designs were tested during fixed pattern tests on grass, concrete and sand. Data suggests that, with regard to power consumption, there is a marginal difference on preferred wheel design. The sparse print round wheel showed promise in heavy vegetation; however, the WhegTM wheel proved to be the most versatile on various terrains. This suggests that a WhegTM wheel with improved round wheel characteristics would be optimal for various beachfront terrains.
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Booth, Stuart. "Multisensory theory for interface design." Thesis, University of Sheffield, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269283.

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12

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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13

Rishel, Barry E. "Successful User-Software Interface Design." International Foundation for Telemetering, 1989. http://hdl.handle.net/10150/614716.

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International Telemetering Conference Proceedings / October 30-November 02, 1989 / Town & Country Hotel & Convention Center, San Diego, California
Generalized telemetry data analysis systems have been developed to meet the future requirements for the analysis of telemetry data. By providing the user the freedom of stipulating the manner in which data is to be analyzed, the need for mission specific analysis software can be greatly reduced or eliminated entirely. Communications between the user and the software is accomplished by means of a user-software interface. Proper design of the interface will promote successful user-software communications. Interface design features such as menus and online documentation are discussed. Human engineering is an integral part of a successful user-software interface design. The human beings which operate the software possess limitations on their mental abilities and perception. Human engineering concepts which utilize display techniques and reference names are discussed. A definition of a successful user-software interface is given.
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Kumar, Manu. "Gaze-enhanced user interface design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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15

Stein, Monica. "Design de interface para sites." Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/86436.

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Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-Graduação em Engenharia de Produção.
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Este trabalho apresenta a problemática da desqualificação dos webdesigners no mundo da WEB, tomando como premissa básica a comunicação realizada pelos sites via sua interface. Levanta-se os conhecimentos específicos necessários a criação de sites comunicativos e a relação que existe entre eles de interferência e contribuição no processo de organização da informação para definir a melhor diagramação dos elementos visuais e sonoros em sua interface. Neste processo é discutida uma maneira de relacionar os objetivos que o cliente (dono do site) do webdesigner pretende alcançar e as reais necessidades do usuários alvo, para que o site possa atender ambos. Para trabalhar com as variáveis levantadas, é sugerido uma metodologia diferenciada que trabalhe com a relação existente dos interesses distintos de clientes e usuários, priorizando sempre os conhecimentos específicos necessários ao processo de criação e desenvolvimento de sites comunicativos. Oferece-se na mesma, para webdesigners desqualificados no assunto, um suporte de tabelas de considerações técnicas com os conteúdos específicos levantados. O modelo metodológico proposto utiliza como base uma pesquisa feita "in loco" na disciplina de Comunicação no Ciberespaço no Massachusetts Institute of Technology - MIT. Realiza-se um estudo de caso para demostrar sua aplicabilidade, apresentando ao final as conclusões do trabalho proposto e recomendações futuras. O trabalho foi desenvolvido como requisito para o curso de doutorado em Engenharia de Produção, na área de Gestão do Design e do Produto, na Universidade Federal de Santa Catarina
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Troive, Frida. "House Configurator Interface : User Experience Design for the Interface of a House Configurator." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-86520.

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Building a house is a demanding process with a lot to learn, and many expensive decisions that have to be made. One of them is to choose which house to buy and what it should look like. Many house companies offer via the website a house configurator where the house buyer can test different combinations of choices and see what it would look like. Neava Studios is a company that offers such a tool, Design Studio, which they sell to house companies. The unique thing about this house configurator is that instead of showing fixed example views for each configurable part of the house, it presents photorealistic 360-degree renderings from several different positions in the house. When the house configurator Design Studio is sold to a house company, it is presented through a demo version of the product. The user interface that belongs to the demo was created temporarily and needs to be redesigned with a focus on the end-user experience. In this master thesis, the aim has been to create a better experience for house buyers in the situation of building a house. With the goal of developing a concept for a user interface that is visualized and tested through an interactive prototype. The work has followed an iterative user-centered Design thinking process with five different phases: empathize, define, ideate, prototype and test. In the first phase, empathy was created with house buyers through interviews and surveys and by analysing that information. In the second phase, the primary needs were defined to be used as a basis in the third phase, where ideas for solutions were developed. Two prototypes were created and tested to result in a winning concept that was improved and visualized in an interactive prototype. The final result is a standard user interface for the demo version of Design Studio where the house buyers’ experience has been in focus. This has been done by working with the house buyers’ needs combined with research on user experience and user interface, among other things. The features in the product are combined and clustered to a few, placed in intuitive locations, resulting in an intuitive layout where the user has a good overview. The same applies with the menu that is given a large space for the user to have an overview of the choices, without taking up too much space on the screen. The explorer mode is integrated into the configurating mode for the user to access it, creating control and freedom while making choices. The price is extended to present the price for every room, giving the user more control to stick to their budget.
Att bygga hus är en krävande process med mycket att sätta sig in i, och många och dyra beslut som måste tas. Ett av dem är att välja vilket hus man ska köpa och hur det ska se ut. Många husföretag erbjuder via hemsidan en huskonfigurator där husköparen kan testa olika kombinationer av val och se hur det skulle se ut. Neava Studios är ett företag som erbjuder ett sådant verktyg, Design Studio, som de säljer till husföretag. Det unika med den här huskonfiguratorn är att den i stället för att visa fasta exempelvyer för varje konfigurerbar del av huset, presenterar fotorealistiska 360-gradersrendreringar från flera olika positioner i huset. När huskonfiguratorn Design Studio säljs till ett husföretag presenteras den genom en demoversion av produkten. Användargränssnittet som hör till demon skapades provisoriskt och behöver designas om med fokus på slutanvändarens upplevelse.  I det här examensarbetet har syftet varit att skapa en bättre upplevelse för husköparna i situationen av att bygga hus. Med målet att ta fram ett koncept för ett användargränssnitt som visualiseras och testas genom en interaktiv prototyp. Arbetet har följt en iterativ användarcentrerad Design thinking-process med fem olika faser: empatisera, definiera, idégenerera, prototypa och testa. I den första fasen skapades empati med husköpare genom intervjuer och enkät och genom att analysera den informationen. I den andra fasen togs de primära behoven fram för att användas som grund i tredje fasen där idéer på lösningar togs fram. Två prototyper skapades och testades för att till slut resultera i ett vinnande koncept som förbättrades och visualiserades i en interaktiv prototyp. Det slutliga resultatet är ett standardanvändargränssnitt för demoversionen av Design Studio där husköparnas upplevelse har varit i fokus. Det har gjorts genom att utgå från husköparnas behov och forskning inom bland annat användarupplevelse och användargränssnitt. Funktionerna i produkten har kombinerats och grupperas till ett fåtal, placeras på intuitiva platser, vilket resulterar i en intuitiv layout där användaren har en bra överblick. Detsamma gäller menyn som ger ett stort utrymme för användaren att ha en översikt över valen, utan att ta upp för mycket utrymme på skärmen. Utforskarläget är integrerat i konfigureringsläget för användaren att få åtkomst till det, vilket skapar kontroll och frihet samtidigt som man gör val. Priset utökas för att presentera priset för varje rum, vilket ger användaren mer kontroll för att hålla sig till sin budget.
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Passos, Ravi Figueiredo. "Design da informação: um modelo para configuração de interface natural." Doctoral thesis, Universidade de Aveiro, 2014. http://hdl.handle.net/10773/16917.

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Doutoramento em Design
O design da informação é uma subárea fundamental do design, entretanto, ainda carece de estudos a seu respeito que proporcionem tanto uma compreensão sobre suas teorias constituintes, quanto uma demarcação metodológica aplicada. Os estudos contemporâneos sobre interação têm tornado possível o estabelecimento de novos paradigmas e as interfaces naturais são hoje uma realidade na sociedade. O presente estudo tem como objetivo a proposição de um modelo de design da informação para a configuração de informações em interfaces naturais, assim como a realização de um ensaio empírico neste mesmo contexto. Por meio da exploração de teorias fundamentais, busca-se explicações a respeito dos fenômenos pertinentes ao tema, utilizando-se tanto de levantamentos bibliográficos quanto de análises críticas, aliados ao trabalho empírico. Como resultado, tem-se a delimitação de conceitos fundamentais relativos ao design da informação, bem como a proposição de um método para o mesmo, conformando um modelo de design da informação para a configuração de interfaces naturais do tipo multitoques.
The Information design is a primordial subfield of the design however, it still lacks some studies that provide both an understanding of its constituent theories and a demarcation methodology applied. Contemporary studies on interaction have made possible the establishment of new paradigms and natural interfaces are now a reality in society. The study aims to propose an information design model for information configuration on natural interfaces, as well as conducting an empirical essay in the same context. By exploring fundamental theories, the study seeks relevant explanations of the phenomena to the topic, using both literature surveys and critical analyzes, combined with the empirical work. As a result, the research reaches the definition of essential concepts concerning information design, as well as the proposal of a method for it, forming a model for information design for configuration of multitouch type natural interfaces.
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Britt, Cathleen. "Interactive interface design : Graphic Design Archive phototype 2.0 /." Online version of thesis, 1989. http://hdl.handle.net/1850/11542.

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Kruszynski, Joshua A. "Biometrics in Interaction and Interface Design." Kent State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=kent1468694579.

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Cavalcanti, Calazans Dennis. "Meta-Interface como elemento mediador da acessibilidade no design de interface." Universidade Federal de Pernambuco, 2010. https://repositorio.ufpe.br/handle/123456789/2984.

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O objetivo do presente trabalho é tornar interfaces computacionais mais acessíveis aos usuários deficientes através da concepção de uma meta-interface que corrija falhas de usabilidade encontradas, neste trabalho especificamente, na web. Para isto, faz-se uma explanação do atual contexto dos avanços tecnológicos e da situação dos usuários portadores de deficiências no que tange o acesso a interfaces digitais e a recursos de acessibilidade. Existem diversas falhas de usabilidade e arquitetura de informação que dificultam o uso desses recursos por esses usuários, resultando muitas vezes na não utilização de ferramentas de acessibilidade. Com o intuito de facilitar o acesso dos usuários portadores de deficiência a ambientes digitais, será apresentada, através de um embasamento teórico dos principais conceitos abordados, uma proposta de meta-interface capaz de corrigir falhas de websites, tornando o uso mais agradável e eficaz pelo usuário em questão, através da aplicação de uma ferramenta que modifique automaticamente os websites acessados pelos usuários de internet
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Short, Benjamin William. "Exploring creativity in physical interface design." Thesis, Lancaster University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.551642.

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A dual methodological approach was adopted to investigate the effects of constraint upon creative product while using a physical interface toolkit. A longitudinal design study was carried out and found a persistence of ideas from the initial design task. In addition to this an action-oriented bias was found in the use of the toolkit. Experimental studies replicated Finke's (1990) finding that the use of a preinventive form may influence creative product. Presence of preinventive form in conjunction with constraint of form and a taxonomic category was found to significantly increase originality while leaving practicality unaffected. Verbal protocols of a design task using physical interface devices were gathered and were found to reflect the action- oriented bias seen in the design study. A final study into the effect of different dimensions of constraint upon a short design task using descriptions of physical interface toolkit items found that originality may be raised both by constraint in the form of taxonomic categorical instruction and goal-directed categorical instruction and that these gains in originality appear to be additive. However the introduction of a goal-directed categorical instruction resulted in a significant reduction in practicality ratings.
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Young, D. "Interface design for multimedia office systems." Thesis, University of Nottingham, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.235064.

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Oates, Shawn P. "CHILD-COMPUTER INTERACTION: EXPLORING INTERFACE DESIGN." Miami University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=miami1133800774.

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24

Donovan, Jared William Awarua. "Framing Movements for Gesture Interface Design." Thesis, The University of Queensland, 2011. https://eprints.qut.edu.au/56822/1/donovan-Framing_movements_for_gesture_interface_design-reduced-size.pdf.

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Gesture interfaces are an attractive avenue for human-computer interaction, given the range of expression that people are able to engage when gesturing. Consequently, there is a long running stream of research into gesture as a means of interaction in the field of human-computer interaction. However, most of this research has focussed on the technical challenges of detecting and responding to people’s movements, or on exploring the interaction possibilities opened up by technical developments. There has been relatively little research on how to actually design gesture interfaces, or on the kinds of understandings of gesture that might be most useful to gesture interface designers. Running parallel to research in gesture interfaces, there is a body of research into human gesture, which would seem a useful source to draw knowledge that could inform gesture interface design. However, there is a gap between the ways that ‘gesture’ is conceived of in gesture interface research compared to gesture research. In this dissertation, I explore this gap and reflect on the appropriateness of existing research into human gesturing for the needs of gesture interface design. Through a participatory design process, I designed, prototyped and evaluated a gesture interface for the work of the dental examination. Against this grounding experience, I undertook an analysis of the work of the dental examination with particular focus on the roles that gestures play in the work to compare and discuss existing gesture research. I take the work of the gesture researcher McNeill as a point of focus, because he is widely cited within gesture interface research literature. I show that although McNeill’s research into human gesture can be applied to some important aspects of the gestures of dentistry, there remain range of gestures that McNeill’s work does not deal with directly, yet which play an important role in the work and could usefully be responded to with gesture interface technologies. I discuss some other strands of gesture research, which are less widely cited within gesture interface research, but offer a broader conception of gesture that would be useful for gesture interface design. Ultimately, I argue that the gap in conceptions of gesture between gesture interface research and gesture research is an outcome of the different interests that each community brings to bear on the research. What gesture interface research requires is attention to the problems of designing gesture interfaces for authentic context of use and assessment of existing theory in light of this.
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Kapadia, Niraj. "User | Interface." University of Cincinnati / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1306501343.

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26

Attergren, Max, and Martin Lindwall. "Air Liquid Interface System." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299329.

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The ALI-System is used to determine the toxicity of airborne nanoparticles to the human lungs. The following report seeks to describe the process of preparing an ALI-system built in a laboratory, for use outdoor. The project also involves preparing the existing ALI-system for manufacturing. The report mainly discusses the ALI-systems components, how these are constructed, demands and function. The ALI-system is very complex and needs many assisting systems to work. Some of these systems and problems with current solutions are discussed within this report. The main focus of the report is electrical systems, CAD and drafts. But also discussed are some thermal analyses.  The project generated a complete set of drafts of the exposure unit, a concept for all the electrical components and an evaluation of the heating system. The project departed from its main thesis since the available time to work on the thesis was cut short since all of the parts were not available from start, but also since there was a shortage of available workshop workers after June. Despite this the project could be regarded as successful since the client was happy with the end result.
Ett ALI-System används för att undersöka om luftburna nanopartiklar kan vara skadliga för människliga lungor. Nedan följer en rapport där ett ALI-System byggt i labb anpassas och förbereds för tillverkning. Tanken är att det skall konstrueras ett mobilt ALI-System som möjliggör mätningar i fält. Rapporten behandlar i huvudsak vilka komponenter som ingår, utformning av dessa samt krav och funktion. Systemet som skall konstrueras är komplext och kräver många delsystem för att klara av mätningar i fält. Delar av dessa system och lösningar på problem behandlas i rapporten. Huvudområden som behandlas är elektriska system, CAD och ritningar samt termiska analyser för att möta de krav som ställs. Projektet genererade ett komplett ritningsunderlag av exponeringsenhet, konceptframtagning för elektriska system samt dimensionering och analys av uppvärmningskällor. Projektets initiala mål att konstruera ett mobilt system, frångicks då upphandlingar av komponenter försenades samt att uppdragsgivaren behövde ritningsunderlag omgående på grund av tillgängligheten av verkstadspersonal under projektets gång. Trots detta anses projektet lyckat då uppdragsgivaren tillhandhölls det som önskades och arbetet som gjordes kan ligga till grund för vidareutveckling av ett mobilt system.
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Rondahl, Robert, and Filip Larsson. "Slag Hauler User Interface Design : Using human-centred design to create a user interface for heavy machinery." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63939.

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Within the field of heavy machinery, the driver environment and its user interface (UI) has not always been a high priority during product development. This is about to change since the user experience, especially of the driver, becomes more of a selling point. Kiruna Utility Vehicles (Kiruna UV), who manufactures slag haulers for the steel industry, has developed a new driver cabin to meet these future demands. The development has been conducted in collaboration with students at Luleå University of Technology. This master thesis aims to create a basis for the digital user interface of the Kiruna UV SH60 slag hauler. The needs of the users are very important in order to ensure a good user experience. This is why a human-centred design process was chosen for this project. Extensive research has been conducted with the drivers, mechanics, managers and manufacturer of the SH60 slag hauler. Research was conducted through field studies, where interviews, observations and eye tracking were used as the main tools.The slag hauler driver operates the vehicle in two positions, where the need for information differs. When the slag hauler is driven the driver is facing forward and in this position the slag hauler is similar to any other heavy machinery. The UI needs to display for example speed, gear and RPM. When loading or emptying slag pots, the driver turns around to manoeuvre the tipping system. In this position, information about the lockings, support legs and tipping system is the most important.Through brainstorming sessions and ideation workshops with the manufacturer and participants without connection to the slag hauler, ideas on how different types of information can be shown were generated. Ideas regarding layout of the UI were also produced. These ideas were then mapped onto four different concepts that were developed through several iterations. These were then evaluated through a survey study, a usability test and feedback sessions with slag hauler drivers, mechanics and the manufacturer.A final concept was created that accommodates all the information that is needed in order to operate and maintain the slag hauler in a safe and efficient way. That is for example speed, RPM, information about the tipping system and data from the engine, transmission and hydraulic system. The final concept contains the parts of the four previous concepts that proved to work the best in the concept evaluation. The user interface has a modern look that fits into the new driver cabin design. We have shown that the user experience of the driver and service personnel can be improved through the user interface, by adapting it to user needs. We have also shown what benefits can be achieved by using a human-centred design approach within the field of heavy machinery.
I tunga fordon har förarmiljön och dess användargränssnitt ofta varit lågt prioriterad under produktutvecklingen. Detta håller på att förändras då användarupplevelsen, i synnerhet för föraren, blir ett allt viktigare försäljningsargument. Kiruna Utility Vehicles (Kiruna UV), som tillverkar slaggtruckar för stålindustrin, har tagit fram en ny förarhytt för att möta dessa nya krav. Utvecklingen av förarhytten har skett i samarbete med studenter vid Luleå Tekniska Universitet. Detta examensarbete på masternivå har haft som syfte att skapa ett digitalt användargränssnitt för Kiruna UV:s slaggtruck modell SH60.Användarnas behov är viktiga för att kunna säkerställa en bra användarupplevelse. Därför valdes en människocentrerad designprocess för detta projekt. Omfattande användarstudier har genomförts tillsammans med förare, mekaniker, beslutsfattare och tillverkaren av slaggtrucken. Efterforskningarna har utförts i form av en fältstudier där intervjuer, observationer och eye-tracking användes som huvudsakliga verktyg.Slaggtrucksföraren manövrerar slaggtrucken i två olika positioner, där informationsbehovet skiljer sig åt. Vid körning av slaggtrucken är föraren vänd framåt och i detta läge är den ganska lik andra tunga maskiner. Användargränssnittet måste förmedla information om varvtal, hastighet, växel och bränslenivå.Vid lastning eller tömning av slaggdeglar vänder sig föraren om för att manövrera tippsystemet. I detta läge måste gränssnittet förmedla information om lyftarmarnas position, låsningar och stödben.Genom brainstorming och idéskapande workshops med intressenter och deltagare utan erfarenhet av slaggtruckar, skapades idéer om hur information kan presenteras. Även idéer för gränssnittets layout togs fram. Idéerna kopplades sedan till fyra olika koncept som utvecklades i flera iterationer. Dessa utvärderades genom en enkätundersökning, ett användartest samt återkopplingsmöten med slaggtrucksförare, mekaniker och tillverkare. Ett slutligt koncept skapades, som innehåller den information som behövs för att manövrera och underhålla slaggtrucken på ett säkert och effektivt sätt. Exempel på detta är varvtal, hastighet och information om tippsystemet. Konceptet innehåller de delar av de fyra koncepten som visade sig fungera bäst under konceptutvärderingen. Användargränssnittet har ett modernt utseende som passar in i den nya förarhytten. Vi har visat att användarupplevelsen för förare och servicepersonal kan förbättras genom att anpassa gränssnittet efter deras behov. Vi har också visat vilka fördelar som finns med att använda en människocentrerad designprocess för produktutveckling av tunga maskiner.
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Thomaz, Danielle de Almeida Pacheco [UNESP]. "Características da interface dos sites de notícias: um estudo do design e da usabilidade de jornais impressos e eletrônicos." Universidade Estadual Paulista (UNESP), 2009. http://hdl.handle.net/11449/89693.

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Este estudo trata das questões relacionadas ao design de interface, usabilidade e técnicas de avaliação de interfaces web. A abordagem teórica inicia-se com o questionamento sobre a popularização dos computadores pessoais e a difusão da internet e seus novos processos communicacionais que fizeram emergir apontamentos sobre a forma de interação entre o ser humano e os sistemas comunicacionais. Também aborda os aspectos de design de interface, ao entender que este corresponde ao primeiro contado do indivíduo com a informação apresentada no site e, por essa razão, ressaltam-se as questões relacionadas à apresentação da informação visual. Para completar a relação entre tecnologia e ser humano, são apresentados dados sobre Interação Humano-Computador (HC), usabilidade e ergonomia cognitiva, e métodos de avaliação de interface, assim como também algumas definições e classificações sobre o jornal impresso e o digital. Deste modo, o estudo apresenta um análise ergonômica e de usabilidade sobre a leitura dos jornais eletrônicos a partir da comparação com os jornais impressos. Como método, adotou-se uma avaliação de percepção do usuário, a partir de um questionário impresso aplicado a um grupo de 41 sujeitos. De modo geral, os resultados indicam que nos jornais analisados há a necessidade de um maior cuidado com os aspectos da representação visual. Neste sentido, entende-se que a pesquisa colaborou com os estudos da área, pois enfatiza a necessidade de se incluir os usuários no desenvolvimento de interfaces web, assim como também em utilizar com maior critério a muldisciplinariedade do suporte e fazer com as áreas de design, usabilidade, ergonomia, tecnologia e comunicação trabalhem em congruência.
The study deals with issues related to interface design, usability and technical evaluation of web interfaces. The theorical approach starts with the questioning of the popularity growth of personal computers and the spread of the Internet with its new communication processes that have emerge notes about the form of interaction between humans and communicational systems. Also covers aspects of interface design, understanding that this is the first contact of the individual with the information presented on the site and, for that reason, issues related to the presentation of visual information are emphasized. To complete the relation between technology and the human being, it presents data about Human-Computer Interaction (HCI), usability and cognitive ergonomics, and methods for interface evaluation, as well as some definitions and classifications on the paper and digital form of the news. Thus, the study presents an ergonomic and usability analysis on the reading of eletronic journal from the comparison with the printed newspaper. As a method, it was adopted an evaluation of the user perception, from a printed questionnaire applied to a group of 41 subjects. Overall, the results indicate that on the analyzed newspaper there is a need for greater care concerning the aspects of visual representation. In this sense, the study helped with the studies in the area, as it emphasizes the need to include users in development process of web interfaces, as well as to use with more discretion the support's multidisciplinarity and make the areas of design, usability, ergonomics, technology and communication to work in congruence.
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ALI, SHUJAT. "DESIGN AN INTERFACE PROTOTYPE FOR ELSKIFT.DK : DESIGN A WEBSITE USING ITERATIVE DESIGN PROCESS." Thesis, Uppsala universitet, Institutionen för informatik och media, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-170735.

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Now a day the revolution in computer technology has changed the trend of human life. Congenital methods are a being replaced by new technique. The purpose of this study was to make an interface design prototype of Elskift company website. Another aim was to find out  the  prototype  should  concentrate  on  usability  and  user  interface design  heuristic.  Main  goals  were  that  the  prototype  was  easy  to learn,  efficient  of  use  and  subjective  satisfaction.  Both Quantitative and Qualitative approaches were used in this study.  Interviews were performed with the management and developer of Elskift. Survey was conducted to collect data from the participant.  Iterative  design  was used  in  this  design  process  its  include  evaluation,  design  and prototype. Usability testing was performed in the final design option. The Elskift design prototype is not an abundant and the complete web-based prototype but it contain maximum attribute
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Louro, Ana Sofia Romão. "A ergonomia da cor na web : interface vs utilizador." Master's thesis, Universidade Técnica de Lisboa. Faculdade de Arquitectura, 2008. http://hdl.handle.net/10400.5/1638.

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Eliasson, Simon. "Comparing Compressor Interface Designs : How do visual displays on digital compressors impact how audio engineers navigate an interface and the choices they make?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74857.

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This research tested to see how audio engineers navigate and use compressors differently with alternative designs. A pre-study in the form of a semi-structured interview with a focus group was held to determine a compressor considered having a “good design” and a compressor considered having a “bad design”. An active test was conducted with audio engineer students to investigate if there is any connection between time it takes for an engineer to navigate a compressor depending on its design. The test also investigated patterns in how audio engineers use compressors differently depending on their design, and what makes it easier to navigate and more satisfactory to use. 6 paired T-test were made between different compressor designs and a video and screen capture was annotated to investigate how audio engineers navigated the compressor. The results showed that 2 out of 6 T-tests gave a significant result, meaning that the time it took to navigate some of the compressors against each other were affected by the design of the compressor interface. Results showed that there are many contributing factor towards why a compressors is easier navigate and more satisfactory to use, but with a slight tendency that “parameter controls”, “visual information” and “aesthetically pleasing” are the most important factors. No findings on how engineers might use compressors differently depending on its design were found. Some additional patterns for audio engineers using compressors were found as well.
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Tressing, Erik. "Development of VR facial interface using advantages of additive manufacturing." Thesis, Jönköping University, JTH, Industridesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54794.

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Additive manufacturing has seen comprehensive development in recent years with newdevelopment within commercial products. A number of big companies (Adidas, newbalance, specialized etc.) have developed consumer products from additive manufacturedparts. They have used additive manufacturing to increase performance but also to driveinnovation within the company. The report going to study and utilize the benefits anddevelopment of AM to drive innovation and performance of products within sport andleisure. The design brief will then ground in the findings of the report to explore AM within consumer products. This project is written through Yovinn. A product development focused studio in Gothenburg, Sweden. In addition to their normal design work they offer expertise in additive manufacturing. The project starts with researching the limitations and benefits of additive manufacturing, and explore ideas how additive manufacturing can be applied to products for sport andleisure. The research and idea evaluation resulted in development of a facial interface padding forexercise in virtual reality (VR). Improving exercise in VR by making a facial interface with lower isolation of heat, more contact area and easier to clean. The report will present the approach to taking advantage of additive manufacturing in aproduct development project.
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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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Mathur, Navin G. "Initial characterization of QBIC IMU and design of a DATAC bus interface." Ohio : Ohio University, 1993. http://www.ohiolink.edu/etd/view.cgi?ohiou1175717141.

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Queiroz, Carlos Wagner de. "Guia de design gráfico para o design responsivo." Universidade de Fortaleza, 2018. http://dspace.unifor.br/handle/tede/107458.

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There is a moment of digital convergence, in which several technologies converge to interact in the same environment. This series requires web developers to adapt layout to different devices. Pará, the Graphic Design Guide for Responsive Design is proposed. This search must meet the metformed objections as understood and cognitive humans and the solutions to design already already take the decision of the choice of the components which must be built from the person. Good composition for the use of applications requires the understanding of graphic design concepts, since the creation of a layout is responsible for the concept of these concepts. Besides this understanding, one has to think of creativity, it can not be systematized, for example, by imposing applications of a set of rules. In order to unite a reflection on the design graphic and a digital convergence, it was identified from a first step, a lack of part of the requirements for the web, in great schemes of graphic design, especially taking into account the responsive design . Afterwards, the literature has presented solutions for this deficiency. This guide was developed that answered a question as follows: were the concepts and tools introduced on the web for choosing elements and visual compositions of design projects in a single task? The guide presents as main techniques to assist decision making on graphic design in a context of responsive design. The use of programming guide and class professionals, verification of the understanding of concepts and ease to the application of techniques of development of graphic interface projects for their sites. The results achieved in the work disciplines have an important priority for a web interface development task focused on responsive design. Keywords: Graphic design, Responsive design, Creativity, Semiotics
Vive-se um momento de convergência digital, em que várias mídias se convergem para interagir em um mesmo ambiente. Essa característica exige dos desenvolvedores web, a adequação de layout a diferentes dispositivos. Para tal, o Guia de Design Gráfico para o Design Responsivo é proposto. Esta pesquisa tem como meta apontar os aspectos perceptivos e cognitivos humanos e as soluções de design existentes que podem facilitar a tomada de decisão na escolha dos elementos compositivos levando em conta essa diversidade de dispositivos. A boa composição, para uso em diversos aplicativos, exige o entendimento de conceitos de design gráfico, uma vez que a criação de um layout passa pela aplicação desses conceitos. Além deste entendimento, há que se considerar a criatividade do designer, a qual não pode ser sistematizada, por exemplo, pela imposição da aplicação de um conjunto de regras. A fim de unir a reflexão sobre o design gráfico e a convergência digital, identificou-se a partir de um questionário preliminar, uma carência por parte dos desenvolvedores web, em conceitos importantes de design gráfico, sobretudo levando em conta o design responsivo. Em seguida pesquisou-se na literatura trabalhos que apresentem soluções para essa carência. Foi desenvolvido este Guia que visa responder a seguinte questão da pesquisa principal: os conceitos e técnicas apresentados ajudam os desenvolvedores web na tomada de decisão para a escolha dos elementos e composições visuais de trabalhos de design responsivo em uma aplicação para diversos dispositivos? O guia apresenta as principais técnicas para auxiliar na tomada de decisões acerca do design gráfico em um contexto de design responsivo. Avaliou-se o uso do guia com profissionais e alunos de programação, verificando o entendimento dos conceitos e facilidade para a aplicação das técnicas no desenvolvimento de projetos de interface gráfica para seus sites. Os resultados alcançados nas aplicações deste trabalho trouxeram importante contribuição para a tarefa de desenvolvimento de interfaces Web com foco no design responsivo. Palavras Chaves: Design gráfico, Design responsivo, Criatividade, Semiótica
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36

Hutchinson, Hilary Browne. "Children's interface design for searching and browsing." College Park, Md. : University of Maryland, 2005. http://hdl.handle.net/1903/3114.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2005.
Thesis research directed by: Computer Science. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Ripmann, Nina. "User Interface Design for Privacy Enhancing Technology." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18731.

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A significant amount of information is available of us online due to the increased use of the Internet and online services. It appears to be a tendency among users to not read privacy policies when creating user accounts online because policies are known to be long and complicated documents that are hard to understand. Users also feel like they don't really have a choice than to accept the policy if they want to use the service. This have created privacy concerns and a need for better privacy control for users, since the users usually don't know what they have agreed to when accepting policies.SINTEF ICT have developed a privacy enhancing technology (PET), named Privacy Advisor, whose purpose is to help users think about privacy and information sharing online. This is done by Privacy Advisor interpreting webpages privacy policies for the users and giving advices on whether the webpages should be trusted or not. The users are then given the opportunity to provide feedback to Privacy Advisor and the system will use this to adapt to the users privacy preferences. A graphical user interface (GUI) for Privacy Advisor were developed using prototyping with iterative improvement of the design, based on feedback from SINTEF ICT and potential users. Feedback from users was collected by performing usability testing with observation, followed by a questionnaire. Usability testing was also conducted to determine the designs usability and find breakdowns in the design. The feedback showed that there were some breakdowns in the system. These were presentation of text that was confusing for some users, where they did not understand the meaning of the text, or buttons that was not intuitive enough. These breakdowns were fixed for the final version of the design suggestion. The users also navigated well in the prototype and managed to complete all the given tasks. The system also received positive feedback concerning further use and the need for a program like Privacy Advisor, and because of these elements, the usability were determined as good when the final improvements and fixing of breakdowns were completed. A final design for Privacy Advisor, implemented as a Google Chrome extension was then presented to SINTEF ICT.
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Dinadis, Nick. "Application of ecological interface design to aviation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ28863.pdf.

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Deans, Robert J. "Issues in interactive interface design and evaluation." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0002/MQ39418.pdf.

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Checkwitch, Benjamin. "Augmenting interface, investigating digital design and architecture." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ39642.pdf.

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Stocco, Leo J. "Robot design optimization with haptic interface applications." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0019/NQ48723.pdf.

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Jamieson, Gregory Allan. "Ecological interface design for petrochemical processing applications." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0006/MQ40971.pdf.

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Moody, Russell H. "Prototype design of cable suspended haptic interface." Ohio : Ohio University, 1998. http://www.ohiolink.edu/etd/view.cgi?ohiou1176409017.

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Rubinstein, James S. "Ecological interface design in variable workload multitasking." Connect to this title online, 2008. http://etd.lib.clemson.edu/documents/1211389399/.

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Marshall, Mark. "Physical interface design for digital musical instruments." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=40788.

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This thesis deals with the study of performer-instrument interaction during the performance of novel digital musical instruments (DMIs). Unlike acoustic instruments, digital musical instruments have no coupling between the sound generation system and the physical interface with which the performer interacts. As a result of this, such instruments also lack the direct physical feedback to the performer which is present in an acoustic instrument. In fact in contrast to acoustic musical instruments, haptic and vibrotactile feedback is generally not present in a DMI contributing to a poor feel for the instrument. The main goal of this thesis is to propose ways to improve the overall feel of digital musical instruments through the study and design of its physical interface: the instrument body, sensors and feedback actuators. It includes a detailed study of the existing theory and practice of the design on physical interfaces for digital musical instruments, including a survey of 266 existing DMIs presented since the inception of the NIME conference. From this, a number of differences become apparent between the existing theory and practice, particularly in the areas of sensors and feedback. The research in this thesis then addresses these differences. It includes a series of experiments on the optimal choice of sensors for a digital musical instrument. This is followed by research into the provision of vibrotactile feedback in a digital musical instrument, including the choice of actuator, modification of actuator frequency response, and the effects of response modification on human vibrotactile frequency discrimination. Following this, a number of new digital musical instruments are presented, which were created during the course of this work. This includes an instrument designed specifically to follow the results of research in this thesis and also instruments designed as part of larger collaborative projects involving engineers, composers and performers. Fro
Cette thèse porte sur l'étude de l'interaction ayant lieu, en situation de jeu,entre un(e) instrumentiste et un instrument musical numérique (IMN).A l'inverse des instruments acoustiques traditionnels, il n'existe aucun couplageentre le dispositif de production du son et l'interface sur laquelle agit l'instrumentistedans le cas des IMN. L'une des implications de cette observation est que cesinstruments ne procurent pas la rétroaction tactile normalement présente dans lesinstruments de musique traditionels. Par conséquent, les IMN sont souvent perçuspar leurs interprètes comme manquant d'âme, de personnalité.Le but de ce travail de thèse est d'avancer quelques solutions permettant d'insuer un peu plus âme à un instrument musical numérique. Le point focal de larecherche étant l'étude et la conception de l'interface physique (corps de l'instrument,capteurs et dispositifs de rétroaction utilisés) d'un tel instrument.Ce mémoire présente, en premier lieu, une étude détaillée de la théorie et de lapratique actuelles dans le domaine de la conception d'interfaces physiques pour lesIMN. L'inventaire des 266 instruments recensés depuis la création de la conférenceNIME constitue l'un des points majeurs de cette partie du travail. En effet, ce tour d'horizon permet de faire ressortir les incohérences entre théorie et pratique. Cesdifférences sont particulièrement frappantes en ce qui concerne les capteurs et lesdispositifs de rétroaction.Le travail de recherche de cette thèse a donc pour objectif de mieux comprendrecomment réduire ces incohérences. Des expériences portant sur le choix optimaldes capteurs à utiliser dans un IMN ont donc été menées. Différents dispositifs derétroaction vibrotactile ont aussi été étudiés en regardant d'abord quels actuateursutiliser, et en évaluant les effets de la modication de leur réponse en fréquencesur la discrimination fréquentielle de stimuli vibrotactiles chez des sujets humains.Des exemp
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46

Wallace, Michael D. "METIS : a human-computer interface design methodology." Thesis, University of Ulster, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261053.

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47

SANGIORGI, UGO BRAGA. "SUPPORTING INTERACTION AND INTERFACE DESIGN AND EVALUATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16191@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
Com a popularização da Internet e de dispositivos móveis, a utilização de sistemas interativos vem se tornando mais frequente, atingindo cada vez mais pessoas, com diferentes níveis sociais e de diferentes culturas. No entanto, o projeto da interação entre os usuários e esses sistemas não é suficientemente apoiado por ferramentas ou notações, tornando a experiência interativa muitas vezes uma mera consequência das funções internas do sistema - em que erros são tratados como exceções e portanto devem ser evitados, em vez de devidamente tratados. Este trabalho apresenta um estudo sobre como o projeto de sistemas pode ser auxiliado por um modelo que combina interação e interface, em conjunto com uma ferramenta para auxiliar esta modelagem e gerar protótipos, apoiando a reflexão do designer acerca da solução interativa sendo projetada. A linguagem MoLIC é utilizada para representar o comportamento do sistema e esboços de tela são utilizados para representar a interface em um modelo combinado. Os protótipos são gerados a partir da sequência dos esboços de tela, por sua vez guiada pelo modelo de interação. Foi conduzido um estudo de caso exploratório para colher críticas a respeito da abordagem e para investigar a viabilidade do projeto integrado da interação e interface.
Nowadays, with the growing popularity of the Internet and mobile devices, interactive systems have increasingly gained ground among different people, with different cultural backgrounds. However, the design of the interaction that takes place between the users and those systems is not properly supported by tools nor notations, turning the interactive experience into a mere consequence of the internal functions of the systems – in which errors are treated as exceptions and must therefore be avoided, instead of properly supported. This work presents a study on how systems design might be supported by a model that combines interaction and interface design, and a tool to support this modeling and to generate prototypes, supporting the designer’s reflection about the interactive solution being created. The MoLIC language is used to represent the systems behaviour and sketches are used to represent the interface in a combined model. The prototypes are generated from a sequence of sketches, guided by the interaction model. An exploratory study was conducted in order to gather feedback about the proposed approach and to investigate the feasibility of the integrated project of interaction and interface.
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48

Leithinger, Daniel. "Design and implementation of a relief interface." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/57899.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 65-71).
Tangible representations of virtual content allow for sensory-rich interactions with computers through real-world objects. However, these objects are commonly static handles, with limited capabilities to present changing information through their form. This thesis presents a human-computer interface able to generate physical 3D shapes and sense user input through them. It consists of an array of sensors and actuators to deform a malleable surface. We define this type of system as a relief interface. This thesis documents the hardware and software design and proposes a set of pressure-based gestures, which are evaluated through applications for geospatial exploration, surface modeling and multilayer viewing.
by Daniel Leithinger.
S.M.
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49

Shiao, Gue Ying, and 蕭貴霙. "Design and Evaluation of Interaction Interface : Design Information Interface for Elderly." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/9zv5p4.

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碩士
長庚大學
工業設計研究所
96
Due to the increasing population of elders, the technological products that designed for elders have also been increased. However, these products in the present market might not meet elders' needs. Therefore, the purpose of this study is to combine knowledge and technology, based on cooperation among different domains, to build the user-centered information platform, so that elders can enjoy the facility brought by technology. This study focus on the interaction, and the product was modified with the staff in the Department of Information Technology and the Department of Industrial Design after each test. The results showed that except the cognitive differences produced by the elders during the test, the interface which had been discussed and revised did make the elders operate easily and be able to obtain needed information and assistance. Moreover, the designers who participated in the research would be able to enhance their professionals and personal growth from the process of cooperative design. Study of the main objectives: (1) Construction of the elderly interactive interface, make the elderly can free use the interface to get necessary platform for everyday services. (2) Through literature review, the actual operational test to assess whether the test platform to meet the elderly citizens to use. (3) To explore the design methods will have any difficult or problem. This study by interactive design, participatory design, cross-cutting in the design of the new interface system for the elderly citizens who use these methods interactive design and evaluation, is divided into three parts: (1) interface design and evaluation cycle. (2) Interface with the information age. (3) The ultimate test of the interface information to assess. Through the first part of the experimental results, to get the elderly who have ideas and suggestions. We will collate the results to the elderly of the design specifications and funding for cooperation in the field of personnel to create the ultimate interface integrity of the elderly, in the second part of Age and the relationship between the interface, the way the ultimate interface with the experimental test whether there is a planning problem, to modify them, then revised and improved in the final interface for the elderly to assess verification of the results. After the design stage to find interface design specifications, and then to assess verification, the last of this study for the elderly to interface design reference, the relationship between the plane and the cross-domain cooperation.
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50

Giang, Wayne Chi Wei. "Applications of Crossmodal Relationships in Interfaces for Complex Systems: A Study of Temporal Synchrony." Thesis, 2011. http://hdl.handle.net/10012/6456.

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Current multimodal interfaces for complex systems, such as those designed using the Ecological Interface Design (EID) methodology, have largely focused on effective design of interfaces that treat each sensory modality as either an independent channel of information or as a way to provide redundant information. However, there are many times when operationally related information is presented in different sensory modalities. There is very little research that has examined how this information in different modalities can be linked at a perceptual level. When related information is presented through multiple sensory modalities, interface designers will require perceptual methods for linking relevant information together across modalities. This thesis examines one possible crossmodal perceptual relationship, temporal synchrony, and evaluates whether the relationship is useful in the design of multimodal interfaces for complex systems. Two possible metrics for the evaluation of crossmodal perceptual relationships were proposed: resistance to changes in workload, and stream monitoring awareness. Two experiments were used to evaluate these metrics. The results of the first experiment showed that temporal rate synchrony was not resistant to changes in workload, manipulated through a secondary visual task. The results of the second experiment showed that participants who used crossmodal temporal rate synchrony to link information in a multimodal interface did not achieve better performance in the monitoring of the two streams of information being presented over equivalent unimodal interfaces. Taken together, these findings suggest that temporal rate synchrony may not be an effective method for linking information across modalities. Crossmodal perceptual relationships may be very different from intra-modal perceptual relationships. However, methods for linking information across sensory modalities are still an important goal for interface designers, and a key feature of future multimodal interface design for complex systems.
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