## 4 Discussion
### The Eye-Movement Indicator Reflecting Interactive Experience in the Task-Oriented Mode  
The results of the task-oriented model showed that there were significant differences in fixation count, first fixation duration, dwell time ratio, and saccade count between two levels of stimuli. There was no significant difference in average saccade amplitude. The fixation count induced by the navigation interface with high interactive experience was higher than the low interactive experience, which is contrary to the experimental results in free browsing mode. [PERSON] [49] studied the influence of interface information on the user's visual search. The results showed that the fixation count and fixation duration induced by the interface included a large amount of information which was significantly higher than that of the interface with less information. [PERSON] [50] used eye-movement data to predict consumer behavior. The experiment required the participants to give a preference for the product after browsing a set of shopping pictures. The results showed that the fixation count was significantly different between the tendency and the non-tendency products. Users had great fixation counts for the propensity product, and the fixation count could be used to predict the consumer's preference decision. The navigation interface of a mobile game with high interactive experience contained various design elements and a larger amount of information. It also attracted user's attention and increased the possibility of generating preference behavior. Therefore, the user's fixation count was higher, which was similar to the previous eye-movement studies. [PERSON] [38] used eye-tracking technology to study the difference in the degree of engagement of users in reading tasks. It was found that when the user-focused more on the tasks, his/her eye-movements were more complicated, and the saccades count was high. The eye-movement became simple, and the saccades count was low when the user was absent-minded in the task. In this experiment, the participants were more likely to be immersed in the navigation interface with high interactive experience so that they are more focused and complete the task itself. The navigation interface with low interactive experience has low gameplay, low attraction to the participants, and it was difficult for the participants to avoid the phenomenon of distraction and to slip during the execution of the task. Therefore, there existed a significant difference in the saccade count of participants in different interactive experiences, and the saccade count induced by the low interactive experience was low. [PERSON] [41] studied the influence of interface complexity on the players' eye-movement. The results showed that the saccade count induced by the game interface with a high visual load was significantly higher than the low visual load regardless of whether there was a hint or not. Moreover, the players were more immersed and enjoyable under the no hint condition. For the navigation interfaces selected, a unified no hint process was performed before the experiment, and the user needed to rely on his or her own experience and cognitive ability to find the target and complete the task. High interactive experience required the user to invest a large visual load because of the abundant representation information. Therefore, the complexity of the interface was also one of the important factors affecting the saccade count, and this was also consistent with the conclusion of this study. A well-designed interface enables players to quickly find the desired target, while intermediate fixation counts should be avoided in the scan path, which would result in a larger saccade amplitude [51]. If the information provided were meaningless or misleading, then the average saccade amplitude would be small. The user would further explore the interface information before a meaningful prompt appears, which would result in more useless fixation counts.