Designing the User Interface
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Designing a User Interface for Musical Gameplay
Designing a User Interface for Musical Gameplay An Interactive Qualifying Project submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science Submitted by: Tech Side: Hongbo Fang Alexander Guerra Xiaoren Yang Art Side: Kedong Ma Connor Thornberg Advisor Prof. Vincent J. Manzo Abstract A game is made up of many components, each of which require attention to detail in order to produce a game that is enjoyable to use and easy to learn. The graphical user interface, or GUI, is the method a game uses to communicate with the player and has a large impact on the gameplay experience. The goal of this project was to design a GUI for a music oriented game that allows players to construct a custom instrument using instruments they have acquired throughout the game. Based on our research of GUIs, we designed a prototype in Unity that incorporates a grid system that responds to keypress and mouse click events. We then performed a playtest and conducted a survey with students to acquire feedback about the simplicity and effectiveness of our design. We found that our design had some confusing elements, but was overall intuitive and easy to use. We found that facilitation may have impacted the results and should be taken into consideration for future development along with object labeling and testing sample size. 1 Acknowledgements We would like to thank Professor Vincent Manzo for selecting us to design an important feature of his game and for is support and encouragement throughout the duration of the project. -
User Interface Design Issues in HCI
IJCSNS International Journal of Computer Science and Network Security, VOL.18 No.8, August 2018 153 User Interface Design Issues In HCI Waleed Iftikhar, Muhammad Sheraz Arshad Malik, Shanza Tariq, Maha Anwar, Jawad Ahmad, M. Saad sultan Department of Computing, Riphah International University, Faisalabad, Pakistan Summary Command line is the interface that allows the user to This paper presents an important analysis on a literature review interact with the computer by directly using the commands. which has the findings in design issues from the year 1999 to But there is an issue that the commands cannot be changed, 2018. This study basically discusses about all the issues related they are fixed and computer only understands the exact to design and user interface, and also gives the solutions to make commands. the designs or user interface more attractive and understandable. This study is the guideline to solve the main issues of user Graphical user interface is the interface that allows the interface. user to interact with the system, because this is user There is important to secure the system for modern applications. friendly and easy to use. This includes the graphics, The use of internet is quickly growing from years. Because of pictures and also attractive for all type of users. The this fast travelling lifestyle, where they lets the user to attach with command line is black and white interface. This interface systems from everywhere. When user is ignoring the is also known as WIMPS because it uses windows, icons, functionalities in the system then the system is not secure but, in menus, pointers. -
Software User Guide
Software User Guide • For the safe use of your camera, be sure to read the “Safety Precautions” thoroughly before use. • Types of software installed on your computer varies depending on the method of installation from the Caplio Software CD-ROM. For details, see the “Camera User Guide”. Using These Manuals How to Use the The two manuals included are for your Caplio Software User Guide 500SE. Display examples: 1. Understanding How to Use Your The LCD Monitor Display examples may be Camera different from actual display screens. “Camera User Guide” (Printed manual) Terms: This guide explains the usage and functions In this guide, still images, movies, and sounds of the camera. You will also see how to install are all referred to as “images” or “files”. the provided software on your computer. Symbols: This guide uses the following symbols and conventions: Caution Caution This indicates important notices and restrictions for using this camera. 2. Downloading Images to Your Computer “Software User Guide” Note *This manual (this file) This indicates supplementary explanations and useful This guide explains how to download images tips about camera operations. from the camera to your computer using the provided software. Refer to This indicates page(s) relevant to a particular function. “P. xx” is used to refer you to pages in this manual. Term 3. Displaying Images on Your This indicates terms that are useful for understanding Computer the explanations. The provided software “ImageMixer” allows you to display and edit images on your computer. For details on how to use ImageMixer, click the [?] button on the ImageMixer window and see the displayed manual. -
Using Smartphone Technology to Simulate Human Behaviour Within an Indoor Environment
Department of Computer Science BSc (Hons) Computer Science (Software Engineering) Academic Year 2016 - 2017 Using Smartphone technology to simulate human behaviour within an indoor environment Michael Beaseley 1407118 A report submitted in partial fulfilment of the requirements for the degree of Bachelor of Science Brunel University Department of Computer Science Uxbridge Middlesex UB8 3PH United Kingdom T: +44 1895 203397 F: +44 (0) 1895 251686 Using Smartphone technology to simulate human behaviour within an indoor environment Abstract The purpose of this project is to research, investigate and design software application, on android, to develop an application that enables a user to track and monitor their behaviour within an indoor environment. Apart from tracking of an individual, there will be research into other smartphone technologies, such as NFC and Bluetooth. GPS is a great way for tracking an individual outdoors but not very good for indoor navigation. There are multiple examples of software application for business, especially within healthcare, but there is a real need for an android application for the public to use for indoor navigation within a complex building. These example software applications used within business are used for assert tracking and staff locating. The approach use for this project will be the waterfall model. This model will be used as a mechanism to facilitate the development of an indoor navigation android application. By using this model, an android application will be developed. In this project, the author will show you why this model will help in developing this application. The author will also evaluate the approach made and the result of the project to discover with the aim and objectives have been met at the end of the day. -
Designing for Increased Autonomy & Human Control
IFIP Workshop on Intelligent Vehicle Dependability and Security (IVDS) January 29, 2021 Designing for Increased Autonomy & Human Control Ben Shneiderman @benbendc Founding Director (1983-2000), Human-Computer Interaction Lab Professor, Department of Computer Science Member, National Academy of Engineering Photo: BK Adams IFIP Workshop on Intelligent Vehicle Dependability and Security (IVDS) January 29, 2021 Designing for Increased Automation & Human Control Ben Shneiderman @benbendc Founding Director (1983-2000), Human-Computer Interaction Lab Professor, Department of Computer Science Member, National Academy of Engineering Photo: BK Adams What is Human-Centered AI? Human-Centered AI Amplify, Augment, Enhance & Empower People Human Responsibility Supertools and Active Appliances Visual Interfaces to Prevent/Reduce Explanations Audit Trails to Analyze Failures & Near Misses Independent Oversight à Reliable, Safe & Trustworthy Supertools Digital Camera Controls Navigation Choices Texting Autocompletion Spelling correction Active Appliances Coffee maker, Rice cooker, Blender Dishwasher, Clothes Washer/Dryer Implanted Cardiac Pacemakers NASA Mars Rovers are Tele-Operated DaVinci Tele-Operated Surgery “Robots don’t perform surgery. Your surgeon performs surgery with da Vinci by using instruments that he or she guides via a console.” https://www.davincisurgery.com/ Bloomberg Terminal A 2-D HCAI Framework Designing the User Interface Balancing automation & human control First Edition: 1986 Designing the User Interface Balancing automation & -
Quick Guide for Mobile Devices Quick Guide (Mobile)
EON Reality AVR Global Classroom Challenge Quick Guide for Mobile Devices Quick Guide (Mobile) Quick GuideGuide ContentsContents 1) Creating an Accountaccount onfor FreemiumAVR Platform through 0003 Creator AVR Mobile App 2) etting Started 00 2) Introduction to Creator AVR Mobile App 06 a AVR platform intro type of lessons 00 b CAVR intro type of lessons 00 3) Creating A 3D Lesson - Step By Step Instructionss 19 3) Creating a lesson ith step by step instruction 00 4) Submissiona Create Steps3D lesson For Competitionon AVR Platform 3400 b Create 3D lesson on CAVR 00 4) Submission of lesson for competition 00 EON Reality AVR Global Classroom Challenge Quick Guide Contents 1) Creating an account on Freemium 00 2) etting Started 00 a AVR platform intro type of lessons 00 b CAVR intro type of lessons 00 3) Creating a lesson ith step by step instruction 00 a Create 3D lesson on AVR Platform 00 1) CREATING AN ACCOUNT b Create 3D lesson on CAVR 00 FOR AVR PLATFORM THROUGH 4) Submission of lesson for competition 00 CREATOR AVR MOBILE APP EON Reality AVR Global Classroom Challenge Quick Guide (Mobile) CREATING AN ACCOUNT FOR AVR PLATFORM Mobile Device Installation To get started creating an account on AVR Platform, we will first need to download the Creator AVR App. To do so, download the app by using your phone and scanning the QR code below or by searching in your respective Apple Appstore or Google Playstore for Creator AVR. Look out for the Creator AVR Logo as seen in the screenshots. Use a QR code scanner to download the Creator AVR App directly Alternatively, search your mobile store for “Creator AVR” 4 Quick Guide (Mobile) CREATING AN ACCOUNT FOR AVR PLATFORM Mobile Device Installation Signing Up To get started creating an account on AVR Platform, we will first need to download the Next, follow the steps below on the signup process for your AVR Platform Account. -
Discover Materials Infographic Challenge
Website: www.discovermaterials.uk Twitter: @DiscovMaterials Instagram: @discovermaterials Email: [email protected] Discover Materials Infographic Challenge The Challenge: We would like you to produce an infographic that highlights and explores a material that has been important to you during the pandemic. We will be awarding prizes for the top two infographics based upon the following criteria: visual appeal content (facts/depth/breadth) range of sources Entries must be submitted to: [email protected] by 9pm (BST) on Sunday 2nd August and submitted as a picture file. Please include your name, as the author of the infographic, within the image. In submitting the infographic to be judged, you are agreeing that the graphic can be shared by Discover Materials more widely. Introduction: An infographic provides us with a short, interesting and timely manner to communicate a complex idea with the wider public. An important aspect of using an infographic is that our target is to make something with high shareability and this can be achieved by telling a good story with a design that conveys data in a manner that is easily interpreted, as highlighted in Figure 1. In this challenge we want you to consider a material that has been important in the pandemic. There are a huge range of materials that have been vitally important to us all during these chaotic and challenging times. We could imagine materials that have been important in personal protection & healthcare, materials that Figure 1: The overlapping aspects of a good infographic enable our new forms of engagement and https://www.flickr.com/photos/dashburst/8448339735 communication in the digital world, or the ‘day- to-day’ materials that we rely upon and without which we would find modern life incredibly difficult. -
User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES in COMPUTING 213
JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience Esitetään Jyväskylän yliopiston informaatioteknologian tiedekunnan suostumuksella julkisesti tarkastettavaksi yliopiston Agora-rakennuksen auditoriossa 2 kesäkuun 6. päivänä 2015 kello 12. Academic dissertation to be publicly discussed, by permission of the Faculty of Information Technology of the University of Jyväskylä, in building Agora, auditorium 2, on June 6, 2015 at 12 o’clock noon. UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 User Psychology of Emotional User Experience JYVÄSKYLÄ STUDIES IN COMPUTING 213 Jussi P. P. Jokinen User Psychology of Emotional User Experience UNIVERSITY OF JYVÄSKYLÄ JYVÄSKYLÄ 2015 Editors Marja-Leena Rantalainen Department of Mathematical Information Technology, University of Jyväskylä Pekka Olsbo, Ville Korkiakangas Publishing Unit, University Library of Jyväskylä Cover picture: CC-BY-SA by Jussi Jokinen from following images: Coghead: CC-0 Cellphone icon: CC-BY-SA WZ Computer icon: CC-BY-SA Carlosdevivo URN:ISBN:978-951-39-6225-8 ISBN 978-951-39-6225-8 (PDF) ISBN 978-951-39-6224-1 (nid.) ISSN 1456-5390 Copyright © 2015, by University of Jyväskylä Jyväskylä University Printing House, Jyväskylä 2015 “For all men begin, as we said, by wondering that things are as they are, as they do about self-moving marionettes, or about the solstices or the incommensura- bility of the diagonal of a square with the side; for it seems wonderful to all who have not yet seen the reason, that there is a thing which cannot be meas- ured even by the smallest unit.” (Aristotle, Metaphysics, 983a15) ABSTRACT Jokinen, Jussi P. -
End-User Computing Security Guidelines Previous Screen Ron Hale Payoff Providing Effective Security in an End-User Computing Environment Is a Challenge
86-10-10 End-User Computing Security Guidelines Previous screen Ron Hale Payoff Providing effective security in an end-user computing environment is a challenge. First, what is meant by security must be defined, and then the services that are required to meet management's expectations concerning security must be established. This article examines security within the context of an architecture based on quality. Problems Addressed This article examines security within the context of an architecture based on quality. To achieve quality, the elements of continuity, confidentiality, and integrity need to be provided. Confidentiality as it relates to quality can be defined as access control. It includes an authorization process, authentication of users, a management capability, and auditability. This last element, auditability, extends beyond a traditional definition of the term to encompass the ability of management to detect unusual or unauthorized circumstances and actions and to trace events in an historical fashion. Integrity, another element of quality, involves the usual components of validity and accuracy but also includes individual accountability. All information system security implementations need to achieve these components of quality in some fashion. In distributed and end-user computing environments, however, they may be difficult to implement. The Current Security Environment As end-user computing systems have advanced, many of the security and management issues have been addressed. A central administration capability and an effective level of access authorization and authentication generally exist for current systems that are connected to networks. In prior architectures, the network was only a transport mechanism. In many of the systems that are being designed and implemented today, however, the network is the system and provides many of the security services that had been available on the mainframe. -
Software Quality Management
Software Quality Management 2004-2005 Marco Scotto ([email protected]) Software Quality Management Contents ¾Definitions ¾Quality of the software product ¾Special features of software ¾ Early software quality models •Boehm model • McCall model ¾ Standard ISO 9126 Software Quality Management 2 Definitions ¾ Software: intellectual product consisting of information stored on a storage device (ISO/DIS 9000: 2000) • Software may occur as concepts, transactions, procedures. One example of software is a computer program • Software is "intellectual creation comprising the programs, procedures, rules and any associated documentation pertaining to the operation of a data processing system" •A software product is the "complete set of computer programs, procedures and associated documentation and data designated for delivery to a user" [ISO 9000-3] • Software is independent of the medium on which it is recorded Software Quality Management 3 Quality of the software product ¾The product should, on the highest level… • Ensure the satisfaction of the user needs • Ensure its proper use ¾ Earlier: 1 developer, 1 user • The program should run and produce results similar to those expected ¾ Later: more developers, more users • Need to economical use of the storage devices • Understandability, portability • User-friendliness, learnability ¾ Nowadays: • Efficiency, reliability, no errors, able to restart without using data Software Quality Management 4 Special features of software (1/6) ¾ Why is software ”different”? • Does not really have “physical” existence -
User Interaction Design for Secure Systems
User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue. -
Xr Association Developers Guide: an Industry-Wide Collaboration for Better Xr
XR ASSOCIATION DEVELOPERS GUIDE: AN INDUSTRY-WIDE COLLABORATION FOR BETTER XR CHAPTER ONE: FUNDAMENTAL DESIGN PRINCIPLES FOR IMMERSIVE EXPERIENCES www.xra.org UPDATED OCTOBER 2018 DEVELOPERS GUIDE XR ASSOCIATION | 02 TABLE OF CONTENTS 1 LETTER FROM THE MEMBERS 03 2 EXECUTIVE SUMMARY 04 3 INTRODUCTION 06 4 VIRTUAL REALITY 07 VR Platforms 08 General User Experience 10 User Comfort 12 5 SMARTPHONE AUGMENTED REALITY 26 The User’s Environment 27 General User Experience 28 Object Placement 29 6 HEADSET AUGMENTED REALITY 37 7 CLOSING THOUGHTS 38 DEVELOPERS GUIDE XR ASSOCIATION | 03 SECTION ONE LETTER FROM THE MEMBERS THE MISSION OF THE XR ASSOCIATION (XRA) is to promote responsible development and adoption of XR globally through education, dialogue across stakeholders, and research. This document combines knowledge and experience from Google, HTC VIVE, Facebook and Oculus, Samsung, and Sony Interactive Entertainment, to create a collective XRA development primer for XR developers across the industry. This document does not express the singular viewpoints of any member company, but rather aims to represent a primer and some application guidelines learned from the nascent days of XR. Example images are from a best practices educational application being developed by the design team at Google. Representatives from these member companies have worked together to share what they have learned to date during the development of their respective platforms and to collaborate on a common set of focus areas for development in the XR industry. It is our hope that this guide will improve applications across all our respective platforms, as well as for the global community of XR users.