bluuebunny/crossref_metadata_2025 huggingface dataset:
Development and Validation of Warning Message Utility Scale (WMUS)
Authors: Zhang Yiqi , Wu Changxu , Wan Jingyan , Qiao Chunming
Published: October 2013

The evaluation of the warning message effectiveness is an important issue in improving communication safety in the system. The goal of the present research was to develop the scale to evaluate the warning message utility, namely, the effectiveness of warning message in preventing accident in general, and an empirical study was conducted to validate the Warning Message Utility Scale (WMUS) in a controlled laboratory environment. The reliability analysis indicated a good the split-half reliability for the WMUS with a Spearman-Brown Coefficient of .873. The predictive validity of WMUS was verified by the significant correlations between the WMUS scores and behavioral indexes of message utility (including reduced kinetic energy and collision rate). The results of regression indicated that the VWMUS is significant predictor of reduced kinetic energy (r2=.339, p<.001) and collision rate (r2=.363, p<.001), which further proved that the validity of WMUS in measuring effectiveness of the warning messages.
Vibro-tactile seat interface as a cueing device for different types of information
Authors: Thomas Lisa C , Mize Anthony
Published: October 2013

The objectives of the study were to 1) evaluate how well people can discriminate six different tactors embedded in a full seat pad using different cue intensity levels, and 2) investigate the appropriateness of different levels of tactile cue intensity to information types.

Participants’ ability to discriminate tactors, as measured by accuracy (90%) and response time (2.0 seconds), was not affected by intensity level. However, the location of the tactor affected accuracy; discrimination between the two back tactors was more problematic than discrimination between the four tactors in the seat pan or between any seat and any back tactor.

As expected, participants perceived lower intensity cues to be appropriate for general information and higher intensity cues to be appropriate for emergency information.

It is proposed that tactile feedback could be used within the context of a commercial flight deck to provide a limited set of information. From these initial results, we provide guidance on the application of seat-based tactile cues.
The Relationship between Speech Intelligibility and Operational Performance in a Simulated Naval Command Information Center
Authors: Mentel Karen , Ziriax John , Dachos Jon , Salunga Alexander , Turner Hope , Sheffield Benjamin , Brungart Douglas
Published: October 2013

Despite nearly universal agreement that hearing is critical to the success of military operations, very little quantitative data exists to support this assertion. Unfortunately, hearing-related issues abound across our military services. To design and implement effective measures to mitigate these issues, data is needed to determine the extent to which military effectiveness is impaired when speech communication falls below some specific measurable threshold. In this study, U.S. Navy personnel participated in two experiments to examine the impact of speech intelligibility on operational performance in an Aegis Combat System Command Information Center simulation. Subjects wore headsets with custom-designed software to control speech intelligibility in real time. In the first experiment, speech intelligibility was measured using the modified rhyme test (MRT). In the second experiment, subjects acted as either commanding officer or tactical action officer in a combat scenario divided into time segments, each conducted at a different level of speech intelligibility. Results indicate that mission success, as measured by the percentage of tasks accomplished, decreased dramatically for MRT scores below approximately 65 percent.
Off Task Thinking Types and Performance Decrements During Simulated Automobile Driving
Authors: Cowley Jennifer A.
Published: October 2013

This research examined the relationship between performance decrements and types of off task thinking, including off task thoughts, mind wanderings and wanderings without meta-awareness. Participants ( n=118) were probed 5 times during a simulated driving route, wherein they self-classified their own thought types as on task, off task, mind wanderings and meta-unaware mind wanderings. Performance decrements (i.e., seconds of speeding and number of lane deviations) were objectively measured in the 14 seconds preceding the probe. When participants were most frequently mind wandering without metaawareness, the highest mean number of lane deviations and the second highest mean seconds of speeding were recorded. When participants were most frequently on task, the lowest mean seconds of speeding and second lowest number of mean lane deviations resulted. These findings suggest a relationship between off task thought types and performance decrements. Implications and future research directions are discussed herein.
Friendly Fire in a Simulated Firearms Task
Authors: Wilson Kyle , Head James , Helton William S.
Published: October 2013

Factors such as poor visibility, lack of situation awareness, and bad communication have been shown to contribute to friendly fire incidents. However, to the authors’ knowledge, an individual’s ability to inhibit their motor response of shooting when a non-target is presented has not been investigated. This phenomenon has been modeled empirically using the Sustained Attention to Response Task (SART; Robertson, Manly, Andrade, Baddeley, & Yiend, 1997) computer task. The SART is generally a high Go/low No-Go detection task whereby participants respond to numerous neutral stimuli and withhold to rare targets. In the current investigation, we further investigate the SART using a simulated small arms scenario to test whether lack of motor response inhibition can be modeled in a more ecologically valid environment. Additionally, we were interested in how error rates were impacted in low Go/high No-Go versions of the task. Thirteen university students completed a computer and simulated small arms scenario in a SART and low Go condition. Both the computer and small arms scenario revealed similar speedaccuracy trade-offs indicating participants’ inability to halt their pre-potent responses to targets even in a more ecologically valid environment. The SART may be used in future studies to model friendly fire scenarios.
Developing Unmanned Aerial System Training
Authors: Dietz Aaron S. , Keebler Joseph R. , Lyons Rebecca , Salas Eduardo , Ramesh V.C.
Published: October 2013

Unmanned Aerial Systems (UASs) will be increasingly utilized for military and domestic purposes in a variety of operations. Unfortunately, the potential these systems afford is marred by a remarkably high accident and incident rate. Pavlas and colleagues (2009) suggested training science is not necessarily integrated into actual UAS training. The purpose of this paper is to propose one approach towards redressing this gap. Specifically, this paper details how the Event-Based Approach to Training (EBAT) can be applied to develop UAS training content and performance measurement tools. Throughout the paper, we outline the steps involved in the EBAT methodology and pare the discussion with exemplars of how UAS training scenario content and performance metrics can be systematically crafted.
Best Practices in Human Operation of Robotic/Unmanned Vehicles
Authors: Fincannon Thomas , Jentsch Florian , Sellers Brittany , Talone Andrew
Published: October 2013

The purpose of this work is to review research in the domain of unmanned vehicle (UV) operations and to provide recommendations regarding the human-to-robot ratio for optimal performance. This begins with a discussion of how remote perception, multitasking, and workload can contribute to the difficulty of performing UV operations. Then, recommendations are provided in order to address three different aspects of the human-to-robot ratio: (a) human-centric factors, (b) robot-centric factors, and (c) collaborative human-robot factors. These recommendations begin by focusing on a team of high-ability operators that execute role-specific behaviors, and processes are supported by systems that are designed to support appropriate coordination. Additional UVs should be added with the intention of increasing unique capabilities and reliable autonomy. Finally, recommendations address methods collaboration that work within the perceptual limitation of humans and UVs.
A Picture is Worth a Thousand Mental Models
Authors: Ososky Scott , Philips Elizabeth , Schuster David , Jentsch Florian
Published: October 2013

Across the domains in which robots are prevalent, it is possible to imagine many different forms and functions of robots. The purpose of this investigation was to gain a better understanding of the scope and type of a priori knowledge structures humans hold of robots, among novice users of robotic systems. Participant mental models of a hypothetical robot in a military team scenario were elicited along the dimensions of form and function, taking prior individual experiences into consideration. Participants who conceived a robot with anthropomorphic or zoomorphic qualities reported more perceived knowledge of their robotic teammate, as well as of their human–robot team. Participants who had more experience with video games also believed that they had more knowledge of their imagined robot and their human–robot team. Insight into novice users’ understanding of robots has implications for HRI design and training.
Testing Usability Goals With Small Samples
Authors: Dresel K. Michael
Published: October 2013

If a usability goal is high, a single failure during summative testing can drive standard approaches to large sample sizes. With a minimum task performance criterion of 95%, a failure by one subject would require testing at least 19 other subjects to show a 95% success rate for the sample. The described small sample methodology for usability testing provides a necessary utility. It provides a method to support a conclusion that a usability performance goal was met, even if a small subset of subjects fail to meet the goal.
Perceptions and Usability of a Mining Vest
Authors: Bellanca Jennica , Eiter Brianna , Steiner Lisa
Published: October 2013

As miners are expected to wear more and more equipment, space and capacity on their mining belt is becoming scarce. To combat this, several companies have recently developed vests for mining. We explored the usability, acceptance, and performance of one of the mining vests through a field evaluation. A total of 18 miners across various positions were recruited from high and med/low seam underground coal mines to wear a mining vest over a six-week period. Results confirm that comfort, especially related to overhead work, was a key factor to the usability of the vests, and comfort was a bigger factor in the lower seam mine than the higher. Reports of various other factors are included in this publication. Despite other concerns, the miners remained positive and interested in the concept of a mining vest, especially for certain occupations. With some modification, the mining vest could be an effective way to house the necessary equipment traditionally worn on a belt.
Asymmetries in Human Tolerance of Uncertainty in Interaction with Alarm Systems
Authors: Guenzler Torsten , Manzey Dietrich
Published: October 2013

Providing access towards raw data is often considered to be a good solution for improving human decision making in interaction with imperfect automated decision support such as alarm systems. However, there is some evidence that such cross-checking measures are used in an asymmetric manner with respect to the amount of uncertainty involved in the decision. Namely, people seem to accept low amounts of uncertainty when complying with an alarm cue, but not when contradicting it. The current study investigates the question whether this phenomenon is limited to alarm systems and a high risk environment. Within a multi-task PC simulation participants performed a low risk monitoring task which was supported by a system neutrally framed as “assistant system”. In one group the cues emitted by the system were 90% correct, in the other 10% were correct, thus causing a 10% uncertainty about the real state in both conditions. Results show a strong asymmetry as participants in the latter condition spent a high amount of effort in reducing their uncertainty, while participants in the former condition did not. Furthermore participants’ behavior almost exactly replicates the asymmetric cross-checking pattern found in a former study which employed a comparatively high risk monitoring task supported by an “alarm system”. This supports the hypothesis that the observed commission bias represents a general phenomenon in the context of automated decision support, irrespective of the risk attributed to the environment and irrespective of whether the system represents an alarm system or not.
Designing for Mars
Authors: Munoz Gisela , Fehlinger Michael , Kring Jason
Published: October 2013

This presentation provides an overview of the habitability factors that affect the design of space habitats for long-duration spaceflight missions. Components of habitability that affect human adaptation to an isolated and confined environment are discussed. These elements are presented as part of a larger group of environmental factors, aesthetics, and habitat architecture. Design recommendations are provided to support practicing human factors specialists, architects, and engineers in creating an environment that promotes productivity and supports crew performance. A comparison to a current Mars analog environment is included to illustrate the findings and recommendations for future habitat designs. Current research efforts implementing these recommendations are discussed.
Haptic Data Visualization and Creative Thought
Authors: Seidelman Will , Carswell C. Melody , Lee Michael
Published: October 2013

Recently, there has been a large push for the use of multimodal interfaces to enhance data visualization. However, supporting data visualization displays with haptic feedback has been slower to develop. In the current paper, we argue that the variables traditionally used by human factors practitioners to assess performance of visualization displays will unfairly bias researchers and designers away from the haptic modality. Instead, researchers will be better served to assess the influence of haptic displays on some of the core strengths of visualization: the depth at which the underlying data may be synthesized and the level to which the display enhances novel or creative hypothesis generation.
Walk-Up Acceptability vs. Real Usability? Designing User Interfaces for the Gaming Culture
Authors: Steinberg Richard K. , Blume Jennifer
Published: October 2013

While a good user interface is often defined as one which is immediately intuitive to use, this assumption can be dangerously applied. Designers of web pages know that if they don’t get a user’s interest in a few seconds, then the user will exit the site and navigate elsewhere. The gaming enthusiasts will reject a game if they cannot learn to play it in a few minutes. These types of applications require different design attributes than an application that will be used for hours by a trained employee or specialist. Many user experience design techniques involve obtaining feedback on low fidelity prototypes or think out loud protocols which emphasize the need that a user interface be immediately intuitive to use. User interface designers feel the pressure of the gaming culture to value immediate intuitivism or preference as the primary measure for design goodness. However, our study shows that the ability to learn how to use a display for some applications may be more important, especially if the less intuitive display reduces errors after minimal training times. Our study also suggests there may be a unique tendency of gamers to be less risk adverse in using a system, taking action without carefully measuring the risks. This has a tremendous influence on the design of high consequence systems where a user must perform critical tasks with high accuracy for personnel safety and task success.
Color and Luminance Coding of Vehicle Rear Lighting
Authors: McIntyre Scott E. , Gugerty Leo
Published: October 2013

Vehicle lamp lens color affects the luminance and perceived brightness of lamps with equal light source output. This has implications for proposals suggesting differentiating rear lighting on vehicles by color because any change in lens color will also change perceived brightness and luminance. This confound could negate or enhance benefits of color coding lamps. This study uses methods related to the visual search paradigm which are often ignored in this type of research but provide novel sources of information. Results indicate that luminance changes due to color changes in tail lamps did not adversely affect RT or error in identifying brake lamps.
Tactile Route Guidance Performance and Preference
Authors: Eisert Jesse , Garcia Andre , Payne John J. , Baldwin Carryl L.
Published: October 2013

We examined performance and preference for tactile route guidance formats. Participants drove a simulated vehicle through counterbalanced pairings of four distinct cities using one of four navigation systems (three tactile and one auditory control). One tactile system used only the pulse rate, the second system used only tactor location, and the third used both pulse rate and location to convey guidance instructions. All navigation systems provided both a preliminary and an immediate cue indicating to take the next most immediate turn. The pulse-rate route guidance system was the most commonly preferred system. Results also indicate that participants’ ability to accurately retrace their route and identify landmarks did not differ across navigation systems. All four systems resulted in equivalent wayfinding performance and support previous literature indicating that tactile guidance systems can effectively support navigation in unfamiliar environments.
Assessing Clinical Care using Interactive Value Stream Mapping
Authors: Ries Benjamin S. , Boyle Linda Ng , Vavilala Monica S. , Kannan Nithya , Saxe Harriet , Kernic Mary A. , Rivara Frederick P. , Zatzick Douglas F. , Bell Michael J. , Wainwright Mark , Groner Jonathan I. , Giza Christopher C. , Ellenbogen Richard G. , Mitchell Pamela , Wang Jin , Mink Richard
Published: October 2013

The objective of this study was to develop a tablet pc application that allows generation of value stream maps across multiple clinical environments. As part of this objective, a methodology was put in place to reduce barriers for using a systems engineering approach in the medical field. The overall intent of using value stream mapping tools and lean philosophies in the medical environment is to begin the process of standardization among different medical centers. An interdisciplinary team of Medical Doctors, Clinical Researchers, and Industrial Engineers created a transformed Value Stream Mapping Application that can be easily used in the management of injured patients. Initial testing demonstrated that there was high inter-rater reliability in application use. This study showed that a systems engineering approach is highly relevant in the medical field and that the developed application can be used for the generation of future research data and for ongoing decision support assisted hospital quality improvement efforts.
The University as a Setting for Experiential Learning
Authors: Sanders Martha J.
Published: October 2013

Multiple opportunities exist in the university setting to provide “real life” learning experiences for students. Such experiences promote a deep understanding of content and offer the potential for benefits to the university staff of improved wellness, participation in student learning, and understanding of ergonomics. The Experiential Learning Model provides guidance for developing and optimizing student learning opportunities in the university setting. This paper describes two learning activities, performing office ergonomic evaluations on university staff and developing best practice guidelines for custodians, using the Experiential Learning Model. These learning experiences are described according to the stages of the Experiential Learning Model, student feedback and assessment, reciprocal benefits, and lessons learned.
An Expected Value Analysis of When to Avoid Type 1 and Type 2 Statistical Errors in Applied Research
Authors: Rice Stephen , Traffimow David , Graves William , Stauble Melissa
Published: October 2013

For decades, applied researchers have relied heavily on either the null hypothesis significance testing procedure (NHSTP) or Bayesian statistics to help them determine the probability of the null hypothesis given their findings. While there may be some flaws in both methods, there are cases where the probability of the null hypothesis can be known, or at least estimated fairly accurately, thus making such analyses worthwhile. Assuming the worth of using such analyses, another issue in play is whether or not to avoid Type 1 or Type 2 statistical errors. While much has been said about the importance of avoiding both types of errors, we offer a new way of looking at the situation. We use an Expected Value analysis to help applied researchers determine when to avoid either type of error. We give examples and perform simulations to back up our mathematical arguments. Theoretical and applied issues are discussed.
Tactile Torso Display For Fighter Pilots – Wing-Oriented And Horizon-Oriented Presentation
Authors: Svensson Jonathan , Andersson Peter , Alfredson Jens , Holmberg Johan
Published: October 2013

The demonstration proposed will feature two different tactile presentation principles in a software flight simulation which presents missile warnings multimodally using a tactile torso display, audio, and a visual display. In a recent experiment, the tactile torso display with 36 tactors in three rows by 12 columns was developed and integrated into a fighter flight simulator. Two principles of tactile presentation for warnings of incoming missiles were used and compared to using no tactile display when performing evasive maneuvers. The tactile presentation of the vector to the missile was either oriented to the horizon or to the aircraft’s wings, taking pitch and roll into account. Results indicate no significant difference in reaction time or maneuver completion time between principles; however pilots were positive to the tactile display and could see benefits of both presentation principles in different situations.
Superiority of Freehand Pointing
Authors: Senanayake Ransalu , Goonetilleke Ravindra S.
Published: October 2013

There is a possibility that computer mice may be replaced with eye-gaze or touchscreen technologies. Hence, it is imperative that we investigate the effect of the type of input device in conditions having lateral constraints. A set of tracks with different levels of difficulty were tested. The type of device had little influence on movement time for ballistic steering tasks, while movement time was affected by the type of device used in visually controlled steering tasks. It was also found that resting the forearm increased movement time. Subjective evaluations indicated that control is easier with freehand pointing. Considering both comfort and performance it appears that freehand pointing, when resting the forearm, is optimal for a touchscreen.
Playing Charades With Your Car – The Potential of Free-form and Contact-based Gestural Interfaces for Human Vehicle Interaction
Authors: Ulrich Thomas A. , Spielman Zachary , Holmberg Jordan , Hoover Connor , Sanders Nicole , Gohil Krutika , Werner Steffen
Published: October 2013

Modern cars include a host of secondary in-vehicle technology that requires control by the driver. Center-stack touch-screen displays are a popular way to accommodate the proliferation of additional functions through a flexible and scalable interface. However, touch-screens require visual attention for manual selection and provide poor tactile feedback to the driver, which can pose a significant risk while the vehicle is in motion. Inspired by a bimodal control approach, we propose the use of a steering wheel mounted thumb-based gestural interface as part of a larger multi-modal interaction strategy for human vehicle interaction. Following the spirit of Guiard’s (1987) model of bimanual control, a small set of simple gestures for the right hand select appropriate functions within the mode selected by the left hand. A pilot study shows promise of this approach over other, free-form gesturebased methods of interaction.
Toward a Formal Approach to Information Integration Evaluation of an Automotive Instrument Display
Authors: Shmueli Y. , Degani A. , Zelman I. , Asherov R. , Zande D. , Weiss J. , Bernard A.
Published: October 2013

Modern cars are equipped with increasing numbers of data and automation features and this trend is only bound to escalate as cars become hubs of information. This article focuses on ways to best integrate informational elements. Drawing on theoretical constructs such as Proximity Compatibility Principles (PCP) and practical tools such as Link Analysis, we show that it is possible to quantify the level of integration in a given display and use it to guide design. We illustrate the approach and method via an analysis of an automotive instrument display and conclude with several insights as to how the approach can support the formation of integrative designs.
The Effects of Task-Set Switching On Concurrent Verbal Protocol
Authors: Youmans Robert J. , Gonzalez Christian A. , Figueroa Ivonne J. , Bellows Brooke
Published: October 2013

Concurrent verbal protocol (CVP) is a common usability testing and analysis technique that requires people to continuously vocalize their thoughts as they complete a task. Given the widespread use of concurrent verbal protocols in applied domains, it is surprising how little is known regarding concurrent verbal protocol’s effect on task performance. In the current series of studies, we examined how concurrent verbal protocols affected performance on two tasks that required users to frequently switch between cognitive strategies. Data revealed that CVP slowed down participants in comparison with participants who completed tasks in silence. The number of strategy changes that were required to complete a task did not affect this performance decrement. We conclude by discussing the limitations of the experiments reported here, and with practical advice for usability experts who use CVP in their own work.
Older Adults’ Use of and Attitudes toward Activity Monitoring Technologies
Authors: Fausset Cara Bailey , Mitzner Tracy L. , Price Chandler E. , Jones Brian D. , Fain Brad W. , Rogers Wendy A.
Published: October 2013

Self-management of health is becoming increasingly important in today’s healthcare climate. Activity monitoring technologies have the potential to support health self-management by tracking, storing, compiling, and providing feedback about an individual’s engagement in movement activities. Older adults represent a fast growing segment of the population who may benefit from such technologies. To understand how to facilitate technology acceptance and adoption, more information is needed about older adults’ attitudes and usage of such technologies. Eight older adult participants ( Mage = 65.0 years; SD = 3.2; range = 61-69) used one of four activity monitoring technologies in their own homes for two weeks. Attitudes and usability issues were assessed and evaluated within a technology acceptance framework. Participants’ initial attitudes were positive, but after using the technology for two weeks, attitudes were mixed. Three participants indicated they would continue using the technology, whereas five said they would abandon the technology. These data offer insight into older adults’ use of and attitudes toward activity monitoring technologies and provide improvement opportunities for designers. The results suggest that efforts should focus on conveying the usefulness and personal benefits of activity monitoring technologies specific to older adults.
Leveraging HFACS to Understand Medication Error in Emergency Medical Services (EMS)
Authors: Hughes Ashley M. , Sonesh Shirley , Zajac Stephanie , Salas Eduardo
Published: October 2013

Medication errors are prevalent in EMS settings, and can occur in as frequently as 21% of patient calls (Vilke et al.., 2006), significantly impacting patient care. However, even with the Human Factors Analysis and Classification System (HFACS), a widely accepted human factors error taxonomy, there is currently no widely accepted systematic method for organizing and understanding medication errors and its antecedents. The current effort seeks to synthesize the EMS medication error literature with the goal of extracting current themes and gaps to offer recommendations for which use of HFACS could to improve EMS medication error research. By leveraging HFACs and incorporating the emerging knowledge of EMS medication error, medication error can be better understood by practitioners and inform interventions aimed to target specific underlying issues.
An Organizational Resilience-Based Human Factors Safety Method
Authors: Hassall Maureen E. , Sanderson Penelope M. , Cameron Ian T.
Published: October 2013

Major accidents still occur in industry. Accidents often emerge from unexpected circumstances and the outcomes are often dependent on human decision making. At present there does not appear to be a human factors method that helps industry practitioners create designs that enhance successful human control in unexpected circumstances. In this article we propose a human factors method that may fulfil this need. The method has been designed (1) to help industry practitioners identify control strategies that operators might use to manage unexpected situations and (2) to offer design insights that could promote control strategies that lead to more resilient system outcomes. We have called the method Strategies Analysis for Enhancing Resilience (SAfER). Results from initial user trials with industry practitioners show that the SAfER method has promise, but that further work is needed to refine it.
Multicultural, Rapid, Collaborative, Iterative Design and Evaluation of a Warning Pictorial
Authors: Nemire Kenneth
Published: October 2013

Cultural differences may affect a person's response to a warning, however, little research exists to help understand those differences. Developing warnings to address needs of additional groups, such as cultural minorities, would benefit from more time- and cost-effective processes than have been traditionally employed. This study describes the application of a rapid, collaborative and iterative prototype design and evaluation process to the development of a warning pictorial with a multicultural audience. Results of the study showed that the iteratively revised pictorial was sufficient for over 90% of the English- and Spanish-speaking participants to perceive the presence of a hazard, and to indicate that they would avoid the hazard. Implications for future research are discussed.
Lessons Learned Using a Full-Scale Glasstop Simulator for Control Room Modernization in Nuclear Power Plants
Authors: Boring Ronald L.
Published: October 2013

The U.S. Department of Energy’s Light Water Reactor Sustainability Program has sponsored a full-scale, full-scope glasstop simulator to support control room modernization in the U.S. nuclear industry. The simulator consists of 15 glasstop panels, each with three touchscreen displays that show functional mimics of analog instrumentation and controls. When linked, these panels are capable of displaying the entirety of the hard panels found in current nuclear power plant control rooms. In this paper, we discuss the use of this glasstop simulator for function allocation and analysis and task analysis workshops in support of a nuclear utility currently undertaking control room modernization. This paper highlights the process undertaken as well as lessons learned on this first-of-a-kind use of a virtual control room with reactor operator crews.
Computer–Based Procedures for Nuclear Power Plant Field Workers
Authors: Le Blanc Katya L. , Oxstrand Johanna H.
Published: October 2013

The Idaho National Laboratory and participants from the U.S. nuclear industry are collaborating on a research effort aimed to augment the existing guidance on computer-based procedure (CBP) design with specific guidance on how to design CBP user interfaces such that they support procedure execution in ways that exceed the capabilities of paper-based procedures (PBPs) without introducing new errors. Researchers are employing an iterative process where the human factors issues and interface design principles related to CBP usage are systematically addressed and evaluated in realistic settings. This paper describes the process of developing a CBP prototype and the two studies conducted to evaluate the prototype. The results indicate that CBPs may improve performance by reducing errors, but may also increase the time it takes to complete procedural tasks.
Example User Centered Design Process for a Digital Control System in a Nuclear Power Plant
Authors: Ulrich Thomas A. , Boring Ronald L.
Published: October 2013

The U.S. nuclear industry, like similar process control industries, has moved toward upgrading its control rooms. The upgraded control rooms typically feature digital control system (DCS) displays embedded in the panels. These displays gather information from the system and represent that information on a single display surface. In this manner, the DCS combines many previously separate analog indicators and controls into a single digital display, whereby the operators can toggle between multiple windows to monitor and control different aspects of the plant. The design of the DCS depends on the function of the system it monitors, but revolves around presenting the information most germane to an operator at any point in time. DCSs require a carefully designed human system interface. This paper centers on redesigning existing DCS displays for an example chemical volume control system (CVCS) at a U.S. nuclear power plant.
Cognitive Ability Predicts Older Adult Performance in a Complex Task but is Moderated by Social Interaction
Authors: Juliani Arthur , Leidheiser William , McLaughlin Anne , Allaire Jason , Gandy Maribeth
Published: October 2013

Previous research has examined the effects of cognitive training on cognitive abilities. However, the contribution of cognitive abilities to learning to perform the tasks used as cognitive training, such as complex video games, is not completely understood. Additionally, social interaction while playing a video game may change the relationship between cognitive ability and game success by allowing players to learn from one another instead of solely their own abilities. As part of a larger cognitive intervention designed for older adults, the 50 participants included in our analysis were randomly assigned to either play games alone or take turns with a partner for one hour a day over fifteen days. Those playing with a partner outscored those playing alone. Multiple cognitive abilities predicted game success, but there was also evidence to suggest a moderating effect when playing with a partner on the predictive power of certain cognitive abilities.
Interruption Management and Recovery in Time-critical Supervisory-level Tasks
Authors: Sasangohar Farzan , Scott Stacey D. , Donmez Birsen
Published: October 2013

The negative effects of interruptions on task performance in modern work environments are well documented. However, in most time-critical supervisory-level tasks such as emergency response and mission command and control, interruptions to supervisors may contain valuable information necessary for the execution of the task. In such cases, supervisors may need assistance to manage or recover from interruptions as efficiently and effectively as possible. This paper reviews the relevant interruption management and recovery literature to identify opportunities for research.
The Influence of Mental Workload on Trunk Stability and Neuromuscular Control
Authors: Cullen Ralph H. , Agnew Michael J.
Published: October 2013

Low back disorders are both very prevalent and detrimental, affecting 15-20% of the population every year (Rubin, 2007). Because of this, researchers have addressed a wide variety of risk factors and interactions of low back disorders, including personal, psychosocial, and work-related physical exposures and their effects on this common disability. Investigating these risk factors has suggested that mental and physical workloads interact; a result the current study intends to further explore in the field of postural stability. To that end, the current study has two goals: first, to develop a data-rich protocol to capture physical and mental workload data; second, to use that protocol to understand the effects of mental workload on trunk stability and how that affects those with low back disorders. The results of this study will inform both the theories behind neuromuscular control and postural stability and the designers and evaluators of workplaces.
Task analysis of microsurgery and biomechanical modeling of surgeons to assess static-workloads
Authors: Yu Denny , Kasten Steven , Green Cooper , Armstrong Thomas J.
Published: October 2013

Physical discomfort has been frequently reported in surgery, and previous studies have focused on surgeon postures and posture movements. The aim of this study is to develop a methodology and collect pilot data that can be used to test the hypothesis that static work requirements during microsurgery exceed published endurance capabilities and are a source of surgeon fatigue. Eight microsurgery surgeons were analyzed for this study. An event-based time study was performed for the entire duration of the microsurgery. Posture was quantified using ten frames randomly sampled from two surgeons using 3D Static Strength Prediction Program, and outputs were used to calculate endurance limits and maximal acceptable effort. Results found that 83% of microsurgery is performed with the microscope. Posture adjustments were highest during rest (5.5 adjustments per minute) and lowest during microscope task (0.3 adjustments per minute). Back and shoulder postures deviated further from neutral during microscope task than rest. The % MVC in the shoulders and torso have endurance times of 5-57 minutes and exceeded maximum acceptable efforts. Results suggest that the operating microscope constrains surgeon posture and restricts posture adjustments. Microsurgery is predominantly microscope tasks, and endurance capabilities are a concern for surgeon fatigue. Application of current tools to surgery are limited due to the low-force and non-cyclical nature of surgical work; however, these findings can be used to design future studies testing larger surgeon populations and workplace improvements.
Biomechanical Technique Changes in Males and Females during a Prolonged Asymmetrical Lifting Task
Authors: Rae Michelle , Smith Dave A. , Fischer Steven L. , Croll Jim , Albert Wayne J.
Published: October 2013

The purpose of this study was to examine biomechanical differences between genders during a prolonged fatiguing asymmetric lifting task. Thirty-seven participants performed an asymmetrical lifting task over a period of 75 minutes at a rate of six lifts per minute. The lift envelope started from the floor directly in front of the participant to a shelf 60 degrees to the right of the sagittal plane at a normalized height to the participant’s anterior superior iliac spine (ASIS). A handled box weighing 10% of the participants’ predetermined maximum lifting capacity was used as the lifting object. Electromagnetic tracking sensors were used to provide kinetic and kinematic data. Eleven sensors were affixed bilaterally to the participant’s hands, arms, and trunk. Strong indicators for fatigue were found after the lifting task. Ratings of Perceived Exertion (RPE) increased over time and maximal voluntary exertion in back and shoulder extension decreased post lifting. Kinematic changes were altered over time, more markedly in females than males, suggesting that biomechanical differences exist during similar tasks due to factors associated with gender. Males and females differ in their response to a fatigued state during the same asymmetric lifting task. Given that current ergonomic practice is based on gender neutralized or androcentric design, the difference in response between males and females to the same stimuli suggests that current workplace interventions may not be equally effective for both sexes.
A Model for Determining What User Behavior to Strive for in Persuasive Technology
Authors: Heyman Susanna
Published: October 2013

Persuasive technology is a framework for designing with the intent to influence user’s behavior. However, it is assumed that the designer knows exactly what user behavior to design for, which is not always the case. In this paper, a model is proposed for specifying micro-level behavior goals from the macro-level goal of the system. The principle is exemplified through a hypothetical system for financial advice.
Highway Healthcare
Authors: McDonald Anthony D. , Lee John D. , Aksan Nazan S. , Dawson Jeffrey D. , Tippin Jon , Rizzo Matthew
Published: October 2013

Drowsy driving is a major factor in many vehicle crashes around the world. Sleep disorders, such as ob-structive sleep apnea (OSA), underpin many of these crashes. Continuous positive airway pressure (CPAP) therapy is an effective treatment for sleep apnea but it requires consistent use and is often rejected by OSA patients. Rejection of CPAP treatment creates a dangerous on-road environment for both OSA sufferers and the general public. Algorithms capable of detecting CPAP use and its effects on driving are integral to iden-tifying and mitigating this danger. This work uses naturalistic kinematic driving data to develop an algo-rithm which can detect nightly CPAP abstinence and adequate CPAP use. Speed and lateral acceleration data were collected using a data recorder in participant’s primary vehicle and CPAP data were collected by downloading adherence data from participant CPAP machines. The speed and acceleration data were re-duced to a set of symbols using Symbolic Aggregate approximation (SAX) time-series analysis. The sym-bols were converted into a sequence frequency dataset using sliding windows of size 1 to 10 s with a 1 Hz sampling rate. A Random Forest classifier was trained on the data to create a classification algorithm. On a held aside testing set, the Random Forest algorithm correctly identified 71% of the instances and had an area under the receiver operating characteristic curve of 0.76. The variable importance of the algorithm suggested that kinematic patterns associated with common drowsy driver crash types were key features in the algorithm’s prediction performance.
Distracted While Driving
Authors: Libby David , Chaparro Alex , He Jibo
Published: October 2013

In the United States, 39 states have passed legislation banning texting while driving. By comparison, no state bans hands-free cellular phone use by adults while driving. The concern regarding texting reflects an underlying assumption that it poses a greater risk than talking on a cellular phone. However, there have been few published studies directly comparing these two tasks and their effects on driving performance. This study investigated the effects of texting and talking on a cellular phone on simulated driving performance while equating task duration. Even after equating the time spent on each task, texting still had a greater impact on driving performance. Drivers in the texting condition had significantly slower reaction times, made more eye movements away from the roadway, and failed to detect as many peripheral letter targets compared to when they were in the calling condition. The results of this study suggest that texting is a more disruptive form of distraction than talking and that its effects are not simply due to differences in task duration.
The Electrocortical Correlates of Daydreaming During Simulated Driving Tasks
Authors: Zhao Guozhen , Wu Changxu , Ou Bo
Published: October 2013

Driver inattention is one of the leading causes of traffic crashes. In comparison to the extensive body of research examining the attention principles that govern distraction by external stimuli, the topic of attention and distraction by daydreaming has been relatively understudied. This work used a self-caught method to examine EEG and driving behavioral correlates of daydreaming during simulated driving tasks. Participants were asked to report any time they found themselves thinking something unrelated to the driving tasks. Measures of EEG and driving behaviors were compared prior to and after each daydreaming. Results showed that three EEG band ratios, beta/(alpha+theta), beta/alpha, and beta/theta were able to discriminate daydreaming from attentive driving, and the beta/alpha band ratio outperformed the other two indices. The power band activities of EEG observed from parietal lobe sites (Pz, P3, and P4) were more sensitive to reflect subtle changes in daydreaming. The current findings suggested that these EEG band ratios could be used for early detection of daydreaming in real driving.
On-the-Road Driver Behavior Experimentation
Authors: Lerner Neil , Chrysler Susan , Cooper Joel , Jenness James , Manser Michael , Reimer Bryan
Published: October 2013

This panel addresses a research methodology that is becoming more essential for driving safety research. The methods of driving simulation and naturalistic driving have been prominent and remain important, but their limitations are becoming more evident. On-the-road experimental methods offer some of the advantages of naturalistic driving while providing a degree of experimental control and manipulation more typical of simulator experiments. Five expert researchers will discuss both scientific and pragmatic issues in the conduct of on-the-road experimentation, making use of lessons learned from their own studies. Each panelist will present a brief perspective on the problem from the point of view of their experience and expertise. This will be followed by an open discussion period.
Effects of Multiple-Device Integration Strategies on Driver Comprehension of Crash Warnings
Authors: Singer Jeremiah , Lerner Neil , Robinson Emanuel
Published: October 2013

This experiment investigated the extent to which driver comprehension of imminent crash warnings is affected by the degree of integration when there are multiple Connected Vehicle products in the vehicle. Two displays were placed in an experimental vehicle: one representing original equipment and one representing a portable, nomadic device. Participants were randomly assigned to one of five device integration conditions. Participants drove on a test track and were occasionally presented with either a nonurgent message or an urgent crash warning. Participants recognized warnings most quickly when only one display was active in the car; when both displays were active, response times generally improved when messages and warnings were integrated into a single physical location. Warning recognition times were longer when a warning closely followed a non-urgent message on the other display than when a warning followed a non-urgent message on the same display. When messages and warnings from both source displays were integrated into a single display, this effect was not observed, suggesting that the separate display locations are responsible for the increased warning recognition time rather than the different formats of the messages from each source device.