50,704 research outputs found

    The evaluation of interface aesthetics

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    There are many factors that contribute towards good user experience (Roto, Law, Vermeeren and Hoonhout, 2011). These factors include the content and its organization, the functionality and features, the information and interaction design, as well as the visual design (Garett, 2002; Morville’s, 2004; and Hassenzahl, 2005).This paper builds on the contribution of visual design into user experience as grounds to tackle the assessment of visual aesthetics evaluation methods. The intention of the study is to test objective and subjective evaluation methods with the same objects for comparison. Finding out the correlations between the objective and subjective evaluation results enables the usage of computerized image analysis for the purposes of evaluating aesthetics. The work reported in this paper thus contributes towards identifying a suitable objective method for a mathematical description of beautyinfo:eu-repo/semantics/publishedVersio

    Icon Types, Classical and Expressive Aesthetics, Pleasurable Interaction and Satisfaction with the Process of Semi-literate Users

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    The hedonic role of icons has been undermined in contemporary human computer interaction research, though users have specifically mentioned the importance of icons while performing aesthetic evaluation of user interfaces. Previous research has also neglected factors like aesthetics and pleasurable interaction while comparing efficiency of same interface elements. In this regard, current study investigates how different types of icons in mobile applications affect the aesthetics and pleasurable interactions of semi-literate users. This study also investigates the extent to which aesthetics and pleasurable interactions affect satisfaction with the process. The study addresses these issues from the theoretical perspectives of metaphor and aesthetics. Significant differences were observed for aesthetics and pleasurable interactions between two different types of icon sets, namely metaphoric and idiomatic. This study suggests that for higher evaluation of aesthetics and pleasurable interaction for semi-literate users, specific icon types are preferred

    What Causes the Dependency between Perceived Aesthetics and Perceived Usability?

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    Several studies reported a dependency between perceived beauty and perceived usability of a user interface. But it is still not fully clear which psychological mechanism is responsible for this dependency. We suggest a new explanation based on the concept of visual clarity. This concept describes the perception of order, alignment and visual complexity. A high visual clarity supports a fast orientation on an interface and creates an impression of simplicity. Thus, visual clarity will impact usability dimensions, like efficiency and learnability. Visual clarity is also related to classical aesthetics and the fluency effect, thus an impact on the perception of aesthetics is plausible. We present two large studies that show a strong mediator effect of visual clarity on the dependency between perceived aesthetics and perceived usability. These results support the proposed explanation. In addition, we show how visual clarity of a user interface can be evaluated by a new scale embedded in the UEQ+ framework. Construction and first evaluation results of this new scale are described

    How the agent’s gender influence users’ evaluation of a QA system

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    In this paper we present the results of a pilot study investigating the effects of agents’ gender-ambiguous vs. gender-marked look on the perceived interaction quality of a multimodal question answering system. Eight test subjects interacted with three system agents, each having a feminine, masculine or gender-ambiguous look. The subjects were told each agent was representing a differently configured system. In fact, they were interacting with the same system. In the end, the subjects filled in an evaluation questionnaire and participated in an in-depth qualitative interview. The results showed that the user evaluation seemed to be influenced by the agent’s gender look: the system represented by the feminine agent achieved on average the highest evaluation scores. On the other hand, the system represented by the gender-ambiguous agent was systematically lower rated. This outcome might be relevant for an appropriate agent look, especially since many designers tend to develop gender-ambiguous characters for interactive interfaces to match various users’ preferences. However, additional empirical evidence is needed in the future to confirm our findings

    Learning to Generate Posters of Scientific Papers

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    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

    Design considerations for delivering e-learning to surgical trainees

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    Copyright © 2011, IGI Global. Distributed with permission.Challenges remain in leveraging e-health technologies for continuous medical education/professional development. This study examines the interface design and learning process features related to the use of multimedia in providing effective support for the knowledge and practice of surgical skills. Twenty-one surgical trainees evaluated surgical content on a CD-ROM format based on 14 interface design and 11 learning process features using a questionnaire adapted from an established tool created to assess educational multimedia. Significant Spearman’s correlations were found for seven of the 14 interface design features – ‘Navigation’, ‘Learning demands’, ‘Videos’, ‘Media integration’, ‘Level of material’, ‘Information presentation’ and ‘Overall functionality’, explaining ratings of the learning process. The interplay of interface design and learning process features of educational multimedia highlight key design considerations in e-learning. An understanding of these features is relevant to the delivery of surgical training, reflecting the current state of the art in transferring static CD-ROM content to the dynamic web or creating CD/web hybrid models of education

    Development of a simple information pump.

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    The Information Pump (IP) is a methodology that aims to counter the problems arising from traditional subjective product data collection. The IP is a game theory based process that aims to maximise information extracted from a panel of subjects, while maintaining their interest in the process through a continuous panelist scoring method. The challenge with implementing this arises from the difficulty in executing the 'game'. In its original format, there is an assumption that the game is played with each player using their own PC to interact with the process. While this in theory allows information and scores to flow in a controlled manner between the players, it actually provides a major barrier to the wider adoption of the IP method. This barrier is two-fold: it is costly and complex, and it is not a natural manner for exchanging information. The core objective is to develop a low cost version of the IP method. This will use the game theory approach to maintain interest among participants and maximise information extraction, but remove the need for each participant to have their own PC interface to the game. This will require replacing both the inter-player communication method and the score keeping/reporting
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