# Visual Perception of Peripheral Screen Elements: The Impact of Text and Background Colors
## 4 Conclusions
While the results are most applicable to digital interfaces viewed on desktop monitors at typical viewing distances, further investigation is needed to determine their applicability across other display environments. These include television displays, mobile screens, and immersive systems such as augmented and virtual reality, where differences in viewing conditions and interaction modalities may influence perception. In conclusion, this study offers practical, evidence-based guidance for improving the visibility of peripheral interface elements. These insights are particularly valuable for enhancing user performance in visually demanding digital environments, such as desktop video games, where notifications often appear dynamically at the edges of the screen. These principles are also applicable to a wide range of applications displayed on desktop PC monitors, including financial trading platforms, network monitoring tools, IT system performance dashboards, project management tools, communication platforms, and similar software where quick peripheral awareness is important. This study has several limitations that should be acknowledged. First, there is a potential for response bias, as participants may have guessed answers rather than relying solely on perception, which could impact the accuracy of the findings. To ensure greater relevance and accuracy in the questionnaire section involving the quiz, a modification was introduced: participants were required to enter their answers manually instead of selecting from multiple-choice options. Additionally, a dropdown menu was used for color selection, further standardizing input and reducing the possibility of errors. Second, the experimental design employed five-letter words presented on solid color backgrounds, an artificial setup that may not fully capture the complexity of real-world graphical user interfaces (GUIs). These factors may limit the generalizability of the results to more naturalistic settings, where visual elements are more varied and interactive. The research conducted in this paper has opened up new questions to be explored in the future. Future studies may use the eye-tracking method, which is considered a usability testing technique. This method could show to what extent moving and static stimuli influence participants' attention and whether these stimuli draw attention away from the central part of the screen toward the peripheral area. The analysis of fixation duration at specific screen locations could reveal which areas are more noticeable to participants and where their gaze lingers longer or shorter. The participants in the current study were undergraduate and graduate students. Future research could include different age groups. Students are frequently exposed to digital content through smartphones, tablets, and laptops, so they are generally accustomed to reading from screens of various sizes. It is assumed that for older target groups, who do not have such habits and whose attention is shaped differently, it may be necessary to adjust stimulus design parameters, such as font size or stimulus movement speed. For future research, it is recommended to expand the palette of background colors by including pastel and secondary tones, with the aim of obtaining more detailed guidelines for the design of visual interfaces. It is recommended to retain black and white for text formatting, given their consistent readability on different background contrasts. As 3D technology becomes more common in the design of graphical user interfaces, future research could also explore the use of three-dimensional static and dynamic objects placed in the peripheral areas of the screen. A study by [PERSON] et al. [41] demonstrates that peripheral vision substantially influences visual search performance within three-dimensional environments. Their findings indicate that, in real-world settings, the brain relies considerably more on information obtained through peripheral vision than on information derived exclusively from central vision during a visual search.