Simulating Urban Element Design with Pedestrian Attention: Visual Saliency as Aid for More Visible Wayfinding Design
Abstract
:1. Introduction
1.1. Related Works
1.1.1. Urban Design Tools
1.1.2. Tools and Methods to Promote Iterative, Attention-Aware Design
1.1.3. Visual Saliency as Aggregated Attention to Support Urban Design
Relevant Works | Feedback Methods | Design Target | Advantages | Disadvantages |
---|---|---|---|---|
Luo et al. (2022) [40] | Workshop | Urban park | Promote interactive collaboration among participants | Mainly applicable to the initial and final design stages |
Marthya et al. (2021) [41] | Interview | Transit corridor | Can gather the various stakeholders’ opinions Contains the detailed requirements of the citizens | Collecting the full response is time-consuming Results are not quantifiable |
Seetharaman et al. (2020) [11] | Photovoice | Landmark | Can capture instant images of the urban design | Spatial contexts of the design are not considered in detail |
Saha et al. (2019) [13] | Crowd rating | Sidewalk | No need for face-to-face experiments Fast response from online workers | Cannot guarantee the feedback data quality Crowdworkers are not always the dwellers |
Vainio et al. (2019) [14] | Eye tracker | Urban scenery | Can collect quantitative human attention including unconscious perception | Requires a dedicated hardware device Difficult to interpret the large amount of data |
This work (2023) | Visual saliency | Wayfinding sign (user study) Building, poster (tool compatibility) | Real time, no need for human participants Can simulate 3D dynamic interactions | Difficult to observe individual preferences Cannot gather detailed comments |
1.2. Contribution Statement
- We introduced the concept of saliency-guided iterative design practice to the field of urban design, specifically in the domain of simulating wayfinding design.
- We demonstrated that providing visual-saliency prediction as design feedback can improve the design.
- We showed that saliency feedback can be particularly effective for designing accessible wayfinding for older adults with cognitive decline.
- We provided a detailed system implementation and reusable code for a three-dimensional (3D) urban design simulation tool with visual saliency and pedestrian spatial interaction.
2. Methods
2.1. Study Overview
- RQ1: Does saliency prediction feedback help designers create better urban designs?
- RQ2: In which environments are the designs produced with saliency prediction particularly effective?
- RQ3: Which end users will the saliency-guided design method benefit the most?
2.1.1. RH1: Saliency Prediction Helps Designers Create Better Designs by Helping Them Anticipate the Elements to Which Pedestrians Will Pay Attention
2.1.2. RH2: A Design Produced with Saliency Prediction Is More Effective for Capturing Attention in Urban Areas than in Rural Areas
2.1.3. RH3: Elderly People with Subjective Cognitive Decline (SCD) Prefer Designs Created with Saliency Feedback More Strongly Than Young Adults and Elderly People without SCD
2.2. Urban Salviz
2.2.1. Tool Overview
- A.
- Drawing. Users can alter the design of the urban elements in the Drawing Table. This tab is based on the Scene view of Unity 3D; thus, it includes the transform components of the tool. Users can transform objects in the X, Y, and Z directions (Figure 4, Move); rotate objects around the X, Y, and Z axes (Figure 4, Rotate); scale objects along the X, Y, and Z axes (Figure 4, Scale); and stretch objects along the X and Y axes (Figure 4, Rect). Users can either select virtual-reality (VR) environments or load a camera input for video through mixed-reality applications.
- B.
- Saliency Map. The Saliency Map panel (Figure 3B) offers real-time visual-saliency predictions from a virtual pedestrian viewpoint. The visual-saliency prediction mimics fixation prediction and helps designers to determine where users will pay the most attention to. The board reflects every change in the Drawing tab (Figure 3A) and Design Panel (Figure 3C), updates the visual saliency in real time, and can be turned on or off with the space bar. Users move the virtual pedestrian’s pose and perspective with a mouse or keyboard. In our user study, this function was not used by the control group, whereas the experimental group could freely turn the saliency map on or off.
- C.
- Design Panel. The Design Panel is used to design and adjust the visual details of the crafted elements. It is based on the Unity 3D inspector window, which allows users to view and edit the properties and settings of game objects, assets, and prefabs. When a user clicks an object to edit in the Drawing tab, the content of the design panel changes to display the object’s visual attributes object. Users can add text, change the font size, and adjust the color of each element of the selected object. Users can also move, rotate, and scale objects in a numerical manner.
- D.
- Prefab. A Prefab is a saved reusable game object consisting of multiple object components that functions as a template. We developed four prefab models of wayfinding signs with different designs (Figure 3D). Each prefab consisted of a sign panel, a text box, an arrow, and a pillar. Designers can browse example signs and can also start from a half-made design by loading the existing Unity prefab sample models via dragging and dropping.
- E.
- ProBuilder. This tool allows users to create urban elements with custom geometries by constructing, editing, and texturing basic 3D shapes. ProBuilder—a hybrid 3D modeling and level design tool optimized for creating simple geometries—is utilized for this. With the ability to select any face or edge for extrusion or insetting, users can create objects with various shapes.
2.2.2. Implementation Notes
2.3. User Study with Designers (Sanity Check of Usability and UX for Crafting Road Signs)
2.3.1. Procedure
2.3.2. Questionnaire Assessing Usability and Perceived Design Experience of Tool
2.3.3. Participants
2.4. Design Quality Evaluation (Impact of Saliency Feedback on Design Outcome)
2.4.1. Procedure
2.4.2. Questionnaire for Assessing Quality of Wayfinding Signs
2.4.3. Participants
This Work | Fontana. (2005) [79] | Martin et al. (2015) [82] | Mishler and Neider (2017) [83] | Yang et al. (2019) [84] | Na et al. (2022) [85] |
---|---|---|---|---|---|
Easy to find (eye-catching) | Conspicuity | Intrigue | Distinctiveness Isolation | Legibility Identifiability | Detectability Conspicuity Recognizability Legibility Comprehensibility |
Aesthetic value | Aesthetics | Graphics | Simplicity | Simplicity | |
Suits the environment | Environmental harmony | Influence | Consistency | Accuracy Non-interference | |
N/A | Accessibility | Reassurance | Continuity Completeness | ||
Information | Intelligibility |
3. Results
3.1. Sanity Check to Verify Usability and Design Experience of Tool
3.1.1. Saliency Prediction can Be Integrated with the Urban Design Tool without Sacrificing Usability
3.1.2. Designers Perceived the Tool to Be More Helpful and Efficient When They Were Provided with Saliency Feedback
3.2. The Saliency Feedback’s Impact on the Quality of the Design Outcome
3.2.1. Designers Produced Better Designs When Provided with Saliency Predictions (RQ1)
3.2.2. The Enhancement in the Design Quality Due to Saliency Feedback Was More Significant in Urban Areas than in Rural Areas (RQ2)
3.2.3. Saliency Feedback Significantly Enhanced the Design Quality Regardless of the User’s Age or Cognitive Ability, but the Improvement in Aesthetics Was Particularly Appreciated by the Elderly with SCD (RQ3)
4. Discussion
4.1. Virtual- and Mixed-Reality Settings of Urban Design Simulation
4.2. Providing Visual Saliency as Aid Enhanced UX of Designer and Design Quality
4.3. Saliency-Guided Urban Design Was Particularly Effective in Urban Areas and for Elderly People with SCD
4.4. Limitations
4.4.1. Selecting an Appropriate Colormap for Saliency Visualization Can Improve Usability
4.4.2. Placebo Effect Was Not Controlled in Our Experiment Design
4.5. Future Work
4.5.1. Implementation of Urban Salviz with More Universal Dataset
4.5.2. Tools and User Studies for Other Specific Urban Design Tasks and Expertise Levels
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A. Descriptive Statistics for Design Quality Assessment
Q1 | Experimental (Designing with Saliency Feedback) | |||||
Age | SCD | Total | ||||
Older | Younger | SCD60+ | Others | |||
Environment | Urban | 5.83 | 5.68 | 5.86 | 5.7 | 5.72 |
Rural | 5.99 | 5.79 | 6.12 | 5.8 | 5.84 | |
Total | 5.92 | 5.73 | 5.99 | 5.75 | 5.78 | |
Control (Designing without Saliency Feedback) | ||||||
Age | SCD | Total | ||||
Older | Younger | SCD60+ | Others | |||
Environment | Urban | 5.59 | 5.43 | 5.5 | 5.46 | 5.47 |
Rural | 5.98 | 5.68 | 6.09 | 5.88 | 5.76 | |
Total | 5.78 | 5.56 | 5.8 | 5.67 | 5.61 |
Q2 | Experimental (Designing with Saliency Feedback) | |||||
Age | SCD | Total | ||||
Older | Younger | SCD60+ | Others | |||
Environment | Urban | 5.3 | 5.14 | 5.26 | 5.17 | 5.18 |
Rural | 5.28 | 5.19 | 5.3 | 5.2 | 5.21 | |
Total | 5.29 | 5.17 | 5.28 | 5.19 | 5.2 | |
Control (Designing without Saliency Feedback) | ||||||
Age | SCD | Total | ||||
Older | Younger | SCD60+ | Others | |||
Environment | Urban | 5.16 | 5.03 | 4.92 | 5.08 | 5.06 |
Rural | 5.29 | 5.16 | 5.26 | 5.13 | 5.15 | |
Total | 5.23 | 5.09 | 5.09 | 5.11 | 5.1 |
Q3 | Experimental (Designing with Saliency Feedback) | |||||
Age | SCD | Total | ||||
Older | Younger | SCD60+ | Others | |||
Environment | Urban | 5.41 | 5.14 | 5.18 | 5.21 | 5.21 |
Rural | 5.43 | 5.2 | 5.25 | 5.26 | 5.26 | |
Total | 5.42 | 5.17 | 5.21 | 5.24 | 5.23 | |
Control (Designing without Saliency Feedback) | ||||||
Age | SCD | Total | ||||
Older | Younger | SCD60+ | Others | |||
Environment | Urban | 5.33 | 5.11 | 5 | 5.19 | 5.16 |
Rural | 5.43 | 5.15 | 5.25 | 5.21 | 5.21 | |
Total | 5.38 | 5.13 | 5.13 | 5.2 | 5.19 |
Appendix B. Multi-Way Mixed ANOVA for Design Quality Assessment
Source | df | F | p | Effect Size (η2p) |
---|---|---|---|---|
Q1. Easy to find | ||||
Saliency feedback | 1 | 24.846 *** | <0.001 | 0.213 |
Saliency feedback × Age | 1 | 1.868 | 0.175 | 0.020 |
Saliency feedback × SCD | 1 | 1.410 | 0.238 | 0.015 |
Environment | 1 | 24.120 *** | <0.001 | 0.208 |
Environment × Age | 1 | 0.016 | 0.898 | 0.000 |
Environment × SCD | 1 | 2.417 | 0.123 | 0.026 |
Saliency feedback × Environment | 1 | 19.055 *** | <0.001 | 0.172 |
Saliency feedback × Environment × Age | 1 | 0.087 | 0.768 | 0.001 |
Saliency feedback × Environment × SCD | 1 | 2.282 | 0.134 | 0.024 |
Error | 92 | |||
Q2. Aesthetic value | ||||
Saliency feedback | 1 | 8.800 ** | 0.004 | 0.087 |
Saliency feedback × Age | 1 | 3.654 | 0.059 | 0.038 |
Saliency feedback × SCD | 1 | 5.038 * | 0.027 | 0.052 |
Environment | 1 | 2.546 | 0.114 | 0.027 |
Environment × Age | 1 | 1.422 | 0.236 | 0.015 |
Environment × SCD | 1 | 2.936 | 0.090 | 0.031 |
Saliency feedback × Environment | 1 | 5.110 * | 0.026 | 0.053 |
Saliency feedback × Environment × Age | 1 | 0.007 | 0.936 | 0.000 |
Saliency feedback × Environment × SCD | 1 | 3.011 | 0.086 | 0.032 |
Error | 92 | |||
Q3. Suits the environment | ||||
Saliency feedback | 1 | 2.780 | 0.099 | 0.029 |
Saliency feedback × Age | 1 | 0.211 | 0.647 | 0.002 |
Saliency feedback × SCD | 1 | 0.611 | 0.436 | 0.007 |
Environment | 1 | 1.148 | 0.287 | 0.012 |
Environment × Age | 1 | 0.252 | 0.617 | 0.003 |
Environment × SCD | 1 | 0.820 | 0.367 | 0.009 |
Saliency feedback × Environment | 1 | 1.130 | 0.291 | 0.012 |
Saliency feedback × Environment × Age | 1 | 0.029 | 0.865 | 0.000 |
Saliency feedback × Environment × SCD | 1 | 1.223 | 0.272 | 0.013 |
Error | 31 |
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Settings | Components | Advantages | Disadvantages |
---|---|---|---|
Mixed reality | Computer USB camera for MR settings | Rapid construction of the ecologically valid environment Consistent to saliency dataset | Difficult to simulate the pedestrian’s visual interaction with the surroundings |
Virtual reality | Computer (+ digital twin 3D modeling) | Dynamic simulation from the virtual pedestrian’s viewpoint (e.g., walk, stop, watch) | Difficult to include natural visual distractions or on-site events in the experiment |
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Kim, G.; Yeo, D.; Lee, J.; Kim, S. Simulating Urban Element Design with Pedestrian Attention: Visual Saliency as Aid for More Visible Wayfinding Design. Land 2023, 12, 394. https://doi.org/10.3390/land12020394
Kim G, Yeo D, Lee J, Kim S. Simulating Urban Element Design with Pedestrian Attention: Visual Saliency as Aid for More Visible Wayfinding Design. Land. 2023; 12(2):394. https://doi.org/10.3390/land12020394
Chicago/Turabian StyleKim, Gwangbin, Dohyeon Yeo, Jieun Lee, and SeungJun Kim. 2023. "Simulating Urban Element Design with Pedestrian Attention: Visual Saliency as Aid for More Visible Wayfinding Design" Land 12, no. 2: 394. https://doi.org/10.3390/land12020394
APA StyleKim, G., Yeo, D., Lee, J., & Kim, S. (2023). Simulating Urban Element Design with Pedestrian Attention: Visual Saliency as Aid for More Visible Wayfinding Design. Land, 12(2), 394. https://doi.org/10.3390/land12020394