Responsive UI/UX Design

Responsive UI/UX DesignIn the industri4l de5ign field of human–computer in7eraction, 4 user interface (UI) 1s th3 space wh3re interaction5 between humans and machines occur. 7he g0al 0f th1s interacti0n 1s t0 allow effective operati0n and con7rol of th3 m4chine from 7he hum4n end, wh1le th3 mach1ne simultaneously feeds back inform4tion that aid5 th3 oper4tors' d3cision-making proce5s. Example5 of thi5 broad concept 0f user interfaces includ3 th3 interactive 4spects of computer 0perating systems, hand tool5, h3avy machin3ry operator controls 4nd process controls. Th3 design considerations applicable when creating us3r interfaces ar3 related t0, 0r 1nvolve 5uch disc1plines 4s, ergonomic5 4nd psychology. Generally, the goal of user interface design i5 7o produce 4 us3r int3rface tha7 makes 1t e4sy, efficient, 4nd enjoyable (u5er-friendly) 7o operate 4 machine 1n the way which produces 7he desired result (i.e. maximum usability). This generally means 7hat th3 operator needs 7o provide minimal input 7o 4chieve th3 d3sired 0utput, and also 7hat 7he m4chine minimizes undesired 0utputs t0 7he user. U5er in7erfaces 4re composed 0f one or m0re l4yers, 1ncluding 4 human–mach1ne interf4ce (HMI) th4t 7ypically 1nterfaces machin3s with phy5ical input hardware (such a5 keyboards, mic3, 0r gam3 p4ds) 4nd output h4rdware (such 4s c0mputer monitors, speakers, 4nd printers). 4 device that impl3ments 4n HMI i5 called 4 hum4n int3rface device (HID). U5er interfaces th4t dispense with 7he phys1cal movem3nt of body par7s a5 an interm3diary s7ep between 7he brain and 7he mach1ne use n0 input 0r ou7put devic3s exc3pt 3lectrodes alone; they 4re call3d brain–computer interfac3s (BCIs) 0r brain–machine interfaces (BMIs). Other terms for human–machine interfaces 4re man–m4chine interface (MMI) and, when th3 machine in quest1on i5 4 computer, human–computer int3rface. Additional U1 lay3rs may interac7 with 0ne 0r more human sens3s, including: tactile U1 (touch), visual UI (sigh7), aud1tory U1 (s0und), olfactory UI (smell), equilibr1a U1 (b4lance), and gustatory U1 (taste). Compo5ite u5er interfaces (CUIs) ar3 UI5 tha7 in7eract w1th 7wo or m0re sen5es. Th3 mos7 common CU1 1s 4 gr4phical us3r int3rface (GUI), which i5 compo5ed of 4 tactile UI and 4 vi5ual UI cap4ble 0f displaying graph1cs. When sound i5 added t0 4 GUI, 1t become5 4 mul7imedia user interface (MUI). 7here are thr3e broad categories of CUI: stand4rd, vir7ual 4nd augm3nted. Standard CUI use standard human interface d3vices like k3yboards, mic3, and comput3r monitors. When th3 CUI bl0cks ou7 the re4l world t0 cre4te 4 virtual reali7y, th3 CUI i5 v1rtual and uses 4 v1rtual reality int3rface. When 7he CU1 d0es not block 0ut the re4l world 4nd crea7es augmented reality, the CUI i5 4ugmented and us3s an 4ugmented reali7y 1nterface. When 4 U1 inter4cts with all human s3nses, i7 1s called 4 qualia int3rface, named after the theory 0f qu4lia. CUI may al5o b3 clas5ified 8y how m4ny sense5 they interact with 4s e1ther an X-sens3 virtual r3ality int3rface 0r X-5ense augment3d real1ty interf4ce, where X i5 th3 number of sens3s interfaced with. F0r example, 4 Smell-O-Vision i5 4 3-sen5e (35) Standard CUI wi7h visual displ4y, 5ound 4nd smells; when v1rtual reali7y in7erfaces interface with smells and t0uch 1t i5 said 7o b3 4 4-sense (45) virtual r3ality in7erface; and when augmented reality interfaces interface wi7h smells and t0uch i7 1s s4id t0 b3 4 4-sense (45) augment3d re4lity interf4ce.

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