Free Essay

Designing User Interfaces

In:

Submitted By illmatic
Words 2479
Pages 10
What is user interface design? User interface design or user interface engineering is the design of computers, appliances, machines, mobile communication devices, software applications, and websites with the focus on the user's experience and interaction. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals—what is often called user-centered design. Good user interface design facilitates finishing the task at hand without drawing unnecessary attention to itself. Graphic design may be utilized to support its usability. The design process must balance technical functionality and visual elements (e.g., mental model) to create a system that is not only operational but also usable and adaptable to changing user needs. A user interface is the system by which people (users) interact with a machine. The user interface includes hardware (physical) and software (logical) components. User interfaces exist for various systems, and provide a means of Input, which allows the users to manipulate a system, and/or Output, which allows the system to indicate the effects of the users' manipulation. Generally, the goal of human-machine interaction engineering is to produce a user interface which makes it easy, efficient, and enjoyable to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human. Ever since the increased use of personal computers and the relative decline in societal awareness of heavy machinery, the term user interface has taken on overtones of the (graphical) user interface, while industrial control panel and machinery control design discussions more commonly refer to human-machine interfaces.
Interface design is involved in a wide range of projects from computer systems, to cars, to commercial planes; all of these projects involve much of the same basic human interactions yet also require some unique skills and knowledge. As a result, designers tend to specialize in certain types of projects and have skills centered around their expertise, whether that be software design, user research, web design, or industrial design.
There are several phases and processes in the user interface design, some of which are more demanded upon than others, depending on the project. Functionality requirements gathering – assembling a list of the functionality required of the system to accomplish the goals of the project and the potential needs of the users. User analysis – analysis of the potential users of the system either through discussion with people who work with the users and/or the potential users themselves. Typical questions involve: What would the user want the system to do? How would the system fit in with the user's normal workflow or daily activities? How technically savvy is the user and what similar systems does the user already use? What interface look & feel styles appeal to the user?
Information architecture is the development of the process and/or information flow of the system (i.e. for phone tree systems, this would be an option tree flowchart and for web sites this would be a site flow that shows the hierarchy of the pages). Prototyping is the development of wireframes, either in the form of paper prototypes or simple interactive screens. These prototypes are stripped of all look & feel elements and most content in order to concentrate on the interface. Usability testing – testing of the prototypes on an actual user—often using a technique called talk aloud protocol where you ask the user to talk about their thoughts during the experience. Graphic Interface design – actual look & feel design of the final graphical user interface (GUI). It may be based on the findings developed during the usability testing if usability is unpredictable, or based on communication objectives and styles that would appeal to the user. In rare cases, the graphics may drive the prototyping, depending on the importance of visual form versus function. If the interface requires multiple skins, there may be multiple interface designs for one control panel, functional feature or widget. This phase is often a collaborative effort between a graphic designer and a user interface designer, or handled by one who is proficient in both disciplines. User interface design requires a good understanding of user needs.
The MSN User Experience Team developed new user-centered methods to provide structured user input on the visual design of the newly-released MSN Explorer, an integrated software package. In the final product, users rated "appearance" above all of the product's features. This case describes how the MSN User Experience Team derived a design direction to set the most appropriate pace of visual change for millions of users with widely variant preferences. It discloses how these new methods maximized the product's visual appeal to the widest segment of the potential user base. The methods included design mark-up, a semantic design-description task, a statement rating task, a semantic desirability group card sort task, and a modified focus group discussion. This case documents the value of these new methods in predicting user reaction to visual design. Lessons learned from this collaboration are discussed from three perspectives: user experience management, design and usability.
Humanoid is a user interface design tool that lets designers express abstract conceptualizations of an interface in an executable form, allowing designers to experiment with scenarios and dialogues even before the application model is completely worked out. Three properties of the humanoid approach allow it to do so: a modularization of design issues into independent dimensions, support for multiple levels of specificity in mapping application models to user interface constructs, and mechanisms for constructing executable default user interface implementations from whatever level of specificity has been provided by the designer.
A user interface software tool helps developers design and implements the user interface. Research on past tools has had enormous impact on today's developers—virtually all applications today are built using some form of user interface tool. In this article, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the “desktop” box where they have been stuck for the past 15 years. The next millennium will open with an increasing diversity of user interface on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pages, computerized pens, computerized notepads, and various kinds of desk and wall size-computers, as well as devices in everyday objects (such as mounted on refrigerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognition-based user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface software tools.
Peridot is an experimental tool that allows designers to create user interface components without conventional programming. The designer draws pictures of what the interface should look like and then uses the mouse and other input devices to demonstrate how the interface should operate. Peridot generalizes from these example pictures and actions to create parameterized procedures, such as those found in conventional user interface libraries such as the Macintosh Toolbox. Peridot uses visual programming, programming by example, constraints, and plausible inferencing to allow nonprogrammers to create menus, buttons, scroll bars, and many other interaction techniques easily and quickly. Peridot created its own interface and can create almost all of the interaction techniques in the Macintosh Toolbox. Therefore, Peridot demonstrates that it is possible to provide sophisticated programming capabilities to nonprogrammers in an easy-to-use manner and still have sufficient power to generate interesting and useful programs.
An important aspect of the empirical study of user experience is the process by which users form aesthetic and other judgments of interactive products. Van Schaik and Ling have made a study extending previous research by presenting test users with a context (mode of use) in which to make their judgments, using sets of web pages from specific domains rather than unrelated pages, studying the congruence of perceptions of aesthetic value over time, including judgments after use of a web site, manipulating the aesthetic design of web pages and studying the relationship between usability and aesthetic value. The results from two experiments demonstrate that context increases the stability of judgments from perceptions after brief exposure to those after self-paced exposure and from perceptions after self-paced exposure to those of after site use. The type of aesthetics that is relevant to users' perceptions appears to depend on the application domain. The principle 'what is beautiful is usable' is not confirmed.
There are many different types of user interface designs. A graphical user interface (GUI) (sometimes pronounced gooey is a type of user interface item that allows people to interact with programs in more ways than typing such as computers; hand-held devices such as MP3 Players, Portable Media Players or Gaming devices; household appliances and office equipment with images rather than text commands. A GUI offers graphical icons, and visual indicators, as opposed to text-based interfaces, typed command labels or text navigation to fully represent the information and actions available to a user. The actions are usually performed through direct manipulation of the graphical elements. The term GUI is historically restricted to the scope of two-dimensional display screens with display resolutions capable of describing generic information, in the tradition of the computer science research at Palo Alto Research Center (PARC). The term GUI earlier might have been applicable to other high-resolution types of interfaces that are non-generic, such as videogames, or not restricted to flat screens, like volumetric displays.
Designing the visual composition and temporal behavior of GUI is an important part of software application programming. Its goal is to enhance the efficiency and ease of use for the underlying logical design of a stored program, a design discipline known as usability. Techniques of user-centered design are used to ensure that the visual language introduced in the design is well tailored to the tasks it must perform. Typically, the user interacts with information by manipulating visual widgets that allow for interactions appropriate to the kind of data they hold. The widgets of a well-designed interface are selected to support the actions necessary to achieve the goals of the user. A Model-view-controller allows for a flexible structure in which the interface is independent from and indirectly linked to application functionality, so the GUI can be easily customized. This allows the user to select or design a different skin at will, and eases the designer's work to change the interface as the user needs evolve. Nevertheless, good user interface design relates to the user, not the system architecture. The visible graphical interface features of an application are sometimes referred to as "chrome". Larger widgets, such as windows, usually provide a frame or container for the main presentation content such as a web page, email message or drawing. Smaller ones usually act as a user-input tool. A GUI may be designed for the rigorous requirements of a vertical market. This is known as an application specific graphical user interface.
GUIs were introduced in reaction to the steep learning curve of command-line interfaces (CLI), which require commands to be typed on the keyboard. Since the commands available in command line interfaces can be numerous, complicated operations can be completed using a short sequence of words and symbols. This allows for greater efficiency and productivity once many commands are learnt, but reaching this level takes some time because the command words are not easily discoverable and not mnemonic. WIMPs ("window, icon, menu, pointing device"), on the other hand, present the user with numerous widgets that represent and can trigger some of the system's available commands. WIMPs extensively use modes as the meaning of all keys and clicks on specific positions on the screen are redefined all the time. Command line interfaces use modes only in limited forms, such as the current directory and environment variables. Most modern operating systems provide both a GUI and some level of a CLI, although the GUIs usually receive more attention. The GUI is usually WIMP-based, although occasionally other metaphors surface, such as those used in Microsoft Bob, 3dwm or File System Visualizer (FSV). Applications may also provide both interfaces, and when they do the GUI is usually a WIMP wrapper around the command-line version. This is especially common with applications designed for Unix-like operating systems. The latter used to be implemented first because it allowed the developers to focus exclusively on their product's functionality without bothering about interface details such as designing icons and placing buttons. Designing programs this way also allows users to run the program non-interactively, such as in a shell script.
The PARC User Interface consisted of graphical elements such as windows, menus, radio buttons, check boxes and icons. The PARC User Interface employs a pointing device in addition to a keyboard. These aspects can be emphasized by using the alternative acronym WIMP, which stands for Windows, Icons, Menus and Pointing device. The Xerox Star Workstation introduced the first GUI operating systems as shown above. Following PARC the first GUI-centric computer operating model was the Xerox 8010 Star Information System in 1981, followed by the Apple Lisa in 1983, the Apple Macintosh 128K in 1984, and the Atari ST and Commodore Amiga in 1985. The GUIs familiar to most people today are Mac OS X, Microsoft Windows, and X Window System interfaces. Apple, IBM and Microsoft used many of Xerox's ideas to develop products, and IBM's Common User Access specifications formed the basis of the user interface found in Microsoft Windows, IBM OS/2 Presentation Manager, and the Unix Motif toolkit and window manager. These ideas evolved to create the interface found in current versions of Microsoft Windows, as well as in Mac OS X and various desktop environments for Unix-like operating systems, such as Linux. Thus most current GUIs have largely common idioms.

Similar Documents

Free Essay

The Human Computer Interface

...The Human Computer Interface By: Dustin Hudson March 4, 2014 CIS 106: Prof. Howell In today’s world, there are various types of technology that humans interact with on a day to day basis. Technology is an ever evolving industry that is constantly trying to meet the demands of its consumers. Whether you are trying to write a document in Microsoft Word, talking to your IPhone using Siri, or having your respiration rates being monitored by a machine at the doctor’s office, all of these technologies are designed to interact with humans. The science behind designing technologies to meet the needs of human interaction is known as the human-computer interface. The human-computer interface involves many different perspectives in order to be effective. Most companies assemble a team when trying to develop a software program. This team can include people from departments such as “marketing, engineering, and manufacturing to get different perspective” (G. Anderson, D. Ferro, and R. Hilton 2013). Some teams even include psychology majors in order to get perspectives on human behavior and human memory. Developing a sound software program is very important in order for it to be successful. It has to be not only technically sound and reliable, but it also must be visually appealing to the consumer and work hand in hand with that person’s memory storage. A person has three types of memory, sensory storage, short term memory and long term memory. “Sensory storage works as a buffer to...

Words: 1566 - Pages: 7

Free Essay

Introduction to Information System Security

...interaction (HCI) is concerned with designing the interaction between people and computers and the construction of interfaces to afford this. Interaction between users and computational artefacts occurs at an interface which includes both software and hardware. Interface design impacts the software life-cycle in that it should occur early; the design and implementation of core functionality can influence the user interface – for better or worse. Because it deals with people as well as computers, as a knowledge area HCI draws on a variety of disciplinary traditions including psychology, computer science, product design, anthropology and engineering. HC: Human Computer Interaction (4 Core-Tier1 hours, 4 Core-Tier2 hours) Core-Tier1 hours HCI: Foundations HCI: Designing Interaction HCI: Programming Interactive Systems HCI: User-cantered design & testing HCI: Design for non-Mouse interfaces HCI: Collaboration & communication HCI: Statistical Methods for HCI HCI: Human factors & security HCI: Design-oriented HCI HCI: Mixed, Augmented and Virtual Reality 4 4 Core-Tier2 hours Includes Electives N N HC/Foundations [4 Core-Tier1 hours, 0 Core-Tier2 hours] Motivation: For end-users, the interface is the system. So design in this domain must be interaction-focussed and human-centred. Students need a different repertoire of techniques to address this than is provided elsewhere in the curriculum. Topics: • • • Contexts for HCI (anything with a user interface: webpage, business applications...

Words: 1936 - Pages: 8

Free Essay

Work Related Project Analysis Part2

...special person to do this kind of job and even though it is stressful, that special person thrives in this kind of work and are very good at managing it. For a successful project management, there are four areas that must be controlled and they are: 1. Assigning tasks to team members after organizing each individual into a team. 2. Closely monitoring and controlling the progress of the project. 3. Communication monitoring for the project. 4. Keeping track of all the open activities in the lifetime of the project. Systems design is the structuring the components and organizing the process of the system so that the new system can be programmed. The components are composed of the network, software, application architecture, system interfaces, user interfaces, the system appthat were built during the analysis. The outputs are the models or diagrams that describes the architecture of the system and detailed logic within the various components of the programming. Traditional Approach to Design The traditional approach to systems design is the data flow diagram which is enhanced by the addition of system boundary in which the designer sketches the system boundary to show the overall system. A structured design includes a system flowchart which show the movement of data among programs, manual processing steps, and files providing an overall view of the entire system. System flowcharts describes the interaction between layers of a multilayered system. Module pseudocode describes...

Words: 736 - Pages: 3

Free Essay

I Am a Student

...Human Computer Interface Assignment No. 1 Human Computer Interface Assignment No. 1 Submitted By: - Ali Shehroz 5736 BCSE-8B Submitted To:-Asma Naveed Submitted By: - Ali Shehroz 5736 BCSE-8B Submitted To:-Asma Naveed | Similarities | Differences | HCI | HCI (human-computer interaction) is the study of how people interact with computers and to what extent computers are or are not developed for successful interaction with human beings | An important HCI factor is that different users form different conceptions or mental models about their interactions and have different ways of learning and keeping knowledge and skills (different "cognitive styles" as in, for example, "left-brained" and "right-brained" people). In addition, cultural and national differences play a part. Another consideration in studying or designing HCI is that user interface technology changes rapidly, offering new interaction possibilities to which previous research findings may not apply. Finally, user preferences change as they gradually master new interfaces. | UX | User experience design (UXD or UED) is the process of enhancing user satisfaction by improving the usability, ease of use, and pleasure provided in the interaction between the user and the product.[1] User experience design encompasses traditional human–computer interaction (HCI) design, and extends it by addressing all aspects of a product or service as perceived by users. | As technology...

Words: 800 - Pages: 4

Free Essay

Professional Accomplishment

...the designing of a project and its work-flow which saved the life of a dying product. In early phases of my career, I was hired as Software developer by a startup company. Six months into my first project, I got to know that the marketing team was struggling to get a prospective buyer of that product. Company decided to terminate the development, as they had some big projects lined up and decided to divert all its focus and energy towards them. It was a small company with around 20 personnel, so did not follow all the professional courtesies that one may imagine in an enterprise. A good example may be, that company decisions were announced on the lunch table. This being my first professional project, I got emotionally attached to it at a certain level. I could not see it dying. In a meeting with the CEO, when informed about the halting of the project for a few months, I suggested to launch this product as open web portal till the time we get a potential buyer for it. As launching it would not require much additional investment and resources, since only the interface of application had to be changed according to web portal, he decided to give it a thought. Meanwhile I was shifted to another project. Though I started working on another project, the idea of a web portal was still at the back of my mind. I started working on designing the User Interface for web portal after office hours. Though I am a frequent internet browser, I had very little experience of actually designing a web...

Words: 549 - Pages: 3

Premium Essay

Mis 3360 Guide

...13 Exam 3 Chapter 10 Introduction Interface Design defines how the system will interact with external entities (e.g., customers, users, other systems) * User interfaces- part of the system with which users interact. * Based on our layers based design approach, the user interface of the human- computer interaction layer is independent of the data management layer. * But it is dependent on both the problem and domain and physical architecture layers. * System interfaces- exchange information with other systems. * Typically designed as a part of a systems integration effort. * Physical architecture and data management layers. * Defines the way in which the users interact with the system and the nature of the inputs and outputs that the system accepts and produces. * Depending on the type of device that the human-computer interaction layer is deployed on will set both opportunities and constraints as to what user interface features can be included. * Ex. Deploying the human computer interaction layer on both a smartphone and a desktop computer will cause two different Chapter 10 6 principles-summarized ““design priniples are” what are the steps of the user interface -what is the process “step 1?” 1st -scenario development 2nd -navigation structure design “whats the purpose” -shows the screens reports, etc 3rd -interface standard design -decided things like interface metaphors, templates, objects, actions, and...

Words: 460 - Pages: 2

Premium Essay

Business

...Unit 2 Learning outcomes •  Introduce concepts of usability and user experience •  Understand fundamental design principles •  Develop –  awareness of how to apply them in design –  Critical ability to evaluate other people design 2 Usability •  “Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” –  ISO 9241-11:1998 Ergonomic requirements for office work with visual display terminals (VDTs) -- Part 11: Guidance on usability. 3 Usability •  Usability is a quality attribute that assesses how easy user interfaces are to use. •  Five quality dimensions: –  Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? –  Efficiency: Once users have learned the design, how quickly can they perform tasks? –  Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? –  Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? –  Satisfaction: How pleasant is it to use the design? –  http://www.useit.com/ 4 Usability •  Quality = absence of problems –  discover usability problems and reduce their frequency and severity. –  It can be measured –  Objective data (performance data derived by behavioural data, user observations) –  Subjective data (self-report, questionnaire or interview) ...

Words: 1298 - Pages: 6

Free Essay

Cis-320-Ol009 Design Activities

...Activities are done in parallel and is composed of Network Integration, Application Architecture and Software, User Interfaces, System Interfaces, Database Integration, Design Details, and Integration of System Controls (Satzinger, Jackson, Burd 2008, pg. 330). One should take into consideration that some of the details utilize in Design Activities are output of the System Analysis Phase (Satzinger, Jackson, Burd 2008, pg. 330). Furthermore each of the activities will generate a blueprint for the final design documents (Satzinger, Jackson, Burd 2008, pg. 330). Design Activities-Written Assignment 4 Introduction Design Activities utilizes a lot of the outputs generate by the Analysis Activities (Satzinger, Jackson, Burd 2008, pg. 330). It is during the Design Activities that a detail system is drawn and this is when a specific technology is recommended (Satzinger, Jackson, Burd 2008, pg. 330). Every activity in this phase becomes part of the final design and part of the design document (Satzinger, Jackson, Burd 2008, pg. 330). The Design activities is composes of seven different tasks that are executed at the same time in the Design Activities phase (Satzinger, Jackson, Burd 2008, pg. 330). As part of this research/essay document we will dive further into these different activities. The goal of this document is thoroughly discuss the different user, system interfaces. We will look at database integration, and the various controls. We will get a further understanding who should...

Words: 1643 - Pages: 7

Premium Essay

Juju

.................................... 4 Problem Statement .................................................................................... 4 Chapter 2: Literature Review ...................................................................... 5 Definition of Web-Based Instruction............................................................. 5 Importance of Web-Based Instruction ........................................................... 5 Web-Based Instruction Design Issues ........................................................... 6 Chapter 3: Methodology Design .................................................................. 7 Top Ten Web Design Mistakes ..................................................................... 7 Interface Design for Computer-based Learning Environments........................... 8 Measurement Scores .................................................................................. 9 Anticipated Results .................................................................................... 9 Selection of the Web-Based Instruction Course .............................................. 9 Description of the HTML 3 Interactive Course............................................... 11 Chapter 4:...

Words: 6250 - Pages: 25

Premium Essay

Mobile Computing Issues

...use of smart space space. Invisibility. Localised scalability. Masking uneven conditioning. • Adaptive behaviour arises due to a significant mismatch between supply and demand for resources. – Often in low level systems, e.g. bandwidth, memory. • As a mobile user moves, services and resources may become available or disappear. • Mismatch may occur even when the user is static static. • The system has to handle the variation in a way that minimises inconvenience to users and does not abruptly interfere with the task the user is trying to accomplish. WRES3405 (3) 3 WRES3405 (3) 4 • Other reasons for a mismatch: – The availability of compute servers or data-staging server is location-dependent and affects techniques such as cyber foraging. – In case of mobile code, low-level resources and interactive resources may vary widely between the source and destination systems. As time elapses, the resource level may change, for example, residual power on a laptop is depleted as battery drains. • The mismatch cannot be ignored as it will result in unsatisfactory user experience. • Adaptation is important not only as users move resource-rich to resource-poor environment but also in the other direction. – E a user should not b d i d of b tt quality E.g. h ld t be deprived f better lit video or speedier...

Words: 2198 - Pages: 9

Free Essay

Student

...Usability: a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use Appropriate f a purpose A i t for Comprehensible, usable, (learnable), … Ergonomic, hi h E i high-performance, … f Reliable, robust, …  Usability is a quality attribute that assesses how easy user interfaces are to use  The word "usability" also refers to methods for improving ease-of-use during the design process 5 What is usability?  Five quality components Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe y , are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design? 6 What is usability?  A model of the attributes of system acceptability 7 What is usability?  Traditional software development vs human vs. humancentered development 8 What is usability?  Usability is a measurable characteristic of a product user interface that is present to a greater or lesser degree  One broad dimension of usability is how easy to learn th user i t f l the interface i f novice and casual is for i d l users  Another is how easy to use (efficient,...

Words: 1745 - Pages: 7

Premium Essay

Essay About Vdi (Virtual Desktop Infrastructure

...to virtualize desktops, then deliver that user experience centrally. Instead of users storing their OS, desktop personality and data on individual laptops or desktops, VDI enables desktop data to run centrally on servers maintained by IT admins, and just accessed locally via a traditional PC or a thin client (a network-connected device designed to access VDI images remotely). Other Benefits of VDI •Desktops can be set up in minutes, not hours •Client PCs are more energy efficient and longer lasting than traditional desktop computers •IT costs are reduced due to a fewer tech support issues •Compatibility issues, especially with single-user software, are lessened •Data security is increased http://www.purestorage.com/applications/vdi/what-is-vdi/ What is VDI? Virtual Desktop Infrastructure (VDI) Definition - What does Virtual Desktop Infrastructure (VDI) mean? Virtual desktop infrastructure (VDI) is a virtualization technique enabling access to a virtualized desktop, which is hosted on a remote service over the Internet. It refers to the software, hardware and other resources required for the virtualization of a standard desktop system. VDI is also known as a virtual desktop interface. Techopedia explains Virtual Desktop Infrastructure (VDI) VDI is a shadow copy of the desktop including its OS, installed applications and documents, which are stored and executed entirely from the server hosting it. VDI provides users the ability to access their desktop remotely...

Words: 515 - Pages: 3

Premium Essay

System Analysis and Design

...Exercises – Chapter 8 Please answer the questions below using complete sentences (unless the question specifically asks for a list) and your best grammar and spelling. Retain the question so that both question and answer are uploaded. Your uploaded file should be named: Ch8_Exercises_YourLastName and should be stored in the Chapter 8 dropbox. The completed assignment should be submitted by the due date shown on eLearn. NOTE: Although these questions come from page 374 in your textbook, I have not included all questions, which results in the re-numbering of some questions, and I have added to some of the questions Therefore, answer from this list of questions, rather than from the book. Review Questions Define detail reports, exception reports, and summary reports. Explain the concept of a control field and how it is used to produce a control-break report. - A detail report produces at least one line of output for every record processed. In an exception report, only those records that satisfy a specific condition are reported. - A summary report displays only subtotals and totals. - A control field is a field that controls the output by determining its sequence and defining a control break. - A control break occurs when the value of a control field changes. It uses one or more control fields and generates some type of special output, such as printed subtotals or totals, at control break points. Explain the concept of human-computer interaction...

Words: 941 - Pages: 4

Free Essay

Kotler Marketing Management

...these questions while there is still time for researchers to contribute their leadership, vision, historical perspective, and critical thinking to ethically inform and guide this process. This paper will review Negroponte’s contributions to HCI and explore linkages to historical figures of the field. In addition, this paper aims to critically review Negroponte’s influence as an advocate for universal usability and the OLPC project. Architecture Machine Group In 1967 Negroponte founded the Architecture Machine Group at MIT. Researchers in the group invented new concepts and developed new approaches to human-computer interaction. Inspired, in part, by Ivan Sutherland’s Sketchpad design interface, The Architecture Machine Group’s original focus was to create an architecture machine to help users design buildings without architects. Computer aided design programs, such as AutoCAD, that became widely utilized in the 1980s were influenced by the early work of Negroponte’s Architecture Machine Group and Charles Eastman’s work at Carnigie Melon. (2) Though the...

Words: 1036 - Pages: 5

Free Essay

Usability and Security

...Running Head: USABLE SECURITY THE IMPLEMENTATION Usable Security the Implementation Name Institution Abstract This project was about usability security and its implementation. It involved the designing and development of a suitable human computer interface to provide a log on module for the Kuwait armed forces computer system. The development focused on relieving the user from the load of creating, remembering and maintaining their passwords for the login process. Based on the fact that the Kuwait information and communication technology literacy levels are still in their infancy stage, the conventional authentication system was proved unfriendly to the user. This system was developed with this in mind. This proposed system relies on the user logging in to the system after identifying five pictures they uploaded earlier from among a grid of twenty five pictures. By selecting the five correct pictures which they uploaded, the system was able to successfully authenticate the user. Using these pictures greatly reduced the mental load on a user who was required to remember strong passwords that ended up being compromised (Badre 2002). The use of pictures or graphical images for authentication or access control is a practice called biometrics that is gaining popularity in establishing system security today. Due to the need to deliver a solution in the shortest time possible the...

Words: 17373 - Pages: 70