PROOF User/System Interface Design
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IBM Tivoli Decision Support for Z/OS: Guide to Reporting Figures
IBM Tivoli Decision Support for z/OS Version 1.8.2 Guide to Reporting IBM SH19-6842-12 IBM Tivoli Decision Support for z/OS Version 1.8.2 Guide to Reporting IBM SH19-6842-12 Note Before using this information and the product it supports, read the information in “Notices” on page 113. Thirteenth Edition (May 2019) This edition applies to version 1, release 8, modification level 2 of IBM Tivoli Decision Support for z/OS (program number 5698-B06) and to all subsequent releases and modifications until otherwise indicated in new editions. This edition replaces SH19-6842-11. © Copyright 21st Century Software Inc. and IBM Corp. US Government Users Restricted Rights - Use, duplication or disclosure restricted by GSA ADP Schedule Contract with IBM Corp. 1994, 2019 Contents Figures ............... v Opening a report definition ......... 33 Opening a report definition when QMF is used 33 Preface .............. vii Opening a report definition when the built-in report generator is used ......... 35 Who should read this book ......... vii Opening the definition of saved report data ... 37 What this book contains .......... vii Publications .............. viii Accessing publications online ....... viii Chapter 4. Working with report groups 39 Using LookAt to look up message explanations viii Listing report groups ........... 39 Accessibility .............. ix Displaying the contents of a report group .... 40 Tivoli technical training .......... ix Viewing and modifying a report group definition . 40 Support information ........... ix Changing the report group definition..... 41 Conventions used in this book ........ x Adding a report to the group ....... 42 Typeface conventions .......... x Deleting a report from the group ...... 42 Creating a report group ......... -
Visualage for Smalltalk Handbook Volume 2: Features
SG24-2219-00 VisualAge for Smalltalk Handbook Volume 2: Features September 1997 SG24-2219-00 International Technical Support Organization VisualAge for Smalltalk Handbook Volume 2: Features September 1997 IBM Take Note! Before using this information and the product it supports, be sure to read the general information in Appendix A, “Special Notices.” First Edition (September 1997) This edition applies to VisualAge for Smalltalk, Versions 2, 3, and 4, for use with OS/2, AIX, and Microsoft Windows 95/NT. Comments may be addressed to: IBM Corporation, International Technical Support Organization Dept. QXXE Building 80-E2 650 Harry Road San Jose, California 95120-6099 When you send information to IBM, you grant IBM a non-exclusive right to use or distribute the information in any way it believes appropriate without incurring any obligation to you. Copyright International Business Machines Corporation 1997. All rights reserved. Note to U.S. Government Users — Documentation related to restricted rights — Use, duplication or disclosure is subject to restrictions set forth in GSA ADP Schedule Contract with IBM Corp. Contents Preface . xiii How This Redbook Is Organized ....................... xiv ITSO on the Internet ................................ xv VisualAge Support on CompuServe ..................... xvii About the Authors ................................ xvii Acknowledgments . xviii Comments Welcome . xix Chapter 1. AS/400 Connection . 1 Multiple Programs with a Single Remote Procedure Call ......... 1 RPC Part Sets Commit Boundary ........................ 1 Connection Problem with V3R1 ......................... 2 AS/400 Communication Error .......................... 2 Strange Characters on Log-on Window .................... 3 Quick Form from AS/400 Record Classes ................... 3 Communication . 4 Read Next/Previous . 4 SQL Statements . 5 Data Queues and Records ............................ 6 ODBC Requirements . -
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. -
Blueprint for the Decade
Blueprint for the Decade In the 1990s, Apple will expand its role in both personal computing and enterprise computing. This will be driven by a focused product strategy that provides: • Rapid advances in our System 7 software architecture • Breakthroughs in how people interact with computers, fostered by the power of RISC • Enterprisewide client/server integration and A/UX-based open Macintosh computers and servers • An object-oriented operating system that will revolutionize the economics of software development for enterprise computing, code-named “Pink.” Our goal is to help people, individually and in organizations, transform the way they work, learn, and communicate by offering exceptional computing products and customer services. Apple will continue to be known as the company that leads the industry by providing powerful, innovative technologies that are easy to use. Our product strategy begins, as always, with Macintosh. The new products will complement and coexist with our current products, sharing data, networks, printers, file servers, and application software. A smooth migration path is a fundamental part of each new product development effort. We think that these new products will be important to the entire industry. Apple believes that its role is to develop rich platforms upon which powerful and easy-to-use applications software can be created by other companies. As the computer industry increasingly requires complex interdependencies for the development of new industry standards, Apple will no longer go the distance alone. Whenever technologies can best be developed and marketed through partnerships, alliances, and licensing arrangements, we will do so. We expect to work closely with other major industry players. -
Reinventing User Applications for Mission Control
Reinventing User Applications for Mission Control Jay Trimble NASA Ames Research Center, Mountain View CA, 94035, USA Alan Crocker NASA Johnson Space Center, Houston TX, 77062, USA I. Introduction Scenario, Present Day – In a simulation de-brief, flight controllers discover the need to build a multi-discipline composite display. They submit a software change request to platform services. Constrained by a traditional software change process, the changes roll out and are available for use months later. Scenario 2011 – In a simulation, flight controllers discover the need to build a multi-discipline composite display. After the de-brief is over, one flight controller stays an extra hour. Using Mission Control Technologies (MCT) certified composable user objects, the controller builds the new displays. Within the hour, the display is ready for use. Exploration Scenario – A future mission control center has continued what the International Space Station Flight Controllers have begun—the combining of what were previously multiple flight control positions into one. A slimmed down mission control center is guiding a descent to the lunar surface. Using an MCT multi-disciplinary display composition, a flight controller executes a procedure. Within each procedure step, commands and telemetry are composed, so no context switching between software packages is required. On a nearby console, another operator is viewing some of the same information. She has composed only the telemetry points she needs, and she’s viewing them as plots, not alphanumerics, as in the procedure steps. These scenarios illustrate the capability of technology now being installed and tested in NASA Johnson Space Centers (JSC) Mission Control Center (MCC). -
Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation
School of Computing Blekinge Institute of Technology Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation Denis Haxhixhemajli Thesis submitted for completion of Master of Science (120 credits) Main field of study: Computer Science Specialization: Informatics School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona Sweden This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science (120 credits) in Computer Science with specialization in Informatics. The thesis is equivalent to 20 weeks of full time studies (30 credits). Contact Information: Author: Denis Haxhixhemajli Address: Rruga “UÇK” BII Nr:12, Pristina 10000, Republic of Kosovo E-mail: [email protected] University advisor: Hans Kyhlbäck School of Computing Blekinge Institute of Technology School of Computing Internet : www.bth.se/com Blekinge Institute of Technology Phone : + 46 455 38 50 00 SE-371 41 Karlskrona Fax : + 46 455 38 50 57 Sweden ii ACKNOWLEDGEMENTS I would like to thank my parents for their continuous support. Special thanks to my Supervisor: Hans Kyhlbäck, as I could not have done this without his detailed, precise and motivating feedback, especially for his ideas to make things better. I would also like to thank the people who participated in the scenario of this thesis. Finally, a big thanks goes to the whole academic staff of this Master’s program for their extra effort to make it awesome: Sara Eriksén, Per Flensburg, Stig Holmberg, Lars-Olof Johansson, Christian Östlund, Lars Svensson, Sten Carlsson, Viveca Asproth, Christina Amcoff Nyström, Anita Håkansson, Ulrica Skagert and Sofia Swartz. -
A Review of User Interface Design for Interactive Machine Learning
1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J. -
Multimedia User Interface Design Alistair US Tcliffe
17 Multimedia User Interface Design Alistlir sS tAliife CONTENTS 17.1 Introduction ..................................................................................................................................................................... 387 17.2 Definitions and Terminology ........................................................................................................................................... 388 17.3 Cognitive Background ..................................................................................................................................................... 389 17.3.1 Perception and Comprehension ........................................................................................................................... 389 17.3.2 Selective Attention ............................................................................................................................................... 389 17.3.3 Emotion and Arousal ........................................................................................................................................... 389 17.3.4 Learning and Memorization ................................................................................................................................ 390 17.4 Design Process ................................................................................................................................................................. 391 17.4.1 Users, Requirements, and Domains ................................................................................................................... -
User Interface Design
User interface design ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 1 Objectives ● To suggest some general design principles for user interface design ● To explain different interaction styles and their use ● To explain when to use graphical and textual information presentation ● To explain the principal activities in the user interface design process ● To introduce usability attributes and approaches to system evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 2 Topics covered ● Design issues ● The user interface design process ● User analysis ● User interface prototyping ● Interface evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 3 The user interface ● User interfaces should be designed to match the skills, experience and expectations of its anticipated users. ● System users often judge a system by its interface rather than its functionality. ● A poorly designed interface can cause a user to make catastrophic errors. ● Poor user interface design is the reason why so many software systems are never used. ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 4 Human factors in interface design ● Limited short-term memory • People can instantaneously remember about 7 items of information. If you present more than this, they are more liable to make mistakes. ● People make mistakes • When people make mistakes and systems go wrong, inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes. ● People are different • People have a wide range of physical capabilities. Designers should not just design for their own capabilities. ● People have different interaction preferences • Some like pictures, some like text. ©Ian Sommerville 2004 Software Engineering, 7th edition. -
Methods and Qualities of a Good User Interface Design
2008:PR002 User Interface Design – Methods and Qualities of a Good User Interface Design Ravi Chandra Chaitanya Guntupalli MASTER’S THESIS Software Engineering, 2008 Department of Technology, Mathematics and Computer Science MASTER’S THESIS User Interface Design – Methods and Qualities of a Good User Interface Design Summary 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. Author: Ravi Chandra Chaitanya. Guntupalli Examiner: Dr. Samantha Jenkins Advisor: Dr. Samantha Jenkins Programme: Software Engineering, 2008 Subject: Software Engineering Level: Master Date: June, 2008 Report Number: 2008:PR002 Keywords User interface design, Software Quality, Reliability, Efficiency, Conciseness, Portability, Consistency, Maintainability, Understandability, System status visibility, System consistency, Error handling, Feedback systems, Memory loading, Efficiency, Appropriate outlook, UI design principles, Usability design, Interface design, Information design, Stake holder, End user. Publisher: University West, Department of Technology, Mathematics and Computer Science, -
User Interface Design 3 0 0 3
COURSE CODE COURSE TITLE L T P C 1152CS108 USER INTERFACE DESIGN 3 0 0 3 A. Preamble : The design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing the user experience. The goal of user interface design is to make the user’s interaction as simple and efficient as possible, in terms of accomplishing user goals (user-centered design). B. Prerequisite Courses: Sl. No Course Code Course Name 1 1150MA202 Engineering Mathematics I C. Related Courses: Sl. No Course Code Course Name 1 1151CS102 Data Structures 2 1151CS113 Computer Graphics and Image Processing D. Course Educational Objectives : Learners are exposed to Describe the web user Interface Describe the structure of user Interface and design process Organize the web systems and control E. Course Outcomes : Upon the successful completion of the course, students will be able to Knowledge Level CO Course Outcomes (Based on revised No’s Bloom’s Taxonomy) Describe the Characteristics of Graphics Interface and its K2 CO1 Principles Design the standards and structures for Human computer K2 CO2 interaction CO3 Understand the components of web systems and text boxes K2 Demonstrate the Guidance of multimedia systems and its K3 CO4 accessibility CO5 Summarize the concepts of windows layout and visualization K2 F. Correlation of Cos with Pos : Cos PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3 CO1 M M L CO2 M L M L M CO3 M L M L L CO4 M M L L L M CO5 H L M L L L L H- High; M-Medium; L-Low G. -
Adaptation of User Interface Based on Contextual Feedback
Adaptation of User Interface Based on Contextual Feedback Robertas Damaševičius, Paulius Paškevičius Department of Software Engineering Kaunas University of Technology Kaunas, Lithuania [email protected] Abstract—The spread of social networks and other online The users are no longer the consumers of media content, but collaboration-related practices changes the target of software also want to act as producers of content or even co-designers of products from a single user to virtual communities. Such content delivery platforms [4] to have impact on the face of the communities view user interfaces of social websites as virtual community. communication partners (facilitators) rather than mere communication medium. Effective communication requires The strength of relationships that bind a member to a proper feedback from community-driven systems that create the community can be influenced by the impact a member can illusion of active participation and control. Furthermore, make as well as a feedback that a member can receive from a feedback combined with community effort and evaluation community. The success of a virtual community relies on the mechanisms such as crowdvoting can be used as a vehicle for voluntary contribution of valuable intellectual property of adaptation of interfaces to the requests of community. The individuals to a community without explicit compensation [5]. implementation of community-driven interfaces requires the Even if an individual does not receive any explicit reward for extension of existing user interface development architectures his/her contribution, he/she often wants his/her contribution to and design patterns. In this paper we analyse known user make impact or at least be seen.