Optimising Visual User Interfaces to Reduce CognitiveFatigue and Enhance Mental Well-being

Panakaduwa, Chamara, Coates, Paul, Munir, Mustapha and De Silva, Oshadee (2024) Optimising Visual User Interfaces to Reduce CognitiveFatigue and Enhance Mental Well-being. In: 35th Annual Conference of the International Information Management Association (IIMA), 2-4 September 2024, University of Salford, Manchester, United Kingdom.

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Official URL: https://iima.org/wp/

Abstract

User interface design is a key priority in modern computer systems, especially when the users are non-technical. Due to the importance of designing more user-friendly interfaces, the focus has been increased on designing human-centred systems over functional-centred systems of the past. Any human-computer interface can cause different levels of cognitive fatigue in the user, which can cause significant mental stress, which is not healthy for the users. This study has used the critical literature review method and reviewed six theories/concepts related to the design of visual user interfaces which could potentially reduce user cognitive fatigue. The reviewed theories are attention restoration theory, cognitive load theory, Gestalt principles, Fitts's law, progressive disclosure and UX honeycomb. The current commercial purposes of interface design do not seem to consider the user's mental health or well-being when designing user interfaces and user experience. They only try to maximise user retention and engagement. The study findings advocate for a paradigm shift towards designing visual interfaces that prioritize human-centric principles, with a primary emphasis on promoting user mental health and well-being over commercial objectives of constant user retention and engagement. For example, attention restoration theory can be considered as one of the key theories which is helpful to design better interfaces which consider user health and well-being. However, there are challenges to the 2 designers to find the right equilibrium between user engagement and user well-being. Designers can use the findings, subject to further empirical validations.


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