7,168 research outputs found

    Experimental Investigation on the Effects of Website Aesthetics on User Performance in Different Virtual Tasks

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    In Human-Computer Interaction research, the positive effect of aesthetics on users\u27 subjective impressions and reactions is well-accepted. However, results regarding the influence of interface aesthetics on a user\u27s individual performance as an objective outcome are very mixed, yet of urgent interest due to the proceeding of digitalization. In this web-based experiment (N = 331), the effect of interface aesthetics on individual performance considering three different types of tasks (search, creative, and transfer tasks) is investigated. The tasks were presented on an either aesthetic or unaesthetic website, which differed significantly in subjective aesthetics. Goal orientation (learning versus performance goals) was included as a possible moderator variable, which was manipulated by using different task instructions. Both aesthetics and goal orientation were a between-subject factor, leading to a 2 x 2 between subject design. Manipulation checks were highly significant. Yet the results show neither significant main effects of aesthetics and goal orientation on performance regarding both accuracy and response times in each of the three tasks, nor significant interaction effects. Nevertheless, from a practical perspective aesthetics still should be considered due to its positive effects on subjective perceptions of users, even as no substantial effects on user performance occurred in the present experiment

    What is Usability? A Characterization based on ISO 9241-11 and ISO/IEC 25010

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    According to Brooke* "Usability does not exist in any absolute sense; it can only be defined with reference to particular contexts." That is, one cannot speak of usability without specifying what that particular usability is characterized by. Driven by the feedback of a reviewer at an international conference, I explore in which way one can precisely specify the kind of usability they are investigating in a given setting. Finally, I come up with a formalism that defines usability as a quintuple comprising the elements level of usability metrics, product, users, goals and context of use. Providing concrete values for these elements then constitutes the investigated type of usability. The use of this formalism is demonstrated in two case studies. * J. Brooke. SUS: A "quick and dirty" usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, and A. L. McClelland, editors, Usability Evaluation in Industry. Taylor and Francis, 1996.Comment: Technical Report; Department of Computer Science, Technische Universit\"at Chemnitz; also available from https://www.tu-chemnitz.de/informatik/service/ib/2015.php.e

    Inputs and outputs: engagement in digital media from the maker's perspective

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    In the process of developing a technology assembly that can objectively measure engagement on a moment-by-moment basis, subjective responses to stimuli must be shown to correlate with the component technologies, such as motion capture or psychophysiology. Subjective scales for engagement are not all consistent in segregating the measurement of causes (inputs to the audience) and effects (outputs from the audience); this lack of separation can obscure appropriate inferences in the relationship between cause and effect. Inputs to the audience are scripted, and are controllable by the maker. An output is what the designed experience engenders in the end-user, and outputs can include both mental states (satisfaction) and physical activities (heart rate) during the stimulus and subsequently. Inputs can be maximised by design, whereas to optimise outputs from the end-user, one needs an empirical process because outputs are dependent upon an interpretive process or entry into a biological system. Outputs will be highly dependent on audience and context, and they will often be quite variable, even in individuals from a similar audience profile. It is critical that, in instruments assessing the relationship between inputs and outputs, controllable inputs to the end-user must not be conflated with outputs engendered in the end-user

    User's web page aesthetics opinion: a matter of low-level image descriptors based on MPEG-7

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    Analyzing a user's first impression of a Web site is essential for interface designers, as it is tightly related to their overall opinion of a site. In fact, this early evaluation affects user navigation behavior. Perceived usability and user interest (e.g., revisiting and recommending the site) are parameters influenced by first opinions. Thus, predicting the latter when creating a Web site is vital to ensure users’ acceptance. In this regard, Web aesthetics is one of the most influential factors in this early perception. We propose the use of low-level image parameters for modeling Web aesthetics in an objective manner, which is an innovative research field. Our model, obtained by applying a stepwise multiple regression algorithm, infers a user's first impression by analyzing three different visual characteristics of Web site screenshots—texture, luminance, and color—which are directly derived from MPEG-7 descriptors. The results obtained over three wide Web site datasets (composed by 415, 42, and 6 Web sites, respectively) reveal a high correlation between low-level parameters and the users’ evaluation, thus allowing a more precise and objective prediction of users’ opinion than previous models that are based on other image characteristics with fewer predictors. Therefore, our model is meant to support a rapid assessment of Web sites in early stages of the design process to maximize the likelihood of the users’ final approval

    The fidelity of prototype and testing environment in usability tests

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    This doctoral thesis investigated what setup of a usability test can best support valid test outcomes. Several aspects of contextual fidelity were manipulated in experimental usability studies, to examine their impact on test results. The first study demonstrated that the medium of prototype presentation has effects on test outcomes, which have not been found in previous research. Using a more hypothesis-driven approach, it was shown that participants exhibited more reading activity when using a paper-based as compared to a computer prototype presented on screen. This resulted in better performance, if task success required reading a short paragraph of text. Consequently, the medium of prototype presentation needs to be considered to avoid that respective usability problems go undetected. A second study demonstrated that additional observers may cause stress for test participants, which can be measured at the physiological level. Some performance indicators were affected, but only in interaction with perceived developmental stage of the test system. A third study investigated the effects of a work or leisure context on the outcome of a usability test. No effects were found for the type of usage context, but even short response time delays proved to be relevant for performance and emotions. Relevant factors for the validity of usability test outcomes were identified and theoretical and practical implications are discussed. Keywords: Usability test; paper prototype; fidelity; observer presence; work and leisure domain; system response time; heart rate variability; validity

    Facets of Visual Aesthetics of Mobile Website

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    With the advent of the era of mobile commerce, user browse mobile website on mobile devices is in the majority. The current literature focused on the web aesthetics. However, there is no related visual aesthetics scale for mobile website. Our purpose in this study was to verify the essential characteristics of aesthetics by conceptualizing, constructing, refining, and testing a multiple-item scale, VisMWA, designed to measure aesthetics in the mobile environment. The results showed that five factors and 26 key indicators of VisMWA. The VisMWA scale developed by present study will be able to provide enterprise the standard when they are designing mobile website; and makes it become high-aesthetics mobile website to increase the visitors

    Investigation of the relationship between aesthetics and perceived usability in web pages

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    The main hypothesis of the thesis is that between two systems identical in functionality and usability, di erences in aesthetics may positively in uence users perceived usability. To date, a narrow focus on the engineering aspects of aesthetics has adversely a ected the scope and success of experiments, therefore previous work in the eld needed to be revisited. The thesis reviews literature and theory in usability and aesthetics, the latter from the point of the view of philosophy, theory, and application. It also explores the relationship between aesthetics, usability and user engagement; discusses a distinct new trend research that identi es a link between beauty and perceived usability of website interaction; and develops a pilot for an experimental methodology. Based on conclusions from the review of the eld of usability, two experiments where designed and carried out, an independent measures and repeated measures. The ndings of these experiments con rmed the hypothesis that perceived usability was positively in uenced by higher aesthetics

    Multi-level website benchmarking: typological collation of recent approaches

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    Website benchmarking approaches can be classified by type and collated as a framework. A combined customer website perspective (satisfaction, loyalty, design, quality) and business website perspective(usability, effectiveness, strategy, performance) delivers a multi-level website benchmarking approach. This offers a broad-scale analysis pathway capable of delivering universal, detailed, at-level website benchmarking. A weighted sum-score approach builds an overall website benchmark score, enabling website competitor comparisons across multiple levels. This approach offers a detailed guide to business managers, web designers and web analytics interpreters seeking to implement competitive website changes
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