Context-sensitive User Interface
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Context-sensitive User Interface
A context-sensitive user interface offers the user options based on the state of the active program. Context sensitivity is ubiquitous in current graphical user interfaces, often in context menus. A user-interface may also provide context sensitive feedback, such as changing the appearance of the mouse pointer or cursor, changing the menu color, or with auditory or tactile feedback. Reasoning and advantages of context sensitivity The primary reason for introducing context sensitivity is to simplify the user interface. Advantages include: * Reduced number of commands required to be known to the user for a given level of productivity. * Reduced number of clicks or keystrokes required to carry out a given operation. * Allows consistent behaviour to be pre-programmed or altered by the user. * Reduces the number of options needed on screen at one time. Disadvantages Context sensitive actions may be perceived as dumbing down of the user interface - leaving the operator at a loss as t ...
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Graphical User Interface
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 ...
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Context Awareness
Context awareness refers, in information and communication technologies, to a capability to take into account the ''situation'' of ''entities'', which may be users or devices, but are not limited to those. ''Location'' is only the most obvious element of this ''situation''. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues. Qualities of context Various categorizations of context have been proposed in the past. ...
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Ergonomics
Human factors and ergonomics (commonly referred to as human factors) is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Four primary goals of human factors learning are to reduce human error, increase productivity, and enhance safety, system availability, and comfort with a specific focus on the interaction between the human and the engineered system. The field is a combination of numerous disciplines, such as psychology, sociology, engineering, biomechanics, industrial design, physiology, anthropometry, interaction design, visual design, user experience, and user interface design. Human factors research employs methods and approaches from these and other knowledge disciplines to study human behavior and generate data relevant to the four primary goals above. In studying and sharing learning on the design of equipment, devices, and processes that fit the human body and its cognitive abilities, t ...
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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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Yahoo!
Yahoo! (, styled yahoo''!'' in its logo) is an American web services provider. It is headquartered in Sunnyvale, California and operated by the namesake company Yahoo Inc., which is 90% owned by investment funds managed by Apollo Global Management and 10% by Verizon Communications. It provides a web portal, search engine Yahoo Search, and related services, including My Yahoo!, Yahoo Mail, Yahoo News, Yahoo Finance, Yahoo Sports and its advertising platform, Yahoo! Native. Yahoo was established by Jerry Yang and David Filo in January 1994 and was one of the pioneers of the early Internet era in the 1990s. However, usage declined in the late 2000s as some services discontinued and it lost market share to Facebook and Google. History Founding In January 1994, Yang and Filo were electrical engineering graduate students at Stanford University, when they created a website named "Jerry and David's guide to the World Wide Web". The site was a human-edited web directory, or ...
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Gameshark
GameShark is the brand name of a line of video game cheat cartridges and other products for a variety of console video game systems and Windows-based computers. Currently, the brand name is owned by Mad Catz, which marketed GameShark products for the Sony PlayStation, Xbox, and Nintendo game consoles. Players load cheat codes from GameShark discs or cartridges onto the console's internal or external memory, so that when the game is loaded, the selected cheats can be applied. Products When the original GameShark was released, it came with 4,000 preloaded codes. Codes could be entered, but unlike the Game Genie, codes were saved in the onboard flash memory and could be accessed later rather than having to be reentered. The cartridges also acted as memory cards, with equal or greater storage capacity to the consoles' first party memory cards. It was originally released for the Sega Saturn and Sony PlayStation consoles in January 1996. It was a runner-up for ''Electronic Gaming Monthl ...
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Quick Time Event
In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game over or the loss of a life, with some games providing a lesser but significant penalty of sorts instead. The term "quick time event" is attributed to Yu Suzuki, director of the game ''Shenmue'' which used the QTE feature (then called "quick timer events") to a great degree. However, Roberta Williams's 1984 release of ''King's Quest I'' is considered the first game to include timed events in its gameplay. They allow for the game designer to create sequences of actions tha ...
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Principle Of Least Astonishment
The principle of least astonishment (POLA), aka principle of least surprise (alternatively a law or rule), applies to user interface and software design. It proposes that a component of a system should behave in a way that most users will expect it to behave. The behavior should not astonish or surprise users. The following is a formal statement of the principle: "If a necessary feature has a high astonishment factor, it may be necessary to redesign the feature." The term has been in use in relation to computer use since at least the 1970s. Although first formalized in the field of computer technology, the principle can be applied broadly in other fields. For example, in writing, a cross-reference to another part of the work or a hyperlink should be phrased in a way that accurately tells the reader what to expect. In a book about fishing for bass, "For recipes on how to cook your catch, see chapter 4" should not lead the reader to a chapter about bass fishing seasons in various lo ...
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DWIM
DWIM (do what I mean) computer systems attempt to anticipate what users intend to do, correcting trivial errors automatically rather than blindly executing users' explicit but potentially incorrect input. Software The term was coined by Warren Teitelman in his DWIM package for BBN Lisp, part of his PILOT system, sometime before 1966.Warren Teitelman, "PILOT: A Step towards Man-Computer Symbiosis", M.I.T. Ph.D. Dissertation, Project MAC MAC-TR-32, September 1966DTIC AD0638446PDF
p. 51Warren Teitelman, "Toward a programming laboratory", in J. N. Buxton and , ''Software Engineering Techniques'', April 1970, a report on a conference sponsored by the NATO Science Committee, R ...
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Combo Box
A combo box is a commonly used graphical user interface widget (or control). Traditionally, it is a combination of a drop-down list or list box and a single-line editable textbox, allowing the user to either type a value directly or select a value from the list. The term "combo box" is sometimes used to mean "drop-down list". In both Java and .NET, "combo box" is ''not'' a synonym for "drop-down list". Definition of "drop down list" is sometimes clarified with terms such as "non-editable combo box" (or something similar) to distinguish it from "combo box". See also *Autocomplete *Drop-down list *List box *User interface In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine f ... References External linksList and Combo boxes for Microsoft Access {{Graphical control elements Graphic ...
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Autotype
Autotype is a function in some computer applications or programs, typically those containing forms, which fills in a field once you have typed in the first few letters. Most of the time, such as in a web browser, the entries that appear in the list depend on the form's name, so as to not propose street names in a last name field or vice versa. Background Autotype can also refer to automatically determining a peripheral's configuration or a program's variables. Autotype is defined as a "true representation of the original" (see O.E.D). The term autotype was coined in the late 19th century and referred to a process for making photographic prints using a carbon process. Many autotype prints were produced and the process was popular well into the 20th century, particularly since autotype prints are very long lasting (it is said that an autotype could last up to 500 years without fading). Autotype may also refer to halftone printing. The term may also apply to the Autotype Company, ...
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