161 research outputs found
A small scale study into the effect that text & background colour has on processing and self-correction rates for childrensâ on-screen reading
Pedagogical practices in formal educational settings together with the nature of communication technologies in the media and elsewhere mean that children will encounter on-screen typography and screen-based learning opportunities in both formal school settings and during their daily recreational pursuits. Internationally, there is a lack of research informing what good reading practice might look like when teachers use reading material in a screen-based environment. More specifically, there is a lack of research around best practices for the design of this material for children. Greater understanding of how the colour of text and the colour of background influences the âreadabilityâ of these reading materials is required. This research sets out to determine the readability of text and background colours in on-screen books for young readers through discussion of the literature to date, as well as discussion of a small scale study which includes a rate-of-error experiment as well as qualitative feedback to provide greater knowledge of the most positive reading environments for children
Practical neurophysiological analysis of readability as a usability dimension
This paper discusses opportunities and feasibility of integrating neurophysiologic analysis methods, based on electroencephalography (EEG), in the current landscape of usability evaluation methods. The rapid evolution and growing availability of low-cost, easier to use devices and the accumulated knowledge in feature extraction and processing algorithms allow us to foresee the practicality of this integration. The work presented in this paper is focused on reading and readability, identified as a key element of usability heuristics, and observable in the neurophysiologic signals' space. The experiments are primarily designed to address the discrimination of the reading activity (silent, attentive and continuous) and the verification of decreasing readability, associated with the user's mental workload analysis. The results obtained in the series of experiments demonstrate the validity of the approach for each individual user, and raise the problem of inter-subject variability and the need for designing appropriate calibration procedures for different users
Curved Displays, Empirical Horopters, and Ergonomic Design Guidelines
Department of Human Factors EngineeringVisual display products should be comprehensively evaluated from the perspectives of productivity, safety, and well-being. Curved display products are known to provide advantages. Although previous studies found that curved displays increase visual task performance, reduce visual fatigue, and improve the watching experience, these studies did not comprehensively examine the effects of display curvature. Moreover, they used low-fidelity curved screens that may not effectively reflect actual curved displays. The purpose of this thesis was to develop ergonomic design guidelines for determining appropriate display curvatures, considering the productivity, safety, and well-being of visual display terminal (VDT) users. Two studies on monitors and one study on TVs were conducted for this goal. In Study 1, the effects of the display curvature, display zone, and task duration on visual task performance and visual fatigue during a visual search task on a 50-inch multi-monitor were investigated. In Study 2, the effects of the display curvature and task duration on visual task performance, visual fatigue, and user satisfaction during a proofreading task on a 27-inch monitor were investigated, and the associations between ergonomic evaluation elements were then examined. Prediction models of visual fatigue and user satisfaction were subsequently developed. In Study 3, the effects of the display curvature, viewing distance, and lateral viewing position on presence, visual comfort, and user satisfaction during a TV watching task on a 55-inch TV were examined, and the importance of six viewing experience elements affecting user satisfaction was revealed. Finally, ergonomic design guidelines for curved displays were suggested. Based on the results of studies 1 and 2, an appropriate rest-break time was ecommended, taking into account visual task performance and visual fatigue.
Study 1 examined the effects of the display curvature (400 R, 600 R, 1200 R, and flat), display zone (five zones), and task duration (15 and 30 min) on legibility and visual fatigue. A total of 27 participants completed two sets of 15-minute visual search tasks with each curvature setting. The 600 R and 1200 R settings yielded better results compared to the flat setup regarding legibility and perceived visual fatigue. Relative to the corresponding center zone, the outermost zones of the 1200 R and flat settings showed a decrease of 8%???37% in legibility, whereas those of the flat environment showed an increase of 26%???45% in perceived visual fatigue. Across curvatures, legibility decreased by 2%???8%, whereas perceived visual fatigue increased by 22% during the second task set. The two task sets showed an increase of 102% in the eye complaint score and a decrease of 0.3 Hz in the critical fusion frequency, both of which indicated a rise in visual fatigue. To sum up, a curvature of around 600 R, central display zones, and frequent breaks were recommended to improve legibility and reduce visual fatigue.
Study 2 examined the effects of the display curvature and task duration on proofreading performance, visual discomfort, visual fatigue, mental workload, and user satisfaction. Fifty individuals completed four 15-min proofreading tasks at a particular curvature setting. Five display curvatures (600 R, 1140 R, 2000 R, 4000 R and flat) and five task durations (0, 15, 30, 45, and 60 min) were incorporated. The mean proofreading speed at its highest when the display curvature radius was equal to the viewing distance (600 R). Across curvatures, speedaccuracy tradeoffs occurred with proofreading, as indicated by an increase of 15.5% in its mean
speed and a decrease of 22.3% in its mean accuracy over one hour. Meanwhile, the mean perceived visual discomfort, subjective visual fatigue, and mental workload increased, by 54%, 74%, and 24% respectively, during the first 15-min of proofreading. A decrease of 0.4 Hz in the mean critical fusion frequency during the first 15 min and a reduction in the mean blink frequency also indicated increases in visual fatigue and mental workload. The mean user satisfaction decreased by 11% until 45 min. A segmented regression model, in which perceived visual discomfort was used as a predictor, attributed 51% of the variability to visual fatigue. To sum up, a curvature of 600 R was recommended for speedy proofreading. Moreover, the breakpoint was observed be flexible, depending on VDT task types. These findings can contribute to determining ergonomic display curvatures and scheduling interim breaks for speedy but less visually fatiguing proofreading.
Study 3 examined the effects of the display curvature, viewing distance, and lateral viewing position on the TV watching experience. The watching experience was assessed regarding the spatial presence, engagement, ecological validity, negative effects, visual comfort, image quality, and display satisfaction. Four display curvatures (2.3 m, 4 m, 6 m, and flat), two viewing distances (2.3 m and 4 m), and five lateral viewing positions (0 cm, 35 cm, 70 cm, 105 cm, and 140 cm) were evaluated. Seven pairs of individuals per curvature watched ten 5 min videos together, each time at a different viewing distance and lateral viewing position. Spatial presence and engagement increased when the display curvature approached the given viewing distance. Regardless of display curvature and viewing distance and TV watching experience factors, except negative effects, were degraded at more lateral viewing positions. Engagement could effectively explain the display satisfaction. These findings can contribute to enhancing TV watching experiences by recommending specific levels of display curvatures, viewing distances, and lateral viewing positions, as well as providing information on the relative importance of each watching experience element.
This work suggested ergonomic design guidelines for curved displays. In Study 1, a curvature of approximately 600 R, central display zone, and frequent breaks were proposed to improve legibility and reduce visual fatigue during visual search tasks at the viewing distance of 500 mm. In Study 2, a curvature radius of 600 R and a minimum 15-minute break interval were proposed for a speedy proofreading task, at the viewing distance of 600 mm. In Study 3, a display radius of curvature similar to the viewing distance was recommended to improve the viewing experience. These results support that a curved display is ergonomically more beneficial when the display curvature approaches the empirical horopter. A relatively short 15-minute rest-time interval was suggested, considering the decrease of task accuracy and the increase of visual fatigue in studies 1 and 2. Two regression models were selected in Study 2 regarding predictive accuracy. They accounted for 70.4% of subjective visual fatigue variability and 60.2% of user satisfaction variability. Although this work was performed using relatively higher-fidelity mock-ups than previous studies, it is necessary to verify the findings with actual curved display products in the future. Furthermore, various tasks (e.g., word processing, graphics design, and gaming) and personal characteristics (e.g., presbyopia, gender,
visual acuity, and product experience) should be considered to generalize the results of this thesis. These results can contribute to determining the ergonomic display curvature in consideration of productivity, safety, and well-being, and prioritizing elements of the visual fatigue and user satisfaction resulting from VDT work.ope
The Legibility of Serif and Sans Serif Typefaces
This open access book provides a detailed and up-to-date account of the relevant literature on the legibility of different kinds of typefaces, which goes back over 140 years in the case of reading from paper and more than 50 years in the case of reading from screens. It describes the origins of serif and sans serif styles in ancient inscriptions, their adoption in modern printing techniques, and their legibility in different situations and in different populations of readers. It also examines recent research on the legibility of serif and sans serif typefaces when used with internet browsers, smartphones and other hand-held devices. The book investigates the difference in the legibility of serif typefaces and sans serif typefaces when they are used to produce printed material or when they are used to present material on computer monitors or other screens and it explores the differences in readersâ preferences among typefaces. The bookâs main focus is on the psychology of reading, but there are clear implications for education and publishing. Indeed, the book can be read with benefit by anyone concerned with communicating with others through written text, whether it is printed on paper or displayed on computer screens
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Optimising computer displays for normal and visually impaired users
Computers have become ubiquitous in the modern world and most people spend several hours each day viewing computer displays. With the advent of LCD flat panel displays and the increase in graphical processing power, computer displays have rapidly evolved from barely legible text displays to the modern graphical user interface. Despite the improvement in the design and legibility of computer displays, complaints of visual discomfort are still surprisingly common amongst computer users. In many cases, the problems stem from poor workstation design, inappropriate working practices or uncorrected refractive errors or binocular vision anomalies. However, the fact that symptoms often persist when these factors have been addressed suggests that the design of computer displays may be suboptimal in a number of respects.
There is a vast literature relating to the ergonomics of displays and yet there is still a lack of good quality data on the effects of key parameters on user efficiency and reading speed. In particular, there is very little information about the potential benefits of changing screen colours.
The first part of this thesis describes a series of experiments designed to systematically examine the effects of contrast, font size, font style, letter spacing, contrast polarity, antialiasing and screen colour on the comfort and visual efficiency of users with normal vision. A series of tests were devised to assess user efficiency including search tasks and modified versions of the MNRead and Wilkins Rate of Reading tests. In general, user efficiency judged by performance in these tasks proved to be remarkably immune to changes in screen parameters and it is concluded that the default settings used on most displays is close to optimal. Many subjects subjectively preferred a background colour other than white although this preference was seldom rewarded by a measurable improvement in efficiency. However, changing the background colour did seem to reduce the prevalence of asthenopic symptoms.
The second part of the thesis describes a series of investigations designed to examine the potential benefits of changing selected display parameters for individuals with Age Related Maculopathy, Primary Open Angle Glaucoma and Retinitis Pigmentosa. Of particular interest was the effect of changing screen colours given the anecdotal evidence that some patients with these conditions gain some benefit from coloured lenses. The relatively small number of subjects and the heterogeneous nature of the groups limited the scope of the conclusions that could be drawn from this study. However, it is clear that the visual performance of many visually-impaired individuals can be greatly enhanced by the correct selection of screen parameters, particularly font size, contrast and in some case, colour. A computer programme to assist in the optimisation of these parameters was developed as the final part of this work
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TFOS lifestyle: Impact of the digital environment on the ocular surface
Eye strain when performing tasks reliant on a digital environment can cause discomfort, affecting productivity and quality of life. Digital eye strain (the preferred terminology) was defined as âthe development or exacerbation of recurrent ocular symptoms and/or signs related specifically to digital device screen viewingâ. Digital eye strain prevalence of up to 97% has been reported, due to no previously agreed definition/diagnostic criteria and limitations of current questionnaires which fail to differentiate such symptoms from those arising from non-digital tasks. Objective signs such as blink rate or critical flicker frequency changes are not âdiagnosticâ of digital eye strain nor validated as sensitive. The mechanisms attributed to ocular surface disease exacerbation are mainly reduced blink rate and completeness, partial/uncorrected refractive error and/or underlying binocular vision anomalies, together with the cognitive demand of the task and differences in position, size, brightness and glare compared to an equivalent non-digital task. In general, interventions are not well established; patients experiencing digital eye strain should be provided with a full refractive correction for the appropriate working distances. Improving blinking, optimizing the work environment and encouraging regular breaks may help. Based on current, best evidence, blue-light blocking interventions do not appear to be an effective management strategy. More and larger clinical trials are needed to assess artificial tear effectiveness for relieving digital eye strain, particularly comparing different constituents; a systematic review within the report identified use of secretagogues and warm compress/humidity goggles/ambient humidifiers as promising strategies, along with nutritional supplementation (such as omega-3 fatty acid supplementation and berry extracts)
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The Legibility of Serif and Sans Serif Typefaces: Reading from Paper and Reading from Screens
This open access book provides a detailed and up-to-date account of the relevant literature on the legibility of different kinds of typefaces, which goes back over 140 years in the case of reading from paper and more than 50 years in the case of reading from screens. It describes the origins of serif and sans serif styles in ancient inscriptions, their adoption in modern printing techniques, and their legibility in different situations and in different populations of readers. It also examines recent research on the legibility of serif and sans serif typefaces when used with internet browsers, smartphones and other hand-held devices. The book investigates the difference in the legibility of serif typefaces and sans serif typefaces when they are used to produce printed material or when they are used to present material on computer monitors or other screens and it explores the differences in readersâ preferences among typefaces.
The bookâs main focus is on the psychology of reading, but there are clear implications for education and publishing. Indeed, the book can be read with benefit by anyone concerned with communicating with others through written text, whether it is printed on paper or displayed on computer screens
Copious Electronic Text on Small Screen Interfaces: A New Method of Displaying Text on Cell Phones
A modified form of RSVP (rapid serial visual presentation) was presented to 15 male and 15 female undergraduate and graduate students from Embry-Riddle Aeronautical University. The participants read 9 short passages electronically presented as 2, 4, or 6 lines of text in rapid sequence on a simulated cell phone display interface, at three speeds. Comprehension of text passages was examined in an attempt to find an ideal method of presenting lengthy text on a small screen interface. The results indicated that as participants were exposed to greater speeds and an increasing number of lines their comprehension of the passages decreased. No interaction was found between number of lines and speed of presentation. The greatest comprehension was found in the 2-line presentation method when displayed at the participant\u27s base-line reading speed. Comprehension was lowest when participants read passages presented in the 6-line format at +50% above their base-line reading speed
Personal computing device interfaces and their impact on learning in South African secondary school students
A dissertation submitted to the Faculty of Humanities in fulfilment of the requirements for the degree of Master of Arts by research in the discipline of Psychology.
University of the Witwatersrand, Johannesburg, 2017.Education is an immensely powerful agent of development and innovation and as such, educational
outcomes are given high priority in most settings. The advent of highly functional mobile personal
computing (PC) devices such as tablet computers and related technologies has helped to generate
great interest in and hype surrounding educational technology and its potential to improve
educational outcomes, democratize knowledge and skills development and to kick-start
development, particularly in socio-economically depressed environments. However, education has
made use of technology from its very inception, with the written word itself being a prominent
example, making PC device-based educational technology simply a newer entrant into the field,
equally worthy of scrutiny along with other existing technologies. The written word plays a
fundamental role in learning and is therefore a key vehicle through which to examine the impact
of PC device-based educational technology on learning.
This dissertation examines the notion of the analogue (physical) and digital word and uses both
existing theoretical considerations and research experiments to better understand differences
which may exist between the two and the subsequent impact on learning. Existing empirical
evidence and a range of theoretical contributions are used to construct a theoretical framework
which argues for the uniqueness of the digital in comparison to its analogue predecessors. A
research experiment was conducted with high school-age research participants using tablet PCs
and printed paper to complete a reading task or a reading and note-taking task, followed by a test
on the text passage read approximately one week later. Results obtained suggest real, but weak
effects, with participants using paper performing better for questions which test factual recall in
the reading-only condition and better for questions testing conceptual understanding in the reading
and note-taking condition. These findings support the view that the digital word is not necessarily
equivalent to its analogue predecessors and point towards further research in this area. It is
concluded that further research is required in order to better understand the mechanisms which
underpin the digital word and that its primary strength lies in its ability to expand the usefulness
of the written word in conjunction with the more traditional analogue word.
Key words: educational technology, reading, handwriting, the digital word, tablet PCs e-learning.XL201
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