Artykuły w czasopismach na temat „User interface”

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1

Isaac, C. "User Interface Design & User Interface Evaluation". Computer Journal 38, nr 3 (1.01.1995): 265. http://dx.doi.org/10.1093/comjnl/38.3.265-b.

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Bollini, Letizia. "Beautiful interfaces. From user experience to user interface design". Design Journal 20, sup1 (28.07.2017): S89—S101. http://dx.doi.org/10.1080/14606925.2017.1352649.

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Wohl, A. D. "Interface lift [user interface". IEEE Spectrum 42, nr 11 (listopad 2005): 32–37. http://dx.doi.org/10.1109/mspec.2005.1526903.

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Gould, John, i Matthew Schaefer. "User interface considerations for older users". ACM SIGCSE Bulletin 37, nr 3 (wrzesień 2005): 408. http://dx.doi.org/10.1145/1151954.1067612.

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Marcus, Aaron, i Aaron Marcus. "Future User Interface Metaphors". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, nr 4 (październik 1993): 258–62. http://dx.doi.org/10.1177/154193129303700401.

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Computer-based products with multimedia user interfaces will need to communicate large amounts of data and functions, as well as concepts and emotional values, to increasingly diverse users. Using metaphors to embody complex structures and processes is one technique available to user interface developers. The article discusses kinds of metaphors and metaphor design scenarios.
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Velte, C. E. "Face up to the interface (user interfaces)". IEEE Transactions on Professional Communication 33, nr 3 (1990): 115–17. http://dx.doi.org/10.1109/47.59085.

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Sadouski, M. E. "Semantic models and tools for designing adaptive user interfaces of intelligent systems". Informatics 20, nr 3 (29.09.2023): 74–89. http://dx.doi.org/10.37661/1816-0301-2023-20-3-74-89.

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Objectives. Models and tools for designing adaptive user interfaces for intelligent systems are being developed. The relevance is determined by the need to reduce overhead costs and development time for user interfaces and to provide their adaptation to the specific characteristics of the user of the intelligent system.Methods. Existing approaches to designing user interfaces are being analyzed. A semantic model of an adaptive user interface for intelligent systems is proposed, implemented using a basic universal language for representing knowledge based on set theory and graph theory.Results. An adaptive user interface model for intelligent systems has been developed, which includes a knowledge base model of the user interface, an agent-oriented model of the user interface, and a library of reusable components that provide integration of the user interface into both individual intelligent systems and intelligent systems groups. A method of transferring user interface components within an intelligent systems group during the operation of an intelligent system has also been developed.Conclusion. Developed models and tools allow to simplify the reuse of user interface components together with knowledge base and problem-solving components in the design and development of individual intelligent systems, as well as in the design and development of a group of semantically compatible intelligent systems, ensuring automation of integration of user interfaces and their adaptation for each user. The developed set of user interface components has been included in a library of reusable user interface components. Further expansion of the set of components in the library and their integration into a group of semantically compatible intelligent systems is planned.
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Al-Maitah, Mohammed, Takialddin A. Al Smadi i Hani Qasem Rashrash Al-Zoubi. "Scalable user Interface". Research Journal of Applied Sciences, Engineering and Technology 7, nr 16 (25.04.2014): 3273–79. http://dx.doi.org/10.19026/rjaset.7.671.

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Kornilova, I. L., i N. N. Paramonova. "USER INTERFACE MONITORING". ECONOMIC VECTOR 1, nr 28 (marzec 2022): 148–50. http://dx.doi.org/10.36807/2411-7269-2022-1-28-148-150.

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The article is devoted to the consideration of the concept of usability of a software product and monitoring the quality of software prod-ucts from this point of view. The goals and objectives of usability testing, various testing methods, principles for selecting people for research are considered. Testing methods include individual survey, remote user test-ing method, A/B testing, eye tracking meth-ods, and focus groups.
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Sugiura, Yuta. "Fleecy User Interface". Journal of the Robotics Society of Japan 32, nr 8 (2014): 684–87. http://dx.doi.org/10.7210/jrsj.32.684.

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Grimes, Jack, Kate Ehrlich i Jerry Vaske. "User interface design". ACM SIGCHI Bulletin 17, nr 3 (styczeń 1986): 22–26. http://dx.doi.org/10.1145/15671.15672.

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Segawa, Hiroyuki. "3D User Interface". Journal of the Institute of Image Information and Television Engineers 68, nr 9 (2014): 748–53. http://dx.doi.org/10.3169/itej.68.748.

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MacColl, Ian, i David Carrington. "User interface correctness". XRDS: Crossroads, The ACM Magazine for Students 3, nr 3 (kwiecień 1997): 9–13. http://dx.doi.org/10.1145/270974.270978.

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Zetie, Carl. "User interface design". ACM SIGCHI Bulletin 30, nr 3 (lipiec 1998): 45–46. http://dx.doi.org/10.1145/565711.565728.

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Ritchey, Paul, S. Camille Peres i Ranjana K. Mehta. "User Interface Biomechanics". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 58, nr 1 (wrzesień 2014): 2003–7. http://dx.doi.org/10.1177/1541931214581418.

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Kokol, Peter, Ivan Rozman i Vlado Venuti. "User interface metrics". ACM SIGPLAN Notices 30, nr 4 (kwiecień 1995): 36–38. http://dx.doi.org/10.1145/202176.202180.

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Mayáns-Martorell, Javier. "Augmented User Interface". Procedia Computer Science 25 (2013): 113–22. http://dx.doi.org/10.1016/j.procs.2013.11.014.

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MacLean, Robert. "User interface software". Information and Software Technology 37, nr 9 (styczeń 1995): 524. http://dx.doi.org/10.1016/0950-5849(95)90018-7.

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Prasetya, Rifqi Cahya, Zahrul Naufaldi, Muhammad Syafiq Rohman Noor i Muhammad Ainul Yaqin. "Penerapan User Interface Definition Languange pada User Interface Management System". ILKOMNIKA: Journal of Computer Science and Applied Informatics 2, nr 2 (31.08.2020): 85–96. http://dx.doi.org/10.28926/ilkomnika.v2i2.106.

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Kompleksitas Penelitian ini bertujuan untuk mengevaluasi bagaimana penerapan User Interface Definition Language (UIDL) terhadap User Interface Management System (UIMS). Hasil penelitian ini berupa User Interface definition Language terhadap User Interface Management System yang bisa dimanfaatkan untuk sistem control serta sistem monitoring bel rumah cluster secara manual maupun secara otomatis menggunakan sensor. User Interface tersebut sistem komunikasinya memanfaatkan internet dan OpenHAB. Bel dapat ON/OFF secara otomatis sesuai dengan perintah dari aplikasi User Interface android tersebut. Nilai terendah analisis kebergunaan adalah 4,1 terkait dengan aplikasi tombol kontrol bel dapat diklik dengan mudah dan tertinggi 4,70 terkait dengan bahasanya mudah dipahami. Sedangkan rata-rata kebergunaannya 4,59. Dengan hasil tersebut maka penerapan User Interface Definition Language terhadap User Interface Management System dapat dengan mudah digunakan dan dipahami oleh user.
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20

Rochmawati, Irma. "IWEARUP.COM USER INTERFACE ANALYSIS". VISUALITA 7, nr 2 (28.02.2019): 31–44. http://dx.doi.org/10.33375/vslt.v7i2.1459.

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IWEARUP.COM is a website that is an e-commerce based. It contains information about buying, selling, distributing, and marketing fashion products. A business website is an example of using design as a marketing tool. Display of charming website with design is an attraction. However, a good website design must be able to display information clearly. Especially how to make the interface possible as it is not confused with the information displayed. Poor interfaces affect the users productivity or experience in visiting a website. This is a visual hierarchy which is the most important principles behind every website design. With an instrumental case study of the approach to produce conclusions that can be applied in designing e-commerce-based website. The goal is to make the website design in line with the content that will increase the website design and increase knowledge about the visual hierarchy of web design and its relation to the user interface.
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21

Chao, Betty P. "Managing User Interface Design using Concurrent Engineering". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, nr 4 (październik 1993): 287–90. http://dx.doi.org/10.1177/154193129303700407.

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A well-designed user interface is recognized as a benchmark for determining the success of a software product. The proliferation of user interface design guidelines, standards, prototyping tools, and techniques are indicative of the importance placed on quality user interfaces. However, even with the availability of the latest information, tools, and human factors practitioners to software developers, sub-optimal interfaces may result. This is because within a large multidisciplinary software design team, issues such as communication, responsibilities, and cost and schedule constraints may override the usability issues. This paper describes the implementation of concurrent engineering, used to successfully develop user interfaces for a large, complex system. Success is expressed in terms of quality and consistent user interfaces, positive influence of human factors on software development, and customer satisfaction.
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22

Armitage, John. "From user interface to über-interface". Interactions 10, nr 3 (maj 2003): 18–29. http://dx.doi.org/10.1145/769759.769770.

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Preeyanont, Somjaree. "User Interface on Smartphone for Elderly Users". International Journal of Automation and Smart Technology 7, nr 4 (1.12.2017): 147–55. http://dx.doi.org/10.5875/ausmt.v7i4.1339.

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Sakulin, Sergey, Alexander Alfimtsev, Evgeny Tipsin, Vladimir Devyatkov i Dmitry Sokolov. "User Interface Distribution Method Based on Pi-Calculus". International Journal of Distributed Systems and Technologies 10, nr 3 (lipiec 2019): 1–20. http://dx.doi.org/10.4018/ijdst.2019070101.

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The rapid growth of computing devices has led to the emergence of distributed user interfaces. A user interface is called distributed if a user can interact with it using several devices at the same time. Formal methods for designing such interfaces, in particular methods for the distribution of interface elements across multiple devices, are yet to be developed. This is the reason why every time a new application requires a distributed user interface, the latter has to be designed from scratch, rendering the entire venture economically inefficient. In order to minimize costs, unify and automate the development of distributed interfaces, we need to formulate general formal methods for designing distributed interfaces that will be independent from a particular application or device. This article paper proposes a formal distribution method based on the pi-calculus.
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Pushkar, Oleksandr, i Yevhen Hrabovskyi. "Methodology for developing an intelligent user interface for educational publications in the e-learning system". Development Management 17, nr 3 (22.11.2019): 23–34. http://dx.doi.org/10.21511/dm.17(3).2019.03.

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The article analyzes special features and principles of constructing the user interface and substantiates the authors methodical approach to the development of the intellectual user interface of educational publications in the e-learning system. Besides, the “user interface” concept is analyzed and types of user interfaces are considered. For representatives of each representative system, the article gives a list of typical ways of perceiving environmental information that should be considered in developing the user interface of educational publications. The main features of procedurally-oriented and object-oriented types of user interface are considered and their main parameters are presented. The implementation of an innovative component in the development interface of educational publications in the e-learning system is proposed to be implemented by adding the properties of adaptability to the user interface. Provisions are determined that define the user interface concept, on the basis of which the principles of constructing adaptive interfaces are formed. The basic principles of visual design of mental maps of electronic educational publications for the e-learning system are offered. The main features provided by the mental map are presented in the form of a visual diagram. The didactic interface of the developed e-learning edition is considered and the scheme of the user and publication interaction is given. The focus group method evaluates the user interface quality of the created e-learning publication.
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Ahmed, Naveed, Hind Kharoub, Selma Manel Medjden i Areej Alsaafin. "A Natural User Interface for 3D Animation Using Kinect". International Journal of Technology and Human Interaction 16, nr 4 (październik 2020): 35–54. http://dx.doi.org/10.4018/ijthi.2020100103.

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This article presents a new natural user interface to control and manipulate a 3D animation using the Kinect. The researchers design a number of gestures that allow the user to play, pause, forward, rewind, scale, and rotate the 3D animation. They also implement a cursor-based traditional interface and compare it with the natural user interface. Both interfaces are extensively evaluated via a user study in terms of both the usability and user experience. Through both quantitative and the qualitative evaluation, they show that a gesture-based natural user interface is a preferred method to control a 3D animation compared to a cursor-based interface. The natural user interface not only proved to be more efficient but resulted in a more engaging and enjoyable user experience.
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Cuomo, Donna L., i Charles D. Bowen. "Stages of User Activity Model as a Basis for User-System Interface Evaluations". Proceedings of the Human Factors Society Annual Meeting 36, nr 16 (październik 1992): 1254–58. http://dx.doi.org/10.1177/154193129203601616.

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This paper discusses the results of the first phase of a research project concerned with developing methods and measures of user-system interface effectiveness for command and control systems with graphical, direct manipulation style interfaces. Due to the increased use of prototyping user interfaces during concept definition and demonstration/validation phases, the opportunity exists for human factors engineers to apply evaluation methodologies early enough in the life cycle to make an impact on system design. Understanding and improving user-system interface (USI) evaluation techniques is critical to this process. In 1986, Norman proposed a descriptive “stages of user activity” model of human-computer interaction. Hutchins, Hollin, and Norman (1986) proposed concepts of measures based on the model which would assess the directness of the engagements between the user and the interface at each stage of the model. This first phase of our research program involved applying three USI evaluation techniques to a single interface, and assessing which, if any, provided information on the directness of engagement at each stage of Norman's model. We also classified the problem types identified according to the Smith and Mosier (1986) functional areas. The three techniques used were cognitive walkthrough, heuristic evaluation, and guidelines. It was found that the cognitive walkthrough method applied almost exclusively to the action specification stage. The guidelines were applicable to more of the stages evaluated but all the techniques were weak in measuring semantic distance and all of the stages on the evaluation side of the HCI activity cycle. Improvements to existing or new techniques are required for evaluating the directness of engagement for graphical, direct manipulation style interfaces.
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Good, Michael. "User Interface Consistency in the DECwindows Program". Proceedings of the Human Factors Society Annual Meeting 32, nr 5 (październik 1988): 259–63. http://dx.doi.org/10.1177/154193128803200502.

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A major goal of the DECwindows program is to provide a consistent, state-of-the-art user interface for workstation software.1 This interface extends across operating systems and many different types of application programs. Within the DECwindows program we have addressed both the technical and organizational aspects of developing consistent user interfaces across applications. Traditional methods for developing user interface consistency, such as the use of an interface style guide and toolkit, were supplemented with more innovative techniques. An exhibition and catalog of DECwindows application designs helped to develop a DECwindows school of interface design. Electronic conferencing software played an important role in facilitating communication among DECwindows contributors throughout the company. Preliminary user interviews suggest that the DECwindows interface style gives a consistent, usable feel to Digital's workstation applications.
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Miraz, Mahdi H., Maaruf Ali i Peter S. Excell. "Adaptive user interfaces and universal usability through plasticity of user interface design". Computer Science Review 40 (maj 2021): 100363. http://dx.doi.org/10.1016/j.cosrev.2021.100363.

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Verplank, Bill, i Scott Kim. "Graphic invention for user interfaces: an experimental course in user-interface design". ACM SIGCHI Bulletin 18, nr 3 (styczeń 1987): 50–66. http://dx.doi.org/10.1145/25281.25284.

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Moldovan, Alex, Vlad Nicula, Ionut Pasca, Mihai Popa, Jaya Krishna Namburu, Anamaria Oros i Paul Brie. "OpenUIDL, A User Interface Description Language for Runtime Omni-Channel User Interfaces". Proceedings of the ACM on Human-Computer Interaction 4, EICS (18.06.2020): 1–52. http://dx.doi.org/10.1145/3397874.

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Wood, Catherine A., i Philip D. Gray. "User interface—application communication in the Chimera user interface management system". Software: Practice and Experience 22, nr 1 (styczeń 1992): 63–84. http://dx.doi.org/10.1002/spe.4380220104.

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Košťál, Igor, i Martin Mišút. "A COMPARISON OF CREATING AN ANDROID APPLICATION USER INTERFACE IN XAML AND IN C# CODE". Proceedings of CBU in Natural Sciences and ICT 2 (24.10.2021): 52–62. http://dx.doi.org/10.12955/pns.v2.153.

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Almost every Android user application has some kind of user interface. Android programmers who create Xamarin.Forms applications and who uses the Microsoft Visual Studio development environment to do so can create user interfaces in the XAML (the Extensible Application Markup Language) or in the C# programming language. This paper deals with a comparison of creating this user interface by the first and the second way. We demonstrate the differences in the creation of Android application user interfaces in XAML and in C# by way of using two of our Android applications which were created by the Microsoft Visual Studio 2019 Enterprise, which work as text editors with the ability to store text to disc, and have user interfaces that are visually identical. However, the user interface of the first Android application was created in XAML with a C# support code, whereas the user interface of the second Android application was created entirely in C#. While comparing the source codes of the user interfaces of both these Android applications, we identify the advantages and disadvantages of both approaches to creating a user interface and we try to find out which of these approaches is better for maintaining and modifying user interfaces. In this study, we also contrast the processes of handling events of controls of a user interface created in the XAML code for the first Android application as well as that of the same user interface created in the C# code for the second Android application. Furthermore, we were interested in determining whether the different ways of creating user interfaces affected the execution time of basic operations that included disc files that were performed on the same data by both the applications. We assume that it does not fundamentally affect the execution time, and so, we performed an experiment to confirm or refute our assumption.
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Utrobina, Elena, i Irina Kokorina. "PRINCIPLES OF DEVELOPING A USER INTERFACE FOR MOBILE MAPPING APPLICATIONS". Interexpo GEO-Siberia 1, nr 2 (2019): 120–28. http://dx.doi.org/10.33764/2618-981x-2019-1-2-120-128.

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The article deals with the development of a user interface for mobile mapping applications. For the inexperienced user, a convenient and attractive user interface is one of the main conditions for successful work with a mobile cartographic application, so it is necessary to consider in detail the question of what exactly such an interface should become. Taking into account the analysis and existing experience in the development of interfaces for working with cartographic applications, all the general requirements for interfaces of mobile applications were collected and considered in order to identify and formulate the basic principles necessary for the development of an interface of cartographic applications. The proposed principles can be divided into three groups: principles defining the general issues of building the interface of mobile mapping applications, their structure as a whole, and user interaction; principles defining the design of the interface of mobile mapping applications; principles defining the development of mobile mapping applications, taking into account the peculiarities of their use and new technical capabilities.
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Stepanyan, Ivan V. "Ergonomic qualities of graphic user interfaces (GUI): state and evolution". Occupational Health and Industrial Ecology, nr 12 (15.02.2019): 51–56. http://dx.doi.org/10.31089/1026-9428-2018-12-51-57.

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More workers are involved into interaction with graphic user interfaces most part of the working shift. However, low ergonomic qualities or incorrect usage of graphic user interface could result in risk of unfavorable influence on workers’ health. The authors revealed and classified typical scenarios of graphic user interface usage. Various types of graphic user interface and operator occupations are characterized by various parameters of exertion, both biomechanical and psycho-physiological. Among main elements of graphic user interface are presence or absence of mouse or joystick, intuitive clearness, balanced palette, fixed position of graphic elements, comfort level, etc. Review of various graphic user interface and analysis of their characteristics demonstrated possibility of various occupational risk factors. Some disclosed ergonomic problems are connected with incorporation of graphic user interface into various information technologies and systems. The authors presented a role of ergonomic characteristics of graphic user interface for safe and effective work of operators, gave examples of algorithms to visualize large information volumes for easier comprehension and analysis. Correct usage of interactive means of computer visualization with competent design and observing ergonomic principles will optimize mental work in innovative activity and preserve operators’ health. Prospective issues in this sphere are ergonomic interfaces developed with consideration of information hygiene principles, big data analysis technology and automatically generated cognitive graphics.
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Zhao, Yiyi. "Interaction Design System for Artificial Intelligence User Interfaces Based on UML Extension Mechanisms". Mobile Information Systems 2022 (16.06.2022): 1–8. http://dx.doi.org/10.1155/2022/3534167.

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With the rapid development of computer network technology in recent years, more and more demands have been placed on the functionality and attributes of the user interface. In the development of many computer projects, the variability and flexibility of user interface requirements have greatly increased the complexity of program development for researchers. In addition, the poor reusability of page access control writing has created a pressing need for a highly standardized and flexible way of developing software. Thus, the development and design of user interfaces for application software systems occupy an important position and have been a hot topic of research in the field of human-computer interaction. The traditional methods of describing user interaction, such as state transitions and data flow diagrams, are not based on global and intuitive concepts. Moreover, there is little support for the design of user interface interaction behavior, resulting in user interfaces being ignored at design time and left to implementers to grasp at coding time. It is therefore an issue that needs to be addressed in order to integrate traditional methods and intuitive descriptions from the user’s perspective into a new interface development model and methodology. This research creates a user interface framework based on interaction behavior from the user’s perspective. Furthermore, UML extension mechanisms are used to enable the user interface framework to better support UML-based modelling environments. In addition, the UML is structured and extended to include structural elements that support interface generation, and a structured use case model is proposed, which drives the analysis and design of the individual submodels. The extracted abstract interface elements and their mapping to concrete interface elements are documented in a way that explores the generation of different target languages under different platforms. This study incorporates user requirements and provides a scientific reference for the development and design of user interfaces.
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Bogdanova, Nellija. "PRINCIPLES OF USER-CENTERED DESIGN". Environment. Technology. Resources. Proceedings of the International Scientific and Practical Conference 1 (20.06.2001): 245. http://dx.doi.org/10.17770/etr2001vol1.1921.

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Good user interfaces are essential for any successful product. A process of the user interface creation is not available include in the algorithmic scheme. In this articles will formulate principles principles o f user-centered design, criteria o f ergonomics interfaces and efficient interface’s rules of project. These principles are based usability computer training courses.
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Jagtap, Vinayak, Shlok Agarwal, Ameya Wagh i Michael Gennert. "Transportable open-source application program interface and user interface for generic humanoids: TOUGH". International Journal of Advanced Robotic Systems 17, nr 3 (1.05.2020): 172988142092160. http://dx.doi.org/10.1177/1729881420921607.

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Humanoid robotics is a complex and highly diverse field. Humanoid robots may have dozens of sensors and actuators that together realize complicated behaviors. Adding to the complexity is that each type of humanoid has unique application program interfaces, thus software written for one humanoid does not easily transport to others. This article introduces the transportable open-source application program interface and user interface for generic humanoids, a set of application program interfaces that simplifies the programming and operation of diverse humanoid robots. These application program interfaces allow for quick implementation of complex tasks and high-level controllers. Transportable open-source application program interface and user interface for generic humanoids has been developed for, and tested on, Boston Dynamics’ Atlas V5 and NASA’s Valkyrie R5 robots. It has proved successful for experiments on both robots in simulation and hardware, demonstrating the seamless integration of manipulation, perception, and task planning. To encourage the rapid adoption of transportable open-source application program interface and user interface for generic humanoids for education and research, the software is available as Docker images, which enable quick setup of multiuser simulation environments.
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Nielsen, J. "Putting the user in user-interface testing". IEEE Software 13, nr 3 (maj 1996): 89–90. http://dx.doi.org/10.1109/52.493024.

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Miyata, Kohei, Yuhki Kitazono, Shi Yuan Yang i Serikawa Seiichi. "Development of Stationary User Interface Using Head-Tracking". Applied Mechanics and Materials 103 (wrzesień 2011): 711–16. http://dx.doi.org/10.4028/www.scientific.net/amm.103.711.

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Recently, various user interfaces are developed. However the operation of user interface is very difficult for the physically handicapped persons who cannot move their hand. The stationary user interface we are proposing uses head tracking via a camera and a display. It is portable and can operate household appliances. It is also operated intuitively in head tracking.
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Álvarez Reyes, Julio César. "Design of intuitive user interfaces for virtual assistants in university education". Journal of Scientific and Technological Research Industrial 4, nr 1 (3.05.2023): 17–20. http://dx.doi.org/10.47422/jstri.v4i1.34.

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Designing an intuitive user interface for virtual assistants in higher education presents several challenges, chief among them being natural language understanding, virtual assistant customization, user-centered design, integration with existing technology, and consideration of the educational context. The success of virtual assistants in higher education depends on the ability of designers and developers to understand the needs and preferences of users and their ability to design intuitive and effective user interfaces that enhance the learning and teaching experience. To address the challenges in designing intuitive user interfaces for virtual assistants, various methods can be used, such as creating a natural language-based user interface, including visual elements, and designing a custom user interface. and adaptable.
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Tilly, Károly, i Zoltán Porkoláb. "Semantic User Interfaces". International Journal of Enterprise Information Systems 6, nr 1 (styczeń 2010): 29–43. http://dx.doi.org/10.4018/jeis.2010120203.

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Semantic User Interfaces (SUIs), are sets of interrelated, static, domain specific documents having layout and content, whose interpretation is defined through semantic decoration. SUIs are declarative in nature. They allow program composition by the user herself at the user interface level. The operation of SUI based applications follow a service oriented approach. SUI elements referenced in user requests are automatically mapped to reusable service provider components, whose contracts are specified in domain ontologies. This assures semantic separation of user interface components from elements of the underlying application system infrastructure, which allows full separation of concerns during system development; real, application independent, reusable components; user editable applications and generic learnability. This article presents the architecture and components of a SUI framework, basic elements of SUI documents and relevant properties of domain ontologies for SUI documents. The basics of representation and operation of SUI applications are explained through a motivating example.
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Zaman, Atif, Mudassar Ahmad, Shafique Ahamd i Tasleem Mustafa. "Adaptive Graphical User Interface for Web Applications Using Aspect Oriented Component Engineering". INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 10, nr 2 (5.08.2013): 1384–92. http://dx.doi.org/10.24297/ijct.v10i2.3304.

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Graphical User Interface (GUI) is considered to be an essential part in any web applications development. Aspect-Oriented Component Engineering (AOCE) is new approach for developing more and higher quality reusable and adaptable software or web applications components. AOCE uses the idea of providing and requiring services. Adaptable user interface for AOCE based development has not yet been considered to web applications. Simple and easy user interface facilitate users by which application or web interface can be operated effectively. The purpose of this study is to discuss popular user interfaces and suggestions for adaptable GUI designing. The example of adaptation at different levels includes architecture, presentation, extension and composition. Furthermore the AOCE common systemic aspects are discussed for web interfaces adaptivity.
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Khoo, Benjamin K. S. "User Interface Design Pedagogy". International Journal of Information and Communication Technology Education 6, nr 1 (styczeń 2010): 96–105. http://dx.doi.org/10.4018/jicte.2010091108.

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A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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Khoo, Benjamin K. S. "User Interface Design Pedagogy". International Journal of Information and Communication Technology Education 7, nr 1 (styczeń 2011): 1–10. http://dx.doi.org/10.4018/jicte.2011010101.

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A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.
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Igarashi, Takeo. "User Interface for Robots". Journal of the Robotics Society of Japan 28, nr 3 (2010): 246–48. http://dx.doi.org/10.7210/jrsj.28.246.

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Benda, M. "The right user interface". IEEE Internet Computing 1, nr 2 (1997): 68–70. http://dx.doi.org/10.1109/4236.601101.

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Myers, Brad A. "User interface software technology". ACM Computing Surveys 28, nr 1 (marzec 1996): 189–91. http://dx.doi.org/10.1145/234313.234394.

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Chan, A. "Review: User Interface Design". Computer Bulletin 46, nr 5 (1.09.2004): 30–31. http://dx.doi.org/10.1093/combul/46.5.30-b.

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Noyes, J. "Review: User-Interface Design". Perception 24, nr 4 (kwiecień 1995): 471–72. http://dx.doi.org/10.1068/p240471.

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