3,821 research outputs found

    How does website design in the e-banking sector affect customer attitudes and behaviour?

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    This thesis researches the interface between ebanks and their customers. An industry traditionally based upon personal contact, the rise of ebanking has changed this relationship such that transactions are now mainly conducted via website interfaces. The resultant loss of personal contact between bank and customer has removed many of the cues available to customers upon which judgments of service, reliability and trust were made. The question raised by this change is: what factors influence consumer choice when viewing bank websites? The arguments of this thesis are that user evaluation of websites and their willingness to use those websites is based not only on user centred factors such as motivation, experience and knowledge but also upon their appraisal of website structure and content

    Augmented reality displays for communicating uncertainty information in automated driving

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    Safe manual driving performance following takeovers in conditionally automated driving systems is impeded by a lack in situation awareness, partly due to an inappropriate trust in the system’s capabilities. Previous work has indicated that the communication of system uncertainties can aid the trust calibration process. However, it has yet to be investigated how the information is best conveyed to the human operator. The study outlined in this publication presents an interface layout to visualise function-specific uncertainty information in an augmented reality display and explores the suitability of 11 visual variables. 46 participants completed a sorting task and indicated their preference for each of these variables. The results demonstrate that particularly colour-based and animation-based variables, above all hue, convey a clear order in terms of urgency and are well-received by participants. The presented findings have implications for all augmented reality displays that are intended to show content varying in urgency

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Affective graphs: the visual appeal of linked data

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    The essence and value of Linked Data lies in the ability of humans and machines to query, access and reason upon highly structured and formalised data. Ontology structures provide an unambiguous description of the structure and content of data. While a multitude of software applications and visualization systems have been developed over the past years for Linked Data, there is still a significant gap that exists between applications that consume Linked Data and interfaces that have been designed with significant focus on aesthetics. Though the importance of aesthetics in affecting the usability, effectiveness and acceptability of user interfaces have long been recognised, little or no explicit attention has been paid to the aesthetics of Linked Data applications. In this paper, we introduce a formalised approach to developing aesthetically pleasing semantic web interfaces by following aesthetic principles and guidelines identified from literature. We apply such principles to design and develop a generic approach of using visualizations to support exploration of Linked Data, in an interface that is pleasing to users. This provides users with means to browse ontology structures, enriched with statistics of the underlying data, facilitating exploratory activities and enabling visual query for highly precise information needs. We evaluated our approach in three ways: an initial objective evaluation comparing our approach with other well-known interfaces for the semantic web and two user evaluations with semantic web researchers

    Dynamics of perceptual learning in visual search

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    The present work is concerned with a phenomenon referred to as contextual cueing. In visual search, if a searched-for target object is consistently encountered within a stable spatial arrangement of distractor objects, detecting the target becomes more efficient over time, relative to non-repeated, random arrangements. This effect is attributed to learned target-distractor spatial associations stored in long-term memory, which expedite visual search. This Thesis investigates four aspects of contextual cueing: Study 1 tackled the implicit-explicit debate of contextual cueing from a new perspective. Previous studies tested explicit access to learned displays by applying a recognition test, asking observers whether they have seen a given display in the previous search task. These tests, however, typically yield mixed findings and there is an on-going controversy whether contextual cueing can be described as an implicit or an explicit effect. The current study applied the new perspective of metacognition to contextual cueing and combined a contextual cueing task with metacognitive ratings about the clarity of the visual experience, either of the display configuration or the target stimulus. Bayesian analysis revealed that there was an effect of repeated context on metacognitive sensitivity for configuration, but not target, ratings. It was concluded that effects of contextual memory on metacognition are content-specific and lead to increased metacognitive access to the display configuration, but not to the target stimulus. The more general implication is that from the perspective of metacognition, contextual cueing can be considered as an explicit effect. Study 2 aimed at testing how explicit knowledge affects memory-guided visual search. Two sets of search displays were shown to participants: explicit and implicit displays. Explicit displays were introduced prior to the search experiment, in a dedicated learning session, and observers should deliberately learn these displays. Implicit displays, on the other hand, were first shown in the search experiment and learning was incidental through repeated exposure to these displays. Contextual cueing arising from explicit and implicit displays was assessed relative to a baseline condition of non-repeated displays. The results showed a standard contextual cueing effect for explicit displays and, interestingly, a negative cueing effect for implicit displays. Recognition performance was above chance for both types of repeated displays; however, it was higher for explicit displays. This pattern of results confirmed – in part – the predictions of a single memory model of attention-moderated associative learning, in which different display types compete for behavior and explicit representations block the retrieval of implicit representations. Study 3 investigates interactions between long-term contextual memory with short-term perceptual hypotheses. Both types of perceptual memory share high similarities with respect to their content, therefore the hypothesis was formulated that they share a common memory resource. In three experiments of interrupted search with repeated and non-repeated displays, it was shown that contextual cueing expedites performance in interrupted search; however, there was no interaction of contextual cueing with the generation or the confirmation of perceptual hypotheses. Rather, the analysis of fixational eye movements showed that long-term memory exerts its influence on search performance upon the first glance of a given display, essentially affecting the starting point of the search process. The behavior of approaching the target stimulus is then a product of generating and confirming perceptual hypotheses with these processes being unaffected by long-term contextual memory. It was concluded that long-term and short-term memory representations of the same search display are independent and exhibit additive effects on search performance. Study 4 is concerned with the effects of reward on perceptual learning. It was argued that rewarding repeated displays in a contextual cueing paradigm leads to an acceleration of the learning effect; however, it was not considered whether reward also has an effect in non-repeated displays. In these displays, at least the target position is kept constant while distractor configurations are random across repetitions. Usually this is done in order to account for target position-specific probability learning in contextual cueing. However, it is possible that probability learning itself is modulated by reward. The current experiment introduced high or low reward to repeated and importantly, also non-repeated displays. It was shown that reward had a huge effect on non-repeated displays, indicating that rewarding certain target positions, irrespective of the distractor layout, facilitates RT performance. Interestingly, reward effects were even larger for non-repeated compared to repeated displays. It was concluded that reward has a strong effect on probability-, and not context learning
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