Don’t Do That! Hunting Down Visual Design Smells in Complex UIs against Design Guidelines

Author(s):  
Bo Yang ◽  
Zhenchang Xing ◽  
Xin Xia ◽  
Chunyang Chen ◽  
Deheng Ye ◽  
...  
2018 ◽  
Vol 45 ◽  
pp. 07002
Author(s):  
Lilian Lee Shiau Gee ◽  
Jasni Dolah ◽  
Norfarizah Mohd Bakhir

Educational games provide a virtual environment for the students, particularly in an endeavour to increase student immersion, and this need of students satisfied with the visual aspect conditions of the game screen to go to the following stage. In determining the effect of visual design on students' learning experiences - it’s required a further analysis within the students' motivation, engagement and enjoyment. To achieve this goal, a solid fundamental understanding in theoretical philosophy, which closely related to describe the relationship of visual experience, especially in intrinsic tendencies theory and visual principles that on holds the context of motivation, engagement and enjoyment among students. In this regard, a thorough discussion of relevant theories were led to the suggestion theoretical framework and proposed of Experience Based Design Graphic Style (EBDGS) to identify student’s experiences (motivation, engagement and enjoyment) outcomes which mostly depends on the visual design approaches to designing the game scenarios. This paper also aims to describe the theoretical framework proposed in understanding the Malaysian student experience’s outcomes by placing the abstract style and realistic style in developing Experience Based Design Graphic Style (EBDGS) game prototype: EBGDS A (Abstract) and EBGDS R (Realistic). The implication of the theoretical framework was focused on the visual design (graphic styles) of games that intentionally centred in the students’ experience that tied to the demographic factors (gender, type of schools and areas), and the resulting experiences are examined through the Student Experience in Graphic Measurement Scale (SEIGMS). The intention of this research not only emphasize the suitability visual appearance able better improve student experiences but also increases deeper local knowledge in visual design guidelines in educational game design contexts.


2011 ◽  
Vol 10 (4) ◽  
pp. 327-340 ◽  
Author(s):  
Niklas Elmqvist ◽  
Andrew Vande Moere ◽  
Hans-Christian Jetter ◽  
Daniel Cernea ◽  
Harald Reiterer ◽  
...  

Despite typically receiving little emphasis in visualization research, interaction in visualization is the catalyst for the user's dialogue with the data, and, ultimately, the user's actual understanding and insight into these data. There are many possible reasons for this skewed balance between the visual and interactive aspects of a visualization. One reason is that interaction is an intangible concept that is difficult to design, quantify, and evaluate. Unlike for visual design, there are few examples that show visualization practitioners and researchers how to design the interaction for a new visualization in the best manner. In this article, we attempt to address this issue by collecting examples of visualizations with ‘best-in-class’ interaction and using them to extract practical design guidelines for future designers and researchers. We call this concept fluid interaction, and we propose an operational definition in terms of the direct manipulation and embodied interaction paradigms, the psychological concept of ‘flow’, and Norman's gulfs of execution and evaluation.


2021 ◽  
Vol 9 ◽  
pp. 119-146
Author(s):  
Raquel Avila-Munoz ◽  
Jorge Clemente-Mediavilla ◽  
Perez-Luque Perez-Luque ◽  

Whenever a user performs a task or communicates via their computer or device, they are guided by visual cues to interact successfully with the interface. This human-computer interaction is, therefore, mediated by the communication established between designer and user through the texts, graphic elements, and animations that make up the visual design of the interface. Animation is an element of visual language of the graphical elements of an interface. This study aims to establish the functions of animation. We reviewed the literature and discussed the shortcomings identified in the existing taxonomies of functional animation. We then proposed an updated classification, partly inspired by the functions presented in Jakobson’s communication model. Based on a content analysis of the design guidelines from the leading mobile phone developers and comparing these sources, we propose the following list of categories: Identifying, Structural, Guide, Feedback, Didactic, Esthetic, and Emotive. This new taxonomy aims to contribute to the theoretical frameworks used in visual communication when studying interface design. It will be useful, for example, to help detect, classify, and assess the appropriateness of animations based on the functions they provide to an interface.


Author(s):  
Mohan Zalake ◽  
Fatemeh Tavassoli ◽  
Kyle Duke ◽  
Thomas George ◽  
Francois Modave ◽  
...  

AbstractTo influence user behaviors, Internet-based virtual humans (VH) have been used to deliver health interventions. When developing Internet-based VH health interventions, the developers have to make several design decisions on VH’s appearance, role, language, or medium. The design decisions can affect the outcomes of the Internet-based VH health intervention. To help make design decisions, the current paper presents design guidelines drawn from two studies. The two studies used Internet-based VH health intervention to promote colorectal cancer (CRC) screening. The two studies examined the influence of visual design and the influence of the information medium on user intentions to pursue more health information. In the first study, the qualitative analysis of the focus group (n = 73 users in 13 focus groups) transcripts shows that the VH’s visual realism, the VH’s healthcare role, and the presence of a local healthcare provider’s logo influenced the user perceptions of the intervention. The findings from the focus groups were used to iterate the intervention and derive design guidelines. In the second study (n = 1400), the analysis of online surveys from users after the VH-based intervention showed that to positively influence the user intentions to pursue the health topic further, the results recommend the use of an animated VH to deliver health information compared to other mediums of information delivery, such as text. The analysis also shows that very few user comments were related to the VH’s appearance after visual design iterations in the second study. The design guidelines from the two studies can be used by developers when using VH-based interventions to positively influence users’ intention to change behaviors.


2018 ◽  
Vol 143 (5) ◽  
pp. 1320-1325
Author(s):  
Kateryna Yudova-Romanova
Keyword(s):  

PCI Journal ◽  
2020 ◽  
Vol 65 (6) ◽  
pp. 35-61
Author(s):  
Chungwook Sim ◽  
Maher Tadros ◽  
David Gee ◽  
Micheal Asaad

Ultra-high-performance concrete (UHPC) is a special concrete mixture with outstanding mechanical and durability characteristics. It is a mixture of portland cement, supplementary cementitious materials, sand, and high-strength, high-aspect-ratio microfibers. In this paper, the authors propose flexural design guidelines for precast, prestressed concrete members made with concrete mixtures developed by precasters to meet minimum specific characteristics qualifying it to be called PCI-UHPC. Minimum specified cylinder strength is 10 ksi (69 MPa) at prestress release and 18 ksi (124 MPa) at the time the member is placed in service, typically 28 days. Minimum flexural cracking and tensile strengths of 1.5 and 2 ksi (10 and 14 MPa), respectively, according to ASTM C1609 testing specifications are required. In addition, strain-hardening and ductility requirements are specified. Tensile properties are shown to be more important for structural optimization than cylinder strength. Both building and bridge products are considered because the paper is focused on capacity rather than demand. Both service limit state and strength limit state are covered. When the contribution of fibers to capacity should be included and when they may be ignored is shown. It is further shown that the traditional equivalent rectangular stress block in compression can still be used to produce satisfactory results in prestressed concrete members. A spreadsheet workbook is offered online as a design tool. It is valid for multilayers of concrete of different strengths, rows of reinforcing bars of different grades, and prestressing strands. It produces moment-curvature diagrams and flexural capacity at ultimate strain. A fully worked-out example of a 250 ft (76.2 m) span decked I-beam of optimized shape is given.


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