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|PRESENTATIONS|
Information about the
work that will be presented can be found here.
| Long
papers |
|
Effective recommendations in loosely
coupled accident investigations
Anna Götmar - Jonas Lundberg
Linköpings Universitet - Sweden
|
Abstract |
|
Motivation
– In many accident investigations, the investigating agency
does not directly effect changes in the system investigated, and does
not dictate the changes to make. Instead, the recipients of
recommendations implements changes as they see fit. In such
systems, acceptance of the recommendations by the target organization
is vital. In this paper we describe how investigators in the Swedish
Accident Investigation Board characterize effective and acceptable
recommendations.
Research
approach – Interviews were conducted with seven
accident investigators at the Swedish Accident Investigation Board.
Findings/Design
– Three of the investigators adapt their recommendations to
the safety maturity, as they view it, of the recipient organization.
Five of them emphasized the need for communication with the recipient
organization, during the course of the investigation, or at the end, to
facilitate understanding. All of them considered the cost / benefit of
their recommendations.
Originality/Value
–This research fills an important gap regarding our knowledge
about the step from analysis to recommendations in accident
investigations.
Take
away message – Safety maturity, communication
with recipient organizations, and cost / benefit are important values
to consider when issuing recommendations in loosely coupled accident
investigation systems. |
|
Measuring situation awareness in command
and control: Comparison of methods study
Paul Salmon - Neville Stanton - Dan Jenkins - Guy
Walker - Darshna Ladva - Laura Rafferty
Brunel University, Human Factors Integration
Defence Technology Centre - UK
|
Abstract |
|
Motivation
– This research sought to compare three different approaches
for measuring Situation Awareness (SA) during a command and control
scenario.
Research
approach – A total of 20 participants undertook
question one of the Combat Estimate, a military planning process, in an
experimental command and control test bed environment. Participant SA
was measured using three different SA measures: a freeze probe
technique, a post trial subjective rating technique, and a critical
incident technique interview approach. Comparisons were then made
between the measures of SA obtained during the study.
Findings/Design
– The results show that the freeze probe measure (SAGAT) was
the only measure that had a statistically significant correlation with
participant performance. The findings also demonstrate that there was
no significant correlation between the three SA measures used.
Research
Implications – The findings offer validation
evidence for the SAGAT approach when used to measure participant SA
during a command and control task and suggest that the three approaches
used view SA in a different manner.
Originality/Value
– The research explores the measurement of SA during command
and control activity and makes judgements on the suitability of each
method for application in this context.
Take
away message – Analogous to the different
theoretical perspectives on SA presented in the literature, these
findings suggest that the methods compared view and assess SA in a very
different manner. |
|
The effects of spatial processing load
and collaboration technology on team performance in a simulated C2
environment
Gregory Funke - Scott Galster
Air Force Research Laboratories, General Dynamics
Advanced Information Systems - USA
|
Abstract |
|
Motivation
– To address the effects of spatial processing load and
text-based collaborative tools on team performance in command and
control environments.
Research
approach – Thirty-two people served as paid
participants in this study. Teams of two participants competed against
a computer opponent in a RoboFlag simulation based on
‘capture-the-flag.’ Participants either could or
could not see their teammates’ simulated vehicles during a
trial, and they were restricted to no communication, verbal
communication, text-based communication, or verbal and text
communication.
Findings/design
– Spatial processing load substantially impacted team
performance and participants’ ratings of workload and
situational awareness. Team communication condition influenced
workload, situational awareness, and team communications, but did not
affect team performance.
Take
away message – Results of the current experiment
support and extend previous research concerning the effects of
collaborative technologies on team performance in C2 environments. |
|
|
Managing work at several places: a case
of project work in a nomadic group of students
Chiara Rossitto - Kerstin Severinson Eklundh
Royal Institute of Technology - Sweden
|
Abstract |
|
This paper
explores the collaborative and spatial practices of university students
engaged in project work. Regarding students as nomadic workers, we
attempt to elucidate how their activities are shaped by the lack of a
stable and fixed location where work can be carried out. Drawing on
data collected by means of ethnographic informed methods, we discuss
how students manage their collaborative activities at different
locations and how they use artifacts and technology in order to do so. |
|
Cross-Participants: Foster
design-use mediation in an open source sofware community
Flore Barcellini - Francoise Détienne - Jean-Marie Burkhardt
INRIA, Ergonomics Lab, Work and Development
Research Center, Cnam - Ergonomics -Behaviour & Interactions
Lab, Université Paris 5 - France
|
Abstract |
|
Motivation
– This research aims at investigating emerging roles and
forms of participation fostering design-use mediation during the Open
Source Software design process
Research
approach – We compare online interactions for a
successful “pushed-by-users” design process with
unsuccessful previous proposals. The methodology developed, articulate
structural analyses of the discussions (organization of discussions,
participation) to actions to the code and documentation made by
participants to the project. We focus on the user-oriented and the
developer-oriented mailing-lists of the Python project.
Findings/Design
– We find that key-participants, the cross-participants,
foster the design process and act as boundary spanners between the
users and the developers’ communities.
Research
limitations/Implications –These findings can be
reinforced developing software to automate the structural analysis of
discussions and actions to the code and documentation. Further
analyses, supported by these tools, will be necessary to generalise our
results.
Originality/Value
– The analysis of participation among the three interaction
spaces of OSS design (discussion, documentation and implementation) is
the main originality of this work compared to other OSS research that
mainly analyse one or two spaces.
Take
away message – Beside the idealistic picture
that users may intervene freely in the process, OSS design is boost and
framed by some key-participants and specific rules and there can be
barriers to users’ participation. |
|
Sharing the design of a
cognitive tool between researchers and potential users
Lorène Prost - Marianne Cerf -
Marie-Hélène Jeuffroy
UMR INRA, Agronomie, SAD APT - France
|
Abstract |
|
Motivation
– Learning from the shared design process of a cognitive
tool: how it promotes changes in designers’ activities as
well as in those of potential users, and how the tool evolves in such a
process.
Research
approach – Three groups of potential users
worked in interaction with agronomist researchers who had designed the
tool’s concepts, and ergonomists who assisted them in
building this interaction and in the debriefings. After explorative
surveys to build a prototype of the cognitive tool in line with
users’ activities, this prototype was used in collective
groups of agronomists and potential users and then put into the hands
of the users for a two-week period to give them a personal view of the
tool. Data collected during this “test” period were
then analysed to further develop the tool and to discuss with the users
the changes they encountered in their activity, in relation to the
process as a whole.
Findings/Design
– The interface but also the concepts underlying the tool
were altered profoundly, thus raising new scientific questions for
agronomists. The users developed a new understanding of their cognitive
task. We suggest that this was achieved by (i) group discussions around
the prototype between actors with diverse points of view; and (ii) the
way the users were asked to “play” with the
prototype by focusing specifically on cognitive dimensions of their
activity.
Take-away
message – We explored three dimensions of tool
design, namely crystallization, plasticity and development, as well as
their evolution over time. This we did by examining a cognitive task,
along with a prototype for supporting it, in a dialogical process
between potential users and designers. |
|
Supporting creative
product/commercial design
with computer-based image retrieval
Steve Westerman - Suki Kaur
Institute of Pscyhological Sciences, University of
Leeds - UK
|
Abstract |
|
Motivation
– The task of creative product/commercial design can be
supported by the retrieval of inspirational images from computer
databases. However, ‘traditional’ computer-based
information retrieval algorithms, that emphasise convergent over
divergent processes, may not be well suited to this task context. The
reported empirical study examines related issues, including effects of
users’ search strategies.
Research
approach – Participants (Engineering and Design
students: n=12) were given a car design brief and asked to perform five
searches for inspirational images. Participants rated the first 10
retrieved images for a variety of constructs including inspirational
value and semantic distance to search terms.
Findings/Design
– Inspirational images tended to be those that were
semantically proximate to the search terms used to retrieve them.
However, there were sufficient exceptions to suggest that
semantic/conceptual diversity also plays an important role. Some key
image attributes, relating to inspirational value, were identified and
considered with regard to supporting effective task performance.
Finally, specific search strategies were found to be associated with
the retrieval relatively more inspirational images, although effect
sizes were small.
Take
away message – Creative design tasks require
information systems support for both convergent and divergent
processes. Improvements can be made in terms of the design of
interface, retrieval algorithms, and training of users’
search strategies. |
|
A proactive recommendation
system for
writing: Helping without disrupting
Mari Carmen Puerta Melguizo - Lou Boves - Anita
Deshpande - Olga Muñoz Ramos
University Utrecht, Radboud University
-The Netherlands, and University of Granada - Spain
|
Abstract |
|
Motivation
– Finding appropriate information while writing a scientific
paper is essential, but also difficult and time consuming. A Proactive
Recommender System (PRS) retrieves information relevant to the text
being written, and presents it automatically. However, current PRSs
overlook that writing is a demanding task, affected by interruptions.
We look for those moments during writing where finding information is
important and where proactive presentation interrupts least.
Our goal is to develop a PRS for professional writers that presents
information non-intrusively and timely so as to minimize disturbing the
writing process.
Research approach – Finding information is most needed during
Reviewing and Planning. In two experiments we explore the effects of a
PRS during these phases.
Findings
– PRSs speed up writing and improve the quality of the text
compared to situations where writers have to look for information
actively.
Originality/Value
– Our research will change the design of PRSs and enhance our
understanding of complex cognitive tasks such as writing and how
electronic information processing tools affect them.
Take
away message – We can turn interruptions in
complex cognitive tasks into an advantage in terms of time and the
quality, provided that the interruption comes at the right time and the
information offered is relevant and accurate. Future research should
focus on precisely this: when are interrupts least disturbing and how
to make PRSs more accurate and relevant. |
|
Design
of argument diagramming for
case-based group learning
John Dowell - Thomas Gladisch
University College London - UK
|
Abstract |
|
Argument
diagramming tools can improve reasoning and learning. They are likely
to have a significant place in future virtual learning environments
whose design will be dominated by the concepts of self-directed enquiry
and shared constructive learning. In such environments, where
communication is typically computer-mediated and predominantly textual,
communication can be integrated with argument diagramming. Put simply,
people will be able to draw their arguments as they discuss. We report
on an exploratory investigation of this design concept. We built a
virtual learning environment supporting remote collaborative learning
with computer mediated communication by chat text and argument
diagramming. We examined the effect of using an explicit argumentation
scheme to integrate the discussion with the drawing of the argument. We
report the results of an evaluation study conducted with this system.
We found that learners were able to successfully use the argument
diagramming system to represent their discussion. Although use of the
argumentation scheme was limited, the study nevertheless demonstrates
the viability of using explicit argumentation schemes and suggests the
potential for embedding schemes more directly into communication tools
in virtual learning environments. |
|
|
Assessment
of the training efficacy
afforded by a low cost night vision goggle simulator
Kee Yong Lim - Jiajin Wu
Nanyang Technological University - Singapore
|
Abstract |
|
Motivation
– To assess the physical and performance fidelity and the
efficacy (transfer of training) afforded by digitally created images to
be used in a low cost NVG training simulator.
Research
approach – 48 students were split into 4 groups
and subjected to 3 tests, namely physical fidelity of image test,
object recognition test and transfer of training test using 2 existing
methods of NVG training as benchmarks. Performance accuracy and time
were used as measures.
Findings/Design
– The results reveal that the low cost training simulator is
a promising alternative to current methods of training involving an
actual NVG.
Research
limitations/Implications – Only students
participated in the study. Learning effects can not be totally excluded
and accurate subjective responses to the low cost NVG training
simulator could not be assessed.
Originality/Value
– The low cost NVG training simulator is the first of its
kind. The research helps in advancing a case to minimise the use of
actual flight and NVGs in training. This reduces training costs and
ensures training safety.
Take
away message – The low cost NVG training
simulator is feasible and promising. Digitally created simulated NVG
images are valid. |
|
Driver
training: The collective
dimension in trainers' activity
Christine Vidal-Gomel - Janine Rogalski
Laboratoire “Paragraphe” and
Laboratoire “CHART”, UFR de psychologie, University
Paris-8 - France
|
Abstract |
|
Motivation
– To analyse the collective dimension in professional
trainers’ activity, in the context of studies on driver
training for safety.
Research
approach – The paper presents an explorative
field study in the domain of initial driver training about
trainers’ activity depending whether they individually follow
trainee’s progression or share it with other trainers. A
particular focus is put on the methodology for analysing
trainers’ interventions during driving sessions from a
collective point of view.
Findings
– The results suggest that trainers did not seem to come upon
great difficulties for anticipating trainees’
“didactical guidance” when they did not manage the
previous training session. However, formal constructs implemented in a
“driver-training reference” frame –(DTR)
and a “trainee’s record form”
(TRF)– appeared as relatively low efficient tools in the
asynchronous cooperation: the DTR training progression was not fully
followed, and there was no homogeneity in filling TRF in. There were
ambiguities in the written comments, concerning trainees’
progression and trainers’ future didactical focus. Typical
cases called for direct face-to-face mediation both between trainers
and with the trainee.
Research
limitations/Implications – Only few training
sessions were analysed, from a limited sample of trainees at various
driving levels. However the methodology developed for analysing
trainers’ didactical actions was generic. Implications
concern both the organisation of driver-training situations and the
formal initial training of the trainers themselves, including the use
of TRF as a communication tool between trainers.
Originality/Value
– The research contributes to the design of methods for
studying individual and collective trainers’ activity in
situations designed for professional learning and competence
development. |
|
Quality of learning in ubiquitous
interaction
Christina Brodersen - Susanne Bødker - Clemens Nylandsted
Klokmose
University of Aarhus - Denmark
|
Abstract |
|
Ubiquitous
computing places the user in dynamic con-figurations of technology. As
a result, learning in use has new complexities. With this paper, we aim
to move beyond understanding and designing one-off interfaces by
developing concepts to understand and design for learning in ubiquitous
settings based on empirical ex-amples and a foundation in activity
theory. Specifically, we point to core concepts: Quality of an action;
func-tional organs; and routines and strategies as being piv-otal in
analysing and designing for learning in ubiqui-tous settings. We argue
that by focusing on general, high-quality routines we can better
support learning in dynamically changing webs of technology. |
|
The use of an e-learning constructivist
solution in workplace learning
Annette Payne - Julia Stephenson - William Morris - Helen Tempest -
Allan Mileham - Darren Griffin
Brunel University, University of Kent - UK, and
Genomics - USA
|
Abstract |
|
Motivation
–To investigate whether an e-learning approach which uses
constructivist principles can be successfully applied to train
employees in a highly specialised skill thought to require expert
individuals and extensive prolonged training.
Research
approach –The approach involved the development
of an e-learning package which included simulations and interactivity,
then experimental testing in the workplace environment with the
collection of both quantitative and qualitative data to assess the
effectiveness of the package.
Findings–
Our study shows that this e-learning strategy improved the skills of
the inexperienced operator significantly. We therefore propose that
such programmes could be used as a work based training aids and used as
a model system for the training of employees in complex skilled tasks
in the workplace.
Research
Implications – This research illustrates that
the e-learning can be applied outside the traditional learning
environment to train unskilled employees to undertake complex practical
tasks which traditionally would involve prohibitively expensive
instruction. This work also illustrates that simulations and
interactivity are a powerful tools in the design of successful
e-learning packages in preparing learners for real world practical
situations. We would suggest that workplace learners can be better
served by e-learning environments as they allow asynchronous learning
and private study which are valued by employees who have other demands
on their time and are more comfortable receiving tuition privately.
Originality/Value
– This research uniquely demonstrates the harnessing of
simulations and interactivity in an e-learning environment for high
skill level workplace training.
Take
away message – In conclusion we present an
e-learning solution to the teaching of a complex task which at present
is seen as too costly and specialised to be worth sending employees on
a traditional training course to learn. The use of constructivism
principles to aid its design, along with acknowledged e-learning best
practice demonstrates that this medium can be used successfully in the
training of highly specialised and skilled tasks required in the modern
workplace. |
|
A cognitive simulation model for novice
text entry on cell phone keypads
Arindam Das - Wolfgang Stuerzlinger
York University - Canada
|
Abstract |
|
Motivation
– To create a cognitive simulation model that predicts text
entry performance and learning on cell phone keypads by novice users.
Research
approach – A programmable cognitive
architecture, ACT-R, is used to execute the simulation model. Part of
the simulation result is compared with the result of a previous user
study.
Findings/Design
– The proposed model is an a priori model (not tuned to any
real user data) that predicts the amount of time spent in finding a key
on the keypad and pressing it repeatedly. The predicted amount of time
in finding a key differs by 6% and the time between two repeated
key-presses of the same key by 27% compared to the results of a
previous user study. The model also captures the learning of keypad
layout by novice users. Memorization of keypad layout is
simulated using task repetition.
Research
limitations/Implications – This research has
several limitations described towards the end of this paper. An
important one among them is that the work does not model the impact of
visual distracters in the field of view (frontal surface of the
handset) on user performance.
Originality/Value
– This is the first cognitive simulation model of novice
user’s text entry performance and learning on cell phone
keypads.
Take
away message – This work introduces an a priori
cognitive model of text entry by novice users. This forms a basis for
systematic exploration of keypad designs for cell phones in shorter
time and lower cost. |
|
A comparison of different Input devices
for a 3D environment
Nguyen-Thong Dang, Monica Tavanti, Ivan Rankin,
Matt Cooper
VITA, ITN, Linköping University - Sweden
|
Abstract |
|
Motivation
– To identify a suitable interaction modality -among the ones
currently implemented in a three-dimensional (3D) environment for Air
Traffic Control- for allowing interactive exploration of and gathering
information about 3D weather structures.
Research
approach – A usability study entailing four
interaction modalities (also called ‘interaction
interfaces’): voice, wand, pen and sketch interfaces, across
a task requiring 3D surface exploration, information gathering and
recall of information. Quantitative data (time, errors and a composite
performance index) as well as qualitative data were collected.
Findings/Design
– Overall, the results indicate that the wand supported a
better performance when compared to the other interaction interfaces.
Among the four interaction interfaces, the voice interface seems to
present additional limitations, mostly related to time lag in the voice
recognition, that were judged as a source of frustration.
Originality/Value
– The present work provides empirical results deriving from a
comparative usability study of four interaction interfaces; it
contributes to the study of interaction in 3D environments with new
empirical data. |
|
Looking but not seeing: Implications for
HCI
Maria Gabriela Mancero - William Wong - Paola
Amaldi
Interaction Design Centre, Middlesex University -
UK
|
Abstract |
|
In this paper
we report on part of a study to understand how information layering
techniques can be used to reduce change blindness. Change blindness, in
general, is the failure of the human to detect changes to information
that occur within his or her visual field. There are several variants
of failures of visual awareness known as: Change Blindness,
Inattentional Blindness, Repetition Blindness, and Comparison
Blindness. Failure or delays in observing changes in complex,
dynamic and safety critical systems by, say, operators can lead to
disastrous outcomes. Hence, drawing together the different
reasons reported in the literature can provide us with a first step
towards developing design techniques for reducing change blindness in
the hope that we can contribute to better and safer systems.
From the literature we identified five effects, or properties, common
across the different forms of change blindness, and hence the likely
effects that designers need to consider when designing visual
interfaces to reduce change blindness. These five effects are (i) the
effect of rate of change, (ii) the effect of eccentricity, (iii) the
effect of conspicuity, (iv) the effect of significance, and (v) the
effect of task’s relevance. We also discuss the implications
these effects have on information design. |
|
|
Operational potential for 3D displays in
air traffic control
Simone Rozzi, Paola Amaldi, William Wong, Bob Fields
Interaction Design Centre, Middlesex University -
UK
|
Abstract |
|
Motivation
– Investigating the application of a 3D display concept on
previously identified safety critical air traffic control scenarios.
Research
approach – Small scale human in the loop
simulation followed by qualitative in depth interview to understand
when, why, and how the 3D information was used.
Findings/Design
– Qualitative results confirmed the findings from the
previous field study by showing that 3D representation promises to be
an effective aid with respect to certain tasks, i.e., to deepen local
tactical understanding of traffic situation and collect feedback on
implemented course of action. At the same time operational viability of
3D can be undermined by problems related to interface management.
Research
limitations/Implications – Results are
qualitative based on a small sample.
Originality/Value
– The approach taken – human in the loop simulation
– makes the results significant for the ATC domain. Second a
novel sketching techniques has been used to investigate and report on
operators’ problem.
Take
away message – Affordances of 3D visualization
can match the demand of the ATC task. |
|
What
do people like? The design of a
mobile tool to harness and share positive thoughts
Marije Kanis - Willem-Paul Brinkman
Brunel University - UK, and Delft University of
Technology - The Netherlands
|
Abstract |
|
Motivation
– To increase understanding of technology- mediated sharing
of positive thoughts.
Research
approach – Following in the positive psychology
tradition, two studies involving over 50 participants, using
paper-based questioning techniques and social-online tools were
conducted that captured over 150 contributions on what thoughts people
like to share. The contributions were analysed and motivated the design
of a positive expressive prototype.
Findings/Design
– The studies conducted showed the potential for a
prefix-based elicitation of positive emotions and suggest that various
messages of a predominantly positive nature can be harnessed. The
contributions revealed the importance of immediacy in expression. This
drove the development of a mobile tool called PosiPost Me (Mobile
Edition) that allows users to create and share positive thoughts
anytime and anywhere.
Research
limitations/Implications – Early findings
suggest that PosiPost Me has the potential to study and catalyze
beneficial effects such as increasing social awareness. Additional
studies will have to further explore and verify these benefits.
Originality/Value
– This research provides the design of a mobile tool that
aims to encourage positive communication through technology. It is also
an exemplar of how on-line social tools and positive psychology can be
beneficial for theories and studies of human computer interaction.
Take
away message – Technologies such as PosiPost Me
can offer promising outcomes for communicating positive thoughts.
However, their success depends on understanding and incorporating
appropriate strategies for interactive system design and development. |
|
|
Re-establishing user perception
norms:
how long does it really take
Pat Lehane - Mr Samuel Huf
University of South Australia, and DSTO Australia
|
Abstract |
|
Motivation
– A study was undertaken within a software upgrade
‘process’ in a real life setting to identify issues
that effect user acceptance of upgraded software in the workplace
itself
Research
Approach – The study is part of an Action
Research PhD project undertaken (and is ongoing) at a regional
university in Australia. Part of the study involves
development of a survey instrument used to record user response to
introduced technology. No adequate survey instrument currently exists
to guide organisations in the overall long-term assessment of
acceptance or uptake of new technology. The paper presents results
summarising survey presentation prior to, during and subsequent to the
release of a software upgrade. The survey was also presented to users
approximately one year after rollout, to better evaluate and interpret
the participants’ responses to the upgrade.
Findings/Design
– The initial results indicated that after three months of
use (a commonly cited timeline for acceptance) the level of user
satisfaction with the upgrade had not returned to the levels prior to
the upgrade. Application of the survey after 12 months of
system use further supports this position.
Research
limitations/Implications – The survey was
supplied to a relatively small number of users (50) during the upgrade
of a voluntary-use software application.
Originality
Value – System acceptance after the introduction
of technology is a major concern for ICT. These findings provide what
is, somewhat surprisingly, a very rare example of an attempt to
quantify user perceptions of the impact of new technologies.
Take
away message – Minimise the user stress and loss
of production that occurs with the introduction of new technology by
supporting the users during the transition from one system to
another. |
|
Guidance in the interface and transfer
of task performance
Christof van Nimwegen - Herre van Oostendorp
Center for Content and Knowledge Engineering
(CCKE), Utrecht University - The Netherlands
|
Abstract |
|
Motivation
– Previous research has shown that a
“guided” interface where relevant task information
is shown on screen (externalization) can result in worse performance
than an “unguided” interface where users have to
think more for them selves (internalization). In this study we
investigate transfer of task performance. We will investigate whether
switching from an “unguided” to a
“guided” interface results in better performance
than if it were the other way around. We also investigate whether the
unguided interface enhances performance on a (near) transfer task.
Research
approach – We conducted an experimental study in
two phases: an initial phase, and a transfer phase. In the initial
phase, 45 students divided in a “guided” and
“non-guided” condition solved a series of problems
with the respective interfaces. After, in the transfer phase, they were
presented with the opposite interface. This could happen during the
first transfer task, or during the second one.
Findings
– The unguided interface resulted in more effcient
performance than the guided interface. We attribute this to the fact
that the unguided interface provokes more active thinking and
contemplation. Furthermore, switching from an unguided to a guided
interface had no effect on efficiency, while the other way around, it
had a negative effect on efficiency. Finally, performance on a first
transfer task with an unguided version after having worked with a
guided version caused worse performance than other combinations.
Take
away message – Deeper levels of thought
instigated by the unguided interface, causes more solid knowledge and
stronger, more flexible strategies. This is also reflected when doing a
transfer task. This can be important in situations where learning
itself is the aim, but one can also think of situations where making
errors generates a high cost. |
|
Spatial cognition in a navigation task:
Effects of initial knowledge of an environment and spatial abilities on
route description
Morgane Roger - Nathalie Bonnardel - Ludovic Le Bigot
France Télécom R&D,
Université Aix-Marseille 1, and Université de
Poitiers & CNRS - France
|
Abstract |
|
Motivation
– The applied aim of this study is to define guidelines that
have to be taken into account for designing a dialogic guiding system
for pedestrians. Towards this end, our main objective is to define what
information is exchanged during a Human-Human telephonic interaction.
During this interaction, a concurrent navigation in a large scale
environment is performed by one member of the dyad. The content of
route descriptions produced by guides is analysed with regard to (1)
the initial representation of the person to guide based on his/her
initial level of knowledge of the route environment and (2) the guides'
spatial abilities.
Research
Approach – An experimental approach was used, in
which 48 employees of an international telecommunications group were
asked to guide a person on a defined route. Participants’
spatial abilities were measured.
Findings/Design
– The results we obtain show that the interlocutor's initial
representation (based on his/her initial level of knowledge of the
environment to be explored) is important in route production.
Contrary to previous findings in monologue experimental situations,
this is not the case of the guides' spatial abilities.
Research limitations/Implications – Although the interaction
was realistic in our study, the dyads were not because the guided was
always the same for every guide (i.e. he was a confederate).
Originality
– This study uses a more ecological approach compared to the
majority in this area. It is based on a realistic interaction situation
with concurrent navigation whereas former studies were mainly based on
monologues. |
|
| Short
papers |
|
Evaluation of software usability using
scenarios organized by abstraction structure
Gyuhyun Kwon - Dong-Han Ham - Wan Chul Yoon
Middlesex
University -
UK, Virginia Polytechnic Institute and State University - USA, and
Korea Advanced Institute of Science and Technology - South
Korea
| |
Abstract |
| |
Motivation –
To improve the current practice of scenario-based usability evaluation
by suggesting a new method for generating more comprehensive scenarios
and using the scenarios more easily and systematically.
Research approach –
Work domain analysis (WDA) concept in cognitive work analysis (CWA)
framework was employed to develop a method for identifying functions
and their relationships, which need to be reflected in scenarios. Two
new methodological tools were developed to help evaluators analyze
functional structure and generate meaningful scenarios respectively.
Findings/Design – A new
method for generating and using scenarios was developed, which
accompanies two new tools (function-control matrix and function order
diagram).
Research limitations/Implications
– As the method was applied to only one word processing
software, there is a lack of case studies; however, the method has
features that may be generalized to other kinds of software.
Originality/Value – This
research contributes to making a scenario-based evaluation process more
systematic by supplementing its current weak points. Also this research
applied abstraction hierarchy concept to software systems to which
little attention has been given.
Take away message –
Scenario-based usability evaluation can be enriched with the use of
abstraction-based functional structure of software. |
|
Studying organizational collaboration:
Lessons learned
Stephanie D Swindler - Laura Militello - Joseph B
Lyons
Air Force
Research Laboratory, and University of Dayton Research Institute - USA
| |
Abstract |
| |
Motivation –
Understanding organizational collaboration requires thoughtful and
flexible research strategies. This paper briefly addresses a newly
developed framework for studying collaboration, and the implementation
of that framework in a command and control domain. Results from the
framework and lessons learned from studying collaboration in a field
setting are discussed.
Research approach –
Observations, interviews, and surveys were used to collect data. These
methods were pulled from The Socio-technical Readiness Evaluation and
Assessment Model (STREAM), which is a newly developed model that
provides a framework for studying organizational collaboration barriers
and facilitators. Two military organizations were examined in the
context of the STREAM framework.
Findings/Design – Based
on the data collected, several organizational collaboration barriers
were identified including confusion about information flow, constant
rotation of military personnel, and intense specialization in a
particular job. The lessons learned from studying collaboration within
an organization involved the ability to use different data collection
methods to better understand the environment, the difficulty in
developing collaboration metrics, and the complexity of organizational
collaboration.
Take away message –
Identifying and implementing metrics for collaboration, setting up the
appropriate preliminary meetings, and leveraging triangulation methods
proved beneficial for studying organizational collaboration
|
|
Organizational collaboration: Effects of
rank on collaboration
Julie A White - Stephanie D Swindler - Joseph B Lyons
Air Force
Research Laboratory, Human Effectiveness Directorate - USA
| |
Abstract |
| |
Motivation –
Organizational change initiatives often fail resulting in wasted time,
money, and human resources. Many organizational changes such as the
implementation of new technology are driven by high ranking personnel.
However, these changes are often executed by junior ranking personnel.
Thus, potential conflicts can arise if there are mismatches between
these groups regarding organizational perceptions. The present study
sought to understand if different levels of rank influenced perceptions
of organizational collaboration in an Air Force domain.
Research approach –
Participants (N=236) from a military logistics Command and Control (C2)
center participated in an organizational questionnaire which included a
measure of organizational collaboration. Based on their rank,
participants were categorized into senior, mid-level, and junior
groups. Group differences in collaboration perceptions were tested.
Findings/Design – The
findings suggested that rank effects perceived quality of
organizational collaboration. Overall, junior ranking personnel
reported lower organizational collaboration perceptions compared to
senior ranking personnel.
Research limitations/Implications
– Due to the exploratory nature of this study and the paucity
of collaboration research in general, the generalizability of the
results beyond the domain of knowledge work are unclear. Though just a
pilot study, the results of this research suggest that organizational
leaders must be aware of and acknowledge different perspectives from
the range of personnel in their organizations prior to planning
organizational changes, such as new technology, policies, and job
design. Such changes may have a very different impact on military
personnel depending on their organizational beliefs, which in turn,
appear to be influenced by their hierarchical status in the
organization (i.e., rank).
Take away message – The
results suggest that rank does play a significant role in the perceived
quality of organizational collaboration across several factors
including, general collaboration attitudes, adaptability to new
technology, collaboration enablers, as well as job characteristics. |
|
|
Flight
crew task performance and the
design of cockpit task support tools
Joan Cahill - Gabriel Losa
Trinity
College Dublin - Ireland, and Iberia Airlines - Spain
| |
Abstract |
| |
Motivation –
This paper presents provisional concepts for improved Flight Crew task
support tools, linking airline safety and risk management iniatives to
Flight Crew information management ideas.
Research approach – To
date, research had included process workshops, task analysis
(interviews and observations) and collaborative envisionment and
prototyping of new tool concepts.
Findings/Design – Empirical research indicates that
Pilots require intelligent, context based task support, facilitating
the management of information relating to operational risks and changes
throughout the flight operation. The provision of performance feedback
to crews would enhance both individual and team competencies, along
with flight safety. Also, crew require time saving and human friendly
cockpit mechanisms to provide safety and process improvement feedback
to relevant airline personnel.
Take away message –
Improvements in cockpit information management should link to airline
flight safety and risk management iniatives. New Flight Crew tools
might facilitate crew situation assessment and performance reporting,
in relation to the management of operational and environmental
contingency and risk. |
|
A
system architecture model for
web-based adaptive e-learning systems
Hitoshi Nagasaki - Mutsuko Nagasaki
Kyoei
University, and Seigakuin University - Japan
| |
Abstract |
| |
The aim of this research is the development
of a web- based e-learning system which is adaptive to user’s
characteristics (i.e. user’s computer skills). In this paper,
we discuss the system architecture to implement adaptive user
interfaces and user navigation. In order to implement these, the system
architecture model has two functions. Therefore it is possible to
acquire the user’s operation logs to assess his/her
characteristics and to change the user interface component dynamically. |
|
Fingers,
veins and the grey pound:
Accessibility of biometric technology
Chris Riley - Heather McCracken - Kathy Buckner
NCR
Financial Solutions Ltd, and Napier University - UK
| |
Abstract |
| |
Fingerprint verification systems are the
most widely used biometric technology, however several studies suggest
that their performance deteriorates when older individuals use the
technology. This research investigates both the accessibility and
acceptability of biometric technology for an older population.
Fingerprint and vein systems were tested with a group of 36
participants, with a mean age of 65.7 years. Participants used each of
the systems and both objective performance data and subjective measures
of opinion were collected. The vein system performed significantly
better than the fingerprint system, and was preferred by the majority
of participants. The relationship between user preference and
technology performance is complex however, and could not be fully
explained through this evaluation. The elderly are not well represented
in studies investigating biometric technology, but this research
suggests that vein systems are a technology that could accommodate this
demographic. |
|
Sensitive chair: A force sensing chair
with multimodal real-time feedback via agent
Senka Zubic - Ioana Daian - Albertine Visser - Annemieke van Ruiten
User-System
Interaction program, Stan Ackermans institute, Technical University
Eindhoven- The Netherlands
| |
Abstract |
| |
Existing preventative systems for
Repetitive Strain Injuries (RSI) in visual display terminal (VDT)
workers are discussed. An alternative prevention system integrating an
ergonomically adjustable chair with a computer program that provides
feedback through an agent is presented. A study regarding user
satisfaction, awareness provided by the system, and actions taken in
response to system advice is described. The sensitive chair was
positively evaluated and had a strong effect on the awareness of
sitting posture. Implications of the proposed design and possible
extensions are discussed. |
|
|
Integrating the visualisation reference
model with ecological interface design
Connor Upton - Gavin Doherty
Trinity
College Dublin - Ireland
| |
Abstract |
| |
Motivation –
In some situations EID’s high-level visual design principles
can be difficult to apply. A more concrete design methodology would
make the framework more accessible for interface designers.
Research approach –
Graphics research was reviewed across a number of fields. The
Visualisation Reference Model was identified as a useful model that
could be used alongside EID’s visual design principles. A
case study is used to demonstrate this approach.
Findings/Design –
Supplementing a work domain analysis with a task analysis can reveal
how information requirements are used. This allows data transformations
and visual mapping to be carried out to generate visual components in
an ecological interface design.
Take away message – Task
analysis not only improves the quality of our information requirements,
it can also inform the visual design process. |
|
Minimalism in information visualization
– attitudes towards maximizing the data-ink ratio
Ohad Inbar - Noam Tractinsky - Joachim Meyer
Ben-Gurion
University - Israel
| |
Abstract |
| |
Motivation –
To evaluate people's acceptance of the minimalist approach to
information visualization.
Research approach –
Eighty seven students, divided into three experimental conditions,
rated their preference for two different graphs displaying identical
information - a standard bar-graph and a minimalist version. Both
versions were taken from Tufte (1983).
Findings/Design – The
results indicate a clear preference of non-minimalist bar-graphs,
suggesting low acceptance of minimalist design principles such as high
data-ink ratio.
Research limitations/Implications
– Subjects had no prior experience with the minimalist graph
and therefore familiarity might have an effect on the results.
Originality/Value – The
research contributes empirical results on people’s
preferences to the mostly theoretical/ideological debate over
approaches to the presentation of quantitative information.
Take away message –
People did not like Tufte's minimalist design of bar-graphs; they seem
to prefer "chartjunk" instead. |
|
|
Are
icons used in existing computer
interfaces obstacles to Taiwanese computer users?
Hsiu-Feng Wang
Commercial
Design Department, Ming Chuan University - Taiwan
| |
Abstract |
| |
This experiment was set up to explore the
relationship between English proficiency and computer experience among
Taiwanese computer users and their ability to identify icons. The
experiment involved 60 Taiwanese participants divided into groups, with
the aid of a questionnaire and English test, according to their
computer experience and English ability. Each participant was shown a
set of 20 icons on a computer screen and asked to state what he/she
thought each icon was for. Results suggested that computer experience
was the main factor that helped people identify the computer icons
shown. English ability was seen to positively influence those
participants not familiar with computers (the better their English
ability, the better their icon identification). Participant’s
incorrect answers seemed to be linked to how familiar they were with
computers rather than their English ability. |
|
A survey of icon taxonomy used in the
Interface design
Sheng-Hsiung Hung - Hsiu-Feng Wang - Ching-Chih
Liao
Commercial
Design Department, Ming Chuan University - Taiwan
| |
Abstract |
| |
Many icon taxonomy systems have been
developed by researchers that organise icons based on their graphic
elements. Most of these taxonomies classify icons according to how
abstract or concrete they are. Categories however overlap and different
researchers use different terminology, sometimes to describe what in
essence is the same thing. This paper describes nine taxonomies and
compares the terminologies they use. Aware of the lack of icon taxonomy
systems in the field of icon design, the authors provide an overview of
icon taxonomy and develop an icon taxonomy system that could bring
practical benefits to the performance of computer related tasks. |
|
Improving the user experience of complex
applications : Adapting to the user’s mental model
Asli Adisen - Trevor Barker - Carol Britton
University
of Hertfordshire - UK
| |
Abstract |
| |
Motivation –
To develop a user model based on the users’ visual and verbal
skills which are important factors in the mental models users employ
when interacting with computers.
Research approach – A
laboratory based empirical approach was used, in which 50 participants
took part in visual skills, verbal skills and Riding’s
Cognitive Style Analysis (CSA) tests.
Findings/Design – We
were able to show that Riding’s CSA test was not a valid
measure for the visual and verbal skills required for user performance
in complex applications. A factor analysis conducted on the data
gathered was able to identify important components of the necessary
skills.
Research limitations/Implications
– The use of laboratory based studies in order to measure
real life skills are a limitation of the study. However we argue that
our findings are generally applicable in wider contexts.
Originality/Value – This
research makes an important contribution to understanding how to model
the skills necessary for users to interact with complex applications
Take away message – As
computer interaction becomes increasingly more complex, it is likely
that valid measures of user characteristics and skills, such as those
that we are developing will become increasingly important. |
|
Slip
errors and cue salience
Jonathan Back - Ann Blandford - Paul Curzon
Interaction
Centre, University Collge London, and Queen Mary, University of London
- UK
| |
Abstract |
| |
Motivation –
Many empirical accounts of slip errors have focused on identifying
causal factors. However, to what extent can avoiding slip errors be
considered a cognitive skill?
Research approach – A
series of experiments have shown that some actions seem to
“spring to mind” for the performance of a task,
whereas others do not, and that the latter are much more likely than
the former to feature in erroneous actions.
Findings – The results
suggest that procedural and sensory cues need to be strong enough to
capture a participant’s attention away from actions that
“spring to mind”.
Research limitations/Implications
– Avoiding error can be considered a cognitive skill when a
‘window of opportunity’ is utilised to rehearse
procedural steps or when participants are able to create their own
environmental cues.
Originality/Value – The
research suggests that identifying how people avoid making errors can
provide us with a deeper understanding of why errors happen.
Take away message –
Rehearsal and personalised cue creation is spontaneous and can be used
to minimize the likelihood of error. |
|
Levels
of automation in a binary
categorization task
Joachim Meyer
Ben Gurion
University of the Negev - Israel
| |
Abstract |
| |
Motivation –
To study the effect of levels of automation on binary categorization
decisions.
Research approach – A
laboratory experiment was conducted on 80 students, employing a
simulated production control task that involved binary categorizations
of situations.
Findings/Design – The
performance with the lower level of automation tended to be less
affected by the quality of the aid and overall better than performance
with the higher level of automation.
Research limitations/Implications
– The system is fairly abstract, and additional validation of
the findings in more realistic settings may be desirable.
Originality/Value – The
study is one of a fairly small number of empirical studies on the
effect of levels of automation on performance.
Take away message –
Lower levels of automation may actually lead to better results in a
wide range of conditions. |
|
Decisions and collaborative work: A
different perspective
Nallini Selvaraj - Bob Fields - Paola Amaldi-Trillo
Middlesex
University - UK
| |
Abstract |
| |
Motivation –
The driving theme for this investigation has been to present a
different perspective on decision making and the effect of decisions
made on the collaboration involved in a complex work process. This work
is influenced by the recent change in perception towards the
conceptualization of decisions and their bearing on collaborative work.
Instead of viewing decisions as just a mental act the change in
perception is to view it as a device for managing and coordinating
activities (Brown, 2005). This investigation endeavours to demonstrate
how decisions made by people in a work process not only determines
their individual actions but also supports and facilitates
collaborative work. This is achieved by viewing decisions as abstract
information resources that encourage appropriate distribution of
information, distribution of cognitive tasks, and coordination between
individuals and teams involved in the work process.
Research approach – A
series of ethnographically inspired studies carried out to study the
work of airport staff (Fields, Amaldi et al., 2005; Selvaraj, 2006) at
an European airport over a year has been instrumental in supporting the
notion put forth in this paper. Data collection was performed by
engaging in observation, note-taking, and semi-structured interviews
with personnel in the control tower, etc. Observation sessions
typically lasted between two and four hours. The field material
consists of data from several sources, i.e. notes, audio recordings,
photographs, and interview transcripts. Scenarios have been elicited
from transcriptions of audio recordings of conversations taking place
between people in the tower and those involved in the activities of the
tower as well as from interviews conducted with personnel in the
control tower. Apart from this, observation and notes from the
fieldwork augment our understanding of these scenarios and help steer
the ensuing discussions.
Findings/Design – This
paper is an initial step towards investigating the notion of decisions
as mechanisms for organizing collaborative work The analysis of the
complex work process of air traffic control reveals that decisions made
by individuals and groups in the course of their work activities
determine the coordination and integration of contextually appropriate
actions and interactions necessary to accomplish tasks.
Take away message –
Rethink the notion of decision making; decisions play a significant
role in organizing various aspects of collaborative work and are not
just mental acts. |
|
| Posters & Demonstrations |
|
The
effects of the reliability of an automatic
target recognition system on image analyst performance
Peerly Setter - Hadas Marciano - Joel Norman - Michal Hovev
Ergonomics
and Human Factors Unit, University of Haifa, and HFE Section, IAF -
Israel
| |
Abstract |
| |
Motivation –
To study the effects of the reliability of ATR (Automatic Target
Recognition) designations on the performance of expert image analysts
of SAR (Synthetic Aperture Radar) images.
Research approach – A
psychophysical study of the performance of 12 expert analysts of SAR
images.
Findings – Analyst
performance was influenced by ATR reliability. Higher reliabilities
yielded higher hit rates and higher false alarm rates, and low
reliabilities the opposite results. This and a signal detection theory
analysis indicate that ATR reliability affects the response criterion
and not performance per se. (But see Discussion).
Research Implications –
The fact that the reliability of items designated by the ATR system
affected the criterion of the analysts has important implications. The
tendency to mark more items that were designated by the ATR as being
true targets should improve the overall performance of analysts working
with state-of-the-art ATR systems (see Discussion).
Originality/Value – The
research systematically manipulated the reliability levels of simulated
ATR systems, and measured their influence on the performance of human
analysts. In this context reliability rate means what percentage of the
designated items by an ATR system are actually correct targets. Each
ATR block was coupled with a similar non-ATR block, a design that aimed
to extract the added value of the ATR system to the performance of the
human analysts. In addition, a complete within subjects design was
used. This procedure provided a good basis for comparing the different
conditions in the experiment.
Take away message –
While developing an ATR system, one should provide the image analysts
with valid assessments of the system's reliability. |
|
The
effects of time limitations on target
identification
Peerly Setter - Hadas Marciano - Joel Norman - Michal Hovev
Ergonomics
and Human Factors Unit, University of Haifa, and HFE Section, IAF -
Israel
| |
Abstract |
| |
Motivation –
Aiming at making image interpretation more efficient, we studied the
effects of limiting exposure durations on performance.
Research approach – Two
psychophysical experiments were performed examining the performance of
36 expert image analysts. The targets were presented at three image
quality levels.
Findings – The results
suggest that limiting the exposure duration of an image to four seconds
does not impair the performance of the analysts, i.e., four seconds
suffice for identification in an the image interpretation task, no
matter what the quality of the image.
Research Implications –
This finding suggests that limiting the exposure duration during actual
image interpretation would be beneficial since it would shorten the
total amount of time needed for interpretation while not lowering the
probability of correct identification.
Take away message –
Sometimes unlimited time is not necessary in order to obtain the best
results. When someone is an expert at what s/he does, making a quick
decision might yield equivalent outcomes |
|
Thermoelectric tactile display based on the thermal
grill illusion
Yael Salzer - Tal Oron-Gilad - Adi Ronen
Ben Gurion
University - Israel
| |
Abstract |
| |
Motivation –
Our goal was to design a thermal tactile display based on the thermal
grill illusion sensation (created with spatially adjacent warm and cold
stimuli), and to explore perception of information with such display.
Research approach – A
prototype of a Thermoelectric Tactile Display (TTD) was developed,
based on Thermoelectric Coolers (TEC) Peltier technology. Temporal and
spatial manipulations of signals will lead to definition of optimal TTD
parameters, and to mapping of the sensory perception.
Findings – Currently at
initial stages of the experimentation of TTD prototype, findings
indicate clear and distinguishable sensations. The TTD’s
performance is supported by an analytical model.
Research Limitations –
Pilot study with limited number of participants
Originality – This study
expands the knowledge and availability of tactile-modalities. The
majority of tactile interfaces used in research and applied settings
are based on vibration and pressure. No previous references show the
use of thermal displays as a stand-alone signal source, nor is there
evidence of the use of the thermal grill illusion for that purpose. It
is the first use of TEC technology for generating thermal grill
stimuli.
Take away message –TTD
opens a new channel of tactile communication, whose optimal parameters
and functionality needs yet to be fully determined. |
|
Examining
task demands in web interaction and age
differences through episodic memory
Isabelle Etcheverry - Patrice Terrier - Jean-Claude
Marquié
Université
de Toulouse, CLLE-LTC, UTM, CNRS, EPHE - France
| |
Abstract |
| |
Motivation –
Relying on the sensitivity of memory measures to the depth of
processing in a prior episode could provide a means of analysing how
information is processed during Web interaction (Oulasvirta, 2004).
This strategy is applied in order to examine task-related differences
in Web information search activity as a function of age.
Research approach – 26
“young” participants (mean=22.31 years) and 24
“old” participants (mean=64.54 years) accomplished
several information finding tasks on Web pages in two conditions:
navigation–orientation and content–orientation.
Afterwards, they carried out two recognition tests.
Findings/Design –
Overall, the data indicated that the older adults performed at lower
levels than the young participants for navigational search. Also, they
had difficulty in recollecting episodic information concerning
previously viewed Web pages, as revealed by two memory dissociations.
Originality/Value –
Experimental investigation of dual-memory processes (recollection vs.
familiarity; verbatim vs. gist-based representations) lead to more
sensitive measures of task-related differences and age differences than
correct recognition memory performance.
Take away message –
Episodic memory measures can give an account for variations in task
requirements and age-related differences in Web interaction. |
|
Visualisation of topological structures as a
training tool for acquiring causal models of complex systems
Anne Klostermann - Manfred Thuering
Centre of
Human-Machine Systems, Technische Universität Berlin -
Germany
| |
Abstract |
| |
Our research aims at developing and
investigating training strategies that foster the development of causal
models of complex systems. An experimental approach was used in which
90 students were trained in handling a simulation of a process control
system. Computer-based training tools differed regarding the type of
visualisation of process components and the extent of learner control.
After training, participants were asked to complete a knowledge
questionnaire and to carry out a monitoring and regulating task with
the process simulation. Causal model quality was assessed through the
questionnaire score and the performance in system interaction. Results
indicate an influence of visualisation and training strategy type on
quality of system knowledge but no effects on performance in system
interaction. A visualisation of process interrelations in combination
with a learner-controlled training mode leads to adequate knowledge
acquisition. |
|
Pointing movements visually controlled through a
video display: a new device for air traffic control?
Roland Alonso - Robert Parise - Patrice Terrier - Jean-Marie Cellier
DTI/R&D/PII,
and CLLE-LTC, UTM, CNRS, EPHE, Université de Toulouse -
France
| |
Abstract |
| |
Motivation
–Development of new devices for the human-computer
interaction allows more efficiency. The aim of this study is to
determine in light of motor control theories, what condition of use of
digitizing tablet technology is the most efficient for Air Traffic
Control (ATC).
Research approach – 24
participants were instructed to perform aiming movements, as fast and
accurate as possible in three distinct conditions. The pointing
movements had been carried out either directly on the tablet, or
through a video screen capable of displaying the feedback of the hand,
or through a video screen without the feedback of the arm.
Findings/Design – The
data reveal that pointing movements through a video display seems to be
usable only if feedback of the location of the arm is displayed. With
this feedback, the error rate is similar to pointing movements carried
out directly on a tablet. However, the movement time is doubled.
Originality/Value – This
experiment takes dimensions of motor behaviour into account in order to
explain performance differences between devices.
Take away message –
Informational constraints on planning and controlling aiming movements
could be used to predict and understand the differences between
pointing devices in human-computer interaction. |
|
Mobile applications for helping users to keep
track of their travel experience
Elisa Rubegni - Sandro Gerardi - Maurizio Caporali
University
of Siena - Italy, and University of Applied Sciences of Western
Switzerland
| |
Abstract |
| |
Motivation –
This research work aims to exploit the opportunity of Tangible User
Interface for improving recollection of memories using personal
objects.
Research approach – The
project follows an approach which integrates two different
perspectives: user-centred and technology-oriented. They take place in
parallel informing each other during the process.
Findings/Design –
Connection of digital resources with physical objects while travelling
improves the recollection of travel experiences and the sharing of
these memories.
Research limitations/Implications
– Findings have not yet been applied to a more complex
scenario in which many users interact with the system and exchange
information while travelling.
Originality/Value – This
work contributes to the research on Tangible User Interface and on
mobile technology for tourism. |
|
| Doctoral Consortium |
|
Lateral control support for car
drivers: a human-machine cooperation approach
Jordan Navarro - Franck Mars - Jean-Michel Hoc
University of Nantes, CNRS, Ecole centrale de
Nantes - France
|
Abstract |
|
Motivation
– This paper is based on a research project which examines
the way car drivers and automated devices cooperate to achieve lateral
control of a vehicle. A theoretical classification of automotive
devices in terms of human-machine cooperation is presented. Mutual
control and function delegation modes are specifically investigated in
three experimental studies.
Research
approach – All three experiments were conducted
using a driving simulator. Driver behaviour was studied under normal
driving conditions and in critical situations, with or without the
intervention of assistance devices designed to improve lateral control.
A new way to help drivers when lane departure was imminent, called
motor priming was the main focus of the project up till now.
Findings/Design
– Initial results suggest that a motor priming device
(asymmetric steering wheel vibrations) is more effective than more
traditional warning devices. Preliminary findings also suggest that
some negative behavioural adaptation occurs when a car’s
lateral position is fully controlled.
Research
limitations/Implications – Our findings were
very encouraging for the future development of in-car automation using
motor priming devices. However, before any such application can go
ahead, it will be necessary to carry out further experiments, using
real traffic conditions and more complex scenarios.
Take
away message – Support systems for steering
control should be designed in such a way that their action blends into
drivers’ perceptual and motor processes. Acting at the
symbolic level may not be sufficient. |
|
Usability evaluation methods in
practice: understanding the context in which they are embedded
Dominic Furniss - Ann Blandford - Paul Curzon
UCLIC, Queen Mary University of London - UK
|
Abstract |
|
Motivation
– To address a knowledge gap in why usability evaluation
methods (UEMs) are adopted and adapted in professional usability
practice.
Research
approach – The approach is qualitative. A
grounded theory of usability practitioners is being developed. 10
interviews have been conducted in the website domain; and a similar
study has begun in the safety-critical domain. These studies will be
compared and combined to produce a more general theory.
Findings/Design
– Findings suggest UEM adoption and adaptation cannot be
fully understood devoid of context. So their fit with a broader system
of usability practice has to be established. Results suggest that
usability practice can be thought of as a plug and play component to
fit a wider design and business process. A Positive Functional
Resonance Model could provide leverage in explaining how UEMs are
adopted and adapted to fit into the wider system of usability practice,
to maximise potential under constrained resources.
Originality/Value
– An explanation of UEM use through functional resonance
provides understanding of UEM adoption and adaptation in practice.
Take
away message – Valuing UEMs using problem
identification as a measure is highly limited. UEM adoption and
adaptation should be explained within the broader context of the design
and business process. |
|
An instrumental paradigm for ubiquitous interaction
Clemens Nylandsted Klokmose
University of Aarhus - Denmark
|
Abstract |
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Motivation
– Developments of novel interaction techniques and computer
uses have exploded during the last decade. These new ways of
interacting with a computer – here covered by the umbrella
term ubiquitous interaction – give rise to a range of
interesting theoretical HCI challenges, and reveal shortcomings of some
of the restrictive assumptions contemporary graphical user interfaces
are built upon.
Research
approach – Based on activity theory and
ecological psychology a conceptual model for ubiquitous interaction is
proposed and iteratively challenged and developed through actual
implementation.
Findings/Design
– The project will ultimately shed light on how an
understanding of interaction form activity theory and ecological
psychology maps to an implementation of a new conceptual model for
interaction with technology.
Research limitations/Implications – Implementation of an
actual system will require comprehensive experimental user centred
development.
Originality/Value
– This research offers a new way of thinking interaction,
suited for the dynamism of modern computing.
Take
away message – Through a strong foundation in
activity theory and ecological psychology a new paradigm for ubiquitous
interaction is proposed. |
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Mapping safety assumptions
across the European aviation industry
Kyla Steele
Dédale, Fondation pour une Culture de
Sécurité Industrielle (FonCSI), Conservatoire
Nationale des Arts et Métiers (CNAM) - France
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Abstract |
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This paper
describes the plans for a doctoral research project on the variations
of safety assumptions across the aviation industry in Europe.
An inventory of safety principles considered common to aviation will be
compiled based on the literature and past research. Working-level
exemplars of these principles will be generated based on an analysis of
work methods and documentation. A survey will then be done across
different branches of the aviation sector. This will allow us not only
to test our hypothesis about the prevalence of these beliefs about
safety, but also to identify any existing variations across the sector.
This is an attempt to make the scientific paradigm underlying
industrial safety work explicit, thus making it easier to question and
easier to identify its limitations. |
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Graphical representation of
statistical information in situations of judgment and decision-making
Ohad Inbar
Ben-Gurion University - Israel
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Abstract |
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Motivation
– To address both the theoretical and practical issues
related to graphical representation of probabilities in the attempt to
create 'corrective' representations that can counter-effect documented
biases in judgment and decision-making.
Research
approach – 64 students were asked to answer
questions dealing with statistical information that was presented
either numerically or graphically, replicating two well-knows
experiments in the field of judgement and decision-making.
Findings/Design
– The results of the pilot study suggest that graphical
representation may help to counter the effect of documented biases.
Research
limitations/Implications – The pilot study has
only marginal significance due to the relatively small sample size.
Originality/Value
– The research aims to suggest optimal graphical
representations to help people in their decision-making process.
Take
away message – Graphical representations may be
an untapped resource that can be used along with or instead of
numerical representations in decision-making. |
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Mood independent programming
Iftikhar Khan - Rober Hierons - Willem-Paul
Brinkman
Brunel University - UK, and Delft University of
Technology - The Netherlands
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Abstract |
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Motivation
– The motivation behind this study is to improve the
programmer’s coding and debugging performance by considering
their moods.
Research
approach – This study will use an empirical
research approach that involves the use of un-controlled and controlled
experimentation.
Findings/Design
– The main findings suggest that there is a possible effect
of moods on the performance of the programmers’ coding and
debugging activities.
Take
away message – Moods may have an impact on
programmer’s performance. It may be possible to detect moods
on the basis of information regarding the programmer’s use of
the keyboard and mouse, and to integrate them into development
environments that can improve programmer performance. |
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Safety margins perceptions
integration in the driver: An explorative study on required
deceleration and headway in car-following tasks
Matteo Fiorani
University of Turin - Italy
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Abstract |
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Motivation
– To verify if visual information about required deceleration
and preferred headway are integrated by drivers during car-following
tasks.
Research
approach – A within subjects simulator-based
experiment is being conducted, in which 18 subjects are asked to drive
under different cinematic conditions, grouped in two sessions. Obstacle
size, absolute speed and relative speed are manipulated.
Findings/Design
– The results are being collected and analysed. Three main
hypothesis are under inquiry: integration of safety margins
perceptions, dominance of preferred headway, or dominance of required
deceleration information.
Take
away message – Several studies have shown
empirical evidence supporting diverging models attempting to describe
how drivers regulate longitudinal control of the vehicle. An attempt to
investigate how existing models could be integrated or included is
outlined. |
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Your
skin knows when you will jump
Laszlo Laufer - Bottyán Németh
Budapest University of Technology and Economics -
Hungary
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Abstract |
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In the past
years there was a significant research carried out in the field of
biofeedback, and its applications in gaming. Most of these researches
were focusing on using physiological measures to determine the
emotional state of the user, others tried to create applications where
the player can influence the game with his/her inner emotional states.
Our research focuses on the user action in the course of play, and
tries to establish a link between physiological parameters reflecting
on the user’s emotional sate and the interaction he/she
initiates in the game.
In our experiments we are recording skin conductance response while
playing a simple arcade game. We train artificial neural networks to
learn when the user interacts (jumps). We demonstrate that neural
networks are not only capable of learning the exact time, but are also
able to predict a jump 2 seconds before it is carried out only from the
skin conductance data. |
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Perceptual depth to detect
changes that we don’t see
Maria Gabriela Mancero
Middlesex University - UK
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Abstract |
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The purpose of
this research is to understand how perceptual depth and information
layering techniques can be used to improve the design of computer
interfaces for safety critical environments in which failure or delays
in observing changes by, say, operators can lead to disastrous
outcomes. We have identified 5 effects common across the
different forms of “change blindness”, and hence
the likely effects that designers need to consider when designing
visual interfaces to reduce it. These five effects are (i)
the effect of rate of change, (ii) the effect of eccentricity, (iii)
the effect of conspicuity, (iv) the effect of significance, and (v) the
effect of task relevance. We will conduct a series of
experiments to analyze the influence of perceptual depth based on these
effects |
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Weather hazards in ATM:
Designing for resilient operations
Ronish Joyekurun
Middlesex University - UK
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Abstract |
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Motivation
– Aid the normal decisions of airborne crews and ground
controllers during tactical approach operations to airfields and in the
presence of adverse atmospheric conditions.
Research
approach – A Resilience Engineering framework is
used in this research. A conversation analysis of 348 verbal exchanges
among airborne crews and ground controllers involved in weather-related
aviation incidents and accidents was performed.
Findings/Design
– The results obtained were in the form of collaborative
themes of work. They indicate that flight crews and ground controllers
work as a tightly-coupled collaborative team by exchanging air traffic
and atmospheric-related information. Results also indicate that
decisions during approaches in hazardous conditions are influenced by
goals of efficiency.
Research
limitations/Implications – Only US-based
accident information from readily-transcribed verbal exchanges was used
which limited the generalisation of the findings. The discussion in
this paper centres on the first phase of work analysis – the
findings will be subsequently used to inform design exercises on Air
Traffic Control Human Machine Interfaces. |
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The role of input devices in the gaming experience
Eduardo Calvillo Gamez
University College London - UK
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Abstract |
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Motivation – To define user experience within the gaming environment and understand the role of input devices.
Research approach
– An empirical methodology based on ethnographic studies,
interviews and grounded theory is used to define user experience. A
design approach will be used to evaluate user experience.
Findings/Design
– Partial results identify the user experience while playing
videogames as Gameplay and environment with an experience builder which
was called puppetry.
Research limitations/Implications
– The use of user narratives as the main source of data based on
Dewey’s experience theory can be considered controversial.
Originality/Value –This research aims at understanding mechanisms to assessing user experience. |
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Personalized learning using
adapted content modality design for science students
Fang Liu
Brunel University - UK
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Abstract |
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Motivation
– The mismatch between current e-Learning design and user needs
has drawn the research attention on personalized instruction. Our
research intends to investigate the impact on e-Learners’
learning performance and experience using various modalities presenting
the learning content based on Felder-Silverman’s learning style
theory, and eventually to provide the possible suggestions on content
modality design.
Research approach
– Laboratory experiment is our main approach to conduct this
research. 28 participants with similar profiles pertaining to the
dominant styles will be recruited from Computing and Information
Systems subjects. A two-group design with repeated measures is selected
so the same participants will use two different e-Learning environments
in order to investigate their influences on the students’
learning performance and experience.
Findings/Design
– Our previous studies claimed the suitability of
Felder-Silverman’s theory as the theoretical basis for the
research. A framework was also developed to identify the main
e-Learning system features accommodated to typical science and
technology students.
Take away message
– As learning styles are believed to be considerably important to
instruction, our research on content modality design is likely to help
facilitate the users’ learning performance and experience in
e-Learning.
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