User Interface Design and Implementation for Electricity Operation Information System Based on Android

2014 ◽  
Vol 602-605 ◽  
pp. 3630-3634
Author(s):  
Xiao Jia Zou ◽  
Xiang Dong You ◽  
Hao Pan ◽  
Xu Zhang ◽  
Qian Luo

In this paper, we mainly explore how to design and implement the user interfaces of Electricity Operation Information System based on Android. The paper extends its process as the following four aspects---requirements analysis, UI design, interaction design and programmatic implementation. In response to user actions fluidly and friendly, we add modules to handle exceptions. In the end, we give a briefly test on the system UI to ensure it run smoothly and make less mistakes. There are limited studies focusing on the flow design of UI combined with programmatic implementation. The UI design and implementation methodology has good reference at the early stage of developing an application, especially on Android platforms.

Author(s):  
Mikael Wiberg

No matter if we think about interaction design as a design tradition aimed at giving form to the interaction with computational objects, or if we think about interaction design as being simply about user interface design it is hard to escape the fact that the user interface to a large extent defines the scene and the form of the interaction. Without adopting a fully deterministic perspective here it is still a fact that if the user interface is screen-based and graphical and the input modality is mouse-based, then it is likely that the form of that interaction, that is what the turn-taking looks like and what is demanded by the user, is very similar to other screen-based interfaces with similar input devices. However, the design space for the form of interaction is growing fast. While command-based interfaces and text-based interfaces sort of defined the whole design space in the 1970s, the development since then, including novel ways of bringing sensors, actuators, and smart materials to the user interface has certainly opened up for a broader design space for interaction design. But it is not only the range of materials that has been extended over the last few decades, but we have also moved through a number of form paradigms for interaction design. With this as a point of departure I will in this chapter reflect on how we have moved from early days of command-based user interfaces, via the use of metaphors in the design of graphical user interfaces (GUIs), towards ways of interacting with the computer via tangible user interfaces (TUIs). Further on, I will describe how this movement towards TUIs was a first step away from building user interfaces based on representations and metaphors and a first step towards material interactions.


User interface (UI) design is the process of making interfaces in software or computerized devices with a focus on looks or style. Designers aim to create designs users will find easy to use and pleasurable. IU design typically refers to graphical user interfaces but also includes others, such as voice-controlled ones. In this chapter, the user interface design and the grounded learning theories are discussed. Next, the interaction styles and the types of interactions are discussed. The usability benchmark and the usability evaluation instruments are also discussed in this chapter.


2001 ◽  
Vol 10 (1) ◽  
pp. 96-108 ◽  
Author(s):  
Doug A. Bowman ◽  
Ernst Kruijff ◽  
Joseph J. LaViola ◽  
Ivan Poupyrev

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.


2018 ◽  
Vol 164 ◽  
pp. 01006 ◽  
Author(s):  
Boonchoo Jitnupong ◽  
Waraporn Jirachiefpattana

A user interface (UI) is one of the most significant parts of an information system (IS). A user-friendly UI helps users to carry out their tasks with efficiency, effectiveness, and satisfaction. UI consists of five elements: metaphor, mental model, navigation, interaction, and appearance. Based on these, the designer must carefully select and design each element to be appropriate for the users. This research examines the influential process named user-centered design (UCD), a well-known process to raise product quality. Furthermore, the roles UI elements in IS development by observing it in a small family software services company in Thailand. The findings of this study show small family team is proper with UI design that concern in usability for user. Even though some UCD processes or UI elements are quite unclear, the clan culture helps team to design UI with flexibility, and unbiassed obtain comments from user.


2015 ◽  
Vol 12 (2) ◽  
pp. 655-681 ◽  
Author(s):  
Tomas Cerny ◽  
Miroslav Macik ◽  
Michael Donahoo ◽  
Jan Janousek

Increasing demands on user interface (UI) usability, adaptability, and dynamic behavior drives ever-growing development and maintenance complexity. Traditional UI design techniques result in complex descriptions for data presentations with significant information restatement. In addition, multiple concerns in UI development leads to descriptions that exhibit concern tangling, which results in high fragment replication. Concern-separating approaches address these issues; however, they fail to maintain the separation of concerns for execution tasks like rendering or UI delivery to clients. During the rendering process at the server side, the separation collapses into entangled concerns that are provided to clients. Such client-side entanglement may seem inconsequential since the clients are simply displaying what is sent to them; however, such entanglement compromises client performance as it results in problems such as replication, fragment granularity ill-suited for effective caching, etc. This paper considers advantages brought by concern-separation from both perspectives. It proposes extension to the aspect-oriented UI design with distributed concern delivery (DCD) for client-server applications. Such an extension lessens the serverside involvement in UI assembly and reduces the fragment replication in provided UI descriptions. The server provides clients with individual UI concerns, and they become partially responsible for the UI assembly. This change increases client-side concern reuse and extends caching opportunities, reducing the volume of transmitted information between client and server to improve UI responsiveness and performance. The underlying aspect-oriented UI design automates the server-side derivation of concerns related to data presentations adapted to runtime context, security, conditions, etc. Evaluation of the approach is considered in a case study applying DCD to an existing, production web application. Our results demonstrate decreased volumes of UI descriptions assembled by the server-side and extended client-side caching abilities, reducing required data/fragment transmission, which improves UI responsiveness. Furthermore, we evaluate the potential benefits of DCD integration implications in selected UI frameworks.


2021 ◽  
Author(s):  
Joanna Tsai

My project explores the uses of new techniques, colour theories and user interaction design, experimentally deployed through an app experience. Following the theories of X, and by way of example through a low fidelity app prototype, this minimal viable product attempts to address current UI/UX theories and methodologies, while at the same time, trying to address new modes of interface design and user interaction.


2018 ◽  
Vol 14 (1) ◽  
pp. 107-122
Author(s):  
Pietro Murano

Purpose This paper aims to present a new user interface design for text proofreading portals in a digitization and crowdsourcing context. Several of the current proofreading portals lack usability in their user interfaces. The aim of the new design is to increase user performance and satisfaction. Design/methodology/approach An empirical experiment has been conducted to evaluate the new user interface as a comparison with 18thConnect – TypeWright proofreading portal. Two of the main measures involved times and errors and this approach is considered to be good for these kinds of measures allowing a good degree of control. Nevertheless, personal opinions are also very important and these are elicited by means of a post-experiment questionnaire. Findings The data were statistically analysed and overall the new user interface helped users to perform better in terms of task time. Errors were also better with the new user interface, but the differences were not statistically significant. Furthermore, users were more satisfied with the new user interface. User satisfaction measures were mostly statistically significant. Originality/value As far as has been ascertained, there have been no systematic studies evaluating a new design with an existing design of a proofreading portal. Therefore, this research is considered to be original, and if implemented widely, it would be very valuable to the mass digitization aims.


Author(s):  
Sybille Caffiau ◽  
Patrick Girard

In user interface design, model-driven approaches usually involve generative solutions, producing interface by successive transformations of a set of initial models. These approaches have obvious limitations, especially for advanced user interfaces. Moreover, top-down design approaches (as generative approaches are) are not appropriate for interactive application development in which users need to be included in the whole design process. Based on strong associations between task models and dialogue models, the authors propose a global process, which facilitates the design of interactive applications conforming to their models, including a rule-checking step. This process permits either to start from a task model or a user-defined prototype. In any case, it allows an iterative development, including iterative user modifications, in line with user-centered design standards.


2018 ◽  
pp. 119-137
Author(s):  
Alan Radley

A new philosophy of user interface design is described. Named the “Lookable User Interface,” or LUI, the approach is based on the concept of a Personal Reality (PR) system. Here the computer adapts to the user's worldview in a personalized way, and according to the specific requirements, behaviors, and perceptive skills of the individual. Typically, a PR system creates and adjusts (in real-time) 3D perspective view(s) of a data-set, including (potentially) the field of view of a scene and the apparent distance and scale of objects, whilst also creating an aesthetic “eye-friendly” context for computing operations. A Lookable User Interface (LUI) affords the maximum degree of visual accessibility to digital content. The authors examine the results of testing a Lookable User Interface. Spectasia is one example of a Personal Virtual Reality (PVR) that can be used to visualize links between universals and particulars within digital worlds.


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