Gui), Icon and Typeface/Type Font Designs
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The Desktop (Overview)
The desktop (overview) The desktop is the main screen area that you see after you turn on your computer and log on to Windows. Like the top of an actual desk, it serves as a surface for your work. When you open programs or folders, they appear on the desktop. You can also put things on the desktop, such as files and folders, and arrange them however you want. The desktop is sometimes defined more broadly to include the taskbar and Windows Sidebar. The taskbar sits at the bottom of your screen. It shows you which programs are running and allows you to switch between them. It also contains the Start button , which you can use to access programs, folders, and computer settings. On the side of the screen, Sidebar contains small programs called gadgets. The desktop, taskbar, and Sidebar Where did my desktop go? Because programs run on top of the desktop, the desktop itself is often partially or completely hidden. But it's still there, underneath everything. To see the whole desktop without closing any of your open programs or windows, click the Show Desktop button on the taskbar. The desktop is revealed. Click the icon again to restore all of your windows to the way they were. Desktop Training Session Handout Page 1 http://ict.maxwell.syr.edu/vista/ Working with desktop icons Icons are small pictures that represent files, folders, programs, and other items. When you first start Windows, you'll see at least one icon on your desktop: the Recycle Bin (more on that later). -
Creating Document Hyperlinks Via Rich-Text Dialogs
__________________________________________________________________________________________________ Creating Document Hyperlinks via Rich-Text Dialogs EXAMPLE: CREATING A HYPERLINK IN EXCEPTIONS/REQUIREMENTS: Enter the appropriate paragraph either by selecting from the Lookup Table or manually typing in the field, completing any prompts as necessary. Locate and access the item to be hyperlinked on the external website (ie through the County Recorder Office): Copy the address (typically clicking at the end of the address will highlight the entire address) by right click/copy or Control C: __________________________________________________________________________________________________ Page 1 of 8 Creating Hyperlinks (Requirements/Exceptions and SoftPro Live) __________________________________________________________________________________________________ In Select, open the Requirement or Exception, highlight the text to hyperlink. Click the Add a Hyperlink icon: __________________________________________________________________________________________________ Page 2 of 8 Creating Hyperlinks (Requirements/Exceptions and SoftPro Live) __________________________________________________________________________________________________ The Add Hyperlink dialog box will open. Paste the link into the Address field (right click/paste or Control V) NOTE: The Text to display (name) field will autopopulate with the text that was highlighted. Click OK. The text will now be underlined indicating a hyperlink. __________________________________________________________________________________________________ -
Chapter 2 3D User Interfaces: History and Roadmap
30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 11 CHAPTER 2 3D3D UserUser Interfaces:Interfaces: HistoryHistory andand RoadmapRoadmap Three-dimensional UI design is not a traditional field of research with well-defined boundaries. Like human–computer interaction (HCI), it draws from many disciplines and has links to a wide variety of topics. In this chapter, we briefly describe the history of 3D UIs to set the stage for the rest of the book. We also present a 3D UI “roadmap” that posi- tions the topics covered in this book relative to associated areas. After reading this chapter, you should have an understanding of the origins of 3D UIs and its relation to other fields, and you should know what types of information to expect from the remainder of this book. 2.1. History of 3D UIs The graphical user interfaces (GUIs) used in today’s personal computers have an interesting history. Prior to 1980, almost all interaction with com- puters was based on typing complicated commands using a keyboard. The display was used almost exclusively for text, and when graphics were used, they were typically noninteractive. But around 1980, several technologies, such as the mouse, inexpensive raster graphics displays, and reasonably priced personal computer parts, were all mature enough to enable the first GUIs (such as the Xerox Star). With the advent of GUIs, UI design and HCI in general became a much more important research area, since the research affected everyone using computers. HCI is an 11 30706 02 pp011-026 r1jm.ps 5/6/04 3:49 PM Page 12 12 Chapter 2 3D User Interfaces: History and Roadmap 1 interdisciplinary field that draws from existing knowledge in perception, 2 cognition, linguistics, human factors, ethnography, graphic design, and 3 other areas. -
The Shareware Review? Hi, I Just Recieved Your Latest Issue, Which Covered Almost All E-Zines with Quite a Bit of Depth
About This Particular Macintosh™ 2.02: about the personalll computing experience Volume 2, Number 2 February 14, 1996 Send requests for free subscriptions to: [email protected] Cover Art "I Love You Mac" © 1996 Romeo A. Esparrago, Jr.: [email protected] Web Page: http://205.218.104.78/Friends/RomeoE/RomeHome.html We need new cover art every month! Write to us! Staff Publishing Tycoon - RD Novo Editor of Editors - RD Novo Beta Testers - Nancy Ross Adam Junkroski The Editorial Staff In charge of Design - RD Novo Finder Icon Design - Marc Robinson Demigod - Adam Junkroski Opinionated Associate Editor - Mike Shields The Featured Associate Editor - Vacant The Very Critical Associate Editor - Vacant The Shareware Editor - Vacant Webmaster - Mike Shields See the Helllp Wanted chapter for Information. Contributors Romeo A. Esparrago, Jr. Patti Gregson Adam Junkroski David Lindsay RD Novo Mike Shields Mike Wallinga Cristoph Wiese (and dora) Users like you (and you, too) The Tools Pokegenia (a Mac IIci) DOCMaker 4.5.1 ClarisWorks 4.0v3 Color It! 3.0 DeBump 1.1 Emailer 1.0v2 Graphic Converter 2.2.2 The Fonts Arial Condensed Light Cheltenham Garamond Geneva Gill Sans Helvetica Isla Bella Rosabel Antique (now called Pabst Oldstyle) Where to Find ATPM America Online : search "atpm" CompuServe : GO MACCLU eWorld : go Shareware North Coast BBS NYMUG, New York City SenseNet, New York City Tulsa Info Mall BBS, Oklahoma Raven Net, British Columbia SpiderNet, Holland Any others? Let us know! An Only Boy Production © 1996, All Rights Reserved (Except as noted below) Reprints Articles and original art cannot be reproduced without the express permission of Only Boy Productions, unless otherwise noted in the article. -
Welcome to Computer Basics
Computer Basics Instructor's Guide 1 COMPUTER BASICS To the Instructor Because of time constraints and an understanding that the trainees will probably come to the course with widely varying skills levels, the focus of this component is only on the basics. Hence, the course begins with instruction on computer components and peripheral devices, and restricts further instruction to the three most widely used software areas: the windows operating system, word processing and using the Internet. The course uses lectures, interactive activities, and exercises at the computer to assure accomplishment of stated goals and objectives. Because of the complexity of the computer and the initial fear experienced by so many, instructor dedication and patience are vital to the success of the trainee in this course. It is expected that many of the trainees will begin at “ground zero,” but all should have developed a certain level of proficiency in using the computer, by the end of the course. 2 COMPUTER BASICS Overview Computers have become an essential part of today's workplace. Employees must know computer basics to accomplish their daily tasks. This mini course was developed with the beginner in mind and is designed to provide WTP trainees with basic knowledge of computer hardware, some software applications, basic knowledge of how a computer works, and to give them hands-on experience in its use. The course is designed to “answer such basic questions as what personal computers are and what they can do,” and to assist WTP trainees in mastering the basics. The PC Novice dictionary defines a computer as a machine that accepts input, processes it according to specified rules, and produces output. -
How to Use the Graphical User Interface TCS Technical Bulletin
How to Use the Graphical User Interface TCS Technical Bulletin A. Create/Edit the Graphical Interface (Build Mode) Accessing the site using the Graphical Interface requires that you first build a layout (one or more layers/tabs depending on your site). This is done using the setup wizard to upload images/backgrounds and place controllers in appropriate locations on those images/backgrounds. When finished and saved, the User accesses the site using the Graphical Interface. 1. Click the “+” button to add a layer/tab for the site. (Skip to step 7 to edit an existing layer.) 2. Name the layer/tab by clicking in the field and entering the desired name. 3. Click the Choose File button to select the desired background image from your computer’s drive and click the Save button. 4. The Place View will open showing you the layer/tab title, a Save Positions button, the background image, and a bin of available controllers along the right-hand edge of the Graphical Interface which can be placed onto the layer/ tab. 5. Drag/drop controller icons from the icon bin to the desired location on the background image. Moving your mouse over each icon will show that controller’s name. The arrows at the top and bottom of scroll bar or the scroll bar itself allow you to scroll through the available controllers. NOTE: If you have placed controller icons too close to the icon bin and you would like to move them, you may need to scroll the available controllers up or down to clear the area around an icon to allow it to be dragged/dropped again. -
Features of Nctracks Portal Help System (PDF, 146
Features of NCTracks Portal Help System The major forms of help on the NCTracks web portal are as follows: Navigational breadcrumbs System-Level Help: Indicated by the "NCTracks Help" link on each page Page-Level Help: Indicated by the " Help" link above the Legend Legend Data/Section Group Help: Indicated by a question mark (?) Hover over or Tooltip Help on form elements Navigational Breadcrumb A breadcrumb trail is a navigational tool that shows the user the path of screens they have visited from the homepage. This breadcrumb consists of links so the user can return to specific screens on this path. System Level Help The System Help link opens a new window with the complete table of contents for a given user's account privileges. The System Level Help link, "NCTracks Help," will show up at the top right of any secure portal page or web application form page that contains Page Level and/or Data/Form Group Help. Page Level Help Page Level Help opens a modal window with all of the Data/Form Group help topics for the current page. The Page Level Help link shows across from the page title of any web application form page. Features of NCTracks Portal Help System Page 1 of 2 Features of NCTracks Portal Help System Form Legend A legend of all helpful icons is presented on pages as needed to explain the relevant meanings. This helps the user become familiar with any new icon representations in context with the form or page as it is used. Move your mouse over the Legend icon to open list. -
Beyond the Desktop: a New Look at the Pad Metaphor for Information Organization
Beyond the Desktop: A new look at the Pad metaphor for Information Organization By Isaac Fehr Abstract Digital User interface design is currently dominated by the windows metaphor. However, alternatives for this metaphor, as the core of large user interfaces have been proposed in the history of Human-computer interaction and thoroughly explored. One of these is the Pad metaphor, which has spawned many examples such as Pad++. While the the Pad metaphor, implemented as zoomable user interfaces, has shown some serious drawbacks as the basis for an operating system, and limited success outside of image-based environments, literature has pointed to an opportunity for innovation in other domains. In this study, we apply the the design and interactions of a ZUI to Wikipedia, a platform consisting mostly of lengthy, linear, hypertext-based documents. We utilize a human centered design approach, and create an alternative, ZUI-based interface for Wikipedia, and observe the use by real users using mixed methods. These methods include qualitative user research, as well as a novel paradigm used to measure a user’s comprehension of the structure of a document. We validate some assumptions about the strengths of ZUIs in a new domain, and look forward to future research questions and methods. Introduction and Background Windows-based user interfaces have dominated the market of multipurpose, screen-based computers since the introduction of the first windowed system in the Stanford oN-Line System (NLS)[3]. From Desktop computers to smartphones, most popular operating systems are based upon at least the window and icon aspects of the WIMP (Window, Icon, Menu, Pointer) paradigm. -
History of Fashion – Ad128*
HISTORY OF FASHION – AD128 Instructor: e-mail: Term: Voice mail: Total class hours: 18 Office hours: Class meets: Course description: Overview of the apparel industry, examining fashion’s past, present and glimpse fashion’s future. Students find where designers get ideas and how do they make these ideas a reality. Students research designers from each era, keep a journal and find new online and in print resources. They learn about price points and market sectors and discover a career opportunities. They learn to speak the jargon of fashion. Course objectives: Upon completion of the class, students will: - Be able to name the influential fashion designers and apparel brands throughout history. - Understand the importance of professional communication and presentation skills. - Start their fashion/career journals. Competencies being assessed. At the end of course, a student can: • Apply appropriate apparel terminology in business situations. • Explain the roles and functions of individuals engaged in fashion, textiles and apparel careers. Class format: Class time is divided between lecture, research and student presentations. Recommended text: Fashion Design; Jones, Sue, 2014, ISBN 9780823016440. Required supplemental materials: Laptop or tablet for taking notes and in-class research. Career/Fashion Journal: Students keep a sketchbook/notebook. 8½” x11” or 9”x12”. Composition notebooks or spiral are best. Moleskins are a nice option but pricier. Each week they add magazine clippings, notes, sketches, articles to share with co-students and peers. Standards of conduct: Complete and on-time attendance is mandatory. − No student can miss three or more classes and expect to pass this class. − Attendance is at the beginning of each class period. -
The Three-Dimensional User Interface
32 The Three-Dimensional User Interface Hou Wenjun Beijing University of Posts and Telecommunications China 1. Introduction This chapter introduced the three-dimensional user interface (3D UI). With the emergence of Virtual Environment (VE), augmented reality, pervasive computing, and other "desktop disengage" technology, 3D UI is constantly exploiting an important area. However, for most users, the 3D UI based on desktop is still a part that can not be ignored. This chapter interprets what is 3D UI, the importance of 3D UI and analyses some 3D UI application. At the same time, according to human-computer interaction strategy and research methods and conclusions of WIMP, it focus on desktop 3D UI, sums up some design principles of 3D UI. From the principle of spatial perception of people, spatial cognition, this chapter explained the depth clues and other theoretical knowledge, and introduced Hierarchical Semantic model of “UE”, Scenario-based User Behavior Model and Screen Layout for Information Minimization which can instruct the design and development of 3D UI. This chapter focuses on basic elements of 3D Interaction Behavior: Manipulation, Navigation, and System Control. It described in 3D UI, how to use manipulate the virtual objects effectively by using Manipulation which is the most fundamental task, how to reduce the user's cognitive load and enhance the user's space knowledge in use of exploration technology by using navigation, and how to issue an order and how to request the system for the implementation of a specific function and how to change the system status or change the interactive pattern by using System Control. -
An Icon Preferences Study on Colors Qing Guo Iowa State University
Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2016 An Icon Preferences Study on Colors Qing Guo Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Art and Design Commons Recommended Citation Guo, Qing, "An Icon Preferences Study on Colors" (2016). Graduate Theses and Dissertations. 15924. https://lib.dr.iastate.edu/etd/15924 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. An icon preferences study on colors by Qing Guo A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Human Computer Interaction Program of Study Committee: Sunghyun Kang, Major Professor Seda Mckilligan Suman Lee Iowa State University Ames, Iowa 2016 Copyright © Qing Guo, 2016. All rights reserved. ii TABLE OF CONTENTS Page ACKNOWLEDGMENTS ......................................................................................... iii ABSTRACT………………………………. .............................................................. v CHAPTER 1 INTRODUCTION: THESIS FORMATTING ............................... 1 CHAPTER 2 LITERATURE REVIEW .............................................................. -
Microtemporality: at the Time When Loading-In-Progress
Microtemporality: At The Time When Loading-in-progress Winnie Soon School of Communication and Culture, Aarhus University [email protected] Abstract which data processing and code inter-actions are Loading images and webpages, waiting for social media feeds operated in real-time. The notion of inter-actions mainly and streaming videos and multimedia contents have become a draws references from the notion of "interaction" from mundane activity in contemporary culture. In many situations Computer Science and the notion of "intra-actions" from nowadays, users encounter a distinctive spinning icon during Philosophy. [3][4][5] The term code inter-actions the loading, waiting and streaming of data content. A highlights the operational process of things happen graphically animated logo called throbber tells users something within, and across, machines through different technical is loading-in-progress, but nothing more. This article substrates, and hence produce agency. investigates the process of data buffering that takes place behind a running throbber. Through artistic practice, an experimental project calls The Spinning Wheel of Life explores This article is informed by artistic practice, including the temporal and computational complexity of buffering. The close reading of a throbber and its operational logics of article draws upon Wolfgang Ernst’s concept of data buffering, as well as making and coding of a “microtemporality,” in which microscopic temporality is throbber. These approaches, following the tradition of expressed through operational micro events. [1] artistic research, allow the artist/researcher to think in, Microtemporality relates to the nature of signals and through and with art. [7] Such mode of inquiry questions communications, mathematics, digital computation and the invisibility of computational culture.