To be an effective decision support tool, animation must be smooth, simple, interactive, and explicitly account for the appropriateness of the user's mental model of the task. In sum, this reseai-ch suggests that a human information processing approach to design animated interfaces is a powerful one for supporting decision making. The results show that decision making performance in animated interfaces is highly contingent on the properties of the animation user interface such as image type, transition smoothness, and interactivity style as well as sensitive to the task domain. A laboratory experiment was conducted to investigate these hypotheses. Secondary hypotheses test the interaction between the animation interface design elements, the task domain, and the individual difference factors. Primary hypotheses test the relative effects of images (realistic and abstract), transitions (gradual and abrupt), and interactivity (parallel and sequential) in two different decision making domains. Several research hypotheses are derived from the propositions of the AUID framework. To explain possible decision making effects, the AUID framework focuses on theories of visual perception and cognition of successive displays. We have included a few Dilbert, Frank & Ernest, Committed and Working Daze cartoon strips that are relevant to Decision Making related topics. This framework proposes that animation may support decision making if its design accounts for the task domain and structure individual difference factors such as visual imaging abilities and experience and characteristics of the animated interface such as images, alterations, transitions, timing, and interactivity. ![]() The AUID research framework suggests a definition of animation in HCI, defines animation design goals, and presents an ai'chitecture to illustrate decision making with animated interfaces. In addition, this research empirically evaluates some of the AUID's propositions. This research provides a new conceptual Animation User Interface Design (AUID) research framework for answering this question. How should animated interfaces be designed to improve decision making performance? Answers to this question are crucial to design effective infoi-mation systems that support decision making. Unfortunately, the use and effect of animated user interfaces for decision making are unknown. Animation in infoiTnation displays is expected to influence decision making by facilitating and improving the human and computer interaction (HCI). Wikisimpsons has a collection of images related to Decisions, Decisions.Animation is becoming an increasingly popular feature in user interfaces. Marge then looks at Lisa's project and says it is fun that science has found out what moms have known for centuries. Marge then let Bart and Lisa go and watch a movie but they have a problem choosing a movie, but after Marge brings snacks to them they select Vampire High. Lisa feels bad for what she did and when she later intends to apologize, Bart exposes her for a joke and they make up. Bart is depressed and tells Lisa that he thought she wanted to have fun with him, but it turns out that she just used him as a project. The day of the science fair, all of the students mock Bart because they recognize him from Lisa's project. Marge watches Lisa's project and points out that the image of the guinea pig is similar to Bart, but Lisa says that no one outside the family will recognize him. Bart then goes and watches TV while Lisa finishes her work. Around 4pm Bart has trouble helping Lisa anymore, so Marge gives Bart a snack and afterwards, Lisa's test is complete. The next day there is no school, so Lisa starts her test on Bart by letting him help her make the best skateboard model throughout the day. ![]() Marge points out to Lisa that Bart probably will not like it, but after she takes a bite of a snack she gets an idea: she'll do it without Bart finding out about it. Lisa decides what she wants to do for her next science project: she'll let Bart make lots of decisions. Lisa then reads online that snacks are a great way to give your brain power, and she thinks that maybe that's why the British drink tea and eat scones at 4pm. Lisa is reading online that around 4pm, people are tired of making decisions and she discovers around 4pm that Maggie is having trouble choosing which of two toys she'll play with, and chooses not to play with either one. ![]() ![]() Lisa uses Bart as an unwitting test subject in her science experiment on the effects of decision fatigue. Decisions, Decisions is a Bart Simpson story first printed in Bart Simpson #74.
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