This document discusses different types of windows and window components. It describes the characteristics of windows including name, size, state, visibility, location and presentation. It outlines the components of windows including title bar, menu bar, toolbars, status bar and scroll bars. It discusses different window presentation styles like tiled, overlapping and cascaded windows. It provides guidance on organizing window functions, sizing windows appropriately and placing windows on the screen.
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
User Interface Design Module 5 screen based controlsbrindaN
This document summarizes different types of screen-based controls and windows testing techniques. It describes operable controls like buttons, text entry/read-only controls, selection controls, custom controls, and presentation controls. It also discusses prototyping windows using techniques like hand sketches and programmed facades. Finally, it outlines different kinds of windows tests, including guidelines reviews, think-aloud evaluations, cognitive walkthroughs, heuristic evaluation and usability tests.
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
Module 1st USER INTERFACE DESIGN (15CS832) - VTU Sachin Gowda
The document discusses the user interface for both graphical user interfaces (GUIs) and web interfaces. It provides a brief history of interfaces and covers key aspects of design. Some main points:
- Early systems introduced the mouse and graphical interfaces, revolutionizing human-computer interaction.
- Web interfaces are designed for information navigation between pages, while GUIs are for well-defined applications. Web design considers diverse devices and unknown content from various sources.
- Both interfaces use visual elements like windows and menus but web design allows more flexibility while considering bandwidth and browser limitations. Proper interface design balances usability and technical capabilities.
User Interface Design-Module 4 Windows
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document discusses principles of user interface design for graphical user interfaces, web interfaces, and intranets. It defines key terms like user interface, input, output, and highlights the importance of good design. Benefits of good design include reduced errors, training costs and increased satisfaction. Characteristics of graphical interfaces are discussed like visual presentation, pick and click interaction, and object orientation. The popularity and differences between GUIs, the web, printed pages and intranets are also summarized.
User Interface Design- Module 3 Menus
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
User Interface Design Module 5 screen based controlsbrindaN
This document summarizes different types of screen-based controls and windows testing techniques. It describes operable controls like buttons, text entry/read-only controls, selection controls, custom controls, and presentation controls. It also discusses prototyping windows using techniques like hand sketches and programmed facades. Finally, it outlines different kinds of windows tests, including guidelines reviews, think-aloud evaluations, cognitive walkthroughs, heuristic evaluation and usability tests.
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
Module 1st USER INTERFACE DESIGN (15CS832) - VTU Sachin Gowda
The document discusses the user interface for both graphical user interfaces (GUIs) and web interfaces. It provides a brief history of interfaces and covers key aspects of design. Some main points:
- Early systems introduced the mouse and graphical interfaces, revolutionizing human-computer interaction.
- Web interfaces are designed for information navigation between pages, while GUIs are for well-defined applications. Web design considers diverse devices and unknown content from various sources.
- Both interfaces use visual elements like windows and menus but web design allows more flexibility while considering bandwidth and browser limitations. Proper interface design balances usability and technical capabilities.
User Interface Design-Module 4 Windows
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document discusses principles of user interface design for graphical user interfaces, web interfaces, and intranets. It defines key terms like user interface, input, output, and highlights the importance of good design. Benefits of good design include reduced errors, training costs and increased satisfaction. Characteristics of graphical interfaces are discussed like visual presentation, pick and click interaction, and object orientation. The popularity and differences between GUIs, the web, printed pages and intranets are also summarized.
User Interface Design- Module 3 Menus
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
The document outlines a 14 step process for user interface design. Step 1 involves understanding the user through identifying their level of knowledge, tasks, psychological and physical characteristics. Important human characteristics for design discussed include perception, memory, visual acuity, foveal/peripheral vision, and information processing. Design must consider these characteristics to develop interfaces that are usable and allow users to perform skills efficiently.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It covers topics like:
- Characteristics of GUIs like direct manipulation, icons, menus, windows
- Advantages of GUIs like faster learning and problem solving
- Disadvantages of GUIs like greater design complexity
- Differences between GUI and web design regarding devices, user focus, navigation, and visual style
- Characteristics of web interfaces like variable content and unlimited navigation
- Differences between printed pages and web pages in terms of page size, layout, and resolution
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
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.
The document discusses different types of menus used in user interfaces, including their structures, functions, formatting, and advantages/disadvantages. The main types covered are single menus, sequential linear menus, simultaneous menus, hierarchical menus, connected menus, event-trapping menus, menu bars, pull-down menus, cascading menus, pop-up menus, and iconic menus.
The document discusses principles of human-computer interface (HCI) design. It outlines several key principles for HCI design including accuracy, attractiveness, consistency, ease of use, effectiveness, and simplicity. A good design can ensure users safely, effectively, and efficiently complete tasks in an enjoyable way. When designing, fundamental questions to consider include who the users are, the purpose of the application, when and where it will be used, and how many people will use it. Guidelines are provided for formatting forms and reports with meaningful titles and navigation as well as highlighting information. Color should be used carefully and consistently according to its meaning and effects. Legibility and readability are important considerations in font choice and formatting.
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
This document discusses information architecture for mobile devices. It covers topics like a brief history of mobile devices, the mobile ecosystem, types of mobile applications, and mobile design. It defines information architecture and discusses how it differs for mobile, including keeping designs simple, using site maps, clickstreams, wireframes, and prototypes to test designs. Specific tips for mobile include limiting mistakes in site maps and using content to confirm user paths. The goals are to organize content effectively and allow intuitive interaction on smaller mobile screens.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
HCI is the study, planning, design of the interaction between humans and computers. A human’s interaction with the outside world occurs through information being received and sent: input and output. In an interaction with a computer the user
receives information that is output by the computer, and responds by providing input to the computer.
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
It begins by explaining different types of contextual tools like always-visible tools, hover-reveal tools, toggle-reveal tools, and multi-level tools. It then discusses overlays and inlays, describing dialog, detail, and input overlays as well as dialog, list, and detail inlays.
Finally, it covers patterns that support virtual pages like virtual scrolling, inline paging, scrolled paging, panning, and zoomable user interfaces. Virtual scrolling creates the illusion of a larger page by dynamically loading more content as the user scrolls. Inline paging updates only part of
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
HCI LAB MANUAL
1
To understand the trouble of interacting with machines - Redesign interfaces of home
appliances.
2 Design a system based on user-centered approach.
3 Understand the principles of good screen design.
4 Redesign existing Graphical User Interface with screen complexity
5 Design Web User Interface based on Gestalt Theory
6 Implementation of Different Kinds of Menus
7 Implementation of Different Kinds of Windows
8 Design a system with proper guidelines for icons
The document discusses several key factors in visual interface design including screen organization, language used, distinctiveness of components, and aesthetics. Common problems are discussed such as visual inconsistency, overuse of design elements, and poor typography. The document also outlines what users want from interfaces including orderliness, obvious indications of elements, expected locations of information, plain language, and clear indications of actions. Design goals are outlined as reducing visual, intellectual, memory, and motor work. Tests for good design focus on ability to identify elements without text labels. Principles of organizing screen elements, consistency, ordering, navigation, flow, balance, symmetry, regularity, predictability, sequentiality, economy, unity, groupings, simplicity,
A window is an area on the screen that contains a view or dialog. It has characteristics like a name, size, location and components. There are different types of windows like primary, secondary and dialog boxes. Windows can be organized and presented in different styles like tiled, overlapping or cascading. Users can perform operations on windows like opening, closing, moving, resizing and changing their state. The type of window and organization used depends on the task and intended users.
This document discusses different types of windows and how to organize them, including:
- Primary windows represent independent functions and present frequently used controls. Secondary windows perform supplemental actions related to primary windows.
- Modal secondary windows prevent interaction with other windows, while modeless secondary windows allow interaction. Cascading and unfolding secondary windows provide advanced options.
- Dialog boxes present brief messages or request actions. Property sheets and inspectors display object properties. Message boxes display messages. Palette windows present controls. Pop-up windows provide additional information.
- Windows should be organized to support user tasks efficiently with primary windows for major interactions and secondary windows for supplemental information. Poor organization can result from not focusing on user tasks
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
Module 2nd USER INTERFACE DESIGN (15CS832) - VTUSachin Gowda
The document outlines a 14 step process for user interface design. Step 1 involves understanding the user through identifying their level of knowledge, tasks, psychological and physical characteristics. Important human characteristics for design discussed include perception, memory, visual acuity, foveal/peripheral vision, and information processing. Design must consider these characteristics to develop interfaces that are usable and allow users to perform skills efficiently.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It covers topics like:
- Characteristics of GUIs like direct manipulation, icons, menus, windows
- Advantages of GUIs like faster learning and problem solving
- Disadvantages of GUIs like greater design complexity
- Differences between GUI and web design regarding devices, user focus, navigation, and visual style
- Characteristics of web interfaces like variable content and unlimited navigation
- Differences between printed pages and web pages in terms of page size, layout, and resolution
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
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.
The document discusses different types of menus used in user interfaces, including their structures, functions, formatting, and advantages/disadvantages. The main types covered are single menus, sequential linear menus, simultaneous menus, hierarchical menus, connected menus, event-trapping menus, menu bars, pull-down menus, cascading menus, pop-up menus, and iconic menus.
The document discusses principles of human-computer interface (HCI) design. It outlines several key principles for HCI design including accuracy, attractiveness, consistency, ease of use, effectiveness, and simplicity. A good design can ensure users safely, effectively, and efficiently complete tasks in an enjoyable way. When designing, fundamental questions to consider include who the users are, the purpose of the application, when and where it will be used, and how many people will use it. Guidelines are provided for formatting forms and reports with meaningful titles and navigation as well as highlighting information. Color should be used carefully and consistently according to its meaning and effects. Legibility and readability are important considerations in font choice and formatting.
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
This document discusses information architecture for mobile devices. It covers topics like a brief history of mobile devices, the mobile ecosystem, types of mobile applications, and mobile design. It defines information architecture and discusses how it differs for mobile, including keeping designs simple, using site maps, clickstreams, wireframes, and prototypes to test designs. Specific tips for mobile include limiting mistakes in site maps and using content to confirm user paths. The goals are to organize content effectively and allow intuitive interaction on smaller mobile screens.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
HCI is the study, planning, design of the interaction between humans and computers. A human’s interaction with the outside world occurs through information being received and sent: input and output. In an interaction with a computer the user
receives information that is output by the computer, and responds by providing input to the computer.
Human computer interaction-web interface design and mobile eco systemN.Jagadish Kumar
This document discusses various contextual tools and patterns that support virtual pages for designing rich web user interfaces.
It begins by explaining different types of contextual tools like always-visible tools, hover-reveal tools, toggle-reveal tools, and multi-level tools. It then discusses overlays and inlays, describing dialog, detail, and input overlays as well as dialog, list, and detail inlays.
Finally, it covers patterns that support virtual pages like virtual scrolling, inline paging, scrolled paging, panning, and zoomable user interfaces. Virtual scrolling creates the illusion of a larger page by dynamically loading more content as the user scrolls. Inline paging updates only part of
The document discusses principles and patterns for designing web interfaces, including making interactions direct, lightweight, and keeping users on the page. It covers various techniques for inline and overlay editing, direct selection of objects, drag and drop interactions, and using contextual tools near content to improve usability. The document provides examples and guidelines for implementing these patterns and principles in web design.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
HCI LAB MANUAL
1
To understand the trouble of interacting with machines - Redesign interfaces of home
appliances.
2 Design a system based on user-centered approach.
3 Understand the principles of good screen design.
4 Redesign existing Graphical User Interface with screen complexity
5 Design Web User Interface based on Gestalt Theory
6 Implementation of Different Kinds of Menus
7 Implementation of Different Kinds of Windows
8 Design a system with proper guidelines for icons
The document discusses several key factors in visual interface design including screen organization, language used, distinctiveness of components, and aesthetics. Common problems are discussed such as visual inconsistency, overuse of design elements, and poor typography. The document also outlines what users want from interfaces including orderliness, obvious indications of elements, expected locations of information, plain language, and clear indications of actions. Design goals are outlined as reducing visual, intellectual, memory, and motor work. Tests for good design focus on ability to identify elements without text labels. Principles of organizing screen elements, consistency, ordering, navigation, flow, balance, symmetry, regularity, predictability, sequentiality, economy, unity, groupings, simplicity,
A window is an area on the screen that contains a view or dialog. It has characteristics like a name, size, location and components. There are different types of windows like primary, secondary and dialog boxes. Windows can be organized and presented in different styles like tiled, overlapping or cascading. Users can perform operations on windows like opening, closing, moving, resizing and changing their state. The type of window and organization used depends on the task and intended users.
This document discusses different types of windows and how to organize them, including:
- Primary windows represent independent functions and present frequently used controls. Secondary windows perform supplemental actions related to primary windows.
- Modal secondary windows prevent interaction with other windows, while modeless secondary windows allow interaction. Cascading and unfolding secondary windows provide advanced options.
- Dialog boxes present brief messages or request actions. Property sheets and inspectors display object properties. Message boxes display messages. Palette windows present controls. Pop-up windows provide additional information.
- Windows should be organized to support user tasks efficiently with primary windows for major interactions and secondary windows for supplemental information. Poor organization can result from not focusing on user tasks
Introduction to UiAutomation EMEA APAC.pdfCristina Vidu
📕 Agenda:
Intro to Ui Automation
What is Ui Automation, Web automation
How to use the recording tool
Handling selectors in Studio
Data scraping
Screen scraping
Introduction to Excel automation
Data tables and data manipulation
Launch browser, attach browser
Demo - follow-along
Your trainers:
👨🏼💻 Dillan Hackett, UiPath MVP 2022, Partner & Director @Tquila Automation
👨🏻💻 Sean Jerome Llanto, UiPath MVP 2022, RPA Solutions Architect @Ingram Micro
👨🏻💻 Stefano Negro, UiPath MVP 2022, RPA Tech Lead @BSP Consultant
Dialog boxes are windows that allow users to interact with and provide information to applications. There are two types: common dialog boxes that are predefined system windows, and custom dialog boxes that are user-defined. Dialog boxes consist of elements like title bars, instruction text, controls to select information, and action buttons. They are non-resizable modal windows with standard buttons and icons that block interaction with other application windows until closed. Developers can create custom dialog boxes from forms by configuring properties and buttons when system dialog boxes do not meet needs.
This document provides an overview of operating systems and Windows. It discusses the basic components of a graphical user interface (GUI), including pointers, icons, desktops, windows, and menus. It then describes the typical parts of a Windows window, such as the title bar, menu bar, scroll bar, and work space. The document also outlines the basic functions of operating systems and lists some common Windows versions. Finally, it defines network configuration and network interface cards, describing their purpose and types of NIC cards.
Some thoughts behind the reusable UI elements in the University of Nottingham's Luminis portal.
Presented at the European Luminis User Group 19 November 2009
This document provides tips and tricks for getting the most out of the Colleague system. It discusses:
- Identifying available databases when logging in and using menu bars, toolbars, and forms
- Navigating forms using a mouse, quick keys, and multiple methods of access
- Browsing reports prior to printing or exporting and defaulting printers
- Eliminating unnecessary background execution screens
- Creating shortcut lookups, enhancing processes, and modifying printer definitions
- Adding sort fields, required fields, and break fields to customize reports and processes
The document discusses the Windows operating system. It defines an operating system and explains its key roles in managing hardware, software resources, and providing a consistent user interface. The Windows desktop contains icons that represent files and programs. The desktop has areas like the start button, taskbar, and quick launch. A Microsoft window allows the user to view and interact with the computer's contents through a customizable rectangular frame, similar to a home window. Parts of a window include the title bar, menu bar, address bar, buttons, and status bar.
Windows Phone 8 - 8 Tiles and Lock Screen NotificationsOliver Scheer
Oliver Scheer's presentation discusses tiles and notifications in Windows Phone 8. It covers live tiles that provide glanceable information to users, how to create and update tiles using the local tiles API from within apps or background agents, scheduling tile updates, and adding lock screen notifications. The document provides code examples and discusses the various tile templates and sizes supported in Windows Phone 8.
Designing and implementing_android_uis_for_phones_and_tabletsCường Doãn
This document discusses UI design for Android phones and tablets. It covers introducing tablets, the Honeycomb visual design, tablet UI patterns using the Honeycomb framework, and a case study of the Google I/O 2011 app. The key topics covered include the action bar, multi-pane layouts using fragments, app navigation patterns, and going beyond traditional lists. Implementation strategies like using different resources for phones and tablets are also discussed.
Introduction to Android for Quality EngineersAhmed Faidy
This document provides an introduction and overview of key concepts for quality engineers working with Android. It discusses Android's diversity across devices, operating system versions, and screen sizes. It covers building basic app interfaces using controls, navigation patterns, and the activity lifecycle. The document also provides tips on app installation, onboarding users, content design, notifications, performance testing, and Google Play listings. It highlights don'ts for user experience and showcases inspiring Android apps. The goal is to equip quality engineers with foundational Android knowledge for developing high-quality apps.
task manager presentation in Operating System FariaChaudhry6
The document discusses the Windows Task Manager, including what it is used for, how to open it, and the different tabs within it. The Task Manager allows users to view running programs and processes, system performance, and other computer resources. It can be used to stop unresponsive applications. Tabs within the Task Manager provide information on applications, processes, services, performance, networking, users, and more. Task management tools in general help individuals and organizations stay organized, ensure efficient use of resources, drive collaboration, and help meet deadlines.
This document is a submission for Assignment Two of a GUI design and programming course. It includes a table of contents and sections summarizing system requirements, describing the design evolution process including prototypes and user testing, outlining low-level design guidelines, evaluating the design using usability guidelines, and concluding remarks. Instructions are also provided for running the project files stored on an accompanying CD.
Session 8 - Xcode 5 and interface builder for iOS 7 applicationVu Tran Lam
This document provides an overview of iOS application development using Xcode 5 and Interface Builder for iOS 7. It discusses Xcode project templates, the project structure, using Interface Builder to design user interfaces with nibs and storyboards, different types of user interface controls in iOS 7, and an introduction to using Auto Layout for responsive design.
Ad107 - Enhance Your Existing Applications with XPagesddrschiw
XPages allows you to build great looking, Web 2.0 style applications in browsers and Lotus Notes clients alike. This session will show you the tricks and tips on upgrading your existing applications with quick win performance, feature and UI enhancements. From simple design patterns for typical Lotus Domino developers, to easy OneUI styling and simple upgrade steps, this session will benefit all existing Lotus Notes and Domino developers looking for that "step up".
🌺 Women in Automation Program: Become an RPA Developer with UiPath Studio Ses...Cristina Vidu
On the occasion of March 8th and the celebration of women across the world, UiPath Community is launching the '🌺Women in Automation Program', covering the entire month with open sessions featuring women leaders in automation, dedicated RPA Developer and Citizen Developers training threads, and multiple Mentorship sessions designed to accelerate automation upskilling.
We continue our journey to become RPA Developers and dive deeper into UiPath Studio features, assisted by our very own UiPath MVPs.
We explore Studio features and options, and learn how to automate and manipulate Excel data.
🌺 About this event:
Introduction
How to use the recording tool
Handling selectors in Studio
Demo 1: Login Steps
Data scraping
Introduction to Excel automation
Data tables and data manipulation
Demo 2: Get stock prices
Learning Resources
👩🏫 Your UiPath MVP trainers:
Hanh Nguyen, UiPath MVP, Manager, Ashling Partners (Texas, United States)
Tracy Dixon, UiPath MVP, Operational Excellence & UiPath Partnership Lead, Centric Consulting (Florida, US)
Women in Automation 2023- UiPath Studio Session 2.pdfUiPathCommunity
This document outlines an UiPath Studio training session on using the recording tool, handling selectors, data scraping, Excel automation, and data manipulation. The agenda includes an introduction, demonstrations on logging into a stock website and getting stock prices, and quizzes. It describes the various recording tools in UiPath Studio, handling dynamic selectors, using the UI Explorer, working with data tables for data manipulation, and automating tasks in Excel. Recommended next steps are to take online courses on the UiPath Academy platform.
Windows Phone allows apps to display live tiles and lock screen notifications. The Shell Tile API allows apps to create, update, and delete tiles from within the app. Tiles can display different content on the front and back and launch to specific pages. Apps can also update tiles and send notifications using background agents and push notifications. The app manifest declares support for lock screen notifications and backgrounds, but the user must select the app in settings. Notification text and counts are pulled from the primary tile. Apps can request permission to set the lock screen background image.
Java GUI Programming for beginners-graphics.pdfPBMaverick
This document provides an overview of Java graphics and GUI programming using the Swing and AWT libraries. It discusses why GUIs are important to study, the key components and containers in the Swing/AWT hierarchy like JFrame and JPanel. It also covers graphics drawing, layout managers that position components, and event-driven programming. The document is intended as an introduction to working with Java GUIs and graphics.
Harnessing WebAssembly for Real-time Stateless Streaming PipelinesChristina Lin
Traditionally, dealing with real-time data pipelines has involved significant overhead, even for straightforward tasks like data transformation or masking. However, in this talk, we’ll venture into the dynamic realm of WebAssembly (WASM) and discover how it can revolutionize the creation of stateless streaming pipelines within a Kafka (Redpanda) broker. These pipelines are adept at managing low-latency, high-data-volume scenarios.
Use PyCharm for remote debugging of WSL on a Windo cf5c162d672e4e58b4dde5d797...shadow0702a
This document serves as a comprehensive step-by-step guide on how to effectively use PyCharm for remote debugging of the Windows Subsystem for Linux (WSL) on a local Windows machine. It meticulously outlines several critical steps in the process, starting with the crucial task of enabling permissions, followed by the installation and configuration of WSL.
The guide then proceeds to explain how to set up the SSH service within the WSL environment, an integral part of the process. Alongside this, it also provides detailed instructions on how to modify the inbound rules of the Windows firewall to facilitate the process, ensuring that there are no connectivity issues that could potentially hinder the debugging process.
The document further emphasizes on the importance of checking the connection between the Windows and WSL environments, providing instructions on how to ensure that the connection is optimal and ready for remote debugging.
It also offers an in-depth guide on how to configure the WSL interpreter and files within the PyCharm environment. This is essential for ensuring that the debugging process is set up correctly and that the program can be run effectively within the WSL terminal.
Additionally, the document provides guidance on how to set up breakpoints for debugging, a fundamental aspect of the debugging process which allows the developer to stop the execution of their code at certain points and inspect their program at those stages.
Finally, the document concludes by providing a link to a reference blog. This blog offers additional information and guidance on configuring the remote Python interpreter in PyCharm, providing the reader with a well-rounded understanding of the process.
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.
KuberTENes Birthday Bash Guadalajara - K8sGPT first impressionsVictor Morales
K8sGPT is a tool that analyzes and diagnoses Kubernetes clusters. This presentation was used to share the requirements and dependencies to deploy K8sGPT in a local environment.
Understanding Inductive Bias in Machine LearningSUTEJAS
This presentation explores the concept of inductive bias in machine learning. It explains how algorithms come with built-in assumptions and preferences that guide the learning process. You'll learn about the different types of inductive bias and how they can impact the performance and generalizability of machine learning models.
The presentation also covers the positive and negative aspects of inductive bias, along with strategies for mitigating potential drawbacks. We'll explore examples of how bias manifests in algorithms like neural networks and decision trees.
By understanding inductive bias, you can gain valuable insights into how machine learning models work and make informed decisions when building and deploying them.
The CBC machine is a common diagnostic tool used by doctors to measure a patient's red blood cell count, white blood cell count and platelet count. The machine uses a small sample of the patient's blood, which is then placed into special tubes and analyzed. The results of the analysis are then displayed on a screen for the doctor to review. The CBC machine is an important tool for diagnosing various conditions, such as anemia, infection and leukemia. It can also help to monitor a patient's response to treatment.
2. *
A window is an area of the screen, usually rectangular in shape,
defined by a border that contains a particular view of some area of
the computer or some portion of a person’s dialog with the
computer
•A window’s characteristics.
•A window’s components.
•A window’s presentation styles.
•The types of windows available.
•Organizing window system functions.
•A window’s operations.
•Web system frames and pop-up windows.
3. *
A window is seen to possess the following characteristics:
•A name or title, allowing it to be identified.
•A size in height and width.
•A state, accessible or active, or not accessible.
•Visibility—the portion that can be seen.
•A location, relative to the display boundary.
•Presentation, that is, its arrangement in relation to other windows. It may
be tiled, overlapping, or cascading.
•Management capabilities, methods for manipulation of the window on the
screen.
•Its highlight, that is, the part that is selected.
•The function, task, or application to which it is dedicated.
4. *
The Attraction of Windows
*Presentation of different levels of information
*Presentation of multiple kinds of information
*Sequential presentation of levels or kinds of information
*Access to different sources of information
*Combining multiple sources of information
*Performing More than one task
*Reminding
*Monitoring
*Multiple representations of the same task
5. *
Constraints in Window System Design
*Historical Considerations
*Hardware Limitations
*Human Limitations
*Other Limitations
*Where To?
6. *
*The acceptable and agreeable window standards are difficult to be
developed.
*Standardization becomes difficult, when complex and huge range of
design alternatives are given to designer,
*The design choices are difficult to compare when the user’s data and
performance is not considered.
*Limited style guides are generated by various companies for designing
their products
*Some companies provide a legal action against the other companies
that reflect their own design ways.
*Some companies are very much cautions about standards.
*Window management require more learning, using and practicing of the
operations.
*Large windows consume more space on screen.
*Small windows that provide a lot of information requires an excessive
and unnecessary scrolling to view the complete data.
7. *
Frame (Border)
Title Bar
Title Bar Icon
Window Sizing Buttons
What’s This ? Button
Menu Bar
Status Bar
Scroll Bars
• Split Box( Split Bar)
• Toolbar
• Command Area
• Size Grip
• Work Area
8. Title bar
Menu bar
Tool bar
Frame
Status bar
Windows
sizing
buttons
Command/
Client area
Scroll bars
Size grip
9. *
*Use tiled windows for:
*Single-task activities
*Data that needs to be seen simultaneously
*Tasks requiring little window manipulation
*Novice or inexperienced users
*Use overlapping windows for:
*Switching between tasks
*Tasks necessitating a greater amount of window manipulation
*Expert or experienced users
*Unpredictable display contents
*Cascading windows
10. *
They are easier, according to studies, for novice or inexperienced
people to learn
Yield better user performance for tasks where the data requires
little window manipulation to complete the task
Only a limited number can be displayed in the screen area
available
As windows are opened or closed, existing windows change in size .
This can be annoying
As the number of displayed windows increases, each window can
get very tiny
11. *
◦ Visually, their look is 3-D, resembling the desktop that is familiar
to the user
◦ Windows can maintain larger sizes
◦ Windows can maintain consistent sizes, position
◦ They are operationally much more complex than tiled windows.
More control functions require greater user attention and
manipulation
◦ Windows themselves can be lost behind other windows and be
resumed not to exist
12. *
* (Special type of overlapping window)
* No window is ever completely hidden
* Bringing any window to the front is easier
* It provides simplicity in visual presentation
and cleanness
14. *
* Should represent an independent function or application
* Use to present constantly used window components and
controls
* Use for presenting information that is continually updated
(Date and time)
* Often called main window or application window
* Do not divide independent function into two or more
primary windows
15.
16. *
A dependent secondary
• It can only be displayed from a command on the interface of its primary
window
A independent secondary
• Can be opened independently of a primary window (property sheet)
Modal Secondary windows
• They do not allow their interaction with the other dependent windows. They
remain to be displayed on screen unless the current dialog and actions are
completed.
Modeless secondary windows
• They allow navigation with the other dialog boxes and perform tasks when a
modeless box is displayed.
19. * Unfolding
* To provide advanced options at the same level in a complex
dialog
* Provide a command button with an expanding dialog symbol
>>
* Expand to right or downward
20.
21. Types of secondary windows
Dialog boxes
Use for presenting brief messages
Use for requesting specific, temporary actions
Use for performing actions that
◦ Take a short time to complete
◦ Are not frequently changed
Usually be those that do not occur frequently
Command button to include
◦ OK
◦ Cancel
◦ Others as necessary
22.
23. *
Property sheets
◦ Use for presenting the complete set of properties for an object
◦ Categorize and group within property pages, as necessary
◦ Command buttons to include
Ok
Cancel
Apply
Reset
Others as necessary
◦ For single property sheets, place the command on the sheet
◦ For tabbed property pages, place the commands outside the
tabbed pages
24.
25. *
Property Inspectors
◦ Use for displaying only the most common or frequently accessed
object properties
◦ Properties of an object are displayed by using a dynamic viewer
or browser that reflects the properties of the current selection
◦ Property value in the selected object should be changed as soon
as the user makes the change in the related property control
26. *
*Message box is displays a message about the current
situation.
*The most commonly used command button are,
OK Button
Cancel Button
Help Button
Stop Button
Yes and No Buttons
27. Progress message box Yes No message box
Message box choices
Information
Critical
Warning
28. *Palette Windows
*Palette windows include a set of images, colors or patterns
displayed in a window.
*They are considered as modeless secondary windows that
differentiate visually with the other windows.
Pop-up Windows
31. *ORGANIZING WINDOW FUNCTIONS
Window Organization
*Organize windows to support user tasks
*Support the most common tasks in the most efficient
sequence of steps
*Use primary windows to:
*Begin an interaction and provide a top-level context for
dependent windows
*Perform a major interaction
*Use secondary windows to:
*Extend the interaction
*Obtain or display supplemental information related to the
primary window
*Use dialog boxes for:
*Infrequently used or needed information
*“Nice-to-know” information
32. *ORGANIZING WINDOW FUNCTIONS
*Poor functional organization is often a result of:
*Emphasis on technical ease of implementation rather
than proper analysis of user tasks
*Focus on applications, features, functions, or data
types instead of tasks
*Organization of the design team into applications,
with little cross-team communication
*Blindly mimicking the manual world and carrying over
manual inefficiencies to the computer system
*Number of Windows
*Minimize the number of windows needed to
accomplish an objective
33. *WINDOW OPERATIONS
Sizing Windows
*Provide large-enough windows to:
*Present all relevant and expected information for the task
*Avoid hiding important information
*Avoid crowding or visual confusion
*Minimize the need for scrolling
*But use less than the full size of the screen
*If a window is too large, determine:
*Is all the information needed?
*Is all the information related?
*Otherwise, make the window as small as possible
*Optimum window sizes:
*For text, about 12 lines
*For alphanumeric information, about 7 lines
34. *WINDOW OPERATIONS
*Advantages of larger windows
*Permit displaying of more information
*Facilitate learning: Data relationships and groupings are more
obvious
*Less window manipulation requirements exist
*Breadth is preferred to depth (based on menu research)
*More efficient data validation and data correction can be
performed
*Disadvantages of larger windows
*Longer pointer movements are required
*Windows are more crowded
*More visual scanning is required
*Other windows more easily obscure parts of the window
*Not as easy to hide inappropriate data
35. *WINDOW
Window Placement
*Considerations:
*In placing a window on the display, consider:
* The use of the window
* The overall display dimensions
* The reason for the window’s appearance
*General:
*Position the window so it is entirely visible
*If the window is being restored, place the window where it last
appeared
*If the window is new, and a location has not yet been established, place
it:
* At the point of the viewer’s attention, usually the location of the pointer or
cursor
* In a position convenient to navigate to
* So that it is not obscuring important or related underlying window information
36. *WINDOW OPERATIONS
Window Placement (Continued)
*For multiple windows, give each additional window its own unique
and discernible location
*A cascading presentation is recommended
*In a multiple-monitor configuration, display the secondary window
on the same monitor as its primary window
*If none of the above location considerations apply, then:
*Horizontally center a secondary window within its primary window just
below the title bar, menu bar, and any docked toolbars
*If the user then moves the window, display it at this new location
the next time the user opens the window
*Adjust it as necessary to the current display configuration
*Do not let the user move a window to a position where it cannot be
easily repositioned
37. *WINDOW OPERATIONS
Window Placement (Continued)
*Dialog boxes:
*If the dialog box relates to the entire system, center it on screen
*Keep key information on the underlying screen visible
*If one dialog box calls another, make the new one movable
whenever possible
39. *WEB SYSTEMS
Frames
*Description:
*Multiple Web screen panes that permit the displaying of multiple
documents on a page
*These documents can be independently viewed, scrolled, and updated
*The documents are presented in a tiled format
*Proper usage:
*For content expected to change frequently
*To allow users to change partial screen content
*To permit users to compare pieces of information
*Guidelines:
*Use only a few frames (three or less) at a time
*Choose sizes based upon the type of information to be presented
*Never force viewers to resize frames to see information
*Never use more than one scrolling region on a page
44. *
Tasks:
*Point at an object on the screen
*Select the object or identify it as the focus of
attention
*Drag an object across the screen
*Draw something free form on the screen
*Track or follow a moving object
*Orient or position an object
*Enter or manipulate data or information
45. *
Types:
*Direct
*Operated on screen itself
*Indirect
*Operated in location other than on screen
*Discrete
*Enter individual bits of information
*Continuous
*Operate sequentially
46. *
*Points an item on the screen.
*Selects an item on the screen.
*Drags an item across the screen.
*Draws something freely on the screen.
*Tracks the movement of an item.
*Locates an item.
*To enter or manipulate data or
information.
47. *
*Description:
* A spherical object (ball) that rotates freely in all directions in its socket.
* Direction and speed is tracked and translated into cursor movement.
* Advantages:
* Direct relationship between hand and pointer movement in terms of direction and
speed.
* Does not obscure vision of screen.
* Does not require additional desk space (if mounted on keyboard).
*Disadvantages:
* Movement is indirect, in a plane different from the screen.
* No direct relationship exists between hand and pointer movement in terms of distance.
* Requires a degree of eye-hand coordination.
* Requires hand to be removed from keyboard keys.
* Requires different hand movements.
* May be difficult to control.
* May be fatiguing to use over extended time.
48.
49. *
Description:
*A stick or bat-shaped device anchored at the bottom.
*Variable in size, smaller ones being operated by fingers,
larger ones requiring the whole hand.
*Variable in cursor direction movement method, force
joysticks respond to pressure, movable ones respond to
movement.
*Variable in degree of movement allowed, from horizontal-
vertical only to continuous.
50. *
Advantages:
*Direct relationship between hand and pointer movement in
terms of direction
*Does not obscure vision of screen
*Does not require additional desk space (if mounted on KB)
Disadvantages:
*Movement indirect, in plane different from screen
*Indirect relationship between hand and pointer in terms of
speed and distance
*Requires a degree of eye-hand coordination
*Requires hand to be removed from keyboard keys
*Requires different hand movements to use
*Requires hand to be removed from keyboard (if not on KB)
*Requires additional desk space (if not on KB)
*May be fatiguing to use over extended time
*May be slow and inaccurate
51.
52. *
Description:
*Pressure-, heat-, light-, or light-blockage-sensitive horizontal
surfaces that lie on the desktop or keyboard
*May be operated with fingers, light pen, or objects like a stylus
or pencil
*Pointer imitates movements on tablet
Advantages:
*Direct relationship between touch movements and pointer
movements in terms of direction, distance, and speed
*More comfortable horizontal operating plane
*Does not obscure vision of screen
Disadvantages:
*Movement is indirect, in a plane different from screen
*Requires hand to be removed from keyboard
*Requires hand to be removed from keyboard keys
*Requires different hand movements to use
*Requires additional desk space
*Finger may be too large for accuracy with small objects
54. *
Description:
*A special surface on the screen sensitive to finger or stylus
Advantages:
*Direct relationship between hand and pointer location in
terms of direction, distance, and speed
*Movement is direct, in the same plane as screen
*Requires no additional desk space
*Stands up well in high-use environments
55. Disadvantages:
*Finger may obscure part of screen
*Finger may be too large for accuracy with small
objects
*Requires moving the hand far from the keyboard to
use
*Very fatiguing to use for extended period of time
*May soil or damage the screen
*Design Guidelines:
*Screen objects should be at least 3/4" x 3/4" in
size
*Object separation should be at least 1/8"
*Provide visual feedback in response to activation
*Auditory feedback may also be appropriate
*When the consequences are destructive, require
confirmation to eliminate inadvertent selection
*Provide an instructional invitation to begin using
56. *
Description:
*A special surface on a screen sensitive to the touch of a special
stylus
or pen
Advantages:
*Direct relationship between hand and pointer movement in terms
of direction, distance, and speed
*Movement is direct, in the same plane as screen
*Requires minimal additional desk space
*Stands up well in high-use environments
*More accurate than finger touching
Disadvantages:
*Hand may obscure part of screen
*Requires picking it up to use
*Requires moving the hand far from the keyboard to use
*Very fatiguing to use for extended period of time
57.
58. *
Description:
*Automatic speech recognition by the computer
Advantages:
*Simple and direct
*Useful for people who cannot use a keyboard
*Useful when the user’s hands are occupied
Disadvantages:
*High error rates due to difficulties in:
*Recognizing boundaries between spoken words
*Blurred word boundaries due to normal speech patterns
*Slower throughput than with typing
*Difficult to use in noisy environments
*Impractical to use in quiet environments
59. *
Description:
*A rectangular or dome-shaped, movable, desktop
control containing from one to three buttons
*Movement of screen pointer mimics the mouse
movement
Advantages:
*Direct relationship between hand and pointer
movement in terms of direction, distance, and speed
*Permits a comfortable hand resting position
*Selection mechanisms are included on mouse
*Does not obscure vision of the screen
60. Disadvantages:
*Movement is indirect, in a plane different from screen
*Requires hand to be removed from keyboard
*Requires additional desk space
*May require long movement distances
*Requires a degree of eye-hand coordination
Mouse Usage Guidelines:
*Provide a “hot zone” around small or thin objects
*Never use double-clicks or double-drags as the only
means of carrying out essential operations
*Do not use mouse plus keystroke combinations
*Do not require a person to point at moving target
*
62. *Very useful for:
*Entering text and alphanumeric data
*Inserting in text and alphanumeric data
*Keyed shortcuts—accelerators
*Keyboard mnemonics—equivalents
*Advantageous for:
*Performing actions when less than three mouse buttons
*Use with very large screens
*Touch typists
Disadvantages:
*Slow for non-touch-typists
*Slower than other devices in pointing
*Requires discrete actions to operate
*No direct relationship between finger or hand
movement on the keys and cursor movement on
screen in terms of speed and distance
*
63.
64. *
*Provide keyboard accelerators
*Assign single keys for frequently performed, small-scale tasks
*Use standard platform accelerators
*Assign Shift+key combinations for actions that extend or are
complementary to the actions of the key or key combination used
without the Shift key
*Assign Ctrl+key combinations for infrequent actions
*Tasks that represent larger-scale versions of the task assigned to
the unmodified key
*Provide keyboard equivalents
*Use standard platform equivalents
*Use the first letter of the item description
*If first letter conflicts exist, use:
*Another distinctive consonant in the item description
*A vowel in the item description
*Provide window navigation through use of KB keys
66. *
Keyboard Versus Mouse
*Mouse Pointing Speed: 1.5 to 2 seconds
*Typing Speeds in 1.5 to 2 seconds:
Skilled typist - 13 to 15 characters
Average typist - 4 to 6 characters
Control Research Example
*Pointing and Dragging:
*Pointing at stationary targets
Direct devices
*Positioning speed and accuracy for stationary targets
Indirect devices do not differ greatly
*Separate confirmation action following pointer positioning
Increases pointing accuracy but reduces speed
*Tracking small, slowly moving targets
Mouse, trackball, and graphic tablet preferred
67. *
*Consider the characteristics of the task
*Provide keyboards for tasks involving:
Heavy text entry and manipulation
Movement through structured array of objects
*Provide an alternative pointing device for
graphical or drawing tasks
*Provide touch screens under the following
conditions:
The opportunity for training is minimal
Targets are large, discrete, and spread out
Frequency of use is low
Desk space is at a premium
Little or no text input requirement exists
68. *Consider user characteristics and
preferences
Provide keyboards for touch typists
*Consider the characteristics of the
environment
*Consider the characteristics of the
hardware
*Consider the characteristics of the
application
*Provide flexibility
*Minimize device eye and hand
movements
*
69. *
*The pointer:
Should be visible at all times
Should contrast well with its background
Should maintain its size across all locations and
movement
The hotspot should be easy to locate and see
Location should not warp (change position)
*The user should always position the pointer
*The shape of a pointer:
Should clearly indicate its purpose and meaning
Should be constructed of already defined shapes
Should not be used for any other purpose other than
its already defined meaning
Do not create new shapes for defined standard
functions
70. *Use only as many shapes as necessary to
inform the user about current location and
status. Too many confuse
*Be conservative in making changes as the
pointer moves across the screen
Provide a short “time-out” before making non-
critical changes on the screen
*Animation should not:
Distract
Restrict one’s ability to interact
*