The document discusses factors that affect human visual quality in an art gallery exhibition. It first provides background on visual quality and its relationship to lighting, visual performance, and visual comfort. It then discusses guidelines for lighting in gallery and museum exhibitions. The document outlines the research methodology, which included a literature review, site analysis of an art gallery, and expert interviews. The findings revealed that lighting selection, position, and angle affect human visualization of artworks, as different lights can emphasize or de-emphasize certain colors. Maintaining proper visual performance and comfort through efficient lighting is important for viewers' experience of artworks.
Dimensions and Mechanisms of User Experience – from the Product Design Persp...Geoffrey Dorne
This document proposes a model of user experience through the interaction between user and product. The model is based on theories from cognitive psychology, design research, and human-computer interaction. The model includes sensor, cognition and affect, and response dimensions related to the user and the product. It also includes the context of use and the temporality of the experience. Taken together, these dimensions provide an overall view of the mechanisms of user experience. The model brings new paradigms to product design by taking a holistic view that includes dynamic changes in functionality, appearance, behavior and sensory properties over time and across contexts of use.
A Reflective Lens Applying Critical Systems Thinking And Visual Methods To E...Pedro Craggett
This document discusses applying critical systems thinking and visual methods to ecohealth research. It summarizes two case studies - one on coral reef management in the Philippines using participatory modeling, and one on national park management in Australia using rich pictures. The case studies illustrate how visual methods can provide new insights when used within a critical systems framework to address environmental and human health issues across different socio-political contexts. The document argues that combining critical systems methodology with visual research methods allows for a reflective process to engage stakeholders and explore contested issues around shared natural resources.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
This document summarizes research on how technical illustrations can best represent physical tasks and movements. It discusses how mental imagery and mental rotation are important for understanding complex spatial relationships. The research aims to understand how people comprehend images from different perspectives and camera positions when showing physical tasks. Based on literature, illustrations showing tasks from a performer's viewpoint may be easier to understand, as this provides constant body position cues. Images should also maximize viewpoints across the display plane for easier judgment of distances and angles between objects.
The document discusses the design of technologically mediated experiences for aging minds. It proposes an alternative to the traditional cognitive modeling approach called "transparency" which involves designing interfaces that fluctuate between visible reflection and invisible immersion for the user. An example called the Mind Cupola is described, which uses biofeedback, visualizations, and environmental adjustments to create an "enactive ecology" that co-constructs meaning between the user and system through feedback loops rather than predetermined outcomes. The document speculates that such transparent mediums could provide learning experiences better suited to aging users and integrate art and technology in inclusive human-computer interaction research.
ARCHITECTURE FOR AUTISM Autism ASPECTSS in School Design.pdfSharon Collins
This document discusses the relationship between architecture and autism. It introduces the Autism ASPECTSSTM design index, which is a framework consisting of seven design principles for creating architectural environments that are supportive for individuals with autism. These principles are acoustics, spatial sequencing, escape, compartmentalization, transition spaces, sensory zoning, and safety. The index was used to develop design criteria for a school for autism in Egypt called the Advance Center for Special Needs. The document provides background on research relating the sensory environment to autistic behavior and debates different approaches to designing for autism. It also describes how the Autism ASPECTSSTM index was created based on identifying common sensory challenges for individuals with autism.
Dr. Mainak Ghosh has over 16 years of experience as a professor and former head of the department of architecture at Jadavpur University in Kolkata. He is also the joint director of the School of Cultural Texts and Records. Dr. Ghosh has a background in architecture, industrial design, and the digital domain with a focus on culture and community. He has received academic and industrial awards and has worked on international projects and publications. His presentation discussed the gap between individuals' visual perceptions of urban environments and the actual visual aesthetics. Experiments generated heat maps for attractiveness, organization, novelty, and smartness, finding certain pivotal elements like text influence aesthetic impressions. The definition of smartness provided to participants corrobor
Park Quantification Of Aesthetic Viewing Using Eye Tracking Technology The In...Kalle
The purpose of this study is to explore how the viewers’ previous training is related to their aesthetic viewing in various interactions with the form and the context, in relation to apparel design. Berlyne’s two types of exploratory behavior, diversive and specific, provided a theoretical framework to this study. Twenty female subjects (mean age=21, SD=1.089) participated. Twenty model images, posed by a male and a female model, were shown on an eye-tracker screen for 10 seconds each. The findings of this study verified Berlyne’s concepts of visual exploration. One of the different findings from Berlyne’s theory was that the untrained viewers’ visual attention tended to be more significantly focused on peripheral areas of visual interest, compared to the trained viewers, while there was no significant difference on the central, foremost areas of visual interest between the two groups. The overall aesthetic viewing patterns were also identified.
Dimensions and Mechanisms of User Experience – from the Product Design Persp...Geoffrey Dorne
This document proposes a model of user experience through the interaction between user and product. The model is based on theories from cognitive psychology, design research, and human-computer interaction. The model includes sensor, cognition and affect, and response dimensions related to the user and the product. It also includes the context of use and the temporality of the experience. Taken together, these dimensions provide an overall view of the mechanisms of user experience. The model brings new paradigms to product design by taking a holistic view that includes dynamic changes in functionality, appearance, behavior and sensory properties over time and across contexts of use.
A Reflective Lens Applying Critical Systems Thinking And Visual Methods To E...Pedro Craggett
This document discusses applying critical systems thinking and visual methods to ecohealth research. It summarizes two case studies - one on coral reef management in the Philippines using participatory modeling, and one on national park management in Australia using rich pictures. The case studies illustrate how visual methods can provide new insights when used within a critical systems framework to address environmental and human health issues across different socio-political contexts. The document argues that combining critical systems methodology with visual research methods allows for a reflective process to engage stakeholders and explore contested issues around shared natural resources.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
Slides from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
This document summarizes research on how technical illustrations can best represent physical tasks and movements. It discusses how mental imagery and mental rotation are important for understanding complex spatial relationships. The research aims to understand how people comprehend images from different perspectives and camera positions when showing physical tasks. Based on literature, illustrations showing tasks from a performer's viewpoint may be easier to understand, as this provides constant body position cues. Images should also maximize viewpoints across the display plane for easier judgment of distances and angles between objects.
The document discusses the design of technologically mediated experiences for aging minds. It proposes an alternative to the traditional cognitive modeling approach called "transparency" which involves designing interfaces that fluctuate between visible reflection and invisible immersion for the user. An example called the Mind Cupola is described, which uses biofeedback, visualizations, and environmental adjustments to create an "enactive ecology" that co-constructs meaning between the user and system through feedback loops rather than predetermined outcomes. The document speculates that such transparent mediums could provide learning experiences better suited to aging users and integrate art and technology in inclusive human-computer interaction research.
ARCHITECTURE FOR AUTISM Autism ASPECTSS in School Design.pdfSharon Collins
This document discusses the relationship between architecture and autism. It introduces the Autism ASPECTSSTM design index, which is a framework consisting of seven design principles for creating architectural environments that are supportive for individuals with autism. These principles are acoustics, spatial sequencing, escape, compartmentalization, transition spaces, sensory zoning, and safety. The index was used to develop design criteria for a school for autism in Egypt called the Advance Center for Special Needs. The document provides background on research relating the sensory environment to autistic behavior and debates different approaches to designing for autism. It also describes how the Autism ASPECTSSTM index was created based on identifying common sensory challenges for individuals with autism.
Dr. Mainak Ghosh has over 16 years of experience as a professor and former head of the department of architecture at Jadavpur University in Kolkata. He is also the joint director of the School of Cultural Texts and Records. Dr. Ghosh has a background in architecture, industrial design, and the digital domain with a focus on culture and community. He has received academic and industrial awards and has worked on international projects and publications. His presentation discussed the gap between individuals' visual perceptions of urban environments and the actual visual aesthetics. Experiments generated heat maps for attractiveness, organization, novelty, and smartness, finding certain pivotal elements like text influence aesthetic impressions. The definition of smartness provided to participants corrobor
Park Quantification Of Aesthetic Viewing Using Eye Tracking Technology The In...Kalle
The purpose of this study is to explore how the viewers’ previous training is related to their aesthetic viewing in various interactions with the form and the context, in relation to apparel design. Berlyne’s two types of exploratory behavior, diversive and specific, provided a theoretical framework to this study. Twenty female subjects (mean age=21, SD=1.089) participated. Twenty model images, posed by a male and a female model, were shown on an eye-tracker screen for 10 seconds each. The findings of this study verified Berlyne’s concepts of visual exploration. One of the different findings from Berlyne’s theory was that the untrained viewers’ visual attention tended to be more significantly focused on peripheral areas of visual interest, compared to the trained viewers, while there was no significant difference on the central, foremost areas of visual interest between the two groups. The overall aesthetic viewing patterns were also identified.
The role of visual complexity and prototypicality regarding first impression ...rishadsukhia
The role of visual complexity and prototypicality regarding first impression of websites: Working towards understanding aesthetic judgments. Research paper from Basel University, Switzerland.
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
Environmental Architectural Project (EAP)
By: Pravin Baban Jamdade,
S.Y. M. Arch. Environmental Architecture,
Dr. D.Y. Patil School of Architecture, Charholi Bk., Pune
Thesis Guide : Prof. Shubhada Chapekar, DYPSOA, Pune
This document describes the development of a visual display unit (VDU) to communicate the principles of vision at a public science fair. The VDU includes interactive components like anatomical models, "fly vision" goggles, and experiments using fruit flies and LEDs. It was created with the goals of producing an engaging educational experience for diverse audiences and developing a reusable resource. Materials like posters, fly assay tubes, and electrical circuits were constructed. Evaluation methods including feedback forms and a "post-it note" board were developed to assess the VDU. Research was conducted on existing vision education resources to prevent duplication. A risk assessment was performed to ensure safety. The strategic goals were to engage both children and parents simultaneously through multiple interactive features.
Aesthetic of Street Environment and the link to pedestrian activity posteraswin2812
This document outlines the scope and methodology for a research study investigating factors that influence people's perceptions of street environments and their decisions to walk or spend time in public places. The study will use qualitative methods like focus groups and interviews to understand how the presence of buildings, spaces, colors, street furniture, trees and flowers, traffic, pollution, and safety issues shape perceptions. Data will be collected from participants in selected areas of Leeds, UK and their comments on pictures and videos of street activities and environments. The significance of the research is that it could help inform policies and practices around urban design, street improvements, and developing more pedestrian-friendly communities.
This document summarizes recent research on human visual attention and memory in the context of visualization and computer graphics. It discusses how preattentive processing allows for rapid detection of visual features in parallel across an image within a single fixation. Several theories are described that aim to explain preattentive vision, including feature integration theory and the texton theory. The document also reviews research on how visual attention and memory influence perception, such as change blindness and inattentional blindness. It concludes by noting how an understanding of human perception has influenced new methods in visualization and graphics.
The document discusses using ambient intelligence technologies and quantified self technologies to create a healthier and more productive workplace. It notes rising health issues are affecting worker productivity and costs. The hypothesis is that responsive ambient workspaces using these technologies could lower healthcare costs and increase worker productivity and health. It reviews how physical inactivity can lead to costly diseases and impact businesses. It then discusses various company wellness programs and prototypes a responsive ambient system using off-the-shelf fitness trackers and smart lights. Privacy concerns with ubiquitous computing environments are also addressed.
Enhancing learning ability among students by using digital visual images thou...ekinrashid
This document discusses using digital visual images through a psychological approach to enhance learning ability among students. It introduces the topic and discusses using photography in education. The problem is analyzing the role of photography and examining photographic images that can be used to enhance learning ability through psychology. The objectives are to examine images that can be used and analyze their role in enhancing learning. Research questions address what types of images can be used and why they are used. The significance is that photography can help students learn new skills, knowledge, and ideas by comprehending, evaluating, and composing visual messages. Limitations include difficulties communicating with students and gathering information.
This design space explores supporting collaborative exploration of self-monitored information through varying degrees of proximal interaction based on the level of personal interaction between the partner and the user. The scale moves from most intimate to least intimate.
Behavior pattern crosscheck in the revival of cultural environment identity ...theijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
The document discusses the optical time-domain reflectometer (OTDR), which is a device that measures distances to reflection surfaces in optical fibers. It does this by measuring the time it takes for a light pulse to reflect from the surface. Reflection surfaces can include fiber ends, breaks, splices, and connectors. The OTDR works by generating light pulses and measuring the scattered and reflected light returning from the pulses. It displays the reflected light on an oscilloscope, and by knowing the time delay and speed of light in the fiber, it can determine the distance to discontinuities in the fiber that cause reflections. The index of refraction must be known for accurate distance measurements.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
This document provides a literature review on lighting and acoustics for a project analyzing these elements at the SOCSO Rehabilitation Centre in Malacca, Malaysia. It discusses key lighting concepts like natural lighting, artificial lighting, lumens, illuminance, daylight factors, and lighting calculation methods. Acoustic concepts covered include importance of acoustics, noise control, and sound pressure level. The project aims to understand and analyze lighting and acoustic characteristics and requirements at the rehabilitation centre to evaluate existing conditions and make recommendations. Specific spaces to be analyzed are the industrial rehabilitation area for lighting and the gymnasium for acoustics.
The document provides an overview of a lighting analysis project conducted at the SOCSO Rehabilitation Centre in Melaka, Malaysia. It includes an introduction to the project objectives, a site study of the gymnasium and physiotherapy room, a case study comparison of a Finnish office building, a literature review of key lighting concepts, and the proposed research methodology. The analysis will evaluate the day lighting and artificial lighting in the selected spaces to better understand lighting performance.
The document provides an overview of a lighting analysis project conducted at the SOCSO Rehabilitation Centre in Malacca, Malaysia. It includes an introduction to the project objectives, a site study of the gymnasium and physiotherapy room, a case study precedent, and a literature review on lighting fundamentals. The methodology section describes how lighting data was collected on site using a digital lux meter and how the data will be analyzed to evaluate the lighting performance.
The document provides information about a session on neuroarchitecture and aging. It begins with welcome and CE information. It then describes how the aging brain undergoes changes that impact sensory perception and cognitive function. As people age, their senses of hearing, vision, smell, taste and touch decline. The session will discuss research on the aging brain and senses, and explore design strategies that can address sensory changes and support brain health for older adults. These include addressing visual challenges through lighting, color contrast and glare reduction, as well as fall prevention through clear wayfinding and safe circulation.
This document introduces the concept of product experience. It discusses how product experience involves the senses, cognition, emotions, and interactions people have with products. It presents a framework that describes product experience as involving the human, the interaction, and the product itself. The document also reviews different perspectives and approaches to studying product experience from fields like psychology, human factors, marketing, and design. It aims to establish product experience as its own domain of research that draws from these various areas to understand how people experience products.
● A Case Study of Mobile Health Applications: The OWASP Risk of Insufficient Cryptography
● A Study on Automatic Latent Fingerprint Identification System
● Correction to: Determining Learning Style Preferences of Learners
● Efficient Feature Selection and ML Algorithm for Accurate Diagnostics
● Embedding 3-D Gaze Points on a 3-D Visual Field: A Case of Transparency
● Periodic Solution for a Complex-valued Network Model with Discrete Delay
● Recent Advancement in the Healthcare Domain Using Various Methods
The document discusses the need for interaction criticism in the field of HCI. It argues that past approaches based on representationalism and correspondence theories are no longer sufficient given developments in areas like experience design. It presents five claims for viewing criticism through an aesthetic lens, including that criticism educates perception and is inseparable from aesthetic response. It then applies this framework to analyze the Lumino project as an example of interaction design that blurs boundaries between fields and implies new roles for interaction designers, interfaces, users and social context.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
The role of visual complexity and prototypicality regarding first impression ...rishadsukhia
The role of visual complexity and prototypicality regarding first impression of websites: Working towards understanding aesthetic judgments. Research paper from Basel University, Switzerland.
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
Environmental Architectural Project (EAP)
By: Pravin Baban Jamdade,
S.Y. M. Arch. Environmental Architecture,
Dr. D.Y. Patil School of Architecture, Charholi Bk., Pune
Thesis Guide : Prof. Shubhada Chapekar, DYPSOA, Pune
This document describes the development of a visual display unit (VDU) to communicate the principles of vision at a public science fair. The VDU includes interactive components like anatomical models, "fly vision" goggles, and experiments using fruit flies and LEDs. It was created with the goals of producing an engaging educational experience for diverse audiences and developing a reusable resource. Materials like posters, fly assay tubes, and electrical circuits were constructed. Evaluation methods including feedback forms and a "post-it note" board were developed to assess the VDU. Research was conducted on existing vision education resources to prevent duplication. A risk assessment was performed to ensure safety. The strategic goals were to engage both children and parents simultaneously through multiple interactive features.
Aesthetic of Street Environment and the link to pedestrian activity posteraswin2812
This document outlines the scope and methodology for a research study investigating factors that influence people's perceptions of street environments and their decisions to walk or spend time in public places. The study will use qualitative methods like focus groups and interviews to understand how the presence of buildings, spaces, colors, street furniture, trees and flowers, traffic, pollution, and safety issues shape perceptions. Data will be collected from participants in selected areas of Leeds, UK and their comments on pictures and videos of street activities and environments. The significance of the research is that it could help inform policies and practices around urban design, street improvements, and developing more pedestrian-friendly communities.
This document summarizes recent research on human visual attention and memory in the context of visualization and computer graphics. It discusses how preattentive processing allows for rapid detection of visual features in parallel across an image within a single fixation. Several theories are described that aim to explain preattentive vision, including feature integration theory and the texton theory. The document also reviews research on how visual attention and memory influence perception, such as change blindness and inattentional blindness. It concludes by noting how an understanding of human perception has influenced new methods in visualization and graphics.
The document discusses using ambient intelligence technologies and quantified self technologies to create a healthier and more productive workplace. It notes rising health issues are affecting worker productivity and costs. The hypothesis is that responsive ambient workspaces using these technologies could lower healthcare costs and increase worker productivity and health. It reviews how physical inactivity can lead to costly diseases and impact businesses. It then discusses various company wellness programs and prototypes a responsive ambient system using off-the-shelf fitness trackers and smart lights. Privacy concerns with ubiquitous computing environments are also addressed.
Enhancing learning ability among students by using digital visual images thou...ekinrashid
This document discusses using digital visual images through a psychological approach to enhance learning ability among students. It introduces the topic and discusses using photography in education. The problem is analyzing the role of photography and examining photographic images that can be used to enhance learning ability through psychology. The objectives are to examine images that can be used and analyze their role in enhancing learning. Research questions address what types of images can be used and why they are used. The significance is that photography can help students learn new skills, knowledge, and ideas by comprehending, evaluating, and composing visual messages. Limitations include difficulties communicating with students and gathering information.
This design space explores supporting collaborative exploration of self-monitored information through varying degrees of proximal interaction based on the level of personal interaction between the partner and the user. The scale moves from most intimate to least intimate.
Behavior pattern crosscheck in the revival of cultural environment identity ...theijes
The International Journal of Engineering & Science is aimed at providing a platform for researchers, engineers, scientists, or educators to publish their original research results, to exchange new ideas, to disseminate information in innovative designs, engineering experiences and technological skills. It is also the Journal's objective to promote engineering and technology education. All papers submitted to the Journal will be blind peer-reviewed. Only original articles will be published.
The papers for publication in The International Journal of Engineering& Science are selected through rigorous peer reviews to ensure originality, timeliness, relevance, and readability.
The document discusses the optical time-domain reflectometer (OTDR), which is a device that measures distances to reflection surfaces in optical fibers. It does this by measuring the time it takes for a light pulse to reflect from the surface. Reflection surfaces can include fiber ends, breaks, splices, and connectors. The OTDR works by generating light pulses and measuring the scattered and reflected light returning from the pulses. It displays the reflected light on an oscilloscope, and by knowing the time delay and speed of light in the fiber, it can determine the distance to discontinuities in the fiber that cause reflections. The index of refraction must be known for accurate distance measurements.
This document introduces concepts to characterize the aesthetic qualities of interaction. It discusses four concepts:
1. Pliability refers to the sense of malleability when interacting tightly with a system, making the use captivating.
2. Rhythm is an important characteristic of interactions, from sub-second pacing to hour-long emotional communication.
3. Dramaturgical structure is seen not just in online games but also more mundane and sophisticated designs.
4. Fluency is the gracefulness in handling multiple demands on our attention and action in augmented spaces.
This document provides a literature review on lighting and acoustics for a project analyzing these elements at the SOCSO Rehabilitation Centre in Malacca, Malaysia. It discusses key lighting concepts like natural lighting, artificial lighting, lumens, illuminance, daylight factors, and lighting calculation methods. Acoustic concepts covered include importance of acoustics, noise control, and sound pressure level. The project aims to understand and analyze lighting and acoustic characteristics and requirements at the rehabilitation centre to evaluate existing conditions and make recommendations. Specific spaces to be analyzed are the industrial rehabilitation area for lighting and the gymnasium for acoustics.
The document provides an overview of a lighting analysis project conducted at the SOCSO Rehabilitation Centre in Melaka, Malaysia. It includes an introduction to the project objectives, a site study of the gymnasium and physiotherapy room, a case study comparison of a Finnish office building, a literature review of key lighting concepts, and the proposed research methodology. The analysis will evaluate the day lighting and artificial lighting in the selected spaces to better understand lighting performance.
The document provides an overview of a lighting analysis project conducted at the SOCSO Rehabilitation Centre in Malacca, Malaysia. It includes an introduction to the project objectives, a site study of the gymnasium and physiotherapy room, a case study precedent, and a literature review on lighting fundamentals. The methodology section describes how lighting data was collected on site using a digital lux meter and how the data will be analyzed to evaluate the lighting performance.
The document provides information about a session on neuroarchitecture and aging. It begins with welcome and CE information. It then describes how the aging brain undergoes changes that impact sensory perception and cognitive function. As people age, their senses of hearing, vision, smell, taste and touch decline. The session will discuss research on the aging brain and senses, and explore design strategies that can address sensory changes and support brain health for older adults. These include addressing visual challenges through lighting, color contrast and glare reduction, as well as fall prevention through clear wayfinding and safe circulation.
This document introduces the concept of product experience. It discusses how product experience involves the senses, cognition, emotions, and interactions people have with products. It presents a framework that describes product experience as involving the human, the interaction, and the product itself. The document also reviews different perspectives and approaches to studying product experience from fields like psychology, human factors, marketing, and design. It aims to establish product experience as its own domain of research that draws from these various areas to understand how people experience products.
● A Case Study of Mobile Health Applications: The OWASP Risk of Insufficient Cryptography
● A Study on Automatic Latent Fingerprint Identification System
● Correction to: Determining Learning Style Preferences of Learners
● Efficient Feature Selection and ML Algorithm for Accurate Diagnostics
● Embedding 3-D Gaze Points on a 3-D Visual Field: A Case of Transparency
● Periodic Solution for a Complex-valued Network Model with Discrete Delay
● Recent Advancement in the Healthcare Domain Using Various Methods
The document discusses the need for interaction criticism in the field of HCI. It argues that past approaches based on representationalism and correspondence theories are no longer sufficient given developments in areas like experience design. It presents five claims for viewing criticism through an aesthetic lens, including that criticism educates perception and is inseparable from aesthetic response. It then applies this framework to analyze the Lumino project as an example of interaction design that blurs boundaries between fields and implies new roles for interaction designers, interfaces, users and social context.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
2. 477
Mohamad Hanif Abdul Wahab and Alia Fatin Ahmad Zuhardi / Procedia - Social and Behavioral Sciences 101 (2013) 476 – 487
stringent rules for all other exhibition spaces (Bombardella, 2000). Any gallery or museum that exhibit,
the primary function is to communicate as it depends on how information are display with different
techniques by a designer who designed the displays depending upon his creative skill, intuition and
experience (Parsons, 1965). Displays in the exhibition area must catch the eye of a user and hold the
interest as users get the message across quickly. The first impressions are important, and it must easily
take in by people (The Scout Association, 1999). The exhibition areas provide the actual physical facility
for the display where the cleaning and preparation of these areas is an integral part of the successful
display. The physical facility must be analyzed before the props, lighting, or show cards are consider to
(Mills H. & Paul E., 1974). Information gained by
visualization of artwork in a gallery exhibition is becoming more common in public spaces such as
galleries, museums and libraries. Public nature of these locations, however, requires special
considerations in concerning the design of information visualization in terms of visual representations and
interaction techniques (Hinrichs, Schmidt, & Carpendale, 2008). According to Hinrichs et al., people's
overall experiences of the visualization are highly influence by the interaction design. Visually appealing
information and displays can be experienced negatively due to awkward interaction and techniques if it is
hard to visualize. The interaction techniques for museum or gallery information visualizations should be
as lightweight and intuitive as possible to ensure the visual quality toward the artworks.
Light influence human vision. Lighting should provide visual conditions in which people can function
effectively, efficiently, and comfortably. To predict human visual quality as a function of the lighting
conditions, it is essential to understand the variables performances and discomfort of human visual
system. Thus, the background of study highlights some of the basic relationships between light and
vision. It provides some fundamental data that the art gallery designer may find useful and calls attention
to the factors that need to be considered when designing space, lighting and task for visual quality
(performance and comfort) in the art gallery exhibition. The analysis is qualitative and limits in the
exhibition area focus on the two-dimensional artwork, specifically the canvas paintings.
2. Problem and aim
Most people have visited art galleries to observe closely famous artist artwork lively from the displays.
The observation through visual creates a feeling of excitement, appreciation, enthusiasm towards
handmade art. The visual feeling interact with lighting has a significant effect on how human perceive the
world, and maintaining visual quality is an important factor in aiding human perception. Maintaining
visual quality means being mindful of the type, color, and quantity of light provided in a given space or
area (Lang, 2012). Unfortunately, artworks display in the gallery is lack in consideration of human visual
perceive rather than beauty of physical space. This situation generates the aim of this research to defining
factors and determines quality visualization between viewers and the artworks of an art gallery exhibition
in Malaysia.
3. Literature review
3.1. Visual quality and relationship
Human visual system involves the eye and brain working together to interpret the visual environment
(art gallery). The optical elements of the eye form an image of the environment on the retina by
absorption of the light (spectrum). To form an image of the target on the retina, light has to be transmitted
through the eye without excessive absorption and scattering, and the image of the target has to be focused
on the retina. According to Lang (2012), visual quality is one aspect to assure that there is enough light
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for users to see and perform their daily tasks without eye strain. Lighting has a significant effect on how
human perceive the world, and maintaining visual quality is a crucial factor in aiding human perception.
The human visual system is an image processing system. It involves the eye and brain working together
to interpret the visual environment. The eye will form an image of the target on the retina from the optical
components (the cornea, crystalline lens, and pupil). For this to occur, light has to be transmitted through
the eye without excessive absorption and scattering, and the image of the target has to be focused on the
retina (Mark, 2000). Human visual system has to be functional well by adapting to the prevailing light
condition. The human visual system able to process information over an enormous of luminance's, but not
all at once. To cope with the light exposition from night to the sunlit, the human visual system changes its
sensitivity through a process called adaptation. When the visual system is not completely adapted to
prevailing retinal illumination, its capabilities are limited (Cooper, 1995). Human visual quality can be
achieved in 2 conditions through visual performance and visual comfort.
3.2. Visual performance and visual comfort
Review from the IESNA Lighting Handbook (2000) stated, visual performances are concerns with the
limits and visible of the visual system's capabilities. The quality of visual performance depends
significantly on the characteristic of the lighting speed and accuracy, and the visual system of the
observer. Among the variables visual performances characters are:
3.2.1. Light distribution
Light distribution important on the effects target luminance contrast and color contrast. Light
distribution around the target can be controlled by the characteristic of illuminance (type of luminance
housing/casing), the light spectrum, and the light distribution technique (direct lighting, indirect light and
direct-indirect light).
3.2.2. Visual size and location of the target
For a target to be seen, it has to be larger than a minimum size. The relevant size of a target is an
angular measure and depends on the physical dimensions of the object itself; the angle of inclination of
the target from normal to the line of sight; and the distance from the viewer. Size can be measured in a
plane of two dimensions as a visual angle or a volume in three dimensions as a solid angle, as shown
below:
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Fig. 1. Dimension and distance of viewer determine the size of target
Source: The IESNA Lighting Handbook
3.2.3. Luminance and luminance contrast
For a target is above the minimum size, it will be visible only if it differs from its immediate
background in luminance or color. If it differs in luminance from the immediate background, the target
has a luminance contrast. Luminance contrast may result a target are darker than background or brighter
than target. When a target and its background are both diffuse reflectors (example a matte material), the
luminance contrast is not affecting by changing the illuminance, so the luminance contrast can be
calculated from the reflectance.
3.2.4. Color difference
Visual targets that are larger than the minimum size but have the same luminance as the immediate
background is zero luminance contrast. It can still be discerned by differences in color. Color difference
can be highlighted between the colors of the object (artwork) and the immediate background (wall and
partition). Additionally, such as cognitive factor as perception and expectation affect the measurement of
the detect ability and recognition of the target. Despite visual performance, visual comfort is a key factor
in human visual quality. Visual comfort can prevent symptoms and cause of visual discomfort - red, sore,
itchy, and watering eyes; headaches and migraine attacks. There are many different of lighting that can
cause visual discomfort. Insufficient light is an obvious problem of visual discomfort such as - glare,
shadows, and veiling reflections. According to Rutter (1997), most commonly reported display-design
problem is glare and contrast as most of these complaints came from the age of 40 and above crowds.
3.2.5. Glare
Glare happens in 2 situation. First is too much of light and large range of luminance in a visual
environment. Others factor influence the glare occurs is reflective material surface and the angle of light.
3.2.6. Shadow
Shadows occurred when light intercept by an opaque object. The effect of these shadows can be
overcome either by increasing the proportion of inter-reflected light by using high-reflectance surfaces or
by providing local lighting in the shadowed area. If the object is small and close to the area of interest, the
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shadow can be cast over a meaningful area, which in turn can cause perceptual confusion, particularly if
the shadow moves.
3.2.7. Veiling reflections
Veiling reflections are luminous reflections from specular or semi-matte surfaces that physically
change the contrast of the visual task and consequently change the stimulus presented to the visual
system. The two factors that determine the nature and magnitude of veiling reflections are the viewed
speculative of the material and the geometry between the observer, the target, and any sources of high
luminance.
3.3. Gallery and museum exhibition lighting
perceptions of their experience. Lighting can be adjusted to emphasize changes in mood, highlight
elements or banish to a shadow when necessary (Wagiman, 2011). Light focused towards display known
as an accent light while background light is ambient light. Accent light is brighter than ambient light
creating light stability of light in space. The relative contrast between exhibit and the background gives
(2000) lighting divided into 3 categories, direct lighting, indirect light and direct-indirect light. Example
of direct lighting is spotlights and wall wash light while indirect light is a turn reflects light downwards
designed light. Direct-indirect light is a combination of both categories.
3.4. Basic guideline of lighting position
Lighting position is relates with the display type, display setting, ceiling height and amount of
displays. In normal practice, art gallery exhibition installed with ceiling mounted light either direct or
indirect light. For vertical display, ceiling mounted light is installs in 30º angle position with specific
formulate distance of ceiling height - the human eye level + 577mm. This calculation creates a minimum
distant parameter for the viewer for good visual experience. However, for freestanding display it is easier
where the ceiling mounted installed at the center of the display position.
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Fig. 2. (a) Lighting guideline for vertical display; (b) Lighting guideline for freestanding display
Source: The IESNA Lighting Handbook
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Literature
Review
Analysis
Objective
Findings
Results
Conclusion
Suggestion
Expert
Interview
Analysis
Interior
Designer
Academician
Suggestion
Space
Planning
Effect of
Iluminance
Interior
Material &
Finishes
Define
Factors
4. Research methodology
This study employs the observational and visual analysis on human visual quality towards the artworks
of an art gallery exhibition. The approach to the observational is carrying out in Segaris Art Center
gallery at Solaris Dutamas, Kuala Lumpur. This new art gallery function to represent the best of modern
and contemporary Malaysian art is complete construct in 2012. Data was collected in several stages:
Stage 1: Study the variables of visual performances and visual comfort in visual quality characteristic.
Reflect to the objective of the research. Select appropriate case study and drawings of the art gallery
exhibition layout were analysed and diagramming drawn.
Stage 2: Analysis on literature reviews from proceedings paper, journal, books, internet webpage and
unpublished thesis. Screen the variables to define the factors of human visual quality in the art gallery
exhibition.
Stage 4: Walkthrough observations were conducted for two days duration, recorded using note pad and
digital camera. The observation focusing on space planning, luminance effect and interior and material
finishes.
All data were records and all images taken were analyzing to identify possible result. The
data were justified after extract related sources and explore linkages among analysis. Finally, a table
containing three (3) analyzed components with different factors defines human visual quality on the
artwork in an art exhibition gallery. The factors focused on the issues and summarize the findings.
Research method performed as in the framework below:
Fig. 3. Research framework
Source: Mohamad Hanif Abdul Wahab
5. Expert interview data
According to Zainullah Zainal Abidin, an interior design director of Fizz Associates Sdn. Bhd.
Selangor, the lighting does affect the ergonomic of human visual towards the artworks. The selection of
light is depending on the types of display. The luminaire types in the gallery should be refer with lighting
specialists. This is because lighting does give certain an effect to the artworks depends on interior
materials and finishes used on the exhibition display. Luminaire should be installed in accurate distance
base on ceiling height. The precise position and angle of luminaire towards the artworks also a factor in
determine human visual quality. In addition, a lighting design lecturer in Universiti Teknologi Mara,
Site Analysis
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Associate Professor Dr. Dahlia Mohd Shariff explained, lights that passed through the need to comfort the
eye of a person to prevent eye strained. Human visual sensory received certain information, it enunciated
by feelings and emotions. When illumination and design elements are combining, the luminance of the
light is visible. The quality, appearance and color of the light will differ giving different interactions.
Lighting does give certain effects to the artworks because lighting has a different wavelength that is call
visible light waves. The visible light waves are the only electromagnetic waves human can see as the
colours of a rainbow which corresponds to a different wavelength. When light passes through in the wall
that is paint white, all of the spectrum of colours will refract back giving the actual image of the artworks.
When the light passes through in a wall that has a red colour painted on the wall, the spectrum of colours
will refract all of the colours but without the red. As the result, the red wall become more dominant than
the artwork and become a focal point. She added the lights effect towards artworks should be better
projected based on luminaire design. For example, a square shape of wall wash luminaire is significant
used towards the square vertical painting on the vertical display. It is because the square linear housing
highlights a square effect to the square frame artwork display become a harmony composition.
Fig. 4. (a) Effect of light by square shape housing wallwash luminaire towards square painting. Source: Light for Art and Culture by
Zumtobel (2012); (b) Square housing wallwash luminaire
Source: Zumtobel e-catalog (2012)
6. Su
human visual quality towards artworks in the gallery. The similarity issue trace in three (3) components
the effect of illuminance on human visual, effect of interior material and finishes and the gallery space
planning. These issues define as factors need to compare by observational approach in Segaris Art Center
gallery. The factors to observe are disaggregating as shown in the following table:
Tab. 1. Lists of different factors generate from three (3) components in art exhibition gallery
Luminaire Effect Interior Material and Finishes Space Planning
Reflected Glare Effect
Shadow Effect
Type of Luminaire
Finishes Character
Material Color
Texture Surface
Scale of Artwork
Light Position and Angle
Distance of Viewer
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7. Findings and discussions
The findings and discussions through the observations survey from case study in Segaris Art Center at
Solaris Dutamas in Kuala Lumpur as shown in the following table:
Tab. 2. Photos from walkthrough observation in Segaris Art Center
Factors View of artwork Walkthrough Observation
Distance
1500mm height visual focal point, scale of artwork and the
minimum distance of the viewer determine the human visual
capability.
Observation
The average distance area from display partition to the viewer is
1050mm. This invisible area creates a viewer parameter towards
artworks and should be empty. A photo shows a misplaced of
sculptures in the viewer 1050mm parameter interrupted the direct
visualization.
Distance
Paintings different sizes placed on white painted display partitions,
walls and columns. Some of the paintings are well-placed suiting the
distance with its sizes, but some of it is rather too near to be viewed.
Observation
The distances between the column and the wall where the paintings
display are too near causing difficulties to viewer in viewing the
artworks. The Viewer needs to see further to understand and feel
what the painter try to deliver in a bigger picture. The small paintings
displayed with minimum give a parameter distance given
visualization to the viewer.
Shadow
A photo shows lighting effects on front standing viewer caused
layer of shadows on the partition. The light position is too far in
distance result lower point of light focus.
Observation
Layer of human shadows on painting reducing real image in term
of colors, contrast, texture and linear element. This interruption
may be solved by the placing distance of lights in 30 º angle with
consideration of ceiling height and viewing parameter area.
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Factors View of artwork Walkthrough Observation
Reflected
Glare
and
Material
Character
A photo shows a single unit of luminaire shooting towards
two paintings in a narrow angle.
Observation
1. The first painting appears dark because the light source is
limited cause by a narrow angle of single direct lighting.
Every painting required light source otherwise it is reducing
visibility.
2. The white glossy partition finishes also causing glare and
contrast to the viewer visual. It is happening from reflection
of light on the partition surface where the white color is
refracting to environment causing discomfort visual.
Reflected glare disappears when matte material replaces the
surface.
Reflected
Glare
and
Material
Character
Most of the paintings in Segaris Art Centre are frame and
covered with transparent glass, preventing the artworks from
getting torn or washed out.
Observation
The paintings are cover with glass frames causing reflections
from the lights to appear on the paintings. Even though the
paintings are setting at eye level with an average of 1500mm
height from the floor. Reflected glare disappears when matte
glass replaces clear glass. The other way is by design indirect
light source to the painting.
Type of
Luminaire
The gallery used rounded housing wall wash lighting
specifically designed for artworks. The factors of luminaire,
light distance and the light angle creates light effect on the
surface.
Observation
The rounded housing wall wash create radius image on the
displayed partition adding various linear effects on the
surface.
Shadow
In some condition, shadow brings special effect to space
ambient. In the same situation, shadow decrease visual quality
by creating different element of the linear.
Observation
The sculptures are receiving a single direct light causing
direct shadow to background. The shadow attached on the
artwork surface affected the quality of artwork and visual.
Source: Fatin (2012)
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8. Results analysis and conclusions
From the observation research conducted, findings indicate there are various factors generate from 3
main components as shown in Tab. 1 in research visual quality towards the artworks in an art exhibition
gallery. The factors help to understand how lights react to a different character of material and finishes by
giving positive and negative effect through human vision. The increasing of visual performance and
visual comfort can be achieved from technical understanding on the luminaire type, angle and position.
The issues on reflective glare and shadow can be avoiding by better understanding on the lights technique
and specification. Technical requirement of luminaires installation can be resolved through consultation
of gallery designer and lighting specialist. Among factors mentioned, it has discovered that the distance
elements need to identify in every gallery design. The1500mm height visual focal point, scale of artwork
and the distance of viewer determine the human visual capability. Distance creates in invisible parameter
or space for the viewer to viewing towards artworks in comfort way. Technically, the material and
finishes of the display partition and wall also determine the visual quality. The glare happens from
reflection of light on the partition surface where the white color is refract to environment causing
discomfort visual. The reflected glare issues can be solve when by proposing a matte material or light
absorb material. The findings call the need of improvement on the human visual quality in Malaysian art
gallery exhibition area. The improvement on the human visual quality should be parallel with the value of
artworks and physical beauty of the space. Directly, it creates a harmony between the artworks
presentation, ambient of the gallery and visitor visual perceive. At last, the findings indirectly signify the
important role of the designer to identify the suitable materials, color and character of finishes to enhance
the quality of visual quality.
9. Recommendations
The main purpose of improving visual quality in the art gallery exhibition is to enable the visitor to
perform their activity comfortably, relaxing, safely and easily. To achieve this aim, it is necessary to
provide lighting that people are operation on good visual performance and visual comfort. These can be
done by improving the characteristics of the task as well as the lighting. Improving the task and lighting:
1050mm parameter viewer distance must empty area.
Scale of artwork must appropriate with the viewer distance.
Use diffuse reflectors material (e.g. matte finishes) for wall and display partition.
Maintaining the luminance contrast light.
Ensure luminance position and angle to follow the standard technical requirement.
Control colour contrast on wall and display partition.
Design the lighting that free from disability glare and veiling reflection.
Acknowledgements
The author would like to thank the Segaris Art Centre at Solaris Dutamas, Kuala Lumpur for their
approval for the site visit. Unforgettable acknowledgement dedicated to Faculty of Architecture, Planning
and Surveying, Universiti Teknologi MARA for funding this paper presentation.
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