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Psychology :
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Banner ads hinder visual search
and are forgotten.(2004) Burke, M., Gorman, N., Nilsen, E., &
Hornof, A.. Extended Abstracts of ACM CHI 2004: Conference on Human
Factors in Computing Systems, New York: ACM, 1139-1142.
ABSTRACT
Banner ads persist on the Internet in spite of evidence against their
efficacy. Many ads include animation in an attempt to increase their
attentional capture. An experiment was conducted to examine how various
banner ads affect the visual search of news headlines on the Web, and
whether participants could recall the ads they saw. The results both
support and contradict the notion of "banner blindness," the
idea that people ignore banner ads. Participants could not recall the
ads that they saw, but those ads did distract the users and significantly
increased search times. The most surprising result is that recall was
especially bad for animated banners. This paper examines issues of attentional
capture in an applied domain and provides guidance for web designers.
Exploring the divide between two unified theories of cognition: modeling
visual attention in menu selection. (1999) Erik Nilsen, Jake Evans
Lewis & Clark College, Portland, OR
Source: Conference on Human Factors in Computing System
CHI '99 extended abstracts on Human factors in computing systems
Pittsburgh, Pennsylvania, 288 - 289
Year of Publication: 1999
ISBN:1-58113-158-5
ABSTRACT
Two cognitive modeling efforts (EPIC & ACT-R) have proposed computational
models of a simple menu selection task involving searching for a single
digit in an unordered, pull down menu. This paper presents an empirical
study which extends the menu selection task in two dimensions (distance
between menu items and whether the items are digits or words). Each
of these manipulations should make a difference in selection time according
to one of the models but not the other. An analysis of response times
reveals that both factors produce significant differences in the direction
predicted by the cognitive models. The magnitude of these differences,
however, are smaller than predicted (7% for distance and only 3% for
word vs. digit). Implications for future modeling of visual attention
is briefly addressed.
- Signal
Detection Analysis of WWW Search Engines
Presented at Microsoft's "Designing for the Web: Empirical
Studies" Conference, October, 1996.
- (Carsten Schlichting,
Erik Nilsen (1996))
A comparative evaluation of several popular WWW search engine
s (AltaVista, Excite, InfoSeek, and Lycos) is reported. Five faculty
members generated a list of four to six keywords for a focused
research topic. After running the keywords through the search
engines, subjects evaluated the first ten WWW sites found by each
search engine and rated their quality. Signal Detection analysis
yields two scores for each search engine. One score (d') measures
the sensitivity of the search engine in finding useful information.
The other score (beta) measures how conservative or liberal the
search engine is in determining which sites to include in its
output. The results highlight the overall poor performance of
the current technology and provides an objective research methodology
for analyzing future developments.
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Reducing Visual
Stress Symptoms of VDT Users With Prescription Eyeglasses
(Erik
Nilsen, David Fencsik, Aidan Smith, Linda Solares, Scott Stratton,
(1995))
- The use of Video Display Terminals (VDT' s) in modern information
processing environments is associated with a variety of visual stress
symptoms including eye strain, headaches, blurry vision and neck/shoulder
pain. This study evaluates a method of prescribing computer specific
glasses to impro ve vision and reduce symptoms. Thi rty-seven computer
users who suffer from VDT related visual symptoms wore two pairs
of prescription eyeglasses for two weeks each in a double blind
crossover experiment. The experimental glasses were prescribed using
a Gaussian image testing device and t he control glasses were prescribed
using a standard paper Snellen chart. Data was collected on the
frequency and severity of symptoms in their regular work environment
as well as in a controlled laboratory setting. R esults indicate
that the experimental eyeglasses were preferred overall (p<.05).
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Studying
the Movement of High Tech Rodentia: Pointing and Dragging
(Oryx
Cohen, Shawna Meyer, Erik Nilsen, (1993))
- This study compares se ven input devices (mouse, touchscreen,
two trackballs, mousepen, touchpad, and joystick) performing a
star tracing task. Along with the device comparisons, the difference
between moving with the selector button pres sed (dragging) or
with the button relea sed (pointing) is examined. Recent work
has found that dragging is slower and more error prone than pointing
when using a mouse, stylus or trackball [1,2,3]. In the present
study, 28 subjects used all seven input devices for both dragging
and pointing t asks. Highly significant device differences were
found for both speed and accuracy (p's <.001). The touchscreen
and mouse were the best devices and the joystick and touchpad
were the worst. The fastest devices a lso produced the fewest
errors. The main effect for the button position was also significant,
(p's <.005) with dragging being slower and more error-prone
than pointing. However, there was a significant interaction between
input device and button positi on. For one of the devices, the
mousepen, dragging was actually faster and less error prone than
pointing. What is different about the mousepen? Some possibilities
are considered along with how these results can be applied to
the design of input devic es and interaction techniques.
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Device
Comparisons for Goal-Directed Drawing Tasks
(Shawna
Meyer, Oryx Cohen, Erik Nilsen, (1994))
- This study compares five input devices (mouse, mo usepen, trackball,
stylus, and touchscreen) on a series of goal-directed tasks using
a drawing program. Striking performance differences are found
for the touchscreen when compared with a previous study using
a standard, isolated, laboratory task. The study also looks at
the impact of device to screen mapping (absolute vs. relative)
and device orientation (horizontal vs. vertical). Performance
and preference data point towards an advantage for horizontal
relative input devices.
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The
Growth of Software Skill: A Longitudinal Look at Learning &
Performance
(Erik
Nilsen, HeeSen Jong, Judith S. Olson, Kevin Biolsi, Henry Rueter,
& Sharon Mutter, (1993))
- This research follows a group of users over time (16 months)
as they pr ogress from novice towards expert in their use of Lotus
1-2-3. Quantitative and qualitative measures of performance are
compared with expert users having over three years of experience.
The results indica te that the motoric aspect of performance is
rel atively stable over time, while improvement in the cognitive
component of the skill is dependent on details of the interaction
dialogue. This work fills a gap between the work on skill learning
and skille d performance. Implications for the Keystroke Level
Model of skilled performance are discussed as well as suggestions
for designing the interaction dialogue to facilitate the development
of expertise.
Created by: Psychology
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