2,186 research outputs found

    The effect of Visual Design Quality on Player Experience Components in Tablet Games

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    Research in the field of Human Computer Interaction Design indicates that there is a need to develop further methods, tools, and frameworks for the design and evaluation of digital game interfaces. This thesis aims to design, develop, and evaluate two different types of tablet games with varying visual design quality interfaces to examine users’ perceptions of hedonic quality, visual design, emotions, and game enjoyment in different channels of experience. The design-oriented approach was adopted to combine both creative practice and scientific inquiry in the game design process and empirical evaluation. Hypotheses were formulated to explore the significance of visual design quality in relation to the components of player experience. The study entailed two phases. In the first phase, participatory design methods were employed to design and develop the tablet games encompassing mind-mapping techniques, focus groups, iterative prototyping with multiple cycles of usability testing of user interfaces. In the second phase, survey instruments were applied to collect and analyze data from 111 participants using tablet games as stimuli in a controlled experimental condition. The main contribution of this research is creation of a player experience model, validated in the domain of tablet gaming, to serve as a new theory. This research will allow for game researchers and practitioners to obtain a deeper understanding of the significance of the player experience framework components to create optimal player experience in tablet games. The finding shows that highly attractive game user interfaces were perceived to have higher utility and ease of use. Participants exhibited higher levels of arousal and valence in the high visual design quality interfaces mediated by hedonic quality. Participants who were highly sensitive to visual design did not necessarily derive the highest level of game enjoyment. Participants derived a heightened level of engagement in the arousal channel of experience and the highest level of enjoyment in the flow state. The use of 2.5D graphics and analogous color schemes created a spatial illusion that captivated users' attention. Practitioners are encouraged to design game artifacts with feature sets and mechanics capable of transporting players into the state of flow, as this is the stage where they experience game control, excitement and relaxation in addition to game immersion in the state of arousal

    Aesthetics, affect and user preference - Finding objective measures for subjective experiences

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    Objectives of the study The Human-Computer Interaction (HCI) field has long concentrated on easily measured variables such as effectiveness, adoption and ease of use to study technology usage. In order to study user preference in particular, the inclusion of more socio-cognitive variables such aesthetics and emotions is necessary. However, these subjective experiences are intrinsically harder to measure: using subjective measures like questionnaires give results that are colored by cognitive processing, whereas subjective evaluations are formed instantly after exposure. The objective is to find what the effect of aesthetics and emotions are to user preference, and to test whether eye movement could provide an objective measure to support and validate subjective measures. Academic background and methodology Based on previous literature and studies, a model predicting user preference is developed. For eye movement tracking, modern abstract and representative art are used as test material. It is hypothesized that user preference is predicted by aesthetics, fixations (static eye movement), valence, arousal and dominance (emotions). The direct effect of these variables as well as the mediating effect of emotions is studied. The direct effect is tested by regression analysis, and the results are used for modify the model accordingly. The results are verified by path analysis which is also used to test the mediation effect of emotions and group differences of abstract and representative images. Findings and conclusions The research hypotheses were mainly confirmed by the study. It was found that aesthetics, valence and arousal explain and predict preference. Only dominance did not significantly predict preference. Aesthetic and affect reactions are formed instantly after viewing an object, they are involuntary in nature and the effect of these rapid evaluations is long lasting. Measuring such swift decisions is challenging, but it was found that eye movement and fixations in particular predict preference. In practical terms, it means fixations can be used along with self-reported measures to corroborate subjective evaluations

    Understanding and modeling of aesthetic response to shape and color in car body design

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    This study explored the phenomenon that a consumer's preference on color of car body may vary depending on shape of the car body. First, the study attempted to establish a theoretical framework that can account for this phenomenon. This framework is based on the (modern-) Darwinism approach to the so-called evolutionary psychology and aesthetics. It assumes that human's aesthetic sense works like an agent that seeks for environmental patterns that potentially afford to benefit the underlying needs of the agent, and this seeking process is evolutionary fitting. Second, by adopting the framework, a pattern called “fundamental aesthetic dimensions” was developed for identifying and modeling consumer’s aesthetic response to car body shape and color. Next, this study developed an effective tool that is capable in capturing and accommodating consumer’s color preference on a given car body shape. This tool was implemented by incorporating classic color theories and advanced digital technologies; it was named “Color-Shape Synthesizer”. Finally, an experiment was conducted to verify some of the theoretical developments. This study concluded (1) the fundamental aesthetics dimensions can be used for describing aesthetics in terms of shape and color; (2) the Color-Shape Synthesizer tool can be well applied in practicing car body designs; and (3) mapping between semantic representations of aesthetic response to the fundamental aesthetics dimensions can likely be a multiple-network structure

    Tactile Interfaces: Epistemic Techne in Information Design

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    This dissertation is a study of the rhetorical concept of techne and how it might inform the field of Information Design, specifically in an Instructional Design space. I argue that current models of Information Design draw insights from (a) the scientistic models that emphasize rational and universal reach (b) the craft tradition that places emphasis on mechanistic acquisition of the right skills and (c) an interpretive rhetorical model. These perspectives dominate the Instructional Design paradigm, rendering systems-based design processes that at times eschew designing in favor of organizing. I suggest that the discipline requires a remediated epistemic techne shaped by models proper to the crafts and broadened to physical embodiment and sculpting physical knowledge. This enhanced model emerging from practices in sculpture and enhanced by participatory/meta form of design is epistemic techne, given that the philosophy of techne is a high form of practical reasoning whose adaptation to Instructional Design is knowledge in making. Because the literature of Information Design is vast and still emerging, my analysis emphasizes the dominant perspectives. The challenge posed by both the histories of techne and of Information Design is that of a series of rhetorical paradigms that have at once prescribed and defined these concepts. What we see emerging, and certainly, what I wish to put forth, is a genuine ethos of expertise amenable to changing strategies of Information Design demonstrative of an epistemic techne

    Only Screen Deep? Evaluating Aesthetics, Usability, And Satisfaction In Informational Websites

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    This thesis explores the role aesthetics plays in informational websites. In commercial interfaces, aesthetics (the perceived visual appeal and appropriateness of an object) has shown to correlate positively with many aspects of usability and emotional satisfaction. This thesis examines whether aesthetics has similar positive correlations in informational websites. Heuristics or guidelines for evaluating informational websites are developed based on empirical research and practitioner expertise. Categories for heuristic evaluation include usability, credibility, visual clarity, visual richness, and emotional satisfaction. A class of graduate students browsed three academic websites, evaluated them, and critiqued the heuristics. Results indicate that aesthetics does correlate with overall impression, usability, satisfaction, and credibility. The data also suggests that there are two dimensions of aesthetics: visual richness and visual clarity. Overall impression correlated with the average of all categories. The heuristics used in this pilot study are now ready to be tested on a larger population

    Beyond Usability: A Rubric to Evaluate the Emotional Impact of E-commerce Homepages

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    Given the popularity of usability testing, why do people still feel uncomfortable interacting with websites? Could it be because usability testing does not address the user experience but rather tends to deal with efficiency and navigation but seldom with experience? The current implementation of usability research heavily relies on quantitative analysis when the nature of the issue is qualitative. Few studies have adequate scope to include both quantitative and qualitative analysis. Activity theory describes several elements involved in human activity. By incorporating Activity Theory with quantitative and qualitative measures of user experience, the designer will be better able to assess the affective impact of a website design. The purpose of this study is to create a suitable instrument to measure and predict affective and experiential aspects of web interaction. The resulting instrument will provide affective data relevant to the overall emotional and experiential response to a website

    KEER2022

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    AvanttĂ­tol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202

    Visual Anxiolytics: developing theory and design guidelines for abstract affective visualizations aimed at alleviating episodes of anxiety

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    Visual Anxiolytics is a novel term proposed to describe affective visualizations of which affective quality is predetermined and designed to alleviate anxiety and anxious pathology. This thesis presents ground theory and visual guidelines to inform the design of screen-based interfaces to give users aspects of a restorative and anxiolytic environment at a time when attention restoration is least likely and anxiety highly probable; during sedentary screen-time. Visual Anxiolytics are introduced as an affective layer of the interface capable of communicating affect through aesthetic, abstract, ambient emotion visualizations existing in the periphery of the screen and users’ vision. Their theory is brought into the field of Visual Communication Design from a number of disciplines; primarily Affective Computing, Human-Computer Interaction, Psychology, and Neuroscience. Visual Anxiolytics attempt to alleviate anxiety through restoration of attentional cognitive resources by rendering the digital environment restorative and by elicitation of positive emotions through affect communication. Design guidelines analyse and describe properties of anxiolytic affective visual attributes color, shape, motion, and visual depth, as well as compositional characteristics of Visual Anxiolytics. Potential implications for future research in emotion visualization and affect communication are discussed
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