10-foot User Interface
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10-foot User Interface
In computing, 10-foot user interface ("10-foot UI"), also known as a 3-meter user interface (especially for international marketing), is a graphical user interface designed for televisions. Compared to desktop computer and smartphone user interfaces, it uses text and other interface elements which are much larger in order to accommodate a typical television viewing distance of 10 feet (3 meters). Additionally, the limitations of a television's remote control necessitate extra user experience considerations to minimize user effort. In the past, these types of human interaction design (HID) interfaces are driven by remote controllers primarily using infrared (IR) codes signals, which are increasingly replaced by other two-way radio-frequency protocol standards such as Bluetooth, while maintaining the use of IR for certain wake-up situations. The voice interfaces are also now purposed to provide a near-field experience in addition to the far-field experience of the likes of smart ...
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Main Screen Confluence 14
Main may refer to: Geography * Main River (other) **Most commonly the Main (river) in Germany *Main, Iran, a village in Fars Province *"Spanish Main", the Caribbean coasts of mainland Spanish territories in the 16th and 17th centuries *''The Main'', the diverse core running through Montreal, Quebec, Canada, also separating the Two Solitudes *Main (lunar crater), located near the north pole of the Moon *Main (Martian crater) People and organisations * Main (surname), a list of people with this family name *Ma'in, alternate spelling for the Minaeans, an ancient people of modern-day Yemen *Main (band), a British ambient band formed in 1991 *Chas. T. Main, an American engineering and hydroelectric company founded in 1893 *MAIN (Mountain Area Information Network), former operator of WPVM-LP (MAIN-FM) in Asheville, North Carolina, U.S. Ships * ''Main'' (ship), an iron sailing ship launched in 1884 * SS ''Main'', list of steamships with this name * ''Main'' (A515), a modern ...
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Usability
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use. The object of use can be a software application, website, book, tool, machine, process, vehicle, or anything a human interacts with. A usability study may be conducted as a primary job function by a ''usability analyst'' or as a secondary job function by designers, technical writers, marketing personnel, and others. It is widely used in consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handle or a hammer. Usability includes methods of measuring usability, such as needs analysis and t ...
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Interactive Television
Interactive television is a form of media convergence, adding data services to traditional television technology. It has included on-demand delivery of content, online shopping, and viewer polls. Interactive TV is an example of how new information technology can be integrated vertically into established technologies and commercial structures. History Prior to the development of interactive television, interaction could only be simulated. In the 1950s, there were limited efforts to provide an illusion of interactive experience, most overtly with ''Winky Dink and You'', which encouraged viewers to draw on a vinyl sheet they would attach to a television set. QUBE operated an interactive cable television service in Ohio from 1977 to 1984. An interactive video-on-demand (VOD) television service was proposed in 1986 in Japan, where there were plans to develop an "Integrated Network System" service. It was intended to include various interactive services, including videotelephony, home ...
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Graphical User Interfaces
The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, instead of text-based UIs, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of CLIs (command-line interfaces), which require commands to be typed on a computer keyboard. The actions in a GUI are usually performed through direct manipulation of the graphical elements. Beyond computers, GUIs are used in many handheld mobile devices such as MP3 players, portable media players, gaming devices, smartphones and smaller household, office and industrial controls. The term ''GUI'' tends not to be applied to other lower-display resolution types of interfaces, such as video games (where HUD (''head-up display'') is preferred), or not including flat screens like volumetric displays because t ...
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User Experience Design
User experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a digital product or website. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), which encompasses all aspects and stages of a customer's experience and interaction with a company. History The field of user experience design is a conceptual design discipline and has its roots in human factors and ergonomics, a field that, since the late 1940s, has focused on the interaction between human users, machines, and the contextual en ...
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Smart TV
A smart TV, also known as a connected TV (CTV), is a traditional television set with integrated Internet and interactive Web 2.0 features, which allows users to stream music and videos, browse the internet, and view photos. Smart TVs are a technological convergence of computers, televisions, and digital media players. Besides the traditional functions of television sets provided through traditional broadcasting media, these devices can provide access to over-the-top media services such as streaming television and internet radio, along with home networking access. Smart TV should not be confused with Internet TV, IPTV, or streaming television. ''Internet TV'' refers to receiving television content over the Internet instead of traditional systems such as terrestrial, cable, and satellite, regardless of how the Internet is delivered. IPTV is one of the Internet television technology standards for use by television broadcasters. ''Streaming television'' is a term used for programs ...
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Icon Design
Icon design is the process of designing a graphic symbol that represents some real, fantasy or abstract motive, entity or action. In the context of software applications, an Icon (computing), icon often represents a computer program, program, a function, data or a collection of data on a computer system. Style and usage Icon designs can be simple, with flat two-dimensional drawing or a black silhouette, or complex, presenting a combination of graphic design elements such as one or more linear and radial color gradients, projected shadows, contour shades, and three-dimensional perspective effects. Sizing As computer icons can be used in different sizes, icon design involves creating master artwork usually for the biggest size used and producing smaller sizes from it. It is desirable to comply with overall style of the icon set, using the same color palette, perspective and renderings for all icons. Special attention is given to eliminating unnecessary details and aligning strokes ...
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Human–computer Interaction
Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)". As a field of research, human–computer interaction is situated at the intersection of computer science, behavioral sciences, design, media studies, and several other fields of study. The term was popularized by Stuart K. Card, Allen Newell, and Thomas P. Moran in their 1983 book, ''The Psychology of Human–Computer Interaction.'' The first known use was in 1975 by Carlisle. The term is intended to convey that, unlike other tools with specific and limited uses, computers have many uses which often involve an open-ended dialogue between the user and t ...
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On-screen Display
An on-screen display (OSD) is an image superimposed on a screen picture, commonly used by modern television sets, VCRs, and DVD players to display information such as volume, channel, and time. History In the past, most adjustments on TV sets were performed with analog controls such as potentiometers and switches. This was used more recently also in monochrome portable TVs. After remote controls were invented, digital adjustments became common. They needed an external display, which was LED, LCD, or VFD based. Including this display increased manufacturing costs. When electronics became more advanced, it became clear that adding some extra devices for an OSD was cheaper than adding a second display device. TV screens had become much bigger and could display much more information than a small second display. OSDs display graphical information superimposed over the picture, which is done by synchronizing the reading from OSD video memory with the TV signal. Some of the first O ...
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Mental Model
A mental model is an explanation of someone's thought process about how something works in the real world. It is a representation of the surrounding world, the relationships between its various parts and a person's intuitive perception about their own acts and their consequences. Mental models can help shape behaviour and set an approach to solving problems (similar to a personal algorithm) and doing tasks. A mental model is a kind of internal symbol or representation of external reality, hypothesized to play a major role in cognition, reasoning and decision-making. Kenneth Craik suggested in 1943 that the mind constructs "small-scale models" of reality that it uses to anticipate events. Jay Wright Forrester defined general mental models as: The image of the world around us, which we carry in our head, is just a model. Nobody in his head imagines all the world, government or country. He has only selected concepts, and relationships between them, and uses those to represent the r ...
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Graphic Design
Graphic design is a profession, academic discipline and applied art whose activity consists in projecting visual communications intended to transmit specific messages to social groups, with specific objectives. Graphic design is an interdisciplinary branch of design and of the fine arts. Its practice involves creativity, innovation and lateral thinking using manual or digital tools, where it is usual to use text and graphics to communicate visually. The role of the graphic designer in the communication process is that of encoder or interpreter of the message. They work on the interpretation, ordering, and presentation of visual messages. Usually, graphic design uses the aesthetics of typography and the compositional arrangement of the text, ornamentation, and imagery to convey ideas, feelings, and attitudes beyond what language alone expresses. The design work can be based on a customer's demand, a demand that ends up being established linguistically, either orally or in writin ...
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Consumer IR
Consumer IR, consumer infrared, or CIR is a class of devices employing the infrared portion of the electromagnetic spectrum for wireless communications. CIR ports are commonly found in consumer electronics devices such as television remote controls, PDAs, laptops, and computers. The functionality of CIR is as broad as the consumer electronics that carry it. For instance, a television remote control can convey a "channel up" command to the television, while a computer might be able to surf the internet solely via CIR. The type, speed, bandwidth, and power of the transmitted information depends on the particular CIR protocol employed. CIR is the most common type of free-space optical communication. Protocol description Since the consumer IR protocols are for the most part not standardized, computers and universal remotes often memorize a bit stream, possibly with compression and possibly without determining the actual bit rate, and play it back. Similarities between remotes are o ...
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