KEER2010, PARIS | MARCH 2-4 2010 INTERNATIONAL CONFERENCE ON KANSEI ENGINEERING AND EMOTION RESEARCH 2010 THE INFLUENCE OF ILLUSTRATIVE STYLE OF ICON DESIGN ON USABILITY AND AESTHETICS ABSTRACT After the previous study on the illustrative style of icon design, we found that the combination of different design features of icon will bring the different emotional effects to users. The next topic is how to implement our results to the interface design with other devices and confirming the influence of positive emotion which is relative to specific design feature between the user’s evaluation of usability and aesthetics. For the purpose of verification, we choose a common interface of ATM in Taiwan as a target and consulted ten professional interface designers with questionnaire by Delphi method. We asked the professional designers to select half of the emotional words which were well suited to the interface design of ATM by their subjective judgment every times. At the beginning, twenty-four words are prepared. After sending email to and fro three times, we reduce the twenty-four words to two words- technical and stable. Then, according to the results of our previous study, we use six illustrative styles such as square-frame, plane-shadow, non-perspective, sharp-emboss, transparent material, and red color to redesign the icon used in the interface of ATM. Users are asked to execute some simple tasks like withdrawal, transferring account and changing password with the original one and the redesigned interface of ATM. After the task, users will make evaluation on usability and aesthetics with Likert scale method. The results from the evaluation will help us to explain users’ satisfaction and pleasant interaction experience and how they influence the usability. Keywords: ATM, Icon design, Illustrative style, Usability 1. INTRODUCTION In keeping with the trend toward digitalized interface in consumer products, the use of icons has become a design strategy that can increase users’ interest, help them to learn and stimulate their motivation to learn. As icon design is well diversified, the illustrative styles applied to screen design that are intended to maximize affective response from users has become a critical issue in screen design. For example, digital products can show many types of icons no matter whether two-dimensional, three-dimensional, virtual, audio or video, or dynamic on the display and these styles not only facilitate icon usage but also strengthen their functions. Therefore, screen design has become an important aspect of the design field recently. Furthermore, people make strong and broad demands on the various kinds of icons. In terms of icon design or interface design, “user-centered design” is the current design trend. It is more important for designers to create or redesign new products according to perceptual demand by developing and applying new techniques. Recently, studies of Kansei Engineering have been promising, focusing on the interactions among people from the point of view of engineering. They attempt to translate consumers’ feelings regarding products or other stimuli into concrete design elements. Furthermore, Kansei Engineering research can help designers really understand users’ needs and preferences. However, comprehensive graphic design of a product’s display would evoke consumers’ purchasing desire, attract learners’ attention, and increase their interest [8]. Therefore, when it comes to designing displays, we should focus on both the factors that influence consumers’ feelings and the interactions between users and systems, such as overall appearance, color allocation, size of characters, icon shapes, and dynamic or static icons. Kansei engineering is a technique that not only transforms consumers’ needs and feelings into product design elements, but also formulates the images of particular products in customers’ minds [10]. It is also a method of transforming or relating consumers’ feelings regarding products into design elements. In other words, Kansei Engineering explores the corresponding layers between human beings’ psychological and physiological feelings, and design elements. In practical terms, Kansei Engineering has been broadly used by several businesses in Japan and all over the world for designing car seats [11], office seats [7], car decoration [6], allocation of upholstery [14], and colors of product exteriority [3]. However, most researchers in icon design still devote their efforts to icon recognition [1]. They emphasize how to apply related psychological theories to icon design based on recognition psychology. Basically, icons should be designed in accordance with the following principles, visibility, legibility, readability, intention and simplicity to meet the needs of visual recognition, attention, shape-discrimination, and memory. By means of texts, icons and text-icons on displays, we can evaluate the accuracy rate and task time of users’ icon recognition. In this way, we can explore how users interact with various icon designs on the screen [6]. In the overall design of the screen, the icon is the communication and learning tool that people rely on. The functions of icon communication include the design of the icon itself and its presentation. As a result, designers must pay more attention to the communicative function of icons [13]. Moreover, the processes by which users operate the display icons and how they learn from them play an important role. Consequently, it is another critical issue to understand the relationship between the user’s interactions and the representation of icons [2]. Rieber [12] demonstrated that from the point of view of design, if icons that were well-designed visually failed to generate effective communication, they wouldn’t direct users to notice important information no matter how visually creative they were. Furthermore, improper visual design could impose a greater mental burden on users or interrupt their concentration. Regarding the conditions of icon design and the effects which icons have on users, studies concerned with how visual elements affect user’s kansei are rare. This shows that there is a huge potential for exploration or future application of the relevant topics of digitalized display design allocation and icon design, under the scope of Kansei Engineering. In this study, icon designs in digital cameras are used as an example of the exploration of the above-mentioned issues due to the following three reasons: (a) As for icon design, the icon itself embeds communicative, cognitive, and introductory functions. Besides, it provides conceptual expressions of mental models as well as assistance to memory. When an icon is put on the display, it also quickly attracts users’ attention, becomes the focus of their attention, and directly influences their feelings. (b) Of the same type of shapes of icons, the change of different icon design conditions often affects user’s perceptions towards icons. For instance, the icons in a series of versions of Internet Explorer, which uses shadow and emboss effects, and the “table icons” in Windows of PC and in the OS for Mac, which was modified by perspective and shadow effects, apply different design elements to satisfy users’ feelings by transfiguring the icons on displays. (c) Users’ impressions of an icon can be generally covered by positive and negative affect. Further, the motivation of designers is to maximize users’ positive affect. As a result, we measured users’ positive affect and discussed their “kansei” in this study. (d) Many studies have pointed out that usability and aesthetics are associated because aesthetic and pleasant interface can help to make work to be more efficient [15, 16]. As for users, they tend to ignore some problems in terms of usability owing to positive aesthetic design, while entire satisfaction is thus enhanced [15, 9]. Therefore, for elements of design conditions it is critical if design expressions and style effect can enhance the operation performance and satisfaction of users and if the subjective sentiments triggered can affect the evaluation of interface usability. 2. EXTRACTING AND EVALUATING EXPERIMENTAL SAMPLES 2.1. Extracting representative samples To investigate the impact of aesthetics of expression mode for icon design on usability, this experiment has resorted to the interface design of ATM machine the general mass use most often, and 20 professionals who have worked with relevant background of interface design for more than 2 years are gathered using focus group method for discussion. They will then select the ATM from a banking institute as the target of study. Since the ATM of Chunghwa Post is reckoned to be of the most widely installed and popular banking institute, it is why this study has chosen the interface design of ATM of Chunghwa Post as its final sample of experiment. This study will made use of the function icon interface as “withdrawal” that will, definitely, appear on ATM interface as its representative study. As for other functions, since the outlook of “withdrawal” function is more or less the same with other functions, this study has, therefore, narrow down its scope of research, and will illustrate with withdrawal function to conduct the investigation of aesthetics and usability. The result of analysis can be provided as the source of information for image database. 2.2. Extracting representative kansei vocabularies In terms of description for perceptual image, this study has based on the collected glossaries (as found in table 1) from previous studies [5]. These glossaries are then discussed, screened, and eliminated by previous 20 professionals with related background in interface design with Delphi method and found some glossaries not suitable for as visual and perceptual image of ATM. At the end, consensus is achieved as these professionals believe that technology and stable are reckoned to be the two glossaries most suitable for the description of perception on ATM for banks. As such, this study adopts technology and stable as the representative glossaries for aesthetics. As for usability, “user satisfaction” put forth by Tractinsky [15, 16] is exploited as the representative glossary for usability so as to proceed with the investigation of icon aesthetics and usability. Table 1: 24 glossaries collected preliminarily Hard Soft Heavy Light Unique General Plain Gorgeous Pleasant Lively Cool Fashionabl e Smooth Technolog y Bold Coarse Modern Traditional Primitive Cold Warm Rhythm Stable Elegant 2.3. Define the illustrative style and design elements of the icon For design conditions of icon, this study is carried out based on the research results from“The Study on the Synesthesia of Music Player Software Icons with Different Illustrative Styles”(as found in table 2) by Guan & Tung [4] and “A Study of the Illustrative Style Effect of Icon Design -Using the Digital Camera Icon as an Example” (as found in table 3) by Guan, Tung & Hsieh [5]. In addition, it will, once again, conduct discussions with focus group method on the best design conditions in correspondence to “Technology and Stable” as derived from the previous professionals with related background in interface design. Table 2. The results of postive icon image [4] illustrative style Kansei word Hard Soft Heavy Light Smooth Coarse Modern Traditional Unique General Plain Gorgeous Technology Primitive Cold Warm Perfect of Visual-Texture Perfect of FormalExpression Frame style Perspective style Emboss style Texture style Non Circular Circular Non Square Circular Square Non Square Non Non Square Square Circular Non Circular Non Left Non Left Non Non Right Left Non Left Non Non Left Non Right Left Right Right Concave Non Raised Non Non Concave Non Raised Raised Non Non Raised Raised Non Concave Raised Concave Metal Transparence Grain Transparence Transparence Grain Transparence Grain Transparence Grain Grain Transparence Transparence Grain Metal Grain Grain Non Right Non Grain Table 3. The results of postive icon image [5] illustrative style Kansei word Shadow style bold rhythm stable Plane Plane Plane Perspective style Right Left Non elegant Gradual Right Emboss style Frame style Color Sharp Sharp Sharp Non Circular Non Round Non Red Red Red Yellowish Green At the end, the six kinds of design measure as “square-frame,” “plane-shadow,” “nonperspective,” “sharp-emboss,” “transparent material,” and “red color” are used to work in conjunction with the combinatorial design of withdrawal function interface of Chunghwa Post, and it is considered as the final sample of experiment (table 4). Table 4. Design sample of the final experimental icon 2.4. Experiment design and investigation The selection of subject for test is conducted with convenience sampling and 100 subjects aged between 20 to 35 are invited to carry out actual experiment and filling of questionnaire. In the first stage of experiment, 17-inch of screen will simulate the interface of ATM machine of Chunghwa Post currently in use, and test subjects will, based on the flow of “typical withdrawal task – withdraw NT$1000,” conduct the operation of withdrawal interface with “finger touch panel.” After the operation, first questionnaire evaluation on “aesthetics”, “satisfaction”, “technology” and “stable” is done upon subjective perception. The questionnaire is produced using Likert scale as the tool of perceptual evaluation, and the scale is ranked from left to right with respective score of 1 to 5. For number value 1, it indicates that the sample is most unfit with perception of such glossary; for number value 3, it denotes with fair perception; for number value 5, it shows that the sample is most befitting to the perception of such glossary. In the second stage, it will base on the design measures selected from the previous 20 professionals and simulate upon the ATM interface of Chunghwa Post. Again, the test subjects will, based on the flow of “typical withdrawal task – withdraw NT$1000,” conduct the operation of withdrawal interface with “finger touch panel”. After the operation, second questionnaire evaluation on the same questions as first one is done upon subjective perception. When all of the subjects have filled in the questionnaire, the results and analysis regarding each of the glossaries from all samples are calculated so as to come up with the impact on aesthetics and satisfaction. The ATM interface of Chunghwa Post. and redesigned one are showing as follow (Fig 1, Fig 2). Fig 1. The ATM interface of Chunghwa Post. Fig 2. The redesigned ATM interface with new icon 3. EXPERIMENT RESULTS 3.1. Paired Samples T-test Results In table 5, the mean of “aesthetics” in sample2 (the Chunghwa Post ATM) for subjects (M=3.466, SD=0.937) was higher than those in sample1 (the redesigned ATM) for subjects (M=2, SD=0.909). And the mean of “satisfaction” in sample2 for subjects (M=3.7, SD=0.952) was also higher than those in sample1 (M=3.133, SD=1.105). Then process with Paired sample T test to understand whether the sense of aesthetics and satisfaction in significant difference between the sample 1 and sample 2。In Table 6, the T test results show that in the aesthetic aspect, the sample 1 and sample 2 are significantly associated (Correlation=0.485, Sig.=0.007), in addition, they are also equally significant correlation in satisfaction (Correlation=0.629, Sig=0.000). And the mean difference of sample1 minus sample2 (-1.466) in “aesthetics” was significant at (t = -8.572, Sig.=0.000). Likewise, the mean difference (-0.566) in “satisfaction” was also significant at (t =-3.458 , Sig.=0.002). Looking into the phase of kansei vocabularies, in table 5, the mean of “technology” in sample2 for subjects (M=3.133, SD=1.008) was higher than those in sample1 for subjects (M=2.666, SD=1.093). But the mean of “stable” in sample2 for subjects (M=3.9, SD=0.803) was just a little higher than those in sample1 (M=3.8, SD=0.996). While in Table 6 , the Paired sample T test results show that, two samples both in ”technology” (Correlation=0.485, Sig.=0.007) and ”stable” (Correlation=0.629, Sig=0) are also significantly correlated. But, only the mean (-0.466) difference of sample1 minus sample2 in “technology” was insignificant at (t=-2.626, Sig.=0.014). Table 5. Paired Samples Statistics Results Pair 1 Pair 2 Pair 3 Pair 4 sample1-aesthetics sample2-aesthetics sample1-satisfaction sample2-satisfaction sample1-technology sample2-technology sample1-stable sample2-stable Mean 2 3.466 3.133 3.7 2.666 3.133 3.8 3.9 N 30 30 30 30 30 30 30 30 Std. Deviation 0.909 0.937 1.105 0.952 1.093 1.008 0.996 0.803 Correlation 0.485 Sig. 0.007 0.629 0.000 0.574 0.001 0.793 0.000 Table 6. Paired Samples Test Results Mean Pair 1 Pair 2 Pair 3 Pair 4 sample1_aesthetics sample2_aesthetics sample1_satisfaction sample2_satisfaction sample1_technology sample2_technology sample1_stable sample2_stable Paired Differences Std. 95% Confidence Deviation Interval Lower Upper t Sig. -1.466 0.937 -1.816 -1.116 -8.572 0.000 -0.566 0.897 -0.901 -0.231 -3.458 0.002 -0.466 0.973 -0.830 -0.103 -2.626 0.014 -0.100 0.607 -0.326 0.126 -0.902 0.375 3.2. Factor Analysis Results Take the results of the sample 1 and sample 2 in the sense of aesthetics , satisfaction, and technology and stable two emotional vocabulary, use principal Component Extraction, process Factor Analysis, apply Varimax method, operates Rotation and extract the common Component with the Eigenvalue larger than 1. In Table 7 , the results showed that two common Components were extracted, the total explainable variance amount is up to 71.04%. From Table 7 we can see Component 1 included the sense of aesthetics, satisfaction and Technology in the sample 1 and sample 2, while the sense of stability in sample 1 and sample 2 are included in the Component 2 at the same time . Table 7. Factor Analysis Results Component 1 2 sample1-aesthetics 0.287 0.767 sample2-aesthetics 0.318 0.710 sample1-satisfaction 0.235 0.780 sample2-satisfaction 0.110 0.793 sample1-technology 0.143 0.768 sample2-technology 0.310 0.782 sample1-stable 0.220 0.916 sample2-stable 0.272 0.907 Rotation Sums of Squared Loadings Total 3.654 2.030 % of Variance 45.674 25.369 Cumulative % 45.674 71.044 4. CONCLUSIONS & DISCUSSIONS This study combines a number of preliminary research results, propose a set of icon design method identified by the use of the preliminary findings of the focus group. From the Paired sample T-test results we can see, whether in a sense of satisfaction, aesthetics and technology, the redesigned sample are better than the ATM sample of the post office, and showed significant differences. It cab be seen, from the icon design method proposed by this study, does have a effect to improve the interface subjective evaluation. Compared with the research result of Tractinsky [15, 16] , this study conduct further with a Factor Analysis, to clarify the relationship between aesthetics and usability. Results of Factor Analysis showed that the samples both in post office and redesigned one, aesthetic and satisfaction are all located on one of the factors, can be extracted in a common features, so you can prove that aesthetics and satisfaction does have a certain degree of relevance. It is noteworthy that stable sense of the two samples were collocated in Component 2, this may be attributed to that the evaluation results to the stable sense of two samples are very close, we can speculate that perhaps the users feel to stable sense will not be changed through the icon design change , it is also possible that from the presentation (layout) of overall user interface, because in the interface layout, the design of two samples are identical, resulting in no difference for both of post office and redesigned samples in regarding with the stable sense evaluation. This can be a part of the follow-up work to continue related design elements research in addition to the icon, to further clarify the relevant issue of the elements of interface design and user experience. Finally, in the interface design of other information product, designers can also recruit a focus group, to determine the approach of the icon design interface, based on the design process used in this study. 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