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1.
This study examines how repetitive use in a short time period influences perceived usability, aesthetics, and user satisfaction. A mixed design was used, considering usability, aesthetics, and exposure time. Sixty‐four users were tested in a controlled experimental setting. According to the results, the negative effect of low usability on perceived usability and user satisfaction decreased as familiarity with the tasks increased. Also, the negative effect of low aesthetics on perceived usability weakened with repetitive use. These results imply that repetitive use can be an important matter for products with bad designs and promoting repetitive use in a short time period can be an effective strategy to reduce negative user perceptions.  相似文献   

2.
This paper analyzes the relation between usability and aesthetics. In a laboratory study, 80 participants used one of four different versions of the same online shop, differing in interface-aesthetics (low vs. high) and interface-usability (low vs. high). Participants had to find specific items and rate the shop before and after usage on perceived aesthetics and perceived usability, which were assessed using four validated instruments. Results show that aesthetics does not affect perceived usability. In contrast, usability has an effect on post-use perceived aesthetics. Our findings show that the “what is beautiful is usable” notion, which assumes that aesthetics enhances the perception of usability can be reversed under certain conditions (here: strong usability manipulation combined with a medium to large aesthetics manipulation). Furthermore, our results indicate that the user’s affective experience with the usability of the shop might serve as a mediator variable within the aesthetics–usability relation: The frustration of poor usability lowers ratings on perceived aesthetics. The significance of the results is discussed in context of the existing research on the relation between aesthetics and usability.  相似文献   

3.
Previous research into multimedia learning has mainly focused on cognitive factors to investigate different instructional conditions and design principles. Emotional factors have so far been widely neglected. However, recent studies showed that the emotional design of multimedia learning material can evoke positive emotions in learners that in turn facilitate the learning process. Following this lead, our study aims to further explore the potential of an emotional design. We seek to differentiate the current findings by systematically deducing emotionally relevant design features and also taking into account negative emotional states. In order to deduce relevant design features, we adopt concepts from web design. German college students (N = 334) were assigned to one of nine conditions, created by two design factors (classical vs. expressive aesthetics), each with two levels (high vs. low) and a usability factor (high vs. low usability) as well as a control group (no color/gray scale). Unexpectedly, objective differences in aesthetics or usability did not affect learners’ emotional states. However, the perceived aesthetics and usability positively affected the emotional states of the learners. Learners’ emotional states had a minor impact on learning outcomes but a larger impact on learners’ intrinsic motivation, including the motivation to continue working with the material.  相似文献   

4.
An empirical study examined the effects of two influencing factors in usability tests on user performance and usability ratings. Product aesthetics (high vs. low) as the main independent factor and prior usage event (positive vs. negative) as a subsidiary independent factor were varied in a between-participants design. 60 participants took part in the experiment, completing a number of typical tasks of mobile phone users. The results showed that increased product aesthetics had a positive effect on perceived usability and led to longer task completion times. After a negative usage event had been experimentally induced, usability ratings dropped as expected but user performance on subsequent tasks remained unaffected. An important implication of the study is that the aesthetic properties of a product may have multiple effects that go beyond perceived product attractiveness.  相似文献   

5.
Visual aesthetics has been shown to critically affect a variety of constructs such as perceived usability, satisfaction, and pleasure. Given the importance of visual aesthetics in human–computer interaction, it is vital that it is adequately assessed. The present research aimed at providing a precise operational definition and to develop a new measure of perceived visual aesthetics of websites. Construction of the Visual Aesthetics of Website Inventory (VisAWI) was based on a comprehensive and broad definition of visual aesthetics so that the resulting instrument would completely describe the domain of interest. Four interrelated facets of perceived visual aesthetics of websites were identified and validated in a series of seven studies. Simplicity and Diversity have repeatedly been treated as formal parameters of aesthetic objects throughout the history of empirical aesthetics, Colors are a critical property of aesthetic objects, and Craftsmanship addresses the skillful and coherent integration of the relevant design dimensions. These four facets jointly represent perceived visual aesthetics, but are still distinguishable from each other and carry unique meaning. The subscales contained in the VisAWI demonstrate good internal consistencies. Evidence for the convergent, divergent, discriminative, and concurrent validity of the VisAWI is provided. Overall, the present research suggests that the VisAWI appears to be a sound measure of visual aesthetics of websites comprising facets of both practical and theoretical interest.  相似文献   

6.
A longitudinal field experiment was carried out over a period of 2 weeks to examine the influence of product aesthetics and inherent product usability. A 2 × 2 × 3 mixed design was used in the study, with product aesthetics (high/low) and usability (high/low) being manipulated as between-subjects variables and exposure time as a repeated-measures variable (three levels). A sample of 60 mobile phone users was tested during a multiple-session usability test. A range of outcome variables was measured, including performance, perceived usability, perceived aesthetics and emotion. A major finding was that the positive effect of an aesthetically appealing product on perceived usability, reported in many previous studies, began to wane with increasing exposure time. The data provided similar evidence for emotion, which also showed changes as a function of exposure time. The study has methodological implications for the future design of usability tests, notably suggesting the need for longitudinal approaches in usability research. PRACTITIONER SUMMARY: This study indicates that product aesthetics influences perceived usability considerably in one-off usability tests but this influence wanes over time. When completing a usability test it is therefore advisable to adopt a longitudinal multiple-session approach to reduce the possibly undesirable influence of aesthetics on usability ratings.  相似文献   

7.
《Ergonomics》2012,55(10):1311-1320
The present experiment investigated the effect of visual aesthetics on performance. A total of 257 volunteers completed a series of search tasks on a website providing health-related information. Four versions of the website were created by manipulating visual aesthetics (high vs. low) and usability (good vs. poor) in a 2 × 2 between-subjects design. Task completion times and error rates were used as performance measures. A main effect of usability on both error rates and completion time was observed. Additionally, a significant interaction of visual aesthetics and usability revealed that high aesthetics enhanced performance under conditions of poor usability. Thus, in contrast to the notion that visual aesthetics may worsen performance, visual aesthetics even compensated for poor usability by speeding up task completion. The practical and theoretical implications of this finding are discussed.  相似文献   

8.
This study examined the utility of the concept of expressive aesthetics by testing websites that did or did not match this concept. A website scoring highly on this concept was created and was then compared to websites that were either non-aesthetic or corresponded to the concept of classical aesthetics. Sixty website users of a broad age range (18–60 years) were allocated to three experimental groups (expressive, classical, and non-aesthetic) and asked to complete a series of information search tasks. During the experiment, measures were taken of performance, perceived usability, perceived aesthetics, emotion, and trustworthiness. The results showed that expressive aesthetics can be considered a distinct concept. It also emerged that the website scoring high on expressive aesthetics shows a similar pattern of results to classical aesthetics. Both aesthetically appealing websites received higher ratings of perceived usability and trustworthiness than the non-aesthetic website. The effects of website aesthetics on subjective measures were not moderated by age.  相似文献   

9.
In addressing user experience issues, users’ perceptions and emotions need to be considered important. This study examines the relationships between perceived usability/aesthetics and emotional valence/arousal/engagement through an experiment using 15 existing websites from various domains and questionnaire items developed to measure users’ responses. According to the experimental results, both perceived usability and perceived aesthetics were positively correlated with emotional valence and negatively correlated with emotional engagement. No specific relationship was found between perceived usability/aesthetics and emotional arousal. Perceived aesthetics potentially had a greater impact on valence than perceived usability. Unlike valence, engagement could be more influenced by perceived usability than by perceived aesthetics. These findings can be utilized as bases for applying users’ emotional responses in each dimension to the product-use situations in the chain of perceptions, emotions, and behaviors.  相似文献   

10.
《Ergonomics》2012,55(8):972-978
Statement of Relevance:

Which features of websites are important for users' perceptions regarding aesthetics or usability? This study investigates how evaluations of aesthetic appeal and usability depend on high vs. low spatial frequencies. High spatial frequencies convey information on fine details, whereas low spatial frequencies convey information about the global layout. Participants rated aesthetic appeal and usability of 50 website screenshots from different domains. Screenshots were presented unfiltered, low-pass filtered with blurred targets or high-pass filtered with high-pass filtered targets. The main result is that low spatial frequencies can be seen to have a unique contribution in perceived website aesthetics, thus confirming a central prediction from processing fluency theory. There was no connection between low spatial frequencies and usability evaluations, whereas strong correlations were found between ratings of high-pass filtered websites and those of unfiltered websites in aesthetics and usability. This study thus offers a new perspective on the biological basis of users' website perceptions.

This research links ergonomics to neurocognitive models of visual processing. This paper investigates how high and low spatial frequencies, which are neurologically processed in different visual pathways, independently contribute to users' perceptions of websites. This is very relevant for theories of website perceptions and for practitioners of web design.  相似文献   

11.
This study evaluated aesthetics and usability of in-vehicle electronic navigation maps. Experiment 1 examined map displays that varied in the amount of information presented, abstraction level, graphic/colour style and the existence of landmarks in both urban and rural environments using objective and subjective measures. Twenty participants performed navigation/localisation tasks using various map configurations while driving a driving simulator and completed usability and aesthetic questionnaires. The minimal detail map produced better performances and higher usability and aesthetic ratings when using maps with no landmarks. Adding information in the form of landmarks was found advantageous compared to additional textual information. Abstractions were most advantageous when combined with minimal amount of detail. Moderate abstractions were sufficient for obtaining the desired benefits when more details were present. The graphic/colour style affected subjective perceptions. Overall, high correlations were found for the perceived aesthetics and usability scales, however, low correlations were found between actual usability (i.e. performance) and perceived usability pointing to the importance of using both objective and subjective usability measures. Experiment 2 examined how maps varying in their aesthetic level (aesthetic versus non-aesthetic), different colour arrangements, and 2D versus 3D landmarks affect subjective and objective measures. Participants distinguished between usability and aesthetic perceptions and usability perceptions were less affected by aesthetics when the aesthetic level of the maps was low. Colour arrangement did not affect the measures examined. Both 2D and 3D landmarks were found to be aesthetic and usable. We conclude this article with guidelines for designing in-vehicle navigation map displays.  相似文献   

12.
Understanding target users is a crucial issue in establishing design and marketing strategies for computer-based applications. To contribute to the comprehension of target users, this study examines the effect of cognitive style (imagers vs. verbalizers) on user preference based on perceived usability and perceived aesthetics through an experiment using four simulated systems with different levels of usability and aesthetics. Forty-two imagers and 31 verbalizers participated in the experiment. The results of the analyses of variance indicated that, before actual use, the effect of the aesthetics factor on user preference was significantly different between imagers and verbalizers but that of the usability factor was not. The difference between imagers and verbalizers with respect to the effect of the aesthetics/usability factor on time performance was not sufficiently demonstrated, nor was the difference between the two cognitive styles with regard to the effect of the aesthetics/usability factor on user preference after actual use. For the combined experimental data of users' responses before and after actual use, the interaction effect between cognitive styles and actual use on user preference was not significant. Some possible reasons for these results and the possibilities of an important role of cognitive style in users' preference making are discussed here. Further studies are necessary to better examine the impact of cognitive style.  相似文献   

13.
The concept of user experience emphasizes the importance of understanding users for applications that have various contextual features. To address this issue, this study examines the changes in the relationships among user satisfaction and users' perceptions of usability and aesthetics according to use situations. For data, an experiment was conducted using 15 existing websites with similar levels of usability and aesthetics. Forty-five engineering students participated in the experiment. The results indicated that the relationships among perceived usability, perceived aesthetics, and user satisfaction could be dependent on how users perceived the use purposes and interaction types of the websites. Specifically, the relationship between perceived usability and user satisfaction was stronger for websites requiring users' goal-directed activities, whereas the relationship between perceived aesthetics and user satisfaction was stronger for the websites mainly providing useful information, regardless of the existence of a specific use goal. Also, the strong relationship between perceived usability and perceived aesthetics was more obvious for websites where users mainly wanted to obtain information than for those where users primarily wanted to use the leisure and relaxation content. The findings can be utilized in the design of websites with different contextual features, especially related to use purposes and interaction types.  相似文献   

14.
In understanding user experience issues, it is necessary to consider contextual features in user interaction with an application. The present study aims to examine the differences among applications with difference contexts of use (perceived type: interaction styles based on use purposes) in terms of the relationships between user perception (perceived usability and perceived aesthetics) and emotion (valence and arousal). A study was performed using 15 existing websites from various domains. From the responses of participants, the relationships between perceived usability and emotional valence were found to differ according to perceived type, but those between perceived aesthetics and emotional valence were not. On the other hand, sufficient reliability for the arousal items was not secured. Through the meaningful categorization of arousal into two factors (negative and positive), significant differences in the relationships between perceived usability/aesthetics and emotional arousal could be found. Implications of the findings are discussed in the connection of contextual/design features, perceptual characteristics, and emotional responses in the development of interactive applications.  相似文献   

15.
The present study examines how objective design factors of a website are linked to different facets of subjective aesthetic perception. Five online experiments based upon the screenshots of real-existing websites with a total of N = 194 participants were conducted to isolate and analyze the effects of two objective structural factors (vertical symmetry, visual complexity) and three objective color factors (hue, saturation, brightness) on the different facets of subjective aesthetic perception (simplicity, diversity, colorfulness, craftsmanship) measured with the Visual Aesthetics of Website Inventory (Moshagen & Thielsch, 2010). Although all investigated factors are apparent features in website design, their effects on different facets of subjective aesthetic perception are not yet well understood. Our results show that websites of high symmetry, low complexity, blue hue, medium brightness or medium and high saturation received the highest overall aesthetics ratings. Furthermore, data reveal that structural factors compared to color factors have a manifold and greater impact on the different facets of subjective aesthetic perception than the color factors. Both structural factors have a great impact on simplicity, diversity and craftsmanship whereas the color factors have a great impact especially on colorfulness. Only complexity affects all facets of subjective aesthetic perception. The other objective design factors had effects on specific facets. Our findings shed light on the relationship between objective and subjective factors of aesthetic perception and may help designers to systematically target specific facets of visual aesthetics.  相似文献   

16.
The introduction of emerging technologies in retailing and their infusion in the service encounter necessitates research to better understand consumer attitudes towards the usage of technology in service delivery systems. The capability of Radio Frequency Identification (RFID) technology to automatically and uniquely identify products makes this technology promising as an enabler of innovative consumer services. However there is limited research on how consumers perceive the RFID-enabled service systems. The authors develop and empirically test a model that focuses on consumer attitudes towards technology-based services. Based on the pre-prototype user acceptance framework and using RFID as a focal technology, the proposed model includes a hierarchy of three distinct consumer attitudes: towards the general service concept, towards the general technology-based service application and towards the RFID-enabled service. Perceived system characteristics as well as personality traits are included in the model. The partial least squares method of structural equation modelling is used to analyse 575 questionnaires collected in two consumer surveys in Greece (n=173) and Ireland (N=402). The results of the study show that consumer attitude towards RFID-enabled services in retailing can be modelled as a confluence of multiple attitudes. The results also indicate that perceived system-related factors – such as performance and effort expectancy – as well as individual traits – such as technology anxiety and information privacy concern – affect consumer attitude towards technology-based and RFID-enabled services, respectively.  相似文献   

17.
Genre-based writing instruction (GBWI) has been used for English journal paper writing both in classroom teaching and in the development of materials utilizing move analysis and corpus-based analysis. Some writing systems and tutorials have also been developed to improve the writing of non-native English speakers (NNES), as well as to assist academics and researchers for their publications. However, most of these systems had been developed for certain aspects of academic journal writing, such as organizing references, preventing plagiarism, or finding appropriate collocations. Accordingly, EJP-Write, a Chinese-interfaced writing system for English academic journal writing, was developed based on GBWI to teach and assist journal writing in a user-friendly environment.The present study aimed to investigate the perceived usefulness (content effectiveness) and perceived usability (system functionality) of EJP-Write, and identify other factors that might influence user attitudes and continued usage intention. Data was collected via questionnaire (N = 35) and structural equation modeling (SEM) was conducted for fitness estimation on the modified Technology Acceptance Model (TAM). Semi-structured interviews were also conducted to collect additional information for usefulness and usability evaluation (N = 14). Regarding perceived usefulness, the results show that participants felt the EJP-Write content was useful and effective in teaching genre and move structure because of the aid of various forms of support and examples such as phrase and paragraph templates. Additionally, the learning materials for verb tenses and citation formats were informative and practical for the participants to avoid grammatical and technical errors. However, the move structure provided was limited to the discipline of e-learning and education; thus, move analysis for different fields was suggested. Regarding perceived usability, the citation-related features in EJP-Write were particularly well-regarded. Participants also provided suggestions to improve online editing and outline developing features in the system. Factors found to influence user attitudes, and thus the intention of continued use, were usefulness and usability, while writing anxiety and personalization had less impact.Findings of the quantitative and qualitative data analysis in the study suggest that EJP-Write can play multiple roles inside or outside of the classroom, both as a platform integrating most features essential for journal paper writing, and as a teacher providing guidance and learning materials necessary for this specific genre. It is anticipated that this study will contribute to the knowledge base about both content and interface design for journal paper writing in the discipline of e-learning and education. For program designers of web-based writing tutorials, the involvement of users in the development of move structure could both strengthen various GBWI approaches and solve issues related to disciplinary differences.  相似文献   

18.
《Ergonomics》2012,55(11):1298-1315
Optimising sensory product qualities is a priority for automotive manufacturers when developing human–machine interfaces, as user experience frameworks consider sensory aesthetics to be a main influencing factor of the overall judgement of product appeal. This empirical study examines whether users’ overall judgements of product appeal can be predicted from measures of non-visual aesthetic qualities. Ninety-one UK owners of Supermini segment cars assessed five examples of rotary temperature dials. Factor analysis gave four clear factors common across all samples, of which ‘unrefined loudness’ and ‘positivity/precision’ predicted up to 26% variance in the hedonic score; both factors were similarly important in the regression models. Significant differences in appeal were observed between the samples; however, there were no effects due to age or gender.

Practitioner Summary: The research shows that the overall appeal of automotive rotary dials is partially predicted by their non-visual aesthetics. These findings are applicable to the design of any products where improving the user experience is a goal, as it demonstrates that user experience models are applicable to product domains other than computing and information technology.  相似文献   

19.
There is an agreement that perceived usability is important beyond actual effectiveness of software systems. Perceived usability is often obtained by self-reports provided after system use. Aiming to improve summative usability testing, we propose a methodology to enhance in-depth testing of users' performance and perceived usability at the task level. The metacognitive research approach allows detailed analysis of cognitive processes. Adapting its methodologies, we propose the Metacognitive Usability Profile (MUP) which includes a comprehensive set of measures based on collecting confidence in the success of each particular task and triangulating it with objective measures. We demonstrate using the MUP by comparing two versions of a project management system. Based on a task analysis we allocated tasks that differ between the versions and let participants (N = 100) use both versions. Although no difference was found between the versions in system-level perceived usability, the detailed task-level analysis exposed many differences. In particular, overconfidence was associated with low performance, which suggests that user interfaces better avoid illusions of knowing. Overall, the study demonstrates how the MUP exposes challenges users face. This, in turn, allows choosing the better task implementation among the examined options and to focus attempts for usability improvement.  相似文献   

20.
An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g., avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in UX and the differences between users’ quantitative judgments of UX and their comments on interactive features, which reveal different perspectives.  相似文献   

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