| Literature DB >> 34956344 |
Zhepeng Rui1, Zhenyu Gu1.
Abstract
In human-computer interaction, the visual interaction of user experience (UX) and user interface (UI) plays an important role in enriching the quality of daily life. The purpose of our study analyzes the use of brain-computer interface (BCI), wearable technology, and functional magnetic resonance imaging (fMRI) to explore the aesthetic processing of visual neural response to UI and UX designs. Specifically, this review aims to understand neuroaesthetic processing knowledge, aesthetic appreciation models, and the ways in which visual brain studies can improve the quality of current and future UI and UX designs. Recent research has found that subjective evaluations of aesthetic appreciation produce different results for objective evaluations of brain research analysis. We applied SWOT analysis and examined the advantages and disadvantages of both evaluation methods. Furthermore, we conducted a traditional literature review on topics pertaining to the use of aesthetic processing knowledge in the visual interaction field in terms of art therapy, information visualization, website or mobile applications, and other interactive platforms. Our main research findings from current studies have helped and motivated researchers and designers to use convincing scientific knowledge of brain event-related potential, electroencephalography, and fMRI to understand aesthetic judgment. The key trend finds that many designers, artists, and engineers use artistic BCI technology in the visual interaction experience. Herein, the scientific methods applied in the aesthetic appreciation to human-computer interface are summarized, and the influence of the latest wearable brain technology on visual interaction design is discussed. Furthermore, current possible research entry points for aesthetics, usability, and creativity in UI and UX designs are explicated. The study results have implications for the visual user experience research domain as well as for interaction industries, which produce interactive projects to improve people's daily lives.Entities:
Mesh:
Year: 2021 PMID: 34956344 PMCID: PMC8702354 DOI: 10.1155/2021/2070209
Source DB: PubMed Journal: Comput Intell Neurosci
Figure 1Literature review workflow. The main methods and steps employed in searching, reading, selecting, organizing, and summarizing studies in the literature for this review study are depicted.
Figure 2Relationship between aesthetic processing and user interface (UI) and user experience (UX) designs. The structure diagram shows the potential entry points for the aesthetic judgment of user experience research in terms of five main stages of aesthetic processing, spatial or temporal considerations, social interactions or atmosphere, and linking with other emotion studies.
Figure 3Process of visual interaction and aesthetic processing on user interface (UI) and user experience (UX) projects. The ways in which people appreciate UI and UX projects are revealed. Their visual aesthetic experience is influenced by environmental consideration, design concept, personal conditions, or background through top-down cognition and bottom-up perception.
Figure 4Specific brain regions related to aesthetic appreciation. The critical brain regions are listed under four lobes to help researchers, designers, and artists know their brain research directions to link with the artwork, UX projects, and design materials in developing aesthetic processing research.
EEG contributions to UX and UI aesthetic designs.
| Wave name | Frequency (Hz) | Typical amplitude (uV) | Meaning | Aesthetics on UX | Aesthetics on UI |
|---|---|---|---|---|---|
| Delta | 0.1–4 | 100–200 | The deepest stages of sleep and support in describing the depth of sleep | Better UX evokes stronger relative power of delta (frontal region) [ | Delta reflects feelings of drowsiness, which can be used to evaluate the visual novelty of the UI [ |
| Theta | 4–8 | Higher than 30 | Interesting emotions, distraction, trance, hypnosis, and intense dreams and emotions | Better UX affects weaker relative power on the theta rhythms (frontal and parieto-occipital regions) [ | Preferred humanoid robot appearances showed higher theta rhythm power than nonpreferred ones [ |
| Alpha | 8–13 | 30–50 or higher | Relaxed but aware state | Better UX evokes stronger relative power of alpha (frontocentral, parietal, and parieto-occipital regions) [ | Alpha brain waves are active when people feel stable and pleasant [ |
| Beta | 13–30 | 2–20 or higher | Excited state, physical activity | The beta frequency band is associated with emotions in the immersive or virtual environments [ | Studies reported that women showed higher beta in the anterior cingulate cortex on modelling design [ |
| Gamma | 30–60 | 3–5 or higher | High consciousness level, integration of different sensory modalities, awakened state | Better UX evokes stronger relative power of gamma (C3) [ | It is in charge of working memory of graphic UI design [ |
UX, user experience; EEG, electroencephalograph; UI, user interface.
ERP contributions to UX and UI aesthetic designs.
| ERP | Amplitude | Contribution of ERP to UI and UX designs |
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| (Positivity or negativity) 25–125 ms | C1 reflects the visual activity and attention effects in V1 [ |
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| (Positive wave) 50–150 ms | P100 results from early ERP amplitude at the occipital lobe [ |
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| (Positive wave) 150–250 ms | It reveals a P200 amplitude increase in response to ugly images, which was probably the result of a negative bias in attentional processes [ |
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| (Positive wave) 250–350 ms | The P300 peak is shorter for color stimuli [ |
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| (Negative wave) 80–120 ms | N100 is associated not only with the physical features in reflection to the attention level but also with the attractiveness of stimuli [ |
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| (Negative wave) 120–200 ms | N170 is the ideal ERP component for facial identification and attractiveness [ |
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| (Negative wave) 200–350 ms | N200 shows the negative component peaking at 200–350 ms. It reveals the perception of beauty, especially of geometric shapes [ |
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| (Negative wave) 270–400 ms | N300 is responsive to picture stimuli and affordance [ |
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| (Negative wave) 350–500 ms | N400 activates between poststimulus onset with a frontal-central to central-parietal scalp distribution. N400 is concerned with the measure of semantic processing of words or pictures [ |
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| (Negative wave) 380–530 ms | Attractive user interface design evokes more negative amplitudes, which shows a larger N450 [ |
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| (Late positive wave) 550–770 ms | Late positive potential mainly oversees delayed aesthetic perception and understanding of the objects [ |
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| (Positive wave) 160–200 ms | Facial stimulus and representing the stage of face structural encoding [ |
UX, user experience; EEG, electroencephalograph; UI, user interface; ERP, event-related potential.
fMRI findings on initial and delayed aesthetic appreciation.
| Aesthetic status of UX and UI designs | Brain regions |
|---|---|
| Aesthetic judgments of beautiful object morphology | Bilateral inferior occipital gyrus, left middle occipital gyrus, bilateral inferior frontal gyrus, left medial superior frontal gyrus, right inferior OFC, left hippocampus, left superior parietal lobule, right supramarginal gyrus extending to the postcentral gyrus, and right paracentral lobule [ |
| Aesthetic judgments of rhetorical beauty | Bilateral inferior occipital gyri and inferior frontal gyri, left medial superior frontal gyrus, bilateral hippocampus, and right putamen [ |
| Aesthetic judgments of both beautiful object morphology and rhetorical beauty | Bilateral inferior occipital gyrus, left middle occipital gyrus, bilateral inferior frontal gyrus, left medial superior frontal gyrus, left hippocampus, and right inferior OFC [ |
| Ugly and negative feelings on object morphology and rhetorical description | Bilateral inferior occipital gyri during judgments of pictographs that referred to ugly objects and oracle bone scripts that referred to negative social meaning [ |
fMRI, functional magnetic resonance imaging; OFC, orbitofrontal cortex; UX, user experience; UI, user interface.
Figure 5Involvement of brain analysis/experiment in the user experience design process. The design process comprises concept design, implementation, and evaluation methods for UX projects. The possible entry points for brain research in the UX development progress are also shown. By including objective brain analysis, the final effect and performance of UX projects will be more convincing.
Brain impairment influence on aesthetic processing of UX and UI designs.
| Impairment condition | Influence on aesthetic appreciation | Influence on UX and UI designs |
|---|---|---|
| Stroke | 1. Change of the dominant hand to create artwork [ | 1. Influences the user control hand behavior on user experience. |
| Visual agnosia | Patients cannot render the overall forms of the objects, but only some essential features. Impaired artists cannot draw from memory but rely on copying objects from the real world [ | Influences design affordance experience of UI design because of impaired visual memory. |
| Degenerative disease: Alzheimer's disease | 1. Some patients have frontotemporal dementia (semantic dementia), which influences new interests in art. They paint some repetitive painting patterns [ | 1. Influences the visual novelty experience on receiving new UX and UI designs. |
| Epilepsy and migraine | Influence the variety of visual elements and inspiration [ | Influence the results of a variety of visual stimuli on the event-related potential. |
| Left temporal lobe resection because of epilepsy | Changes in the preference for music, artworks, and literature [ | Influences the results of subjective evaluations or online questionnaire results. |
| Damage to the amygdala | 1. Higher liking for three-dimensional visual stimuli of geometrical shapes [ | The graphic design interface was affected because of preference for three-dimensional visual stimuli. |
| Posttraumatic disorders | Patients find it difficult to achieve high accuracy because of the need to pay attention continuously [ | Influence high concentration research using event-related potential or fMRI. |
| The impairment of eye or brain visual systems | 1. The gaze-independent hybrid-BCI experiment is not quite effective [ | 1. Possibly influences many research studies on aesthetic processing. |
| Lack of access from perceptual system such as specific musical anhedonia | Reduces emotional pleasure from music and visual art. Affects the hedonic sensory system [ | Influences the perception step of aesthetic processing of UI design. |
| Motion sickness | Motion sickness influences BCI accuracy in virtual reality-based applications [ | Influences UX in virtual environment research studies. |
| Mental and visual fatigue | Mental fatigue negatively influences users' affective experience with the visual stimuli test [ | Influences the results of event-related potential and fMRI research on UX design. Some researchers started to use low visual fatigue and low contrast to present visual stimuli to avoid visual fatigue [ |
| Traumatic brain injury | 1. Frontal and prefrontal areas of the brain are impaired [ | Influences the visual memory test on memorizing the UI information or data. |
| The limitation of dorsal and ventral streams | 1. Disparity between virtual and real worlds. | Virtual reality needs to consider dorsal and ventral functions in perceiving real life [ |
| Autism spectrum disorder | 1. Has an impairment of empathic ability, which is related to aesthetic perception [ | Influences implicit and explicit evaluations of aesthetic perceptions. |
fMRI, functional magnetic resonance imaging; BCI, brain-computer interface; UX, user experience; UI, user interface.
Comprehensive summary of all current brain aesthetic processing research studies on UX and UI designs.
| References | Visual stimuli/content | UI/UX categories | Number of participants | BCI apparatus | BCI paradigm, electrodes, and brain area | Contributions to UI/UX |
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| [ | Brain painting | UI and UX | 42 (questionnaire) | Neurosky Mindwave | Active BCI on FP1 position | The research created brain painting and used the seven-chakra meditation concept. The mindfulness meditation UX and creative UI helped people decrease stress. |
| [ | Brain painting | UI and UX | 681 (questionnaire) | Wireless g.Nautilus | P300 BCI with electrodes Fz, Cz, P3, Pz, P4, PO7, Oz, PO8 | Used P300 BCI and robotic machine to draw public art painting in a public area. It is a representative study of public art UX design. |
| [ | Brain painting | UX | 8 | 16 dry-electrode channels with the G Tec Nautilus EEG device | P300 BCI with electrodes Cz, CPz, P1, P3, P5, P7, Pz, P2, P4, P6, P8, PO3, PO7, POz, PO6, and PO4 | The study helped people with amyotrophic lateral sclerosis experience brain painting through P300 BCI with VR installations. |
| [ | Color, shape, and animation | UI | 37 | Monopolar 25-channel EEG with linked earlobes reference using an NVX-52 amplifier | RSVP paradigm | P300-based BCI works accurately with color stimuli and secondarily with shape stimuli. |
| [ | Color and environment | UX | 30 | US Neuroscan EEG recording and analysis system with 64-channel electrodes | Event-related spectral perturbation to observe the theta (4–7 Hz), alpha (8–13 Hz), beta (14–30 Hz), low gamma (31–50 Hz), and high gamma (51–100 Hz) bands | The research considered the UX environment of the interior design inside a driven car. Men and women showed different brain high-gamma and high-beta feedback based on the color tone of the interiors. |
| [ | Dynamic and static landscape | UI and UX | 22 | fMRI | Brain feedback on the regions of occipital lobe, frontal lobe, supplementary motor area, cingulate cortex, insula, middle temporal gyrus, and hippocampus | The research study demonstrated that dynamic visual stimuli were more visually pleasing than static visual stimuli by comparing and analyzing static and dynamic landscape stimuli. |
| [ | Emoji design | UI | 10 | g.USBamp and g.EEGcap | RSVP paradigm; gaze-independent BCI and event-related potential on the following electrodes: Cz, Pz, Oz, Fz, F3, F4, C3, C4, P3, P4, P7, P8, O1, and O2 | Participants evoked P300 and P400 amplitudes on colored dummy faces. |
| [ | Environment consideration of multisensory perception | UX | 24 | 64 electrodes | Focus on alpha, beta, and gamma. | Research to help determine the combination of multisensory perceptions of UX. |
| [ | Environment consideration | UX | 20 | 64 silver (Ag/AgCl sintered) electrodes on a stretch Lycra Quik-Cap | EEG on alpha | The study compared personal aesthetic and affective responses towards paintings and public areas of commercial stimuli. It suggests the public UI and UX designs have a far-reaching influence on people's decision-making. |
| [ | Environment consideration | UX | 209 | Muse band (MoBI) | AF7, AF8, TP9, TP10 | The research considered the environment on perceiving artwork, which can be used for future public interactive art such as TeamLab. |
| [ | Game interfaces and interactions | UI and UX | - | - | - | The paper summarizes the comprehensive EEG, ERP, and SSVEP brain analysis on game UI and UX designs. |
| [ | Icons (graph and text) | UI | 25 | Australian Compumedics Neuroscan 64 EEG acquisition system | ERP on N100 and P200 on Pz and Cz | The research studied the icon design for the military field through ERP analysis. |
| [ | Images and words | UI and UX | 20 | 64 electrodes | ERP on N400 (FC1, FC2, FC3, FC4, FCz, C1, C2, C3, C4, Cz, CP1, CP2, CP3, CP4, CPz). | The research found that abstract images can be related to similar meanings of words. The research can persuade UX and UI designers to use artistic interaction in more abstract ways. |
| [ | Information visualization | UI and UX | 15 | g.GAMMAcap | Spectral analysis on delta (<4 Hz), theta (4–8), alpha (8–12), beta (12–30), and gamma (30–60) | Visual neuro-biofeedback of spatial visualization can help easily remember numbers and text. |
| [ | Mobile phone user experience | UX | 8 | Neuroscan system and 64 data channels | Delta, theta, gamma, beta, and alpha relative power of topography | The study compared two smartphones with two different user experiences and found that better UX could have higher alpha, delta, and gamma but weaker beta and theta. |
| [ | Mobile phone shape | UX | 18 | 23 Ag/AgCl electrodes | Oddball paradigm | The study invented the research on using ERP to analyze the visual biofeedback from UX platforms, such as mobile phone shape. |
| [ | Navigation interface of mobile game | UI and UX | 22 | Neuroscan EEG system with 64 Ag/AgCl electrodes | Oddball paradigm | Used ERP to study the navigation of a game environment interface to develop UX on the game market. |
| [ | Product description design in online shopping | UI and UX | 18 | 64 electrodes with a Neuroscan SynAmp 2 Amplifier | Observe ERP feedback on P200, N200, and LPP (F1, Fz, F2, FC1, FCz, FC2, C1, Cz, C2, CP1, CPz, CP2, P1, Pz, and P2) | The research utilized ERP to observe negative and positive frame designs on cognitive processing of evaluation biofeedback. |
| [ | Road animation | UI and UX | 3 | Emotiv EPOC | Visual and emotional response (frontal: AF3, AF4; temporal: T7, T8; parietal/occipital: Pz) | The research studied the driving environment comparing rural road city roads, which suits driving game designs or real driving UX research. |
| [ | Robotic dance | UX | - | - | - | Although the study did not provide EEG analysis, it created a connection between neuroaesthetics and robotic dance for future brain analysis research. The study created a model of perceiving robotic dance stimuli with brain regions. |
| [ | Signs and text | UI | 31 | Neuroscan SynAmp 2 Amplifier using 64 Ag/AgCl electrodes | ERP on N170, P200, N300, and N400 | The research studied the ERP visual biofeedback on signs and text in UI design. |
| [ | Spatial consideration | UX | 5 | g.USBamp EEG system with g.SAHARA dry electrodes | Steady-state visually evoked potential | The research studied spatial consideration on future UX or UI animation movements. |
| [ | Text design | UI and UX | 35 | fMRI | Rapid serial visual presentation | Comprehensive research to study visual text memory through the ventral visual stream; the mid-fusiform cortex played a role in memorizing long-term visual word forms. |
| [ | Traffic interface | UI | 36 | Emotiv + BCI | Test the mental work, stress, and emotions of reading information on multiple interfaces | The study can be used for future public transportation interface design. |
| [ | Time delay of interaction | UX | 73 | fMRI | Set up three fMRI experiments to compare the results; observe the activated conditions in terms of anterior insular cortex, posterior medial frontal cortex, inferior parietal lobule, and inferior frontal junction | The study analyzed the influence of delay on the UX in a human-computer interaction. |
| [ | User character icon design | UI and UX | 24 | fMRI | Study activations of caudate nucleus, reward circuitry, dorsolateral prefrontal cortex, anterior cingulate cortex, dorsal anterior cingulate cortex, amygdala, etc. | Observed brain region activation through fMRI. The results showed that men prefer online anthropomorphic avatar matching their ethnicity and women avoid interacting with the opposite gender. |
| [ | User evaluation | UX | 8 | QUASAR DSI-24 dry-electrode EEG headset | EEG signals | Tested visual and audio stimuli to compare EEG measurements and subjective evaluations. |
| [ | User interface design | UI | 13 | Neuroscan EEG with 32 electrodes | EEG topography | The study used the brain topography to compare two different UI design groups by observing theta, alpha, and beta band activation areas. |
| [ | User interface (browsing bar) | UI | - | Eye tracker and Emotiv | Combined eye movement and EEG data | The study combined both eye and brain data to optimize the UI design solutions. |
| [ | User interface design (mobile) | UI | 9 | 64-channel elastic electrode cap | Oddball paradigm | The study tried to use EEG to analyze visual biofeedback of two different GUI designs. |
| [ | User experience concept design | UX | 19 | BrainProduct actiChamp-32 | EEG topography | The research utilized EEG topography analysis to study open-ended, decision-making, and constrained design problems to improve design performance. |
| [ | Visual semantic memory | UX | 15 | 32 channels using an electrode cap (Biosemi) | PE (400–800 ms) and LPN (500–900 ms) | The study utilized the high and low visual semantics to explore the visual working memory. |
| [ | Visual interface memory | UI and UX | 12 | Emotiv EPOC+ | Test emotion feedback on visual memory performance through stressful or nonstressful environment | The study is related to emotional response on liking of or wanting from the Chatterjee model. It covers data on interest, excitement, engagement, stress, relaxation, and focus. |
| [ | Virtual game environment | UX | - | Combination of EEG with HTC Vive | P300 BCI | The article summarizes P300 BCI's current and future developments in connection with virtual reality games. |
| [ | Website | UI | 20 | 32 sintered Ag/AgCl electrodes | Frontal: F3, Fz, F4 | The research study compared the aesthetic processing between experts and laypersons on judging the beauty of websites. |
| [ | Website | UI | 16 | Neuroscan SynAmp 2 Amplifier with 24 Ag/AgCl electrodes | P200, LPP, and N100 on ERP | The research suits the Chatterjee model on the emotion stage on liking or wanting by perceiving early vision stimuli. |
| [ | Website logo | UI | 20 | EEG recording caps for 32 channels (CP5, CP1, CP2, CP6, P7, P3, Pz, P4, P8, POz, O1, Oz, O2) | P300 oddball paradigm on ERP analysis | The research defined three specific logo locations on the navigation bar and applied the ERP method to test the best design position of the website logo. |
UI, user interface; UX, user experience; ERP, event-related potential; EEG, electroencephalograph; GUI, graphical user interface; fMRI, functional magnetic resonance imaging; BCI, brain-computer interface; VR, virtual reality; SSVEP, steady-state visually evoked potential; RSVP, rapid serial visual presentation.
SWOT analysis on brain aesthetic processing research on UX and UI designs.
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| 1. Direct and fast brain reflection of aesthetic preference. | 1. Fewer people preferred intracranial experiments. |
| 2. Without ambiguity and dependence on the subjective evaluation results of the users. | 2. Clinical grade equipment is not easy to carry and move. |
| 3. Powerful and detailed brain assessment of ERP, time-frequency, topography, and fMRI analysis. | 3. Clinical grade equipment does not allow participants to move [ |
| 4. Interactive wearable market has been in the spotlight. | 4. More expensive and time-consuming compared with subjective user evaluations [ |
| 5. Continuous updates of neurophysiological studies in the world. | 5. The data accuracy of wearable BCI on active and reactive BCI experiences cannot compare with that of a clinical grade apparatus. |
| 6. Environment consideration of processing the experiments such as signal interference and noise [ | |
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| 1. Neuromarketing is emerging, and neuroscience is ubiquitous in the real world [ | 1. Subjective evaluation needs to become more comprehensive. Otherwise, research starts to be inclined to use electrophysiological data results. |
| 2. Fewer EEG or ERP studies on creative data or information visualization research. | 2. Uncomfortable sensor feeling might influence the UX design or user interaction process. |
| 3. Wearable EEG sensor technology can support many interactive platforms, such as Arduino. | 3. After users process the practice before the experiment starts, they lose the visual novelty of the real experiment. |
| 4. Possibility of combinations of brain equipment and other electrophysiological apparatus. | |
| 5. More comfortable and precise wearable interactive technology and devices are being invented. | |
SWOT, strengths, weaknesses, opportunities, and threats; UX, user experience; UI, user interface; EEG, electroencephalograph; ERP, event-related potential; BCI, brain-computer interface; fMRI, functional magnetic resonance imaging.