35 research outputs found

    Design standards for icons: The independent role of aesthetics, visual complexity and concreteness in icon design and icon understanding

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    Icons play an important role in modern interfaces and therefore recent empirical research has focused on enhancing icon processing — that is, icon perception and icon function understanding. However, in existing sets, icons vary simultaneously across different icon characteristics, confusing the contribution of each to icon processing. We developed icon design principles for aesthetics, complexity, and concreteness, and used them to create 64 icons that varied independently along each characteristic. Participants reported the icon function and rated each icon in terms of aesthetics, complexity and concreteness. The manipulated characteristics had independent effects on icon processing, with two exceptions, for which we propose evidence-based solutions. Based on these findings we propose guidelines for designing icons for research purposes

    Surface diagnosticity predicts the high-level representation of regular and irregular object shape in human vision

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    The human visual system has an extraordinary capacity to compute three-dimensional (3D) shape structure for both geometrically regular and irregular objects. The goal of this study was to shed new light on the underlying representational structures that support this ability. Observers (N = 85) completed two complementary perceptual tasks. Experiment 1 involved whole–part matching of image parts to whole geometrically regular and irregular novel object shapes. Image parts comprised either regions of edge contour, volumetric parts, or surfaces. Performance was better for irregular than for regular objects and interacted with part type: volumes yielded better matching performance than surfaces for regular but not for irregular objects. The basis for this effect was further explored in Experiment 2, which used implicit part–whole repetition priming. Here, we orthogonally manipulated shape regularity and a new factor of surface diagnosticity (how predictive a single surface is of object identity). The results showed that surface diagnosticity, not object shape regularity, determined the differential processing of volumes and surfaces. Regardless of shape regularity, objects with low surface diagnosticity were better primed by volumes than by surfaces. In contrast, objects with high surface diagnosticity showed the opposite pattern. These findings are the first to show that surface diagnosticity plays a fundamental role in object recognition. We propose that surface-based shape primitives—rather than volumetric parts—underlie the derivation of 3D object shape in human vision

    The role of surface-based representations of shape in visual object recognition

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    This study contrasted the role of surfaces and volumetric shape primitives in three-dimensional object recognition. Observers (N�=�50) matched subsets of closed contour fragments, surfaces, or volumetric parts to whole novel objects during a whole�part matching task. Three factors were further manipulated: part viewpoint (either same or different between component parts and whole objects), surface occlusion (comparison parts contained either visible surfaces only, or a surface that was fully or partially occluded in the whole object), and target�distractor similarity. Similarity was varied in terms of systematic variation in nonaccidental (NAP) or metric (MP) properties of individual parts. Analysis of sensitivity (d�) showed a whole�part matching advantage for surface-based parts and volumes over closed contour fragments�but no benefit for volumetric parts over surfaces. We also found a performance cost in matching volumetric parts to wholes when the volumes showed surfaces that were occluded in the whole object. The same pattern was found for both same and different viewpoints, and regardless of target�distractor similarity. These findings challenge models in which recognition is mediated by volumetric part-based shape representations. Instead, we argue that the results are consistent with a surface-based model of high-level shape representation for recognition

    The representation of response effector and response location in episodic memory for newly acquired actions:evidence from retrieval-induced forgetting

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    Information retrieval can cause forgetting for related but non-retrieved information. Such retrieval-induced forgetting (RIF) has been previously found for semantically and episodically related information. The current study used RIF to examine whether response effector and location are encoded explicitly in action memory. Participants learned unique touchscreen responses to ten novel objects. Correct actions to each object involved left-hand or right-hand pushing of one of four possible object buttons. After learning, participants practiced two of the ten object-specific sequences. Unpracticed actions could share hand only, button only, both hand and button, or neither hand nor button, with the practiced actions. Subsequent testing showed significant RIF (in retrieval accuracy and speed measures) for actions that shared hand only, button only, or both hand and button with the practiced action. The results have implications for understanding the representations mediating episodic action memory, and for the potential of RIF as a tool for elucidating feature-based representations in this and other domains

    An empirical study on using visual metaphors in visualization

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    In written and spoken communications, metaphors are often used as an aid to help convey abstract or less tangible concepts. However, the benefits of using visual metaphors in visualization have so far been inconclusive. In this work, we report an empirical study to evaluate hypotheses that visual metaphors may aid memorization, visual search and concept comprehension. One major departure from previous metaphor-related experiments in the literature is that we make use of a dual-task methodology in our experiment. This design offers an abstraction of typical situations where viewers do not have their full attention focused on visualization (e.g., in meetings and classes). The use of the secondary task introduces “divided attention”, and makes the effects of visual metaphors more observable. In addition, it also serves as additional masking in memory-based trials. The results of this study show that visual metaphors can help participants better remember the information depicted in visualization. On the other hand, visual metaphors can have a negative impact on the speed of visual search. The results also show a complex pattern as to the benefits of visual metaphors in helping participants grasp key concepts from visualization

    What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts.

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    Although icons appear on almost all interfaces, there is a paucity of research examining the determinants of icon appeal. The experiments reported here examined the icon characteristics determining appeal and the extent to which processing fluency - the subjective ease with which individuals process information - was used as a heuristic to guide appeal evaluations. Participants searched for, and identified, icons in displays. The initial appeal of icons was held constant while ease of processing was manipulated by systematically varying the complexity and familiarity of the icons presented and the type of task participants were asked to carry out. Processing fluency reliably influenced users' appeal ratings and appeared to be based on users' unconscious awareness of the ease with which they carried out experimental tasks

    When the going gets tough the beautiful get going: aesthetic appeal facilitates task performance.

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    The current studies examined the effect of aesthetic appeal on performance. According to one hypothesis, appeal would lead to overall decrements or enhancements in performance [e.g. Sonderegger & Sauer, (Applied Ergonomics, 41, 403-410, 2010)]. Alternatively, appeal might influence performance only in problem situations, such as when the task is difficult [e.g. Norman, (2004)]. The predictions of these hypotheses were examined in the context of an icon search-and-localisation task. Icons were used because they are well-defined stimuli and pervasive to modern everyday life. When search was made difficult using visually complex stimuli (Experiment 1), or abstract and unfamiliar stimuli (Experiment 2), icons that were appealing were found more quickly than their unappealing counterparts. These findings show that in a low-level visual processing task, with demand characteristics related to appeal eliminated, appeal can influence performance, especially under duress

    Predicting similarity change as a result of categorization

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    Learning a particular categorization leads to corresponding changes in the similarity structure of the categorized stimuli. The purpose of the current study was to examine whether different category structures may lead to greater or less similarity change. We created six categorystructures and examined changes in similarity as a result of categorization in between-participant conditions. The best supported hypothesis was that the ease of learning a categorization affects change in similarity. There was also support for the hypothesis that similarity change is morelikely to occur when the learned categorization was defined over a single diagnostic dimension. Finally, we discuss some methodological challenges in addressing this important research topic
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