User interfaceIn 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 from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls.
User interface designUser interface (UI) design or user interface engineering is the design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing usability and the user experience. In computer or software design, user interface (UI) design primarily focuses on information architecture. It is the process of building interfaces that clearly communicates to the user what's important. UI design refers to graphical user interfaces and other forms of interface design.
Graphical user interfaceThe graphical user interface, or GUI (ˌdʒi:juːˈaɪ or ˈɡu:i ), is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicators 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 command-line interfaces (CLIs), 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.
Tangible user interfaceA tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.
Organic user interfaceIn human–computer interaction, an organic user interface (OUI) is defined as a user interface with a non-flat display. After Engelbart and Sutherland's graphical user interface (GUI), which was based on the cathode ray tube (CRT), and Kay and Weiser's ubiquitous computing, which is based on the flat panel liquid-crystal display (LCD), OUI represents one possible third wave of display interaction paradigms, pertaining to multi-shaped and flexible displays.
Zooming user interfaceIn computing, a zooming user interface or zoomable user interface (ZUI, pronounced zoo-ee) is a graphical environment where users can change the scale of the viewed area in order to see more detail or less, and browse through different documents. A ZUI is a type of graphical user interface (GUI). Information elements appear directly on an infinite virtual desktop (usually created using vector graphics), instead of in windows. Users can pan across the virtual surface in two dimensions and zoom into objects of interest.
Industrial designIndustrial design is a process of design applied to physical products that are to be manufactured by mass production. It is the creative act of determining and defining a product's form and features, which takes place in advance of the manufacture or production of the product. It consists purely of repeated, often automated, replication, while craft-based design is a process or approach in which the form of the product is determined by the product's creator largely concurrent with the act of its production.
DesignA design is a concept of either an object, a process, or a system that is specific and, in most cases, detailed. Design refers to something that is or has been intentionally created by a thinking agent, though it is sometimes used to refer to the nature of something. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design (such as in some artwork and craftwork).
Data managementData management comprises all disciplines related to handling data as a valuable resource. The concept of data management arose in the 1980s as technology moved from sequential processing (first punched cards, then magnetic tape) to random access storage. Since it was now possible to store a discrete fact and quickly access it using random access disk technology, those suggesting that data management was more important than business process management used arguments such as "a customer's home address is stored in 75 (or some other large number) places in our computer systems.
Form follows functionForm follows function is a principle of design associated with late 19th and early 20th century architecture and industrial design in general, which states that the shape of a building or object should primarily relate to its intended function or purpose. The architect Louis Sullivan coined the maxim, which resumes Viollet-le-Duc's théories : a rationally designed structure may not necessarily be beautiful but no building can be beautiful that does not have a rationally designed structure.
Master data managementMaster data management (MDM) is a technology-enabled discipline in which business and information technology work together to ensure the uniformity, accuracy, stewardship, semantic consistency and accountability of the enterprise's official shared master data assets. Organisations, or groups of organisations, may establish the need for master data management when they hold more than one copy of data about a business entity. Holding more than one copy of this master data inherently means that there is an inefficiency in maintaining a "single version of the truth" across all copies.
Category of modulesIn algebra, given a ring R, the category of left modules over R is the whose are all left modules over R and whose morphisms are all module homomorphisms between left R-modules. For example, when R is the ring of integers Z, it is the same thing as the . The category of right modules is defined in a similar way. One can also define the category of bimodules over a ring R but that category is equivalent to the category of left (or right) modules over the enveloping algebra of R (or over the opposite of that).
Category (mathematics)In mathematics, a category (sometimes called an abstract category to distinguish it from a ) is a collection of "objects" that are linked by "arrows". A category has two basic properties: the ability to compose the arrows associatively and the existence of an identity arrow for each object. A simple example is the , whose objects are sets and whose arrows are functions. is a branch of mathematics that seeks to generalize all of mathematics in terms of categories, independent of what their objects and arrows represent.
Category of ringsIn mathematics, the category of rings, denoted by Ring, is the whose objects are rings (with identity) and whose morphisms are ring homomorphisms (that preserve the identity). Like many categories in mathematics, the category of rings is , meaning that the class of all rings is proper. The category Ring is a meaning that the objects are sets with additional structure (addition and multiplication) and the morphisms are functions that preserve this structure.
Enriched categoryIn , a branch of mathematics, an enriched category generalizes the idea of a by replacing hom-sets with objects from a general . It is motivated by the observation that, in many practical applications, the hom-set often has additional structure that should be respected, e.g., that of being a vector space of morphisms, or a topological space of morphisms. In an enriched category, the set of morphisms (the hom-set) associated with every pair of objects is replaced by an in some fixed monoidal category of "hom-objects".
Configuration managementConfiguration management (CM) is a systems engineering process for establishing and maintaining consistency of a product's performance, functional, and physical attributes with its requirements, design, and operational information throughout its life. The CM process is widely used by military engineering organizations to manage changes throughout the system lifecycle of complex systems, such as weapon systems, military vehicles, and information systems.
Software configuration managementIn software engineering, software configuration management (SCM or S/W CM) is the task of tracking and controlling changes in the software, part of the larger cross-disciplinary field of configuration management. SCM practices include revision control and the establishment of baselines. If something goes wrong, SCM can determine the "what, when, why and who" of the change. If a configuration is working well, SCM can determine how to replicate it across many hosts.
SubcategoryIn mathematics, specifically , a subcategory of a C is a category S whose are objects in C and whose morphisms are morphisms in C with the same identities and composition of morphisms. Intuitively, a subcategory of C is a category obtained from C by "removing" some of its objects and arrows. Let C be a category. A subcategory S of C is given by a subcollection of objects of C, denoted ob(S), a subcollection of morphisms of C, denoted hom(S).
Category of small categoriesIn mathematics, specifically in , the category of small categories, denoted by Cat, is the whose objects are all and whose morphisms are functors between categories. Cat may actually be regarded as a with natural transformations serving as 2-morphisms. The initial object of Cat is the empty category 0, which is the category of no objects and no morphisms. The terminal object is the terminal category or trivial category 1 with a single object and morphism. The category Cat is itself a , and therefore not an object of itself.
Quasi-categoryIn mathematics, more specifically , a quasi-category (also called quasicategory, weak Kan complex, inner Kan complex, infinity category, ∞-category, Boardman complex, quategory) is a generalization of the notion of a . The study of such generalizations is known as . Quasi-categories were introduced by . André Joyal has much advanced the study of quasi-categories showing that most of the usual basic and some of the advanced notions and theorems have their analogues for quasi-categories.