Academic literature on the topic 'Menu-Style'

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Journal articles on the topic "Menu-Style"

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Kemble, Kimberlee A. "Dynamically adjusting speech menu presentation style." Journal of the Acoustical Society of America 115, no. 5 (2004): 1874. http://dx.doi.org/10.1121/1.1757183.

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Wadden, Krista, Bernice Wolf, and Alain Mayhew. "Traditional Versus Room Service Menu Styles For Pediatric Patients." Canadian Journal of Dietetic Practice and Research 67, no. 2 (July 2006): 92–94. http://dx.doi.org/10.3148/67.2.2006.92.

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Purpose: To compare patient satisfaction with a room service (RS) menu style versus a traditional menu (TM) in a Canadian pediatric hospital. Methods: A sample of 20 subjects (Group A) was surveyed before implementation of the RS menu and a second sample of 20 subjects (Group B) was surveyed after implementation. Results: All subjects in Group B rated overall satisfaction with meals as greatly exceeding or exceeding expectations after implementing the new menu style. Also, 65% of Group B subjects rated quality of food as greatly exceeding or exceeding their expectations after the intervention. Conclusions: To improve meal satisfaction for pediatric oncology and hemodialysis patients, the RS menu style is a worthwhile option.
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Fang, Chin-Yi. "From the Total-Factor Framework to Food Cost Performance Disaggregation—Developing an Innovative Model to Enhance Menu Performance." Sustainability 12, no. 22 (November 17, 2020): 9552. http://dx.doi.org/10.3390/su12229552.

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The menu serves as a form of advertisement and has also been recognized as an important marketing communication tool between restaurant and consumer. Extant literature have assessed the menu item performance by using the multi-factor efficiency index. However, there is a paucity of literature focusing on the efficiency disaggregation in order to improve the performance of individual food, labor, and other resources. The aim of this study was to determine the input targets for each menu item by comparing the efficiency frontier established by all menu items in two types of restaurant chains. In order to achieve this goal, the study sought to establish the food and labor cost performance assessment model utilizing the total-factor framework combined with a slack-based measure (SBM) of efficiency in data envelopment analysis (DEA) (SBM-DEA). Resource-saving target ratios (RSTR) for panel data with 35 menu items in these two different cultural type of restaurant chains including Chinese-style and Japanese-style restaurants for twelve months were assessed in a total-factor framework. The four-quadrant analysis based on efficiency and unit profit offered different strategies to the restaurateur being studied. The empirical findings indicated that the average total-factor food cost efficiency (TFFCE) was better than the total-factor labor cost efficiency (TFLCE) in these two types of restaurants. The TFFCE (80%) and TFLCE (61%) of the Chinese-style restaurant were better than those (TFFCE (76%) and TFLCE (50%)) of the Japanese-style restaurant in the observant periods. Even though the Chinese-style restaurant had a better resource efficiency, the restaurateur was still able to improve at least 20% in terms of food cost efficiency and 39% of labor cost efficiency, respectively. Managerial discussion and future study are also discussed.
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Bushey, Robert R., Kurt M. Joseph, and John M. Martin. "Design Approach Does Affect Customer Behavior: “Action-Objects” Increase “Cut-Throughs”." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 4 (September 2002): 578–82. http://dx.doi.org/10.1177/154193120204600402.

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This paper investigates the impact of touch-tone IVR design styles on user behavior. The design of the touch-tone IVR systems is a critical component of delivering customer service. A well-designed system allows the customers to accomplish their goals and sets a positive tone to their interaction with the organization. Four design styles were considered: Action-Specific Object, Action-General Object, Specific Object, and General Object. Three user behaviors were considered: Cut-Through, Full Menu, and Beyond Full Menu. A usability study was conducted to quantify the impact of design styles on user behavior. Results indicate that design style does impact user behavior. The Action-Specific Object style produced the most Cut-Through behaviors and the fewest Beyond Full Menu behaviors compared to the other design styles. The results from this paper suggest that the interface design style should match the customer's mental model.
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Zhang, Shi Liao, Yi Tao Wang, and Feng Zhang. "Research on Designing and Organizing Menu System for Shipborne Command and Control System." Applied Mechanics and Materials 687-691 (November 2014): 48–51. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.48.

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In the shipborne C2 system which is very complex, menu is also the most important style of human-computer interaction ( HCI for short). For how to design and organize an efficient menu system, this paper presents a solution based on matching degree model relating to battlefield situation, tactical and technical performance, war condition and C2 series. At last, through an example, this paper draws some conclusions and proposes some requirements.
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Li, Dan, and Shuang Liang. "Study on the Menu-Style Design Method of Rural Courtyard Landscape." Art and Design Review 08, no. 03 (2020): 199–207. http://dx.doi.org/10.4236/adr.2020.83015.

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Chou, Sheng Fang, and Chin Yi Fang. "Exploring surplus-based menu analysis in Chinese-style fast food restaurants." International Journal of Hospitality Management 33 (June 2013): 263–72. http://dx.doi.org/10.1016/j.ijhm.2012.08.010.

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Virzi, Robert A., Paul Resnick, and Don Ottens. "Skip and Scan Telephone Menus: User Performance as a Function of Experience." Proceedings of the Human Factors Society Annual Meeting 36, no. 3 (October 1992): 211–15. http://dx.doi.org/10.1518/107118192786751763.

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We present the results of a laboratory study comparing three styles of audio menus. One of these styles is the technique predominantly employed in interactive voice response (IVR) systems today. Two alternatives to this Standard technique were evaluated in this study. One of these alternatives was first proposed in Resnick and Virzi (1992), which they called Skip and Scan menus. This new style was hypothesized to be superior to Standard menus for intermediate users, but was expected to show limitations for one-time callers and expert users. The third menu alternative we evaluated combines elements of the Standard and Skip and Scan menus and was hypothesized to be superior in a broad range of usage conditions. Performance was measured over 36 tasks and two IVR applications. In all but the first few trials, the Skip and Scan menu style reported in Resnick and Virzi led to performance equal to or better than the other two menu styles. Standard menus showed a performance benefit for the first few trials of the first application only: this benefit was not present in the second application. There were no differences among the techniques in the trials simulating expert behavior.
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Linassi, Rossano, Anete Alberton, and Sidnei Vieira Marinho. "Menu engineering and activity-based costing." International Journal of Contemporary Hospitality Management 28, no. 7 (July 11, 2016): 1417–40. http://dx.doi.org/10.1108/ijchm-09-2014-0438.

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Purpose This paper aims to examine whether using menu engineering (ME) together with activity-based costing (ABC) for menu analysis provides new insights into true menu profitability. The traditional ME approach only uses food costs to determine the contribution margin (CM) of individual menu items. This combined approach uses both food and traceable operating costs to estimate CMs more accurately. Design/methodology/approach An improved ME model was developed and tested in an oriental restaurant in Brazil. Direct observation of restaurant activities allowed most costs to be traced (not simply allocated) to individual menu items. Findings The results revealed small differences in the rankings between the traditional approach and ABC/ME, demonstrating that the integration of ABC with ME made it to possible to identify increased food-costs and lower CMs for all groups of menu items. The results also show that ABC methods are applicable to an oriental-style restaurant. Research limitations/implications Just one restaurant and only 80 per cent of the menu were examined in this study. Future research should apply the model used here to other restaurant types located in different geographical areas to validate the approach. Practical implications The results suggest that ME can be improved upon by first assessing variable costs using ABC methods. Originality/value This paper combines two different analytic techniques (ME and ABC) into a new approach that reveals the true picture of profit and loss for a menu from a restaurant in Brazil.
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Meldrum, Liesel A., and Noreen D. Willows. "Food Insecurity in University Students Receiving Financial Aid." Canadian Journal of Dietetic Practice and Research 67, no. 1 (March 2006): 43–46. http://dx.doi.org/10.3148/67.1.2006.43.

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Purpose: To evaluate the adequacy of loans funding and the risk for food insecurity in students living away from home and receiving loans at the University of Alberta. Methods: A nutritious seven-day menu was developed. The menu was priced for skilled and unskilled shoppers at a grocery store near to campus and a discount-style grocery store further away. Results: The menu was more costly for males, unskilled shoppers and those students who shopped near to campus. The menu cost was as high as $296/month and often exceeded the $196 allocated by the Canada Student Loans Program for food each month. Conclusions: Based on the findings from this study, students reliant on financial assistance likely have insufficient money for a nutritionally adequate diet and are at risk for food insecurity. Shopping skills and budgeting, while important, would be insufficient to alleviate food insecurity for many students who require financial aid. Increased funding for food in student loans is necessary.
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Dissertations / Theses on the topic "Menu-Style"

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Wedin, Susanne, and Kristina Carlander. "For Happy Users, press 1-Investigating and improving the usability of a touch-tone interface." Thesis, Linköping University, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2489.

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Touch-tone interfaces are today widely used in help-centers and support services. Studies have shown that interfaces like these have many limitations and are therefore hard to design. MVAS is a voicemail interface using touch- tone input for navigation. Today, shortcomings in the interface limit the users’ ability to use the functionality in a satisfying way. This thesis describes a mainly qualitative study which evaluates and tests the interface of MVAS to come up with how the interface should be designed to be easier to use. The results show that the usability of MVAS is poor but the functionality of the same is both impressive and appreciated. The suggested redesign of the system, based on the identified usability problems, considers both the interaction model used in the interface as well as the conformity to the set of heuristics used in the evaluation. The proposed redesign keeps all the functionality in the system intact and also makes the functionality more explicit through improving the usability. A more explicit structure will facilitate usage of a larger portion of the functionality. However, the limitation of the key-pad affects the redesign so the most favorable design is unreachable. If the interaction model is changed or furthered developed to allow speech input the limitations experienced with the current redesign will diminish and a higher degree of usability can be reached.

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Ergen, Feyza F. "Effects of Interface Format, Feedback Style, and System Lag on the Usability of Hand-Held Internet Controllers." Thesis, Virginia Tech, 1996. http://hdl.handle.net/10919/36550.

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The increasing popularity of the World Wide Web (WWW) has created a new market: Web access through television to accommodate those who either cannot afford existing hardware or are intimidated by computers. Current efforts to combine the WWW and television have targeted potential novice users. One of the approaches for creating a WWW browsing system that is both simple to use and inexpensive is the utilization of the existing cable system to provide Web access through television. Some unique characteristics of this browsing system are fast access to the Web, the use of nine buttons on a universal remote control, and an index structure for reaching Web sites. Since browsing the Web through television is relatively new, many interface issues need to be examined. The purpose of this research was to investigate potential user interface designs for this WWW browser and to evaluate the usability of the nine-button interface. Sixteen volunteers participated in the experiment and were asked to navigate to specific Web sites with two interface formats, five different system lag times (0.2, 0.7, 1.3, 2.0, and 3.0 seconds), and three feedback styles (active feedback, passive feedback and no feedback). Participants were prescreened for their experience with computers and browsing the Web. The experiment was conducted in a living room setting to simulate real life situations and participants were given a total of 42 tasks to complete throughout the experiment. Each task consisted of navigating through the tree structure with either one of the two interface formats until reaching a designated Web site. The number of errors committed and task completion times were recorded. In addition, participants were asked to rate the WWW browser system after each task as well as after the entire experiment. Participants preferred the 0.2 second system lag and the active feedback style. Overall, they committed fewer errors and took less time to complete tasks with the tabbing interface than with the one-to-one mapping interface. Experienced participants committed more errors than did the inexperienced ones. Increase of system lag time was determined to have a greater adverse effect on the tabbing interface than on the one-to-one mapping interface.
Master of Science
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Hsu, Yu-Fen, and 許毓芬. "The Menu Style and Menu Information Layout of the Mobile Shopping Application." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/46qbrd.

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碩士
國立臺灣科技大學
設計系
106
E-commerce is now diversified. Using mobile shopping has become a trend, and consumer behavior patterns have gradually shifted from “mobile first” to “mobile only”. This study is intended to investigate the user interaction of the mobile shopping application and system usability. It is hoped that the user interface design of current mobile shopping application can be improved and the users’ satisfaction can be enhanced. Redesign in mobile shopping application. The experiment was planned based on a 2 (menu style) by 3 (menu information layout) two-way ANOVA design. There are two levels in the independent variable of menu style: (a) Hamburger menus to hide the menu content on the dashboard, and use the icon to display it separately. Click to expand from bottom to top. (b) Display menu to below content on the dashboard, and using different icons to represent each feature. There are three levels in the independent variable of features information representation styles: (a) Half coverage menu information layout is will expand the menu content from bottom to top, and the background is semi-transparent. The content is displayed in a single level. Clicking the blur background can return to the dashboard. (b) Full coverage menu information layout is the content expanded from bottom to top to full page. The displayed content is horizontal list on the screen. (c) Mixed menu information layout is expanded from the bottom up and covers the screen. The menu information layout is show by left and right. The display content is also two levels of content. The menu information including the previous order are left side on the screen. The generated results indicated that: (1) The menu layout conforms to the principle of more natural and familiar to user, The "Mixed menu information layout" is more in line with the metaphor in physical environment. (2) The menu layout can be simplified, the product categories can be reduced, and the time that users used for searching for the products can be decreased. (3) The presentation of the menu style needs to imply that the user click. (4) The "Display menu" is easy for the user to use. Visibility buttons help users understand the user interface, and users can recognize rather than remember.
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HUA, CHENG-HUAN, and 花正寰. "A Study on the Main Page and Menu Style Design of." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/49x873.

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碩士
國立臺灣科技大學
設計系
106
Mobile payments have been gradually replacing traditional forms of cash payment driven by the government as well as domestic and foreign manufacturers in recent years. Applications using technologies such as artificial intelligence and the internet of things will fill people's daily payment activities. This study is focused on the "main page" and "menu style" of the mobile payment application (APP). The questionnaires and experimental analysis are used to help understand the current usage and the usability of the application. Improvement suggestions are provided by design and verification. The purposes of the study are as follows: (1) Discussing the status of the mobile payment and summarizing the interface design guidelines; (2) Collecting the requests of improving the mobile payment application design; (3) Designing and verifying the simulation prototype design; (4) Consolidating the conclusion and the design suggestion. The experiment is divided into three stages: (1) Surveying the current usage: collecting the function data of the existing mobile payment application and then designing the questionnaire and surveying the current usage; (2) Pilot experiment: using convenient sampling to invite 30 users as participants, and obtaining the direction of design improvement from the analysis result; (3) Verification experiment: summarizing the literatures and the pilot experimental results to verify simulation prototype design. The experiment is designed to be a 2 (main page design) x 3 (menu style) between-subjects two-way ANOVA, wherein 48 participants are invited by convenient sampling method to help obtain the results of task time performance, system usability, user interaction satisfaction, and user experience through the statistical analysis. The results are summarized as follows: (1) Paying is the most important function of the mobile payment application. As to design, it should be clear and easy to find the illustrations, text prompts, and the presentation positions, etc.; (2) When using "card layout", it should be noted whether the simplified function still meets the user's mental models; (3) When the main screen adopts "grid layout", it is suggested to use "tab menu" and "hamburger menu" to speed up operation efficiency. For "card layout", it is recommended to adopt the "no navigation bar" and "hamburger menu" designs together for better satisfaction; (4) "Tab menu" cooperating with "card layout" is evaluated as the worse main page, the main reason is related to inconsistent operational behavior; (5) The user interface design of the mobile payment application should be designed according to the service type and the user's requirements.
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Wu, Yin-Jen, and 吳尹蓁. "The application of interaction meal-ordering with relief style on Bar menu." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/79848939329466924148.

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碩士
中原大學
商業設計研究所
101
In recent years,the technology has been rapidly-changed and the touch panel has been widly used.The tablet personal computer has been widly used in eur soiety now,and it has been used in many different phases and fields.Besides,the tablets PC will replace many electronic deuices gradually.Those products which have the smiliar functions to the tablet,such as laptops and smart phones,will be the main stream products in the market. The tablet PC and the smart phone has been an indispensable thing in our soiety now.There are many different cell phone game and apps be filled in the market. As the rapidly-changing of the soiety,the living pace of people is quick,which lead to the distance and between person and person.For the busy working,people feel more stressful.People not only have the exhaustion casued by working pressure but also have the feeling of empty and lonely.For those reasons,people should relieve themselves. A bar is a place that people can chat there.Besides drinking and interaction,it is composed by another element-relaxing.If we add some designs of relaxing interactive inerface to the bar,the pressure of people will be relieved. Therefore,by using the optical images in the tablet PC interface conbrined with the menu of the bar,the abstract emotion can be linked to the concret items.The main purpose of the things which has the function of relieving mental condition is offering a refuge to those busy,stressful and tired people.The relaxing feeling which it gives to people can transfer the attention of people from mad temper.Therefore,thoes negative mood can be gotten rid of and people can strike to a balance between phycal and mental condition. By using the relief style color-blue which is symbolized as love and peace,as the main color of the interface,it is berufitial to remove and coordinate the negative temper when people feel uneasy,lose will-power or feel stressful. According to many documents,the computer can interact with user,which printed items is unable to do.
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Wang, Chin-Liang, and 王進亮. "The Design of Functional Menu and Style for the User Interface of Digital Camera." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/75x2cg.

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碩士
國立臺灣科技大學
設計研究所
95
The user interfaces of digital cameras currently available in the market were designed differently due to different technical specifications. To the beginners, the user interface design styles will affect how they interact with the digital camera as well as their purchase intentions. Therefore, the user interface design of digital cameras is worth of explorations. This research study is intended to investigate the interface usability of digital cameras based on the perspectives of human-machine interaction. In addition to the collection of representative samples from the market (i.e., Liteon LT400Z, Samsung D420, and Casio EXZ40), this study also summarizes research findings from relevant literatures. It is hoped that the experiment conducted in this study can have both theoretical and practical relevance. Three experimental stages were planned in this study. In the first stage, both questionnaire survey and in-depth interview were conducted to help collect users’ interface requirements of digital cameras. In the second stage, participants were required to interact with representative digital cameras. The data regarding participants’ task performance, information representation styles, and pros and cons were collected for further analyses. In the third stage, an experiment using the 2 x 3 factorial design was conducted. That is, the prototypes of two “functional menu category” and three “menu layout style” were created as the experimental samples. Participants were required to perform the tasks by means of these digital cameras. Besides their task performance, their degree of satisfactions regarding these interface prototypes were also investigated. The results generated from this study revealed that: (1) There exist significant differences in the participants’ task performance and number of button clicks among three currently available digital cameras. That is, Samsung D420 performs better in the selection of light exposure and after effect than both Liteon LT400Z and Casio EXZ40. Nonetheless, Casio EXZ40 performs better in the tasks of light compensation and mode selection than Samsung D420 and Liteon LT400Z. (2) There exist no significant differences between the “functional menu category” and “menu layout style” pertaining to the overall task performance among six prototypes. However, the text type of functional menu was easier to understand by the novice users than the icon type of functional menu. In addition, there exists a significant difference among there menu layout styles. That is, participants perform better by using the “vertical arrangement” followed by the “3D arrangement” and “horizontal arrangement.” (3) There exist no significant differences in the measurement of pleasure among six prototypes. Participants scored 36.4 points in average in vertical arrangement, 33.1 points in horizontal arrangement, and 37.0 points in 3D arrangement. All the scores were higher than 28, half of the total score. Therefore, all the three types of menu layout styles can make participants feel pleasurable while they are interacting with the prototypes. (4) There exist significant differences in the participants’ responses to the questionnaire of System Usability Scale (SUS) among six prototypes. Among them, the “vertical arrangement” is significantly different from “horizontal” and “vertical” arrangements. Furthermore, all the scores were higher than 50, half of the total score. We may think that all the prototypes possess very good system usability. (5) There exist no significant differences in the Questionnaire for User Interaction Satisfaction (QUIS) among six prototypes. Nonetheless, all the scores were higher than 73.5, half of the total score. We may think that all the prototypes can satisfy participants’ interaction requirements.
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Lai, Hsiang Ju, and 賴相如. "A Study of Cellular Phone Menu Design: Technology Life Style Segmentation and Iconic Metaphor." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/hj4565.

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碩士
國立交通大學
傳播研究所
95
The importance of relevant research on mobile products increases as the rapid development and keen competition of the mobile phone business. The comprehensiveness and operational convenience of the interface design are then the most concern. Speaking of the icon design as the interface between mobile phone and users, appropriate metaphor shall be taken into consideration. Icons, a kind of graphical metaphor, should be designed to let users quickly catch the exact ideas of what the icons are for. Thus, the iconic metaphor shall be carefully selected to visually represent the targeted functions which in turn, could enhance the user’s comprehensive levels. The iconic metaphor plays a vital role in icon design. The primary research purposes were to investigate the needs of end users with various technological sensitivities on main menu functions of mobile phones, as well as the appropriate iconic metaphors. The card sorting and co-discovery methods were adopted to collect users’ data. Accordingly, the requirements and mental models of highly or medium technological sensitive users toward the main menu of mobile phones were generated. Also, what types of iconic metaphor might be accepted by end users were discussed too. The result showed that a total of 13 items were needed on the main menu of a mobile phone for the highly technological sensitive users, while the medium technological sensitive users required 10 items only. The study discovered that highly technological sensitive users viewed a mobile phone like a 3C or multimedia device. They demanded that the main menu of a mobile phone shall be charily categorized and the secondary menus shall be organized hierarchically according functional characteristics. The acceptable metaphors for this user group tends to be multifunctional, technology-oriented and active controlled. As for the medium technological sensitive users, the main concern of using mobile phones is to communicate and to deal with personal affairs. Their mental models seem to prefer the icons with simplicity features. As a result, the acceptable metaphors of this user group incline to be simple functioned, traditional life style and less active controlled, which were categorized as the hierarchical and function-oriented types of metaphors. Finally, concrete objects were used by them to visually represent icons.
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Lian, Chia-ruei, and 梁家瑞. "The Influence of Computer Menu Design and Interaction Style on Middle and Elderly Age Groups." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/49058468239052551614.

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碩士
國立臺灣科技大學
設計研究所
98
The use of the computer and network is popularized day by day. The population of computer user of middle and elderly age groups increase year by year in China, but the design of computer menu interface is difficult to use on contemporary middle and elderly age user. Recently there appeared one new computer product in the market, and the company emphasized that the ALL IN ONE computer can be used by whole age people. It can be operated by finger touch on special computer menu interface, and does not need to use a mouse or a keyboard. There are three purposes of this study, (1) Find out the using ways of computer and network of middle and elderly age groups ; (2) Study the computer menu function structural design of the ones that accord with the middle and elderly age groups ; (3) Study the influence of using computer menu on the middle and elderly age groups with two kind of operation type- mouse and finger touch. According to the study result of the using computer and network behavior questionnaire on the middle and elderly age groups, there are 117 people who receives questionnaire and hope computer and network can offer the function service: (1) The function of newspaper is 45.3%; (2) The function of health and medical is 39.3% ; (3) The function of photo album is 35%; (4) The function of stock market is 35% ; (5) The function of travel is 32.4% ; (6) The function of play movies is 31.6% . The six functions have had designed to prove the test project of experiments. This research study includes two parts of experiments, including leading the way experiment and verifying the experiment. Collect three kinds of ALL IN ONE computer, including MSI AE2020, ACER z5600, HP Touch smart IQ500 in leading the way experiment. Execute the task to test to the purpose-built computer menu interface by finger touch. The result shows, the higher systematic stability, computer menu that can be edited, regular the function icon position which had been already known, function icon with explanatory note, interaction area with obviously label and the characters enlarged to show can increase the use of time by experimenters, the author according to these main points to design the interface of verifies experiment. The experiment was planned based on a 2 (controlling model) by 3 (function structure model of interface menu) two-way ANOVA design of independent sample. There are two levels in the variable of controlling model: Mouse controlling and Finger Touch controlling. There are three levels in the variable of function structure model of interface menu: (a) Function project interface: The function icons is arranged on the menu interface equally by the way of 3*5; (b) Controlling panel interface: The function icon is below the interface side by side and form the regular control panel that appears; (c) Intelligent interface: Each function icon include one intelligence area, can show instant information. Base on the experiment, the results show users performance, questionnaire for user interface satisfaction (QUIS), system usability scale (SUS), and get the experiences by users. The results of study : (1) 95% middle and elderly age groups who accepts questionnaire had computer equipment in their home, but only 62% people had used computer, 82% people hope the computer can become simple to use ; (2) Intelligent display area effective level interface structure, wholly raise the functions of operation; (3) The function of the low knowledge demand operates logic, the limits of operation are relatively little; (4) When the course of function operates need to check or count the quantity of the things, the controlling model of finger touch is obviously better than controlling model of mouse to operate; (5) Change few function interfaces of the page, can get the higher operation performance; (6) The difference between mouse controlling and finger touch is not obviously in the experiment, controlling of finger touch intuitive does not need to study, if function icon is bigger; the controlling of mouse is easy to use for the middle and elderly age groups.
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Chen, Jing-Cheng, and 陳靖承. "The Research and Design on Menu Position and Interaction Style for the Interface of Game Application." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/hjmgg5.

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碩士
國立臺灣科技大學
設計系
106
Thanks to the improvement of technology to reduce the size of communication devices making them easy to carry, and the Internet information transport mission has been rapidly digitized, which has led to the rapid rise of smart mobile devices. Among them, smart phones are the most important growth trend in present. With such development increasing the demand of mobile App, many independent game developing teams can be competed with giant development company as the lower developing barrier. As the result, there are over thousands of App that have been developed in every year. Therefore, how to make the users experience the friendly operating interface has been became one of the most value issues. They have been doing every possible on the design of interaction. The select unit on the game App interface and interactive design research are based on the current theoretcial structures to apply the users experience to help explore the possibility of game development. With the anticipation, it is hoped to bring certain influence in those RD persons of Taiwan game development industry. This research study is intended to reach the following objects: (1) To conduct the usability test on the current App available in the market based on the relative document for verifying interface of experiment prototype, and to provide it as reference to Taiwan interface designers. (2) Conduct the thoughtful research based on the procedure of experiment tasks to compare the usage difference and user experience from the 3 App prototypes. (3) To study the influence of user experience satisfaction by researching between the vertical and horizontal interface designs. There are two parts of the research: (1) The initial research focuses on the 3 popular Apps on the market, through counting-testing operation to recognize the difference and questions from the 3 App samples. (2) To verify the analysis outcomes from the initial experiment data and the document research. The experiment of verifying simulation adopts 3 (the spot arrangement of the select menu) X 2 (vertical and horizontal smartphone interface operation) two-factor experiment. There are 3 levels of the select menu: (1) upper menu, (2) bottom menu, and (3) upper-bottom menu. Interface operation uses 2 levels: (1) vertical interface operation, and (2) horizontal interface operation.   The research outcomes are as follows: (1) To use game App with 1-2 hours every day. (2) The most users use the 5-inches smart phone at present. (3) Those users who use the vertical game interface get used to operate by one hand. (4) Those users who use the horizontal game interface get used to operate by two hands. (5) Based on the usability evaluation, the horizontal interface is easy to operate on the simplicity of operation and guidance of operation. (6) As far as the system usability, the bottom menu is the better system interface design on operation using experience.
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Huang, Chih-Huang, and 黃至煌. "A Study of the Effect of Users’ Cognitive Style on Menu Structure of Automotive Telematics Device." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/7w5gbj.

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碩士
國立交通大學
應用藝術研究所
94
Abstract The essential purpose of user interface is to make communication between the user and products. The digital product of the earlier period used the way with the options of the whole screen as the interface design, and when the function becomes complicated gradually, they start using menu-structure to programming the interface. Up to now, menu-structure have the different forms to present, but still is to be used as the main way of the interaction. The researches from ergonomics to cognitive psychology have developed out many principles of users’interface. However, when the usage of the digital products by the expert to personal living, the definition of the user namely the training expert change for all crowds, at this time, individual difference should be considered . This research carries the automotive telematics device as the example of the integrating digital product, and make cognitive style as individual difference to study the effect of users’s cognitive style on the performance of software. Acquires the users’cognitive style by GEFT、the performance and the usability evaluation of menu-structure experiments in order to inquire the relationship between cognitive style and menu-structure through quantitative analysis. Finally, Analyzing participants in the interactive process of menu- -structure experiments with qualitative ways ,to probe for interactive problems of them. The study comes out conclusions from the experiments:(1)Filed- independent participants shows better performance at simultaneous and hierarchical menu-structure, on the contrary, filed- dependent participants shows better performance at linear menu-structure.(2)The performance of filed- dependent participants are easier to be influenced by menu -structure design ,particularly carrying out at simultaneous menu-structure.(3)Filed- independent participants show preference for simultaneous menu-structure, and filed- dependent participants prefer linear menu-structure.(4)The result of the usability evaluation of all participants depends on the performance of the menu-structure.(5)The designers can choose the accommodation menu-structure as a foundation according to the distribution of the cognitive style of the users, or provide different menu-structures for the one product, and let the users be able to choose by themselves.
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Books on the topic "Menu-Style"

1

Witty, Helen. Mrs. Witty's home-style menu cookbook. New York: Workman Pub., 1990.

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Atkinson, Greg. Entertaining in the Northwest Style: A Menu Cookbook. Seattle, WA: Sasquatch Books, 2005.

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Beale-Groom, Pascale. A menu for all seasons. Santa Barbara, CA: Olive Tree Pub., 2007.

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Waters, Alice. Chez Panisse Menu Cookbook. Random House, 1995.

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Hettema, Jennifer, Christopher C. Wagner, Karen S. Ingersoll, and Jennifer M. Russo. Brief Interventions and Motivational Interviewing. Edited by Kenneth J. Sher. Oxford University Press, 2014. http://dx.doi.org/10.1093/oxfordhb/9780199381708.013.007.

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This chapter focuses on the use of brief interventions for the treatment of alcohol and other substance use disorders and risky use. The authors provide definitions of brief interventions and a rationale for their use. They review the evidence base for brief interventions across primary care, emergency medical, college, and correctional settings, and include analysis of the impact of brief intervention on drinking and drug use and the relative costs of such services. They also describe several widely used frameworks or organizing structures for brief interventions including FRAMES (provide feedback, emphasize responsibility, give advice, menu of options, express empathy, support self-efficacy), SBIRT (screening, brief intervention, and referral to treatment), and the five As (ask, assess, advise, assist, arrange). Finally, the authors discuss the therapeutic approach of motivational interviewing as an interaction style that can be used within the context of many brief intervention structures.
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A Menu for All Seasons - Autumn: A Montecito Country Kitchen Cookbook. Olive Tree Publications, 2009.

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A Menu for All Seasons - Summer: A Montecito Country Kitchen Cookbook. Olive Tree Publications, 2007.

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Book chapters on the topic "Menu-Style"

1

Liu, Yuanyuan, Zhisheng Zhang, and Zhijie Xia. "The Influence of Icon Color and Style on Mobile Menu Icon Search." In Advances in Human Factors and System Interactions, 79–85. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79816-1_10.

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"Food Safety, Food and Beverage Preparation, Menu and Beverage List Development, Service, and Current and Future Challenges." In Strategic International Restaurant Development, 179–205. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4342-9.ch007.

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This chapter discusses the importance of safety and sanitation in food preparation and service and the integration into the menu and beverage list development. Specifically, it discusses the current safety and sanitation requirements for foodservice facilities, including the HACCP 7 step process (hazard analysis critical control point). It introduces nutrition basics in a foodservice setting and the basics of food and beverage preservation and preparation methods. Consequently, it demonstrates how to develop menus and beverage lists and the various foodservice style and service techniques.
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Best, Amy L. "The Cafeteria as Great Equalizer." In Fast Food Kids. NYU Press, 2017. http://dx.doi.org/10.18574/nyu/9781479842704.003.0003.

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This chapter examines the lunch menu at Thurgood High School, focusing on the work of food director Brenda, with the aim to deepen our understanding of the complexity of school lunch as a high-stakes public good. Brenda had a no-nonsense style about her; she rarely minced words, but was warm in her demeanor, knowledgeable, and accessible. She made the best of what she was given but hoped for a better food future and in this sense was both pragmatic and aspirational. She held her ground in the face of outside scrutiny, and acknowledged the social value in her work and its link to a public system of care. She recognized that a larger number of students she fed each day were part of the growing number of those who are food insecure in the United States, and her efforts to prepare food that kids wanted to eat expressed a deep commitment to addressing both health and hunger.
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