This document provides an overview of different types of human-computer interfaces discussed in a university lecture. It describes 12 interfaces: command-based, WIMP/GUI, multimedia, virtual reality, information visualization, web, consumer electronics, mobile, speech, pen, touch, and air-based gestures. For each interface, it discusses key characteristics, examples, research and design considerations. The goal is to help students understand different interface approaches and important user experience factors to consider in interface design.
The document provides an overview of operating systems and some of their key concepts. It discusses why operating systems are needed, defining them as programs that act as intermediaries between users and computer hardware. It describes the four main components of a computer system - hardware, operating system, application programs, and users. Finally, it outlines some of the main functions and goals of operating systems, such as executing user programs efficiently and making the computer system convenient to use.
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
UNIT II PROCESS MANAGEMENT
Processes – Process Concept, Process Scheduling, Operations on Processes, Inter-process Communication; CPU Scheduling – Scheduling criteria, Scheduling algorithms, Multiple-processor scheduling, Real time scheduling; Threads- Overview, Multithreading models, Threading issues; Process Synchronization – The critical-section problem, Synchronization hardware, Mutex locks, Semaphores, Classic problems of synchronization, Critical regions, Monitors; Deadlock – System model, Deadlock characterization, Methods for handling deadlocks, Deadlock prevention, Deadlock avoidance, Deadlock detection, Recovery from deadlock.
This document provides an overview of human information processing and cognition. It discusses how humans receive and interpret visual and auditory information. It describes short-term and long-term memory, including different memory models. It also covers topics like problem solving, reasoning, decision making, and how emotion can influence cognitive abilities.
The document discusses key components and concepts related to operating system structures. It describes common system components like process management, memory management, file management, I/O management, and more. It then provides more details on specific topics like the role of processes, main memory management, file systems, I/O systems, secondary storage, networking, protection systems, and command interpreters in operating systems. Finally, it discusses operating system services, system calls, and how parameters are passed between programs and the operating system.
This document discusses the evolution of computer systems from early relay-based computers to modern parallel processing systems. It covers the progression from vacuum tubes to integrated circuits, increasing computer speeds and capabilities over generations. The key aspects covered are:
1. Computer components including the CPU, memory, and I/O have advanced significantly from early electromechanical to modern integrated systems.
2. Parallel processing has increased from basic multiprocessing to finer-grained instruction-level parallelism using pipelining and multiple functional units.
3. Uniprocessor computers exploit parallelism through techniques like overlapping I/O and CPU operations, hierarchical memory systems, and multiprogramming.
Linux uses memory management to partition memory between kernel and application spaces, organize memory using virtual addresses, and swap memory between primary and secondary storage. It divides memory using paging into equal-sized pages, creates virtual address spaces, and uses an MMU to translate between virtual and physical addresses. This allows processes to run independently with their own logical view of memory while the physical memory is shared.
The document provides an overview of operating systems and some of their key concepts. It discusses why operating systems are needed, defining them as programs that act as intermediaries between users and computer hardware. It describes the four main components of a computer system - hardware, operating system, application programs, and users. Finally, it outlines some of the main functions and goals of operating systems, such as executing user programs efficiently and making the computer system convenient to use.
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
UNIT II PROCESS MANAGEMENT
Processes – Process Concept, Process Scheduling, Operations on Processes, Inter-process Communication; CPU Scheduling – Scheduling criteria, Scheduling algorithms, Multiple-processor scheduling, Real time scheduling; Threads- Overview, Multithreading models, Threading issues; Process Synchronization – The critical-section problem, Synchronization hardware, Mutex locks, Semaphores, Classic problems of synchronization, Critical regions, Monitors; Deadlock – System model, Deadlock characterization, Methods for handling deadlocks, Deadlock prevention, Deadlock avoidance, Deadlock detection, Recovery from deadlock.
This document provides an overview of human information processing and cognition. It discusses how humans receive and interpret visual and auditory information. It describes short-term and long-term memory, including different memory models. It also covers topics like problem solving, reasoning, decision making, and how emotion can influence cognitive abilities.
The document discusses key components and concepts related to operating system structures. It describes common system components like process management, memory management, file management, I/O management, and more. It then provides more details on specific topics like the role of processes, main memory management, file systems, I/O systems, secondary storage, networking, protection systems, and command interpreters in operating systems. Finally, it discusses operating system services, system calls, and how parameters are passed between programs and the operating system.
This document discusses the evolution of computer systems from early relay-based computers to modern parallel processing systems. It covers the progression from vacuum tubes to integrated circuits, increasing computer speeds and capabilities over generations. The key aspects covered are:
1. Computer components including the CPU, memory, and I/O have advanced significantly from early electromechanical to modern integrated systems.
2. Parallel processing has increased from basic multiprocessing to finer-grained instruction-level parallelism using pipelining and multiple functional units.
3. Uniprocessor computers exploit parallelism through techniques like overlapping I/O and CPU operations, hierarchical memory systems, and multiprogramming.
Linux uses memory management to partition memory between kernel and application spaces, organize memory using virtual addresses, and swap memory between primary and secondary storage. It divides memory using paging into equal-sized pages, creates virtual address spaces, and uses an MMU to translate between virtual and physical addresses. This allows processes to run independently with their own logical view of memory while the physical memory is shared.
Motivation
Types of Distributed Operating Systems
Network Structure
Network Topology
Communication Structure
Communication Protocols
Robustness
Design Issues
An Example: Networking
This document discusses virtualization and virtual machines. It begins with defining virtualization as using software to create virtual versions of hardware components like servers, storage, and networks. This allows multiple virtual machines to run on a single physical machine. The document then covers the history and advantages of virtualization, types of virtualization like server, desktop and network virtualization. It discusses popular virtualization software like VirtualBox and VMware and how to use virtual machines. Benefits of virtualization mentioned are reduced costs, faster provisioning, disaster recovery and simplified management. Requirements for running virtual machines and when virtualization makes sense for companies are also summarized.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
This document discusses key aspects of software design, including:
1. It defines software design and engineering as the process of translating requirements into a blueprint for constructing software through iterative design activities like data, architectural, interface, and component design.
2. It outlines design principles like modularity, abstraction, and refinement which help partition software into components and separate conceptual representations from implementation details.
3. It emphasizes that software architecture defines the overall structure and relationships between major elements of software, and is important for achieving conceptual integrity in software systems.
Reduced instruction set computing, or RISC (pronounced 'risk', /ɹɪsk/), is a CPU design strategy based on the insight that a simplified instruction set provides higher performance when combined with a microprocessor architecture capable of executing those instructions using fewer microprocessor cycles per instruction.
The document discusses key concepts in software design, including:
- Design involves modeling the system architecture, interfaces, and components before implementation. This allows assessment and improvement of quality.
- Important design concepts span abstraction, architecture, patterns, separation of concerns, modularity, information hiding, and functional independence. Architecture defines overall structure and interactions. Patterns help solve common problems.
- Separation of concerns and related concepts like modularity and information hiding help decompose problems into independently designed and optimized pieces to improve manageability. Functional independence means each module has a single, well-defined purpose with minimal interaction.
A distributed system is a collection of independent computers that appears as a single coherent system to users. It provides advantages like cost-effectiveness, reliability, scalability, and flexibility but introduces challenges in achieving transparency, dependability, performance, and flexibility due to its distributed nature. A true distributed system that solves all these challenges perfectly is difficult to achieve due to limitations like network complexity and security issues.
The document contains figures from the textbook "Distributed Systems: Concepts and Design" relating to networking and internetworking concepts. It includes figures on network types and their characteristics, layered protocol architectures, routing, addressing, tunnels, firewall configurations, wireless networking, ATM, and more. The figures provide visual explanations of key concepts to supplement the textbook material.
This document provides an overview of grid computing frameworks. It introduces grid computing and discusses its key concepts. Several popular grid frameworks are described, including Globus Toolkit, Gridbus Toolkit, UNICORE, and Legion. Each framework is summarized in terms of its origins, architecture, and impact. The document concludes by noting that grid frameworks facilitate the development of grid applications and management of grid infrastructure.
Parallel computing is computing architecture paradigm ., in which processing required to solve a problem is done in more than one processor parallel way.
The document discusses various techniques for analysis modeling in software engineering. It describes the goals of analysis modeling as providing the first technical representation of a system that is easy to understand and maintain. It then covers different types of analysis models, including flow-oriented modeling, scenario-based modeling using use cases and activity diagrams, and class-based modeling involving identifying classes, attributes, and operations. The document provides examples and guidelines for effectively utilizing these modeling approaches in requirements analysis.
This document discusses synchronization in distributed systems and various algorithms for achieving mutual exclusion. It covers centralized, distributed, and token ring algorithms for mutual exclusion. The centralized algorithm uses a coordinator but has a single point of failure. Distributed algorithms overcome this but require more messages. The token ring algorithm passes a token between processes but can lose the token if a process crashes. In comparing the algorithms, the document examines their message requirements, delay before entry, and potential problems.
A real-time system must respond to external stimuli within a finite time period. The correctness of real-time computations depends on both logical results and timeliness. Real-time systems require substantial design effort to ensure task deadlines are met. There are two types of real-time systems: hard where missing deadlines causes damage, and soft where missing deadlines is undesirable. Scheduling algorithms like earliest deadline first (EDF) and rate monotonic analysis (RMA) are used to ensure tasks meet deadlines in real-time systems.
This document discusses swap space in Linux systems. It explains that swap space uses disk space as virtual memory to hold process images when physical RAM is full. Swap space can be located in a separate disk partition or within the normal file system. Linux uses a swap map data structure to track which pages are stored in swap space. The goal of swap space is to make RAM usage more efficient and prevent the system from slowing down or crashing when physical memory is exhausted.
Unit 1 architecture of distributed systemskaran2190
The document discusses the architecture of distributed systems. It describes several models for distributed system architecture including:
1) The mini computer model which connects multiple minicomputers to share resources among users.
2) The workstation model where each user has their own workstation and resources are shared over a network.
3) The workstation-server model combines workstations with centralized servers to manage shared resources like files.
The document discusses different types of computer system organizations based on the number of general-purpose processors used: single-processor systems which use one main CPU, multiprocessor/multicore systems which contain two or more closely communicating processors, and clustered systems which gather multiple complete computer systems together. Single-processor systems may contain additional special-purpose processors like disk or keyboard controllers. Multiprocessor systems can be symmetric, with all processors performing all tasks, or asymmetric with dedicated tasks. Clustered systems provide high-availability and parallel processing across nodes.
This presentation discusses software reuse, which is the process of implementing or updating software systems using existing software components. It provides an overview of software reuse, including its benefits of increasing productivity and quality while decreasing costs and time. The presentation covers types of reuse like opportunistic and planned reuse. It also discusses layers of reuse, types of software reuse like application and component reuse, advantages like increased reliability, and barriers to software reuse like maintenance costs. The conclusion is that systematic software reuse through good design can achieve better software more quickly and at lower cost.
Green computing involves environmentally responsible use of computers and resources throughout their lifecycle from design to disposal. It aims to reduce environmental impact through strategies like improving energy efficiency, using fewer hazardous materials, and designing for recyclability. The key drivers for green computing include reducing costs, social responsibility, and compliance with regulations. Organizations can measure their environmental performance using metrics related to inputs like resource use and embodied energy, and outputs like waste and emissions.
This document provides an overview of computer systems and their impact on society. It discusses the basic components of a computer including the motherboard, CPU, RAM, hard drive, and ports. It describes different types of computers such as mainframes, minicomputers, microcomputers, and supercomputers. It outlines the benefits of computers in improving accuracy, speed, and access to information for organizations and individuals. Finally, it discusses the role of computers in various aspects of society like education, business, healthcare, government, and how they have changed work and leisure activities.
This document discusses different types of prototypes used in interaction design including low and high fidelity prototypes. Low fidelity prototypes like sketches, storyboards, and wireframes allow for quick iteration and are used early in the design process. High fidelity prototypes use materials closer to the final product and can include clickable prototypes. The document also covers when to prototype, compromises that may be needed, and tools for prototyping like wireframes which help layout content without final visual design.
Motivation
Types of Distributed Operating Systems
Network Structure
Network Topology
Communication Structure
Communication Protocols
Robustness
Design Issues
An Example: Networking
This document discusses virtualization and virtual machines. It begins with defining virtualization as using software to create virtual versions of hardware components like servers, storage, and networks. This allows multiple virtual machines to run on a single physical machine. The document then covers the history and advantages of virtualization, types of virtualization like server, desktop and network virtualization. It discusses popular virtualization software like VirtualBox and VMware and how to use virtual machines. Benefits of virtualization mentioned are reduced costs, faster provisioning, disaster recovery and simplified management. Requirements for running virtual machines and when virtualization makes sense for companies are also summarized.
This document discusses various aspects of prototyping in human-computer interaction design. It defines prototyping as a limited representation of a design that allows users to interact with it. The key advantages of prototyping discussed are that it allows stakeholders to experience a design early and provide feedback, which can save time and money. Various prototyping techniques are covered, such as low and high fidelity prototypes using sketches, storyboards, and interactive software. The goals and process of prototyping are also summarized.
This document discusses key aspects of software design, including:
1. It defines software design and engineering as the process of translating requirements into a blueprint for constructing software through iterative design activities like data, architectural, interface, and component design.
2. It outlines design principles like modularity, abstraction, and refinement which help partition software into components and separate conceptual representations from implementation details.
3. It emphasizes that software architecture defines the overall structure and relationships between major elements of software, and is important for achieving conceptual integrity in software systems.
Reduced instruction set computing, or RISC (pronounced 'risk', /ɹɪsk/), is a CPU design strategy based on the insight that a simplified instruction set provides higher performance when combined with a microprocessor architecture capable of executing those instructions using fewer microprocessor cycles per instruction.
The document discusses key concepts in software design, including:
- Design involves modeling the system architecture, interfaces, and components before implementation. This allows assessment and improvement of quality.
- Important design concepts span abstraction, architecture, patterns, separation of concerns, modularity, information hiding, and functional independence. Architecture defines overall structure and interactions. Patterns help solve common problems.
- Separation of concerns and related concepts like modularity and information hiding help decompose problems into independently designed and optimized pieces to improve manageability. Functional independence means each module has a single, well-defined purpose with minimal interaction.
A distributed system is a collection of independent computers that appears as a single coherent system to users. It provides advantages like cost-effectiveness, reliability, scalability, and flexibility but introduces challenges in achieving transparency, dependability, performance, and flexibility due to its distributed nature. A true distributed system that solves all these challenges perfectly is difficult to achieve due to limitations like network complexity and security issues.
The document contains figures from the textbook "Distributed Systems: Concepts and Design" relating to networking and internetworking concepts. It includes figures on network types and their characteristics, layered protocol architectures, routing, addressing, tunnels, firewall configurations, wireless networking, ATM, and more. The figures provide visual explanations of key concepts to supplement the textbook material.
This document provides an overview of grid computing frameworks. It introduces grid computing and discusses its key concepts. Several popular grid frameworks are described, including Globus Toolkit, Gridbus Toolkit, UNICORE, and Legion. Each framework is summarized in terms of its origins, architecture, and impact. The document concludes by noting that grid frameworks facilitate the development of grid applications and management of grid infrastructure.
Parallel computing is computing architecture paradigm ., in which processing required to solve a problem is done in more than one processor parallel way.
The document discusses various techniques for analysis modeling in software engineering. It describes the goals of analysis modeling as providing the first technical representation of a system that is easy to understand and maintain. It then covers different types of analysis models, including flow-oriented modeling, scenario-based modeling using use cases and activity diagrams, and class-based modeling involving identifying classes, attributes, and operations. The document provides examples and guidelines for effectively utilizing these modeling approaches in requirements analysis.
This document discusses synchronization in distributed systems and various algorithms for achieving mutual exclusion. It covers centralized, distributed, and token ring algorithms for mutual exclusion. The centralized algorithm uses a coordinator but has a single point of failure. Distributed algorithms overcome this but require more messages. The token ring algorithm passes a token between processes but can lose the token if a process crashes. In comparing the algorithms, the document examines their message requirements, delay before entry, and potential problems.
A real-time system must respond to external stimuli within a finite time period. The correctness of real-time computations depends on both logical results and timeliness. Real-time systems require substantial design effort to ensure task deadlines are met. There are two types of real-time systems: hard where missing deadlines causes damage, and soft where missing deadlines is undesirable. Scheduling algorithms like earliest deadline first (EDF) and rate monotonic analysis (RMA) are used to ensure tasks meet deadlines in real-time systems.
This document discusses swap space in Linux systems. It explains that swap space uses disk space as virtual memory to hold process images when physical RAM is full. Swap space can be located in a separate disk partition or within the normal file system. Linux uses a swap map data structure to track which pages are stored in swap space. The goal of swap space is to make RAM usage more efficient and prevent the system from slowing down or crashing when physical memory is exhausted.
Unit 1 architecture of distributed systemskaran2190
The document discusses the architecture of distributed systems. It describes several models for distributed system architecture including:
1) The mini computer model which connects multiple minicomputers to share resources among users.
2) The workstation model where each user has their own workstation and resources are shared over a network.
3) The workstation-server model combines workstations with centralized servers to manage shared resources like files.
The document discusses different types of computer system organizations based on the number of general-purpose processors used: single-processor systems which use one main CPU, multiprocessor/multicore systems which contain two or more closely communicating processors, and clustered systems which gather multiple complete computer systems together. Single-processor systems may contain additional special-purpose processors like disk or keyboard controllers. Multiprocessor systems can be symmetric, with all processors performing all tasks, or asymmetric with dedicated tasks. Clustered systems provide high-availability and parallel processing across nodes.
This presentation discusses software reuse, which is the process of implementing or updating software systems using existing software components. It provides an overview of software reuse, including its benefits of increasing productivity and quality while decreasing costs and time. The presentation covers types of reuse like opportunistic and planned reuse. It also discusses layers of reuse, types of software reuse like application and component reuse, advantages like increased reliability, and barriers to software reuse like maintenance costs. The conclusion is that systematic software reuse through good design can achieve better software more quickly and at lower cost.
Green computing involves environmentally responsible use of computers and resources throughout their lifecycle from design to disposal. It aims to reduce environmental impact through strategies like improving energy efficiency, using fewer hazardous materials, and designing for recyclability. The key drivers for green computing include reducing costs, social responsibility, and compliance with regulations. Organizations can measure their environmental performance using metrics related to inputs like resource use and embodied energy, and outputs like waste and emissions.
This document provides an overview of computer systems and their impact on society. It discusses the basic components of a computer including the motherboard, CPU, RAM, hard drive, and ports. It describes different types of computers such as mainframes, minicomputers, microcomputers, and supercomputers. It outlines the benefits of computers in improving accuracy, speed, and access to information for organizations and individuals. Finally, it discusses the role of computers in various aspects of society like education, business, healthcare, government, and how they have changed work and leisure activities.
This document discusses different types of prototypes used in interaction design including low and high fidelity prototypes. Low fidelity prototypes like sketches, storyboards, and wireframes allow for quick iteration and are used early in the design process. High fidelity prototypes use materials closer to the final product and can include clickable prototypes. The document also covers when to prototype, compromises that may be needed, and tools for prototyping like wireframes which help layout content without final visual design.
This document discusses various metrics that can be used to evaluate the user experience in usability tests, including behavioral, physiological, and combined metrics. It covers collecting unprompted verbal expressions, eye tracking data, emotional responses, and stress levels during tests. It also discusses calculating combined metrics like weighted percentages and z-scores to provide an overall usability score. The best way to assess test results is to compare the data to predefined goals or expert performance.
- The document discusses accessibility standards and legal requirements for websites under the UK Disability Discrimination Act (DDA) and Equality Act (EA).
- The EA defines disability and prohibits discrimination in the provision of goods and services. Service providers must make reasonable adjustments to practices, policies, procedures and physical features to ensure accessibility.
- While usability is not a strict legal requirement, the DDA and EA require that websites cannot provide inferior service to or discriminate against disabled users, and must make reasonable adjustments to correct accessibility problems.
This lecture covered web accessibility and the WCAG initiative. It defined accessibility and discussed how a focus on presentation over content can negatively impact accessibility. The WCAG provides guidelines to make web content accessible, such as providing text alternatives for non-text content and ensuring users can navigate content in an intuitive order. Examples of accessibility issues included CAPTCHAs that are difficult for screen readers and drop-down menus that are not operable without a mouse. Testing tools like the web developer toolbar and Lynx browser were also introduced.
This document provides an overview of key concepts for analyzing usability data, including:
- Types of variables (independent, dependent, nominal, ordinal, interval, ratio) and how to use each for analysis.
- Basic descriptive statistics (measures of central tendency, variability, confidence intervals) that are commonly used, such as mean, median, mode, range, standard deviation.
- Other analysis techniques like correlation, percentiles, and ways to present data visually through charts. The goal is to equip students with the statistical foundations for evaluating usability studies in subsequent weeks.
This document discusses issue-based metrics and self-reported metrics for measuring user experience. It describes issue-based metrics as involving qualitative data about usability issues identified during user studies, including severity ratings of issues. Self-reported metrics involve subjective data collected through questionnaires and interviews using rating scales, the System Usability Scale, and other methods. Key considerations for both include identifying and analyzing patterns in issues and responses to focus design improvements.
The document discusses usability testing and inquiry methods. It provides details on conducting a usability test of the OpenSMSDroid Android app, including testing configurations, representative tasks, and data collection and analysis. It also summarizes findings from a usability study of various websites reported in the book Prioritizing Web Usability.
This document discusses web accessibility and the WCAG guidelines. It defines accessibility and describes how a focus on presentation over content can negatively impact accessibility. The WCAG guidelines provide 12 guidelines to make web content accessible, such as providing text alternatives for non-text content and ensuring users have control over time-sensitive content. Examples of CAPTCHAs, drop-down menus, and effects are discussed in terms of their usability and accessibility. Testing tools like the web developer toolbar and Lynx are also mentioned.
This document discusses design rules and usability inspections for evaluating user interfaces. It begins by outlining principles, standards, and guidelines that provide direction for design. These include learnability, flexibility, and robustness. Common inspection methods are then described, such as heuristic evaluation where usability experts judge compliance with principles. Heuristic evaluation involves experts inspecting independently then debriefing to prioritize problems. Cognitive walkthroughs similarly involve walking through usage scenarios to identify learnability issues. Standards inspections check for compliance with specific standards.
This document provides an overview of the CN5111 module on usability engineering. It introduces the module team and aims, outlines the learning outcomes, and reviews the module logistics. It also gives an introduction to key concepts in usability engineering, such as definitions of usability, effectiveness, efficiency and satisfaction. Finally, it discusses measuring the user experience through metrics and why metrics are important for understanding the user experience.
Usability evaluation methods (part 2) and performance metricsAndres Baravalle
This document provides an overview of usability evaluation methods and performance metrics. It discusses usability testing methods like usability testing, usability inspections, and usability inquiry. It also covers specific techniques like heuristic evaluations, cognitive walkthroughs, surveys, and contextual inquiry. The document then discusses different types of performance metrics that can be used to measure the user experience, including task success rates, levels of success, errors, efficiency, and learnability.
SPEL (Social, professional, ethical and legal) issues in UsabilityAndres Baravalle
This document provides an overview of key concepts related to disability, accessibility, and legal requirements from the Disability Discrimination Act (DDA) and the Equality Act (EA) in the UK. It discusses what constitutes a disability, the duty to provide reasonable adjustments, prohibitions against direct and indirect discrimination in the provision of goods and services, and exceptions. The document also provides examples of reasonable adjustments for websites and situations that may be excepted, and directs the reader to additional reference materials on the topic.
This document provides an overview of interaction design rules and usability requirements. It discusses various types of design rules including principles, standards, heuristics and guidelines. Specific principles are outlined to support usability in terms of learnability, flexibility and robustness. Examples of standards and guidelines are also described. Nielsen's 10 heuristics and Shneiderman's 8 golden rules for interface design are summarized. The document emphasizes the importance of user-centered design and involvement through iterative prototyping and evaluation. Key questions for user-centered design are listed regarding identifying stakeholders and understanding user needs.
The document discusses various usability evaluation planning and methods. It covers:
- The goals of formative and summative usability evaluations
- Common usability metrics such as performance, issues, and satisfaction
- Examples of usability study scenarios and the metrics used
- An overview of usability evaluation methods including testing, inspections, and inquiry
This document summarizes a lecture on usability heuristics and testing interfaces with users. It discusses several of Steve Krug's heuristics for usable interfaces, including that users don't read pages and instead scan, optimal choices are usually not needed, and interfaces should not require learning. It also describes the "trunk test" to evaluate how easily a user can understand a site when blindfolded. The document outlines methods for usability evaluation and stresses the importance of testing interfaces with users.
Dark web markets: from the silk road to alphabay, trends and developmentsAndres Baravalle
Within the last years, governmental bodies have been futilely trying to fight against dark web hosted marketplaces. Shortly after the closing of “The Silk Road” by the FBI and Europol in 2013, new successors have been established. Through the combination of cryptocurrencies and nonstandard communication protocols and tools, agents can anonymously trade in a marketplace for illegal items without leaving any record.
This talk will presents a research carried out to gain insights on the products and services sold within one of the larger marketplaces for drugs, fake ids and weapons on the Internet, Agora, and on new developments after the demise of Agora.
The document discusses layout design rules for integrated circuits. It provides guidelines for feature sizes and spacings to ensure fabricated circuits meet intended designs. This includes minimum line widths, separations between layers, and allowances for misalignment. The document also notes two key checks that must be completed to validate a mask design: a design rule check to verify rules are followed, and circuit extraction to confirm masks produce the correct interconnected circuit.
This document provides an overview of cognition and cognitive theories that are relevant to interaction design. It discusses key cognitive processes like attention, perception, memory, learning, and problem solving. It also summarizes several cognitive frameworks for understanding how users interact with technology, including mental models, distributed cognition, and the gulfs of execution and evaluation. The document emphasizes that understanding cognition can help designers create interfaces that are easier for users to perceive, learn, remember and complete tasks on.
This chapter discusses 20 different types of interfaces including command line, graphical, multimedia, virtual reality, web, mobile, appliance, voice, pen, touch, gesture, haptic, multimodal, shareable, tangible, augmented reality, wearables, robots/drones, brain-computer interaction, and smart interfaces. For each type, the chapter provides an overview and highlights of key research and design considerations. Examples of each interface type are also illustrated with images.
Chapter 10 designing and producing MultimediaShehryar Ahmad
The document discusses strategies for designing and producing multimedia projects. It covers designing the structure and user interface, including using hotspots and navigation maps. Production requires good organization, communication between teams, and tracking files. Key aspects include feedback loops between design and production, using linear, hierarchical, or non-linear structures, and creating a simple user interface.
The document outlines an agenda for a workshop on accessible, responsive, and universal design in Drupal. The workshop will cover introductions, standards and requirements for accessibility, using Drupal to meet accessibility standards, visual design considerations for accessibility, and creating accessible content. It provides details on the topics that will be discussed in each part of the workshop, including introductions, priorities and interests of attendees, definitions of key concepts like accessible first and universal design principles, and specific techniques and modules in Drupal.
Human Computer Interaction Notes 176.pdfvijaykumarK44
1. Human-computer interaction (HCI) studies the design and use of computer technology and aims to ensure interactions between humans and computers are as usable and understandable as possible.
2. A key goal of HCI is to minimize the barriers between what users want to accomplish and the computer's understanding of the task.
3. Early computer interfaces involved command-line text input which was difficult for many users. Graphical user interfaces using icons, windows, and pointing devices like mice revolutionized human-computer interaction by making interactions more intuitive and direct.
This document outlines the syllabus for a course on Human Computer Interaction taught by Dr. Latesh Malik. The course objectives are to introduce students to concepts of HCI and how to design and evaluate interactive technologies. The syllabus covers topics like principles of interface design, the design process, screen design, interface components, and tools. The course aims to help students understand considerations for interface design and methods in HCI to design effective user interfaces.
The document discusses interaction design and provides examples of good and bad designs. It begins by showing examples of bad designs for an elevator and vending machine where the controls and actions are not intuitive or obvious. It then discusses what makes a good design, noting a well-designed answering machine and TiVo remote that are intuitive and easy to use. The document emphasizes the importance of understanding users, involving them in the design process, and following principles like visibility and feedback to create usable and enjoyable interactions.
Is your technical content development organization considering a move to structured authoring and/or DITA (Darwin Information Typing Architecture)? This presentation provides a high-level introduction to what DITA is--and what the benefits of moving to DITA are. DITA is an excellent solution for many--but not all--organizations and projects. This introduction can help you begin to understand why DITA may or may not be a good solution for you.
This document discusses human-computer interaction and user interface design. It covers interaction design principles like understanding users and iteration. It also describes common interaction styles like command line interfaces, menus, forms, and the WIMP (windows, icons, menus, pointer) style. User-centered design techniques are outlined, including data collection, analysis, modeling, prototyping and evaluation to create effective, efficient and satisfying user experiences.
The document provides an introduction to human-computer interaction. It discusses key concepts like interaction design, the design process, understanding users, scenarios, navigation, iteration, prototypes, usability, and common interaction styles. The design process involves understanding constraints, the human and computer, and is iterative without a clear end. Interaction starts by learning about users and their context. Scenarios and navigation help address user needs. Prototyping and iteration are used to evaluate designs. Usability focuses on effectiveness, efficiency and satisfaction. Common interaction styles include command lines, menus, forms, and the WIMP model using windows, icons, menus and pointers.
This document discusses user experience considerations for multi-platform applications. It covers industry standards and best practices for different platforms including desktop, web, mobile and tablets. It provides examples of typical users for each platform and discusses differences in screen size, input methods, mobility and tasks. The document also outlines the user experience design process, including understanding user and business needs, concept development, prototyping and user testing. Common myths about multi-platform design are debunked.
The document discusses the history and evolution of user interface (UI) design, beginning with early batch computing systems that used punched cards and command line interfaces. It then covers the development of graphical user interfaces (GUIs) in the 1970s at Xerox PARC, followed by early GUIs from Apple and Microsoft in the 1980s. The document also examines improvements to GUIs in the 1990s-2000s and how the rise of smartphones required a rethinking of interface design for smaller screens.
The document discusses software interface design and architecture. It covers interface design principles, styles of interfaces including static, dynamic and customizable styles. Key design considerations for interfaces include making them user-centered, intuitive, consistent and integrated. Interface evaluation looks at usability metrics like how quickly a new user can become productive, what percentage of functions are usable, and how well the interface supports error recovery and customization.
This document discusses user-centered design and prototyping. It defines user-centered design as an approach that focuses on understanding users, their goals, tasks, and environment. Prototyping is described as an essential part of user-centered design. Prototypes allow designers to evaluate designs with users early in the design process to identify and address issues before final development. The document outlines different types of prototypes including low-fidelity prototypes using simple materials and high-fidelity prototypes that more closely resemble the final product. Both have benefits and limitations for gathering feedback.
User experience (UX) design involves creating a system, product, or service that provides a quality experience for users. UX designers conduct research to understand user needs and then create wireframes, prototypes, and visual designs to meet those needs. The goal is to make products intuitive and easy to use. UX design is informed by fields like psychology, graphic design, and user research. Designers use tools like Axure to create wireframes and site maps to plan interfaces before development. Usability testing involves user research methods like surveys and field studies to evaluate designs and identify areas for improvement.
This chapter discusses mobile user interface design. It covers using screen real estate efficiently, understanding how users perceive design elements, the social aspect of mobile interfaces, accessibility considerations, and designing for specific mobile platforms. Key points include using minimalism and a visual hierarchy; understanding Gestalt principles of perception; ensuring usability and reaching the intended audience; and following platform-specific design patterns and guidelines.
Introduction to JavaScript course. The course was updated in 2014-15.
Will allow you to understand what is JavaScript, what's it history and how you can use it.
The set of slides "Introduction to jQuery" is a follow up - which would allow the reader to have a basic understanding across JavaScript and jQuery.
This document provides information about an upcoming class that will be rescheduled due to the professor being unavailable. It discusses potential new dates and times for the class. It also summarizes the planned lecture topics, which include usability heuristics like making interfaces intuitive for users without unnecessary complexity. Testing interfaces with users is emphasized as important for evaluating usability. Students are also informed about the process for receiving dissertation supervision and potential topics.
This document provides an overview of key concepts for data gathering and analysis in interaction design. It discusses techniques for interviews, questionnaires, observations, and the analysis of both qualitative and quantitative data. The goal is to understand users and inform the design process. Techniques covered include interviews, questionnaires, observations, analysis frameworks like grounded theory, and presenting findings.
This document discusses different aspects of interaction design and prototyping. It covers conceptual design, which transforms user requirements into a conceptual model. It also discusses different types of prototyping like low and high fidelity, as well as compromises in prototyping. Finally, it discusses how prototypes can be used to support the design process by answering questions and testing ideas.
This document provides an overview of interaction design and the process of establishing software requirements from user needs. It discusses:
1. What interaction design is, including the importance of involving users and taking a user-centered approach.
2. Practical issues in requirements gathering such as identifying users, understanding needs, generating alternatives, and choosing among alternatives.
3. Common techniques for gathering and analyzing user data to establish requirements, including interviews, questionnaires, observation, personas, task analysis, and hierarchical task analysis.
The document emphasizes the importance of understanding user needs through direct involvement and observing users' tasks in order to develop an accurate set of requirements for software.
This document provides an overview of the first lecture for the IM2044 module. It introduces the module team, aims, and structure. It then covers an introduction to usability engineering, defining usability, and the roots of usability. Key points covered include definitions of usability from IEEE, ISO, and effectiveness, efficiency, and satisfaction. The lecture also discusses early thinkers on ergonomics and usability roots. It concludes with an overview of usability engineering and module logistics.
Open Day activity for Computing @ University of East London.
This is a very cut down version of what students are going to study on their second year when taking Usability Engineering.
Introduction to usability evaluation methods & usability testing.
A Free 200-Page eBook ~ Brain and Mind Exercise.pptxOH TEIK BIN
(A Free eBook comprising 3 Sets of Presentation of a selection of Puzzles, Brain Teasers and Thinking Problems to exercise both the mind and the Right and Left Brain. To help keep the mind and brain fit and healthy. Good for both the young and old alike.
Answers are given for all the puzzles and problems.)
With Metta,
Bro. Oh Teik Bin 🙏🤓🤔🥰
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
CapTechTalks Webinar Slides June 2024 Donovan Wright.pptxCapitolTechU
Slides from a Capitol Technology University webinar held June 20, 2024. The webinar featured Dr. Donovan Wright, presenting on the Department of Defense Digital Transformation.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
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إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
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تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
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