Academic literature on the topic 'User Interfaces (UI) Logs'

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Journal articles on the topic "User Interfaces (UI) Logs"

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Neelam Yadav, Supriya P. Panda. "UI Action Logger to Investigate Potential Robotic Process Automation Routines." Tuijin Jishu/Journal of Propulsion Technology 45, no. 01 (2024): 1443–53. http://dx.doi.org/10.52783/tjjpt.v45.i01.4215.

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Robotic Process Automation (RPA) is a cost-effective technology that emulates human tasks, reduces errors and enhances business performance. However, identifying ideal processes for RPA implementation can be challenging. Process Mining is a strategy that leverages User Interface (UI) logs to delve into processes and generate "process maps." These logs record user actions during processes, necessitating the use of a tool such as UI Action Logger to capture and transmit them to a cloud-based application for logging. Subsequently, Process Mining frameworks like ProM utilize these logs to construct process models, aiding in the identification of repetitive processes suitable for RPA automation. This innovative study shifts the focus of process mining from event logs to UI logs, simplifying the detection of potential routines. Enriched UI logs are valuable for creating RPA bots, conducting in-depth process analysis, task mining, and training RPA bots through machine learning, and selecting processes for automation. In summary, UI Action Logger offers distinctive features, capturing user interactions at a coarse level conducive to RPA implementation.
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Xiaoan, Zhan, Xu Yang, and Liu Yingchia. "Personalized UI Layout Generation using Deep Learning: An Adaptive Interface Design Approach for Enhanced User Experience." International Journal of Engineering and Management Research 14, no. 5 (2024): 134–47. https://doi.org/10.5281/zenodo.14190245.

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This study presents a new approach to personalized UI design using deep learning techniques to improve user experience through interface customization. We propose a hybrid VAE-GAN architecture combining variational autoencoders and generative adversarial networks to create coherent and user-specific UI layouts. The system includes user-friendly electronic models that capture personal preferences and behaviors, enabling real-time personalization of interactions. Our methodology leverages large-scale UI design datasets, and user interaction logs to train and evaluate the model. Experimental results demonstrate significant improvements in layout quality, personalization accuracy, and user satisfaction compared to existing approaches. A customer research study with 200 participants from different cultures proves the effectiveness of the personalization model in real situations. The system achieves a personalization accuracy of 0.89 ± 0.03 and a transfer speed of 1.2s ± 0.1s, the most efficient state-of-the-art UI personalization system. In addition, we discuss the theoretical implications of our approach to UI/UX design principles, potential business applications, and ethical considerations around AI-driven identity. This research contributes to advancing adaptive interface design and opens up new ways to integrate deep learning with UI/UX processes.
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Zhan, Xiaoan, Yang Xu, and Yingchia Liu. "Personalized UI Layout Generation using Deep Learning: An Adaptive Interface Design Approach for Enhanced User Experience." Journal of Artificial Intelligence General science (JAIGS) ISSN:3006-4023 6, no. 1 (2024): 463–78. https://doi.org/10.60087/jaigs.v6i1.270.

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This study presents a new approach to personalized UI design using deep learning techniques to improve user experience through interface customization. We propose a hybrid VAE-GAN architecture combining variational autoencoders and generative adversarial networks to create coherent and user-specific UI layouts. The system includes user-friendly electronic models that capture personal preferences and behaviors, enabling real-time personalization of interactions. Our methodology leverages large-scale UI design datasets, and user interaction logs to train and evaluate the model. Experimental results demonstrate significant improvements in layout quality, personalization accuracy, and user satisfaction compared to existing approaches. A customer research study with 200 participants from different cultures proves the effectiveness of the personalization model in real situations. The system achieves a personalization accuracy of 0.89 ± 0.03 and a transfer speed of 1.2s ± 0.1s, the most efficient state-of-the-art UI personalization system. In addition, we discuss the theoretical implications of our approach to UI/UX design principles, potential business applications, and ethical considerations around AI-driven identity. This research contributes to advancing adaptive interface design and opens up new ways to integrate deep learning with UI/UX processes.
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Harshavardhan1, Polamarasetty. "Design and Implementation of a Fine-Tuned Llama-Based AI Chatbot with Voice and Text Interaction Using Streamlit and Ollama." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 03 (2025): 1–9. https://doi.org/10.55041/ijsrem42961.

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Natural language processing (NLP) drives artificial intelligence (AI)driven chatbots that have gained great popularity in many industries in recent years [15], therefore improving humancomputer interactions. Optimized for quick conversational reactions, this paper describes an AIdriven chatbot driven by a finely tuned Llama 3.2 model. Using Streamlit for an interactive user interface, Ollama for model deployment, and SpeechRecognition and pyttsx3 for smooth voice input and texttospeech (TTS) output [5][10[11]], the chatbot combines voice and textbased communication [2][4]. Using Sloth, a dedicated framework for finetuning big language models (LLMs), the chatbot model is trained in a Google Colab environment. Exported in GGUF format and deployed using the Ollama runtime, the trained model helps run inference efficiently. Streamlit produces a strong user interface including chat history management, voicebased interaction toggle, live response streaming, and downloadable conversation logs [7][8]. The techniques used for chatbot finetuning, model deployment, and improvement of realtime interaction are brought forward in this study. The accuracy of responses, user experience evaluations, and performance improvements mentioned. The research shows how connecting cuttingedge NLP models with current deployment platforms improves chatbot usability and performance [1][9][12][15]. Keywords—Artificial Intelligence (AI), Natural Language Processing (NLP), Conversational AI, AI Chatbots, Large Language Models (LLMs), Llama 3.2, Fine-Tuning, Sloth Framework, Google Colab, Ollama Deployment, GGUF Format, Streamlit UI, Speech-to-Text (STT), Text-to-Speech (TTS), SpeechRecognition, pyttsx3, Model Optimization, User Interaction, Real-time Response, Voice-Based Chatbot
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Pratama, Bayu, Zulhendra, Ahmaddul Hadi, and Lativa Mursyida. "Development of Network Infrastructure Monitoring System at Vocational High School Using MikroTik and Telegram Integration." Journal of Hypermedia & Technology-Enhanced Learning (J-HyTEL) 2, no. 3 (2024): 188–201. http://dx.doi.org/10.58536/j-hytel.v2i3.133.

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This study aimed to develop a monitoring system for the computer network infrastructure at SMKN 7 Sijunjung. The system was designed to provide real-time monitoring of traffic, activity logs, and connected user devices on the MikroTik router; additionally, the application integrated notifications through the Telegram service to offer prompt information regarding network disruptions. The design methodology employed was PPDIOO (prepare, plan, design, implement, operate, and optimize). The system is implemented using a combination of hardware and software, including the utilization of the CodeIgniter framework for the user interface (UI). System testing was conducted using the BlackBox method to evaluate the functionality of the application comprehensively. The test results confirm that the application effectively monitored the network and promptly notified us of its status. However, there were certain challenges identified during testing, such as problems with online connectivity to the MikroTik router and limitations in database storage. The proposed solutions include activating the VPN on MikroTik and enhancing database storage capacity. This research contributes to the development of computer network infrastructure-monitoring systems in educational environments. These findings will lay the groundwork for other educational institutions to enhance the efficiency of network monitoring and maintenance in schools.
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Yulianto, Arief, and I. Gusti Ayu Agung Aristi Putri. "Semiotic Analysis of Twitter Logo Change to Logo X: User Interface (UI) Design and User Psychological Perspectives." Brilliance: Research of Artificial Intelligence 4, no. 1 (2024): 237–44. http://dx.doi.org/10.47709/brilliance.v4i1.4037.

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The development of a logo has become a visual identity for big brands. Some brands create logos to be the biggest promotional resource to attract the mindset of their customers. In the context of technology applications, a logo is not just a symbol, but also an integral part of the User Interface (UI) that influences user interaction and engagement. Twitter, as one of the largest social media platforms in the world, has undergone a significant change in its visual identity by replacing its iconic logo to a new logo known as X. This research uses a descriptive analysis research method with comparative analysis from the researcher himself and data approaches carried out with the 5W + 1H theory. Semiotic Theory using Roland Barthes theory which explains that the first stage of signification is the relationship of signifier (expression) and signified (content) in a sign to external reality. In addition, this analysis also looks at the UI Design side and the user psychology side with the Gestalt Psycholgy theory. The results and findings viewed in the context of UI design, these changes present new challenges and opportunities to create a consistent and engaging user experience. Users' psychological reactions were mixed, indicating that the logo change had a major impact on users' perception and engagement with the app. Through the 5W+1H concept and personal analysis, this research provides a comprehensive understanding of the meaning and impact of the logo change.
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Hou, Yu, and Ji-Sung Song. "A study on the Applicability of AI-Generated Content in Facade Design for Cosmetic Stores." korea soc pub des 12 (December 31, 2024): 112–21. https://doi.org/10.54545/kspd.2024.12.112.

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Artificial intelligence-generated content(AIGC) has demonstrated its potential to provide efficient and creative design solutions through user-friendly interfaces. This capability has garnered significant attention in the design field. In recent years, cosmetic retail stores need differentiated facade designs to effectively convey their brand identity. Accordingly, this study aims to explore the integration potential of AIGC technology in cosmetic retail facade design. The research methodology involved a review of AIGC technology, image-generation platforms, and cosmetic retail facade design. Facade images for three Korean cosmetic retail brands Skinfood, Innisfree and Missha were enerated and analyzed using Midjourney and Stable Diffusion Web UI platforms. These platforms effectively expressed both structural and decorative elements to convey brand concepts. Specifically, they generated creative images that faithfully reflected brand concepts in elements such as signboards, shop windows, and lighting, while logos were presented as substitutes due to copyright considerations. This study concludes that AIGC technology can provide innovative and competitive solutions for cosmetic retail facade design. Furthermore, AIGC is expected to offer creative and innovative application strategies in commercial space design.
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Shekhawat, Natansh, Krishna. R. Mohan, Sunder. P. Shyam, and Rajitha, K. "AI-powered threat detection system." World Journal of Advanced Engineering Technology and Sciences 15, no. 3 (2025): 713–20. https://doi.org/10.30574/wjaets.2025.15.3.0969.

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In an era of growing digital interconnectedness, the threat landscape for networked systems has expanded rapidly, making traditional security mechanisms increasingly ineffective against sophisticated cyber-attacks. Intrusion Detection Systems (IDS) are crucial in identifying and mitigating such threats, but conventional rule-based approaches often fail to detect novel or evolving attack patterns. This paper proposes an AI-powered IDS framework that utilizes Random Forest and Decision Tree machine learning models for high-accuracy threat detection in real time. The models are trained on benchmark datasets, namely NSL-KDD and CICDDOS2019, both widely used in cybersecurity research. Preprocessing techniques such as one-hot encoding and robust feature scaling were applied to optimize learning. The trained models are then integrated into a web application built with Flask, providing users with a seamless interface to upload network traffic logs in CSV format and instantly receive predictions. The system also incorporates rule-based logic to categorize detected attacks into DoS, Probe, R2L, and U2R, enhancing interpretability. Evaluation results demonstrate that the Random Forest model achieved a classification accuracy of 99.36% and an F1-score of 0.9986, outperforming the Decision Tree model across all metrics. The application supports real-time traffic classification, returning predictions within seconds and displaying confusion matrices, precision, recall, and attack distributions through a clean, responsive UI. This research bridges the gap between theoretical machine learning models and their real-world application in cybersecurity, offering a scalable, accurate, and user-friendly solution for automated threat detection in both academic and professional environments.
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Preciado, Juan, Marino Linaje, and Fernando Sánchez-Figueroa. "Adapting Web 1.0 User Interfaces to Web 2.0 Multidevice User Interfaces using RUX-Method." JUCS - Journal of Universal Computer Science 14, no. (13) (2008): 2239–54. https://doi.org/10.3217/jucs-014-13-2239.

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The development of Web applications, both functionality and Web User Interfaces (UIs), has been facilitated over the last few years using Web models and methodologies. However, new requirements that overcome traditional HTML-based Web 1.0 User Interfaces limits have arisen. Developers and tool vendors have answered these limits introducing Rich Internet Applications (RIAs). RIA technologies provide Web 2.0 UI capabilities such as high interactivity and native multimedia support among others. Currently, numerous developers are adapting many of their legacy Web 1.0 applications to Web 2.0 introducing Web 2.0 UI capacities while maintaining the business logic. Nevertheless, there is a lack of methodologies to support this adaptation process. In this paper we show how to use a model driven method called RUX-Method for the systematic adaptation of existing Web 1.0 UIs to Web 2.0 multidevice UIs. This method focuses on new UI capabilities provided by RIAs while taking advantage of functionality already provided by existing Web models. The proposal follows a common UI design for all the devices and an ad-hoc design approach for each device attending to its specific features.
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He, Zecheng, Srinivas Sunkara, Xiaoxue Zang, et al. "ActionBert: Leveraging User Actions for Semantic Understanding of User Interfaces." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 7 (2021): 5931–38. http://dx.doi.org/10.1609/aaai.v35i7.16741.

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As mobile devices are becoming ubiquitous, regularly interacting with a variety of user interfaces (UIs) is a common aspect of daily life for many people. To improve the accessibility of these devices and to enable their usage in a variety of settings, building models that can assist users and accomplish tasks through the UI is vitally important. However, there are several challenges to achieve this. First, UI components of similar appearance can have different functionalities, making understanding their function more important than just analyzing their appearance. Second, domain-specific features like Document Object Model (DOM) in web pages and View Hierarchy (VH) in mobile applications provide important signals about the semantics of UI elements, but these features are not in a natural language format. Third, owing to a large diversity in UIs and absence of standard DOM or VH representations, building a UI understanding model with high coverage requires large amounts of training data. Inspired by the success of pre-training based approaches in NLP for tackling a variety of problems in a data-efficient way, we introduce a new pre-trained UI representation model called ActionBert. Our methodology is designed to leverage visual, linguistic and domain-specific features in user interaction traces to pre-train generic feature representations of UIs and their components. Our key intuition is that user actions, e.g., a sequence of clicks on different UI components, reveals important information about their functionality. We evaluate the proposed model on a wide variety of downstream tasks, ranging from icon classification to UI component retrieval based on its natural language description. Experiments show that the proposed ActionBert model outperforms multi-modal baselines across all downstream tasks by up to 15.5%.
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Dissertations / Theses on the topic "User Interfaces (UI) Logs"

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Hawthorn, Dan. "Designing Effective Interfaces for Older Users." The University of Waikato, 2006. http://hdl.handle.net/10289/2538.

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The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed.
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Tran, Thien, and Samuel Berg. "User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54192.

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Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mechanically and comprehend information, as well as determining what players value in such user interfaces. This was achieved through the use of experiments and interviews in the context of a game that was developed for this study. In the game, the participants played through levels with different user interfaces in which player performance was tracked. This study discovered that the diegetic user interface performed the best in mechanical performance and information comprehension. Meta-perception resulted in some of the worst mechanical performance. More cluttered user interfaces appeared to worsen reaction times. There was also a vague indication suggesting that more cluttered user interfaces worsen information comprehension. In terms of user preferences, the non-diegetic user interface was the most preferred. In contrast, the participants preferred the geometric user interface the least. Through the thematic analysis, it was discovered that various factors may be beneficial to consider when designing user interfaces using different types of elements. The factors are beneficial to consider because they may affect player performance. The factors are concerned with the following: information balance, contrast, clutteredness, use of numbers, position of elements, use of health bars, element sizes and presentation of ammunition stacks. However, further studies generating statistically significant results would be required to confirm these insights.
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Wikström, Daniel. "Knowledge Transfer between User Interfaces : Exploring mental model influence in learning new UI - A case study at Skatteverket." Thesis, Umeå universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136836.

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The phenomenon of mental models has long been studied in both cognitive science and HCI, yet their impact in knowledge transfer between user interfaces are not as commonly studied. Rarely are practical examples of this phenomenon studied from an academic perspective. Using a real world example, Skatteverket’s (Swedish tax authorities) information system Basregister, this case study seeks to explore the role of mental models in knowledge transfer between user interfaces. Method of investigation entailed utilizing two design iterations, three interview phases, and five participants employed at Skatteverket. This study investigated if, and how much design elements from well-known external- and the original- system impact the acquisition of new mental models for the newly produced user interface designs. Main results conclude that both external and internal design elements may be to tremendous benefit when the goal is to design with maximum knowledge transfer, as to reduce cognitive load on the user. However, that such implementations should be carefully instigated when designing new UI, and always from a user-centric approach.
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Eskilson, Klas. "Creating User Interfaces Using Web-based Technologies to Support Rapid Prototyping in a Desktop Astrovisualization Software." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-143873.

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In this report, the development and implementation of a desktop user interface framework is presented. It is built using web technologies and the Javascript framework React together with a web socket server to render the graphical user interface in an OpenGL environment. This is done by using the open-source framework Chromium Embedded Framework (CEF). The resulting framework and implementation has proven successful, with promising results both from a performance perspective and from a development rapidness perspective.
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Livias, Rojas Carlos Mauricio. "El rol del UI en los softwares de gestión para el desarrollo de emprendimientos digitales limeños." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/656020.

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La presente investigación busca determinar el impacto del diseño UI de los softwares de gestión para el desarrollo de emprendimientos digitales en Lima Metropolitana. La hipótesis sugiere que el planteamiento de la interfaz de estas herramientas cumple un rol fundamental en la supervivencia de los emprendimientos digitales, ya que, de responder a sus necesidades, se reduciría la inversión de tiempo en prácticas de gestión e impactaría de forma positiva en la estructuración de los procesos de sus negocios. El estudio está dividido en tres muestreos no probabilísticos conformados por: encuestas para los emprendedores digitales de Lima Metropolitana, un análisis de los componentes gráficos de las herramientas más empleadas y tres entrevistas a diseñadores profesionales con nociones en herramientas de gestión.   Como principales resultados observamos que, en el ecosistema de emprendimiento digital limeño, el uso de estas herramientas se instaura conforme sus prácticas se complejizan. Por lo tanto, se prioriza el sentido funcional de la herramienta sobre su valor estético. Asimismo, se requiere de herramientas personalizables, cuya organización gráfica esté supeditada a las metodologías de gestión que emplean y sus componentes aseguren la eficiencia del software.  Por consiguiente, se concluye que el rol del UI de los softwares de gestión es sintetizar, organizar y codificar información según los requerimientos de los emprendedores limeños para facilitar su comprensión y posibilitar la internalización de metodologías ágiles en sus formas de trabajo, lo que repercute en sus niveles de productividad, la gestión del tiempo, la optimización de la comunicación y el seguimiento de objetivos.<br>This research seeks to determine the impact of IU design of management software for the development of digital enterprises in Lima Metropolitana. The hypothesis suggests that the interface approach of these tools plays a fundamental role in the survival of digital enterprises, since, if they respond to their needs, it would reduce the investment of time in management practices and positively impact the structuring of their business processes. The study is divided into three non-probabilistic samples consisting of: surveys for digital entrepreneurs of Lima Metropolitana, an analysis of the graphical components of the most employed tools and three interviews with professional designers with notions in management tools. As main results we note that, in the digital entrepreneurship ecosystem of Lima, the use of these tools is established as their practices become more complex. Therefore, the functional sense of the tool is prioritized over its aesthetic value. Customizable tools are also required, whose graphical organization is dependent on the management methodologies they employ and their components ensure the efficiency of the software. Therefore, it is concluded that the main role of the UI in Project management software is to synthesize, organize and codify information according to the requirements of the entrepreneurs of Lima to facilitate their understanding and enable the internalization of agile methodologies in their forms of work, what impacts on their productivity levels, time management, better communication and monitoring of objectives.<br>Trabajo de investigación
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Mrack, Marcelo. "Geração automática e assistida de interfaces de usuário." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2009. http://hdl.handle.net/10183/37181.

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A geração automatizada de Interfaces de Usuário (IU) é objeto de estudo há muitos anos. Desde a década de 80, dezenas de projetos foram desenvolvidos e várias soluções apresentadas ao mercado. Entretanto, mesmo com os avanços obtidos neste cenário, inúmeras dificuldades ainda continuam presentes no dia-a-dia dos desenvolvedores de sistemas. A necessidade de processos, sintaxes e linguagens proprietárias associado ao elevado esforço de configuração e à baixa reutilização de tecnologias são os principais problemas nessa área. Objetivando sanar essas dificuldades, este trabalho propõe uma solução diferenciada para o problema, a qual reutiliza e integra-se à maioria das tecnologias comumente presentes nos ambientes de desenvolvimento e que conta com um exclusivo sistema de configuração, capaz de minimizar o trabalho de geração das IU. Sendo um típico gerador baseado em modelos, o software proposto é chamado MERLIN, e objetiva automatizar completamente a geracão de interfaces CRUD, as quais estão presentes em até 30% dos sistemas que operam sobre banco de dados. Para alcançar este objetivo, o software aposta no uso intensivo de heurísticas e na formação de uma estrutura auto-contida e realimentada de configurações, a qual reside unicamente nas classes compiladas da aplicação. Completando a sua arquitetura, um processo de geração em tempo de execução inibe a produção de qualquer linha de código-fonte, o que evita a necessidade de refatoração ao longo da evolução dos sistemas. Com esses elementos em evidência e focando inicialmente a plataforma Java, sinaliza-se uma solução diferenciada, apta para ser utilizada em ambientes profissionais de desenvolvimento.<br>The automated generation of User Interfaces (UI) has been the object of study for many years. Since the 1980s, dozens of projects have been developed and various solutions presented to the market. However, even with the advances obtained under this scenario, innumerable difficulties still continue to present themselves in the daily routine of system developers. The demands of proprietary methodologies, syntaxes and languages, the high level of effort needed for configuration and low reuse of technologies are the main problems in the area. With the object of rectifying these difficulties, this work proposes a solution specific to the problem, which reuses and combines the majority of the technologies already existing in development environments and relies on an exclusive configuration system, capable to minimize the work of generating the UI. Being a typical model based generator, the software under consideration is called MERLIN, and has as its objective to completely automate the generation of CRUD interfaces, which are present in up to 30% of the systems that interact with data bases. To achieve this objective, the software relies on the intensive use of heuristics and the creation of a self contained configuration feedback structure, which exists solely in the compiled classes of the application. Completing this architecture, a process of execution time generation eliminates the need for any source code, which significantly reduces the costs of refactoring the code throughout the evolution of the systems. With these elements in evidence and focusing initially on the Java platform, indicates that this distinguished solution is ready for use in professional development environments.
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Spillner, Josef. "Entwicklung eines Editors zum Entwurf von Benutzerschnittstellen für Web Services auf Basis der abstrakten UI-Beschreibungssprache WSGUI." Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2007. http://nbn-resolving.de/urn:nbn:de:swb:14-1187349819777-12387.

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Diese Diplomarbeit behandelt das Themengebiet der automatischen Erzeugung von grafischen Benutzeroberflächen (GUIs) im Kontext von Webservices. Es geht dabei konkret um einen Editor, mit dem Hinweise zur Generierung von Dialogen erstellt werden können. Diese Hinweise sollen dann von den dialogerzeugenden Anwendungen einbezogen werden, um eine dynamische Interaktion mit Webservices durch beliebige Nutzer ohne dienstspezifische Software zu ermöglichen. Die Arbeit führt in die aktuellen Techniken zur GUI-Generierung ein und stellt Transformationsprinzipien vor, die eine Generierung ausgehend von einem formalen Datenmodell ermöglichen. Dabei müssen mangelnde Modellparameter in Beschreibungen von Webservices manuell ausgeglichen werden (WSGUI-Konzepte). Diese Zielstellung führt zum Entwurf des WSGUI-Editors. Die anschließende Implementierung berücksichtigt darüber hinaus Integrationsaspekte wie die Publizierung von WSGUI-Hinweisen, Einbindung von GUI-Übersetzungen und eine Vorschau auf die zu generierenden Dialoge. Abgeschlossen wird die Arbeit mit einer Bewertung des Editors, aber auch einer Reihe von Vorschlägen zur Vereinfachung ähnlich gelagerter zukünftiger Projekte im Umfeld von Webservices.
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Sörensen, Ingrid. "Expectations on Chatbots among Novice Users during the Onboarding Process." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-202710.

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In recent years a type of Conversational User Interface (CUI) called chatbots has been more common, these are integrated and used on various platforms such as Slack, Facebook and Skype. Chatbots are based on Artificial intelligence and are a written conversation between a human and an intelligent system. One example is Microsoft‘s chatbot Zo, a social chatbot aimed to entertain. As chatbots are becoming more commonly occurring, the need to study peoples expectations and demands is important in order to improve the user experience and usages of chatbots. In this paper, a study is presented, looking at the requirements and expectations of a chatbot by novice users. The study showed that onboarding is important in order for users to perform tasks successfully. Onboarding is the process for new users to become successful when adopting a product. In the study, eight participants were exposed to two different chatbots, a human-like and a robot-like, and interviewed about their thoughts and experiences from using it. The chatbots is applied to the case of customer support for insurance. The participants received the tasks; sign a new insurance, cancel an old one, get a recommendation for an pregnancy insurance and react on a notification. The results from the study also illustrate the importance of giving the user feedback in form of summaries, give system status of what is going on, sentences from the chatbot should be with concise information, and being able to handle input independent of the formulation. Regardless of which of the chatbots the participants tried first, they favored the second chatbot because they perceived it as easier to talk to with less misunderstandings. This might indicate a learning curve among the users and hint towards the need to design for onboarding.<br>Under de senaste åren har en typ av konversations användargränssnitt, så kallade chatbots, blivit mer vanligt förekommande, dessa är integrerade och använda på diverse plattformar t.ex Slack, Facebook och Skype. Chatbots är en baserat på artificiell intelligens och är skriftlig kommunikation mellan en människa och ett intelligent system. Ett exempel är chatboten Zo från Microsoft, det är en social chatbot med syftet att vara underhållande. I takt med att chatbots börjar blir mer vanligt förekommande så ökar även behovet av att studera vilka förväntningar och krav som användare har, för att i sin tur kunna förbättra användandet samt användarupplevelsen av chatbots. I denna artikel presenteras en studie vilken har undersökt vilka krav och förväntningar som nya användare har på chatbots. Studien visade att introduktionsprocessen är viktig för att användare ska kunna utföra uppgifter korrekt. Introduktionsprocessen menar på den process som nya användare går igenom för att bli framgångsrika i användandet när de interagerar med en produkt. I studien, deltog 8st personer som fick testa två stycken olika chatbots, en som var mer människolik och en som var mer robotlik, sedan svara på frågor rörande deras tankar och uppfattningar från att interagera med dessa. Chatbottarna är applicerade inom kundsupport på ett försäkringsbolag. Deltagarna fick uppgifterna; teckna en försäkring, avsluta en gammal försäkring, be om en rekommendation för en gravidförsäkring samt uttrycka vad användaren ansåg om en notifikation. Resultatet från studien visade även på vikten av att ge användare återkoppling i form av summeringar, ge system status av vad som händer, meningar från chatboten ska vara med koncis information samt att systemet ska kunna hantera alla typer av svar oavsett formulering. Oberoende på vilken av de två chatbottarna som användarna interagerade med först, så visade resultatet att deltagarna föredrog den chatbot de interagerade med sist pga att den uppfattades som lättare att prata med samt att det blev färre missförstånd. Detta tycks tyda på en inlärningskurva hos användarna vilket visar på behovet av att designa för inlärningsprocessen.
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Spillner, Josef. "Entwicklung eines Editors zum Entwurf von Benutzerschnittstellen für Web Services auf Basis der abstrakten UI-Beschreibungssprache WSGUI." Master's thesis, Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A24935.

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Diese Diplomarbeit behandelt das Themengebiet der automatischen Erzeugung von grafischen Benutzeroberflächen (GUIs) im Kontext von Webservices. Es geht dabei konkret um einen Editor, mit dem Hinweise zur Generierung von Dialogen erstellt werden können. Diese Hinweise sollen dann von den dialogerzeugenden Anwendungen einbezogen werden, um eine dynamische Interaktion mit Webservices durch beliebige Nutzer ohne dienstspezifische Software zu ermöglichen. Die Arbeit führt in die aktuellen Techniken zur GUI-Generierung ein und stellt Transformationsprinzipien vor, die eine Generierung ausgehend von einem formalen Datenmodell ermöglichen. Dabei müssen mangelnde Modellparameter in Beschreibungen von Webservices manuell ausgeglichen werden (WSGUI-Konzepte). Diese Zielstellung führt zum Entwurf des WSGUI-Editors. Die anschließende Implementierung berücksichtigt darüber hinaus Integrationsaspekte wie die Publizierung von WSGUI-Hinweisen, Einbindung von GUI-Übersetzungen und eine Vorschau auf die zu generierenden Dialoge. Abgeschlossen wird die Arbeit mit einer Bewertung des Editors, aber auch einer Reihe von Vorschlägen zur Vereinfachung ähnlich gelagerter zukünftiger Projekte im Umfeld von Webservices.
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Haddad, David, and Casper Strand. "Visual Substitutes for Audio Cues - Providing situational awareness for players with auditory disabilities." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20123.

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Spel har förvandlats till en mainstream underhållningskälla och har utvecklats tillsammans med teknologin. Till en nivå som nyttjar en spelares alla sinnen för att fördjupa de i ett spel. Uppmärksamheten kring tillgänglighet inom spel har dock försvagats.Detta examensarbete undersöker de tillgängliga lösningarna som syftar till att hjälpa döva eller hörselskadade, främst när det gäller situationsmedvetenhet genom att ersätta ljud med en visuell representation. De i skrivande stund tillgängliga lösningarna jämförs sedan med resultaten i relaterad forskning och en undersökning som genomfördes för detta arbete. Målsättningen var att hitta vad som fungerade som en visuell representation av ljud, med undersökningssvaren som ger insikt i döva och hörselskadade individers perspektiv på lösningarna.Dessa resultat kan fungera som en referenspunkt för utvecklare som vill implementera en visuell representation av ljud eller liknande funktion i deras spel.<br>Video Games have turned into a mainstream source of entertainment and have evolved alongside technological improvements. To the point of being able to bring the player immersive gaming experiences that rely heavily on their senses. However, the attention to the accessibility aspects of video games has been lagging behind.This thesis explores the available solutions that aim to help Deaf or Hard of Hearing (DHH) players, primarily in terms of situational awareness by substituting audio with a visual representation. The currently available solutions are then compared with the findings in related research and a survey that was conducted for this paper. The objective was to find what worked as a visual representation of audio, with the survey responses providing insight into DHH players perspective.These findings can serve as a reference point for developers who want to implement a visual substitute for audio or a similar feature intheir game.
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Books on the topic "User Interfaces (UI) Logs"

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Inc, ebrary, ed. JQuery UI 1.7: The user interface library for jQuery. Packt Pub., 2009.

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Johnson, Paul F. Cross-platform UI Development with Xamarin.Forms. Packt Publishing, 2015.

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Johnson, Paul F. Cross-Platform UI Development with Xamarin. Forms: Create a Fully Operating Application and Deploy It to Major Mobile Platforms Using Xamarin. Forms. Packt Publishing, 2015.

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Banovic, Nikola, Jennifer Mankoff, and Anind K. Dey. Computational Model of Human Routine Behaviours. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198799603.003.0015.

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Computational Interaction enables a future in which user interfaces (UI) learn about people’s behaviours by observing them and interacting with them to help people to be productive, comfortable, healthy, and safe. However, this requires technology that can accurately model people’s behaviours. This chapter focuses on human routine behaviours enacted by people as sequences of actions performed in specific situations, i.e. behaviour instances, and presents a probabilistic, generative model of human routine behaviours that can describe, reason about, and act in response to people’s behaviours. We holistically define human routine behaviours to constrain the patterns extracted from the data, match routine behaviours, and estimate the likelihood that people will perform certain actions (in different situations) in a way that matches their demonstrated preference. The chapter illustrates how computational models of routines support stakeholders in making sense of stored logs of human behaviour, and designing UIs that respond to those behaviours.
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Xia, Jiajia. UI/UX Design. Artpower International Publish Company, Limited, 2016.

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Practical UI: Quick and practical UI design guidelines to design intuitive, accessible, and beautiful interfaces. practical-ui.com, 2022.

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Harris, Christopher, and Joel Gennari. Build Your UX and UI Design Skills. Enslow Publishing, LLC, 2019.

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Daniel, Steven F. Mastering Xamarin UI Development - Second Edition: Build maintainable, cross platform mobile app UI with the power of Xamarin. Packt Publishing - ebooks Account, 2018.

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Sarrion, Eric. Jquery Ui. O'Reilly Media, Incorporated, 2012.

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Brill, Gregory. Codenotes for Web Based Ui. Random House Trade Paperbacks, 2002.

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Book chapters on the topic "User Interfaces (UI) Logs"

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Obert, Marius, and Volker Buzek. "Enterprise User Interfaces." In SAP UI Frameworks for Enterprise Developers. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-9535-9_1.

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Memmel, Thomas, and Harald Reiterer. "Inspector: Interactive UI Specification Tool." In Computer-Aided Design of User Interfaces VI. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-206-1_15.

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Heimgärtner, Rüdiger, Alkesh Solanki, and Helmut Windl. "Cultural User Experience in the Car—Toward a Standardized Systematic Intercultural Agile Automotive UI/UX Design Process." In Automotive User Interfaces. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49448-7_6.

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Molina, Pedro J., Santiago Meliá, and Oscar Pastor. "JUST-UI: A User Interface Specification Model." In Computer-Aided Design of User Interfaces III. Springer Netherlands, 2002. http://dx.doi.org/10.1007/978-94-010-0421-3_5.

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Stirewalt, R. E. Kurt. "MDL: A Language for Binding UI Models." In Computer-Aided Design of User Interfaces II. Springer Netherlands, 1999. http://dx.doi.org/10.1007/978-94-011-4295-3_13.

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Kovacevic, Srdjan. "Beyond Automatic Generation — Exploratory Approach to UI Design." In Computer-Aided Design of User Interfaces II. Springer Netherlands, 1999. http://dx.doi.org/10.1007/978-94-011-4295-3_8.

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Ella, André Nendjo, Christophe Kolski, Fabrice Wawak, Catherine Jacques, and Pascal Yim. "An Approach of Computer-Aided Choice of UI Evaluation Criteria and Methods." In Computer-Aided Design of User Interfaces II. Springer Netherlands, 1999. http://dx.doi.org/10.1007/978-94-011-4295-3_28.

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Giannakos, Michail. "Educational Interface Design and the Role of Artifacts." In Experimental Studies in Learning Technology and Child–Computer Interaction. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-14350-2_3.

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AbstractUser interfaces (UI) are an inherent part of any technology with human end-users. The design of the UI depends heavily on the intended end-user and is therefore extremely important for research in both learning technology (where the learner is the end-user) and CCI (where the child is the end-user). Another important concept of learning technology and CCI research (and also in neighboring fields) is that of “artifact”. Artifacts correspond to novel designs (which may be prototype systems, interfaces, materials, or procedures) that have a certain set of qualities or components (such as functionalities and affordances) and that allow us to experiment (e.g., to isolate and test certain components). This chapter describes how researchers can design educational interfaces, visualizations, and other artifacts to support their experiments and enhance learners’ and children’s experience with technology.
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Kundu, Renu, Pushkar Pandey, and Ritwij Bhowmik. "UI Guidelines for Cultural Sensitivity in Indian Handicraft User Interfaces." In Design in the Era of Industry 4.0, Volume 1. Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-0293-4_29.

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Daniel, Florian, Stefano Soi, Stefano Tranquillini, Fabio Casati, Chang Heng, and Li Yan. "From People to Services to UI: Distributed Orchestration of User Interfaces." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15618-2_22.

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Conference papers on the topic "User Interfaces (UI) Logs"

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Westphal, Mathieu. "Designing a user centric VR UI/UX for scientific visualisation." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00044.

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Lee, Junhee, Hwanjo Heo, Seungwon Woo, Minseok Kim, Jongseop Kim, and Jinwoo Kim. "Illusion Worlds: Deceptive UI Attacks in Social VR." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00280.

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Nguyen, Ha Chau, Andrew Cunningham, Peter Schumacher, and James A. Walsh. "From Boxes to Blueprints: An Investigation of User Expectations and Design Strategies for Spatial Augmented Reality UX/UI." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00153.

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Steinberg, Richard, and George White. "Aligning User Experience with Communication Theory to Explain Why We Love and Hate Hotels." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003230.

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Rhetorical theorist Sonja Foss introduced a theory of visual rhetoric in 1971 (Foss,2004). Aligning Applied Human Factors Engineering (AHFE) with visual rhetoric can provide the field of UX with a deeper understanding of how a design can impact the effective performance and usability of products. According to Foss, visual objects are not inherently rhetorical, but when they are organized to express symbolic action, allow for human intervention, and target a specific audience, these visual systems gain rhetorical significance (Foss, 2004). All the various user interfaces (UI) that humans interact with day to day include attempts by a user experience (UX) designer to "guide" the user to the proven, most effective, lowest-risk means of accomplishing a specific goal. Aligning user experience (UX) with the principles of rhetorical theory establishes an important facet through which the designer can understand why a UI design fails or succeeds. Aristotle taught that the speaker accomplishes persuasion accomplished by appealing to the three pillars of rhetoric: logos (appealing to logic), pathos (appealing to emotions), and ethos (appealing from authority).Similarly, Don Norman stated (2013), "Cognition provides understanding, and emotion provides value judgement." Norman also discussed (2003) that trust in the UI is damaged when UI doesn't meet these cognitive and emotional expectations. Consider an experience many Americans have in common, staying overnight in a hotel. Every hotel works similarly, understood through the hotel business's well-established practices and expectations built on previous experiences. But imagine what transpires when the experience breaks convention and the unexpected happens. Incorporating rhetorical principles in design considers how users identify and communicate to others in their user group. Appealing to the users through logos, pathos, and ethos helps the designer communicate more effectively, meeting the user's needs. When these pillars work together to communicate with the user more accurately, it improves a user’s discoverability of product features, and system affordances become a pleasant, straightforward experience to enhance the usability of products. High-usability products correlate to reduced cognitive load, task time reduction, and reduced fatigue time. Foss et., Helmers, Marguerite H., and Charles A. Hill. Defining Visual Rhetorics. Mahwah, N.J: Lawrence Erlbaum, 2004. Web.Norman, Donald A. The Design of Everyday Things. Revised and expanded edition. New York, New York: Basic Books, 2013. Print.
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Chen, Chun-Fu (Richard), Marco Pistoia, Conglei Shi, Paolo Girolami, Joseph W. Ligman, and Yong Wang. "UI X-Ray." In IUI'17: 22nd International Conference on Intelligent User Interfaces. ACM, 2017. http://dx.doi.org/10.1145/3025171.3025190.

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Da Costa, Sofia Larissa, Valdemar Vicente Graciano Neto, Juliano Lopes De Oliveira, and Bruno dos Reis Calçado. "User Interface Stereotypes: A Model-Based Approach for Information Systems User Interfaces." In X Simpósio Brasileiro de Sistemas de Informação. Sociedade Brasileira de Computação - SBC, 2014. http://dx.doi.org/10.5753/sbsi.2014.6106.

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This paper presents a model-based approach to build Information Systems User Interfaces (ISUI). In this approach, UI presentation and behavioral aspects are modeled as UI Stereotypes, which are high level abstractions of UI appearance and interaction features. A taxonomy of ISUI elements is proposed as the basis for definition of UI stereotypes. These elements are orchestrated on a software architecture which manages model-based UI building and integration with the IS applications. The proposed approach reduces software development efforts and costs, facilitating maintenance and evolution of ISUI. Moreover, UI stereotypes improve usability, consistency, reuse and standardization of both presentation and behavior of ISUI.
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Gajjar, Nishit, Vinoth Pandian Sermuga Pandian, Sarah Suleri, and Matthias Jarke. "Akin: Generating UI Wireframes From UI Design Patterns Using Deep Learning." In IUI '21: 26th International Conference on Intelligent User Interfaces. ACM, 2021. http://dx.doi.org/10.1145/3397482.3450727.

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Baron, Naem. "CollaborativeConstraint: UI for collaborative 3D manipulation operations." In 2016 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2016. http://dx.doi.org/10.1109/3dui.2016.7460076.

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Rahman, Soliha, Vinoth Pandian Sermuga Pandian, and Matthias Jarke. "RUITE: Refining UI Layout Aesthetics Using Transformer Encoder." In IUI '21: 26th International Conference on Intelligent User Interfaces. ACM, 2021. http://dx.doi.org/10.1145/3397482.3450716.

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Dev, Himel, and Zhicheng Liu. "Identifying Frequent User Tasks from Application Logs." In IUI'17: 22nd International Conference on Intelligent User Interfaces. ACM, 2017. http://dx.doi.org/10.1145/3025171.3025184.

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Reports on the topic "User Interfaces (UI) Logs"

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Unzeta, Bruno Bueno, Jan de Boer, Ruben Delvaeye, et al. User Interfaces. Edited by Marc Fontoynont. IEA SHC Task 61, 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0004.

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This report shows, that the impact of a good User Interfaces (UI) is not only affecting the usability and comfort for the user, but is also a major key to save energy. At least as important for effectiveness to the quality of individual interfaces is consistency in the meaning of individual user interface elements (visual, conceptual, auditory, etc.)
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