Graphical user interfaces are widely common and present in everyday human-computerinteraction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g....
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Graphical user interfaces are widely common and present in everyday human-computerinteraction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visualhuman-computerinteraction, interfaces and their adaption.
Determining the extent to which the perceptual world can be recovered from language is a longstanding problem in philosophy and cognitive science. We show that state-of-the-art large language models can unlock new ins...
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The revenue of e-Book market was 14,747 million US$ in 2020 and is projected to reach 17,723 million US$ by 2025. The Experiential Value theory can measure the consumer experience, which includes four factors: consume...
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ISBN:
(纸本)9783030782245;9783030782238
The revenue of e-Book market was 14,747 million US$ in 2020 and is projected to reach 17,723 million US$ by 2025. The Experiential Value theory can measure the consumer experience, which includes four factors: consumer return on investment, service excellence, aesthetics, and playfulness. This study tried to explore the impact of the experiential value of the e-Book platforms on users and understand how the interface design affects users' experiential value through questionnaire surveys and interviews. A total of 325 valid questionnaires were collected. The results showed that users were lowest satisfied with the service excellence in the experiential value, and this factor was positively relevant to the other three factors. The results also showed that the users with purchasing experiences were more satisfied than the users without purchasing experiences. Base on the interview results, the following suggestions for the e-Book platforms: (1) Concise and beautifying e-Book platform interfaces. (2) Adjust the categorization of the e-Books. (3) Add a new service "Accumulate Reading Points," which can be converted into book-borrowing hours or contribute towards discounts when purchasing e-Books. (4) Make adjustments to the trial reading feature.
Research in human-computerinteraction (HCI) has shown inconsistencies in the relationship between users' perception of usability and the quality of visual design in digital products. Research is lacking in the ga...
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Research in human-computerinteraction (HCI) has shown inconsistencies in the relationship between users' perception of usability and the quality of visual design in digital products. Research is lacking in the gaming domain for visual design in user interfaces on tablet screens. Despite extensive research on visualaesthetics and perceived usability, best practices offer limited guidance for game interfaces from a user-centered design perspective. The objectives of this study are twofold: to employ a design-oriented methodology to create a real iOS tablet game app from start to finish using ideation, focus groups, iterative prototyping, usability testing, and empirically evaluating game participants' experiences;and, to use experimental methods to examine the effect that the quality of visual design in a tablet game interface has on perceived usability and user engagement. In Phase I, we designed and developed a real iOS game;the user interface was rendered into two visual design conditions for hypothesis testing. In Phase II, we recruited 56 participants to play each game condition for 10 minutes for a within-subjects study. We administered the Multidimensional Mood, AttrakDiff, and User Engagement Scale (UES) questionnaires to collect data. Findings demonstrate that high-quality visual design does not necessarily promote perceived usability;although, both low- and high-quality visual designs showed significant influence. Participants rated their perceived usability of the game conditions to be equivalent. Findings also demonstrate that participants experienced a higher level of user engagement in the game interface with high-quality visual design.
In human-computerinteraction, the visualinteraction of user experience (UX) and user interface (UI) plays an important role in enriching the quality of daily life. The purpose of our study analyzes the use of brain-...
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In human-computerinteraction, the visualinteraction of user experience (UX) and user interface (UI) plays an important role in enriching the quality of daily life. The purpose of our study analyzes the use of brain-computer interface (BCI), wearable technology, and functional magnetic resonance imaging (fMRI) to explore the aesthetic processing of visual neural response to UI and UX designs. Specifically, this review aims to understand neuroaesthetic processing knowledge, aesthetic appreciation models, and the ways in which visual brain studies can improve the quality of current and future UI and UX designs. Recent research has found that subjective evaluations of aesthetic appreciation produce different results for objective evaluations of brain research analysis. We applied SWOT analysis and examined the advantages and disadvantages of both evaluation methods. Furthermore, we conducted a traditional literature review on topics pertaining to the use of aesthetic processing knowledge in the visualinteraction field in terms of art therapy, information visualization, website or mobile applications, and other interactive platforms. Our main research findings from current studies have helped and motivated researchers and designers to use convincing scientific knowledge of brain event-related potential, electroencephalography, and fMRI to understand aesthetic judgment. The key trend finds that many designers, artists, and engineers use artistic BCI technology in the visualinteraction experience. Herein, the scientific methods applied in the aesthetic appreciation to human-computer interface are summarized, and the influence of the latest wearable brain technology on visualinteraction design is discussed. Furthermore, current possible research entry points for aesthetics, usability, and creativity in UI and UX designs are explicated. The study results have implications for the visual user experience research domain as well as for interaction industries, which produce
At the crossroad of calm computing and personalization technology, we present a calm reminder, taking the form of a customizable bracelet. The concept is based on a perpetual and automatic slow switching between two g...
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The proceedings contain 60 papers. The topics discussed include: construction of UEQ+ scales for voice quality – measuring user experience quality of voice interaction;exploring the effect of transient cognitive load...
The proceedings contain 60 papers. The topics discussed include: construction of UEQ+ scales for voice quality – measuring user experience quality of voice interaction;exploring the effect of transient cognitive load on bodily arousal and secondary task performance;visual clarity as mediator between usability and aesthetics;designing positive experience for nurses in intensive care;Paper2Wire – a case study of user-centered development of machine learning tools for UX designers;lean UX Research at scale: a case study;distribution sliders: visualizing data distributions in range selection sliders;eHMI visualization on the entire car body: results of a comparative evaluation of concepts for the communication between AVs and manual drivers;and DispLagBox: simple and replicable high-precision measurements of display latency.
This study aims to explore the effective types of signage in augmented reality (AR) environments. Although AR, a state-of-the-art technology, has been utilized in diverse contexts, its application in real-world situat...
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The proceedings contain 34 papers. The special focus in this conference is on Culture and Computing. The topics include: Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements;archiving the...
ISBN:
(纸本)9783030502669
The proceedings contain 34 papers. The special focus in this conference is on Culture and Computing. The topics include: Influences on Livestreaming Usage in China: Contents, Motivations, and Engagements;archiving the Memory of the Holocaust;open City Museum: Unveiling the Cultural Heritage of Athens Through an -Augmented Reality Based- Time Leap;research on Cultural Tourism Experience Design Based on Augmented Reality;user Experience of interaction Design in Local Cultural Heritage Museum Based on Digital Information Services and Navigation Support;mixed Reality and Volumetric Video in Cultural Heritage: Expert Opinions on Augmented and Virtual Reality;The Effects of Interactive Digital Exhibits (IDEs) on Children’s Experience in Science Museums;Redefining visual Storytelling for Adaptation of Classic Literature in Immersive Environments: Hölderlin’s Echo VR;increasing the Museum Visitor’s Engagement Through Compelling Storytelling Based on Interactive Explorations;research on Consumers’ Decision-Making Factors of Cultural and Creative Products of the Palace Museum Under the Background of New Media;semantics-Driven Conversational Interfaces for Museum Chatbots;3D Virtual Reconstruction and Sound Simulation of an Ancient Roman Brass Musical Instrument;"Talking" Triples to Museum Chatbots;acoustic Experiences for Cultural Heritage Sites: A Pilot Experiment on Spontaneous Visitors’ Interest;a Robot in the Library;preservation and Promotion of Opera Cultural Heritage: The Experience of La Scala Theatre;how to Utilize the HuValue Tool for Daily Life Product Design;a study on Symbolic aesthetics of China’s Splashed Ink Freehand Landscape Painting;study on the Development of Ruichang Bamboo Weaving Patterns Based on computer Graphics and Machine Learning.
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