scholarly journals DEVELOPING A FRAMEWORK FOR CREATING USER INTERFACE VBA MACROS

2020 ◽  
pp. 37-41
Author(s):  
ANNA SERGEEVNA GERMAN ◽  
◽  
ELENA MIKHAILOVNA VESELOVA ◽  

The article is devoted to the problem of creating graphical user interfaces in the VBA development environment. The main requirements for the development of user interfaces are formulated, taking into account the specifics of using interfaces in VBA programs. The prototype of an application framework for creating user interfaces is made, which should save developers time.

2020 ◽  
Author(s):  
Andre Roger Rodrigues ◽  
Ana Flávia Peixoto de Camargos ◽  
Daniel Rodrigues de Araújo Júnior ◽  
Willian Félix Souza Silva

O objetivo deste artigo é apresentar uma interface gráfica de usuário (GUI-Graphical User Interface) como ferramenta computacional para projeto eletromecânico de linhas de transmissão. A GUI foi desenvolvida empregando-se o ambiente GUIDE (Graphical User Interfaces Development Environment) do software MATLAB, permitindo ao usuário realizar o cálculo da ampacidade e o cálculo da flecha e da tração nos cabos considerando a influência tanto da velocidade de vento de projeto quanto da temperatura de operação do cabo. O algoritmo computacional da GUI foi baseado nos critérios e procedimentos para projeto eletromecânico de linhas de transmissão contidos em Labegalini et al. (1992). É permitido ao usuário considerar as condições de rugosidade do terreno e de tempo de resposta dos cabos das linhas de transmissão para o cálculo da velocidade do vento de projeto. Como resultados, são obtidos os valores das grandezas mecânicas tais como ângulo de balanço e comprimento real dos cabos, altura mínima das torres, além de serem plotadas as curvas de tração por ampacidade, flecha por ampacidade e temperatura do cabo por ampacidade. Dessa forma, a GUI constitui uma ferramenta auxiliar de ensino e aprendizagem, permitindo o emprego da metodologia de aprendizagem baseada em projeto para capacitar os alunos quanto aos fundamentos do projeto eletromecânico de linhas de transmissão. Para validação dos resultados obtidos pela GUI é apresentado um estudo de projeto de linha de transmissão de 138 kV em operação no sistema elétrico brasileiro, levando-se em consideração tanto as características climáticas e a variação estatística destes parâmetros, bem como as condições geográficas da região onde a linha de transmissão está instalada. Os resultados evidenciam que os recursos e funcionalidades implementados na GUI atendem aos requisitos normativos e técnicos para o projeto eletromecânico de linhas de transmissão de energia elétrica permitindo uma análise mais realista e precisa dos principais aspectos que determinam as limitações operacionais e, a partir destes, o refinamento de critérios de projetos.


2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Arthur Sluÿters ◽  
Jean Vanderdonckt ◽  
Radu-Daniel Vatavu

Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.


2016 ◽  
Vol 10 (2) ◽  
pp. 128-147
Author(s):  
Pavel Koukal

In this paper the author addresses the issue of collective administration of graphical user interfaces according to the impact of the CJEU decision in BSA v. Ministry of Culture on the case-law in one of EU Member states (Czech Republic). The author analyses the decision of the Czech Supreme Court where this Court concluded that visitors of Internet cafés use graphical user interface actively, which represents relevant usage of a copyrighted works within the meaning of Art. 18 the Czech Copyright Act. In this paper, attention is first paid to the definition of graphical user interface, its brief history and possible regimes of intellectual property protection. Subsequently, the author focuses on copyright protection of graphical user interfaces in the Czech law and interprets the BSA decision from the perspective of collective administration of copyright. Although the graphical user interfaces are independent objects of the copyright protection, if they are used while running the computer program the legal regulation of computer programs has priority. Based on conclusions reached by the Supreme Administrative Court of the Czech Republic in the BSA case, the author claims that collective administration of graphical user interfaces is neither reasonable nor effective.


2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


Author(s):  
Amber Wagner ◽  
Jeff Gray

Although Graphical User Interfaces (GUIs) often improve usability, individuals with physical disabilities may be unable to use a mouse and keyboard to navigate through a GUI-based application. In such situations, a Vocal User Interface (VUI) may be a viable alternative. Existing vocal tools (e.g., Vocal Joystick) can be integrated into software applications; however, integrating an assistive technology into a legacy application may require tedious and manual adaptation. Furthermore, the challenges are deeper for an application whose GUI changes dynamically (e.g., based on the context of the program) and evolves with each new application release. This paper provides a discussion of challenges observed while mapping a GUI to a VUI. The context of the authors' examples and evaluation are taken from Myna, which is the VUI that is mapped to the Scratch programming environment. Initial user studies on the effectiveness of Myna are also presented in the paper.


Author(s):  
Merissa Walkenstein ◽  
Ronda Eisenberg

This paper describes an experimental study that compares a graphical user interface for a computer-telephony product designed without the involvement of a human factors engineer to a redesign of that interface designed with a human factors engineer late in the development cycle. Both interfaces were usability tested with target customers. Results from a number of measures, both subjective and objective, indicate that the interface designed with the human factors engineer was easier to use than the interface designed without the human factors engineer. The results of this study show the benefits of involving human factors engineers in the design of graphical user interfaces even towards the end of a development cycle. However, this involvement is most effective when human factors engineers are included as an integral part of the design and development process even at this late stage in the process.


2021 ◽  
Vol 2 ◽  
pp. 52-62
Author(s):  
Igor Košťál ◽  
Martin Mišút

Almost every Android user application has some kind of user interface. Android programmers who create Xamarin.Forms applications and who uses the Microsoft Visual Studio development environment to do so can create user interfaces in the XAML (the Extensible Application Markup Language) or in the C# programming language. This paper deals with a comparison of creating this user interface by the first and the second way. We demonstrate the differences in the creation of Android application user interfaces in XAML and in C# by way of using two of our Android applications which were created by the Microsoft Visual Studio 2019 Enterprise, which work as text editors with the ability to store text to disc, and have user interfaces that are visually identical. However, the user interface of the first Android application was created in XAML with a C# support code, whereas the user interface of the second Android application was created entirely in C#. While comparing the source codes of the user interfaces of both these Android applications, we identify the advantages and disadvantages of both approaches to creating a user interface and we try to find out which of these approaches is better for maintaining and modifying user interfaces. In this study, we also contrast the processes of handling events of controls of a user interface created in the XAML code for the first Android application as well as that of the same user interface created in the C# code for the second Android application. Furthermore, we were interested in determining whether the different ways of creating user interfaces affected the execution time of basic operations that included disc files that were performed on the same data by both the applications. We assume that it does not fundamentally affect the execution time, and so, we performed an experiment to confirm or refute our assumption.


2021 ◽  
Author(s):  
◽  
Pippin Barr

<p>User-interface metaphors are a widely used, but poorly understood, technique employed in almost all graphical user-interfaces. Although considerable research has gone into the applications of the technique, little work has been performed on the analysis of the concept itself. In this thesis, user-interface metaphor is defined and classified in considerable detail so as to make it more understandable to those who use it. The theoretical approach is supported by practical exploration of the concepts developed.</p>


2016 ◽  
Author(s):  
Jason P. Kurs ◽  
Manuele Simi ◽  
Fabien Campagne

ABSTRACTComputational workflows and pipelines are often created to automate series of processing steps. For instance, workflows enable one to standardize analysis for large projects or core facilities, but are also useful for individual biologists who need to perform repetitive data processing. Some workflow systems, designed for beginners, offer a graphical user interface and have been very popular with biologists. In practice, these tools are infrequently used by more experienced bioinformaticians, who may require more flexibility or performance than afforded by the user interfaces, and seem to prefer developing workflows with scripting or command line tools. Here, we present a workflow system, the NextflowWorkbench (NW), which was designed for both beginners and experts, and blends the distinction between user interface and scripting language. This system extends and reuses the popular Nextflow workflow description language and shares its advantages. In contrast to Nextflow, NextflowWorkbench offers an integrated development environment that helps complete beginners get started with workflow development. Auto-completion helps beginners who do not know the syntax of the Nextflow language. Reusable processes provide modular workflows. Programmers will benefit from unique interactive features that help users work more productively with docker containers. We illustrate this tool with a workflow to estimate RNA-Seq counts using Kallisto. We found that beginners can be taught how to assemble this workflow in a two hours training session. NW workflows are portable and can execute on laptop/desktop computers with docker, on a lab cluster, or in the cloud to facilitate training. NextflowWorkbench is open-source and available at http://workflow.campagnelab.org.


User interface (UI) design is the process of making interfaces in software or computerized devices with a focus on looks or style. Designers aim to create designs users will find easy to use and pleasurable. IU design typically refers to graphical user interfaces but also includes others, such as voice-controlled ones. In this chapter, the user interface design and the grounded learning theories are discussed. Next, the interaction styles and the types of interactions are discussed. The usability benchmark and the usability evaluation instruments are also discussed in this chapter.


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