465 research outputs found

    Use of Landmarks to Improve Spatial Learning and Revisitation in Computer Interfaces

    Get PDF
    Efficient spatial location learning and remembering are just as important for two-dimensional Graphical User Interfaces (GUI) as they are for real environments where locations are revisited multiple times. Rapid spatial memory development in GUIs, however, can be difficult because these interfaces often lack adequate landmarks that have been predominantly used by people to learn and recall real-life locations. In the absence of sufficient landmarks in GUIs, artificially created visual objects (i.e., artificial landmarks) could be used as landmarks to support spatial memory development of spatial locations. In order to understand how spatial memory development occurs in GUIs and explore ways to assist users’ efficient location learning and recalling in GUIs, I carried out five studies exploring the use of landmarks in GUIs – one study that investigated interfaces of four standard desktop applications: Microsoft Word, Facebook, Adobe Photoshop, and Adobe Reader, and other four that tested artificial landmarks augmented two prototype desktop GUIs against non-landmarked versions: command selection interfaces and linear document viewers; in addition, I tested landmarks’ use in variants of these interfaces that varied in the number of command sets (small, medium, and large) and types of linear documents (textual and video). Results indicate that GUIs’ existing features and design elements can be reliable landmarks in GUIs that provide spatial benefits similar to real environments. I also show that artificial landmarks can significantly improve spatial memory development of GUIs, allowing support for rapid spatial location learning and remembering in GUIs. Overall, this dissertation reveals that landmarks can be a valuable addition to graphical systems to improve the memorability and usability of GUIs

    A Virtual Architecture Framework for Immersive Learning Environments

    Get PDF
    This thesis presents a set of experimental studies to understand the benefits of utilising architectural design to create virtual environments optimised for completing a series of cognitively demanding tasks. Each field of investigation is reviewed separately. The first field of investigation relates to spatial design and analysis from an architectural standpoint. The second is concerned with memory, spatial abilities, and embodied cognition. Two VR-based user-studies are designed to further explore the potential interactions between these fields of knowledge. An initial experiment called “Archimemory” is based on a memory palace, a historical mnemonic technique, to explore how spatial knowledge representation can enhance memory retrieval. It compares the benefits of using different architectural designs in VR to support participants’ recall accuracy of a sequence of playing cards. The main user study,called the "Immersive Virtual Architecture Studio" (IVAS), validates a new methodology to study the effect of spatial qualities on embodied cognition related tasks. A spatial analysis using the isovist technique provides an objective approach to measure spatial qualities such as openness and complexity. Participants have to perform a batch of cognitive tasks in the IVAS. Results from the spatial analysis are compared to participants subjective rating of the same spatial qualities as well as their performance.Findings suggest that a spatial performance metric can be evaluated for each room, for instance, it was the highest in the case of the more closed (fewer windows) and more complex (with columns) condition. The combination of spatial analysis and performance metrics obtained from these two novel VR applications, Archimemory and IVAS, leads this research to form a Virtual Architecture Framework. Guidelines are proposed for VR architects, UX designers and scientists to adopt this framework to support further exploration and evaluation of spatial design to enhance human cognitive abilities when experiencing immersive learning environments

    Schematisation in Hard-copy Tactile Orientation Maps

    Get PDF
    This dissertation investigates schematisation of computer-generated tactile orientation maps that support mediation of spatial knowledge of unknown urban environments. Computergenerated tactile orientation maps are designed to provide the blind with an overall impression of their surroundings. Their details are displayed by means of elevated features that are created by embossers and can be distinguished by touch. The initial observation of this dissertation states that only very little information is actually transported through tactile maps owing to the coarse resolution of tactual senses and the cognitive effort involved in the serial exploration of tactile maps. However, the differences between computer-generated, embossed tactile maps and manufactured, deep-drawn tactile maps are significant. Therefore the possibilities and confines of communicating information through tactile maps produced with embossers is a primary area of research. This dissertation has been able to demonstrate that the quality of embossed prints is an almost equal alternative to traditionally manufactured deep-drawn maps. Their great advantage is fast and individual production and (apart from the initial procurement costs for the printer)low price, accessibility and easy understanding without the need of prior time-consuming training. Simplification of tactile maps is essential, even more so than in other maps. It can be achieved by selecting a limited number from all map elements available. Qualitative simplification through schematisation may present an additional option to simplification through quantitative selection. In this context schematisation is understood as cognitively motivated simplification of geometry and synchronised maintenance of topology. Rather than further reducing the number of displayed objects, the investigation concentrates on how the presentation of different forms of streets (natural vs. straightened) and junctions (natural vs. prototypical) affects the transfer of knowledge. In a second area of research, a thesis establishes that qualitative simplification of tactile orientation maps through schematisation can enhance their usability and make them easier to understand than maps that have not been schematised. The dissertation shows that simplifying street forms and limiting them to prototypical junctions does not only accelerate map exploration but also has a beneficial influence on retention performance. The majority of participants that took part in the investigation selected a combination of both as their preferred display option. Tactile maps that have to be tediously explored through touch, uncovering every detail, complicate attaining a first impression or an overall perception. A third area of research is examined, establishing which means could facilitate map readersĂą options to discover certain objects on the map quickly and without possessing a complete overview. Three types of aids are examined: guiding lines leading from the frame of the map to the object, position indicators represented by position markers at the frame of the map and coordinate specifications found within a grid on the map. The dissertation shows that all three varieties can be realised by embossers. Although a guiding line proves to be fast in size A4 tactile maps containing only one target object and few distracting objects, it also impedes further exploration of the map (similar to the grid). In the following, advantages and drawbacks of the various aids in this and other applications are discussed. In conclusion the dissertation elaborates on the linking points of all three examinations. They connect and it is argued that cognitively motivated simplification should be a principle of construction for embossed tactile orientation maps in order to support their use and comprehension. A summary establishes the recommendations that result from this dissertation regarding construction of tactile orientation maps considering the limitations through embosser constraints. Then I deliberate how to adapt schematisation of other maps contingent to intended function, previous knowledge of the map reader, and the relation between the time in which knowledge is acquired and the time it is employed. Closing the dissertation, I provide an insight into its confines and deductions and finish with a prospective view to possible transfers of the findings to other applications, e.g. multimedia or interactive maps on pin-matrix displays and devices

    The cognitive roots of space syntax

    Get PDF
    During the last twenty-five years of research and real-world studies accomplished all over the globe, space syntax has consistently shown that movement patterns in cities and buildings tend to be strongly related to configurational properties of their respective spatial layouts. It has also been shown that individuals’ trajectories in virtual worlds are affected by the syntactic properties of these environments, and that the resulting emergent patterns may explain the detected correlations between configurational properties of space and movement patterns in real-world scenarios. However, none of these studies have so far attempted to elicit why these regularities occur at a more fundamental, cognitive level. In other words, they have not yet answered how the idea of spatial configuration shapes a person’s qualitative assessments and subsequent usage of spatial networks. This is the topic of this thesis. What kind of information do people extract from spatial configurations? How is this information used when assessing a spatial network qualitatively? How is this information used when one has to use such a network? These are some of the questions that this thesis will attempt to answer. This thesis will focus on map usage. By analysing how people interact with maps, this thesis will attempt to shed light on the processes by which people internalise configurational information and are able to define qualitative judgements that may be use in real-world scenarios. As a result, this thesis aims to be a further step in the ongoing process of linking space syntax with cognitive theory and therefore to contribute in the search of the cognitive roots of space syntax

    Learning cognitive maps: Finding useful structure in an uncertain world

    Get PDF
    In this chapter we will describe the central mechanisms that influence how people learn about large-scale space. We will focus particularly on how these mechanisms enable people to effectively cope with both the uncertainty inherent in a constantly changing world and also with the high information content of natural environments. The major lessons are that humans get by with a less is more approach to building structure, and that they are able to quickly adapt to environmental changes thanks to a range of general purpose mechanisms. By looking at abstract principles, instead of concrete implementation details, it is shown that the study of human learning can provide valuable lessons for robotics. Finally, these issues are discussed in the context of an implementation on a mobile robot. © 2007 Springer-Verlag Berlin Heidelberg

    Effects of Visual Distinctiveness on Learning and Retrieval in Icon Toolbars

    Get PDF
    Learnability is important in graphical interfaces because it supports the user’s transition to expertise. One aspect of GUI learnability is the degree to which the icons in toolbars and ribbons are identifiable and memorable–but current "flat" and "subtle" designs that promote strong visual consistency could hinder learning by reducing visual distinctiveness within a set of icons. There is little known, however, about the effects of visual distinctiveness of icons on selection performance and memorability. To address this gap, we carried out two studies using several icon sets with different degrees of visual distinctiveness, and compared how quickly people could learn and retrieve the icons. Our first study found no evidence that increasing colour or shape distinctiveness improved learning, but found that icons with concrete imagery were easier to learn. Our second study found similar results: there was no effect of increasing either colour or shape distinctiveness, but there was again a clear improvement for icons with recognizable imagery. Our results show that visual characteristics appear to affect UI learnability much less than the meaning of the icons' representations

    Individual differences in navigating and experiencing presence in virtual environments

    Get PDF
    The effort of making Virtual Environments (VEs) more useful and satisfactory to use lie at the core of usability research. Because of their development and widespread accessibility, VEs are being used by an ever-increasing diversity of users, whose individual differences impact on both task performance and level of satisfaction. This aspect raises a major challenge in terms of designing adaptive VEs, suitable not for the average user but for each individual user. One way to address this challenge is through the study of individual differences and their implications, which should lead to new effective ways to accommodate them. Adaptivity reflects the system’s capability to automatically tailor itself to dynamically changing user behaviour. This capability is enabled by a user model, acquired on the basis of identifying the user’s patterns of behaviour. This thesis addresses the issue of studying and accommodating individual differences with the purpose of designing adaptive VEs. The individual differences chosen to be investigated are those that impact particularly on two fundamental aspects underlying each interaction with a VE, namely navigation and sense of presence. Both these aspects are related to the perceived usability of VEs. The impact that a set of factors like empathy, absorption, creative imagination and willingness to be transported within the virtual world has on presence has been investigated and described through a prediction equation. Based on these findings, a set of guidelines has been developed for designing VEs able to accommodate these individual differences in order to support users to experience a higher level of presence. The individual differences related to navigation within VE have been investigated in the light of discriminating between efficient versus inefficient search strategies. Building a user model of navigation affords not only a better understanding of user spatial behaviour, but also supports the development of an adaptive VE which could help low spatial users to improve their navigational skills by teaching them the efficient navigational rules and strategies
    • 

    corecore