24,904 research outputs found
The Influence of User Interface Attributes on Aesthetics
In this paper we present an empirical study among 40 participants which investigates the relationship between various factors of user interface aesthetics on the one hand, and the influence of the user interface attributes, symmetry, colorfulness as well as visual complexity on user interface aesthetics on the other hand. The user interface aesthetics will be classified in intuitive aesthetics (1st impression with a presentation time of 500âms) and reflective aesthetics (reflective long-term impression after a longer presentation). Reflective aesthetics is further classified in classical aesthetics (common attractiveness) as well as expressive aesthetics (creativity). For this study we have set up a corpus of 30 websites which are used as stimulus material. In a multi-step lab experiment, participants rate aesthetics and their subjective impression concerning user interface attributes using questionnaires. We are able to show that the intuitive aesthetic judgment correlates strongly with the reflective judgment. The symmetry of a website positively correlates with all definitions of aesthetics, especially with the classical or traditional interpretation in the sense of attractiveness. Visual complexity can be seen as the strongest predictor for the aesthetic judgement of users and it negatively correlates with all definitions. Concerning colorfulness, a preference for websites of a medium degree of colorfulness for the intuitive as well as the classical aesthetics can be stated. Concerning expressive aesthetics, websites of moderate to high colorfulness receive the best judgments. The relationships which we have found are finally discussed in the context of previous research and some implications for future user interface design are given
Learning to Generate Posters of Scientific Papers
Researchers often summarize their work in the form of posters. Posters
provide a coherent and efficient way to convey core ideas from scientific
papers. Generating a good scientific poster, however, is a complex and time
consuming cognitive task, since such posters need to be readable, informative,
and visually aesthetic. In this paper, for the first time, we study the
challenging problem of learning to generate posters from scientific papers. To
this end, a data-driven framework, that utilizes graphical models, is proposed.
Specifically, given content to display, the key elements of a good poster,
including panel layout and attributes of each panel, are learned and inferred
from data. Then, given inferred layout and attributes, composition of graphical
elements within each panel is synthesized. To learn and validate our model, we
collect and make public a Poster-Paper dataset, which consists of scientific
papers and corresponding posters with exhaustively labelled panels and
attributes. Qualitative and quantitative results indicate the effectiveness of
our approach.Comment: in Proceedings of the 30th AAAI Conference on Artificial Intelligence
(AAAI'16), Phoenix, AZ, 201
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Analysing the Role of Interactivity in User Experience
An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between usersâ quantitative judgements of UX and their comments on interactive features which
reveal different perspectives
Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field
The majority of the worldâs population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, âphysical closeness does not mean social closenessâ (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community âas networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.â While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a âcocoonâ while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that âwhat attracts people most, it would appear, is other peopleâ (Whyte, 1980, p. 19) and âpeople and human activity are the greatest object of attention and interestâ (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangersâ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia â User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over âmayorshipsâ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. âUrban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructuresâ (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. âAdding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban lifeâ (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
About the nature of Kansei information, from abstract to concrete
Designerâs expertise refers to the scientific fields of emotional design and kansei information. This paper aims to answer to a scientific major issue which is, how to formalize designerâs knowledge, rules, skills into kansei information systems. Kansei can be considered as a psycho-physiologic, perceptive, cognitive and affective process through a particular experience. Kansei oriented methods include various approaches which deal with semantics and emotions, and show the correlation with some design properties. Kansei words may include semantic, sensory, emotional descriptors, and also objects names and product attributes. Kansei levels of information can be seen on an axis going from abstract to concrete dimensions. Sociological value is the most abstract information positioned on this axis. Previous studies demonstrate the values the people aspire to drive their emotional reactions in front of particular semantics. This means that the value dimension should be considered in kansei studies. Through a chain of value-function-product attributes it is possible to enrich design generation and design evaluation processes. This paper describes some knowledge structures and formalisms we established according to this chain, which can be further used for implementing computer aided design tools dedicated to early design. These structures open to new formalisms which enable to integrate design information in a non-hierarchical way. The foreseen algorithmic implementation may be based on the association of ontologies and bag-of-words.AN
Beautiful and damned. Combined effect of content quality and social ties on user engagement
User participation in online communities is driven by the intertwinement of
the social network structure with the crowd-generated content that flows along
its links. These aspects are rarely explored jointly and at scale. By looking
at how users generate and access pictures of varying beauty on Flickr, we
investigate how the production of quality impacts the dynamics of online social
systems. We develop a deep learning computer vision model to score images
according to their aesthetic value and we validate its output through
crowdsourcing. By applying it to over 15B Flickr photos, we study for the first
time how image beauty is distributed over a large-scale social system.
Beautiful images are evenly distributed in the network, although only a small
core of people get social recognition for them. To study the impact of exposure
to quality on user engagement, we set up matching experiments aimed at
detecting causality from observational data. Exposure to beauty is
double-edged: following people who produce high-quality content increases one's
probability of uploading better photos; however, an excessive imbalance between
the quality generated by a user and the user's neighbors leads to a decline in
engagement. Our analysis has practical implications for improving link
recommender systems.Comment: 13 pages, 12 figures, final version published in IEEE Transactions on
Knowledge and Data Engineering (Volume: PP, Issue: 99
EXTROVERT OR INTROVERT: HOW PERSONALITY MODERATES THE EFFECT OF VISUAL AESTHETICS ON APP ATTRACTIVENESS IN MOBILE APPLICATIONS
We propose a conceptual model for the context of mobile applications (apps) that explains the relationship between perceived visual aesthetics, perceived visual attractiveness, and intention to download. The model predicts that the aesthetics characteristics influence usersâ perceived app attractiveness and usersâ intention to download the app. It further predicts an interaction effect, where usersâ personality types moderate the effect of aesthetics characteristics on perceived app attractiveness. In other words: differences in aesthetics characteristics explain differences in perceived app attractiveness. However, this effect varies for different types of user personality. We explain the modelâs grounding in theory, describe the design of a laboratory experiment for empirically testing the model, and explain our manipulations of the aesthetics characteristics along its classic and expressive dimensions. Besides presenting our conceptual model and describing out planned experimental design, this study encourages researchers to further investigate how aesthetics characteristics affect intention formation depending on user personality types
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makersâ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designersâ capabilities
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