1,720,969 research outputs found
Replication Data for: Relationship Between Visual Complexity and Aesthetics of Webpages
The dataset contains the scores (1-7 single-item scale) of visual aesthetics (N participants=128), complexity (N=133), technical condition (N=156), novelty (N=107) and design craftsmanship (N=108) for 1506 webpages.
The webpages (all homepages) are included in the dataset as screenshots and are a combination of 1 new and 5 past datasets (acknowledged/listed in README). Only the screenshots of the past datasets are published here, and those interested in the user data (e.g., aesthetics scores) of the past datasets should contact the authors of the datasets.
This dataset was built to explore the nature and shape of relationship between visual complexity and aesthetics of webpages
Web Design Prototypicality: Universities
The dataset was collected to study the construct of web design prototypicality (including its effects on user preferences and visual features that could be used to estimate it automatically).
The dataset consists of three components: webpage screenshots, user evaluations of the webpages, and computed webpage features.
The screenshots are homepages of websites from the Tertiary Education domain.
The user evaluations are for three Prototypicality sub-dimension, typicality (TYP), exemplar representativeness (EXMPL), and Family resemblance (AVG), and for potential confounders, including visual aesthetics (AE), perceived ease-of-use (US), and webpage trustworthiness (TRU). 'DemographicsSurvey.md' and 'Survey.*.md' contain the exact questions asked and items measured.
The production of the dataset was funded by the FWF project M 2827-
Web Design Prototypicality: eCommerce
The dataset was collected to study the construct of web design prototypicality (including its effects on user preferences and visual features that could be used to estimate it automatically).
The dataset consists of three components: webpage screenshots, user evaluations of the webpages, and computed webpage features.
The screenshots are homepages of websites from the eCommerce domains (Apparel and Homeware separately).
The user evaluations are for three Prototypicality sub-dimension, typicality (TYP), exemplar representativeness (EXMPL), and Family resemblance (AVG), and for potential confounders, including visual aesthetics (AE), perceived ease-of-use (US), and webpage trustworthiness (TRU). 'DemographicsSurvey.md' and 'Survey.*.md' contain the exact questions asked and items measured.
The production of the dataset was funded by the FWF project M 2827-
Webpage Perceived Similarity
Downscaled (0.5 real size) full-page screenshots of 78 commercial-bank homepages + user ratings of pairwise webpage similarity (rated on a 7-point Likert scale, "The designs of these two webpages are similar"
Web Design Prototypicality: Commercial Banks
The dataset was collected to study the construct of web design prototypicality (including its effects on user preferences and visual features that could be used to estimate it automatically).
The dataset consists of three components: webpage screenshots, user evaluations of the webpages, and computed webpage features.
The screenshots are homepages of websites from the Commercial Banking domain.
The user evaluations are for three Prototypicality sub-dimension, typicality (TYP), exemplar representativeness (EXMPL), and Family resemblance (AVG), and for potential confounders, including visual aesthetics (AE), perceived ease-of-use (US), and webpage trustworthiness (TRU). 'DemographicsSurvey.md' and 'Survey.*.md' contain the exact questions asked and items measured.
The production of the dataset was funded by the FWF project M 2827-
Visual complexity of graphical user interfaces
Graphical User Interfaces (GUIs) of low visual complexity tend to have higher aesthetics, usability and accessibility, and result in higher user satisfaction. Despite a few authors recently used or studied visual complexity, the concept of visual complexity still needs to be better defined for the use in HCI research and GUI design, with its underlying aspects systematized and opera-tionalized, and different measures validated. This paper reviews the aspects of GUI visual complexity and operationalizes four aspects with nine computation-based measures in total. Two user studies validated the measures on two types of stimuli - webpages (study 1, n = 55) and book pages (study 2, n = 150) - with two user groups, dyslexics (people with reading difficulties) and typical readers. The same complexity aspects could be expected to determine complexity perception for both GUI types, whereas different complexity aspects could be expected to determine complexity perception for dyslexics, relative to typical readers. However, the studies showed little to no difference between dyslexics and average readers, whereas web pages did differ from book pages in what aspects made them seem complex. It was not the intergroup differences, but the stimulus type that defined criteria to judge visual complexity. Future research and visual design could rely on the visual complexity aspects outlined in this paper
Design Guidelines for Web Readability
Reading is fundamental to interactive-system use, but around 800 million of people might struggle with it due to literacy difficulties. Few websites are designed for high readability, as readability remains an underinvestigated facet of User Experience. Existing readability guidelines have multiple issues: they are too many or too generic, poorly worded, and often lack cognitive grounding. This paper developed a set of 61 readability guidelines in a series of workshops with design and dyslexia experts. A user study with dyslexic and average readers further narrowed the 61-guideline set down to a core set of 12 guidelines - an acceptably small set to keep in mind while designing. The core-set guidelines address reformatting - such as using larger fonts and narrower content columns, or avoiding underlining and italics - and may well aply to the interactive system other than websites
Bruktglede: En Digital Plattform for å Fremheve Gjøviks Gjenbruksmiljø
Dette prosjektet var utdelt av Gjøvik kommune, ettersom de så et behov for en digital plattform som kunne være et samlepunkt for informasjon om lokale gjenbruksbutikker. Til tross for populariteten av å kjøpe brukt og et lokalt gjenbruksmiljø i vekst, var den eksisterende informasjonen om butikkene manglende. I denne oppgaven dokumenterer vi hvordan vi har håndtert denne problemstillingen, inkludert metoder for innsiktsarbeid, designprosessen, utviklingsstadiet, og til slutt presentere den endelige løsningen: nettsiden “Bruktglede”. Nettsiden har som mål å øke engasjementet rundt gjenbruk, ved å tilby lett tilgjengelig informasjon.This project was assigned by Gjøvik Municipality, as they saw the need for a digital platform that could be a gathering point for information about local second-hand stores. Despite the popularity of thrifting and a growing local second-hand community, the existing information about the stores was lacking. In this thesis we document how we have tackled this problem including methods for gathering insight, the design process, the development stage, and finally presenting the final solution: the website “Bruktglede”. The website aims to increase the engagement surrounding second-hand shopping by providing easily available information
Gaming guidelines game – Engaging the players of Norsk Tipping to learn about safe gambling habits.
Overdreven gambling er et problem som påvirker flere områder av en persons liv. I Norge i 2019 ble 5,14 milliarder kroner, ifølge statistikk fra «Den samfunnsøkonomiske kostnaden av problemspilling i Norge» av Kristensen, Leino og Pallesen (2022), beregnet til å være den totale samfunnsøkonomiske kostnaden knyttet til overdreven gambling. Denne statistikken inkluderer også de sosioøkonomiske kostnadene ved tidlig død blant spillere som belyser kompleksiteten rundt problemet og hvordan det kan utvikle seg dersom det ikke iverksettes tiltak (Kristensen, Leino og Pallesen, 2022). I denne oppgaven undersøker vi tilnærminger for å øke effektiviteten av Norsk Tippings Spillevettregler for å øke den generelle kunnskapen om trygg spilladferd blant spillere og deres nære relasjoner. Vi undersøkte teknikker som spillifisering og andre elementer som scenariobasert læring for å finne metoder som kan hjelpe oss å nå målet vårt med å øke forståelsen og spillernes generelle kunnskap om trygg spilladferd. Vi utviklet en prototype med bruk av spillifisering-teknikker og sammenlignet resultatene vi fikk fra brukertestene fra dagens løsning og prototypen vår, og fant ut at spillifisering økte brukernes interesse for å samhandle med retningslinjene for trygg spilladferd.Excessive gambling is an issue that affects multiple areas of an individual’s life. In Norway in 2019, according to statistics from “Den samfunnsøkonomiske kostnaden av problemspilling i Norge” by Kristensen, Leino and Pallesen (2022), 5.14 billion NOK was calculated to be the socio-economic cost related to excessive gambling. These statistics also include the socio-economic costs of early death among players, which sheds light on the complexity of the issue and how it can unfold if no measures are taken (Kristensen, Leino and Pallesen, 2022). In this thesis, we investigate the approaches to increase the effectiveness of Norsk Tipping’s gaming guidelines to increase the overall knowledge of the guidelines among the players and their close relations. We researched techniques of gamification and other elements such as scenario-based learning to find methods that could help us reach the goal in increasing the understanding, and ultimately the players’ overall retention of the guidelines. We developed a prototype using gamification techniques and compared user test results from today’s solution and our prototype and found that gamification increased users’ interest in interacting with the guidelines
Gaming guidelines game – Engaging the players of Norsk Tipping to learn about safe gambling habits.
Overdreven gambling er et problem som påvirker flere områder av en persons liv. I Norge i 2019 ble 5,14 milliarder kroner, ifølge statistikk fra «Den samfunnsøkonomiske kostnaden av problemspilling i Norge» av Kristensen, Leino og Pallesen (2022), beregnet til å være den totale samfunnsøkonomiske kostnaden knyttet til overdreven gambling. Denne statistikken inkluderer også de sosioøkonomiske kostnadene ved tidlig død blant spillere som belyser kompleksiteten rundt problemet og hvordan det kan utvikle seg dersom det ikke iverksettes tiltak (Kristensen, Leino og Pallesen, 2022). I denne oppgaven undersøker vi tilnærminger for å øke effektiviteten av Norsk Tippings Spillevettregler for å øke den generelle kunnskapen om trygg spilladferd blant spillere og deres nære relasjoner. Vi undersøkte teknikker som spillifisering og andre elementer som scenariobasert læring for å finne metoder som kan hjelpe oss å nå målet vårt med å øke forståelsen og spillernes generelle kunnskap om trygg spilladferd. Vi utviklet en prototype med bruk av spillifisering-teknikker og sammenlignet resultatene vi fikk fra brukertestene fra dagens løsning og prototypen vår, og fant ut at spillifisering økte brukernes interesse for å samhandle med retningslinjene for trygg spilladferd.Excessive gambling is an issue that affects multiple areas of an individual’s life. In Norway in 2019, according to statistics from “Den samfunnsøkonomiske kostnaden av problemspilling i Norge” by Kristensen, Leino and Pallesen (2022), 5.14 billion NOK was calculated to be the socio-economic cost related to excessive gambling. These statistics also include the socio-economic costs of early death among players, which sheds light on the complexity of the issue and how it can unfold if no measures are taken (Kristensen, Leino and Pallesen, 2022). In this thesis, we investigate the approaches to increase the effectiveness of Norsk Tipping’s gaming guidelines to increase the overall knowledge of the guidelines among the players and their close relations. We researched techniques of gamification and other elements such as scenario-based learning to find methods that could help us reach the goal in increasing the understanding, and ultimately the players’ overall retention of the guidelines. We developed a prototype using gamification techniques and compared user test results from today’s solution and our prototype and found that gamification increased users’ interest in interacting with the guidelines
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