scholarly journals A Novel System for Processing User Interfaces

2020 ◽  
Vol 5 (1) ◽  
pp. 42-45
Author(s):  
Frank Edughom Ekpar

In this paper we introduce novel automatic and manual processing systems for a versatile graphical user interface comprising one or more N-dimensional background elements each of which is divided into one or more arbitrarily-shaped N-dimensional partitions, wherein each partition may contain one or more user interface elements and is associated with one or more sets of rules that define rendering, positioning, element placement and other relevant attributes and behaviors, wherein said rules can be specified in such a way as to enable said N-dimensional background to assume any desired arbitrary shape and to facilitate expansion to any desired arbitrary size without distortion or loss in quality. Our systems permit the efficient generation of intuitive graphical user interfaces in a wide variety of application domains.

2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


2016 ◽  
Vol 10 (2) ◽  
pp. 128-147
Author(s):  
Pavel Koukal

In this paper the author addresses the issue of collective administration of graphical user interfaces according to the impact of the CJEU decision in BSA v. Ministry of Culture on the case-law in one of EU Member states (Czech Republic). The author analyses the decision of the Czech Supreme Court where this Court concluded that visitors of Internet cafés use graphical user interface actively, which represents relevant usage of a copyrighted works within the meaning of Art. 18 the Czech Copyright Act. In this paper, attention is first paid to the definition of graphical user interface, its brief history and possible regimes of intellectual property protection. Subsequently, the author focuses on copyright protection of graphical user interfaces in the Czech law and interprets the BSA decision from the perspective of collective administration of copyright. Although the graphical user interfaces are independent objects of the copyright protection, if they are used while running the computer program the legal regulation of computer programs has priority. Based on conclusions reached by the Supreme Administrative Court of the Czech Republic in the BSA case, the author claims that collective administration of graphical user interfaces is neither reasonable nor effective.


Author(s):  
Merissa Walkenstein ◽  
Ronda Eisenberg

This paper describes an experimental study that compares a graphical user interface for a computer-telephony product designed without the involvement of a human factors engineer to a redesign of that interface designed with a human factors engineer late in the development cycle. Both interfaces were usability tested with target customers. Results from a number of measures, both subjective and objective, indicate that the interface designed with the human factors engineer was easier to use than the interface designed without the human factors engineer. The results of this study show the benefits of involving human factors engineers in the design of graphical user interfaces even towards the end of a development cycle. However, this involvement is most effective when human factors engineers are included as an integral part of the design and development process even at this late stage in the process.


2020 ◽  
Vol 9 (7) ◽  
pp. 412 ◽  
Author(s):  
Paweł Cybulski ◽  
Tymoteusz Horbiński

The purpose of this article is to show the differences in users’ experience when performing an interactive task with GUI buttons arrangement based on Google Maps and OpenStreetMap in a simulation environment. The graphical user interface is part of an interactive multimedia map, and the interaction experience depends mainly on it. For this reason, we performed an eye-tracking experiment with users to examine how people experience interaction through the GUI. Based on the results related to eye movement, we presented several valuable recommendations for the design of interactive multimedia maps. For better GUI efficiency, it is suitable to group buttons with similar functions in screen corners. Users first analyze corners and only then search for the desired button. The frequency of using a given web map does not translate into generally better performance while using any GUI. Users perform more efficiently if they work with the preferred GUI.


Author(s):  
Zahra Al-Awadai ◽  
Anne Brüggemann-Klein ◽  
Christina Grubmüller ◽  
Philipp Ulrich

“XML Everywhere” isn't just a slogan: it actually works, up and down the XML application stack. Recent developments, such as the inclusion of custom elements in HTML5, allow the declarative approach of XML to come into the browser/server interaction. XForms, supported by SVG and CSS, can serve as the basis for a graphical user interface. A custom WebSocket element can support client-to-client and server-push communication of XML data. Applications of State Chart XML (SCXML) mean that the “XML Everywhere” approach can be extended all the way to models of operations in an application. Interactive games offer living proof of the stack.


2020 ◽  
Author(s):  
Andre Roger Rodrigues ◽  
Ana Flávia Peixoto de Camargos ◽  
Daniel Rodrigues de Araújo Júnior ◽  
Willian Félix Souza Silva

O objetivo deste artigo é apresentar uma interface gráfica de usuário (GUI-Graphical User Interface) como ferramenta computacional para projeto eletromecânico de linhas de transmissão. A GUI foi desenvolvida empregando-se o ambiente GUIDE (Graphical User Interfaces Development Environment) do software MATLAB, permitindo ao usuário realizar o cálculo da ampacidade e o cálculo da flecha e da tração nos cabos considerando a influência tanto da velocidade de vento de projeto quanto da temperatura de operação do cabo. O algoritmo computacional da GUI foi baseado nos critérios e procedimentos para projeto eletromecânico de linhas de transmissão contidos em Labegalini et al. (1992). É permitido ao usuário considerar as condições de rugosidade do terreno e de tempo de resposta dos cabos das linhas de transmissão para o cálculo da velocidade do vento de projeto. Como resultados, são obtidos os valores das grandezas mecânicas tais como ângulo de balanço e comprimento real dos cabos, altura mínima das torres, além de serem plotadas as curvas de tração por ampacidade, flecha por ampacidade e temperatura do cabo por ampacidade. Dessa forma, a GUI constitui uma ferramenta auxiliar de ensino e aprendizagem, permitindo o emprego da metodologia de aprendizagem baseada em projeto para capacitar os alunos quanto aos fundamentos do projeto eletromecânico de linhas de transmissão. Para validação dos resultados obtidos pela GUI é apresentado um estudo de projeto de linha de transmissão de 138 kV em operação no sistema elétrico brasileiro, levando-se em consideração tanto as características climáticas e a variação estatística destes parâmetros, bem como as condições geográficas da região onde a linha de transmissão está instalada. Os resultados evidenciam que os recursos e funcionalidades implementados na GUI atendem aos requisitos normativos e técnicos para o projeto eletromecânico de linhas de transmissão de energia elétrica permitindo uma análise mais realista e precisa dos principais aspectos que determinam as limitações operacionais e, a partir destes, o refinamento de critérios de projetos.


1993 ◽  
Vol 23 (4) ◽  
pp. 379-388 ◽  
Author(s):  
Ronald H. Nowaczyk ◽  
E. Christopher James

This study investigated the need to include computer screens in documentation for software using a graphical user interface. Minimal manual principles emphasize the need to reduce verbiage. However, some suggest that depiction of screens in documentation can help the user coordinate documentation with computer screen displays. Documentation including button, icon, and screen information was varied with software designed for file transfers. College students used one of the three manuals designed along minimal manual principles. Students who used a manual with screens were significantly slower in transferring files and found it less helpful than students using either a manual with button and icon information or one with textual information only. Therefore, documentation for graphical user interfaces should include few, if any, screens. However, there appears to be a benefit for including icon and button information in the documentation.


2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Arthur Sluÿters ◽  
Jean Vanderdonckt ◽  
Radu-Daniel Vatavu

Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.


Author(s):  
Amber Wagner ◽  
Jeff Gray

Although Graphical User Interfaces (GUIs) often improve usability, individuals with physical disabilities may be unable to use a mouse and keyboard to navigate through a GUI-based application. In such situations, a Vocal User Interface (VUI) may be a viable alternative. Existing vocal tools (e.g., Vocal Joystick) can be integrated into software applications; however, integrating an assistive technology into a legacy application may require tedious and manual adaptation. Furthermore, the challenges are deeper for an application whose GUI changes dynamically (e.g., based on the context of the program) and evolves with each new application release. This paper provides a discussion of challenges observed while mapping a GUI to a VUI. The context of the authors' examples and evaluation are taken from Myna, which is the VUI that is mapped to the Scratch programming environment. Initial user studies on the effectiveness of Myna are also presented in the paper.


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