- The Ohio State University
Transcription
- The Ohio State University
INVESTIGATING WAYFINDING USING VIRTUAL ENVIRONMENTS DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Ebru Cubukcu, B.C. P. (Hons.), M.C.R.P. ***** The Ohio State University 2003 Approved by Dissertation Committee: Professor Jack L. Nasar, Adviser Adviser Professor Steven I. Gordon Graduate Program in Professor Kenneth Pearlman City and Regional Planning Program ABSTRACT Wayfinding is the spatial knowledge about one’s current location, destination, and the spatial relation between them. Wayfinding problems threaten people’s sense of well-being, and cause loss of time and money. Designers and planners can improve wayfinding when they understand how physical environmental factors affect people’s wayfinding performance. This study explores the effect of personal and physical environmental characteristics on wayfinding performance. The personal characteristics include gender, age, and familiarity. The physical environmental characteristics include plan layout complexity, physical differentiation and its components vertical and horizontal differentiation. The experiment had eighteen (2 x 3 x 3) simulated environments, with two plan layouts (complex and simple), three kinds of vertical differentiation (no differentiation, object landmarks, and building landmarks) and three kinds of horizontal differentiation (no differentiation, road width variation, road pavement variation), and it also had four different question orders. ii 166 volunteers (98 male, 68 female) were tested individually. Participants were randomly assigned to one of the question orders and to one of the simulated environments with the constraint that there would be equal number of people in survey types, in plan layout conditions, in vertical differentiation conditions, and in horizontal differentiation conditions. The experiment had a learning phase and a test phase. In the learning phase, participants actively explored one of the simulated environments at their leisure up to four minutes. In the test phase the participants completed three spatial knowledge tasks (a direction estimation task, a navigation task, and a sketching task) and a survey which had questions on gender, age, frequency of playing computer game, realism of the simulated environment judgement and wayfinding strategies used in the navigation task. As expected, the Simple layouts, Higher Physical Differentiation, Vertical or Horizontal differentiation yielded better wayfinding performance than Complex layouts, Lower Physical differentiation, and No Vertical or Horizontal differentiation. Males performed better than Females, and performance improved with Familiarity. iii DEDICATION To my parents and my husband iv ACKNOWLEDGMENTS I would like to express my deepest appreciation to my adviser, Professor Jack L. Nasar, for his expert and timely advice, guidance, inspirations, and encouragement throughout the research. I thank Professors Steven I. Gordon and Kenneth Pearlman for serving on the advisory committee and providing their helpful insights and comments. I would also like to acknowledge the assistance of Dr. Harry Heft for his helpful comments on the early draft of this dissertation. I thank Dr. Peter Hecht for allowing me to involve in wayfinding projects, which I truly enjoyed and benefited, towards the end of this dissertation. I would like to thank Dokuz Eylul University for the scholarship, and Selin Koroglu and Filiz Dincyigit for handling all the administrative work in Turkey regarding this scholarship. I also thank the Center for Mapping for the assistantship. I am also grateful to Jenny Klein, from the Office of Residence Life, who was very helpful in providing the site to conduct the surveys, and to people who participated as respondents in this study. I also extend my gratitude to Misun Hur, v In-Young Yeo, and my other fellow Doctoral students in the Department of City and Regional Planning for their positive reinforcement; to students in the Advanced Computing Center for the Arts and Design (ACCAD) for their help to discover the simulation tool in this dissertation; and to friends I met in Columbus for their friendship. Finally, I would like to thank my parents, Fulden and Ziya Demirayak, my brother, my sisters-in-law and my niece, Yasemin, for being everlasting supporters of my studies and believing in my capabilities. My special thanks go to my husband, Mert, for everything. vi VITA February 24, 1974.………………….Born – Antalya, Turkey 1997…………………………………B.C.P. (Hons.), City Planning School of Architecture Middle East Technical University Ankara, Turkey. 2001…………………………………M.C.R.P., City and Regional Planning Austin E. Knowlton School of Architecture The Ohio State University Columbus, Ohio, U.S.A. 1998-present………………………...Graduate Research Associate Dokuz Eylul University Izmir, Turkey. 2002-present...………………………Graduate Research Associate The Center For Mapping The Ohio State University Columbus, Ohio, U.S.A. FIELDS OF STUDY Major Field: City and Regional Planning Minor Field: Environmental Psychology vii TABLE OF CONTENTS Page Abstract ......................................................................................................................ii Dedication ................................................................................................................. iv Acknowledgments ...................................................................................................... v Vita ...........................................................................................................................vii List of Tables............................................................................................................xii List of Figures .......................................................................................................xviii Chapters 1 Introduction ............................................................................................................. 1 2 Literature Review .................................................................................................... 5 2.1 The Concepts Related to Wayfinding ............................................................... 6 2.2 Significance of the Wayfinding Research......................................................... 9 2.3 The Physical Environmental and Personal Characteristics Affecting Wayfinding Behavior ...................................................................................... 10 2.3.1 The Plan Layout........................................................................................ 11 2.3.2 The Level of Physical Differentiation ...................................................... 12 2.3.3 The Vertical Differentiation ..................................................................... 13 2.3.4 The Horizontal Differentiation ................................................................. 15 2.3.5 Age............................................................................................................ 15 2.3.6 Gender ...................................................................................................... 18 viii 2.3.7 Familiarity (Experience)........................................................................... 21 2.3.8 Summary of Factors Effecting Wayfinding Performance ........................ 21 2.4 Tools to Simulate Environment ...................................................................... 22 2.4.1 Use of Photographs and Simulation Booth............................................... 23 2.4.2 Full Scale Models ..................................................................................... 25 2.4.3 Small Scale Models .................................................................................. 26 2.4.4 Computer Models (Virtual Environments)............................................... 28 2.4.5 Summary of Tools for Studying Wayfinding ........................................... 30 2.5 Measures of Wayfinding Performance ........................................................... 31 2.5.1 Self Report Tests ...................................................................................... 31 2.5.2 Memory Tests ........................................................................................... 32 2.5.3 Recognition Tests ..................................................................................... 33 2.5.4 Spatial Orientation Tests .......................................................................... 34 2.5.5 Navigation Tests ....................................................................................... 39 2.5.6 Summary of Wayfinding Measures.......................................................... 41 3 Methodology ......................................................................................................... 43 3.1 General Procedures and Equipment................................................................ 43 3.1.1 Introductory Procedures ........................................................................... 43 3.1.2 Equipment and Setting.............................................................................. 44 3.2 Virtual Environments...................................................................................... 44 3.2.1 Software.................................................................................................... 44 3.2.2 Physical Environmental Characteristics ................................................... 45 3.2.3 Realism of Virtual Environments Judgment ............................................ 57 3.3 Participants and Group Demographics ........................................................... 60 3.4 Experimental Procedures ................................................................................ 63 3.5 Measures ......................................................................................................... 66 3.5.1 Learning Phase ......................................................................................... 66 3.5.2 Test Phase ................................................................................................. 67 4 Results ................................................................................................................... 71 4.1 Relation Between Different Measures of Wayfinding Performance .............. 71 4.2 Relation Between the Self-Reported Navigation Strategy and Different Tasks Measuring Wayfinding Performance .................................................... 72 ix 4.3 The Effect of Physical Environmental and Personal Characteristics on Wayfinding Performance ................................................................................ 74 4.3.1 General Summary ..................................................................................... 75 4.3.2 Statistical Results...................................................................................... 86 4.3.2.1 Overall Spatial Awareness ................................................................. 88 4.3.2.2 Direction Estimation Task.................................................................. 94 4.3.2.3 Navigation Task ................................................................................. 99 4.3.2.4 Sketching Task ................................................................................. 104 5 Conclusion........................................................................................................... 110 Bibliography........................................................................................................... 121 Appendices: Appendix A The written description about the study ............................................ 136 Appendix B The effect of interaction between physical environmental factors on error scores ............................................................................................................. 137 Appendix B.1 General Linear Models on Comprehensive Measure (Overall Spatial Awareness).............................................................. 138 Appendix B.2 General Linear Models on Direction Estimation Task ....... 140 Appendix B.3 General Linear Models on Navigation Task....................... 142 Appendix B.4 General Linear Models on Sketching Task......................... 144 Appendix C The statistical analyses on specific measures (error scores) of navigation and sketching task ................................................................................ 146 Appendix C.1 The Specific Measures (Error Scores) of Navigation Task ................................................................................................... 147 Appendix C.2 The Specific Measures (Error Scores) of Sketching Task .. 151 Appendix D The success scores for various tasks.................................................. 156 Appendix D.1 The Measures of Success Scores ........................................ 157 Appendix D.2 The Analyses of Overall Spatial Awareness Success......... 160 Appendix D.3 The Analyses of Direction Success .................................... 162 Appendix D.4 The Analyses of Overall Navigation Success..................... 165 Appendix D.5. The Analyses of Overall Sketching Success ..................... 168 x Appendix D.6. The Statistical Analyses on Specific Measures (Success Scores) of Navigation Task ............................................................... 171 Appendix D.7. The Statistical Analyses on Specific Measures (Success Scores) of Sketching Task................................................................. 175 xi LIST OF TABLES Table Page Table 3.1: Level of differentiation was determined by the presence of vertical and horizontal differentiation ........................................................................... 48 Table 3.2: The means of judged realism across individual characteristics .............. 58 Table 3.3: The means of judged realism across physical environmental characteristics ................................................................................................... 59 Table 3.4: The distribution of participants across eighteen environments............... 62 Table 3.5: The distribution of participants across survey and environment conditions ......................................................................................................... 62 Table 4.1: Direction estimation, navigation and sketching scores had a statistically significant correlation with one another........................................ 72 Table 4.2: Remembering the correct turns strategy was associated with remembering the number of streets, buildings to pass strategy and keeping track of general directions strategy..................................................... 73 Table 4.3: Different tasks related to different navigation strategies. ....................... 73 Table 4.4: The four tests repeated for each task....................................................... 75 Table 4.5: The significance of plan layout effect on various tasks .......................... 77 Table 4.6: The significance of physical differentiation effect on various tasks....... 79 Table 4.7: The significance of vertical differentiation effect on various tasks ........ 79 Table 4.8: The significance of horizontal differentiation effect on various tasks .................................................................................................................. 81 Table 4.9: The significance of gender effect on various tasks ................................. 83 Table 4.10: The significance of age effect on various tasks .................................... 84 Table 4.11: The significance of familiarity effect on various tasks ......................... 84 Table 4.12: The significance of exploration speed effect on various tasks.............. 85 xii Table 4.13: The significance of game playing effect on various tasks .................... 86 Table 4.14: General Linear Models on overall spatial awareness error for the first set of analyses. .......................................................................................... 88 Table 4.15: General Linear Models on overall spatial awareness error for the second set of analyses....................................................................................... 89 Table 4.16: As frequencies of game playing increased overall spatial awareness errors decreased. ............................................................................. 93 Table 4.17: General Linear Models on direction error for the first set of analyses. ........................................................................................................... 94 Table 4.18: General Linear Models on direction error for the second set of analyses. ........................................................................................................... 95 Table 4.19: As game playing increased direction errors decreased ......................... 98 Table 4.20: General Linear Models on overall navigation error for the first set of analyses. ..................................................................................................... 100 Table 4.21: General Linear Models on navigation error for the second set of analyses. ......................................................................................................... 101 Table 4.22: More frequent game players had fewer navigation errors than less frequent game players. ................................................................................... 103 Table 4.23: General Linear Models on overall sketching error for the first set of analyses. ..................................................................................................... 105 Table 4.24: General Linear Models on overall sketching error for the second set of analyses................................................................................................. 106 Table 4.25: More Frequent Game Players had fewer sketching errors than Less Frequent game players ........................................................................... 109 Table 5.1: The significance of the effects of physical environmental characteristics on various measures of wayfinding performance................... 114 Table 5. 2: The significance of the effects of personal characteristics on various measures of wayfinding performance................................................ 116 Table B.1: General Linear Models with the interaction between plan layout and level of physical differentiation............................................................... 138 Table B.2: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation. .................................................... 139 Table B.3: General Linear Models with the interaction between plan layout and level of differentiation. ............................................................................ 140 Table B.4: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation. .................................................... 141 xiii Table B.5: General Linear Models with the interaction between plan layout and level of differentiation ............................................................................. 142 Table B.6: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation ..................................................... 143 Table B.7: General Linear Models with the interaction between plan layout and level of differentiation ............................................................................. 144 Table B.8: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation ..................................................... 145 Table C.1: General Linear Models on Speed for the first set of analyses.............. 147 Table C.2: General Linear Models on Speed for the second set of analyses. ........ 148 Table C.3 General Linear Models on Turn Error for the first set of analyses. ...... 148 Table C.4: General Linear Model on Turn Error for the second set of analyses. .. 149 Table C. 5: General Linear Model on Distance Error for the first set of analyses. ......................................................................................................... 149 Table C.6: General Linear Model on Distance Error for the second set of analyses. ......................................................................................................... 150 Table C.7: Binary Logistic Regression on MARKET Sign Location Error (at an intersection or on the road) for the first set of analyses............................. 151 Table C.8: Binary Logistic Regression on MARKET Sign Location Error (at an intersection or on the road) for the second set of analyses........................ 152 Table C.9: General Linear Model MARKET Sign Distance Error for the first set of analyses................................................................................................. 152 Table C.10: General Linear Model MARKET Sign Distance Error for the second set of analyses..................................................................................... 153 Table C.11: General Linear Model on Route Turn Error for the first set of analyses. ......................................................................................................... 153 Table C.12: General Linear Model on Route Turn Error for the second set of analyses. ......................................................................................................... 154 Table C.13: General Linear Model on Route Segment Error for the first set of analyses. ......................................................................................................... 154 Table C.14: General Linear Model on Route Segment Error for the second set of analyses. ..................................................................................................... 155 Table D.1: In simple environments more participants were successful in more tasks than complex ones. ................................................................................ 160 xiv Table D.2: As differentiation increased from Low to Moderate to High, the percentage of respondents successfully completed more tasks increased...... 160 Table D.3: In environments with vertical differentiation more participants were successful in more tasks than those without it....................................... 160 Table D.4: In environments with horizontal differentiation more participants were successful in more tasks than those in environments without it............ 161 Table D.5: Males showed a higher success rate than females................................ 161 Table D.6: More frequent game players showed higher success rate than less frequent game players. ................................................................................... 161 Table D.7: In simple environments more participants were successful than in complex ones.................................................................................................. 162 Table D.8: As differentiation increased from Low to Moderate to High, the percentage of successful respondents increased............................................. 162 Table D.9: In environments with vertical differentiation more participants were successful than in environments without it............................................ 162 Table D.10: In environments with horizontal differentiation more participants were successful than in environments without it and road pavement variation produced better success rates. ......................................................... 162 Table D.11: Males showed a higher success rate than females.............................. 163 Table D.12: More frequent game players showed higher success rates than less frequent game players. ............................................................................ 163 Table D.13: Binary Logistic Regression on direction success for the first set of analyses. ......................................................................................................... 163 Table D.14: Binary Logistic Regression on direction success for the second set of analyses................................................................................................. 164 Table D.15: In Simple environments more participants were successful than in complex ones.................................................................................................. 165 Table D.16: As differentiation increased from Low to Moderate to High, the percentage of successful respondents increased............................................. 165 Table D.17: In environments with vertical differentiation more participants were successful than in environments without it............................................ 165 Table D.18: In environments with horizontal differentiation more participants were successful than in environments without it............................................ 165 Table D.19: Males showed a higher success rate than females.............................. 166 Table D.20: More frequent game players showed higher success rate than less frequent game players. ................................................................................... 166 xv Table D.21: Binary Logistic Regression on overall navigation success for the first set of analyses. ........................................................................................ 166 Table D.22: Binary Logistic Regression on overall navigation success for the second set of analyses..................................................................................... 167 Table D.23: In Simple environments more participants were successful than in complex ones.................................................................................................. 168 Table D.24: As differentiation increased from Low to Moderate to High, the percentage of successful respondents increased............................................. 168 Table D.25: In environments with vertical differentiation more participants were successful than in environments without it............................................ 168 Table D.26: In environments with horizontal differentiation more participants were successful than in environments without it............................................ 168 Table D.27: Males showed a higher success rate than females.............................. 169 Table D.28: More frequent game players showed higher success rate than less frequent game players. ................................................................................... 169 Table D.29: Binary Logistic Regression on overall sketching success for the first set of analyses. ........................................................................................ 169 Table D.30: Binary Logistic Regression on overall sketching success for the second set of analyses..................................................................................... 170 Table D.31: Binary Logistic Regression on success based on speed for the first set of analyses. ........................................................................................ 171 Table D.32: Binary Logistic Regression on success based on speed for the second set of analyses..................................................................................... 172 Table D.33: Binary Logistic Regression on success based on turn error for the first set of analyses. ........................................................................................ 172 Table D.34: Binary Logistic Regression on success based on turn error for the second set of analyses..................................................................................... 173 Table D.35: Binary Logistic Regression on success based on distance error for the first set of analyses. .................................................................................. 173 Table D.36: Binary Logistic Regression on success based on distance error for the second set of analyses............................................................................... 174 Table D.37: Binary Logistic Regression on success based on map selection for the first set of analyses. .................................................................................. 175 Table D.38: Binary Logistic Regression on success based on map selection for the second set of analyses............................................................................... 176 xvi Table D.39: Binary Logistic Regression on success based on locating MARKET sign exactly for the first set of analyses........................................ 177 Table D.40: Binary Logistic Regression on success based on locating MARKET sign exactly for the second set of analyses................................... 178 Table D.41: Binary Logistic Regression on success based on drawing the sequence of route turns for the first set of analyses. ...................................... 179 Table D.42: Binary Logistic Regression on success based on drawing the sequence of route turns for the second set of analyses................................... 180 Table D.43: Binary Logistic Regression on success based on drawing the route segments for the first set of analyses..................................................... 181 Table D.44: Binary Logistic Regression on success based on drawing the route segments for the second set of analyses................................................ 182 xvii LIST OF FIGURES Figure Page Figure 2.1: The hierarchical structure of the study area, wayfinding……………... 4 Figure 2.2: Full scale models (Sanoff 1991)………………………………………. 22 Figure 2.3: The left one is the simulator at Lund (Sanoff 1991; p 146), right one is the simulator at the Institute of Urban and Regional Development at the University of California at Berkley. (Altman and Wohlwill, 1977; p.81)……………………………………………………………………….…… 23 Figure 3.1: The same house plan was repeated in all environments. From top left moving clockwise images show plan view (not seen by subjects), front view, right view and left view...……………………………………………………… 41 Figure 3.2: The arrows at intersections showed possible directions one can take and a message reminds users that they can change direction…………….…… 42 Figure 3.3: An example for calculating Interconnection density (ICD) value…….. 43 Figure 3.4: The plan layout and schematic drawings of the simple and complex settings in O’Neill’s study……………………………………………………... 44 Figure 3.5: The plan layout and schematic drawings of the simple and complex settings in this study……………………………………………………….…... 45 Figure 3.6: The START and MARKET signs in all environments………………... 46 Figure 3.7: Environments with vertical differentiation had two types of landmarks. TYPE A had four object landmarks shown from top left moving clockwise (one kind of lamp, another kind of lamp, a flower pot and a flag) at choice points. (All environments were in full color)…………………………. 47 xviii Figure 3.8: Environments with vertical differentiation had two types of landmarks. TYPE B had four building landmarks that differ from one another and the surrounding buildings shown from top left moving clockwise (a gray brick building, an orange brick building, a white building and a yellow building) at choice points. (All environments were in full color)…………….. 48 Figure 3.9: The location of landmarks in the Simple and Complex environments... 49 Figure 3.10: In environments with road hierarchy the most efficient route between START and MARKET signs were wide or had asphalt pavement and all other roads were narrow or had cobblestone pavement……………………. 50 Figure 3.11: Environments with horizontal differentiation had two types of road hierarchy. For TYPE A (left column) road width varied and for TYPE B (right column) road pavement varied………………………………………….. 51 Figure 3.12: In the sketching tests, participants were asked to pick one of the four maps, that they thought best represents the environment they experienced. (Top row: A = Correct Complex Plan, B = Correct Simple Plan; bottom row: C = Distracter for Complex Plan, D = Distracter for Simple Plan.)…………... 59 Figure 4.1: The standardized mean error scores for each task is higher in the Complex environments than in the Simple ones………………………………. 77 Figure 4.2: The mean error scores for each task increases as level of physical differentiation decreases from High to Moderate to Low……………………... 78 Figure 4.3: The mean error scores for each task is lower in environments in which vertical differentiation is Present than the ones in which vertical differentiation is Absent……………………………………………………….. 80 Figure 4.4: The mean error scores for each task is lower in environments in which horizontal differentiation is Present than the ones in which horizontal differentiation is Absent……………………………………………………….. 81 Figure 4.5: Males had fewer mean errors than Females in all three tasks………… 82 Figure 4.6: The standardized mean error scores in each task decreases as game playing frequency increases…………………………………………………… 86 Figure 4.7: The significance of difference across different physical differentiation conditions on spatial awareness. Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference……………….. 91 xix Figure 4.8: The significance of difference across different Vertical Differentiation conditions on overall spatial awareness Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference…. 92 Figure 4.9: The significance of difference across different Horizontal Differentiation conditions on overall spatial awareness. Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference………………………………………………………………………. 92 Figure 4.10: The significance of difference between different types of horizontal differentiation conditions (Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference) on direction estimation……………………………………………………………………… 98 Figure 4.11: The significance of difference between different types of Vertical differentiation conditions (Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference) on direction estimation……………………………………………………………………… 109 xx CHAPTER 1 INTRODUCTION Wayfinding requires knowledge about one’s current location, destination, and the spatial relation between them: spatial knowledge. When people lack such knowledge, they become disoriented, if not totally lost. Disorientation can have serious consequences for people. It can lead to physical exhaustion, stress, anxiety and frustration, all of which threaten their sense of well being and limit their mobility (Bell et al., 1996; Carpman and Grant, 2002; Evans, 1980; Lynch, 1960). It may lead people to avoid or leave a place. In contrast, easy wayfinding may evoke positive feelings and a desire to visit. Arthur and Passini (1992) suggested the design process should include wayfinding requirements as an integral part. Planners and designers should produce “wayfinding plans” like “HVAC plans.” In the past few years, organizational administrators have been considering wayfinding as a management issue and consulting professionals to improve wayfinding in their facilities (Carpman and Grant, 2002). Reduction in wayfinding problems can improve the image of a well- 1 maintained facility. It can also translate into dollars – benefits of increased productivity and reduced mobility costs. Easing wayfinding is particularly important for office buildings, airports, colleges, hospitals, libraries, museums, shopping malls, transit stations, entertainment parks, and zoos. Empirical studies can provide information that designers and planners can use to improve wayfinding. Toward this end, many studies attempted to understand the relation between several personal and physical environmental characteristics and spatial knowledge or wayfinding behavior (see reviews of Evans, 1980; Moore, 1979). Personal characteristics were studied extensively, but physical characteristics were rarely studied. Yet for planners and designers understanding the influence of physical environmental characteristics can help minimize the wayfinding difficulties. Moreover, many studies focus on one variable, but wayfinding involves many variables working simultaneously. My study explores the simultaneous effect of various personal and physical characteristics on wayfinding performance, and focuses more on the physical characteristics. Here I summarize the hypotheses, later I give a detail explanation (see chapter 2.3). For the personal characteristics, research showed age effect with better wayfinding performance for older children than younger children (Fenner et al., 2000; Heth et al., 1997) and for younger adults than older adults (Burns, 1998; Weber, 1978); gender effect with males having better wayfinding performance (Devlin and Bernstein, 1995, 1997; Lawton 1996); and familiarity effect with higher 2 familiarity producing better wayfinding performance (Ruddle et al., 199; Stanton et al., 1996, 1998). I hypothesized that Males and people with More Experience with the setting would show better wayfinding performance than Females and people with Less Experience with the setting. I expected that the performance would not be affected by age because my study targeted a narrow age group, young adults (18-55). I studied this age group as they represent the majority of the population. For the physical characteristics, research showed people tend to perceive wayfinding as difficult in complex layouts (Abu-Obeid, 1998; O’Neill 1991a; Weisman, 1981) and in environments with high degree of uniformity (lack of differentiation) (AbuGhazzeh, 1996; Passini et al. 2000). I hypothesized that environments with a Simple layout, higher Physical Differentiation, Vertical and Horizontal Differentiation should produce better wayfinding performance than environments with Complex layout, lower Physical Differentiation and with No Vertical or Horizontal Differentiation. In general, the findings supported the hypotheses. They suggest that to improve wayfinding, planners and designers should use simple layouts with some differentiation. Other researchers also suggested similar guidelines for planners and designers, however they rarely discussed how to manipulate plan layout complexity and physical differentiation and empirically tested the effect of physical factors on wayfinding behavior with considering other personal factors. This study showed ways to objectively measure and manipulate plan layout complexity and physical differentiation (see Chapter 3.2) for wayfinding before or after construction. 3 As a demonstration of a methodology to study wayfinding behavior, it also provides a model for future studies on spatial behavior. This study used virtual environments (VEs), computer generated three dimensional environments to simulate physical settings. VEs have been used in many other applications (described later) but have rarely been used in research exploring spatial behavior in different settings. This study showed that VEs could be extended to such applications. VEs allow control of physical characteristics and allow users to navigate as if they are in real environments. Chapter 2 reviews the research on wayfinding. It discusses the concepts and terms related to wayfinding. It reviews the personal and physical environmental characteristics related to wayfinding behavior, and it reviews methodological issues, the ways to simulate a physical setting and measure wayfinding behavior. Chapter 3 discusses the methods adopted in the present study. The study used virtual environments to simulate a residential neighborhood. To measure wayfinding behavior, it used multiple measures including pointing an invisible destination, finding the shortest route from one location to another and sketch mapping the experienced environment. Chapter 5 presents the results. Chapter 6 discusses the strengths and limitations of the present study and outlines areas for further research and for design and planning application. 4 CHAPTER 2 LITERATURE REVIEW “Wayfinding” is a research area in “perception and cognition”, which is a subfield of “environmental psychology” (Figure 2.1) (Bell et al., 1996; Ittelson et al., 1974; Stokols and Altman, 1987). A broad field of enquiry, wayfinding encompasses a range of disciplines, such as psychology, geography, and planning (Foreman and Gillett, 1997). Psychology Sociology Anthropology Geography Architecture … Planning Environmental Psychology Environmental Stress Hazard Perception Weather, air pollution, noise … Perception and Cognition Wayfinding Figure 2.1: The hierarchical structure of the study area, wayfinding. 5 Perhaps as a consequence of this diversity of disciplines, approaches to understand wayfinding vary. To clarify this study’s approach, this chapter first describes the concepts related to wayfinding, such as environmental perception and cognition, spatial knowledge, and cognitive map. Then it discusses the significance of wayfinding studies. Next, it explores the physical environmental and personal characteristics that affect wayfinding behavior. Then, it reviews the tools that have been used to simulate physical environment. Finally, it discusses the ways to measure wayfinding performance. 2.1 The Concepts Related to Wayfinding Perception refers to the experience of world, which happens in a moment of time and requires little or no information processing, while cognition refers to the comprehension of the environment that involves more information processing, and requires some mental activity (Bell et al., 1996; Heft, 1996; Nasar, 1998). Perception and cognition depend on one another (Moore and Golledge, 1976). Perception leads to a reconstruction of cognitive structures and is influenced by such structures. With perception and cognition, people develop spatial knowledge about the physical environment to maintain orientation and find their way from one location to another. Gardner (1983, 1993) argued that humans have multiple types of intelligence. Researchers studying wayfinding classified the spatial knowledge into 6 three types: (1) landmark knowledge, (2) route or procedural knowledge, and (3) survey or configurational knowledge (Belingard and Peruch, 2000; Pick and Lockman, 1981; Siegel and White, 1975; Throndyke and Hayes-Roth, 1982). Landmark knowledge refers to the concrete knowledge about places; route knowledge (or procedural knowledge) refers to the knowledge of routes that connect places; and survey knowledge (or configurational knowledge) refers to an integrated understanding of the layout of the space with the interrelationships of the elements contained therein. A number of researchers merged landmark and route knowledge into one category (route knowledge) yielding two types of spatial knowledge, route and survey knowledge (Abu-Obeid, 1998; Aginsky et al., 1997; Lawton, 1996; Rossano et al., 1999; Sholl et al., 2000; Witmer et al., 1996). Research differs on the sequence of the development of spatial knowledge. Some studies found that route knowledge precedes survey knowledge (Abu-Obeid, 1998; Belingard and Peruch, 2000; Hart and Moore, 1973; Lawton, 1996; Shemyakin, 1962; Siegel and White, 1975), while others found that survey knowledge developed first, (Hirtle and Hudson, 1991; Stevens and Coupe, 1978; Wilton, 1979), and still others found that people developed and access both types of knowledge simultaneously (Cole and Reid, 1998; Foley and Cohen, 1984; Lindberg and Garling, 1982; Taylor and Tversky, 1996). The conflicting results may be an artifact of the test situation. People may learn an environment, from a map or navigation. When learning it from a map, people tend to develop survey knowledge. However, when learning it from navigation, people tend to develop route knowledge (Rossano et al., 7 1999; Taylor and Tversky, 1996; Thorndyke and Hayes-Roth, 1982). The degree to which the setting has distinguishable landmarks or paths may also affect the type of spatial knowledge developed (Evans, 1980). The study of cognitive mapping (information about physical environment) is related to spatial knowledge, because it tells how people mentally represent the physical environment in their minds (Garling et al., 1984; Garling and Evans, 1991; Garling and Golledge, 1993; Moore and Golledge, 1976). Information about how people imagine the physical environment can be used to design, plan and manage environments that facilitate easier use and more satisfaction during navigation (Lynch, 1976; Moore and Golledge, 1976). Cognitive maps not only contain information about places and their spatial relationships, but also contain attributive values and meaning (Kitchin, 1994; Garling et al., 1984). Comparison of cognitive maps with cartographic maps found that similar to cartographic maps, cognitive maps are based on Euclidean geometry. People represent elevation differences in cognitive maps as such difference appear in cartographic maps. (Garling and Golledge, 1989). However, people’s cognitive representations are not perfect replicates of cartographic maps (Moore and Golledge, 1976). They are inaccurate and distorted (Downs and Stea, 1973; Kitchin, 1994; Moore and Golledge, 1976). The accuracy depends in part on the familiarity and experience with the environment (Garling et al., 1984; Golledge et al., 1985), and the 8 process through which a person acquires environmental knowledge, through map or navigation (Moore, 1979). Cognitive maps are important aids to wayfinding (Garling et al., 1984; Garling and Golledge, 1989; Passini, 1984a, 1984b). Wayfinding is defined as a behavior (Carpman and Grant, 2002) to reach a spatial destination or to navigate and orient in spatial environments (Devlin and Bernstein, 1995, 1997; Passini, 1984a, 1984b; Prestopnik and Roskos-Ewoldsen, 2000). The wayfinding process is a kind of problem solving. It involves 1) decision making, 2) decision execution, and 3) information processing (Passini, 1984a, 1984b; Passini et al., 2000). 2.2 Significance of the Wayfinding Research Wayfinding is prerequisite of satisfaction of other higher level goals (Weisman, 1981). It may not represent the primary performance goal but it certainly is necessary to perform tasks within an environment (Colle and Reid, 1998). Disorientation produces frustration, irritation, anxiety, and stress (Carpman and Grant, 2002; Evans, 1980; Lang 1987; Lawton, 1994). It can threaten our sense of well-being (Lynch, 1960), and limit personal mobility (Burns, 1998). Disorientation also has costs in terms of time and fuel, which contributes to congestion (Burns, 1998; Passini, 1980). In confusing places, such as hospitals and campuses, staff may waste time directing and leading people to locations (Hecht, 2000; Peponis et al., 9 1990). Wayfinding difficulties may lead people to avoid places such as shopping malls, museums, and convention centers (Carpman and Grant, 2002). It can make people late for important occurrences such as business meetings or planes, which may cause loss of opportunity and money (Carpman and Grant, 2002). More serious consequences can result when ambulance drivers, firefighters have difficulty finding their way around (DeParle, 1989 as cited in Carpman and Grant, 2002). Although wayfinding has been a topic of interest for many disciplines including environmental psychology and geography, it is still not completely understood (Carpman and Grant, 2002). Organizational administrators, interior designers, architects, and planners can improve wayfinding when they understand how the physical environment affect wayfinding performance. The present study attempts to develop such an understanding. The next section discusses the physical environmental and personal characteristics that may affect wayfinding behavior. 2.3 The Physical Environmental and Personal Characteristics Affecting Wayfinding Behavior What physical environmental and personal characteristics may influence wayfinding behavior? First consider the physical environmental characteristics. My study considers four kinds of physical environmental features: (1) layout of the physical environment, (2) level of physical differentiation, (3) vertical differentiation 10 (presence of landmarks), and (4) horizontal differentiation (presence of road hierarchy). 2.3.1 The Plan Layout Researchers have suggested that the legibility or complexity of plan layout may effect wayfinding performance and cognitive mapping (Abu-Obeid, 1998; Appleyard, 1970; Garling et al., 1981; Garling and Golledge, 1989; Lynch, 1960; O’Neill, 1991a, 1991b; Passini, 1980; Weisman, 1981). Findings agree that people easily comprehend the physical environments if the plan layout is legible and simple. Weisman (1981) compared people’s self reports of wayfinding performance in a number of settings that vary in plan layout. People tended to perceive wayfinding as more difficult in settings that were more complex and less legible. O’Neill (1991a) found that people drew more accurate sketches and found their way to a specific destination more accurately in simple layouts. Researchers assessed the legibility or complexity of a plan layout through both subjective and objective measures. Weisman (1981) asked people to rate (subjectively) a sample of corridor diagrams according to degree of complexity. AbuObeid (1998) subjectively assigned three campus layouts to simple grid layout, semigrid layout, and compositive network. O’Neill (1991a) developed an objective measure of floor plan complexity which was based on the average number of paths at each decision point (see chapter 3 for a more detailed description). It gives designers 11 and planners specific information about what to manipulate to produce the desired effect. Thus, I used O’Neill’s objective measure. I expected the simple environments to produce better wayfinding performance than complex ones. 2.3.2 The Level of Physical Differentiation Higher physical differentiation may effect wayfinding behavior because it facilitates extracting and understanding of physical information (Abu-Ghazzeh, 1996; Abu-Obeid, 1998; Appleyard, 1969; Evans et al., 1982; Garling et al., 1986; Garling and Golledge 1989; Passini et al., 2000; Weisman, 1984). Passini et al. (2000) interviewed Alzheimer patients and nursing home staff to identify the architectural interior design features that caused wayfinding difficulties for patients. He found that monotony of architectural composition increased wayfinding difficulties. Abu-Obeid (1998) interviewed students from three universities with different campus designs. Students at campus with a repetitive design (i.e. lacking differentiation) showed poorer performance in sorting pictures to represent a route in the campus. AbuGhazzeh (1996) interviewed students to rank the physical setting variables that caused spatial orientation and wayfinding problems at campus. The results showed that high degree of uniformity (lack of differentiation) was the major factor in feeling lost or disoriented. No study tested the effect of the level of physical differentiation on wayfinding behavior in a controlled environment. The previous studies measured the 12 level of physical differentiation subjectively. For example Abu-Obeid (1998) assigned three different campus designs to low, moderate and high level of differentiation. However, each campus differs from one another in several other factors, such as the plan layout, size, or topography. Weisman (1981) suggested that physical differentiation refers to the extent to which one location looks different from others. Evans et al. (1982) suggested that physical differentiation can be achieved through changes. The present study achieved differentiation in two ways, vertical and horizontal changes. LOW differentiation environments had no vertical or horizontal changes, MODERATE differentiation environments had either vertical or horizontal changes, and HIGH differentiation environments had both vertical and horizontal changes. I expected that wayfinding performance would improve as physical differentiation increased from LOW to MODERATE to HIGH. Now consider vertical and horizontal differentiation. 2.3.3 The Vertical Differentiation Lynch and Rivkin (1976) and Wagner et al. (1981) demonstrated that when walking around people look at vertical elements such as buildings, and window displays. The permanent and distinctive vertical elements are remembered more (Appleyard, 1969; Evans et al., 1982; Lynch, 1960) and are important in navigation and orientation (Cornell et al., 1989; Evans, 1980; Evans, 1984a, 1984b; Heth et al., 1997; Passini, 1980; Ruddle et al., 1997; Tlauka and Wilson, 1994). Lynch (1960) 13 referred to such distinctive vertical elements as landmarks. Studies agree on the positive effects of landmarks on wayfinding. Cornell et al. (1989) found that landmarks played an important role in wayfinding success of 6 and 12 year old children. Heth et al. (1997) found that compared to 8-year-old children, 12-year-old children used landmarks more when recognizing the places while reversing a route. Doherty et al. (1989) found that children and adults showed better performance in scene recognition task when there were landmarks. Ruddle et al. (1997) found that people navigate more accurately in simulated environments that had landmarks than those without landmarks. Tlauka and Wilson (1994) argued that landmarks are helpful but not sufficient to successfully navigate from one location to another. My review of literature highlighted three important issues to consider in relation to landmarks: the type, the attributes and the location of landmarks. For the type, researchers refer to two types of landmarks, global (Darken and Sibert, 1993) and local (Heth et al., 1997). Local landmarks, such as a flower pot or a lamp, are visible within a restricted locality (Ruddle et al., 1998). Global landmarks, such as a mountain, are visible from far away and from many places (Ruddle et al., 1998). For the attributes, the most important attributes of buildings for landmark qualities include form, visibility (Appleyard, 1969) and uniqueness (Abu-Ghazzeh, 1996; Evans et al., 1982). For the location, researchers argued that landmarks are more effective when placed at transition points (Allen, 1982; Heth et al., 1997). My dissertation used local landmarks, because planners and designers can rarely manipulate global landmarks. I gave landmarks unique forms and I located them at 14 intersections. I expected wayfinding performance to improve with the presence of this vertical differentiation. 2.3.4 The Horizontal Differentiation Lynch and Rivkin (1976) and Wagner et al. (1981) demonstrated that when walking around, people look at the ground as well. People notice the differentiation on the pavement. However, no one has empirically tested if this horizontal differentiation enhances people’s wayfinding performance, as does the vertical differentiation. Road hierarchy is an important factor in determining the legibility of a physical environment (Lynch, 1960). It also produces horizontal differentiation and may enhance wayfinding performance. My dissertation used variation of road pavement and road width to produce road hierarchy and horizontal differentiation. I expected horizontal differentiation to produce better wayfinding performance. Now consider personal characteristics that may produce wayfinding performance differences. My dissertation considered three kinds of personal differences: (1) age, (2) gender, and (3) familiarity (experience). 2.3.5 Age Studies compared wayfinding abilities within children (Acredolo, 1977; Acredolo et al., 1975; Fenner et al., 2000; Heth et al., 1997; Piaget and Inhelder, 1967; Siegel et al., 1978), between children and adults (Bell, 2002, Cornell et al., 1989, 1992) and within adults (Burns, 1998; Evans et al., 1984a; Ohta and Kirasic 15 1983; Passini et al., 1990; Weber et al., 1978). Most studies found better wayfinding performance for older children than younger children (Fenner et al., 2000; Heth et al., 1997) and for younger adults than older adults (Burns, 1998; Weber et al., 1978). Fewer studies found no difference between younger and older children (Bell, 2002; Lehnung et al., 2001), or between younger and older adults (Brown et al, 1998). Heth et al. (1997) examined children’s place recognition. The results showed that older children (12 year-old) used more reliable, stationary landmarks, were more attentive to spatial relations between designated landmarks, and showed better performance in recognizing being on or off the route, than younger children (8 yearold). Fenner et al. (2000) examined children’s wayfinding behavior. Younger (5 and 6 years-old) children produced greater wayfinding errors, when replicating a route in forward and reverse directions, than older children (9 and 10 years-old). Lehnung et al. (2001) compared children’s understanding of spatial environment. 11-years-old children needed fewer trials to learn the sequence of landmarks than 5 and 7-yearsold ones, but there was no difference between ages 5 and 7 –years-old children. Older children also showed better performance in pointing landmarks than younger ones. Bell (2002) compared children’s and adults’ sketching ability. 7 and 9 year old children performed similarly in locating object, but adults performed better than the children. Weber et al. (1978) asked young adults to explore a nursing home for five minutes then compared their recognition of places with older residents. Younger adults recognized the places more accurately than older residents. Burns (1998) distributed a postal questionnaire survey, asking about wayfinding problems, to a 16 large sample of UK motorist drivers. Self-reports showed that older drivers tended to perceive wayfinding as being more difficult than non-elderly. Brown et al. (1998) asked people aged 20 to 78 to give directions to a stranger while looking at a map. When giving directions with access to a map, young and old adults used equal number of landmarks, road names relational turns and cardinal directions which were equally accurate. One explanation of contradicting findings on age relates to the test situation. Tests may differ in the load placed on memory. Older adults and younger children may show poorer performance on tasks that require memory. However, when memory demands are minimal or absent, the age effect on wayfinding behavior may disappear. For example, providing a map reduces the load on memory by eliminating the need for cognitive maps. Brown et al. (1998) found that when provided a map older and younger adults did not differ. Pointing with a compass puts a higher demand on memory than pointing with finger. Lehnung et al. (2001) found that 5year old group may show similar accuracy with 9 and 11-years-old children when they point with a finger but poorer performance when they point with a compass. Another explanation of contradicting findings may relate to variation in age breakpoints. Each study compared different age groups. This dissertation targeted only one age group, young adults. As a result of the narrow range of ages, I expected no effect of age on wayfinding performance. 17 2.3.6 Gender The effect of gender on wayfinding behavior is unclear in the literature. Some found gender differences in wayfinding tasks (Appleyard, 1976; Brown et al., 1998; Burns, 1998; Devlin and Bernstein, 1995, 1997; Evans, 1980; Galea and Kimura, 1993; Holding, 1989; Holding, 1992; McGuiness and Sparks, 1983, Miller and Santoni, 1986; Prestopnik and Roskos-Ewoldsen, 2000; Schmitz, 1997; Ward et al., 1986) and others found no such difference (Carr and Schissler, 1969; Cousins et al., 1983; Kirasic et al., 1984; Montello and Pick, 1993; Prestopnik and RoskosEwoldsen, 2000; Sadalla and Montello, 1989; Schmitz, 1997; Taylor and Tversky, 1992). Several studies find males performing better than females. Devlin and Bernstein (1995) had participants learn a campus with different cue sources (a series of photographs, a series of textual direction information, a map and combination of these cues). The participants were then shown another series of photographs and were asked to pick some to represent a route connecting A to B. Results showed that females had more errors than males. In a similar study, Devlin and Bernstein (1997) had participants study a neighborhood map. The participants were then asked to locate a number of landmarks on the map and indicate which path to follow to get from A to B. The results showed that males were faster than females in showing which path to follow. Lawton (1996) found gender difference in pointing task. He 18 gave participants a “landmark learning” tour in a building. After the tour, participants pointed to the landmarks at a location, which was not on the route they learnt. Results showed lower error scores for males. While these studies showed males performing better than females, many studies found no differences related to gender. Looking at a pointing task, Sadalla and Montello (1989) found no gender difference. In their study, participants walked a number of paths containing one turn. At the final point, participants pointed to the start point, the original direction of travel and also estimated the angle at the turn. Males and females performed similar in all three pointing tasks. Schmitz (1997) found some similarities and differences between females and males. He asked participants to explore a maze in forward and reverse directions. Then participants represented the maze in drawing or writing. Results showed that females were slower in exploring the maze than males. Females used more landmarks and fewer directions in their representations but overall females and males used similar number of elements to represent the maze. Prestopnik and Roskos-Ewoldsen (2000) employed a pointing task and a self-reporting test, related to sense of direction and use of wayfinding strategies. Self-reporting test showed no gender difference. Pointing task showed no gender difference in response time but male superiority in error scores. If there is a gender difference it may relate to biological factors, such as differences in brain organization (Kimura, 1992 as cited in Lawton 1996). However gender differences may also relate to other factors, which lead to contradictory 19 findings. First, researchers suggested that females depend more on route knowledge, while males depend more on survey knowledge (Lawton, 1994 and 1996). Using different types of wayfinding strategies (Galea and Kimura, 1993; Schmitz, 1997; Sholl et al., 2000; Ward, 1986) may cause differences in some tasks but not in others. If we accept the argument that route knowledge precedes survey knowledge (AbuObeid, 1998; Belingard and Peruch, 2000; Hart and Moore, 1973; Lawton, 1996; Shemyakin, 1962; Siegel and White, 1975) then we may expect no gender difference on tasks that require route knowledge but male superiority on tasks that require survey knowledge. If we accept the argument that route and survey knowledge develop simultaneously (Cole and Reid, 1998; Foley and Cohen, 1984; Lindberg and Garling, 1982; Taylor and Tversky, 1996;), we may expect female superiority on tasks that require route knowledge and male superiority on tasks that require survey knowledge. Second, studies showed that females tend to feel higher anxiety and fear (Devlin and Bernstein, 1997; Prestopnik and Roskos-Ewoldsen, 2000; Schmitz 1997), and less confidence (Lawton 1996) while completing wayfinding tasks, and they perceive wayfinding as more difficult (Burns, 1998). Such feelings may lead to poorer wayfinding tasks performance (Evans et al., 1984b; Garling and Golledge, 1989). Third, in some cultures males have greater opportunity to travel and thus develop better directional skills (Evans, 1980). In such cultures, the greater experience for males may give them better wayfinding scores than females. 20 Despite the contradicting findings on gender, in this study I expected male superiority in spatial knowledge because I used tests of survey knowledge to measure it (see section 2.5). 2.3.7 Familiarity (Experience) In general, studies found positive effects of experience on spatial knowledge or wayfinding performance (Ruddle et al, 1998; Stanton et al., 1996, 1998). Ruddle et al. (1998) did a controlled study in a simulated environment. They had participants explore a simulated environment repeatedly. The number of times a participant navigated in the environment determined the level of familiarity. The spatial knowledge tasks included finding a route, estimating direction and distance. Participants developed more accurate spatial knowledge with increased familiarity. Stanton et al. (1996, 1998) had children explore simulated environments at fortnightly intervals. Children’s performance on spatial tasks, such as estimating direction and sketching (drawing an outline of the environment, placing the objects on a prepared outline plan) improved with repeated exploration, especially for large scale environments. In this dissertation, I expected that wayfinding performance would improve with increases in physical environment experience. 2.3.8 Summary of Factors Effecting Wayfinding Performance I have shown that wayfinding may relate to personal characteristics of the wayfinder and the physical characteristics of the environment. Personal 21 characteristics include age, gender, familiarity (experience). Physical characteristics include plan layout, physical differentiation and its components vertical and horizontal differentiation. Most studies looked at the effect of each factor alone. To better understand wayfinding, we need to consider personal and environmental factors simultaneously. In two early review papers, Moore (1979) and Evans (1980) concluded that although personal factors were widely explored, physical environmental factors were understudied. My review of the literature shows a continuing insufficient attention to the influence of physical environmental characteristics on wayfinding behavior. Hence, this study focused on the physical characteristics, but considered them and personal characteristics simultaneously. It did the tests in controlled conditions. To study wayfinding in a controlled physical setting, researchers must decide on at least two kinds of factors, 1) the ways to simulate the environment, 2) the ways to measure wayfinding responses. I used Virtual Environments to simulate the environment and multiple measures of survey knowledge to test wayfinding performance. The following sections discuss my choices and the other possible options to simulate a physical setting and measure wayfinding performance. 2.4 Tools to Simulate Environment Researchers have observed and tested people’s wayfinding behavior in real or simulated settings. Real environments have variety that is hard to control. Manipulating the structure of real environment is difficult or even impossible 22 (Belingard and Peruch, 2000). However, to test the effect of specific physical environmental factors, one needs to control the variety in the physical setting. Controlling the physical structure is possible in simulated settings. Simulation, in this study, refers to visually representing something real. Visual simulations include: (1) photographs, (2) small-scale three dimensional models, (3) full-scale three dimensional models, (4) three dimensional computer models. Each tool varies in level of detail, color, quality of reproduction, and conditions in which the simulation is depicted, and in which it is seen (Sanoff, 1991). 2.4.1 Use of Photographs and Simulation Booth Photographs may simulate on-site experience and have been widely used in environmental psychology, in studies of environmental preference (Nasar, 1988), perception (Appleyard et al., 1964; Bosselman 1998) and wayfinding (e.g. O’Neill, 1991a). A perceiver traveling along a route perceives sequence of transitions that connect successive vistas (Cullen, 1961; Heft, 1996). This sequence of transitional information is particularly important for wayfinding behavior. However, pictures do not show continuous movement of transitions. Heft and Nasar (2000) questioned the static nature of photographs because they lack the dynamic experience of moving through places. Their comparisons of people responses to dynamic displays (videotaped segments along a route), and static displays (freeze frames of each segment) found differences between two display modes. 23 Reseachers have presented a series of photographs to simulate movement in a drive (Appleyard et al., 1964) or walk (Bosselman, 1998; Cullen, 1961; O’Neill, 1991a). A series pictures would feel like watching a movie. However, the slides in such simulations restrict the observer’s ability to scan the environment extensively (Sanoff, 1991). Possible views that one can see in a real setting are not shown in these sequential photos (Bosselman, 1998). An alternative way to simulate movement through photographs is using a simulation booth. A simulation booth has screens encircling the viewer to give three dimensional view of an environment. It also provides opportunity for active exploration. Winkel and Sasanoff (1966) (as cited in Sanoff 1991) compared the movement pattern of people in a real environment and in a simulation booth. The results confirm the similarities between path selection in each condition, but interviews after the simulated trip revealed that people might not have acquired a comprehensive image of the space in the simulated environment. 24 2.4.2 Full Scale Models Full scale models have been used to assess a proposed designs (Marans, 1993; Sanoff, 1991), to understand people’s perception of an existing environment (Sadalla and Oxley, 1984) and to observe people’s wayfinding behavior (Passini et al., 1990; Schmitz, 1997, Waller et al. 1998). Marans (1993) built a model of a hospital room. Different user groups (nurses, doctors and visitors) explored this model and assessed the use quality prior to construction. Sadalla and Oxley (1984) built rooms of the same size but different shapes and asked people to estimate their size to see if shape effected perception of size. Passini et al. (1990) built a maze and asked people to do several wayfinding tasks. A full scale model provides opportunity to control factors that vary in the real environment while letting people move as if they are in a real setting. However full scale models may look like a maze, and it requires large spaces, time and money (Figure 2.2). With full scale models, one can simulate an indoor space but not a large outdoor space (Sanoff, 1991). 25 Figure 2.2: Full scale models (Sanoff 1991) 2.4.3 Small Scale Models Building and modifying small scale models are relatively easy and less costly than full-scale models. However, their static nature and inability to allow views to experience movement at the eye level represent major drawbacks that may differentiate them from experience in full scale places (Sanoff, 1991). To simulate movement researchers have put a small camera in a model. A camera moving around a small-scale model records the scenes on a videotape transmits the visual information to a television screen. Movement direction and speed of the camera can be controlled (Figure 2.3). 26 Figure 2.3: The left one is the simulator at Lund (Sanoff 1991; p 146), right one is the simulator at the Institute of Urban and Regional Development at the University of California at Berkley. (Altman and Wohlwill, 1977; p.81) Such simulators have been used to understand and foresee the impact of plans (Appleyard and Craik - as cited in Bosselmann 1998; Janssens and Kuller, 1986 - as cited in Sanoff, 1991) and to predict the people’s behavior (Carpman et al., 1985). Appleyard and Craik had people evaluate a setting in three ways; an actual tour by driving through the real setting in van, a video recorded in the real setting and a video recorded using a model to simulate driving. The results demonstrated that people found the simulated environment realistic. Carpman et al. (1985) built a small scale model of a hospital setting with two different design, having a parking deck accessed directly from a drop-off entrance drive or having a parking deck accessible only from the main road. In both designs a sign is leading people to access the parking deck through the main road. They simulated a drive by recording a videotape in each design. Visitors were shown these simulations and were asked where they would turn to park if they were coming alone to visit a patient. Results showed that in the design with a direct access from the drop-off circle, people tended to ignore the sign and 27 chose to turn to the drop-off circle to enter the parking deck because they see the entrance located adjacent to the drop-off circle. With this simulation Carpman et al. (1985) could observe people’s behavior to two different designs before construction, and could see the potential problem of crowdedness at the drop-off circle if there is an entrance to the parking structure from it. With such simulations, respondents reported that they felt like exploring a real environment. However, such simulators were rarely used as a research tool, perhaps because of its high costs (Bosselman 1998; Carpman et al. 1985; Sanoff, 1991) 2.4.4 Computer Models (Virtual Environments) Computer generated three-dimensional environments are called virtual environments (VEs). In these simulations, the user can visualize and interact with the virtual three-dimensional spatial environment in real time. VEs are used in research related to physical environment to control the physical characteristics (Arthur et al., 1997; Rossano et al., 1999; Wilson et al., 1997a) or when it is hard to gather subjects in the real one (Ishikawa et al., 1998). Because this technology is relatively new1, there are some concerns about its limitations related to its cost, its ability to represent real world experience and its ability to transfer spatial information to real world experience. 1 The ideas behind this technology began to emerge about 20-30 years ago (see Kalawsky, 1993; Rehingold, 1991, for reviews, as cited in Wilson, 1997. 28 For cost, it varies because the hardware and software requirements vary. Until recently the necessary hardware and software was limited to high end technologies; however, recent improvements have lowered costs enough to make it available in many offices and have improved the image quality enough to make it an efficient tool for environmental research (Aginsky et al., 1997; Garling et al., 1997; Ishikawa et al., 1998; Peruch 1998; Rossano et al., 1999; Wilson et al., 1997a). For similarity between the real and VE experience, studies explored if people could develop spatial representations in VEs and if people’s navigation behavior in VE is similar to the one in the real environments. Studies consistently showed that people developed good spatial representation of VEs (Regian et al., 1992; Peruch et al., 1995). Although, one study showed that people developed route knowledge slower in a VE than in an equivalent real environment (Witmer et al., 1996), others showed that people who navigated in a virtual environments showed similar accuracy in spatial knowledge tests to that of people navigated an equivalent real-world building (Rassona et al. 1999; Ruddle et al, 1997, 1998; Throndyke and Hayes- Roth, 1982; Wilson et al., 1996). For transfer of spatial information from VEs to real environments, studies tested if people could perform some spatial tasks in the real environment by just exploring a virtual simulation of the real environment. Studies showed that people did transform the spatial information they gained while exploring a virtual replica of the real environment (Bliss et al., 1997; Cromby et al., 1996a, 1996b; Wilson et al. 1996). 29 For example, Wilson et al. (1996) found that students who explored a virtual building containing only the major features of real building, such as corridors and doors, could estimate directions to the objects in the real environment. Cromby et al. (1996b) found that children who explored a virtual supermarket were able to find the items in the real supermarket. Bliss et al. (1997) found that firefighters who learned a building from a simulation were able to find their direction in the real building. 2.4.5 Summary of Tools for Studying Wayfinding This study used simulated environments rather than real environments because it allowed control of environmental factors. From the possible simulation tools, this study used computer generated models for three reasons: (1) they are dynamic and active where people can navigate as if they are in real environment; (2) they are flexible and easy to manipulate or control the physical features of the environment; and (3) they are affordable. 30 2.5 Measures of Wayfinding Performance Researchers have measured wayfinding performance in five ways: 1) self report tests, 2) memory tests, 3) recognition tests, 4) spatial orientation tests, and 5) navigation tests. 2.5.1 Self Report Tests Self report tests include tasks such as reporting subjective judgments of wayfinding ability or navigational strategy. Weisman (1981) and Abu-Ghazzeh (1996) developed a questionnaire to measure respondent’s own judgments of wayfinding ability. It asked about wayfinding behavior (e.g. have you ever had trouble finding your way?), and perceived knowledge and understanding of the setting (e.g. how confident would you be of the directions you’d give to such a stranger?). Lawton (1994, 1996) developed a questionnaire to measure respondents’ navigational strategy while finding their way around an unfamiliar building. The questionnaire listed possible strategies, and the respondents rated the likelihood of using each strategy on a 5-point scale. Some strategies related to route knowledge, such as using room numbers and signs, others related to survey knowledge, such as using global reference points. Prestopnik and Roskos-Ewoldsen (2000) used Lawton’s (1994) questionnaire. Dogu and Erkip (2000) combined Weisman (1981) and Lawton (1996) questionnaire to examine people wayfinding behavior in a shopping mall. 31 Long questionnaires are not the only way to measure self-judgements of wayfinding behavior. Researchers also asked wayfinders to rate their sense of direction (Scholl 1988; Kozlowski and Bryant, 1977; Prestopnik and Roskos- Ewoldsen, 2000) and to tell about their wayfinding decisions (Murokashi and Kawai, 2000; Passini, 1984b). Respondents gave reasons for their choice of route whenever there were choices. Self-report tests do not require much effort, time and money. However they have been criticized for lack of consistency with the actual behavior (Ericson and Simon, 1984; Marlowe et al., 1965 as cited in Judd et al., 1991). People tend to exaggerate or give socially desirable answers (Lam and Cheng, 2002). 2.5.2 Memory Tests Memory tests include tasks such as describing places or routes after a trip. For example Appleyard (1969), Carr and Schissler (1969), and Lynch and Rivkin (1976) had people tell which points or places they remember best after a trip, not necessarily in an order. Such a test tells only about people’s knowledge about the presence of particular places. Wayfinders may need this information to verify being on the right trail, but they also need to know the connection between and sequence important places. As a result some researchers had people describe a route between any given two points or tell what they had seen in sequential order after the trip (Appleyard, 1969; Carr and Schissler, 1969). 32 Memory tests are inexpensive and easy to administer, but they may reflect the individual’s language ability rather than spatial knowledge. An individual may only report recalling places that are easy to describe in words. One study compared what people really looked at (items recorded with a head-mounted Polymetric eyemovement recorder) with what people remembered looking at (Carr and Schissler, 1969). It found agreement, but people tended to report items that were easy to name even though they had not look at them. 2.5.3 Recognition Tests Recognition tests include tasks such as naming the objects during a trip, recognizing a scene with pictures after the trip and sorting the pictures to show the route. For example, Brunswik (1944) and Wagner et al. (1981) followed people and stopped them at some intervals to ask what they were looking at. Magliano et al. (1995), Aginsky et al. (1997), Wilson (1999) and Murakoshi and Kawai (2000) showed participants pictures from the test environment and distracter pictures similar to the ones in the test environment but from different locations that the participant had never seen. They asked the participants to tell whether they had seen it in the environment or not. Heth et al. (1997) escorted children from an origin to a destination (original route) and then from the destination to the origin (return route), but the return route had loop branches attached to the original route. On the return route, they stopped children at some intervals and asked whether they were on or off 33 the original path. Such tests measure if people recognize being somewhere when they are actually there. People may recognize being there but not know what they will see next. To test such knowledge, Magliano et al. (1995) showed pairs of pictures from the route and asked participants to decide which of the two pictures came first along the route. Abu-Obeid (1998) asked students to arrange a series of pictures to show a route. Like memory tests, recognition tests are inexpensive and easy to administer. Recognition tests measured during a trip may not reflect the real life experience because the participant would attend the surrounding environment more in the test situation than in the real life (Lynch and Rivkin, 1976). Also, tests with pictures may be biased when the picture is taken from a different perspective than the observer’s perspective. Both memory and recognition tests measure wayfinding performance indirectly. They tell if an individual remembers a certain place and has information about a route between those places, but they do not reveal the individual’s knowledge about how those places are spatially related. 2.5.4 Spatial Orientation Tests Spatial orientation tests include three kinds of tasks: (1) drawing a sketch map, (2) estimating distances between visible or invisible locations, and (3) estimating directions of invisible locations. First consider sketch maps. Kitchin 34 (1997) discussed five variations of sketching: (1) the basic sketch map technique, where the researcher gives the respondent a blank sheet of paper to sketch a map. (2) the normal sketch mapping technique, where the researcher imposes constraints to obtain required data (3) the cued sketch mapping technique, where the researcher gives a portion of the map and asks the respondent to complete the specific features, (4) the longitudinal sketch mapping technique, where the researcher asks respondents to draw the map on layers of carbon tracing paper and turn the sheets over at some time intervals to study how sketch map evolves, and (5) the cloze sketch mapping technique, where the researcher covers a base map in a grid with some squares deleted and has respondents fill the information in the blank squares. Appleyard (1969) and Kitchin (1997) asked residents to draw a map of the city on a blank paper. Carr and Schissler (1969), Murakoshi and Kawai (2000), and Aginsky et al. (1997) showed participants a route and asked them to draw the route on a blank sheet with or without commenting on the location and characteristics of the various elements. Schmitz (1997) had participants explore a maze repeatedly and ask them to represent the maze graphically. O’Neill (1991a) showed a series of pictures depicting paths through a building, showing decision, starting and destination points, then asked people to draw a sketch map of the floor plan and mark the location of start and destination points. Wilson (1999) provided a plan view of the environment and asked participants to name locations and indicate the position on the plan. Rossano et al. (1999) laid out a number of white post-board cut-out shapes on a desk, and asked participants to pick a shape as the experimenter reads name of a building 35 from the learned environment. Then the participants were asked to arrange the selected shapes on a blank sheet. Rossano and Reardon (1999) gave participants a sheet on which two buildings in the environment was represented with a rectangle and asked them to locate the third building. Kitchin (1997) gave a map which had blank boxes and asked residents to fill the blank boxes with the name of landmarks provided in a list. Sketch maps may reflect the individual’s drawing ability more than spatial knowledge. However, one study found a weak correlation between the accuracy of sketch map and artistic ability (Rothwell, 1976 as cited by Evans, 1980). Sketch maps may also have metric and topological distortions. People tend to draw turns as right angle (even if they are not), enlarge the areas that include lots of turns at the expense of straight roads, distort the relative length of road segments (Aginsky et al., 1997). Interpreting the accuracy of a sketch map is challenging. Passini (1984b) argued that the sketches should be assessed according to their utility value instead of their cartographic value. Researchers used different approaches to measure the accuracy of sketches. They rated the overall accuracy2 (Aginsky et al., 1997; Murakoshi and Kawai, 2000;) and complexity (Appleyard, 1970; Rovine and Weisman, 1989), judged the accuracy of placement of path segments, location of intersection choice (O’Neill, 1991a), counted the frequency of path, node, landmarks, and turns (Aginsky et al., 1997; Rovine and Schmitz, 1997; Weisman, 1989), calculated the difference 2 Two researchers rated the maps independently. Maps with nearly correct placements of the route were rated 4; maps that were toplogically correct with some distortions were rated 3; maps with almost complete elements but with toplogically incorrect layouts were rated 2; and fragmental maps or blank maps were rated 1. 36 between correct and incorrect turns (Aginsky et al., 1997), measured the relative distance between landmark pairs (Aginsky et al., 1997), and assessed the topological accuracy considering if the landmark was in the appropriate sequence with respect to tour and the path between landmarks showed the appropriate turns (Rovine and Weisman, 1989) or considering the number of breaks in the map (Aginsky et al., 1997). No one measure is better than the others. Thus a combination of such measures would give better measure. Using sketch maps, researchers also calculated distance estimates (Biel, 1982; Jansen-Osman and Berendt 2002; Rossano et al., 1999; Wilson, 1999) and direction estimates (Colle and Reid, 1998; Gillian, 1994; Rossano et al., 1999; Tlauka and Wilson 1996) between landmarks. Now consider distance estimations. Researchers used many tasks (in addition to sketching) including verbal estimation, drawing straight lines, reproducing a walk or comparing the route choices (see Montello, 1991 for a review). Belingard and Peruch (2000) asked participants to estimate the straight line distance between the current and target locations. Peruch et al. (1989) asked general public and taxi drivers to estimate straight line distance and travel distance verbally in either distance or time units. Biel (1982) asked children to decide which one of the two landmarks were closer to the current location. Jansen–Osman and Berendt (2002) had people explore three routes. Given a straight line representing the length of one of the three routes, the participants were asked to mark the length of the other two routes. Sadalla and Magel (1980) and Sherman et al. (1979) had participants re-walk a straight line distance at the same length as the test distance. Nasar (1983) examined the estimated 37 distance to places by asking which of the two parking garages people chose to park to minimize the distance to their office. Nasar (1985) also had people estimate walking and crow-flies distance to hidden and visible destinations. Distance estimate is easy to measure. The performance in distance estimates were usualy calculated as the difference between the true distance and the estimated distance. Finally consider direction estimates. Researchers used two kinds of pointing task (in addition to sketching): (1) simulated pointing tests and (2) actual pointing test (Throndyke and Hayes-Roth, 1982; Rossano et al., 1999). In simulated test, participants were asked to imagine their current location and position, and then point to a target location. In actual test, people were asked to point to a target location when they were in the real environment. Again, direction estimate is easy to measure. The performance was measured as time to respond, with quick response indicating better performance. The accuracy was calculated as the difference between the true direction and the estimated direction. People may point to a target by changing their looking direction, drawing on a paper, using a keypad or a handheld pointer. Belingard and Peruch (2000) requested participants to rotate their view to face an invisible target. Murakoshi and Kawai (2000) told people to show direction of a target with an arrow. Rossano et al. (1999) asked participants to mark along the perimeter of the circle to show the direction to the target after explaining that the center of the circle represents the current location and an arrow extending up from the circle represents the looking direction. 38 Prestopnik and Roskos-Ewoldsen (2000) explained participants that numbers on the keypad represent the 450 angles surrounding them. Participants were then asked to pick a number to show if the target is in front, back, left, right, front left, front right, back left, or back right of them. Rossano et al. (1999) Sholl et al. (2000), and Lawton (1996) used a hand held pointer. The pointer is mounted within a circular dial. Participants rotate the pointer arm to show the direction of the target. Spatial orientation tests measures how people represent spatial environment but not how they navigate. Anooshian (1996) argued that ‘people often report knowing the identities and locations of landmarks while having little or no knowledge of how to navigate from one landmark to another. 2.5.5 Navigation Tests Navigation test include tasks such as finding places, replicating a route, reversing a route, finding the shortest path between two places and describing a route to a stranger. Abu-Ghazzeh (1996) asked people to find some destinations in three different buildings that they had never visited. Peponis et al. (1990) had participants freely explore the setting and they had them search for specific locations. Rossano et al. (1999) asked people to lead the way from one building to another in a campus after studying a map of the setting or exploring the computer simulation of the setting. O’Neill (1991a) asked participants to replicate the route they learned with a series of pictures. Fenner et al. (2000) guided children along a route in a campus then 39 asked them to walk along the route without assistance in forward and reverse directions. Schmitz (1997) had people find their way in a maze first from origin to destination then from destination to origin. Murakoshi and Kawai (2000) guided people to a destination with some detours then asked them to go back to origin by using the shortest possible route. Rovine and Weisman (1989) took people on a tour and pointed out some important target locations throughout the tour, then asked participants to select the most direct route from a target to another one. Ward et al. (1986) and Brown et al. (1998) asked people to give directions to a hypothetical stranger while looking at the map or after memorizing the map. Passini et al. (1990) did a series of navigation tests. First, they guided people in a maze, after which they asked them to retrace the path on their own. Second, they showed people two routes which were intersecting, and asked them to retrace a combined route (the first half of the first trip and second half of the second route). Third, they had them learn a route from a small scale-model, and then had them execute a route in the maze. Finally, they showed a route and asked participants to find a shortcut back to the departure. Navigation tests show people’s wayfinding behavior more accurately than self reporting tests, but they might be time consuming. Accuracy in navigation test can be measured in many ways. Researchers recorded the success in taking the most direct route (Rovine and Weisman, 1989), amount of time spent to complete the task (O’Neill, 1991a; Murakoshi and Kawai, 2000), the route and the distance (AbuGhazzeh, 1996; Murakoshi and Kawai, 2000; Rovine and Weisman, 1989), the speed (Schmitz, 1997) number of backtrackings (Abu-Ghazzeh, 1996; O’Neill, 1991a), 40 number of turns (Rovine and Weisman, 1989), number of wrong turns (Murakoshi and Kawai, 2000; O’Neill, 1991a; Rossano et al. 1999), and number of times people asked for direction or used maps (Abu-Ghazzeh, 1996; Rossano et al. 1999). 2.5.6 Summary of Wayfinding Measures There are numerous tests to measure an individual’s wayfinding performance. Each test has a different requirement which causes variation in the performance. For example, people may find their way accurately, but they may not be able to draw comparable sketch maps3 (Clayton and Woodyard, 1981; Downs and Siegel, 1981; Hart 1981; Passini 1984b). Passini (1984b) explained this contradiction with a different cognitive memory requirement. The cognitive memory requirement is higher for sketching than route finding, because route finding requires recognition while sketching requires recall. Individuals recognize (notice) places they encounter. However, they recall (remember) places by retrieving the environmental information stored previously. The contradiction occurs not only between the tests but also between the tasks (within each test). For each test, different tasks may measure different spatial knowledge. For example, for spatial orientation tests, estimating travel distances or directions between successive locations measures route knowledge, while estimating crowflies distances and directions measures survey knowledge (Goldin and 3 Note, this differentiation may apply to recognition and memory tests. 41 Throndyke, 1982; Golledge, 1987). For navigation tests, reproducing a route represents route knowledge, while taking a shortcut represents survey knowledge (Loomis et al., 1993; Presson and Montello, 1994). Any single measure may have a bias. By using distinct and different measures one can reduce the effects of each bias (Judd et al., 1991; Kitchin, 1996). In this study, I used multiple measures of survey knowledge to understand wayfinding performance. I asked people to report the strategy they used (self report), point to an unseen place (spatial orientation test- estimating direction task), pick the correct map among possible ones and mark some locations on that map (spatial orientation testsketching task) and find the shortest route between two locations (navigation testfinding the shortest route task). 42 CHAPTER 3 METHODOLOGY 3.1 General Procedures and Equipment Interviews took place in five university dormitories at The Ohio State University; Morill Tower, Steeb Hall, Park Hall, Stradley Hall and Jones Tower, all but Jones Tower house undergraduate students. The experimental session lasted between five to ten minutes per participant. The tests took place on weekdays and weekends, from 9:30 am to 7:30pm, in January 2003. The completion of 166 tests took 70 hours. 3.1.1 Introductory Procedures The study met the university’s human subjects requirements. Posters informed passers-by that by taking a five minute computer-based survey they would help a Ph.D. student and receive a cookie and a soft drink. The participants received a brief written description about the study (Appendix A). The description indicated that the participant could withdraw at any time without penalty. 43 3.1.2 Equipment and Setting A graphic PC-based desktop workstation (Pentium II, 32MB graphics card, resolution 640X480X256, 17 inch monitor) was set up on a desk in a quiet location, close to the entrance in each building. I faced the computer screen to a wall so participants could not see the simulated environment before the test. Participants were seated facing 50 cm from the center of the screen, to achieve a visual field of approximately 45 degrees. A camcorder, placed on the same desk with the desktop workstation, videotaped the computer screen to track the navigation. 3.2 Virtual Environments 3.2.1 Software The simulated environments were built using a three-dimensional modeling program, GTK Radiant. A real-time three-dimensional environment generator game engine, QUAKE III ARENA software, produced perspective views to simulate ground level walk-paced movement through the simulated environment. The viewpoint was set at a height of 5.6 feet, average eye level. The game engine displayed the scenes in color at a rate of approximately 20 frames per second. Participants controlled their movement in the simulated environment via keyboard. It provided left right rotations (left right arrows) and forward backward translations (up- 44 down arrows), with movement restricted to the horizontal plane. Other researchers who used the keyboard for controlling motion demonstrated that users easily mastered this form of interaction (Tlauka and Wilson, 1994; 1996; Wilson et al. 1996, 1997; Jansen-Osman and Berendt, 2002; Belingard and Peruch, 2000). The direction of the observer’s gaze paralleled their direction of movement (i.e., no side view was available). 3.2.2 Physical Environmental Characteristics I created eighteen simulated environments. The environments contained houses, trees, sidewalks, open green spaces, parking and background skyline to represent relevant aspects of a residential area. I replicated a two-story house plan, surrounded with a tree, a street lamp and a parking space (Figure 3.1). The environments contained repeated units of this house plan. Repeating a design is a common planning approach for some real developments and apartment complexes. This study attempted to simulate such environments because residents and visitors of those uniform developments or apartment complexes often have difficulties to find their way. I derived the texture maps from digital photographs of real buildings and real objects and overlaid these textures onto the modeled objects to achieve detail and realism. Vivid colors, real-world textures, and visual elements gave a strong impression of a real residential setting. 45 House Tree Lamp Sidewalk Road Figure 3.1: The same house plan was repeated in all environments. From top left moving clockwise images show plan view (not seen by subjects), front view, right view and left view. A collisions-detection algorithm was used to prevent walking through walls and to constrain walking to the roads. At each intersection choice point a message reminded the participants that they need to choose the next direction. Arrows placed at the intersections indicated the possible directions the participant could choose (Figure 3.2). 46 Figure 3.2: The arrows at intersections showed possible directions one can take and a message reminds users that they can change direction. Each model differed on three physical factors: the plan layout (simple or complex), vertical differentiation (without landmark, with landmark type A-object or landmark type B-building), and horizontal differentiation (without road hierarchy, with road hierarchy type A-road width variation or road hierarchy type B-road pavement variation). I classified the eighteen environments into three groups according to the level of physical differentiation, the extent to which parts of environment looks different from others (Table 3.1). The “low differentiation” group included the environments without any landmark or road hierarchy. The “moderate differentiation” group included the environments with either a landmark (one of two kinds) or road hierarchy (one of two kinds). The “high differentiation” group included the environments with both a landmark (one of two kinds) and road hierarchy (one of two kinds). 47 Table 3.1: Level of differentiation was determined by the presence of vertical and horizontal differentiation Level of Differentiation * Low Differentiation Moderate Differentiation High Differentiation With Vertical Differentiation (Landmark) No Yes (one of two kinds) No Yes (one of two kinds) With Horizontal Differentiation (Road Hierarchy) No No Yes (one of two kinds) Yes (one of two kinds) * Same set of conditions for simple and complex environments For plan layout, half of the environments had a complex layout and half had a simple layout. I used O’Neill’s (1991a) “Inter Connection Density” (ICD) measure to determine simple and complex plan layout. The measure is based on the density of interconnections at choice points. Figure 3.3 shows an example of the calculation of ICD from a plan. The number of connections at each intersection, or choice point, is listed to the right of the plan (ie. at intersection A, one has two choices). ICD is calculated as the mean number of connections. Hence the plan has an ICD of 2.33. A B C D A=2 B=2 C=3 D=3 E=2 F=2 +______ 14 F E 14/6 = 2.33 = mean ICD Figure 3.3: An example for calculating Interconnection density (ICD) value 48 Using this measure, O’Neill (1991a) identified three settings inside the State University of New York at Buffalo Lockwood Library, with different ICD measures to examine the relationship between plan layout complexity and wayfinding performance. Figure 3.4 shows the plan layouts and the schematic drawings of the simplest and the most complex settings used in that study. In the schematic drawings, you can see that the simple setting had ten intersections, and the complex one had eleven intersections (the small and large circles). Both settings had five choice points (the large circles), one START point, and one DESTINATION point. The simple setting had an ICD of 2.4 and the complex setting had an ICD of 2.54. Complex Schematic Drawing Plan Layout Simple Destination LEGEND Destination Choice Points Intersections Start START and DESTINATION Start Figure 3.4: The plan layout and schematic drawings of the simple and complex settings in O’Neill’s study. 49 My study replicated O’Neill’s (1991a) simplest and most complex plan layouts for outdoor virtual environments (Figure 3.5). My environments comprised a rectangular area of 312 x 273 meters (1,024 x 896 feet). The complex plan layout contained 27,017 meters (88,640 feet) of road, and the simple plan layout contained 24,189 meters (79,360 feet) of road. As a collusion detection algorithm prevented navigation through some roads, the complex plan had 8,993 meters (29,504 feet) of walkable road, and the simple one had 6,574 meters (21,568 feet). Thus, simple plan had 73% of walkable road of the complex plan. Complex Plan Layout Simple Schematic LEGEND Roads Market Market Walkable Roads START and MARKET Start Start Choice Points Figure 3.5: The plan layout and schematic drawings of the simple and complex settings in this study. 50 To represent the start and destination points from O’Neill’s (1991a) study, the virtual environments had two signs, START and MARKET (Figure 3.6). Figure 3. 6: The START and MARKET signs in all environments. For vertical differentiation, the environments differed according to the presence of landmarks. One third of the environments did not have landmarks while two thirds did. To give the results greater generalizability there were two types of landmarks. Half of the environments “with landmark” had object landmarks (type A), such as a lamp, a flag, and a flowerpot (Figure 3.7). The other half had building landmarks (type B) differing in color and shape from one another and from the other buildings (Figure 3.8). Each type (A and B) had four landmarks. 51 Figure 3.7: Environments with vertical differentiation had two types of landmarks. TYPE A had four object landmarks shown from top left moving clockwise (one kind of lamp, another kind of lamp, a flower pot and a flag) at choice points. (All environments were in full color). 52 Figure 3.8: Environments with vertical differentiation had two types of landmarks. TYPE B had four building landmarks that differ from one another and the surrounding buildings shown from top left moving clockwise (a gray brick building, an orange brick building, a white building and a yellow building) at choice points. (All environments were in full color). Because landmarks are more effective when they are located at changes in course or direction of traveling (Allen, 1982, Abu-Obeid, 1998), I located them at choice points (Figure 3.9). 53 LEGEND Roads Walkable Roads START and Market Signs Landmarks Figure 3.9: The location of landmarks in the Simple and Complex environments. For horizontal differentiation, the environments differed according to the presence of road hierarchy. One third of the environments did not have road hierarchy while two thirds did. To give the results greater generalizability, I used two types of road hierarchy. In half of the environments “with road hierarchy,” I varied road width (Type A, narrow or wide) to create road hierarchy. In the other half, I varied the pavement (Type B, asphalt or cobblestone) to create road hierarchy (Figure 3.11). In environments with no road hierarchy, all roads had the same width (wide) and pavement (asphalt). In environments with road hierarchy, the most efficient route between START and MARKET signs was wide or had asphalt pavement and all other roads were narrow or had cobblestone pavement. Figure 3.10 shows the hiearchy of roads in the Simple and Complex plans. 54 LEGEND Roads (narrow or cobbelstone) Roads (wide or asphalt) Walkable Roads START and Market Figure 3.10: In environments with road hierarchy the most efficient route between START and MARKET signs were wide or had asphalt pavement and all other roads were narrow or had cobblestone pavement. 55 Type A (Width differentiation) Type B (Pavement differentiation) Perspective view at intersection Perspective view at intersection Perspective view at wide road Perspective view at asphalt road Perspective view at narrow road Perspective view at cobblestone road Figure 3.11: Environments with horizontal differentiation had two types of road hierarchy. For TYPE A (left column) road width varied and for TYPE B (right column) road pavement varied. 56 3.2.3 Realism of Virtual Environments Judgment Participants rated the simulated environments as realistic (M = 4.87, SD = 1.43, where 1=not realistic at all, 7=very realistic, n=160). Most respondents rated the realism above average (63%). Some rated it as average (20%) and fewer rated it as below average (17%). Participants who gave low scores often said that the simulation was realistic but what was simulated was not realistic. Although some found the computer graphics quality very high, they gave low realism scores because of the difference between their own neighborhood and the simulated environment. They said their neighborhood was more spacious and had more variation in landscape and housing types compared to the simulated environment. I examined if judged realism differs across different personal and physical environmental groups. Table 3.2 shows the means for the judged realism across different personal groups. The judged realism did not differ at a significant level across gender (F (1,158) = 0.027) or computer game playing frequency (F (6,153) = 0.690). 57 Table 3.2: The means of judged realism across personal characteristics Judged Realism Mean (SD) Personal Characteristics Gender Female (n=65) Male (n=95) Computer game playing frequency Never 1 (n=23) 2 (n=33) 3 (n=27) 4 (n=15) 5 (n=31) 6 (n=14) All the time 7 (n=17) 4.85 (1.28) 4.88 (1.54) 5.13 (1.40) 4.55 (1.25) 4.93 (1.03) 5.27 (1.53) 4.84 (1.51) 5.00 (1.66) 4.65 (1.94) Table 3.3 shows the means for the judged realism across different physical environmental groups. The judged realism did not differ at a significant level across plan layout (F (1,158) = 0.027), level of physical differentiation (F (2,157) = 1.638), vertical (F (1,158) = 3.367) and horizontal hierarchy (F (1,158) = 0.513), the type of landmark (F (2,157) = 2.127) or road hierarchy (F (2,157) = 0.693). 58 Table 3.3: The means of judged realism across physical environmental characteristics Judged Realism Mean (SD) Physical Characteristics Level of Physical Differentiation Low Differentiation (n=40) Moderate Differentiation (n=80) High Differentiation (n=40) Plan Layout Complex (n=80) Simple (n=80) Vertical Differentiation Without Landmark (n=80) With Landmark (n=80) Landmark Type A (n=40) Landmark Type B (n=40) Horizontal Differentiation Without Hierarchy (n=80) With Hierarchy (n=80) Road Hierarchy Type A (n=40) Road Hierarchy Type B (n=40) 4.60 (1.48) 4.85 (1.48) 5.18 (1.25) 4.89 (1.39) 4.85 (1.48) 4.66 (1.42) 5.08 (1.42) 4.93 (1.42) 5.23 (1.42) 4.79 (1.53) 4.95 (1.33) 4.80 (1.39) 5.10 (1.28) I also examined the first order correlation between judged realism and computer game frequency. They did not have a statistically significant Pearson correlation (r=-.016, p>.05) 59 3.3 Participants and Group Demographics 166 volunteers (98 male, 68 female) participated in the study. Most participants (about 85%) were students in a range of programs at the Ohio State University and a small portion (about 15%) were staff. All had normal or corrected to normal vision. I dropped 6 participants from the sample because they did not complete the whole survey. For the remaining 160 volunteers (95 male, 65 female) the ages ranged from 18 to 48, but most participants (83%, 133 people) were under 25. Only 9 participant (6%) were older than 30. When asked how often they played computer games the participants rated themselves on averages as playing between rarely and sometimes (M=3.67, SD=1.92 where 1=never, 7=all the time). Studies found that males are more likely to play computer games (Greenfield, Brannon, and Lohr, 1994; Greenfiled et al., 1994; Phillips, Rolls, Rouse, and Griffiths, 1995; Subrahmanyam and Greenfiled, 1994; Colwell, Grady, and Rhaiti, 1995). My study paralleled those results. A statistically significant difference for gender in reported computer game playing frequency (F(1,158) = 49, p<.01), revealed that males reported playing computer games more often than did females (Males: m=4.45, SD=1.9; Females: m=2.54, SD=1.4). I used factorial research design. The experiment had eighteen (2 x 3 x 3) simulated environments, with two plan layouts (complex and simple), three kinds of vertical differentiation (no differentiation, type A differentiation, type B differentiation) and three kinds of horizontal differentiation (no differentiation, type 60 A differentiation, type B differentiation), and it also had four different question orders for a total of 72 (18 x 4) different combinations of question orders and environments. 160 participants were tested individually, they were randomly assigned to one of the question orders and to one of the simulated environments with the constraint that there would be equal number of people in survey types (40 people each), in plan layout conditions, (simple and complex, 80 people each), in vertical differentiation conditions, (with and without landmarks, 80 people each) and in horizontal differentiation conditions, (with and without road hiearchy, 80 people each). There were equal number of people in each “with landmark” types (Type A-object, Type Bbuilding, 40 people each), and in each “with road hierarchy” types (Type A-width, Type B-pavement, 40 people each). There were 40 people in “Low Differentiation” condition, 80 people in “Moderate Differentiation” condition and 40 people in “High Differentiation” condition. Table 3.4 shows the distribution of participants across eighteen environments. Table 3.5 shows the distribution of participants to each survey order and to each environment condition. 61 Table 3.4: The distribution of participants across eighteen environments Environment Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Level of Differentiation Low Moderate High Complex Yes No Yes Yes Yes Yes No No No No Yes Yes Yes Yes No No No No With Vertical Differentiation* No No No No Yes (Type A) Yes (Type B) No No Yes (Type A) Yes (Type B) Yes (Type A) Yes (Type A) Yes (Type B) Yes (Type B) Yes (Type A) Yes (Type A) Yes (Type B) Yes (Type B) With Horizontal Differentiation** No No Yes (Type A) Yes (Type B) No No Yes (Type A) Yes (Type B) No No Yes (Type A) Yes (Type B) Yes (Type A) Yes (Type B) Yes (Type A) Yes (Type B) Yes (Type A) Yes (Type B) n 20 20 10 10 10 10 10 10 10 10 5 5 5 5 5 5 5 5 * Type A = Object landmark, Type B = Building landmark ** Type A = Road width variation, Type B = Road pavement variation Table 3.5: The distribution of participants across survey and environment conditions Survey 1 Survey 2 Survey 3 Survey 4 ENVIRONMENT TYPE* (Sketching (Direction (Navigation (Direction Navigation Navigation Sketching Sketching Direction) Sketching) Direction) Navigation) TOTAL Without Landmark – Without Road Hierarchy 5 5 5 5 Without Landmark – With Road Hierarchy 5 5 5 5 Road Hierarchy Type A 3 3 2 2 Road Hierarchy Type B 2 2 3 3 With Landmark – Without Road Hierarchy 5 5 5 5 Landmark Type A 3 3 2 2 Landmark Type B 2 2 3 3 With Landmark – With Road Hierarchy 5 5 5 5 Landmark Type A - Road Hierarchy Type A 2 1 1 1 Landmark Type A - Road Hierarchy Type B 1 2 1 1 Landmark Type B - Road Hierarchy Type A 1 1 2 1 Landmark Type B - Road Hierarchy Type B 1 1 1 2 TOTAL 20 20 20 20 *Same set of conditions for simple and complex environments. 166 people participated in the study, but the table does not include the 6 participants who were dropped from the analysis because they did not complete the whole survey. 62 20 20 10 10 20 10 10 20 5 5 5 5 I tested if variability in participant characteristics, gender and computer game playing differed across environmental conditions and survey form. Age and the reported computer playing frequency did not differ significantly across environment groups (plan layout, level of physical differentiation, vertical and horizontal differentiation) or survey forms. Gender did not differ significantly across the different survey types or across some environment groups (plan layout, horizontal differentiation), but differed across two types of environments, level of physical differentiation (א2(2, N =160) = 11.4, p =.003) and vertical differentiation (א2(1, N =160) = 9.3, p = .002). Most females were tested in environments with low differentiation (38%) or moderate differentiation (45%) while most males were tested in environments with moderate differentiation (53%) or with high differentiation (30%). Most females were tested in environments without any landmark (64%) while most of the males were tested in environments with landmark (60%). 3.4 Experimental Procedures The testing had a learning phase and a test phase. In the learning phase, participants actively explored one of the virtual environments (VEs) at their leisure. They started exploring the VE facing the start sign. I instructed them to attend to the physical environment because they would answer questions on environmental knowledge. Exploration time was limited to four minutes, but they were allowed to 63 stop exploring if they said they were ready to take the test. I videotaped the computer screen to keep track of each participant’s exploration route in the learning phase. The test had four sets of questions: a direction estimation test, a navigation test, a sketching test and questions on gender, age, frequency of playing computer game, realism of the simulated environment judgement and wayfinding strategies used in the navigation test. The order of tests varied with the constraint that the navigation test preceded the sketch map test (participants would have had to navigate the route to sketch it). For the direction estimation test, the computer automatically set the viewpoint in the VE to face the START sign. I gave participants a piece of paper with a circle on which 10o angles were identified and told them that the circle center represented the current location in the VE and a line on the north of it represented the looking direction. I asked them to place mark along the circle perimeter to show the direction to the MARKET sign from the START sign. For the navigation test, I asked participants to navigate to the MARKET sign from the START sign as soon as possible. As in the direction estimation task, the START point came up automatically. After the navigation test, I asked participants to rate the degree to which they used (where 1 = I did not use, 7 = I used a lot) each of four strategies: (1) visualizing a map or layout of the area in my mind, (2) keeping track of the general direction, (3) remembering the correct direction to turn at particular streets, (4) remembering how 64 many streets (buildings, trees, lights) to pass before making each turn. An open-ended question also asked them to report any other strategy they may have used. For the sketching test, participants saw four maps, illustrating the roads and the START sign (Figure 3.12). The maps included one correct and one distracter map for each plan layout, simple and complex. Distracter maps omitted two roads and had an extra road compared to the correct maps. I asked each participant to choose the map that they thought best represented the virtual environment they explored. Then I asked the participant to mark the location of the MARKET sign on the map and to draw the road they took in the navigation test from the START sign to the MARKET sign. Simple Plan Correct Complex Plan B C D Distracter A Figure 3.12: In the sketching tests, participants were asked to pick one of the four maps, that they thought best represents the environment they experienced. (Top row: A = Correct Complex Plan, B = Correct Simple Plan; bottom row: C = Distracter for Complex Plan, D = Distracter for Simple Plan.). 65 3.5 Measures 3.5.1 Learning Phase From my movies of each participant’s exploration route in the learning phase, I derived two measures of exploration pattern; (1) exploration time and (2) exploration route. I measured exploration time in seconds. I drew each participant’s exploration route on a plan layout and calculated the total distance covered by each participant in feet. The length of walkable roads differed in the Complex and the Simple environments. Using exploration time and exploration route data, I derived two additional exploration measures, speed (a measure of exploration pattern), and the number of tours (a measure of familiarity). Speed was calculated for each participant by dividing the total exploration distance to total exploration time. Number of tours was calculated by dividing the distance covered by each participant to the total length of walkable roads in that environment. Participants spent an average of 214.4 seconds (SD = 23.9 seconds), with a range of 128-281 seconds, exploring the environment before they reported feeling ready for tests. Their average speed was 223.7 feet/seconds (SD = 54.0 feet/second), with a range of 71-326 feet/seconds. To get familiar with the environment they covered an average distance of 14,529 meters (SD = 3,641 meters) ( m = 47,670 feet, 66 SD = 11,948 feet), with a range of 4,726-22,355 meters (15,504-73,344 feet). The average number of tours was 1.90 (SD = .50) with a range of .53 – 3.224. 3.5.2 Test Phase I scored each task multiple ways, some related to success scores, others related to error scores. Success and error scores were related and error scores yielded a more detailed data for the uncompleted tasks. Hence the remainder of the study reports the error scores (see Appendix D for the description and analyses of success scores). For direction estimation test, I calculated Direction Error as the absolute difference between the participant’s estimated angle of direction and the true direction. For navigation test, I calculated four error scores based on (1) speed, (2) extra distance walked, (3) extra turns taken and (4) backtrackings. To calculate Speed Error, first I calculated speed by dividing the distance covered to find the MARKET sign by the amount of time spent finding it. Then I standardized the speed scores with the following equation (I also used the same equation to standardize any score for the remainder measures): 4 On average they toured the environment two times. They explored at least half of the possible routes and they toured the environment at most three times. 67 Standardized Scores = ( ActualScore − Minimumscore ) (MaximumScore − MinimumScore ) Standardized scores ranged from 0 to 1. Subtarcting the standardized speed scores from “1” turned speed scores into speed error scores. I calculated the Distance Error by dividing the extra distance by the shortest possible distance (Extra distance equals to the difference between the distance traveled to complete the task and the shortest possible distance.). For the Turn Error I summed those turns incongruent with the most efficient route to finish. For the Backtracking Error I summed the number of times a participant turn back to retrace the same path. I standardized each error score to calculate an “overall navigation error.” The sum of the standardized error scores of the speed, the distance error, and the turn error produced overall navigation error score. Backtracking error score was dropped, because of the low variation (see Results section). For the sketching test, I calculated five error scores based on (1) map selection, (2) position of the MARKET sign (at an intersection or on road) (3) distance of the MARKET sign to START, (4) route segments (5) route turns. First score tells the extent to which participants know the layout of the environment, the next two scores tells the extent to which they know the location of a landmark, the final two scores tells the extent to which they know the route they took in the navigation task. For the Map Selection Error I scored the correct map as “0,” the distracter map of the correct layout as “0.5,” and the wrong map as “1.” For the 68 MARKET sign location error I looked if the participant located the MARKET correctly at an intersection or on the road. In complex layout the MARKET sign was on the road whereas in simple environments it was at an intersection. If the participant drew the MARKET sign at a correct position, on the road in complex environments and at the intersection in simple environments, I scored it as “0.” Otherwise I scored it as “1.” For the MARKET sign distance error, first I calculated the participants estimated distance as the crow-fly distance between the START sign and the participant’s drawing of the MARKET sign. Because the walkable roads in simple and complex environments varied, I calculated the distance error by dividing the absolute difference between participant’s estimated distance and the true distance by the true distance. For route errors, I compared the participant’s drawing of the route between the START and MARKET signs to the route they walked in the navigation test. The Route Segment Error equaled to the sum of the number of segments walked during navigation task but not drawn on the map and the number of segments not walked during navigation task but drawn on the map produced the route segment error. The Route Turn Error equaled to the sum of the number of turns made during the navigation task but not drawn on the map and the number of turns not made during the navigation task but drawn on the map produced route turn error. I standardized each error score to calculate an “overall sketching error.” The sum of the standardized scores of the map selection error, MARKET sign location and distance error, route turn and segment error produced overall sketching error score. 69 I also calculated a composite measure, “an overall spatial awareness measure,” using the responses to three tests (direction, navigation and sketching). To do this, I first standardized the overall scores for each task (direction estimation, navigation and sketching). Then I calculated an overall spatial awareness error score with the following equation: Overall Spatial Awareness Error = Standardized Scores (Direction Estimation Error + Overall Navigation Error + Overall Sketching Error) The overall spatial awareness error score ranged between 0 and 3, because each standardized score ranged between 0 and 1. 70 CHAPTER 4 RESULTS 4.1 Relation Between Different Measures of Wayfinding Performance Recall that I used multi-measures of wayfinding performance. I asked people to point an invisible destination (direction estimation task), to find the shortest route to a destination (navigation task), to pick the layout of the environment among possible ones, to mark an important location on the selected layout and to draw the route between locations (sketching task). Responses on each task, should relate to one another, because they all measure the same construct, wayfinding performance (survey knowledge). Pearson correlations supported the expectation (Table 4.1). 71 Table 4.1: Direction estimation, navigation and sketching scores had a statistically significant correlation with one another Direction estimation (Direction Error) Navigation (Overall Error) Sketching (Overall Error) Direction estimation (Direction Error) 1.00 .293** .297** Navigation (Overall Error) Sketching (Overall Error) 1.00 .327** 1.00 ** p<.01 after Bonferroni5 adjustment for multiple claims (p<.003) 4.2 Relation Between the Self-Reported Navigation Strategy and Different Tasks Measuring Wayfinding Performance After they performed the navigation task, I asked people how often they used the following strategies; (1) visualizing a map, (2) keeping track of the general direction, (3) remembering the correct turns, and (4) remembering the number of streets, turns. According to the hypothesis different task performances should relate to different strategies. First, I analyzed the relation between different strategies. The Pearson Correlation in Table 4.2 show that participants who used remembering the correct turns strategy more often also used keeping track of the general direction and remembering the number of streets, buildings to pass strategies more often. 5 For multiple tests experimentwise error rate is the sum of procedurewise errors. Bonferroni correction prevents experimentwise error rate climbing to an unacceptably high level. The Bonferroni correction divides the upper limit of the significance level of the individual test by the number of tests. For example if the significance of each test is .01 (procedurewise) and there are three test, then adjusted significance level of each test is (experimentwise) .01/3 = .003. If each of the three tests are conducted at the .003 level then the overall experimentwise error rate will be kept within acceptable limits. 72 Table 4.2: Remembering the correct turns strategy was associated with remembering the number of streets, buildings to pass strategy and keeping track of general directions strategy. Visualizing a map Visualizing a map Keeping track of the general direction Remembering the correct turns Remembering the number of streets, buildings to pass 1.00 0.16 0.11 -0.02 Keeping Remembering track of the correct General turns direction 1.00 0.36** -0.09 1.00 0.21* * p<.05 after Bonferroni adjustment for multiple claims (p<.0125) ** p<.01 after Bonferroni adjustment for multiple claims (p<.0025) Second, I analyzed the relation between the reported strategy and different measures of the wayfinding performance. The first row of table 4.3 shows that lower direction errors were associated with more frequent use of visualizing the map strategy (negative significant correlation). The second row shows that lower navigation errors were associated with more frequent use of all strategies except remembering the number of streets, buildings to pass strategy. The third row shows no significant correlation between sketching task and any strategy. Table 4.3: Different tasks related to different navigation strategies. Visualizing a map Direction (Direction Error) Navigation (Overall Error) Sketching (Overall Error) -0.21* -0.22* -0.12 Remembering Keeping Remembering the number of track of the correct General streets building turns direction to pass -0.07 -0.12 -0.12 -0.27** -0.30** -0.17 0.08 -0.09 -0.10 * p<.05 after Bonferroni adjustment for multiple claims (p<.0071) ** p<.01 after Bonferroni adjustment for multiple claims (p<.0014) 73 4.3 The Effect of Physical Environmental and Personal Characteristics on Wayfinding Performance For physical environmental characteristics, I hypothesized that environments with Simple layout, Higher level of Physical Differentiation, Vertical or Horizontal Differentiation (with road hierarchy) would produce better wayfinding performance than would environments with Complex layout, Low level of Physical Differentiation and No Vertical or Horizontal differentiation. For personal characteristics, I hypothesized that Males and people who are More Familiar with the setting (toured the environment more before the test) or who play Computer Games more Often would show better performance than Females and people who are Less Familiar or people who play Computer Games Rarely. Because the sample had a narrow age range of young adults, I did not expect to find differences in performance associated with age. I took into account the effect of all factors when testing the effect of each factor. Note the physical environmental factors depended on one another, vertical and horizontal differentiation determined the level of physical differentiation. Thus, I used two sets of analysis. The first set tested the effect of plan layout and the level of physical differentiation and the second set tested the effect of plan layout, vertical and horizontal differentiation. For each set of analysis I tested two models, because the number of tours while exploring (a measure of familiarity) and the exploration speed (a measure of exploration pattern) were related to one another. Hence the analysis included four tests (Table 4.4) 74 Table 4.4: The four tests repeated for each task Factors Gender Age Familiarity (Number of Tours) Exploration Pattern (Speed) Game Playing Plan Layout Physical Differentiation Vertical Differentiation Horizontal Differentiation Analysis 1 (with tours) b a a a a a Analysis 1 (with speed) a a a a a a Analysis 2 (with tours) a a a Analysis 2 (with speed) a a a a a a a a a a a Because each task was scored multiple ways, some related to success scores, others related to error scores (see chapter 3), these four tests were repeated for both success and error scores. Generally, I reported the results for error scores, because analysis of errors allowed for a more detailed study of the uncompleted tasks (see Appendix D for detailed discussion of success scores). When there is a conflict between results for success and error scores, I reported both. Because this study had many measures, environmental conditions and statistical tests, I first present a summary of findings on effect of each factor on various tasks of wayfinding and then present the specific statistics for each task. 4.3.1 General Summary This section does not provide the full statistics, only tables showing which variables were significant. I followed the same procedure in reporting the general 75 results for each factor. First I present the mean standardized error scores across conditions then I discuss the significance of difference across conditions for each task and for the composite measure (overall spatial awareness measure). Figure 4.1 shows the mean standardized error scores for Simple and Complex layout conditions. The results supported the hypothesis. In each task, Simple environments produced fewer errors than Complex ones. Table 4.5 shows the statistical significance of the tests across the Simple and Complex layouts. On a composite measure, overall spatial awareness (Table 4.5, last column), plan layout produced a significant effect in all four tests. On specific measures (Table 4.5, columns 2-4), the difference achieved significance on all three tasks (direction estimation, navigation and sketching). For navigation and sketching, this effect disappeared when familiarity (number of tours before the tests) was included in the model. Success scores paralleled the results for error scores except for sketching (see Appendix D). For sketching success scores the effect of plan layout remained significant when familiarity was included in the analysis. 76 0.50 Standardized Error Scores 0.40 0.40 Direction 0.32 Overall 0.30 0.20 0.31 Sketching 0.24 0.23 0.22 0.25 Navigation 0.18 0.10 0.00 Simple Complex Figure 4.1: The standardized mean error scores for each task is higher in the Complex environments than in the Simple ones. *To compare overall spatial awareness score with the three tasks I used standardized scores for each test and I divided the overall spatial awareness score by three Table 4.5: The significance of plan layout effect on various tasks Direction Analysis 1 with tours ** Analysis 1 with speed ** Analysis 2 with tours ** Analysis 2 with speed ** Error Scores Composite Measure Overall Overall (Spatial Awareness Error) Navigation Sketching ** ** ** ** ** ** ** ** ** significant at 0.01 level Now consider the comparisons between different levels of physical differentiation. As expected, in each task, as differentiation increased from low to moderate to high, the mean error decreased (Figure 4.2). On the composite measure (Table 4.6, last column), physical differentiation produced a significant effect on all 77 relevant tests. On specific measures (Table 4.6, columns 2-4), this effect achieved significance for direction estimation and sketching. Success scores paralleled the results for error scores except for sketching (see Appendix D). For sketching success scores it did not achieve significance. 0.50 0.49 Direction 0.39 Overall Standardized Error Scores 0.40 0.38Sketching 0.28 0.30 0.22 0.20 0.20 0.29Navigation 0.25 0.20 0.17 0.10 0.00 High Moderate Low Figure 4.2: The mean error scores for each task increases as level of physical differentiation decreases from High to Moderate to Low. * To compare overall spatial awareness score with the three tasks I used standardized scores for each test and I divided the overall spatial awareness score by three. 78 Table 4.6: The significance of physical differentiation effect on various tasks Direction Analysis 1 with tours ** Analysis 1 with speed ** Analysis 2 with tours NA Analysis 2 with speed NA Error Scores Overall Overall Navigation Sketching ms * NA NA NA NA Composite Measure (Spatial Awareness Error) ** ** NA NA ms marginally significant at 0.10 level * significant at 0.05 level ** significant at 0.01 level NA not applicable Now consider the comparisons between environments with and without vertical differentiation. As expected, in each task participants in environments with vertical differentiation had fewer errors than those in environments without it (Figure 4.3). On the composite measure (Table 4.7, last column), vertical differentiation produced a significant effect in all tests. On specific measures (Table 4.7, columns 24), this effect achieved significance for direction estimation and sketching. Success scores paralleled the results for error scores (see Appendix D). Table 4.7: The significance of vertical differentiation effect on various tasks Direction Analysis 1 with tours NA Analysis 1 with speed NA Analysis 2 with tours ms Analysis 2 with speed ms Error Scores Overall Navigation NA NA ms marginally significant at 0.10 level ** significant at 0.01 level NA not applicable 79 Overall Sketching NA NA ** ** Composite Measure (Spatial Awareness Error) NA NA ** ** 0.50 Standardized Error Scores 0.40 0.38 Direction 0.34Sketching 0.32 Overall 0.30 0.25 0.20 0.25 Navigation 0.21 0.18 0.10 0.00 Present Vertical Differentiation Absent Figure 4.3: The mean error scores for each task is lower in environments in which vertical differentiation is Present than the ones in which vertical differentiation is Absent. * To compare overall spatial awareness score with the three tasks I used standardized scores for each test and I divided the overall spatial awareness score by three. Horizontal differentiation did not perform as well as Vertical differentiation, but it did effect the composite score in the expected directions. Participants in environments with horizontal differentiation had fewer errors than those in environments with no differentiation (Figure 4.4). On the composite measure (Table 4.8, last column), horizontal differentiation produced a significant effect in all tests. On specific measures (Table 4.8, columns 2-4), only direction estimation achieved statistical significance. For all measures, success scores produced the same results as error scores (see Appendix D). 80 0.50 Standardized Error Scores 0.40 0.39Direction 0.31 Overall 0.30 0.20 0.26 0.30 Sketching 0.24 0.23 0.24 Navigation 0.19 0.10 0.00 Present Horizontal Differentiation Absent Figure 4.4: The mean error scores for each task is lower in environments in which horizontal differentiation is Present than the ones in which horizontal differentiation is Absent. * To compare overall spatial awareness score with the three tasks I used standardized scores for each test and I divided the overall spatial awareness score by three. Table 4.8: The significance of horizontal differentiation effect on various tasks Direction Analysis 1 with tours NA Analysis 1 with speed NA Analysis 2 with tours ** Analysis 2 with speed ** Error Scores Overall Navigation NA NA Composite Measure Overall (Spatial Awareness Error) Sketching NA NA NA NA * * * significant at 0.05 level ** significant at 0.01 level NA not applicable The analysis also looked at personal characteristics. For Gender, as expected in each task males had fewer errors than females (Figure 4.5). On the composite 81 measure (Table 4.9, last column), gender produced a significant effect in all tests. On specific measures (Table 4.9, columns 2-4), significant effects emerged for direction estimation and navigation, but the effect for direction error disappeared when physical differentiation was included in the analysis. Success scores yielded different results than error scores (see Appendix D). For success scores significant effect emerged for all three measures in all four tests. 0.50 0.40 Direction Standardized Error Scores 0.40 0.35 Overall 0.34 Sketching 0.30 0.20 0.29 Navigation 0.26 0.23 0.21 0.16 0.10 0.00 Male Female Figure 4.5: Males had fewer mean errors than Females in all three tasks. * To compare overall spatial awareness score with the three tasks I used standardized scores for each test and I divided the overall spatial awareness score by three. 82 Table 4.9: The significance of gender effect on various tasks Direction Analysis 1 with tours Analysis 1 with speed Analysis 2 with tours ms Analysis 2 with speed ms Error Scores Overall Overall Navigation Sketching * ms * ms Composite Measure (Spatial Awareness Error) * ms * * ms marginally significant at 0.10 level * significant at 0.05 level Unexpectedly, Age did yield differences. As age decreased performance improved6. On the composite measure (Table 4.10, last column), age produced a significant effect, but this effect disappeared when exploration speed and physical differentiation was included in the analysis. On specific measures (Table 4.10, columns 2-4), the age effect achieved significance only for navigation task. Success scores paralleled the results for error scores, except for navigation (see Appendix D). For navigation success, the age effect disappeared when exploration speed was included in the analysis. 6 For success scores, mean age was lower for participants who successfully complete each task. A positive relation between age and error scores suggested that as age increases mean error increases. The correlation was significant on navigation, sketching and composite measures. 83 Table 4.10: The significance of age effect on various tasks Direction Analysis 1 with tours Analysis 1 with speed Analysis 2 with tours Analysis 2 with speed Error Scores Overall Overall Navigation Sketching ** * ** * Composite Measure (Spatial Awareness Error) ms ms ms ms marginally significant at 0.10 level * significant at 0.05 level ** significant at 0.01 level For Familiarity, people who toured the environment more before the test performed better7. On the composite measure (Table 4.11, column 5), familiarity produced a significant effect in all relevant tests. On specific measures (Table 4.11, column 2-4), the effect achieved significance on all tasks, except direction estimation. Success scores yielded similar results as error scores, except for sketching task (see Appendix D). For sketching success the effect did not achieve significance. Table 4.11: The significance of familiarity effect on various tasks Direction Analysis 1 with tours Analysis 1 with speed NA Analysis 2 with tours Analysis 2 with speed NA Error Scores Overall Navigation ** NA ** NA Overall Sketching * NA * NA Composite Measure (Spatial Awareness Error) * NA * NA * significant at 0.05 level ** significant at 0.01 level NA not applicable 7 For success scores, mean number of tours was higher for participants who successfully complete each task. A negative relation between number of tours and error scores suggested that as number of tours increases mean error decreases. The correlation was significant on all measures. 84 Exploration Speed also affected performance. People who explored at higher speeds showed better performance8. On the composite measure (Table 4.12, last column 5), exploration speed produced a significant effect in all relevant tests. On specific measures (Table 4.12, columns 2-4), the effect achieved significance on all tasks, except direction estimation. Success scores yielded similar results as error scores, except for sketching task (see Appendix D). For sketching success the effect did not achieve significance. Table 4.12: The significance of exploration speed effect on various tasks Direction Analysis 1 with tours NA Analysis 1 with speed Analysis 2 with tours NA Analysis 2 with speed Error Scores Overall Navigation NA ** NA ** Overall Sketching NA ms NA ms Overall Spatial Awareness Error Score NA * NA ms ms marginally significant at 0.10 level * significant at 0.05 level ** significant at 0.01 level NA not applicable For game playing, the pattern is not clear. While more frequent game players had lower error scores than less frequent game players (Figure 4.6), game playing produced a significant effect on only the sketching error scores (Table 4.13). For success scores the effect did not achieve significance on any task (see Appendix D). 8 For success scores, mean speed was higher for participants who successfully complete each task. A negative relation between speed and error scores suggested that as speed increases mean error decreases. The correlation was significant on all measures except direction estimation measure. 85 Standardized Error Scores 0.50 0.42 Sketching 0.40 0.38 0.37 0.33 0.34 0.30 0.29 0.27 0.45 Overall 0.34 0.33 0.27 0.25 0.26 0.20 0.33 0.33 0.27 0.25 0.19 0.15 0.10 0.19 Direction 0.19 0.17 0.15 0.16 0.12 0.10 Navigation 0.00 1 2 3 4 5 6 Game Playing Frequency (1 = never, 7 = all the time) 7 Figure 4.6: The standardized mean error scores in each task decreases as game playing frequency increases. * To compare overall spatial awareness score with the three tasks I used standardized scores for each test and I divided the overall spatial awareness score by three. Table 4.13: The significance of game playing effect on various tasks Direction Analysis 1 with tours Analysis 1 with speed Analysis 2 with tours Analysis 2 with speed Overall Spatial Error Scores Awareness Error Overall Overall Navigation Sketching Score * * * * * significant at 0.05 level 4.3.2 Statistical Results The analyses so far looked at and summarized the direction and significance of the effect for each physical and personal characteristic across all measures. Now 86 the analyses focus on each measure and the full statistics for the overall spatial awareness error, direction error, overall navigation and sketching error scores. For each task, I followed the same procedure in reporting the results. First, I reported the results for the physical environmental factors (plan layout, physical differentiation, vertical and horizontal differentiation). Second, I reported the results for the personal factors (gender, age, familiarity and computer game playing frequency). I also used the same analytical procedures in data. Recall that each task (direction estimation, navigation and sketching) was scored multiple ways, some related to success scores, others related to error scores. As success scores yielded frequencies of success, I used Binary Logistic regression and analyzed the effect of all factors simultaneously9. I also used Chi Square tests and analyzed the effect of each factor separately. As error scores yielded interval number, I used General Linear Model (GLM) and analyzed the effect of all factors simultaneously. When there are multiple levels10 (e.g. level of physical differentiation) I used Benferroni test to make all pairwise comparisons between groups and adjust the pairwise significance level to balance familywise confidence levels. Because success and error scores yielded 9 I did not use Binary Logistic Regression for overall success scores because too few participants successfully completed the all three tasks. 10 When there are more than 2 levels of a factor, GLM does not tell which means are different from which other. Post Hoc Range tests can determine which means differ. There are a number of Post Hoc Range tests based on different assumptions. When equal variances are assumed, the most commonly used ones includes Tukey’s HSD, Benferroni and Dunnett’s tests. When un-equal variances are assumed, Tamhane’s T2 is the most commonly used test. Tukey, Benferroni and Tamhane tests provides pairwise multiple comparasions, while Dunnett’s test compares each level against a single level, a control mean. When testing a large number of pairs of means, Tukey's HSD test is more powerful than the Bonferroni test. For a small number of pairs, Bonferroni is more powerful. (SPSS Tutorial) It is based on Students t statistics (Ramsey and Schafer, 1997). 87 similar results, I reported only error scores. See Appendix D for analysis of success scores. 4.3.2.1 Overall Spatial Awareness Because all three tasks were related (see section 4.1), the composite measure, the overall spatial awareness measure, prove to be a valid measure. Overall Spatial awareness success and error scores were calculated based on success and error scores of the three tasks. In this section I discuss the results for overall spatial awareness error measure, see Appendix D for overall success measure. Table 4.14 and Table 4.15 show the GLM results on overall error for the first and second set of analyses. Table 4.14: General Linear Models on overall spatial awareness error for the first set of analyses. Overall Spatial Awareness Error Scores df MS F Source (n = 157) Model 1 (with tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Physical Differentiation Model 2 (with speed) Gender Age (year born) Game Playing Exploration Pattern (Speed) Plan Layout Physical Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 88 1 1 1 1 1 2 0.92 0.74 0.39 1.10 1.87 1.50 4.44* 3.56ms 1.89 5.34* 9.02** 7.26** 1 1 1 1 1 2 0.81 3.86ms 0.57 2.72 0.39 1.88 0.84 4.03* 4.74 22.71** 1.66 7.95** Table 4.15: General Linear Models on overall spatial awareness error for the second set of analyses. Overall Spatial Awareness Error Scores df MS F Source (n = 157) Model 1 (with tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age (year born) Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation 1 1 1 1 1 1 1 0.97 4.64* 0.76 3.63ms 0.39 1.86 1.12 5.36* 1.85 8.81** 1.75 8.33** 1.01 4.81* 1 1 1 1 1 1 1 0.88 4.14* 0.59 2.80ms 0.39 1.86 0.82 3.88ms 4.71 22.26** 1.82 8.58** 1.21 5.72* * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Plan layout produced the expected effects. Environments with the Simple layout produced lower error scores (M = 0.65, SD = 0.45, n=79) than environments with the Complex layout (M = 0.96, SD = 0.61, n=78). After accounting for the personal characteristics and physical differentiation (Table 4.14) and after accounting for the personal characteristics, vertical and horizontal differentiation (Table 4.15) this effect achieved significance. I also tested the effect of interaction between plan layout and other physical environmental factors (physical differentiation, vertical and horizontal differentiation) on the overall error score (see Appendix B). Only the interaction between Plan Layout and Horizontal differentiation achieved statistical significance. It suggested 89 that the impact of horizontal differentiation on wayfinding performance differs in different layouts. Level of Physical Differentiation produced the expected effects. The mean error decreased as level of Physical Differentiation increased from LOW (M = 1.16, SD = 0.55, n = 38) to MODERATE (M = 0.74, SD = 0.54, n = 80) to HIGH (M = 0.59, SD = 0.42, n = 39). After accounting for the personal characteristics and plan layout, this effect achieved statistical significance (Table 4.14). Bonferroni tests11 showed that errors were significantly higher in environments with Low Differentiation than those with Moderate and High Differentiation. However the difference in scores did not achieve statistical significance across Moderate and High physical differentiation (Figure 4.7). 11 Tukey and Tamhane tests gave the same result 90 High Moderate Low Error Rate Figure 4.7: The significance of difference across different physical differentiation conditions on spatial awareness. Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference. Vertical and Horizontal differentiation produced the expected effects. Environments with Vertical (M = 0.64, SD = 0.52, n= 79) or Horizontal Differentiation (M = 0.68, SD = 0.45, n = 79) produced lower error scores than those with No Vertical (M = 0.97, SD = 0.54, n = 78) or No Horizontal Differentiation (M = 0.92, SD = 0.63, n = 78). After accounting for the other personal and environmental factors, this effect achieved significance (Table 4.15). Considering the type of vertical differentiation, Bonferroni tests12 showed that error rates were significantly higher in No Vertical Differentiation than any type of Vertical Differentiation (object or building landmark) (for object landmark: M = 0.69, SD = 0.54, n = 40; for building landmark: M = 0.59, SD = 0.51, n = 39), and the difference did not achieve statistical significance across the two types of Vertical Differentiation (Figure 4.8). Considering the type of horizontal differentiation, Bonferroni tests13 showed that error rates were significantly higher in No Horizontal differentiation than any type of Horizontal 12 13 Tukey and Tamhane tests gave the same result Tukey and Tamhane tests gave the same result 91 differentiation (width or pavement variation) (for road width variation: M = 0.68, SD = 0.43, n = 40; for pavement variation: M = 0.69, SD = 0.48, n = 39), and the difference did not achieve statistical significance across the two types of Horizontal Differentiation (Figure 4.9). Vertical Differentiation (Building Landmark) Vertical Differentiation (Object Landmark) No Vertical Differentiation Error Rate Figure 4.8: The significance of difference across different Vertical Differentiation conditions on overall spatial awareness Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference. Horizontal Differentiation (Road width) Horizontal Differentiation (Road pavement) No Horizontal Differentiation Error Rate Figure 4.9: The significance of difference across different Horizontal Differentiation conditions on overall spatial awareness. Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference. 92 As for personal characteristics, gender and familiarity (number of tours) produced the expected effect on overall scores. Males had fewer errors (M = 0.64, SD = 0.53, n = 94) than females (M = 1.04, SD = 0.51, n = 63). Overall error decreased as the number of tours people took before the test increased (r = -.426, p<.01). After accounting for other personal and environmental factors the gender and familiarity effect achieved statistical significance (Table 4.14 and Table 4.15). The age produced unexpected effect on overall error. Overall wayfinding error increased as age increased (r = .227, p<.01). After accounting for other personal factors and physical environmental factors, this effect achieved significance, but it disappeared when physical differentiation and exploration speed included in the analysis (Table 4.14 and Table 4.15). For game playing frequency, the pattern is not clear but in general as frequencies of game playing increased errors decreased (Table 4.16). However this difference did not achieve significance after accounting for other personal characteristics and physical environmental factors (Table 4.14 and Table 4.15). Table 4.16: As frequencies of game playing increased overall spatial awareness errors decreased. Source Game playing frequency Never 1 (n = 21) 2 (n = 32) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Mean (SD) 1.14 (0.59) 0.87 (0.55) 0.78 (0.64) 1.03 (0.50) 0.75 (0.48) 0.47 (0.36) 0.46 (0.37) 93 4.3.2.2 Direction Estimation Task I measured direction estimation test in two ways; (1) direction success14, and (2) direction error15. In this section I discuss the results for direction error measure (see Appendix D for direction success measure). Table 4.17 and Table 4.18 show the GLM results on direction error for the first and second set of analyses. Table 4.17: General Linear Models on direction error for the first set of analyses. Direction Error Scores MS F df Source (n = 160) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Physical Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Physical Differentiation 1 8259.86 1 1275.43 1 224.83 1 466.08 1 26229.68 2 17888.10 2.59 0.40 0.07 0.15 8.23** 5.61** 1 8288.20 2.60 1 1393.85 0.44 1 180.06 0.06 1 58.93 0.02 1 34498.25 10.81** 2 18803.84 5.89** ** p < 0.01 14 Half of the participants were successful in their direction estimates (estimate within 20o of the true direction) 15 Absolute difference between the true direction and the participant’s estimate varied widely in accuracy, ranging from 0 o to 179 o (M = 56 o, SD = 60o). 94 Table 4.18: General Linear Models on direction error for the second set of analyses. Direction Error Scores df MS F Source (n = 160) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Vertical Differentiation Horizontal Differentiation 1 9599.31 2.99ms 1 1475.10 0.46 1 220.54 0.07 1 500.26 0.16 1 26153.35 8.16** 1 11295.45 3.52ms 1 23795.27 7.42** 1 9620.64 3.00ms 1 1593.48 0.50 1 177.14 0.06 1 74.14 0.02 1 34614.20 10.79** 1 11728.01 3.66ms 1 24932.91 7.77** ** p < 0.01 and ms 0.05<p<0.10 Plan layout produced the expected effects on direction error. Environments with Simple layout produced lower error scores (M = 41.43, SD = 48.22, n = 80) than environments with Complex layout (M = 71.19, SD = 68.64, n = 80). After accounting for personal characteristics and physical differentiation (Table 4.17) and after accounting for the personal characteristics, vertical and horizontal differentiation (Table 4.18) this effect achieved significance. I also tested the effect of interaction between plan layout and other physical environmental factors (physical differentiation, vertical and horizontal differentiation) on direction error score (see Appendix B). Only the interaction between plan layout and horizontal differentiation achieved statistical significance. It suggested that the 95 impact of horizontal differentiation on wayfinding performance differs in different layouts. Level of Physical Differentiation produced the expected effects on direction error scores. Mean error decreased as level of Physical Differentiation increased from LOW (M = 87.83, SD = 62.89, n = 40) to MODERATE (M = 50.60, SD = 60.33, n = 80) to HIGH (M = 36.20, SD = 48.30, n = 40). After accounting for the personal characteristics and plan layout, this effect achieved statistical significance (Table 4.17). Bonferroni tests16 showed that errors were significantly different (higher) in environments with Low differentiation than those with Moderate and High Differentiation. However the difference in scores did not achieve statistical significance across Moderate and High Physical Differentiation (see Figure 4.7 in section 4.3.2.1). Vertical and Horizontal differentiation produced the expected effects on direction error scores. For the direction error scores (Table 4.26), environments With Vertical (M = 44.73, SD = 57.29, n = 80) or Horizontal (M = 42.08, SD = 52.56, n=80) differentiation produced lower error scores than those with No Vertical (M = 67.89, SD = 62.70, n = 80) or No Horizontal (M = 70.54, SD = 65.67, n = 80) differentiation. After accounting for other personal characteristics and physical characteristics this effect achieved statistical significance (Table 4.18). For type of vertical differentiation, Bonferroni tests17 showed that error rates were significantly 16 17 Tukey and Tamhane tests gave the same result Tukey and Tamhane tests gave the same result 96 higher in no vertical differentiation than any type of vertical differentiation (object or building landmark) (for object landmark: M = 41.83, SD = 59.42, n = 40); for building landmark: M = 47.63, SD = 55.68, n = 40) and the difference did not achieve statistical significance across two types of vertical differentiation (Figure 4.8, as in section 4.3.2.1). For the type of Horizontal Differentiation, results showed an unexpected effect. Bonferroni tests18 showed that error rates were significantly higher in No Horizontal Differentiation than in environments With Road Pavement variation (M = 38.72, SD = 54.92, n = 40). However, the difference did not achieve statistical significance between environments With Road Width variation (M = 45.43, SD = 50.56, n =40) and No Road hierarchy or Road Pavement variation (Figure 4.10). Horizontal Differentiation (Pavement Variation) Horizontal Differentiation (Width Variation) No Horizontal Differentiation Error Rate Figure 4.8: The significance of difference between different types of horizontal differentiation conditions (Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference) on direction estimation. 18 Tukey and Tamhane tests gave the same result 97 Now consider personal characteristics. Gender produced the expected effects, with Males having fewer errors (M = 45.77, SD = 57.82, n = 95) than Females (M = 71.71, SD = 62.64, n = 65). After accounting for plan layout, vertical and horizontal differentiation and personal factors, the effect of gender achieved significance (Table 4.18) and this effect disappeared with level of Physical Differentiation included in the analysis (Table 4.17). As expected, after accounting for other personal factors and physical environmental factors, Age effect did not achieve significance for direction error scores. The results for Familiarity (number of tours) and Game Playing ran contrary to expectations. After accounting for other personal factors and physical environmental factors, Familiarity (number of tours) did not achieve significance for direction error scores. For Game Playing, in general as Game Playing increased errors decreased (Table 4.19). After accounting for other personal and physical factors this effect did not achieve significance. Table 4.19: As game playing increased direction errors decreased Source Computer game play frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Mean (SD) 60.74 (58.41) 58.18 (58.54) 58.93 (64.32) 79.80 (70.41) 59.61 (67.86) 34.71 (47.11) 33.53 (46.40) 98 4.3.2.3 Navigation Task I measured an overall navigation success and error measures based on the following specific scores. success based on the speed19, The overall navigation success score success based on the distance error20, success based on the turn error21, success based on the backtracking error, X the speed22, The overall navigation error score the distance error23, the turn error24, X the backtracking error, Backtracking (scores 4 and 8) was dropped in calculating overall scores, because of the low variation (only 10 people, or 10%, retracked the path). 19 58% of the participants found their way over the average speed 64% of the participants did not walk extra distance 21 68% of the participants did not make an inefficient turn 22 Participants’ speed ranged from 95 feet/sec to 336 feet/sec (M = 257 feet/sec, SD = 51 feet/sec). 23 Distance error ranged from 0 to 4.80 (M = 0.47, SD = 0.93). This indicates that, on average the extra distance walked is half of the shortest possible distance and the maximum extra distance walked is five times the shortest possible distance. 24 Turn error ranged from 0 to 8 (M = .74, SD = 1.51), or participants made maximum eight extra turns and average of one extra turn. 20 99 In this section, I discuss the results for overall navigation error measure (see Appendix D for analysis of overall navigation success measure and Appendix C for analysis of specific wayfinding scores). Table 4.20 and Table 4.21 show the GLM results on overall navigation error for the first and second set of analyses. Table 4.20: General Linear Models on overall navigation error for the first set of analyses. Navigation Error Scores df MS F Source (n = 157) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Physical Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Physical Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 100 1 1 1 1 1 2 0.63 1.13 0.38 1.39 0.31 0.13 4.07* 7.31** 2.45 8.95** 1.99 0.81 1 1 1 1 1 2 0.42 2.78ms 0.75 4.93* 0.32 2.13 1.82 11.97** 2.10 13.83** 0.16 1.04 Table 4.21: General Linear Models on navigation error for the second set of analyses. Navigation Error Scores df MS F Source (n = 157) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Vertical Differentiation Horizontal Differentiation 1 1 1 1 1 1 1 0.63 1.15 0.38 1.40 0.30 0.21 0.03 4.06* 7.41** 2.45 9.01** 1.97 1.37 0.22 1 1 1 1 1 1 1 0.43 2.85ms 0.76 5.01* 0.32 2.13 1.80 11.81** 2.09 13.75** 0.21 1.37 0.07 0.49 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Plan layout produced the expected effects on overall navigation error scores. Environments with Simple plan layout produced lower error scores (M = 0.43, SD = 0.38, n = 79) than environments with Complex plan layout (M = 0.61, SD = 0.52, n = 78). After accounting for other environmental and personal factors, the effect of plan layout achieved statistical significance (Table 4.20 and Table 4.21). This effect disappeared when number of tours was included in the analysis. None of the interactions between plan layout and other physical environmental factors (physical differentiation, vertical and horizontal differentiation) achieved significance on navigation error score (see Appendix B). 101 Level of physical differentiation produced the expected direction of effect on navigation. Higher differentiation yielded lower navigation errors (for LOW Differentiation: M = 0.70, SD = 0.45, n = 38; for MODERATE Differentiation: M = 0.49, SD = 0.46, n = 80; for HIGH Differentiation: M = 0.41, SD = 0.43, n = 39), but after accounting for plan layout and personal characteristics this difference did not reach statistical significance (Table 4.20) Vertical and Horizontal differentiation produced the expected direction of effects on navigation. Environments with Vertical or Horizontal differentiation produced lower error scores (for Vertical Differentiation: M = 0.43, SD = 0.42, n = 78; for Horizontal Differentiation: M = 0.47, SD = 0.47, n = 78) than those with No Vertical (M = 0.61, SD = 0.49, n = 79) or No Horizontal differentiation (M = 0.57, SD = 0.45, n = 79), but after accounting for the other personal and physical characteristics, both effects did not reach statistical significance (Table 4.21). Now consider personal characteristics. Gender produced the expected effects on navigation. Males showed lower error scores (M = 0.39, SD = 0.37, n = 94) than females (M = 0.71, SD = 0.52, n = 63). After accounting for the other personal and physical environmental factors this effect achieved statistical significance (Table 4.20 and Table 4.21). Contrary to expectations, age effect achieved statistical significance for navigation (Table 4.20 and Table 4.21). Navigation error increased as age increased (r = .294, p<.01). 102 Familiarity produced the expected effect. Overall navigation error decreased as the number of tours people took before the test to learn the setting increased (r = .425, p<.01), and after accounting for other personal and environmental factors the familiarity effect achieved statistical significance (Table 4.20 and Table 4.21). For game playing, in general more frequent game players had fewer errors than less frequent game players (Table 4.22). However, after accounting for other personal and environmental factors, game playing effect did not achieve statistical significance (Table 4.20 and Table 4.21). Table 4.22: More frequent game players had fewer navigation errors than less frequent game players. Source Computer game play frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Mean (SD) 0.88 (0.57) 0.64 (0.53) 0.45 (0.43) 0.60 (0.50) 0.38 (0.28) 0.25 (0.20) 0.36 (0.30) 103 4.3.2.4 Sketching Task I measured an overall sketching success and error measures based on the following specific scores. success based on map selection25, success based on locating the MARKET sign exactly26, success based on drawing the route segments27, success based on drawing the sequence of route turns28, Overall Sketching Success Score map selection error MARKET sign location error (intersection or road)29, Overall Sketching Error Score MARKET sign distance error30, route segment error31, route turn error32, In this section, I discuss the results for overall sketching error measure (see Appendix D for analysis of overall sketching success measure and Appendix C for 25 39% of the participants selected the correct map. 39% located the MARKET sign exactly. 27 33% drew the route segments exactly. 28 61% of the participants correctly drew the route turn sequence. 29 67%of the participants correctly located the MARKET sign at an intersection or on the road. 30 MARKET sign distance error ranged from 0 to 0.77 (M= 0.12, SD=0.16). 31 The number of segments incorrectly (participant walked but failed to draw + participant did not walk but drew) drawn ranged from 0 to 27 (M=5.03, SD = 6.06) 32 The number of turns incorrectly drawn ranged from 0 to 15 (M=1.9, SD= 3.3). 26 104 analysis of specific sketching scores). Table 4.23 and Table 4.24 show the GLM results on overall sketching error for the first and second set of analyses. Table 4.23: General Linear Models on overall sketching error for the first set of analyses. Sketching Error Scores df MS F Source (n = 160) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Physical Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Physical Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 105 1 1 1 1 1 2 0.11 0.03 1.02 1.02 0.24 0.58 0.55 0.13 5.10* 5.12* 1.22 2.92ms 1 1 1 1 1 2 0.08 0.02 1.03 0.69 1.41 0.69 0.41 0.10 5.10* 3.44ms 7.02** 3.45* Table 4.24: General Linear Models on overall sketching error for the second set of analyses. Sketching Error Scores df MS F Source (n = 160) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Vertical Differentiation Horizontal Differentiation 1 1 1 1 1 1 1 0.09 0.04 1.02 1.04 0.24 1.55 0.03 0.46 0.20 5.19* 5.30* 1.21 7.89** 0.14 1 1 1 1 1 1 1 0.08 0.38 0.04 0.18 1.04 5.24* 0.63 3.18ms 1.39 6.99** 1.66 8.34** 0.07 0.35 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Plan layout produced the expected effects on sketching. Environments with Simple plan layout produced lower error scores (M = 0.56, SD = 0.49, n = 80) than environments with Complex plan layout (M = 0.72, SD = 0.49, n = 80). After accounting for other physical environmental factors and personal factors, the effect of plan layout achieved statistical significance. However, the effect disappeared when number of tours was included in the analyses (Table 4.23 and Table 4.24). None of the interactions between Plan Layout and other physical environmental factors (Physical Differentiation, Vertical and Horizontal differentiation) achieved statistical significance on sketching error scores (see Appendix B). 106 Level of physical differentiation produced the expected effects on sketching. Higher Differentiation produced lower sketching errors (for LOW Differentiation: M = 0.88, SD = 0.52, n = 40; for MODERATE Differentiation: M = 0.59, SD = 0.48, n = 80; for HIGH Differentiation: M = 0.51, SD = 0.41, n = 40). After accounting for plan layout and personal characteristics this difference reached statistical significance (Table 4.23). Bonferroni test33 showed that errors were significantly higher in environments with Low Physical Differentiation than that with Moderate and High Physical Differentiation. However, the difference did not achieve statistical significance for the comparisons across Moderate and High Physical Differentiation (see Figure 4.7 in section 4.3.2.1). Vertical and Horizontal differentiation produced the expected effects on sketching. Environments with Vertical or Horizontal differentiation produced lower error scores (for Vertical Differentiation: M = 0.50, SD = 0.44, n = 80); for Horizontal Differentiation: M = 0.60, SD = 0.46, n = 80) than those with No Vertical (M = 0.79, SD = 0.51, n = 80) or Horizontal differentiation (M = 0.69, SD = 0.53, n = 80). After accounting for the other personal and physical environmental characteristics the difference reached statistical significance for Vertical Differentiation but not for Horizontal Differentiation (Table 4.24). For type of vertical differentiation, the analysis produced mixed results. As expected, Bonferroni tests34 showed that error rates were significantly higher in no vertical differentiation 33 34 Tukey and Tamhane tests gave the same result Tukey and Tamhane tests gave the same result 107 than environments with building landmark (M = 0.43, SD = 0.39, n = 40), and the scores did not differ between environments with object landmark (M = 0.56, SD = 0.48, n = 40) and building landmark. Unexpectedly the scores did not differ between environments with no landmark and object landmark (Figure 4.11). Vertical Differentiation (Building Landmark) Vertical Differentiation (Object Landmark) No Vertical Differentiation Error Rate Figure 4.9: The significance of difference between different types of Vertical differentiation conditions (Overlapping boxes indicate an insignificant difference and separate boxes indicate a significant difference) on direction estimation. Now consider the personal characteristics. Gender and Familiarity produced the expected direction of effects. Males showed lower error scores (M = 0.53, SD = 0.51, n = 95) than Females (M = 0.80, SD = 0.42, n = 65). Overall sketching error decreased as the number of tours people took before the test increased (r = -.356, p<.01). After accounting for other personal and physical environmental characteristics the effect of Gender did not achieve significance but the effect of Familiarity achieved statistical significance (Table 4.23 and Table 4.24). As expected after accounting for other personal and environmental factors the Age effect did not achieve statistical significance on sketching error. 108 As expected, More Frequent Game Players had fewer errors than Less Frequent game players (Table 4.25). This effect achieved statistical significance after accounting for other personal and physical characteristics (Table 4.23 and Table 4.24). Table 4.25: More Frequent Game Players had fewer sketching errors than Less Frequent game players Source Computer game play frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Mean (SD) 0.97 (0.56) 0.67 (0.46) 0.62 (0.52) 0.77 (0.47) 0.62 (0.46) 0.40 (0.40) 0.28 (0.28) In sum, the results support the hypotheses on physical environmental factors and partially supported the hypothesis on personal factors. Participants in environments with higher levels of physical differentiation, simple layout, vertical and horizontal differentiation performed better (lower error and higher success rates). For personal characteristics, males, younger people and people who became more familiar with the setting showed better performance on all tasks. Game playing produced mixed results. 109 CHAPTER 5 CONCLUSION This study is unique in three ways. First, it developed a composite measure to test wayfinding performance. Second, it tested the combined effect of physical environmental and personal characteristics on wayfinding performance in a controlled study. Third, it used a new technology, Virtual Reality, which has great potential for research on wayfinding as well as other research on design and policy. First consider the composite measure of wayfinding. I measured wayfinding performance with three measures of survey knowledge of a space. While each measure may capture a different aspect of spatial knowledge, the results found the three measures as interrelated. This suggested that a composite measure combining the three into an overall spatial awareness measure would be a more valid measure than any one measure taken separately. People may know the location of and direction to a destination but may not know the route to it, or they may find the best route but not be able to draw it. The use of multiple measure reduces the effect of the unique bias in each measure (Campell and Fiske, 1959; Judd et al., 1991). Further 110 research should test the advantage of using this comprehensive measure over separate measures of survey knowledge used by earlier studies. My composite measure was based on three tasks related to survey knowledge. Future research may take into account other tasks, such as estimating distance (Belingard and Peruch, 2000; Jansen-Osman and Berendt, 2002; Peruch et al., 1989). A similar recommendation applies to measuring landmark and route knowledge. For landmark knowledge, future research might test other measures such as recognition of scenes or naming the landmarks (Aginsky et al., 1997; Appleyard, 1969; Carr and Schissler, 1969; Lynch and Rivkin, 1976; Murakoshi and Kawai, 2000; Wilson, 1999) and for route knowledge future research might test other measures such as giving the directions or reproducing a known route (O’Neill, 1991a; Fenner et al., 2000; Ward et al., 1986; Brown et al., 1998). Future research may also compare a composite measure for each spatial knowledge type (landmark, route and survey). For physical environmental characteristics, the results for the composite measure (Table 5.1 column 6) of spatial awareness supported my hypothesis: the Simple layouts, Higher Physical Differentiation, Vertical or Horizontal differentiation yielded better wayfinding performance than Complex layouts, Lower Physical differentiation, and No Vertical or Horizontal differentiation, and the results held after taking into account the other personal and physical environmental characteristics. Researchers have found similar results for layout complexity (AbuObeid, 1998; Weisman, 1981), but their definition of layout complexity was based on 111 subjective judgements. This study used an objective measure of complexity - the number of interconnections at decision points (O’Neill, 1991a), and my findings agree with those of O’Neill’s, suggesting that this objective measure has external validity. For the level and type of physical differentiation this study showed that a little differentiation (either Vertical or Horizontal) made a major difference in people’s understanding of spatial layout but that additional differentiation (either Vertical or Horizontal differentiation) did not produce much improvement. Although, previous researchers (Passini et al., 2000; Abu-Ghazzeh, 1996) also discussed that physical monotony increases wayfinding difficulties, no published study previous to mine tested the effect of differentiation in a systematic and controlled way. My results provided clear evidence that lack of differentiation caused disorientation. The direction estimation measure (Table 5.1 column 3) paralleled the results of the composite measure. The navigation measure (Table 5.1 column 4) only differentiated performance on plan layout, but this effect disappeared with familiarity (number of tours before the test) included in the analysis and the navigation measure did not achieve significant difference for physical differentiation and its components, vertical and horizontal differentiation. The failure on the navigation task may result from a measurement artifact. The measures of navigation included a speed variable. My observations indicated that although people knew the route in the differentiated environments, they stopped to look at the differentiation. When navigation score is calculated without the speed variable the sample did not show much variance on navigation score, 100 of 160 people had error score of “0.” This lack of variability 112 may have accounted for the insignificant finding. When speed is one variable that measures navigation performance, future research should control the difference between stopping to look at the differentiation and stopping due to the confusion about the route to follow. The sketching scores (Table 5.1 column 5) differed significantly for plan layout, but this effect disappeared with familiarity (number of tours) in the analysis. Sketching scores also differed for physical differentiation and one of its components, vertical differentiation, but it did not differ for the other component, horizontal differentiation. This may suggest that vertical differentiation (presence of landmarks) is more effective than horizontal differentiation (presence of road hierarchy) in sketching. Accuracy in sketching task requires recall and certain familiarity with the setting parallels previous studies. Some studies found that environmental learning is primarily based on vertical elements (landmarks) (Hart and Moore, 1973; Siegel and White, 1975 as cited in Evans, 1980), and that vertical elements defined space better than horizontal ones (Thiel et al., 1986; Hayward and Franklin, 1984), but others found that people rely on horizontal elements (paths) in a novel environment but when they are more familiar with the setting they rely more on vertical elements (landmarks) (Appleyard, 1970, 1976; Lynch, 1960 as cited in Evans, 1980). 113 Table 5.1: The significance of the effects of physical environmental characteristics on various measures of wayfinding performance. The factor Hypothesis* Complex < Simple Low < Physical Moderate < differentiation High No Vertical Vertical Diff. < Vertical differentiation Diff. No Horizontal Horizontal Diff. < differentiation Horizontal Diff. * poor performance < good performance ** S Significant Sc Conditional significance Plan Layout Direction Estimation ** Navigation ** Sketching ** Overall Spatial Awareness ** S Sc Sc S S S S S S S S S For personal characteristics, as expected, on the composite measure (Table 5.2 column 6) Males performed better (lower error scores) than Females, and performance improved with Familiarity. Unexpectedly, Age produced a significant effect and Game Playing did not. The effect of Age disappeared when physical differentiation and exploration speed included in the analysis. On specific measures, Males did better than Females on direction estimation and navigation, but physical differentiation removed the difference on direction estimation (Table 5.2, column 3-5, row 2). The failure of gender effect on sketching task may relate to the confounding effect between game playing and gender. The data showed that males tended to play computer games more often than females. The significant effect of game playing on sketching task might have masked the effect of gender on sketching task. As number of tours (Familiarity) increased, navigation and sketching scores improved (Table 5.2, 114 column 3-5, row 3) and scores did not change significantly for direction estimation task. Perhaps accurately estimating direction is so hard that it might require much time to learn. Future research may test the effect of familiarity on direction estimation, with a wider range of familiarity, over a longer time period. Increases in age were associated with decreases in navigation performance (Table 5.2, column 35, row 4), and increases in game playing frequency were associated with improvements in sketching (Table 5.2, column 3-5, row 5). The unexpected effect of Age on the navigation task might suggest that even within the narrow age group, the older people had less experience with computers, producing the lower scores of navigation on computer. Although, I controlled for game playing (related to computer experience), I did not measure or study the effect of computer use. Further research may test the relation between age, game playing and computer use with a wider range of age in respondents. Frequency of computer game playing also produced unexpected results. It did not have any effects except for sketching error. Again the confounding effect between game playing frequency and gender may be the cause of this unexpected effect. The significant effect of gender on direction estimation and navigation task might have masked the effect of game playing on both tasks and also on overall spatial awareness measure. Future work needs to test males and females with similar levels of game playing experience. Moreover, future studies might also seek a more refined measure for game playing frequency based on experiencing action video games rather than my more general measure of computer game playing. 115 Table 5. 2: The significance of the effects of personal characteristics on various measures of wayfinding performance. The factor Hypothesis* Direction Estimation ** Female < Male Sc Less Tours < More tours No difference Less frequent < Game playing More frequent * poorer performance < better performance ** S Significant Sc Conditional significance Gender Familiarity (number of tours) Age Navigation ** Sketching ** S S S Overall Spatial Awareness ** S S Sc S S Future research on physical factors should test more and different kinds of plan layouts, landmarks and road hierarchy. Particularly, for landmarks this study tested only local landmarks, future research should also look at the global landmarks. It should also test other physical factors, such as naturalness, visibility and signage, all of which may affect wayfinding. This study used a hypothetical residential neighborhood. Whether the results apply to different kinds of neighborhoods or different places, such as campuses, airports, hospitals, remains to be seen, but there is little reason to expect the results not to generalize. Moreover, when one makes such changes to optimize mobility, test should be done to see how well they work after implementation in real environments. Future research may also look at different populations. In this study the participants were direct learners, who actively explored with no purpose except learning the setting. Previous studies discussed the differences between map and 116 direct learners (Throndyke and Hayes-Roth, 1982; Moeser, 1988; Giraudo and Pailhous, 1994, Taylor and Tversky, 1996; Rossano and Moak, 1998; Rossano et al. 1999), between active and passive navigators (Carr and Schissler, 1969; Appleyard, 1970; Peruch et al., 1995; Williams et al, 1996), and between people with goals35 and no goals while learning (Magliano et al., 1995; Rossano and Reardon 1999). Research for different purpose might capture these different groups. Researchers also found cultural difference between people’s perception (Altman and Chemers, 1980; Gulick, 1963) and preference (Nasar, 1984; Canter and Thorne, 1972; Sonnenfeld, 1969) of physical environments which may apply to wayfinding behavior. Some objects, such as landmarks or road pavement variation, may be a clear orientation cue for one culture but not for another culture (Lozano, 1992). Using controlled conditions like this one, future research should explore wayfinding behavior in different cultures. I used virtual reality (VE) as a simulation tool. VEs have a range of use in other areas including entertainment, manufacture, architecture. However, they are rarely used to study wayfinding behavior in different settings. Studies used VEs to train various groups of people (firefighters, pilots) to develop spatial knowledge. Such studies consistently showed that people who navigated in VEs showed similar accuracy in spatial knowledge tests to that of people who navigated in equivalent real-world buildings (Ruddle et al., 1997, 1998; Throndyke and Hayes-Roth, 1982; 35 Having a goal destination in mind or having a goal to attend landmarks, routes or the configuration of the environment. 117 Rossona et al. 1999; Wilson et al. 1996). Moreover studies also showed that the spatial information gained in VEs transfers to real environments (Cromby et al., 1996b; Bliss et al., 1997; Wilson et al., 1996). Thus, the findings through simulation should apply to on-site experience. Using VEs is particularly beneficial when it is hard to gather participants for a study that involves movement (Ishikawa et al. 1998). Because movement in virtual environments does not require physical effort people may be more willing to do some spatial tasks in VEs than in real ones. My observations showed that people enjoyed participating in a study that used VEs. Many of them described it as like playing a computer game and found the spatial knowledge tasks as challenging and interesting. In addition, VEs are relatively inexpensive compared to other simulation tools such as full scale mock-ups, or simulation booths; and once a VE is created it is relatively easy to change the features for a variety of tests. There are numerous hardware and software products that can produce convincing three-dimensional virtual environments. This study used a personal computer to display visual images and a gaming software to create simulations. A personal computer is a non-immersive36 visual display device. Although some researchers argued that immersive systems, such as Head Mounted Displays (HMD), shutter glasses, increased the feeling of realism (Romano and Brna, 2001, Youngblut 36 The level of immersion is related to the extent the VR system isolates the user from the real environment. Immersion refers to one’s perception of being enveloped by, included in, interacting with the environment (Witmer and Singer, 1998). It is argued that the higher the level of immersiveness the closer the virtual environment experience to natural experience (). The VEs are more realistic if the level of immersion is high. 118 et al., 1996), they usually have side affects. People who experience a simulated environment through immersive hardware reported to suffer from nausea and dizziness (Wilson et al., 1997b). Such feelings occur due to the delay between movements of the user’s head and updating of the screen image. However, no study reported such discomfort for people experiencing VE through desktop computers, and my study also found no such problems. Hence, desktop computers tended to be more advantageous than immersive systems when participants’ physical and mental state is considered. Research rarely used gaming software to study spatial behavior. This study suggests that the gaming software is a very promising tool for research on spatial knowledge, because it is commercially available, and inexpensive. It also has an user-friendly interface which makes it easy to learn and use. Future research may compare different factors in the simulation, such as colors, moving speed, and width of view, which affect the accuracy of the VE relative to real environments. Moreover the side-effects on participant should also be investigated. Finally, this study has implications for policy design and planning in relation to wayfinding. To improve wayfinding and spatial knowledge, designers should have simpler layouts with some differentiation. They can use the objective measure of complexity (average number of interconnections at choice points) to assess complexity before or after construction. Designers and planners can also use the VE technology to test and refine designs. 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G., Bailey, J. H., & Knerr, B. W. (1996). Virtual Spaces And Real World Places: Transfer Of Route Knowledge. International Journal Of Human Computer Studies, 45, 413-428. Youngblut, C. R., Johnson, S. Nash, R. Wienclaw, C. W. (1996). Review of virtual environment interface technology. Institute For Defense Analysis-Ida Paper P-3186. 135 APPENDIX A THE WRITTEN DESCRIPTION ABOUT THE STUDY The computer based survey will take approximately 5-7 minutes. There are no right or wrong answers. The procedure is as follows: You will explore a virtual residential environment (neighbourhood) up to four minutes. A camcorder directed at the monitor will record your movements in the Virtual Environment. Please pay attention to the physical environment. After the exploration period you will be asked questions that focus on environmental knowledge. By participating in this survey you will both help a student and entertain yourself, by playing a computer game. Your answers will be kept confidential and anonymous. You can choose not to answer any question that makes you feel uncomfortable and you can withdraw your answers from the study if you wish. 136 APPENDIX B THE EFFECT OF INTERACTION BETWEEN PHYSICAL ENVIRONMENTAL FACTORS ON ERROR SCORES 137 Appendix B.1 General Linear Models on Comprehensive Measure (Overall Spatial Awareness) Table B.1: General Linear Models with the interaction between plan layout and level of physical differentiation. Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Type III Sum of Squares df Mean Square 0.95 0.71 0.35 0.95 1.55 3.07 0.44 1 1 1 1 1 2 2 0.95 0.71 0.35 0.95 1.55 1.53 0.22 0.85 0.56 0.35 0.67 4.00 3.37 0.43 1 1 1 1 1 2 2 0.85 4.10* 0.56 2.71 0.35 1.70 0.67 3.23 4.00 19.16** 1.68 8.08** 0.21 1.02 * p < 0.05, ** p < 0.01 138 F 4.59* 3.45 1.69 4.57* 7.48* 7.42** 1.05 Table B.2: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation. Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Mean Square F 1.08 0.71 0.36 1.01 1.90 1.75 1.03 0.02 1.12 1 1 1 1 1 1 1 1 1 1.08 0.71 0.36 1.01 1.90 1.75 1.03 0.02 1.12 1.02 0.58 0.38 0.61 4.62 1.84 1.23 0.01 1.04 1 1 1 1 1 1 1 1 1 1.02 4.90* 0.58 2.80 0.38 1.83 0.61 2.96 4.62 22.30** 1.84 8.86** 1.23 5.93* 0.01 0.05 1.04 5.03* * p < 0.05, ** p < 0.01 139 5.29* 3.45 1.78 4.96* 9.28** 8.55** 5.01* 0.11 5.49* Appendix B.2 General Linear Models on Direction Estimation Task Table B.3: General Linear Models with the interaction between plan layout and level of differentiation. Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Mean Square F 8751.48 1008.69 360.95 190.06 20703.52 36643.67 9697.52 1 8751.48 1 1008.69 1 360.95 1 190.06 1 20703.52 2 18321.84 2 4848.76 2.76 0.32 0.11 0.06 6.54* 5.79** 1.53 9043.32 1183.79 292.42 5.15 26623.88 38329.55 9919.75 1 9043.32 1 1183.79 1 292.42 1 5.15 1 26623.88 2 19164.78 2 4959.87 2.85 0.37 0.09 0.00 8.40** 6.05** 1.57 * p < 0.05, ** p < 0.01 140 Table B.4: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation. Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Mean Square F 11536.11 1071.72 305.56 220.73 27108.28 11242.06 24133.45 0.08 16407.02 1 11536.11 1 1071.72 1 305.56 1 220.73 1 27108.28 1 11242.06 1 24133.45 1 0.08 1 16407.02 12076.20 1334.21 224.17 37.55 33324.44 11807.78 25204.67 7.95 16652.40 1 12076.20 3.85 1 1334.21 0.42 1 224.17 0.07 1 37.55 0.01 1 33324.44 10.61** 1 11807.78 3.76 1 25204.67 8.03* 1 7.95 0.00 1 16652.40 5.30* * p < 0.05, ** p < 0.01 141 3.68 0.34 0.10 0.07 8.64** 3.58 7.69* 0.00 5.23* Appendix B.3 General Linear Models on Navigation Task Table B.5: General Linear Models with the interaction between plan layout and level of differentiation Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Mean Square F 0.60 1.11 0.36 1.31 0.21 0.26 0.12 1 1 1 1 1 2 2 0.60 1.11 0.36 1.31 0.21 0.13 0.06 0.40 0.73 0.31 1.73 1.70 0.33 0.10 1 1 1 1 1 2 2 0.40 2.58 0.73 4.78* 0.31 2.00 1.73 11.25** 1.70 11.08** 0.16 1.07 0.05 0.32 * p < 0.05, ** p < 0.01 142 3.87 7.10* 2.29 8.41** 1.36 0.84 0.38 Table B.6: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Mean Square F 0.67 1.13 0.36 1.30 0.32 0.21 0.04 0.00 0.11 1 1 1 1 1 1 1 1 1 0.67 1.13 0.36 1.30 0.32 0.21 0.04 0.00 0.11 0.46 0.76 0.32 1.66 2.07 0.21 0.08 0.01 0.06 1 1 1 1 1 1 1 1 1 0.46 3.01 0.76 4.97* 0.32 2.05 1.66 10.76** 2.07 13.47** 0.21 1.38 0.08 0.50 0.01 0.05 0.06 0.38 * p < 0.05, ** p < 0.01 143 4.26* 7.23* 2.33 8.33** 2.04 1.37 0.23 0.03 0.70 Appendix B.4 General Linear Models on Sketching Task Table B.7: General Linear Models with the interaction between plan layout and level of differentiation Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (Exploration Cover) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Level of Differentiation (LD) Interaction (LD * PL) Mean Square F 0.12 0.03 1.01 0.95 0.26 1.15 0.02 1 1 1 1 1 2 2 0.12 0.03 1.01 0.95 0.26 0.58 0.01 0.60 0.13 5.04* 4.72* 1.31 2.86 0.06 0.10 0.02 1.03 0.64 1.41 1.37 0.03 1 1 1 1 1 2 2 0.10 0.02 1.03 0.64 1.41 0.69 0.02 0.48 0.10 5.04* 3.13 6.93* 3.37* 0.08 * p < 0.05, ** p < 0.01 144 Table B.8: General Linear Models with the interaction between plan layout and vertical and horizontal differentiation Type III Sum of df Squares Model 1 (with tours) Gender Age Game Playing Familiarity (Exploration Cover) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout (PL) Vertical Differentiation (VD) Horizontal Differentiation (HD) Interaction (PL * VD) Interaction (PL * HD) Mean Square F 0.09 0.03 1.03 1.09 0.22 1.53 0.03 0.22 0.22 1 1 1 1 1 1 1 1 1 0.09 0.03 1.03 1.09 0.22 1.53 0.03 0.22 0.22 0.46 0.16 5.27* 5.56* 1.14 7.83* 0.14 1.10 1.15 0.08 0.03 1.06 0.60 1.38 1.66 0.07 0.16 0.20 1 1 1 1 1 1 1 1 1 0.08 0.03 1.06 0.60 1.38 1.66 0.07 0.16 0.20 0.40 0.16 5.33* 3.01 6.94* 8.32** 0.35 0.82 0.99 * p < 0.05, ** p < 0.01 145 APPENDIX C THE STATISTICAL ANALYSES ON SPECIFIC MEASURES (ERROR SCORES) OF NAVIGATION AND SKETCHING TASK 146 Appendix C.1 The Specific Measures (Error Scores) of Navigation Task Table C.1: General Linear Models on Speed for the first set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation F 24560.83 4843.79 6557.58 57686.52 12007.08 2893.33 1 1 1 1 1 2 24560.83 18.49** 4843.79 3.65ms 6557.58 4.94* 57686.52 43.42** 12007.08 9.04** 1446.66 1.09 16247.06 1049.63 5107.14 75448.40 2913.89 3893.26 1 1 1 1 1 2 16247.06 13.44** 1049.63 0.87 5107.14 4.22* 75448.40 62.39** 2913.89 2.41 1946.63 1.61 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 147 Table C.2: General Linear Models on Speed for the second set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation F 25155.83 4993.52 6538.79 58018.03 12125.04 819.50 15.68 1 1 1 1 1 1 1 25155.83 18.74 ** 4993.52 3.72 ms 6538.79 4.87 * 58018.03 43.22 ** 12125.04 9.03 ** 819.50 0.61 15.68 0.01 17161.01 1110.89 5109.93 75144.27 2878.28 772.83 483.63 1 1 1 1 1 1 1 17161.01 13.98 ** 1110.89 0.91 5109.93 4.16 * 75144.27 61.22 ** 2878.28 2.34 772.83 0.63 483.63 0.39 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table C.3 General Linear Models on Turn Error for the first set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation F 0.29 10.46 1.17 1.29 8.76 1.56 1 1 1 1 1 2 0.29 10.46 1.17 1.29 8.76 0.78 0.14 4.98* 0.56 0.61 4.17* 0.37 0.14 8.81 1.03 1.99 16.41 1.71 1 1 1 1 1 2 0.14 8.81 1.03 1.99 16.41 0.86 0.07 4.20* 0.49 0.95 7.83** 0.41 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 148 Table C.4: General Linear Model on Turn Error for the second set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation 0.26 10.58 1.16 1.30 8.73 1.70 0.22 1 1 1 1 1 1 1 0.26 10.58 1.16 1.30 8.73 1.70 0.22 0.13 8.94 1.04 1.92 16.34 1.67 0.31 1 1 1 1 1 1 1 0.13 8.94 1.04 1.92 16.34 1.67 0.31 F 0.12 5.04 * 0.55 0.62 4.16 * 0.81 0.11 ** 0.06 4.27 * 0.50 0.92 7.80 ** 0.80 0.15 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table C. 5: General Linear Model on Distance Error for the first set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation F 0.13 3.17 0.49 0.04 9.44 0.88 1 1 1 1 1 2 0.13 0.17 3.17 4.09* 0.49 0.63 0.04 0.05 9.44 12.19** 0.44 0.57 0.13 2.99 0.49 0.02 11.94 0.92 1 1 1 1 1 2 0.13 0.16 2.99 3.86ms 0.49 0.63 0.02 0.03 11.94 15.41** 0.46 0.60 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 149 Table C.6: General Linear Model on Distance Error for the second set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation F 0.12 3.19 0.49 0.04 9.43 0.74 0.27 1 1 1 1 1 1 1 0.12 0.15 3.19 4.12* 0.49 0.63 0.04 0.05 9.43 12.19** 0.74 0.95 0.27 0.35 0.11 3.01 0.49 0.02 11.92 0.75 0.29 1 1 1 1 1 1 1 0.11 0.15 3.01 3.89ms 0.49 0.63 0.02 0.03 11.92 15.40** 0.75 0.96 0.29 0.38 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 150 Appendix C.2 The Specific Measures (Error Scores) of Sketching Task Table C.7: Binary Logistic Regression on MARKET Sign Location Error (at an intersection or on the road) for the first set of analyses. df Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High B S.E. 1 -0.01 1 0.01 1 0.06 1 0.54 1 0.59 2 1 0.85 1 0.76 0.44 0.04 0.12 0.43 0.39 1 -0.09 1 0.00 1 0.06 1 0.01 1 0.93 2 1 0.89 1 0.79 0.45 0.04 0.12 0.00 0.37 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 151 0.43 0.52 0.43 0.51 Wald 0.00 0.03 0.31 1.54 2.30 4.10 3.92* 2.15 0.04 0.00 0.23 2.52 6.30* 4.44 4.23* 2.37 Table C.8: Binary Logistic Regression on MARKET Sign Location Error (at an intersection or on the road) for the second set of analyses. df Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation B S.E. Wald 1 -0.02 1 0.01 1 0.07 1 0.54 1 0.58 1 0.76 1 0.05 0.43 0.04 0.12 0.43 0.39 0.37 0.36 0.00 0.06 0.35 1.57 2.26 4.26* 0.02 1 -0.09 1 0.01 1 0.06 1 0.01 1 0.91 1 0.76 1 0.08 0.44 0.04 0.12 0.00 0.37 0.37 0.36 0.04 0.01 0.27 2.28 6.17* 4.30* 0.05 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table C.9: General Linear Model MARKET Sign Distance Error for the first set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation F 0.01 0.02 0.13 0.01 0.12 0.07 1 1 1 1 1 2 0.01 0.02 0.13 0.01 0.12 0.04 0.48 0.90 5.57* 0.45 4.84* 1.54 0.01 0.02 0.13 0.01 0.19 0.08 1 1 1 1 1 2 0.01 0.02 0.13 0.01 0.19 0.04 0.56 0.78 5.47* 0.52 8.09** 1.64 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 152 Table C.10: General Linear Model MARKET Sign Distance Error for the second set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation F 0.01 0.02 0.13 0.01 0.12 0.05 0.03 1 1 1 1 1 1 1 0.01 0.02 0.13 0.01 0.12 0.05 0.03 0.55 0.89 5.57* 0.45 4.85* 2.25 1.07 0.01 0.02 0.13 0.01 0.19 0.05 0.03 1 1 1 1 1 1 1 0.01 0.02 0.13 0.01 0.19 0.05 0.03 0.62 0.78 5.47* 0.50 8.07** 2.29 1.21 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table C.11: General Linear Model on Route Turn Error for the first set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation 0.02 78.39 34.95 8.93 58.14 37.53 1 1 1 1 1 2 0.09 65.05 32.75 15.29 109.17 39.33 1 1 1 1 1 2 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 153 0.02 78.39 34.95 8.93 58.14 18.77 F 0.00 8.90** 3.97* 1.01 6.60* 2.13 0.09 0.01 65.05 7.42** 32.75 3.74ms 15.29 1.75 109.17 12.46** 19.67 2.24 Table C.12: General Linear Model on Route Turn Error for the second set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation 0.08 79.45 35.04 9.13 57.76 21.28 13.33 1 1 1 1 1 1 1 0.02 66.11 32.92 15.03 108.79 20.72 15.02 1 1 1 1 1 1 1 0.08 79.45 35.04 9.13 57.76 21.28 13.33 F 0.01 8.99** 3.97* 1.03 6.54* 2.41 1.51 0.02 0.00 66.11 7.52** 32.92 3.74ms 15.03 1.71 108.79 12.37** 20.72 2.36 15.02 1.71 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table C.13: General Linear Model on Route Segment Error for the first set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Level of Differentiation F 0.09 114.82 113.85 6.32 246.92 155.89 1 1 1 1 1 2 0.09 114.82 113.85 6.32 246.92 77.95 0.69 96.15 108.39 15.42 358.32 158.12 1 1 1 1 1 2 0.69 0.02 96.15 3.04ms 108.39 3.42ms 15.42 0.49 358.32 11.31** 79.06 2.50ms * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 154 0.00 3.62ms 3.59ms 0.20 7.78** 2.46ms Table C.14: General Linear Model on Route Segment Error for the second set of analyses. Type III Sum of df Mean Square Squares Model 1 (with tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with speed) Gender Age Game Playing Exploration Pattern (Speed) Plan Layout Vertical Differentiation Horizontal Differentiation F 0.21 113.42 113.68 6.13 247.83 69.34 88.49 1 1 1 1 1 1 1 0.21 113.42 113.68 6.13 247.83 69.34 88.49 0.98 94.44 108.00 15.72 359.13 67.17 92.09 1 1 1 1 1 1 1 0.98 0.03 94.44 2.98ms 108.00 3.40ms 15.72 0.50 359.13 11.32** 67.17 2.12 92.09 2.90ms * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 155 0.01 3.57ms 3.58ms 0.19 7.80** 2.18 2.78ms APPENDIX D THE SUCCESS SCORES FOR VARIOUS TASKS 156 Appendix D.1 The Measures of Success Scores Direction estimation task Direction success: if the direction error lay within 20o from the actual angle it was scored as “success.” Otherwise, it was scored as “failure.” Navigation task Success based on speed: If the participant completed the task over the average speed of the sample it was scored as “success.” Otherwise, it was scored as “failure.” Success based on distance error: If the participant walked extra mile to complete the test it was scored as “failure.” Otherwise, it was scored as “success.” Success based on turn error: If the participant made an inefficient turn, it was scored as “failure.” Otherwise it was scored as “success.” Success based on the backtracking error: If the participant retracked a path it was scored as “failure.” Otherwise it was scored as “success.” An overall navigation success: Based on the above success scores, I calculated an overall navigation success. If the participant walked over average speed, made no distance and turn error, it was scored as “success37.” 37 Backtracking success score was dropped, because of the low variation. 157 Sketching task Success based on map selection: Respondents received four maps from which they were to choose the correct map. If the participant chose the correct map it was scored as “success.” If not, it was scored as “failure.” Success based on locating the MARKET sign exactly: If the participant drew the MARKET sign at the correct location precisely, it was scored as “success.” Otherwise it was scored as “failure.” Success based on drawing the sequence of route turns: If the participants drawings of turn sequence (eg. First left then up) is the same as sequence they followed in the navigation test, it was scored as “success.” Otherwise it was scored as “failure.” Success based on drawing the route segments: This measure assess the success based on exact accuracy. A participant’s drawing of route may be correct in terms of sequence of turns, yet their drawing may not be correct if the turns were on the wrong segments. If participant’s drawing of the road segments between START and MARKET sign was exactly the same as the path they followed in the wayfinding test, it was scored as “success.” Otherwise, it was scored as “failure.” An overall sketching success: Based on the above success scores, I calculated an overall sketching success. If the participant chose the correct map, locate the MARKET sign exactly, and drew the route turns and segments correctly, it was scored as “success.” Otherwise it was scored as “failure.” 158 Overall spatial awareness score based on direction estimation, navigation and sketching tests Using the responses to three tests, I calculated a composite measure, an overall spatial awareness measure. The overall success score was the sum of the success scores of direction estimation, navigation and sketching tests. If a person completed all three tasks successfully it was scored as “3.” If a person did not complete any task successfully it was scored as “0.” 159 Appendix D.2 The Analyses of Overall Spatial Awareness Success Table D.1: In simple environments more participants were successful in more tasks than complex ones. Source Plan Layout Complex (n = 80) Simple (n = 80) Successful in no task 45% 29% Overall Success Successful Successful in one task in two tasks 31% 28% Successful in three tasks 23% 30% 1% 14% X2 (3, N = 160) = 12.24, p< .01 Table D.2: As differentiation increased from Low to Moderate to High, the percentage of respondents successfully completed more tasks increased. Source Physical differentiation Low - No (n = 40) Moderate – vertical or horizontal (n = 80) High – vertical and horizontal (n = 40) Successful in no task Overall Success Successful Successful in one task in two tasks Successful in three tasks 68% 20% 13% 0% 33% 29% 29% 10% 15% 40% 35% 10% Too few participants succeeded in all three tasks to allow a statistical comparison Table D.3: In environments with vertical differentiation more participants were successful in more tasks than those without it. Source Vertical Differentiation (Landmark Presence) No Differentiation (n = 80) With Differentiation (n = 80) Object Landmark (n = 40) Building Landmark (n = 40) Successful in no task 50% 24% 23% 25% Overall Success Successful Successful in one task in two tasks 28% 31% 38% 25% 23% 30% 28% 33% No Vertical Differentiation versus With Differentiation: X2 (3, N = 160) = 20.52, p< .01 160 Successful in three tasks 0% 15% 13% 18% Table D.4: In environments with horizontal differentiation more participants were successful in more tasks than those in environments without it. Source Horizontal Differentiation (Road Hierarchy Presence) No Differentiation (n = 80) With Differentiation (n = 80) Road Width (n = 40) Road Pavement (n = 40) Successful in no task Overall Success Successful Successful in one task in two tasks 50% 24% 25% 23% 21% 38% 43% 33% 19% 34% 30% 38% Successful in three tasks 10% 5% 3% 8% No Horizontal Differentiation versus With Differentiation X2 (3, N = 160) = 15.83, p< .01 Table D.5: Males showed a higher success rate than females. Source Gender Female (n = 65) Male (n = 95) Successful in no task 58% 22% Overall Success Successful Successful in one task in two tasks 31% 28% 11% 37% Successful in three tasks 0% 13% X2 (3, N = 160) =32.11, p< .01 Table D.6: More frequent game players showed higher success rate than less frequent game players. Source Game playing frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Successful in no task 52% 52% 41% 53% 19% 7% 24% Overall Success Successful Successful in one task in two tasks 35% 21% 22% 27% 42% 29% 29% 13% 21% 22% 13% 32% 57% 35% Too few “less frequent players” succeeded in all three tasks to allow statistical comparison. 161 Successful in three tasks 0% 6% 15% 7% 6% 7% 12% Appendix D.3 The Analyses of Direction Success Table D.7: In simple environments more participants were successful than in complex ones. Source Plan Layout Complex (n = 80) Simple (n = 80) Successful Percentage 41% 59% X2 (1, N = 160) = 4.9, p< .05 Table D.8: As differentiation increased from Low to Moderate to High, the percentage of successful respondents increased. Source Physical differentiation Low - No (n = 40) Moderate – vertical or horizontal (n = 80) High - vertical and horizontal (n = 40) Successful Percentage 23% 56% 65% X2 (2, N = 160) = 16.95, p< .01 Table D.9: In environments with vertical differentiation more participants were successful than in environments without it. Source Vertical Differentiation (Landmark Presence) No Differentiation (n = 80) With Differentiation, one of two kind (n = 80) Object Landmark(n = 40) Building Landmark (n = 40) Successful Percentage 38% 63% 70% 55% No Vertical Differentiation versus With Differentiation: X2 (1, N = 160) = 10.00, p< .01 Table D.10: In environments with horizontal differentiation more participants were successful than in environments without it and road pavement variation produced better success rates. Source Horizontal Differentiation (Road Hierarchy Presence) No Differentiation (n = 80) With Differentiation, one of two kind (n = 80) Road Width Variation (n = 40) Road Pavement Variation (n = 40) Successful Percentage 41% 59% 48% 70% No Horizontal Differentiation versus With Differentiation: X2 (1, N = 160) = 4.9, p< .05 Road width variation versus Road pavement variation: X2 (1, N = 80) = 4.2, p< .05 162 Table D.11: Males showed a higher success rate than females. Source Gender Female (n = 65) Male (n = 95) Successful Percentage 32% 62% X2 (1, N = 160) =13.7, p< .01 Table D.12: More frequent game players showed higher success rates than less frequent game players. Source Computer game play frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Successful Percentage 43% 45% 44% 33% 55% 71% 65% Table D.13: Binary Logistic Regression on direction success for the first set of analyses. Source (n = 160) df Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan layout Level of Differentiation Moderate versus High Low versus High Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan layout Level of Differentiation Moderate versus High Low versus High 1 1 1 1 1 2 1 1 1 1 1 1 1 2 1 1 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 163 Direction Success Scores B SE WALD -1.02 0.01 -0.03 0.33 -0.72 0.43 0.05 0.11 0.44 0.38 -0.26 -1.52 0.42 0.54 -1.00 0.01 -0.03 0.00 -0.91 0.44 0.05 0.11 0.00 0.37 -0.27 -1.56 0.42 0.54 5.55* 0.08 0.08 0.57 3.51ms 9.26** 0.38 7.97** 5.11* 0.06 0.09 0.52 6.04* 9.74** 0.41 8.44** Table D.14: Binary Logistic Regression on direction success for the second set of analyses. Source (n = 160) df Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (Exploration Cover) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 164 Direction Success Scores B SE WALD 1 1 1 1 1 1 1 -1.04 0.02 -0.03 0.33 -0.71 -0.84 -0.63 0.43 0.05 0.11 0.43 0.38 0.36 0.36 5.85* 0.12 0.06 0.59 3.45ms 5.48* 3.16ms 1 1 1 1 1 1 1 -1.02 0.01 -0.03 0.00 -0.90 -0.85 -0.66 0.44 0.05 0.11 0.00 0.37 0.36 0.35 5.53* 0.10 0.06 0.46 6.01* 5.62* 3.46ms Appendix D.4 The Analyses of Overall Navigation Success Table D.15: In Simple environments more participants were successful than in complex ones. Source (n = 160) Plan Layout Complex (n = 80) Simple (n = 80) Successful Percentage 33.8% 47.5% Table D.16: As differentiation increased from Low to Moderate to High, the percentage of successful respondents increased. Source Physical differentiation Low - No (n = 40) Moderate – vertical or horizontal (n = 80) High - vertical and horizontal (n = 40) Successful Percentage 22.5% 42.5% 55.0% X2 (2, N = 160) = 8.99, p< .05 Table D.17: In environments with vertical differentiation more participants were successful than in environments without it. Source (n = 160) Vertical Differentiation (Landmark Presence) No Differentiation (n = 80) With Differentiation, one of two kind (n = 80) Object Landmark (n = 40) Building Landmark (n = 40) Successful percentage 30.0% 51.3% 42.5% 60.0% X2 (1, N = 160) = 7.49, p< .05 Table D.18: In environments with horizontal differentiation more participants were successful than in environments without it. Source (n = 160) Horizontal Differentiation (Road Hierarchy Presence) No Differentiation (n = 80) With Differentiation, one of two kind (n = 80) Road Width Variation (n = 40) Road Pavement Variation (n = 40) 165 Successful percentage 35.0% 46.3% 45.0% 47.5% Table D.19: Males showed a higher success rate than females. Source Gender Female (n = 65) Male (n = 95) Successful percentage 18.5% 55.8% X2 (1, N = 160) =22.29, p< .01 Table D.20: More frequent game players showed higher success rate than less frequent game players. Source Computer game play frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Successful percentage 13.0% 24.2% 44.4% 33.3% 58.1% 64.3% 58.8% X2 (6, N = 160) =20.91, p< .01 Table D.21: Binary Logistic Regression on overall navigation success for the first set of analyses. Overall Navigation Success B SE WALD df Source (n = 160) Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan layout Level of Differentiation Moderate versus High Low versus High Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan layout Level of Differentiation Moderate versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 166 1 1 1 1 1 2 1 1 -1.29 0.10 0.08 1.74 -0.18 0.48 0.06 0.12 0.53 0.43 -0.35 -0.62 0.45 0.57 1 1 1 1 1 2 1 1 -1.14 0.08 0.08 0.02 -1.21 0.49 0.06 0.12 0.01 0.42 -0.38 -0.76 0.45 0.58 7.16** 2.73ms 0.49 10.79** 0.17 1.23 0.60 1.16 5.42* 1.59 0.46 9.68** 8.23** 1.77 0.71 1.72 Table D.22: Binary Logistic Regression on overall navigation success for the second set of analyses. Source (n = 160) df Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 167 Overall Navigation Success B SE WALD 1 1 1 1 1 1 1 -1.26 0.10 0.08 1.75 -0.18 -0.49 -0.14 0.48 0.06 0.12 0.53 0.43 0.40 0.39 6.84** 2.76ms 0.47 10.82** 0.18 1.56 0.13 1 1 1 1 1 1 1 -1.13 0.08 0.08 0.02 -1.22 -0.51 -0.25 0.49 0.06 0.12 0.01 0.42 0.39 0.39 5.35* 1.62 0.45 9.60** 8.23** 1.69 0.41 Appendix D.5. The Analyses of Overall Sketching Success Table D.23: In Simple environments more participants were successful than in complex ones. Source Plan Layout Complex (n = 80) Simple (n = 80) Successful Percentage 5.0% 22.5% X2 (1, N = 160) = 10.32, p< .01 Table D.24: As differentiation increased from Low to Moderate to High, the percentage of successful respondents increased. Source Physical differentiation Low - No (n = 40) Moderate – vertical or horizontal (n = 80) High – vertical and horizontal (n = 40) Successful Percentage 0.0% 17.5% 20.0% X2 (2, N = 160) = 8.64, p< .05 Table D.25: In environments with vertical differentiation more participants were successful than in environments without it. Source Vertical Differentiation (Landmark Presence) No Differentiation (n = 80) With Differentiation, one of two kind (n = 80) Object Landmark(n = 40) Building Landmark (n = 40) Successful Percentage 5.0% 22.5% 17.5% 27.5% X2 (1, N = 160) = 10.32, p< .01 Table D.26: In environments with horizontal differentiation more participants were successful than in environments without it. Source Horizontal Differentiation (Road Hierarchy Presence) No Differentiation (n = 80) With Differentiation, one of two kind (n = 80) Road Width Variation (n = 40) Road Pavement Variation (n = 40) 168 Successful Percentage 12.5% 15.0% 17.5% 12.5% Table D.27: Males showed a higher success rate than females. Source Gender Female (n = 65) Male (n = 95) Successful Percentage 1.5% 22.1% X2 (1, N = 160) =13.77, p< .01 Table D.28: More frequent game players showed higher success rate than less frequent game players. Source Computer game play frequency Never 1 (n = 23) 2 (n = 33) 3 (n = 27) 4 (n = 15) 5 (n = 31) 6 (n = 14) All the time 7 (n = 17) Successful Percentage 4.3% 12.1% 22.2% 6.7% 12.9% 28.6% 11.8% Table D.29: Binary Logistic Regression on overall sketching success for the first set of analyses. Source (n = 160) df Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan layout Level of Differentiation Moderate versus High Low versus High Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan layout Level of Differentiation Moderate versus High Low versus High 1 1 1 1 1 2 1 1 1 1 1 1 1 2 1 1 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 169 Sketching Success Scores B SE WALD -2.80 -0.02 -0.06 -0.15 -1.82 1.12 0.08 0.16 0.70 0.67 -0.16 -19.19 0.55 5777.38 -2.46 -0.05 -0.09 0.01 -1.96 1.13 0.08 0.16 0.01 0.67 -0.15 -19.08 0.55 5815.18 6.20* 0.06 0.15 0.05 7.36** 0.08 0.08 0.00 4.76* 0.35 0.30 0.65 8.53** 0.08 0.08 0.00 Table D.30: Binary Logistic Regression on overall sketching success for the second set of analyses. Source (n = 160) df Model 1 (with number of tours) Gender Age (year born) Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age (year born) Game Playing Exploration Pattern (exploration speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 170 Sketching Success Scores B SE WALD 1 1 1 1 1 1 1 -2.99 -0.01 -0.12 0.03 -1.89 -1.59 -0.11 1.12 0.07 0.16 0.70 0.67 0.65 0.55 7.10** 0.04 0.54 0.00 7.83** 6.08* 0.04 1 1 1 1 1 1 1 -2.79 -0.03 -0.14 0.01 -2.08 -1.55 -0.10 1.13 0.07 0.16 0.01 0.67 0.64 0.55 6.13* 0.23 0.78 0.69 9.72** 5.76* 0.04 Appendix D.6. The Statistical Analyses on Specific Measures (Success Scores) of Navigation Task Table D.31: Binary Logistic Regression on success based on speed for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 171 df B SE WALD 1 1 1 1 1 2 1 1 1.69 0.02 0.29 2.30 -1.00 0.47 0.05 0.14 0.58 0.48 0.08 0.24 0.51 0.60 1 1 1 1 1 2 1 1 1.49 -0.01 0.27 0.03 0.47 0.49 0.05 0.14 0.01 0.46 0.24 0.40 0.53 0.62 13.19** 0.11 4.46* 15.69** 4.33* 0.16 0.02 0.16 9.48** 0.07 3.77ms 21.21** 1.07 0.44 0.21 0.42 Table D.32: Binary Logistic Regression on success based on speed for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation df B SE WALD 1 1 1 1 1 1 1 1.69 0.02 0.28 2.29 -1.00 0.08 0.15 0.47 0.05 0.14 0.58 0.48 0.43 0.42 13.09** 0.11 4.40* 15.64** 4.33* 0.03 0.13 1 1 1 1 1 1 1 1.53 -0.01 0.27 0.03 0.47 0.04 0.36 0.49 0.05 0.14 0.01 0.46 0.45 0.44 9.79** 0.07 3.76ms 21.27** 1.03 0.01 0.68 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table D.33: Binary Logistic Regression on success based on turn error for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 172 df B SE WALD 1 1 1 1 1 2 1 1 0.51 0.12 -0.05 -0.11 1.01 0.45 0.05 0.12 0.44 0.41 0.49 0.80 0.44 0.55 1 1 1 1 1 2 1 1 0.57 0.13 -0.04 0.00 0.91 0.46 0.05 0.12 0.00 0.38 0.50 0.83 0.44 0.54 1.27 5.59* 0.15 0.06 6.15* 2.27 1.23 2.15 1.54 5.96* 0.10 0.60 5.77* 2.47 1.30 2.36 Table D.34: Binary Logistic Regression on success based on turn error for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation df B SE WALD 1 1 1 1 1 1 1 0.51 0.12 -0.05 -0.11 1.01 0.40 0.41 0.45 0.05 0.12 0.44 0.41 0.38 0.37 1.31 5.59* 0.15 0.06 6.14* 1.14 1.20 1 1 1 1 1 1 1 0.58 0.13 -0.04 0.00 0.91 0.43 0.41 0.46 0.05 0.12 0.00 0.38 0.38 0.37 1.59 5.97* 0.10 0.60 5.75* 1.28 1.25 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 Table D.35: Binary Logistic Regression on success based on distance error for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 173 df B SE WALD 1 1 1 1 1 2 1 1 0.52 0.16 -0.04 0.05 1.36 0.45 0.05 0.12 0.45 0.42 0.59 0.70 0.45 0.54 1 1 1 1 1 2 1 1 0.55 0.16 -0.03 0.00 1.36 0.46 0.06 0.12 0.00 0.39 0.60 0.73 0.45 0.54 1.30 8.27** 0.09 0.01 10.58** 2.14 1.70 1.68 1.40 8.24** 0.06 0.04 12.11** 2.31 1.79 1.85 Table D.36: Binary Logistic Regression on success based on distance error for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 174 df B SE WALD 1 1 1 1 1 1 1 0.52 0.16 -0.03 0.04 1.35 0.50 0.22 0.45 0.05 0.12 0.44 0.42 0.38 0.37 1.33 8.34** 0.08 0.01 10.56** 1.71 0.35 1 1 1 1 1 1 1 0.55 0.16 -0.03 0.00 1.35 0.52 0.23 0.46 0.06 0.12 0.00 0.39 0.38 0.37 1.45 8.34** 0.06 0.06 12.03** 1.85 0.39 Appendix D.7. The Statistical Analyses on Specific Measures (Success Scores) of Sketching Task Table D.37: Binary Logistic Regression on success based on map selection for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 175 df B SE WALD 1 1 1 1 1 2 1 1 0.86 -0.03 0.18 0.35 0.25 0.43 0.04 0.11 0.43 0.39 0.29 0.16 0.46 0.53 1 1 1 1 1 2 1 1 0.90 -0.02 0.19 0.00 0.41 0.44 0.04 0.11 0.00 0.36 0.34 0.22 0.46 0.53 4.01* 0.35 2.74ms 0.67 0.41 0.43 0.41 0.09 4.19* 0.23 2.95ms 0.05 1.28 0.55 0.55 0.17 Table D.38: Binary Logistic Regression on success based on map selection for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 176 df B SE WALD 1 1 1 1 1 1 1 0.85 -0.02 0.18 0.37 0.25 0.34 -0.20 0.43 0.04 0.11 0.43 0.39 0.36 0.36 3.86 0.30 2.72 0.74 0.43 0.88 0.32 1 1 1 1 1 1 1 0.90 -0.02 0.19 0.00 0.42 0.37 -0.17 0.44 0.04 0.11 0.00 0.36 0.36 0.35 4.13 0.18 2.96 0.04 1.36 1.04 0.22 * ms * ms Table D.39: Binary Logistic Regression on success based on locating MARKET sign exactly for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 177 df B SE WALD 1 1 1 1 1 2 1 1 -0.25 0.01 0.05 0.51 1.11 0.44 0.05 0.11 0.44 0.38 0.86 1.36 0.49 0.55 1 1 1 1 1 2 1 1 -0.37 0.00 0.05 0.01 1.48 0.46 0.05 0.11 0.00 0.39 0.92 1.42 0.49 0.56 0.32 0.05 0.23 1.39 8.26** 6.08* 3.11ms 6.07* 0.65 0.00 0.16 2.60 14.67** 6.51* 3.43ms 6.50* Table D.40: Binary Logistic Regression on success based on locating MARKET sign exactly for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 178 df B SE WALD 1 1 1 1 1 1 1 -0.22 0.01 0.05 0.51 1.11 0.67 0.65 0.44 0.05 0.11 0.43 0.39 0.37 0.36 0.26 0.06 0.23 1.35 8.23** 3.29ms 3.30ms 1 1 1 1 1 1 1 -0.33 0.00 0.05 0.01 1.47 0.67 0.70 0.45 0.05 0.11 0.00 0.39 0.37 0.36 0.53 0.00 0.17 2.50 14.59** 3.26ms 3.75ms Table D.41: Binary Logistic Regression on success based on drawing the sequence of route turns for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High df B 1 1 1 1 1 2 1 1 0.51 0.10 0.04 0.33 0.94 0.44 0.05 0.12 0.43 0.39 0.82 1.02 0.44 0.53 0.47 0.10 0.04 0.00 1.14 0.44 0.05 0.12 0.00 0.38 0.83 1.05 0.44 0.52 1 1 1 1 1 2 1 1 * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 179 SE WALD 1.35 4.18* 0.14 0.59 5.64* 4.59 3.46ms 3.78ms 1.15 3.65ms 0.11 0.77 9.12** 4.82ms 3.59ms 3.99* Table D.42: Binary Logistic Regression on success based on drawing the sequence of route turns for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 180 df B SE WALD 1 1 1 1 1 1 1 0.53 0.10 0.05 0.33 0.93 0.50 0.54 0.43 0.05 0.12 0.43 0.39 0.37 0.36 1.49 4.15* 0.16 0.58 5.57* 1.84 2.26 1 1 1 1 1 1 1 0.50 0.10 0.04 0.00 1.12 0.50 0.56 0.44 0.05 0.12 0.00 0.37 0.37 0.36 1.30 3.64ms 0.13 0.75 9.01** 1.85 2.45 Table D.43: Binary Logistic Regression on success based on drawing the route segments for the first set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Level of Differentiation Moderate Versus High Low versus High Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Level of Differentiation Moderate Versus High Low versus High * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 181 df B SE WALD 1 1 1 1 1 2 1 1 0.38 0.02 -0.04 0.05 1.86 0.47 0.05 0.12 0.45 0.43 0.39 1.20 0.50 0.57 1 1 1 1 1 2 1 1 0.32 0.01 -0.05 0.00 1.94 0.48 0.05 0.12 0.00 0.42 0.40 1.20 0.51 0.57 0.65 0.09 0.13 0.01 18.38** 5.12ms 0.61 4.46* 0.44 0.02 0.16 0.23 21.33** 5.11ms 0.64 4.47* Table D.44: Binary Logistic Regression on success based on drawing the route segments for the second set of analyses. Model 1 (with number of tours) Gender Age Game Playing Familiarity (number of tours) Plan Layout Vertical Differentiation Horizontal Differentiation Model 2 (with exploration speed) Gender Age Game Playing Familiarity (Exploration Speed) Plan Layout Vertical Differentiation Horizontal Differentiation * p < 0.05, ** p < 0.01 and ms 0.05<p<0.10 182 df B SE WALD 1 1 1 1 1 1 1 0.33 0.01 -0.04 0.07 1.85 0.68 0.57 0.46 0.05 0.12 0.46 0.43 0.39 0.38 0.51 0.07 0.13 0.02 18.42** 3.00ms 2.21 1 1 1 1 1 1 1 0.27 0.01 -0.05 0.00 1.93 0.67 0.58 0.47 0.05 0.12 0.00 0.42 0.39 0.38 0.33 0.02 0.17 0.26 21.28** 2.93ms 2.28