5,462 research outputs found

    Assessing the Quality of Mobile Graphical User Interfaces Using Multi-Objective Optimization

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    Aesthetic defects are a violation of quality attributes that are symptoms of bad interface design programming decisions. They lead to deteriorating the perceived usability of mobile user interfaces and negatively impact the Users eXperience (UX) with the mobile app. Most existing studies relied on a subjective evaluation of aesthetic defects depending on end-users feedback, which makes the manual evaluation of mobile user interfaces human-centric, time-consuming, and error-prone. Therefore, recent studies have dedicated their effort to focus on the definition of mathematical formulas that each targets a specific structural quality of the interface. As the UX is tightly dependent on the user profile, the combi-nation and calibration of quality attributes, formulas, and users characteristics, when defining a defect, is not straightforward. In this context, we propose a fully automated framework which combines literature quality attributes with the users profile to identify aesthetic defects of MUI. More precisely, we consider the mobile user interface evaluation as a multi-objective optimization problem where the goal is to maximize the number of detected violations while minimizing the detection complexity of detection rules and enhancing the interfaces overall quality in means

    A Hybrid Data-Driven Web-Based UI-UX Assessment Model

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    Today, a large proportion of end user information systems have their Graphical User Interfaces (GUI) built with web-based technology (JavaScript, CSS, and HTML). Some of these web-based systems include: Internet of Things (IOT), Infotainment (in vehicles), Interactive Display Screens (for digital menu boards, information kiosks, digital signage displays at bus stops or airports, bank ATMs, etc.), and web applications/services (on smart devices). As such, web-based UI must be evaluated in order to improve upon its ability to perform the technical task for which it was designed. This study develops a framework and a processes for evaluating and improving the quality of web-based user interface (UI) as well as at a stratified level. The study develops a comprehensive framework which is a conglomeration of algorithms such as the multi-criteria decision making method of analytical hierarchy process (AHP) in coefficient generation, sentiment analysis, K-means clustering algorithms and explainable AI (XAI)

    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

    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

    A computational model for generating visually pleasing video game maps

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    In this work we introduce a computational model based on theories of graphical design to generate visually pleasing video game maps. We cast the problem of map generation as an optimization problem and prove it to be computationally hard. Then, we propose a heuristic search approach to solve the map generation problem and use it to generate levels of a clone of Super Mario Bros (SMB) called Infinite Mario Bros (IMB). Before evaluating the levels of IMB generated by our system, we perform a detailed study of the approaches commonly used to evaluate the content generated by computer programs. The evaluation used in previous works often relies on computational metrics. While these metrics are important for an initial exploratory evaluation of the content generated, it is not clear whether they are able to capture the player’s perception of the content generated. In this work we compare the insights gained from a user study with IMB levels generated by different systems with the insights gained from analyzing computational metric values. Our results suggest that current computational metrics should not be used in lieu of user studies for evaluating content generated by computer programs. Using the insights gained in our previous experiment, we performed another user study to evaluate the IMB levels generated by our method. The results show the advantage of our method over other approaches in terms of visual aesthetics and enjoyment. Finally, we performed one last user study that showed that our method is able to generate IMB levels with striking similarity to SMB levels created by professional designers.Neste trabalho apresentamos um modelo computacional baseado em teorias de design para gerar mapas de jogos de plataforma visualmente agradĂĄveis. NĂłs estudamos o problema de geração de mapas como um problema de otimização e provamos que uma versĂŁo simplificada do problema Ă© computacionalmente difĂ­cil. Em seguida, propomos uma abordagem de busca heurĂ­stica para resolver o problema de geração de mapas e utilizamos ela para gerar nĂ­veis de um clone do Super Mario Bros (SMB), chamado Infinite Mario Bros (IMB). Antes de avaliar os nĂ­veis de IMB gerados pelo nosso sistema, realizamos um estudo detalhado das abordagens comumente utilizadas para avaliar o conteĂșdo gerado por programas de computador. A avaliação utilizada em trabalhos anteriores utiliza apenas mĂ©tricas computacionais. Embora esses indicadores sĂŁo importantes para uma avaliação inicial e exploratĂłria do conteĂșdo gerado, nĂŁo Ă© claro se sĂŁo capazes de capturar a percepção do jogador sobre o conteĂșdo gerado. Neste trabalho, comparamos os conhecimentos adquiridos a partir de um estudo com seres humanos usando nĂ­veis de IMB gerados por diferentes sistemas, com os conhecimentos adquiridos a partir de anĂĄlise dos valores de mĂ©tricas computacionais. Os nossos resultados sugerem que as m ́etricas computacionais atuais nĂŁo devem substituir estudos com seres humanos para avaliar o conteĂșdo gerado por programas de computador. Usando os conhecimentos adquiridos em nosso experimento anterior, foi realizado outro estudo com seres humanos para avaliar os nĂ­veis de IMB gerados pelo nosso mĂ©todo. Os resultados mostram a vantagem do nosso mĂ©todo em relação a outras abordagens em termos de estĂ©tica visual e diversĂŁo. Finalmente, foi realizado outro estudo com seres humanos, mostrando que o nosso mĂ©todo Ă© capaz de gerar nĂ­veis de IMB semelhantes aos nĂ­veis de SMB criados por designers profissionais.Coordenação de Aperfeiçoamento de Pessoal de NĂ­vel Superio

    DeReFrame: a design-research framework to study game mechanics and game aesthetics in an engineering design process

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    The main aim of this research is to study gaming techniques and elements that may potentially be beneficial to the future development of CAD systems for engineering design, in particular to maintain cognitive engagement. A design-research framework, called DeReFrame, was employed to construct an experimental game-based CAD framework exploring this. This research is based on reviews from the literature and experimental studies and include quantitative and qualitative data analysis methods measuring engineers’ performance and emotional responses. The thesis presents the construction process of the framework (DeReframe) to study a set of game mechanics and game aesthetics in an engineering design process and compare this with the traditional CAD. The framework was used to design and implement a game-based CAD system, called ICAD which was embedded with the following game mechanics of Directional Goals, Progression, Performance-Feedback and Rewards-Achievement. The DeReFrame and ICAD evolved through the experimental studies. In each case, selected game mechanics were at the core of each interaction and iteration which gave rise to feelings of progress, competence and mastery. The final results from the DeReFrame framework and ICAD indicated that gamified approaches should be included in engineering design with CAD: in particular the game mechanics of performance feedback and rewards-achievements influence engineers’ behaviour by supporting them within the problem-solving process creating an engaging-challenging interaction. In conclusion, this research has shown that a framework, that includes both engineering requirements and gamified aspects into consideration, cam serve as a basis for implementing game-based CAD to facilitate performance by providing engaging experiences for engineers
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