Webinar description: What makes a user interface engaging and intuitive? Conversely, what makes some programs so difficult to use? The practice of experience design is a blending of art and science, informed by principles drawn from graphic arts, information theory and cognitive psychology. We are pattern seekers, and the more we understand how our visual system builds the patterns we see (or don't see), the more effectively we can control the user's experience.
We invite you to join Mad*Pow's Experience Design Director, Paul Kahn, and Experience Research Director, Dan Berlin, as they review visual cognition theories and show how the resulting principles are applied in experience design. Whether you are new to the field or an experienced practitioner, this presentation will introduce new topics and serve as a review of subjects that you may not have thought about in quite the same way. By raising awareness of how we think and how we see, we will show how theory informs our real-world visual design projects.
This presentation has all the essential points on “Design Principles for All the
Designers” whether they are web, graphic, video editor, animation, visual effects artist, motion graphic artist, multimedia
designer or from any other design industry e.g. fashion, interior, architectural designing.
The way people see a web page or digital design strongly affects its utility and the meaning that they take away. Gestalt principles tell people how to perceive visual objects, what they mean, and how they relate to one another within the user's experience. Design with these principles in mind to meet users' needs and leave a positive impression.
This book examines the theoretical foundations of the processes of planning and design. When people – alone or in groups – want to solve problems or improve their situation, they make plans. Horst Rittel studied this process of making plans and he developed theories – including his notion of "wicked problems" – that are used in many fields today. From product design, architecture and planning – where Rittel’s work was originally developed – to governmental agencies, business schools and software design, Rittel’s ideas are being used.
Gestalt theory is one of the most important theories and methods of studying visual perception.
The basic principle is The whole is greater than the sum of its parts.
Mapping human behaviour with immersive expereiences by Jon DoddNeil Cooper
How do we develop products, services and websites that provide customers with a rich, immersive and satisfying experience? What are the little peculiar human behaviours that we need to be aware of and tap into?
Jon holds a DPhil. in Visual and Computational Neuroscience from Oxford University. As an academic he researched (amongst other things) how you and your brain judge attractiveness, discern the shapes of shampoo bottles, and make decisions when shown visual illusions (he can also tell you a thing or two about how faces indicate age, gender and trustworthiness and why caricatures work so well).
In 1999 he co-founded Bunnyfoot. The premise was (and still is) to help people create great experiences by applying the brainy bits from science and psychology.
This presentation has all the essential points on “Design Principles for All the
Designers” whether they are web, graphic, video editor, animation, visual effects artist, motion graphic artist, multimedia
designer or from any other design industry e.g. fashion, interior, architectural designing.
The way people see a web page or digital design strongly affects its utility and the meaning that they take away. Gestalt principles tell people how to perceive visual objects, what they mean, and how they relate to one another within the user's experience. Design with these principles in mind to meet users' needs and leave a positive impression.
This book examines the theoretical foundations of the processes of planning and design. When people – alone or in groups – want to solve problems or improve their situation, they make plans. Horst Rittel studied this process of making plans and he developed theories – including his notion of "wicked problems" – that are used in many fields today. From product design, architecture and planning – where Rittel’s work was originally developed – to governmental agencies, business schools and software design, Rittel’s ideas are being used.
Gestalt theory is one of the most important theories and methods of studying visual perception.
The basic principle is The whole is greater than the sum of its parts.
Mapping human behaviour with immersive expereiences by Jon DoddNeil Cooper
How do we develop products, services and websites that provide customers with a rich, immersive and satisfying experience? What are the little peculiar human behaviours that we need to be aware of and tap into?
Jon holds a DPhil. in Visual and Computational Neuroscience from Oxford University. As an academic he researched (amongst other things) how you and your brain judge attractiveness, discern the shapes of shampoo bottles, and make decisions when shown visual illusions (he can also tell you a thing or two about how faces indicate age, gender and trustworthiness and why caricatures work so well).
In 1999 he co-founded Bunnyfoot. The premise was (and still is) to help people create great experiences by applying the brainy bits from science and psychology.
Designing with the Mind in Mind: the Psychological Basis of UI Design RulesUXPA International
UI design guidelines are not simple recipes. Applying them effectively requires determining guideline applicability and precedence and balancing trade-offs when guidelines clash. By understanding the underlying psychology, designers and evaluators enhance their ability to apply guidelines. This course explains that psychology. It is based on the instructor's recent book: Designing with the Mind in Mind, 2nd Edition (Elsevier, 2014).
Topics covered:
Perception is biased
Vision is optimized to perceive structure
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience & executing learned actions. Hard: novel actions, problem-solving, calculation
Human decision making is rarely rational
Hand-eye coordination follows laws
Pre-Conference Course: Designing with the Mind in Mind: The Psychological Bas...UXPA International
UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This course explains that psychology.
Topics covered:
Perception is biased by experience, context, goals
Vision is optimized to perceive structure (Gestalt principles)
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience and executing learned actions. Hard: novel actions, problem-solving, and calculation
We’ve been drawing on Byron Sharp’s work at the Ehrenberg-Bass Institute to help explain how brands can grow to become market leaders. Let's break down the difference between differentiation and distinctiveness, and which of the two unlocks the potential for true brand innovation.
In information visualization, visual mirages can emerge when the visual representation of data is interpreted or appears to indicate patterns that are not truly present in the data. This can be caused by issues such as incorrect data scaling, the use of improper visualization techniques, or a lack of clear visual signals. Such mirages might be mis-lead and lead to incorrect assumptions. To avoid such blunders, it is critical to extensively evaluate visualizations and verify that they appropriately show data patterns.
Designing with the Mind in Mind: the Psychological Basis of UI Design RulesUXPA International
UI design guidelines are not simple recipes. Applying them effectively requires determining guideline applicability and precedence and balancing trade-offs when guidelines clash. By understanding the underlying psychology, designers and evaluators enhance their ability to apply guidelines. This course explains that psychology. It is based on the instructor's recent book: Designing with the Mind in Mind, 2nd Edition (Elsevier, 2014).
Topics covered:
Perception is biased
Vision is optimized to perceive structure
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience & executing learned actions. Hard: novel actions, problem-solving, calculation
Human decision making is rarely rational
Hand-eye coordination follows laws
Pre-Conference Course: Designing with the Mind in Mind: The Psychological Bas...UXPA International
UI design rules and guidelines are not simple recipes. Applying them effectively requires determining rule applicability and precedence and balancing trade-offs when rules compete. By understanding the underlying psychology, designers and evaluators enhance their ability to apply design rules. This course explains that psychology.
Topics covered:
Perception is biased by experience, context, goals
Vision is optimized to perceive structure (Gestalt principles)
We seek and use structure
Color vision is limited
Peripheral vision is poor, and visual search is linear unless target “pops” in periphery
Attention is limited; Memory is imperfect
Limits on attention and memory shape our thought and action, e.g., change-blindness
Recognition is easier than recall
Easy: learning from experience and executing learned actions. Hard: novel actions, problem-solving, and calculation
We’ve been drawing on Byron Sharp’s work at the Ehrenberg-Bass Institute to help explain how brands can grow to become market leaders. Let's break down the difference between differentiation and distinctiveness, and which of the two unlocks the potential for true brand innovation.
In information visualization, visual mirages can emerge when the visual representation of data is interpreted or appears to indicate patterns that are not truly present in the data. This can be caused by issues such as incorrect data scaling, the use of improper visualization techniques, or a lack of clear visual signals. Such mirages might be mis-lead and lead to incorrect assumptions. To avoid such blunders, it is critical to extensively evaluate visualizations and verify that they appropriately show data patterns.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
“World creation” How might we educate the citizens of the future to be thoug...Stine Ejsing-Duun
Education that focus on facts and grades does not nurture creativity and problem-solving skills. If the new generations are expected to tackle real-world problems, we need to be able to learn from practice and use theory, but also to produce new insights in the realm of the unknown. When venturing into untrodden ground, tackling emerging problems abductive reasoning as a type of reasoning that is behind introducing new ideas. However, while inductive and deductive reasoning is highly appreciated, abductive reasoning is a way of thinking often not supported in (higher) education.
Through an investigation of abductive reasoning, design as inquiry, and design thinking as approaches to pedagogy and learning, this presentation shows possibilities for nurturing creativity and critical thinking. In my talk, I will use examples from different parts of the educational system. It relates to game-based learning, design thinking and design practice.
UXPA Boston 2024 Maximize the Client Consultant Relationship.pdfDan Berlin
It is very common for enterprise companies to use the services of external consultants, perhaps especially so in the field of user experience (UX). This is sometimes in the service of augmenting the company’s UX team who may not have the resources to complete all their desired projects. Consultants may also help companies who are newer to UX, where they introduce the client team to best practices and typical workflows. In either case, it’s critical to project success for both the consultant and client team to work in harmony. This presentation will provide generalizable best practices for collaborating with consultants from both the consultant and client viewpoints. Though the presentation focuses on the consultant/client relationship, all conference attendees will benefit from the provided communication and collaboration tips. Dan Berlin and Yina Turchetti presented this talk at the UXPA Boston 2024 conference.
Your "Psychologist Voice": Leveraging Voice Mindfulness for UX ResearchDan Berlin
Moderating a one-on-one interview to elicit the most actionable data is an acquired skill. A primary aspect of this, which we don’t normally talk about, is the tone, timbre, and pace of our voice. Some say that a moderator should try to match the participant’s tone; that this makes the participant feel that you are similar to him or her. But I believe that it is better to use your “psychologist voice” when moderating sessions. That is, you should always keep a soft tone, modulate your voice, stay quiet, and always be ready to turn a question back to the participant. In this presentation, I’ll reveal the fun origins of how I discovered the psychologist voice and why it not only makes for sessions that yield useful data, but is also an important life-skill.
Biometrics in UX Research: The Next Big StepDan Berlin
My talk from the 2015 Big Design Conference in Dallas, TX. Discusses how the use of biometric capture devices may give us a new tool in our user experience research toolkit.
User Experience (UX) Research in HealthcareDan Berlin
Healthcare companies should embrace iterative user research so that they may design products that aligns with their customers' wants and needs. UX research studies are not clinical trials - they are a means of learn how to best design a product for customers.
Beyond Eye Tracking: Bringing Biometrics to Usability ResearchDan Berlin
User experience research has traditionally relied upon qualitative techniques that entail users telling us their feelings, wants, and needs. This creates an inherent cognitive bias – data is filtered through the participant’s cognition. That is, we may not necessarily be hearing the participants’ true feelings. They may be trying to please the moderator or may just be unable to articulate the cause of their emotions. But researchers and stakeholders alike are thirsty for quantitative data that complements the qualitative. Luckily, we live in exciting times – there are two particular technologies that are becoming more accessible that will help usability researchers break through cognitive bias and provide that ever tantalizing quantitative data: eye tracking and biometrics. Eye tracking equipment has only recently started to become affordable to most anyone who wants to use it. Researchers must now get up-to-speed on eye tracking methodology and analysis. When is it appropriate? How can we turn the data into actionable findings? What the heck do I do with all of this new data?! More importantly, we should find new research techniques that will break through cognitive bias.
This is where the second technology comes in: biometrics. Psychophysiology is the study of how emotions affect changes in the body. Changes in heart rate, breathing rate, heart rate variability, and galvanic skin response (GSR) have all been shown to be accurate indicators of a person’s emotions, among others. Just as with eye tracking, the equipment to measure these biometrics are just now starting to become accessible to usability researchers. Until very recently, the equipment to gather this data was rather obtrusive and invasive. This not only affected participant comfort, but also did not lend to conducting “discount” usability research. But new technology allows the collection of biometrics in non-invasive ways. For instance, Affectiva’s Q Sensor is worn on the wrist and wirelessly gathers a participant’s GSR. The problem with integrating psychophysiological data into usability research is that individual researchers will need to come up with not only the algorithms to interpret the biometrics but also the technology to temporally marry the biometrics to the eye tracking data. These are no small tasks. There are companies out there that will collect and interpret the data for you for a hefty fee. But this technique should be in every usability researcher’s toolkit. As such, we should come together as a research community to figure this out. We need an open dialogue. We need to share techniques and stories.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
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.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Game Concept Presentation for Ukrainian Mythology Based Game With Designs
Visual Principles of Experience Design: Blending Art and Science
1. Visual Principles of Experience Design:
Blending Art and Science
Prepared by:
Dan Berlin – Experience Research Director
Paul Kahn – Experience Design Director
May, 2013
2. About This Presentation
Dan Berlin (left), Experience Research Director
Paul Kahn (right), Experience Design Director
Leaders in beard production at Mad*Pow
(Dan specializes in brown, Paul in grey)
Agenda
We are pattern seekers
Perceptual variables
Color use
Mad*Pow design examples throughout
2
4. Why Is This Important?
4
Our understanding of perceptual tasks drives the design of intuitive interfaces
Dan: A person does not have to think about seeing a pattern
Paul: Patterns of information create understanding
Dan: All design is based on the psychology of perception
Paul: Good design occurs in the mind of the user
Dan: We receive information by perceiving differences
Paul: The patterns that connect are the pathways for accessing differences
“The perception of a pattern can often be the basis of a new insight.”
- Colin Ware, Information Visualization
5. The Goal of Experience Design
By making interfaces that are “intuitive” we are reserving active thinking to
making inferences and gaining insights
• Dual-process theory
• System 1: Pre-Cognition (instantaneous)
• System 2: Cognition (active thinking) (Stanovich & West, 2000)
The goal of Experience Design is to create interfaces that are
• Intuitive = easy to grasp
• Attractive = in harmony with the user’s senses
An interface is “intuitive” and (generally) aesthetically pleasing when it:
• Takes advantage of the mind’s strengths & avoids its weaknesses
• Doesn’t confuse System 1
5
6. Ok, that’s interesting, but give me an example
6
An interaction is intuitive
when the user makes the least effort to grasp the significant difference.
Easy Not as easy Fuhgeddaboudit
Task: Find the red circle
Chris Healey, Perception in Visualization, 2009
7.
8. Perception
The iris and lens change shape so that
light can be focused on the retina
Objects are perceived when rods and
cones detect changes in light and color
3-dimensional space is perceived when
the brain detects changes in retinal
disparity
We are change detectors
(Which is why the red text stands out)
8
Rene Descartes, 1663
9. The Steps of Visual Cognition
9
Perception
• All based on changes in contrast: hue, brightness, and color palette
• We detect differences, physiologically and psychologically
System 1: Pre-attentive Processing (Treisman & Gelade, 1980)
• Processed in under 250 milliseconds
• Parallel (bottom-up) processing – multiple things at once
• The focus of today’s discussion
System 2: Cognition
• Serial (top-down) processing – one thing at a time
• Active thinking
Perception
Preattentive
Processing
Cognition
10. Pre-attentive Processing
10
Second step of visual perception
• Sits between perception and cognition
• Processed in under 250 milliseconds
• Understanding without training or cognition
• Serial vs. parallel processing
• Starts to perceive objects in the mind’s eye
• And to ready our reaction to the object
Pre-attentive variables
• Proximity, similarity, connectedness, continuity, symmetry, closure, relative size, figure and
ground, intensity, curvature, line length, color, orientation, brightness, and direction of movement
• Overlapping variables (everything we see)
• Many theories as to how we deal with these – Feature Integration Theory, for one
(Treisman & Gelade, 1980)
11. DIKW Hierarchies (Data, Information, Knowledge, Wisdom)
11
The Functional Art, Alberto Cairo (2013)
Perception
Preattentive
Processing
Cognition
12. Concepts We Learn from Science
We are pattern seekers
We order the visual patterns we
recognize
We store visual patterns that
influence our expectations
What we see is strongly influenced
by our expectations
Our Sources:
Cognitive Psychology, Social
Anthropology, Neuroscience
12
13. We learn from Art & Design
Over five centuries of typographic practice:
• Legibility is achieved through spacing:
character spacing, word spacing, & line spacing
• We see the difference between
negative and positive space (contrast)
• Color comes from size and weight
• We use white to expose black
13
William Caslon, 1728
14. Lessons from Industrial Design:
Symmetry, Rhythm and Repetition
14
Christopher Dresser, Toast Rack, 1879Christopher Dresser, The Art of Decorative Design, 1862
15.
16. We scan, filter, interpret differences
16
Jerusalem. Directional signs in the Old City, 2013
17. We use differences to create understanding
17
Health Design Challenge, 2012
18. Intuitive does not mean “Like”
Aesthetics is a matter of taste influenced by cultural preference
Intuitive is a matter of cognitive response influenced by expectation
18
21. Seven Visual Variables To Represent Data
21
Jacques Bertin, 1967 Benoit Martin, 2004
• Jacques Bertin (1918-2010): French cartographer and teacher
• Visual variables for quantitative information use to communicate differences
22. Carrying Capacity of Visual Variables
22
7 colors: French high-speed train network, 2005 20+ colors: Paris Metro, 2012
23. Hierarchy of Perceptual Tasks
23
We are good at some tasks, but not
others
• Good at: position, length, direction
• Bad at: area (of a circle), volume,
saturation
This is why you will see line or bar
graphs to convey data
• This is why visualizations that rely on color
typically use a limited set of colors
Cleveland & McGill, 1984
25. The Graph – A Basic Visualization
Position on a
common scale
(2 dimensions of the
plane)
Length (size)
Shading (value)
Area (size)
Slope (orientation)
Health Design Challenge, 2012
27. Displaying Quantity in Location
Statistical Chart showing the extent the population & revenues of the
Principal Nations of Europe in the order of their Magnitude
The Statistical Breviary, William Playfair, 1801
28. Comparing Area and Comparing Length
28
The Functional Art, Alberto Cairo, 2013
29. 29
Comparing Area and Comparing Length
Aesthetically pleasing and “interesting,” but
does not convey the data as easily (have to
compare polygon areas)
Bar graphs = simply judge the line lengths
30. The Gestalt Laws and Principles
30
The learnings of the Gestalt psychologists are typically referred to as
the “Gestalt Laws” or “Gestalt Principles”
• These aren’t two different sets of information – just two ways of looking at the same thing
Gestalt Laws
• Typically broken down into seven categories
• Closure, similarity, proximity, symmetry, figure/ground, common fate, & continuity
• May also hear about others: isomorphism or focal point
Gestalt Principles
• Typically broken down into four categories
• Emergence, reification, multistability, & invariance
Good way to look at it: the “Laws” are the elements of the “Principles”
• The Gestalt Laws take a bottom-up approach, the Gestalt Principles, top-down
31. The Gestalt Laws
31
Closure
• In our mind’s eye, we complete
obscured or incomplete items
Similarity
• Items with a common attribute
tend to be visually grouped
Curabitur a tellus ut elit sagittis pellentesque id
sed sem. Sed porta sapien quis metus dignissim
eu condimentum orci tristique. Nam laoreet
augue vel mi commodo at varius risus commodo.
Nam rutrum vulputate dolor, sed dapibus enim
cursus quis. Morbi suscipit enim ut metus
tincidunt et varius turpis pretium. Maecenas
molestie ultrices elit semper vulputate. Fusce
pellentesque rhoncus fermentum.
Proximity
• Items that are close together
tend to be grouped together
32. The Gestalt Laws
32
Common Fate
• Items moving together are
grouped together
Continuity
• An overlapping item is
perceived as one continuous
item
Symmetry
• We perceive items as
symmetrical wholes
http://bit.ly/YOsxZz
33. The Gestalt Laws
33
Figure/Ground
• When perceiving, some
items are the focus, while
some are the background
Felice Varini, 2013
M.C. Escher, 1946
40. In Summary
Interfaces that rely on users’ System 1 (pre-attentive processing), will be
more intuitive
• Interaction guidance
• Information visualization
We do this by using existing design principles and by relying on perceptual
variables that we are good at discerning
• Design patterns = may involve learning
• Perceptual variables = innate skills
Take advantage of the mind’s strengths and avoid its weaknesses!
40
41. References
Bertin, Jacques. (1983). Semiology of graphics: Diagrams, Networks, Maps. University of Wisconsin Press.
[new edition ESRI, 2010]
Bertin, Jacques. (2001). Matrix theory of graphics. Information Design Journal. 10(1).
Bertini, E. (2009). No more excuses: a list of references to learn how to use color. Retrieved from:
http://diuf.unifr.ch/people/bertinie/visuale/2009/05/infovis_color_theory_in_few_li.html
Brewer, C. A. (1999). Color Use Guidelines for Data Representation, Proceedings of the Section on Statistical
Graphics, American Statistical Association. 55-60. Retrieved from:
http://www.personal.psu.edu/cab38/ColorSch/ASApaper.html
Cairo, Alberto. (2012). The Functional Art: An introduction to information graphics and visualization, New
Riders.
Cleveland, William S. & McGill, Robert. (1984) Graphical Perception: Theory, Experimentation, and
Application to the Development of Graphical Models. Journal of the American Statistical Association. 79(387),
531-554.
41
42. References
Healey, Chris. (2009). Perception in Visualization. Retrieved from http://www.csc.ncsu.edu/faculty/healey/PP/
Hunt, Amelia R. & Halper, Fred. (2008). Disorganizing biological motion. Journal of Vision. 8(9).
Kahneman, Daniel. (2011). Thinking Fast and Slow. Farrar, Straus, & Giroux.
Katz, Joel. (2012). Designing Information: Human Factors and Common Sense in Information Design. Wiley.
Stanovich, Keith E. & West, Richard F. (2000). Individual differences in reasoning: Implications for the
rationality debate? Behavioral and Brain Sciences, 23, 645-726.
Treisman, A. and Gelade, G. (1980). A feature-integration theory of attention. Cognitive Psychology, 12,
97-136.
Ware, Colin. (2004). Information Visualization. Morgan Kaufmann.
42