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Normark, Carl Jörgen. "The User as Interface Designer : Personalizable Vehicle User Interfaces". Doctoral thesis, Luleå tekniska universitet, Innovation och Design, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-17941.

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Godkänd; 2014; 20140407 (carnor); Nedanstående person kommer att disputera för avläggande av teknologie doktorsexamen. Namn: Carl Jörgen Normark Ämne: Industriell design/Industrial Design Avhandling: The User as Interface Designer - Personalizable Vehicle User Interfaces Opponent: Docent Ramia Mazé, gästlärare i industriell design, Konstfack University College of Arts, Crafts and Design/Skolan för arkitektur och samhällsbyggnad, Kungliga tekniska högskolan, Stockholm Ordförande: Professor Dennis Pettersson, Avd för innovation och design, Institutionen för ekonomi, teknik och samhälle, Luleå tekniska universitet Tid: Onsdag den 11 juni 2014, kl 13.00 Plats: A1545, Luleå tekniska universitet

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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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Moore, Melody M. "User interface reengineering". Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/12899.

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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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Conrad, Jan. "Flexible User Interface - FLUSI". Thesis, Växjö University, Faculty of Mathematics/Science/Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-410.

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The cellular phone network has been increasing rapidly during the last years. For many people the mobile phone has become an every day gadget with a wide performance and functional range. The usage of technologies like GPRS, HSCSD, EDGE and UMTS as well as the bandwidth of networks and consequently the connectivity of the phones has also increased persistently. Coming along with that, three technologies, which are ubiquitous or pervasive computing, mobile and wireless networks and location-based technologies, are making rapid progress.

The aim of this thesis is to offer an architecture for a location-based user interface in the intersection of the three technologies mentioned above. The system should work with a minimum of special hardware requirement. Not to overload the user with information, the user interface should be adaptable, context-aware and location-based. The context-data should remain extendible and adaptable.

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Simone, James Nicholas. "NP user interface modeling". Diss., Online access via UMI:, 2009.

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Phanouriou, Constantinos. "UIML: A Device-Independent User Interface Markup Language". Diss., Virginia Tech, 2000. http://hdl.handle.net/10919/28625.

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This dissertation proposes a comprehensive solution to the problem of building device-independent (or multi-channel) user interfaces promoting the separation of the interface from the application logic. It introduces an interface model (Meta-Interface Model, or MIM) for separating the user interface from the application logic and the presentation device. MIM divides the interface into three components, presentation, interface, and logic, that are connected with abstract vocabularies designed in terms of user chosen abstraction. The logic component provides a canonical way for the user interface to communicate with an application. The presentation component provides a canonical way for the user interface to render itself independently of the platform. The interface component describes the interaction between the user and the application using a set of abstract parts, events, and method calls that are device and application independent. MIM goes one step further than earlier models and subdivides the interface into four additional subcomponents: structure, style, content, and behavior. The structure describes the organization of the parts in the interface, the style describes the presentation specific properties of each part, the content describes the information that is presented to the user, and the behavior describes user interaction with the interface in a platform-independent manner. This dissertation also presents the second version of the User Interface Markup Language (UIML2), a declarative language that derives its syntax from XML and realizes the MIM model. It also gives the design rationale behind the language and discusses the implementation issues for mapping UIML2 to various devices (Java/JFC, PalmOS, WML, HTML, and VoiceXML). Finally, this dissertation evaluates UIML2 in terms of its goals, and among the major ones are to provide a canonical format for describing interfaces that map to multiple devices and to generate one description of a user interface connection to the application logic independent of target device.
Ph. D.
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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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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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Ricknäs, Daniel, i Frida Stam. "Visual User Interface for PDAs". Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1994.

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This report is a part of a diploma work, conducted as a part of a Master of Science degree. The diploma work consists of a preliminary study, two case studies, a user study, a paper and this report. It was created at the Linköping University for the department of Science and Technology, in cooperation with Unilever Research in the UK, and partly with the EC founded project, Smartdoc IST-2000-28137.

Hand-held, mobile devices like Personal Digital Assistances (PDAs) are becoming increasingly popular in today’s wireless world. While trying to pack all the possible information into a small window, a nightmarish scenario is created for the interface designer to deal with. The goal for this project was to investigate different Visual User Interfaces (VUIs)on PDAs, and how to apply desktop interaction techniques to PDAs.

A VUI model based on Zooming User Interface (ZUI) techniques, to adapt two complete different visualisation application areas; on-line brand-based shopping and flood warning system for PDAs, is presented. The on-line brand- based shopping was evaluated in a benchmark usability study comparing it to traditional PC based on-line shopping.

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

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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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ZHANG, SHEN. "USER INTERFACE FOR GENERIC SHIFTER". Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Produktutveckling, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-32155.

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Demeter, Nora. "Context aware voice user interface". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22417.

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In this thesis I address the topic of a non-visual approach for interaction on mobile,as an alternative to their existing visual displays in situations where hands free usageof the device is preferred. The current technology will be examined through existingwork with special attention to its limitations, which user groups are currently using anysort of speech recognition or voice command functions and look at in which scenariosare these the most used and most desired. Then I will examine through interviews whypeople trust or distrust voice interactions and how they feel about the possibilities andlimitations of the technology at hand, how individual users use this currently and wheredo they see the technology in the future. After this I will develop an alternative voiceinteraction concept, and validate it through a set of workshops.
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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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Simoneaux, Brent A. "Rearticulating the Zoomable User Interface". Miami University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=miami1313178580.

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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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Edwards, A. D. N. "Adapting user interfaces for visually disabled users". Thesis, Open University, 1987. http://oro.open.ac.uk/56957/.

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Recent developments in the design of human-machine interfaces have resulted in interfaces which make access to computer-based equipment more difficult for visually disabled people. The aim of this project was to explore whether it is possible to adapt such interfaces so as to make them usable by people who cannot see a screen. The approach adopted was based upon two principles: the replacement of visual interlace entities by auditory analogues and appropriately constraining the resultant interlace. Two forms of sound were used to embody the auditory interface: musical tones and synthetic speech. The 'auditory screen' so produced consists of a grid of 'auditory objects', each of which is associated with a spatial location, a tone, a name and an action. In order to test the principles a word processing program was designed and implemented to demonstrate how a visual program might be adapted to be accessed through such an interface. This program was evaluated with the assistance of a number of visually disabled testers. They were trained to use the word processor through completing a graded set of exercises. Data were obtained in a number of ways during and after the completion of the exercises. Since the auditory interface had some novel components, special evaluation methods were applied. The nature of the interaction was analyzed, using an approach based on work on keystroke models of visual interfaces. This yielded a simple model of the 'hand-ear' coordination employed, which forms a basis for prediction of user behaviour. It was also necessary to evaluate aspects of the program, such as ease-of-learning and these were investigated by interviewing the subjects. The results demonstrate that the approach is viable. The thesis also discusses a number of problems in using such an interface, most of which are related to the memory load on the user.
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Talstoi, Aleh, i Zackarias Madsen. "The user interface and user experience of Web Design". Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16452.

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Appelstål, Michael, Jonatan Michalak i 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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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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Huang, Hai-Shan. "An enhanced user interface management system". Thesis, Loughborough University, 1997. https://dspace.lboro.ac.uk/2134/27970.

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A User Interface Management System (UIMS) called the Harness has been developed to support the front-ending of existing software systems. In the Harness, a set of core Abstract Interaction Objects (AIOs) was provided for knowledge-based modules to interact with the user. It is not realistic to expect the Harness to be a closed and fixed system. On the other hand, help capabilities are today considered essential components of well designed software and on-line help systems have come to be a standard feature of most new software systems.
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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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Maloney, John Harold. "Using constraints for user interface construction /". Thesis, Connect to this title online; UW restricted, 1991. http://hdl.handle.net/1773/6872.

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Samual, John Francis. "Constraint programming in user interface construction". Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.243303.

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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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Hesketh, Richard Laurence. "User interface development and tailoring tools". Thesis, University of Kent, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.304547.

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Pham, Hubert. "User interface handles for web objects". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84893.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 153-158).
On the desktop, users are accustomed to having visible handles to objects that they can organize, share, and manipulate. Web applications today feature many loosely defined classes of such objects, like flight itineraries, products for sale, people, recipes, and restaurants, but there are no interoperable handles for these high-level semantic objects. On the web, users need visible handles that can represent an evolving set of semantically rich objects. Such handles would enable a simple, direct, and consistent interface for data representation and transfer. This thesis proposes Clui, a platform for exploring a new data type, called a Webit, that provides uniform handles to objects. Users drag and drop Webits between sites to transfer data, auto-fill search forms, map associated locations, or share Webits with others. While Clui offers a developer API to add Webit support to web sites, Clui plugins allow users to use Webits immediately. Plugins create Webits by extracting semantic data from existing web pages, and they augment sites with drag and drop targets that accept and interpret Webits, all without requiring the cooperation of site developers. Contributions of this thesis include design principles, derived from experimentation, that guide the functionality and behavior of handles for web objects; a system design that provides an adoption path for such handles; and a scalable approach for realizing handles that enforce access controls. To evaluate the usability of Webits, we conducted two in-laboratory studies and collected qualitative observations and feedback. The results suggest that the system is usable and effective in improving user efficiency. While using the system, participants expressed enthusiasm and delight, and believed that Webits would be useful for their daily web activities.
by Hubert Pham.
Ph.D.
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Rodriguez, Gallegos Juan Miguel. "A user interface for algorithmic debug". Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119773.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 32-33).
The hardware verification pipeline for server-scale system on chips (SoCs) is as complex as the SoCs themselves. Intel's Validation Acceleration through Shared Expertise (VASE) tool allows teams at different stages of the verification pipeline-from subsystem development to system integration-to share key architectural, test, and debug knowledge. By enabling system experts to automate the detection of common simulation failures, VASE allows the engineers who are inheriting a subsystem to instantly have access to their expertise whenever a simulation failure occurs. The VASE tool has the potential to greatly increase validation efficiency, but its adoption into Intel's verification work flow is put at risk by usability issues. To address these shortcomings, I developed a user interface that facilitates the creation of the simulation failure debug decision trees by the system experts. This GUI aims to increase usability for tree definition and manipulation, to enforce node subtree coherence across all trees, and to provide a tree building solution which scales with the complexity of the system.
by Juan Miguel Rodriguez Gallegos.
M. Eng.
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Wu, Min 1976. "Fighting phishing at the user interface". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/38314.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.
Includes bibliographical references (p. 193-199).
The problem that this thesis concentrates on is phishing attacks. Phishing attacks use email messages and web sites designed to look as if they come from a known and legitimate organization, in order to deceive users into submitting their personal, financial, or computer account information online at those fake web sites. Phishing is a semantic attack. The fundamental problem of phishing is that when a user submits sensitive information online under an attack, his mental model about this submission is different from the system model that actually performs this submission. Specifically, the system sends the data to a different web site from the one where the user intends to submit the data. The fundamental solution to phishing is to bridge the semantic gap between the user's mental model and the system model. The user interface is where human users interact with the computer system. It is where a user's intention transforms into a system operation. It is where the semantic gap happens under phishing attacks. And therefore, it is where the phishing should be solved. There are two major approaches to bridge the semantic gap at the user interface. One approach is to reflect the system model to the user.
(cont.) Anti-phishing toolbars and the browser's security indicators take this approach. User studies in this thesis show that this approach is not effective at preventing phishing. Users are required to constantly pay attention to the toolbar and are expected to have the expertise to always correctly interpret the toolbar message. Normal users meet neither of these requirements. The other approach is to let users tell the system their intentions when they are submitting data online. The system can then check if the actual submission meets the user's intention or not. If there is a semantic gap, the system can effectively warn the user about this discrepancy and provide a safe path to the user's intended site. Web Wallet, designed and implemented as a new anti-phishing solution, takes this a~pproach. It is a dedicated browser sidebar for users to submit their sensitive information online. User studies in this thesis shows that Web Wallet is not only an effective and promising anti-phishing solution but also a usable personal information manager.
by Min Wu.
Ph.D.
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34

Pedersen, Erik J. (Eric James) 1975. "User interface for MEMS characterization system". Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/79998.

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Thesis (Elec.E.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1999.
Includes bibliographical references (leaf 94).
by Erik J. Pedersen.
Elec.E.
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35

CHAMARA, LIYANAGE DHANUSHKA. "User Interface Development for GCDC 2016". Thesis, KTH, Mekatronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-190848.

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Instrument panels in automobiles has been evolved over the decades with enormous advances in automobile technology. From manual gauges to LCD touch screens, the technology has been moved long way. It is same with maneuvering of vehicles. In the past it was levers and wheels which eventually developed into by-wire systems now going to handle via gesture and haptic interfaces. And also getting equipped with cutting edge autopilots which can coordinate with other road users efficiently and effectively avoiding dangerous traffic accidents. In present day it is not only important to display key parameters to the user but it should be sufficiently informative to understand the situation clearly. In a coordinated vehicle convoy, it is needed to know the relative positions of nearby vehicles and also lane markings. This will give a feedback to driver about how well the autonomous system is working in coordinated motion. In this project, it is going to develop a user interface for autonomous vehicle which will participate Grand Cooperative Driving Challenge 2016 (GCDC 2016) this year. The task is to display the other nearby vehicles driving in a convoy graphically. And also taking driver inputs to perform predefined maneuvers such as merging two lane traffic into single lane.
Instrumentpaneler i personbilar har utvecklats under årtionden av stora framsteg inom fordonsteknologi, från mekaniska visarinstrument till LCD-touchskärmar. Detsamma gäller för styrningen av system i fordonet. Istället för mekaniska spakar och vred styr man numera fordonet med by-wire-system och grafiska och haptiska gränssnitt. Dessutom introduceras gradvis autonom funktionalitet, som på ett effektivt och säkert sätt kan manövrera bilen och undvika olyckor. Nuförtiden är det inte bara viktigt att visa nyckelparametrar för användaren av fordonet utan också ge en tydlig överblick av omgivningen. I fallet autonom kolonnkörning är det nödvändigt att veta det egna fordonsets position relativt filmarkeringar och andra fordon. På så vis får användaren information om hur det autonoma systemet presterar. Det här projektet innefattar utveckling och test av ett användargränssnitt för ett autonomt fordon som kommer att användas i Grand Cooperative Driving Challenge 2016 (GCDC 2016). Uppgiften består i att bygga ett grafiskt användargränssnitt som kan visa det egna fordonets omgivning samt att ta kommandon för att aktivera förinställda manövrar i fordonskolonnen.
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36

Astistova, Т. І., i M. А. Kolva. "Smart house management system, user interface". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/19331.

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37

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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38

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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39

Castillo, Arcel Macaraeg. "QUANTUM : Quick User Action Notation Tool for User interface Management /". Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-09122009-040452/.

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40

Keeble, Richard John. "An adaptive environment for personal information management". Thesis, Brunel University, 1999. http://bura.brunel.ac.uk/handle/2438/6509.

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This dissertation reports the results of research into the provision of adaptive user interfaces to support individuals in the management of their personal information. Many individuals find that they have increased responsibility for managing aspects of their own lives, including the information associated with their jobs. In contrast with traditional approaches to information management, which are generally driven by organisational or business requirements, the requirements of personal information management systems tend to be less rigidly defined. This dissertation employs research from the areas of personal information management and adaptive user interfaces - systems which can monitor how they are used, and adapt on a personal level to their user - to address some of the particular requirements of personal information management systems. An adaptive user interface can be implemented using a variety of techniques, and this dissertation draws on research from the area of software agents to suggest that reactive software agents can be fruitfully applied to realise the required adaptivity. The reactive approach is then used in the specification and development of an adaptive interface which supports simple elements of personal information management tasks. The resulting application is evaluated by means of user trials and a usability inspection, and the theoretical architectures and techniques used in the specification and development of the software are critically appraised. The dissertation demonstrates an application of reactive software agents in adaptive systems design and shows how the behaviour of the system can be specified based on the analysis of some representative personal information management tasks.
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41

Rondahl, Robert, i 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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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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43

Trachtová, Monika. "Analýza vybraného e-shopu z hlediska User Experience a User Interface". Master's thesis, Vysoká škola ekonomická v Praze, 2017. http://www.nusl.cz/ntk/nusl-360177.

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The main goal of this master thesis is to choose a more user-friendly e-shop option. This finding is achieved through several testing methods. As this is a user experience and user interface topic, the concepts of this topic are more closely approximated for better understanding of subsequent testing. Another approach is the testing methods used to ensure the goal of the thesis. The key part of the thesis is a practical one, which deals with the above-mentioned testing of two variants of e-shops. E-shops are tested using five-second test methods, eye-tracking measurements that become the most important test of this thesis, oral questionnaire and complementary emotional cards. Using eye-tracking measurements, visual maps are obtained that plot the visual field of each respondent. All results are processed, analyzed and subsequently interpreted to the final result.
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44

Abrahamsson, Petter. "User Interface Design for Quality Control : Development of a user interface for quality control of industrial manufactured parts". Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79724.

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The expected quality on manufactured components in the automotive industry is high, often with an accuracy of tenths of a millimeter. The conventional methods used to ensure the manufactured components are very accurate, but they are both time consuming and insufficient and only a small part of the produced series are analyzed today. The measurement is performed manually in so-called measurement fixtures. Where each component is fixed and predetermined points of investigation are controlled with a dial indicator. These fixtures are very expensive to manufacture and they are only compatible with one specific kind of component. Nowadays, great volumes of material are scrapped from these procedures in the automotive industry. Hence, there is a great need to increase the amount of controlled components without affecting the production rate negatively. This project was carried out for the relatively new company Viospatia, which is a spin-off company based on research from Luleå University of Technology. They have developed a system that automatically measures each component directly at the production line with the use of photogrammetry technology. This makes it possible to discover erroneous components almost immediately and the manufacturer gets a more distinct view of their production and its capability. The aim of this thesis has been to investigate how a user interface should be developed to be as user-friendly as possible without limiting the system’s functions. The objective has been to design a proposal of a user interface adapted for the intended user, creating value and is easy to use. The progression has been structured around a human-centered approach expedient for interaction design, where the developing phase, containing analyze, design and validate, is performed through iterations with continuous feedback from users and the project’s employer. The context, where the intended solution is supposed to be used, was investigated through interviews and observations at the involved companies. In the project there were three factories involved, Gestamp Hardtech and Scania Ferruform in Luleå and Volvo Cars in Olofström. These factories are using similar production methods, sheet metal stamping, so their prerequisites and needs are similar for this type of quality control system. Creative methods have been applied throughout the project to generate as much ideas as possible while trying to satisfy all the important aspects. Initially analog prototypes were created but they were soon developed to digital interactive prototypes. A larger usability-test was conducted with seven participants by using a weblink to the digital prototype. With support from the feedback these tests generated some adjustments were made and the final user interface was designed, separated in two levels - Supervisor and Operator. Through extensive literature study and user-testing it became clear that the operator needs to get an unmistakable message from the user interface. There should not be any doubts whatsoever and the operator should react immediately. This message is delivered with the use of colors that have an established meaning. By identifying what needs the different actors have, the system’s functions can be separated and made accessible only for the intended user. The functions can then be more specifically developed for the intended user instead of modifying them trying to make a compromise that fits everybody. This separation of functions is not anything the user has to actively do but it is performed automatically by the user interface when the user is signing in.
Den förväntade kvalitén på tillverkade delar inom bilindustrin är väldigt hög, med toleranser på så lite som tiondels millimeter många gånger. De konventionella metoderna som används för att kontrollmäta de tillverkade delarna idag är mycket noggranna, men de är både tidskrävande och otillräckliga och endast en väldigt liten del av en producerad serie blir kontrollmätt idag. Mätningen utförs manuellt i så kallade mätfixturer. Där varje komponent fixeras och förutbestämda undersökningspunkter kontrolleras med en så kallad mätklocka. Dessa fixturer är även väldigt dyra att tillverka och de är bara kompatibla med en specifik komponent. I dagens läge så kasseras otroligt stora mängder material från dessa komponenter inom bilindustrin. Här finns det alltså ett stort behov för att öka mängden komponenter som kontrolleras utan att påverka tillverkningstakten. Det här projektet utfördes åt det relativt nystartade företaget Viospatia, vilket är ett spin-off företag från forskning utförd vid Luleå tekniska universitet. De har utvecklat ett system som med hjälp av fotogrammetri automatiskt mäter av varje komponent direkt i produktionslinan. Detta gör att eventuella fel upptäcks nästan omedelbart samtidigt som tillverkaren får en tydligare bild av sin produktion och dess kapacitet. Syftet med denna masteruppsats har varit att undersöka hur ett gränssnitt bör utvecklas för att det ska bli så användarvänligt som möjligt utan att begränsa systemets viktiga funktioner. Målet har varit att ta fram ett förslag på ett gränssnitt som är anpassat för den tänkta användaren, som skapar ett mervärde och är enkelt att använda. Processen har följt en användarcentrerad struktur fördelaktig för interaktionsdesign, där utvecklingsfasen bestående av analys, design och validering sker i flera iterationer med kontinuerlig återkoppling med användare och uppdragsgivare. Kontexten, där den tänkta lösningen ska användas, undersöktes initialt hos de involverade företagen. I projektet var tre fabriker involverade, Gestamp Hardtech och Scania Ferruform i Luleå och Volvo Cars i Olofström. Dessa fabriker använder mestadels liknande tillverkningsmetoder, metallpressning, vilket gör att de rimligtvis har en del gemensamma förutsättningar och behov. Under arbetets gång har diverse kreativa metoder använts för att generera så mycket idéer som möjligt utan att förbise viktiga aspekter. Till en början utvecklades prototyper analogt för att sedan utvecklas till digitala interaktiva prototyper. Ett större användbarhetstest genomfördes på distans med sju testpersoner via en länk till den digitala prototypen. Med hjälp av responsen från dessa tester gjordes en del ändringar och den slutliga designen på gränssnittet blev uppdelat i två nivåer, Supervisor och Operator. Genom teoristudie och användartester framgick det att operatören behöver få en omisskännlig uppmaning från gränssnittet. Det bör inte uppstå några som helst tveksamheter och operatören skall kunna agera direkt. Denna uppmaning sker genom en tydlig färgkodning som utnyttjar vedertagna uppfattningar om färgers innebörd. Genom att identifiera vilka behov de olika aktörerna har kan man på så sätt också hålla isär de olika funktionerna och göra de tillgängliga endast för den typen av aktör som behöver de. De kan på så sätt också utvecklas mer specifikt för den tänkta aktören istället för att modifieras för att passa alla. Denna separering av funktioner är inget som användaren behöver ställa in själv utan görs automatiskt då den loggar in med sitt användarkonto.
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45

Persson, Emmeli, i 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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46

Hanumansetty, Reena Gowri. "Model based approach for context aware and adaptive user interface generation". Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/10087.

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User interface design and development for ubiquitous software applications is challenged by the presence of varying contexts. Context comprises of user'­s computing platform, the environment in which the user is interacting with the application and user characteristics which comprise of user's behavior during interaction and user preferences for interface display and interaction. We present a framework for adaptive user interface generation where adaptation occurs when context changes. This framework introduces three new concepts. First, formalization for representing context is introduced. Our design of context specification is unique since it reflects the association of context with level and nature of user interface adaptation. Secondly, user interface generation life cycle is studied and we define a context model on top of task model to introduce the contextual conditions into user interface generation process. Using the context model, user interface designer can specify contextual requirements and its effect on the user interface. Third, context aware adaptation of user interfaces is achieved by mapping context specifications to various levels of user interface generation life cycle. We designed a specification language called rule specification using which the user interface designer can specify the mapping. With the new design of context representation, context model, and rule specification, we demonstrate how changes in contexts adapts task model which in turn adapts the user interface.
Master of Science
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47

Pimenta, Marcelo Soares. "Um modelo canonico de ferramenta para desenvolvimento de interface com o usuário". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 1991. http://hdl.handle.net/10183/117095.

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Interação homem-máquina, também difundida com o nome de Interface com o Usuário (ou simplesmente interface), é uma área de pesquisa relativamente recente e evidentemente multidisciplinar. Um importante critério para projeto de interfaces é a separação de um programa interativo em seu componente computacional (aplicação) e seu componente de diálogo (que implementa a interface) • Esta separação, denominada independência de diálogo, . cr1a o papel do projetista de interfaces separado do programador da aplicação e a necessidade de novas comunicações entre os componentes do programa e o usuário. O componente de diálogo é usualmente construído usando-se alguma Ferramenta para Desenvolvimento de Interfaces com o Usuário (abreviadas FIUs) para definição e manipulação de interfaces. As FIUs comercialmente disponíveis atualmente (na sua maioria "toolboxes" como MicroSoft Windows e Macintosh Toolbox, entre outras), no entanto, não são tão facilmente utilizáveis, contendo literalmente centenas de rotinas e confundindo freqüentemente os papéis do projetista de interfaces e do programador da aplicação. Isto acarreta prejuízos à almejada independência de diálogo .Além disto, devido às idiossincrasias de cada FIU, o p r ograma interativo é desenvolvido direcionado para o uso de uma FIU específica, necessitando de uma série de reformulações em caso de mudanças de FIU. O objetivo da dissertação é a proposta de uma FIU Canônica que permite: a) uma definição de interface de maneira mais adequada aos usuários projetistas, programador da aplicação; e mais notadamente ao b) a portabilidade de programas interativos entre diferentes FIUs. O componente principal da FIU Canônica é o seu modelo representacional orientado a objetos, o Canonicus, que contém as abstrações necessárias para o uso adequado dos usuários projetistas. A portabilidade vem do fato da FIU Canônica ser, na verdade, uma camada intermediária entre a aplicação e uma FIU. Sua implementação consiste na tradução de seus objetos e operações para objetos e operações de alguma FIU subjacente. Nesta dissertação sao apresentados a arquitetura da FIU Canônica e o seu modelo representacional Canonicus assim como a sua implementação sobre duas FIUs tipo "toolbox" comerciais, o MicroSoft Windows e o Macintosh Toolbox.
Human-computer interactionf interface f lS a mul tidisciplinary and research issue. also named use r relatively recent An important criteria to user interface design is the separation of interactive program in two components: computational component (application) and dialogue component (which implements the user interface). This separationf interface named dialogue independencef independent creates the user designer role of application programmer role and new components-user communications. The dialogue component is usually constructed by using some User Interface Development Tool (abreviated FIU) to both user interface definition and manipulation. The comercial FIUs available (most of them are toolboxes like MicroSoft Windows and Macintosh Toolbox) f howeverf are often not so easily usable, since they contain literally hundreds of procedures and they confuse the interface designer and application programmer roles. Thus the desirable dialogue independence is prejudiced. Furthermore, an one interactive program is developed directed to use only one specific FIU, since each FIU has its idiosycrasies. In case o f FIU change, several reformulations are needed. The dissertation goal is the purpose of the Canonical FIU. The Canonical FIU allows: a) an user interface definition in more adequate way to its designer-users, more notably the application programmer; and b) interactive programs portability between diferent FIUs. The Canonical FIU main component is its objectoriented representational model, the Canonicus, which contains the needed abstractions to user interface designers. Portability is obtained slnce the Canonical FIU lS an intermediate level between the application and a FIU. The Canonical FIU lS implemented by a translation mechanism, mapping its objects and operations to some subjacent FIU's objects and operations. In this dissertation, the Canonical FIU architecture, its representational model Canonicus and its implementations over two FIUs (MicroSoft Windows and Macintosh Toolbox) are presented.
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Tibbitt-Eggleton, Robert. "Runtime user interface specification using direct manipulation". Thesis, Staffordshire University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387301.

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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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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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