11 research outputs found

    The Impact of the Brain-Derived Neurotrophic Factor Gene on Trauma and Spatial Processing.

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    The influence of genes and the environment on the development of Post-Traumatic Stress Disorder (PTSD) continues to motivate neuropsychological research, with one consistent focus being the Brain-Derived Neurotrophic Factor (BDNF) gene, given its impact on the integrity of the hippocampal memory system. Research into human navigation also considers the BDNF gene in relation to hippocampal dependent spatial processing. This speculative paper brings together trauma and spatial processing for the first time and presents exploratory research into their interactions with BDNF. We propose that quantifying the impact of BDNF on trauma and spatial processing is critical and may well explain individual differences in clinical trauma treatment outcomes and in navigation performance. Research has already shown that the BDNF gene influences PTSD severity and prevalence as well as navigation behaviour. However, more data are required to demonstrate the precise hippocampal dependent processing mechanisms behind these influences in different populations and environmental conditions. This paper provides insight from recent studies and calls for further research into the relationship between allocentric processing, trauma processing and BDNF. We argue that research into these neural mechanisms could transform PTSD clinical practice and professional support for individuals in trauma-exposing occupations such as emergency response, law enforcement and the military

    The Recognizability and Localizability of Auditory Alarms: Setting Global Medical Device Standards.

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    Objective Four sets of eight audible alarms matching the functions specified in IEC 60601-1-8 were designed using known principles from auditory cognition with the intention that they would be more recognizable and localizable than those currently specified in the standard. Background The audible alarms associated with IEC 60601-1-8, a global medical device standard, are known to be difficult to learn and retain, and there have been many calls to update them. There are known principles of design and cognition that might form the basis of more readily recognizable alarms. There is also scope for improvement in the localizability of the existing alarms. Method Four alternative sets of alarms matched to the functions specified in IEC 60601-1-8 were tested for recognizability and localizability and compared with the alarms currently specified in the standard. Results With a single exception, all prototype sets of alarms outperformed the current IEC set on both recognizability and localizability. Within the prototype sets, auditory icons were the most easily recognized, but the other sets, using word rhythms and simple acoustic metaphors, were also more easily recognized than the current alarms. With the exception of one set, all prototype sets were also easier to localize. Conclusion Known auditory cognition and perception principles were successfully applied to an existing audible alarm problem. Application This work constitutes the first (benchmarking) phase of replacing the alarms currently specified in the standard. The design principles used for each set demonstrate the relative ease with which different alarm types can be recognized and localized

    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

    The Effects of Visual Information on Users' Mental Models: An Evaluation of Pathfinder Analysis as a Measure of Icon Usability

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    Research has shown that individuals' knowledge structures change as a result of learning and experience. This article investigates the possibility that the content of graphical user interfaces can play a role in determining the nature of the knowledge structures users develop. Users employed either concrete, abstract, or arbitrary icon sets in a computer-based problem-solving task. The effects of these icons were assessed using standard measures of performance. On the basis of the assumption that users' mental models should be better if appropriate icons were presented on the interface, Pathfinder analysis was used to elicit users' knowledge structures as they gained experience with the interface. The efficacy of this measure was then compared with performance measures. Our findings show that users' knowledge structures do depend on the nature of the graphical information presented at the interface but do not rely as much on the use of the visual metaphor as previously thought. Although most measures were sensitive to initial differences between icon sets, only some measures were sensitive to the long-term differences that remained after users had gained experience with the icon set. The implications of these findings for interface design are discussed

    The Effects of Visual Information on Users' Mental Models: An Evaluation of Pathfinder Analysis as a Measure of Icon Usability

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    Research has shown that individuals' knowledge structures change as a result of learning and experience. This article investigates the possibility that the content of graphical user interfaces can play a role in determining the nature of the knowledge structures users develop. Users employed either concrete, abstract, or arbitrary icon sets in a computer-based problem-solving task. The effects of these icons were assessed using standard measures of performance. On the basis of the assumption that users' mental models should be better if appropriate icons were presented on the interface, Pathfinder analysis was used to elicit users' knowledge structures as they gained experience with the interface. The efficacy of this measure was then compared with performance measures. Our findings show that users' knowledge structures do depend on the nature of the graphical information presented at the interface but do not rely as much on the use of the visual metaphor as previously thought. Although most measures were sensitive to initial differences between icon sets, only some measures were sensitive to the long-term differences that remained after users had gained experience with the icon set. The implications of these findings for interface design are discussed

    Mood moderates the effect of aesthetic appeal on performance

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    Aesthetically appealing stimuli can improve performance in demanding target localisation tasks compared to unappealing stimuli. Two search-and-localisation experiments were carried out to examine the possible underlying mechanism mediating the effects of appeal on performance. Participants (N = 95) were put in a positive or negative mood prior to carrying out a visual target localisation task with appealing and unappealing targets. In both experiments, positive mood initially led to faster localisation of appealing compared to unappealing stimuli, while an advantage for appealing over unappealing stimuli emerged over time in negative mood participants. The findings are compatible with the idea that appealing stimuli may be inherently rewarding, with aesthetic appeal overcoming the detrimental effects of negative mood on performance

    Designing for visual appeal, simplicity and concreteness: the development and evaluation of design standards to manipulate icon characteristics

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    Good icon design is now recognized as crucial in determining user experience with mobile, PC and other applications. However, research examining icon use and processing is based on the use of existing icon sets. This leaves many questions about how new icons can be created with specific characteristics. Based on extensive design research, specific design principles were established. In an experimentally controlled study, a set of 64 icons was then developed by designers applying these design principles to create 8 versions for 8 new icon-functions, differing with regard to visual appeal (appealing vs. unappealing), simplicity (complex vs. simple) and concreteness (concrete vs. abstract icons). Once created, participants (N = 276) were asked to rate visual appeal, simplicity and concreteness of 8 icons (from the 64 versions created) in order to ascertain the extent to which the design principles were effective in creating icon sets with different characteristics. Results demonstrated that an independent manipulation of each design dimension was successful, indicating that the suggested design principles provide valuable hints for the design of icons. These findings will be used to illustrate how experimental design can shed light on building guidelines for creating effective interaction designs
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