The Development of a Tool for the Preference
Assessment of the Visual Aesthetics of an Object Using Interactive Genetic
Algorithms
Jarod Kelly, Ph.D. Student
e-mail: jckelly@umich.edu
Prof. Panos Papalambros, Ph.D.
e-mail:
pyp@umich.edu
Department of Mechanical Engineering, University of
Michigan, Ann Arbor, MI, USA.
Prof. Gregory Wakefield, Ph.D.
e-mail:
ghw@umich.edu
Department of Electrical Engineering and Computer
Science, University of Michigan, Ann Arbor, MI, USA.
Abstract
Interactive evolutionary
algorithms (IEAs) have been proposed as creativity aids to designers with
regard to visual aesthetics. Algorithms have been developed to expose the
designer to new designs and thus spark imagination and improve creativity. The
present paper focuses on utilizing interactive genetic algorithms (IGAs), a
subset of IEAs, to understand the visual aesthetic preferences of the user. A
design concept is input to the IGA program, which utilizes information gathered
from the user to create new designs. The
program collects preferences from the user in a simulated “marketplace”
setting. These preferences inform the evolution of the object’s design over
several generations until a final “ideal design" is reached. This "ideal design" is considered
to be the most preferred visual aesthetics for that user within the specified
design space. Monte Carlo simulations
indicate that the IGA can locate such ideal designs with high probability. Human
studies suggest that users can express their visual aesthetic preferences for a
design with the IGA. This is important
because few scientific tools exist for acquiring such preference information
reliably and efficiently. Design decisions regarding visual aesthetics of a
product often interact with its technical attributes. The proposed preference
assessment tool aims to facilitate such interactions in a more analytical
manner than is currently available.
Product design aims to create artifacts that meet or
exceed users’ wants and needs. Metrics
that govern how well a designer meets those wants and needs are often amorphous
but can gain clarity within certain domains of design. Visual aesthetics are
much more difficult to quantify than technical performance. This paper proposes
a method for eliciting visual aesthetic preferences from the user.
Interactive genetic algorithms (IGAs) are built upon
the foundations of evolutionary computing, specifically, the genetic algorithm
(GA) introduced by Holland in 1975 [1]. IGAs work similarly to GAs with the
important difference that the fitness of members in the IGA population is
evaluated by a human and not by a mathematical function. This allows a human user to interact with
the genetic instantiations of a potential design so as to influence the
evolution of a population of designs to fit his or her preferences. In the
current paper we utilize the evolutionary process to elicit user
preferences. Simply asking what one
wants is insufficient. Providing options and asking for selections will allow
users to actually evaluate whether or not they like an object. Repeating this process with continually
informed, updated and personally tailored sets of choices allows a user to hone
in on a design that is truly preferred.
Assuming that the end user of an object is the final arbiter of the
object’s visual aesthetics, the proposed method should assist in discovering
what these aesthetic preferences may be and use them in the design of products
for the marketplace.
The paper is organized as
follows. We discuss the current practice of preference assessment and the
foundations of IGA, followed by an explanation of the algorithm we propose and
its interface for the user. Finally, we describe two experiments that better
help us understand the role of IGA-related parameters, and to validate the
method as a tool for assessing user preference.
Marketers and psychologists use several techniques
for preference assessment ranging from focus groups to scientifically developed
mathematical models of consumer choice. In the present context, the most
interesting techniques are those that yield preference maps, or models, such as
conjoint analysis, MDPREF, and PREMAP. After examining these, we describe IGAs.
Conjoint analysis is used extensively in the social
science and marketing communities to determine the ideal combination of feature
attributes based on the preference responses of a test subject or group. It has
been frequently used within industry to determine information related to
product design, concept evaluation, product positioning, and market
segmentation [2]. The method assumes that consumers attempt to maximize their
utility when they make choices. In
order to collect data for a conjoint analysis, respondents are shown several
potential products, descriptions of products, or images of products. Each product
is similar in nature, but the levels of the product attributes are varied.
Respondents are then asked to evaluate the products in some fashion. The responses provide data for model
regression. However, it becomes
increasingly difficult to conduct conjoint analysis as the number of attributes
and their associated levels increase due to the increasing number of responses
required of a subject. Thus far, no
literature is available that describes efforts to quantify visual aesthetics
using conjoint analysis, and it is possible that such efforts may be clouded by
nonlinear effects associated with preference and visual aesthetics.
Multidimensional analysis of preference data (MDPREF)
developed by Chang and Carroll [3] uses data obtained through a survey to
generate an internal mapping of preference. Only information collected in the
MDPREF query is used for interpretation, thus there are no inherent scales on
which the data can be explicitly analyzed, but the configuration and
segmentation of the data can be useful [4-5].
Input data consist of an average attribute-by-objects matrix. Average
preference evaluations are obtained through compilation of several surveys
regarding the proposed attributes and objects [3]. Each attribute is represented as a vector, and each object is
plotted as a point on a map in an m-dimensional
space. The resulting figure contains
descriptive perceptual axes (the attribute vectors) and is populated with
points (objects), appropriately positioned within the vector space. By relating each object to each vector we
can get a sense of how each particular attribute contributes to the object’s
preference. MDPREF is based on a linearized model such that preference
increases along each attribute vector towards infinity. Thus, the distance between an object's
projection onto an attributes vector and the origin varies directly with
preference. MDPREF can be a useful tool
in gaining preference information related to product design. However, it does not provide enough
information to create a map of the design space that could be used for
engineering design because it is based on linearized models and has no direct
correlation to engineering quantities.
The primary benefit of MDPREF is that it is informative: It can show how
one product is perceived to relate to another with respect to a variety of
attributes. While this type of analysis
is useful in understanding market preferences for certain product offerings (or
even aesthetic features if described properly), it lacks the desired fidelity
for creating a useful preference map in the desired scenario [4].
PREFMAP, also developed by Chang and Carroll [6],
relates a stimulus space to preference data in order to generate an external
mapping of preference. In an external mapping of preference, the stimulus space
is based on data obtained independently of the preference assessment [4,
6]. For instance, if several examples
of light were shown to subjects and they rated their preference for each
sample, then we could determine preference for brightness by mapping the light
samples' preference onto a stimulus space of lumens. The evaluated data that is input to PREFMAP is a subjective
ranking by a subject of his or her preferences for certain stimuli (variations
on a particular design, for example). PREFMAP has four different phases of analysis
associated with four different types of regression models. Three of these models, phases I through III,
are based on an ideal point concept, while phase IV is a vector model of
preference. The basic idea behind
PREFMAP is an axiomatic assumption that each individual has an ideal point of
maximum preference and is capable of ranking different stimuli in such a way
that the ideal point is revealed [4].
Recent investigations by Petiot and Chablat [7] used a variation on
PREFMAP to study a user's aesthetic preference for a table glass shape;
however, they linearized their final results, thus suggesting that preference
was met at the bounds of their design space.
IGAs have been used for a variety of purposes, but
most often they attempt to utilize human knowledge and experience to either
provide personalized tuning, or to avoid the use of computationally expensive
(or impossible) design evaluations [8-11].
IGAs were first investigated by Dawkins to explore the use of guided
evolutionary design to create bi-morph, or treelike, structures [12]. IGAs, similar to GAs, describe a design
using several variables and parameters (variables can change, parameters are
fixed). The variables are arranged in a
chromosome structure (often binary) and many individuals (or genotypes) are
created from this chromosome. This is
analogous to biology in which all humans have essentially the same genetic
chromosome, but each person has a distinct genotype. To begin either an IGA or GA evaluation, an initial population
of individuals is created. Next, the
individuals within this population are evaluated based on some criteria. For GAs a mathematical fitness function is
used to evaluate the fitness of the individuals, and populations are often very
large. For IGAs, a human provides an
evaluation of the population; these populations are typically orders of
magnitude smaller than those of GAs.
From the evaluation, the algorithm determines parents which are used to create a new population of children through crossover and mutation. The parents of a child are selected based
upon typically probabilistic criteria, in which individuals that have high
fitness evaluations are more likely to be chosen as parents than those that
have low evaluations. Once selected,
parents exchange complementary genetic material through crossover to create a
child. This genetic material is then
altered, in a random fashion, by a mutation, which causes one bit of the binary
genetic structure to change. Crossover
is important because it allows ‘fit’ parents to ‘mate’, and hopefully create
better children. Mutation is important
as it allows the possibility for exploration of new and potentially better
designs that would be unattained through crossover alone. This process of generational evaluation and
repopulation is repeated several times until some stopping criterion is
met. For IGAs, this stopping criterion
is often a specific number of generations.
The difference between using IGAs to inspire a
designer and using it to understand the wants of the user is that the former
presupposes abundant designer intuition, whereas the latter assumes that the
user is capable of expressing his preferences through selection. In IGA implementations that serve as
inspirational design tools, a high level of mutation is utilized in order to
expose the designer to very unique, unanticipated designs. It is expected that the large variety of
design options will enhance the creativity of the designer [13]. In contrast,
an IGA that seeks to understand the preferences of an individual must converge
as generations progress. This
convergence is required as it shows both stability and uniqueness in the
selections of the individual.
Previous IGA investigations for the discovery of
design preference include visual systems but contain little evidence that the
intended design is found as a result of the IGA process [8,9,13]. Several audio-based IGAs have been proposed
and validated in determining effective tuning for very personalized devices,
such as hearing aides [10]. A properly designed IGA should converge to a
user-preferred design. In this paper we attempt to validate this convergence
using a pairwise comparison study following the IGA survey.
The proposed IGA strategy is demonstrated using a
specific object: a cola bottle. In this section we describe algorithmic details
and the graphical user interface (GUI) for the user’s input evaluation.
Chromosome
The design space for the cola bottle is composed of
two variables and three (fixed-value) parameters that represent points on the
bottle’s surface. A spline fit through the five points creates unique bottle
shapes. Figure 7 shows this representation with variables,
R2 and R4, and parameters, R1, R3, R5. All points are fixed vertically, and R2,
R4 can vary radially. Variable
representation is based on a natural binary coding scheme, coded as a four-bit
number, each with 16 discrete levels, leading to a total of 256 distinct bottle
shapes.
Figure
7: The cola
bottle design chromosome is contians points R2 and R4 as variables.
Selection and Internal
Mechanics
In each evaluation cycle, the user is presented with
the entire population of 16 individuals, to simulate the type of decision a
user would face in a store. During the first seven generations of the IGA, the
user is asked to select the four most preferred bottle designs, and pick only
one in the final generation. This process
agrees with reports by other researchers, which suggest that ranking each item
within the population (a common IGA method) becomes tedious and fatigues the
respondent [8-11,]. The whole
population is then submitted to a roulette-wheel parent-selection process. Highly preferred individuals are each given
a 22.5% chance of selection while unselected individuals are given a 0.83%
chance. Each combination of parents
produces a single offspring; however no parent is ever expunged from the
roulette selection-process.
Consequently, a parent can create multiple children and even mate with
itself. Single-point crossover is used
for the creation of new children. For
mutation, a design space mutation operator is employed as opposed to the
standard bit-space mutation operator.
This design space operator (randomly applied) manipulates a single
variable of a child to increase or decrease a single unit in the design space
as indicated in Figure
8. Monte Carlo
investigations using a predefined search agent suggest that this design space
operator is much more effective at achieving the most preferred design than the
bit space mutation operator, and that the mutation rate should be ~50%.
Figure
8: The design
space operator causes the design variable to change by one unit.
Graphical User Interface
The GUI is shown in Figure
9. Each
individual (product design) is randomly placed within the selection matrix,
except for the first population. Each
user sees the exact same first population of shapes; it is a set of shapes that
spans the entire design space.
Following that, each user defines the new populations through his or her
choices, and the following populations are all randomly placed within the
selection matrix. This type of matrix
was chosen to be similar to a store shelf where one might actually make this
type of choice. The user selects (or
unselects) their favourite shapes using a mouse, and submits those choices via
a ‘Submit’ button on the right of the screen.
The screen visually informs the user of how many selections they have
made and how many generations remain to be completed. Following completion of this task the user is explicitly asked if
he is satisfied with the final choice.
Figure
9: The GUI for
the IGA allows the user to make selections.
In a follow-up study, the users are asked to make
pairwise comparisons between their final selection of the IGA and several other
options. This GUI is shown in Figure 10. The user is
presented with 15 comparisons; seven of these comparisons contain the subject’s
final IGA shape selection. These seven
questions are randomized within the 15 questions and the final shape is
randomly placed on the left or right of the screen. The user is asked to select one of two options shown. Notably, a predefined shape-finding task is
placed between the preference IGA and the pairwise comparison tasks. This task is to use the IGA to find a circle
and is conducted in this order to prevent the user from remembering her final
selection from the preference task.
Using these data, we can examine the choice proportion between the final
selection from the IGA and the items that it was paired against in order to
validate the IGA as an effective preference assessment tool.
Figure
10: In the
pairwise comparison survey users select their most preferred of two options.
Two studies were conducted to show that the IGA can
assess preference. First, an autonomous
agent was used to evaluate populations and make selections in an attempt to
find that agent’s ‘favourite’ design.
Monte Carlo simulations were conducted using several IGA parameter
settings for mutation rate, mutation type, number of selections, and roulette
percentage. Second, using the insights
of the Monte Carlo simulation, human studies were conducted to investigate the
ability of users to find a predefined shape and a highly preferred soda bottle
shape. The term ‘highly preferred’ is
used because even when using GAs with a mathematically defined fitness function
we cannot guarantee that the final design will be optimal. GAs do guarantee
that a ‘good’ solution will be found [14].
Monte Carlo Simulation
A Monte Carlo simulation was conducted using a
computer agent to determine effective tuning parameters for the IGA. The agent
proceeded through the IGA process as a human respondent would, selecting a
specified number of shapes in each generation and only one in the final
population. Actually, the agent evaluated each member of the population to find
the designs with the shortest Euclidean distance between themselves and a
‘goal’ design. This goal design was a
randomly generated string of eight bits, thus no preference was given to any
particular schema (or collection of bit strings). The simulation was run 10,000 times for each of the tuning
parameters; these were the number of selections a user could make (between 2
and 4), the percentage of the roulette wheel allocated to selected individuals,
and the mutation rate (which varied between 60% and 0%).
Figure
11 shows that the design space mutation operator
outperforms the bit space mutation operator in its ability to obtain the
pre-defined ideal solution in the agent- based Monte Carlo simulation. It also indicates that a high rate of
mutation, roughly 50%, works well for this given type of mutation
operator. The figure also suggests that
a high roulette percentage is desirable.
Note that four selections are used in this study; analysis of the data
indicates that the number of choices a user made only impacted the agent’s
ability to obtain the ideal design if roulette percentage was below 70%. Thus, we use the design space mutation
operator with a 50% chance of mutation, a roulette wheel setting of 90% and a
generational selection of four. The
roulette wheel setting is not 100% because we believe that, unlike an agent,
humans will not make mathematically defined decisions, but idiosyncratic
ones. So, it is important that some
variety exists in the generations. A
100% roulette setting would significantly decrease the amount of variety that a
person would observe during the course of the IGA. Figure
12 shows the effect of applying these settings within
the Monte Carlo simulation. Notice that
the agent-based search converges toward the ideal design, while a random search
does not converge to the ideal design.
Figure
11: Design space
mutation operator compared to bit space mutation operator.
Figure
12: Agent based
search versus random search using given IGA settings.
Human User Studies
Human subject studies were conducted to validate the
IGA’s ability to allow users to (i) obtain a pre-defined shape and (ii) express
their preference through the object selection process. In the first study we
asked users to use the IGA to find a circle; in the second to express
preference for a cola bottle shape This study is still in progress but initial
results indicate that the IGA tool is indeed capable of achieving both goals.
In the predefined shape study 83.3% of the 12
subjects explicitly found the circle using the IGA tool. Of the remaining 16.7%, the average of the
Euclidean distance away from the intended shape was .21. This is just over 2 discrete units within
the design space. Further, a
‘satisfaction’ question was posed to the users after completion of the final
IGA selection to ascertain whether or not they believed that they found the
circle or not, and 100% of the population indicated that they had found the
desired shape. These results suggest
that human evaluation may be utilized as a “black box” function within the
visual IGA and that a highly preferred design, not known a priori, may be
discovered.
For the study of preference assessment, 100% of 12
subjects stated that they found the design they intended with their final
selection of the IGA. This indicates
that the user was personally satisfied with and accepting of the final shape
selected in the IGA. In the pairwise
comparison study 90.5% of the highly preferred IGA shapes were selected over
the other presented options. This gives
added credibility to the usefulness of the IGA as a preference assessment tool,
and it is more convincing than the satisfaction question.
The IGA developed here shows promise in its ability
to help obtain useful information regarding aesthetic preference. This information is gathered through the
interactive process of user selection and computational adjustment of posed
choices. Monte Carlo simulations
provide an effective means of tuning the parameters within the IGA, such that
human users would be likely to find a goal design. This goal-seeking ability was validated through user
studies. The ability to illuminate a
highly preferred design for the user was also validated using self-reporting
and pairwise-comparison methods. The
IGA can be quickly adjusted to allow investigation of different shapes that are
defined by a greater number of variables. Thus, a flexible tool is offered to
designers to obtain valuable information on user aesthetic preferences for
specific objects.
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