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Exploring the impact of icon similarity on user performance
Modern mobile devices have relatively limited screen sizes and often use small icons in order to make effective use of screen space. Icons are visual elements that represent an underlying meaning or function. Icon designers must do their best to convey underlying meanings or functions using these small visual elements, but users may misinterpret the intended meaning of an icon. While previous research has studied how users interpret icons, the existing body of knowledge is surprisingly small. Previous research has investigated how users interpret icons based on characteristics such as visual complexity, concreteness, and semantic distance; however, researchers still do not fully understand what influences the success or failure of a user in interpreting icons or how the underlying interpretation process works.
The research presented in this thesis advances our understanding of how users interpret icons. It investigates how users make decisions regarding the meaning of an icon based on (1) seeing another icon that looks visually identical to it but has a different meaning (ambiguous icons) either before or after seeing the primary icon, (2) an iconâs similarity or dissimilarity to a known âtargetâ icon, and (3) the visual context in which an icon appears. To address these questions, one exploratory study (Study I) and two experimental studies (Study II and Study III) were conducted. Studies I and II were lab-based, while Study III was conducted online. Study I found that usersâ ability to accurately interpret ambiguous icons is influenced by the order in which the icons are seen. These results are supported by qualitative data which show that users most frequently cite icon sequence as the reason for their interpretation of ambiguous icons. The second study showed a tendency for usersâ viewing times to increase as the visual dissimilarity of the icons increases. Furthermore, users tend to be highly accurate when interpreting the meaning of icons that look the same and have exactly the same meaning, while their accuracy is low when interpreting visually dissimilar icons. The findings of the third study suggest that the visual context has the potential to help users interpret icons. This thesis makes several contributions to the literature: It shows that the level of similarity or dissimilarity between icons influences usersâ performance and that the visual context may play a role in interpretation. Furthermore, it introduces a new method to determine the visual similarity or dissimilarity of icons. These findings have practical implications for the design of icons
Understanding concurrent earcons: applying auditory scene analysis principles to concurrent earcon recognition
Two investigations into the identification of concurrently presented, structured sounds, called earcons were carried out. One of the experiments investigated how varying the number of concurrently presented earcons affected their identification. It was found that varying the number had a significant effect on the proportion of earcons identified. Reducing the number of concurrently presented earcons lead to a general increase in the proportion of presented earcons successfully identified. The second experiment investigated how modifying the earcons and their presentation, using techniques influenced by auditory scene analysis, affected earcon identification. It was found that both modifying the earcons such that each was presented with a unique timbre, and altering their presentation such that there was a 300 ms onset-to-onset time delay between each earcon were found to significantly increase identification. Guidelines were drawn from this work to assist future interface designers when incorporating concurrently presented earcons
Recognition of animated icons by elementaryâaged children
This paper describes a study to investigate the recognizability of and preference for animated icons by elementaryâaged aged children. Fourteen typical computerârelated tasks (e.g., copy, move) were viewed by 60 schoolâchildren in two iconic formats: animated and static. The content of the icons and the computer process or action they mimicked were drawn from a previous study in which a similar group of children was asked to depict gesturally their interpretation of the 14 tasks. Results indicated that the animated version of the icons was more recognizable and that the children greatly preferred the animated icons over the static icons. Implications for the design of enhanced userâinterfaces for children are noted
Measuring Symbol and Icon Characteristics: Norms for Concreteness, Complexity, Meaningfulness, Familiarity, and Semantic Distance for 239 Symbols
This paper provides rating norms for a set of symbols and icons selected from a wide variety of sources. These ratings enable the effects of symbol characteristics on user performance to be systematically investigated. The symbol characteristics that have been quantified are considered to be of central relevance to symbol usability research and include concreteness, complexity, meaningfulness, familiarity, and semantic distance. The interrelationships between each of these dimensions is examined and the importance of using normative ratings for experimental research is discussed
About the nature of Kansei information
Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.AN
A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons
We present the design of an online social skills development interface for
teenagers with autism spectrum disorder (ASD). The interface is intended to
enable private conversation practice anywhere, anytime using a web-browser.
Users converse informally with a virtual agent, receiving feedback on nonverbal
cues in real-time, and summary feedback. The prototype was developed in
consultation with an expert UX designer, two psychologists, and a pediatrician.
Using the data from 47 individuals, feedback and dialogue generation were
automated using a hidden Markov model and a schema-driven dialogue manager
capable of handling multi-topic conversations. We conducted a study with nine
high-functioning ASD teenagers. Through a thematic analysis of post-experiment
interviews, identified several key design considerations, notably: 1) Users
should be fully briefed at the outset about the purpose and limitations of the
system, to avoid unrealistic expectations. 2) An interface should incorporate
positive acknowledgment of behavior change. 3) Realistic appearance of a
virtual agent and responsiveness are important in engaging users. 4)
Conversation personalization, for instance in prompting laconic users for more
input and reciprocal questions, would help the teenagers engage for longer
terms and increase the system's utility
Crossmodal spatial location: initial experiments
This paper describes an alternative form of interaction for mobile devices using crossmodal output. The aim of our work is to investigate the equivalence of audio and tactile displays so that the same messages can be presented in one form or another. Initial experiments show that spatial location can be perceived as equivalent in both the auditory and tactile modalities Results show that participants are able to map presented 3D audio positions to tactile body positions on the waist most effectively when mobile and that there are significantly more errors made when using the ankle or wrist. This paper compares the results from both a static and mobile experiment on crossmodal spatial location and outlines the most effective ways to use this crossmodal output in a mobile context
Cognitive network structure: an experimental study
In this paper we present first experimental results about a small group of
people exchanging private and public messages in a virtual community. Our goal
is the study of the cognitive network that emerges during a chat seance. We
used the Derrida coefficient and the triangle structure under the working
assumption that moods and perceived mutual affinity can produce results
complementary to a full semantic analysis. The most outstanding outcome is the
difference between the network obtained considering publicly exchanged messages
and the one considering only privately exchanged messages: in the former case,
the network is very homogeneous, in the sense that each individual interacts in
the same way with all the participants, whilst in the latter the interactions
among different agents are very heterogeneous, and are based on "the enemy of
my enemy is my friend" strategy. Finally a recent characterization of the
triangular cliques has been considered in order to describe the intimate
structure of the network. Experimental results confirm recent theoretical
studies indicating that certain 3-vertex structures can be used as indicators
for the network aging and some relevant dynamical features.Comment: 15 pages, 5 figures, 3 table
Quantifying perception of nonlinear elastic tissue models using multidimensional scaling
Simplified soft tissue models used in surgical simulations cannot perfectly reproduce all material behaviors. In particular, many tissues exhibit the Poynting effect, which results in normal forces during shearing of tissue and is only observed in nonlinear elastic material models. In order to investigate and quantify the role of the Poynting effect on material discrimination, we performed a multidimensional scaling (MDS) study. Participants were presented with several pairs of shear and normal forces generated by a haptic device during interaction with virtual soft objects. Participants were asked to rate the similarity between the forces felt. The selection of the material parameters â and thus the magnitude of the shear\ud
and normal forces â was based on a pre-study prior to the MDS experiment. It was observed that for nonlinear elastic tissue models exhibiting the Poynting effect, MDS analysis indicated that both shear and normal forces affect user perception
Improving usersâ comprehension of changes with animation and sound: an empirical assessment
Animation or sound is often used in user interfaces as an attempt to improve users' perception and comprehension of evolving situations and support them in decision-making. However, empirical data establishing their real effectiveness on the comprehension of changes are still lacking. We have carried out an experiment using four combinations of visual and auditory feedback in a split attention task. The results not only confirm that such feedback improves the perception of changes, but they also demonstrate that animation and sound used alone or combined bring major improvements on the comprehension of a changing situation. Based on these results, we propose design guidelines about the most efficient combinations to be used in user interfaces
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