bluuebunny/crossref_metadata_2025 huggingface dataset:
Understanding Team Adaptability: Initial Theoretical and Practical Considerations
Authors: Priest Heather A. , Burke C. Shawn , Munim Danielle , Salas Eduardo
Published: January 2012

Team adaptability is just beginning to be understood by researchers. Team training, team effectiveness, and adaptability have provided researchers with a pool of evidence that can be leveraged into meaningful team adaptability research. However, team adaptability is different from individual adaptability. Teams have processes that individuals do not. Furthermore, team adaptability refers to more than just effective performance. The following paper identifies 2 team processes that past literature indicates is important to adaptability (feedback and shared mental models). Theoretical issues and practical training issues are examined to help determine their role in adaptive teams.
Design Approach Does Affect Customer Behavior: “Action-Objects” Increase “Cut-Throughs”
Authors: Bushey Robert R. , Joseph Kurt M. , Martin John M.
Published: January 2012

This paper investigates the impact of touch-tone IVR design styles on user behavior. The design of the touch-tone IVR systems is a critical component of delivering customer service. A well-designed system allows the customers to accomplish their goals and sets a positive tone to their interaction with the organization. Four design styles were considered: Action-Specific Object, Action-General Object, Specific Object, and General Object. Three user behaviors were considered: Cut-Through, Full Menu, and Beyond Full Menu. A usability study was conducted to quantify the impact of design styles on user behavior. Results indicate that design style does impact user behavior. The Action-Specific Object style produced the most Cut-Through behaviors and the fewest Beyond Full Menu behaviors compared to the other design styles. The results from this paper suggest that the interface design style should match the customer's mental model.
The Effects of Bold Text on Visual Search of Form Fields
Authors: Joseph Kurt M. , Knott Benjamin A. , Grier Rebecca A.
Published: January 2012

This paper provides an analysis of a text-formatting issue that was revealed during usability tests of an enterprise software prototype being developed by a telecommunications company. Usability test results indicated that search times for information were longer than expected when form fields displayed field identifiers in a non-bold format and field values in a bold format. This unexpected finding prompted further examination of the text formats used in the enterprise software. Four different text-formatting conditions were created and tested using 32 participants. These conditions were as follows: 1) Non-Bold Field Identifier/Non-Bold Field Value, 2) Non-Bold Field Identifier/Bold Field Value, 3) Bold Field Identifier/Non-Bold Field Value, and 4) Bold Field Identifier/Bold Field Value. Participants performed a search task using an interface that approximated what was developed for the enterprise software. Measures of search time, accuracy and scan path indicated that performance was best for the Bold Field Identifier/Non-Bold Field Value condition. The results are discussed in terms of potential cost savings, and an additional study is proposed.
Voice-Activated Dialing or Eating a Cheeseburger: Which is More Distracting during Simulated Driving?
Authors: Jenness James W. , Lattanzio Raymond J. , O'Toole Maura , Taylor Nancy
Published: January 2012

We measured simulated driving performance for 26 participants who drove a fixed distance while continuously eating a cheeseburger, operating an automobile CD player, reading directions, or using a voice-activated dialing system to place calls on a mobile phone. Performance was also measured while participants drove without doing other tasks. Participants made the most lane-keeping errors, minimum speed violations, and glances away from the road while reading and while operating the CD player. They made significantly fewer driving errors and glances while voice-dialing the mobile phone or eating, although in both of these conditions they made more driving errors and glances than they did when driving without doing any other activity. We conclude that for simulated driving, placing calls using a voice-activated dialing system is as distracting as eating a cheeseburger, but both of these activities are less distracting than continuously operating a CD player or reading directions.
Analyses of in-Keyboard Pointing Devices in the Context of Preferred Device and Dual versus Single Device Designs
Authors: Sawin David A. , Stewart Aaron M. , Calcaterra Jeffrey A.
Published: January 2012

Pointing sticks and touch pads remain the leading integrated pointing devices incorporated into notebook computers. Manufacturers have implemented dual point designs that include a pointing stick and touch pad on the same system to accommodate polarized preferences for pointing devices among users. Study of dual point designs analyzed the individual devices and identified strengths and weaknesses of combined designs. Findings indicate that with certain system attributes held constant, advanced technologies for pointing stick and touch pad produce near equal performance results and confirm hypotheses from previous research that user device preference and prior learning are key-contributing variables. Different types of pointing stick and touch pad technologies also lead to varying performance and preference results. in addition, users' abilities to transition to an alternate device depend on the device used during prior learning. Data suggests that unless device design is optimized for use of both devices, dual point designs may degrade performance and satisfaction of at least one component device when compared to similar metrics of the same device from single point designs.
An Evaluation of Text-Entry in Palm OS – Graffiti and the Virtual Keyboard
Authors: Fleetwood Michael D. , Byrne Michael D. , Centgraf Peter , Dudziak Karin , Lin Brian , Mogilev Dmitryi
Published: January 2012

The handheld organizer or personal digital assistant (PDA) is rapidly becoming a popular organizational tool, and there is a need for evaluation of alphanumeric character entry on these devices. The Palm operating system, the most common PDA operating system on the market, uses two methods for character entry, an on-screen virtual keyboard and a single-character handwriting recognition system called Graffiti. An initial experiment was conducted to investigate the character entry rates of novice and expert users of the device for the two methods of input. Experts were found to reach an average rate of 21 words per minute (wpm) using Graffiti and 18 wpm using the virtual keyboard. Novices were able to use Graffiti at a rate of 7 wpm and the virtual keyboard at 16 wpm. These character entry rates are evaluated with respect to some theoretical limitations, a predicted rate of entry based on Fitts' and the Hick-Hyman laws for the virtual keyboard, and pen and paper printing for Graffiti. The potential gain for new character entry systems and opportunities for improvement are discussed.
Current Issues and Research Related to the Development and Delivery of Interactive Electronic Technical Manuals
Authors: Ricci Katie , Hodak John
Published: January 2012

For very practical reasons, technical publications and tactical information for military systems are now delivered with, or are being converted to, electronic format. While Interactive Electronic Technical Manuals (IETMs) have been available for quite some time, many research issues remain. Among these is the need to provide alternative search technologies that quickly and easily allow system users to navigate through large amounts of technical documentation to find required information. Further, natural language interfaces can provide users with a hands-free, voice-activated interface that may significantly improve a user's ability to perform their job. Finally, the use of intelligent diagnostics and tutoring can allow users access to expertise and learning opportunities. The objective of this panel is to provide an overview and discussion of issues related to the use of IETMs and current research related to IETMs for performance support and training.
The Automated Card-Sort as An Interface Design Tool: A Comparison of Products
Authors: Zavod Merrill J. , Rickert Donald E. , Brown Steven H. , Mutual State Farm
Published: January 2012

The method of card-sorting is a very useful tool for interface design as it can help to uncover the mental models of users concerning the relationships among various interface items (links, menu choices, etc.). However, methodological difficulties associated with traditional sorting procedures such as time and space requirements, as well as tedious data analyses, have limited the practical utility of card-sorts. Some software tools have emerged that purport to automate the card-sorting procedure, as well as analysis of results, in order to attenuate or eliminate these difficulties. Three tools available for free download from the Internet were chosen for review. The tools were compared and contrasted in terms of efficiency and effectiveness, from the standpoint of the researcher as well as the participant. While all three tools were found to save much time and effort over manual sorting procedures, each also carries with it a set of unique capabilities and limitations, leaving open the possibility for improved automated sorting tools in the future.
User's Delay Perception and Tolerance in Human-Computer Interaction
Authors: Wang Enlie
Published: January 2012

This paper focuses on user's delay perception and tolerance in a simulated computer supported cooperative work (a special case of HCI) environment, as well as the non-technological factors affecting user's delay tolerance. Five factors (gender, Type-A personality, task-type, difficulty level and time delay) were investigated by a mixed 2 (male vs. female, between-group) X 2 (object search vs. budget calculation, within-group) X 2 (hard vs. easy, within-group) factorial experimental design. Type-A personality and time delay were nested in gender and treatment respectively. Results showed that users could estimate 2–6 second delay accurately, but would underestimate shorter delays (<2 seconds) and overestimate longer delays (>6 seconds). MANOVA analysis indicated that task-type, difficulty level and time delay were major factors affecting user's delay tolerance. We also found some important interaction effects between independent variables. The findings suggest that users can adjust their delay tolerance based on the context information such as task-type and difficulty level.
A Development Environment and Methodology for the Design of Work-Centered User Interface Systems
Authors: Zachary Wayne , Eggleston Robert G.
Published: January 2012

Work Centered Support System design represents an approach to the development of user interface application as an integrated, multi-faceted active and passive aiding system. Several successful instances of WCSSs have been developed using largely labor-intensive hand analysis and software coding methods. Here we describe a well-formed analysis, design, and implementation development environment, called the WIL Application Toolkit (WAT), as a work-centered development support aid for one type of WCSSs. The design principles and architectural properties of the WAT are discussed in the context of a design methodology. These aiding tools for interface system development is expected to improve WCSS design, shorten develop time, and improve sustainability of released interface products.
Optimal Balancing of Product Design Features: A Case Study on Mobile Phones
Authors: Hong Sang W. , Kim Kwang J. , Han Sung H.
Published: January 2012

The design process to make a product that appeals to consumers should consider their various preferences (e.g. user satisfaction dimensions) simultaneously. That is, a key problem in product design is to select a set of optimal design values that would result in a product satisfying the various user satisfaction dimensions. This is one of the optimal balancing problems. However, it is very difficult for product designers to solve this optimal balancing problem in a quantitative manner. This study suggests a systematic method for solving these problems based on the multiple response surface (MRS) methodology and demonstrates the applicability of the proposed method through a case study on mobile phones. Three different optimal design settings for a total of 31 mobile phone design variables were analyzed and validated based on an optimization performance test and similarity test.
Quantifying Customer Perception of Product Harmony Using Kansei Engineering Method
Authors: Zhang Lijian
Published: January 2012

Vehicle interior harmony has drawn increasing attention from customers in recent years. Kansei Engineering is an effective approach to quantify customers' perception of harmony, and to correlate it to design parameters of the products. Herein, we investigated the customer perception of the visual aspects of commercial truck door interior design using classification methods. This article describes how these visual impressions are related to design elements using quantification theory, a commonly used method in Kansei Engineering. The results reveal that trim material, shape, color, window shape, and map pocket are design elements that strongly affect the perception of “elegance” and preferences of truck drivers. The results also showed a significant difference between the perception of the truck drivers and that of design engineers.
Evaluation of Product Preference Using Virtual Prototyping: Case Study of an Automobile Interior
Authors: Kim Chul Woo , Park Jungchul , Yun Myung Hwan , Han Sung H. , Ko Hee-Dong
Published: January 2012

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.
Configuring Multiscreen Displays with Existing Computer Equipment
Authors: Jacobson Jeffrey
Published: January 2012

An immersive multiscreen display (a UT-Cave) may be assembled from common home/office equipment which can be borrowed in most research settings. The simplest design requires two LCD projectors, three personal computers, the corner of a room, a network hub and cables. The required software is an inexpensive but graphically powerful computer game, Unreal Tournament (UT), and a freeware patch called “CaveUT.” Unreal Tournament is partially open source and supports rapid authoring of visually rich virtual worlds, complex animations, and software modifications such as alternative physics or artificial intelligence. PC-based game hardware and game engines such as the one for UT deliver superior real-time graphics at a tiny fraction of the cost for traditional immersive multiscreen displays, such as the CAVE™. While currently having fewer features, the UT-Cave, like the traditional CAVE-like displays, is useful for research in vehicle simulation, human balance, architectural simulation, novel human-computer interfaces and much more. Except for UT's game engine, which is very inexpensive, everything about the UT-Cave is free and open-source at “ www.planetjeff.net/ut ”. UT-Caves with more screens have been assembled using the same basic design principles illustrated here. A sample experiment is presented which uses a four-screen UT-Cave controlled from the control program, “LabView.”
Demonstration of a Motion Coupled Virtual Environment (Mocove) – a Device for Reducing Spatial Disorientation in Uncoupled Virtual and Motion Environments
Authors: Brendley Keith W. , Cohn Joseph , Marti Jed , DiZio Paul
Published: January 2012

The U.S. Navy intends to field Virtual Environments (VE) aboard ships and submarines for training crews at sea and in harbor. The shipboard environment combined with a VE presents a challenge for reducing the side effects, most notably motion sickness, postural instability and spatial disorientation. The discrepancy between actual motion and perceived motion in the VE has been shown to be among the greatest contributing factors to side effects. The two environments, virtual and real, combine to create a highly provocative “motion discordant environment.” This demonstration presents an approach for minimizing side effects. The approach creates a Motion Coupled Virtual Environment (MOCOVE) where physical motion is sensed and convolved with the VE scene. The resultant VE has been shown to reduce side effects in preliminary laboratory studies
Reusable Simulations and Interactive Learning Experiences in Human Factors Education
Authors: Werner Steffen , Finkelmeyer Andreas E.
Published: January 2012

Web-based teaching and multimedia tools in human factors education have become popular in the last few years. in this paper, we are proposing a straightforward extension of the current uses of the internet in the form of a clearinghouse of interactive learning experiences and simulations. Three sample simulations used in a course entitled “Technology, Design, and the Human User” offered through the Human Factors program at the University of Idaho will be used to illustrate the versatility and adaptability of simulations and interactive learning experiences once they have been constructed for one class. Our goal is to make this collection of educational materials available through a central website.
Computer-Enhanced Demonstrations of Simple Reaction Time
Authors: Freivalds Andris , Kong Dongjoon
Published: January 2012

As human factors (HF) educators, we often struggle to find good examples or inexpensive tools that allow us to demonstrate basic ergonomic principles. The following computer software allows us to HF educators to demonstrate a variety of basic cognitive not only in a lecture of laboratory environment but also at the convenience of the student who owns a personal computer. Specifically this demonstration will present the concept of a simple reaction time, but with the variations of using different color stimuli and a mouse button click for the response.
The Effect of Uncertainty on Reaction Time
Authors: Caplan Stanley
Published: January 2012

Using various card-sorting tasks, this class experiment shows how choice reaction time increases with the number of bits processed in tasks having familiar stimuli and one-to-one stimulus-response compatibility. Students deal decks of cards during four timed exercises into a specific number of piles according to color (2 piles), suit (4 piles), etc., which represent a different level of uncertainty measured by bits of information processed. A second deal is conducted without regard to suit, color, etc. to determine and remove movement time from the total deal time. The relationship of the resulting reaction time and bits is shown in a graph of data generated in real time from the students' four class exercises. This demonstration can be used to introduce the concept of information processing, to explore what experimental factors could contribute to the resultant time, and to discuss real-life choice reaction time applications.
Developing a Reusable Resource for Teaching Task Analysis
Authors: Bringelson Liwana S. , Morose Tanya E. , MacGregor Carolyn G. , Burns Catherine M.
Published: January 2012

Many of the skills required in the practice of human factors are “process-oriented” rather than “product-oriented”; this is challenging for human factors educators because it is often more difficult to teach process-oriented skills and concepts than product-oriented skills and concepts. The Centre for Learning and Teaching Through Technology [LT3] at the University of Waterloo, Ontario, Canada is involved in developing learning objects (also known as “learnware”) to help faculty overcome instructional challenges associated with teaching processes. The learnware development model used by LT3, which enables learner-centered resources to be developed, for students, and by students, to teach about processes in various disciplines will be discussed. The Task Analysis learning object developed to overcome instructional challenges experienced by human factors professors in the department of Systems Design Engineering, will illustrate LT3's learnware development model. The development of Task Analysis learnware emphasizes how the application of iterative learner-centred design can aid in teaching fundamental concepts in human factors.
Determining User Needs for Community-Based Geospatial Information Technology Services
Authors: Caldwell Barrett S.
Published: January 2012

The State of Indiana is in the process of creating a set of database tools to allow improved access, sharing, and understanding of information about community-level resources for any location within the state. This paper describes developing efforts to identify the needs of users in local government, community planning, emergency response, and agricultural extension offices to utilize the growing technical capabilities of geospatial information systems to improve environmental quality and local resource utilization for citizens of the state.
Fractal Design Strategies for Enhancement of Knowledge Work Environments
Authors: Wise James A. , Taylor Richard P.
Published: January 2012

Converging lines of research suggest a deep linkage between cognitive and emotional processes and settings displaying a rich visual fractal structuring in the 1.3–1.5 dimensional range. Reanalysis of a previous empirical study on interior design inducing reduction of performance stress from knowledge work suggests that this fractal dimensionality of a cabin panel surface pattern was the key environmental modification affecting subjects. in natural environments, fractal dimensionality in this range is most often associated with sinuous watercourses, undulating horizon lines and branching tree structures, all of which had high survival value for human ancestors in our evolutionary history. Other empirical research indicates that cognitive performance associated with visual search and access to working memory can be improved by inducing a ‘convergence to pattern’ of fractal environmental structure and the neural processes to which it seems particularly attuned. These in turn imply significant fractal design enhancements for work settings which are either semi-isolated and/or confined for technology/health/security reasons, or habitats in remote and harsh environments.
Environmental Design Strategies for Building Egress
Authors: Pauls Jake
Published: January 2012

The events of September 2001, 2001, plus the events' technical and political aftermath have helped to identify an unfortunate lack of research into building evacuation. The relative dearth of research is ironic given evacuation's central role in mitigation for a range of emergencies and its prominence in environmental design requirements in building codes and standards. The field of human factors has much to offer, for example, in a philosophical or strategic focus on human-centered design as well in more-prosaic issues such as exit stair width and handrail provision. Much of the available research addresses fairly low-level ergonomic issues such as exit stair width in relation to egress capacity and the impact on evacuation time. in addition to more-sophisticated research into the relatively simple issues, ahead lies more-difficult research relating to strategic issues and the provision of information to building occupants in emergencies, occupants' situational awareness generally, and the many social interactions—in seldom-considered environmental contexts—that are at the heart of major evacuations of large buildings such as in the case of the World Trade Center.
Sexual Harassment: An Organizational Safety Issue
Authors: Vredenburgh Alison G. , Zackowitz Ilene B.
Published: January 2012

Sexual harassment is a serious workplace safety issue. Central to all definitions of sexual harassment is the abuse of actual or perceived power over another individual. At the workplace, harassment creates a fearful and unsafe work environment. If organizational policies, procedures and practices do not prevent sexual harassment, an unsafe condition for employees may result and those organizations may be held liable for the damages. This paper presents a multidimensional study of harassment as a workplace safety issue. The forensic aspects of sexual harassment will be addressed. Two case studies will illustrate the depth and breadth of the harassment problem as an organizational safety issue. Finally, a study will be presented. Ten individuals who have experienced sexual harassment were interviewed in depth regarding their experiences. This multidimensional approach will illustrate that harassment is a workplace safety issue that can result in physical injury, emotional and professional damage to the victim as well as negative consequences to the organization.
Computerized Workplace Fitness Assessment: Sensitivity vs Specificity
Authors: Kennedy Robert S. , von Sternberg Janet , Kennedy Robert C.
Published: January 2012

Computerized fitness tests are used in workplace settings to measure for impairment resulting from factors such as environmental fatigue, toxic chemicals, environmental stresses, sleep disorders, high workload, illness, emotional upset, and others. One obstacle in implementing these instruments has been resistance from organizations due to concerns with accuracy of the tests and how the scores apply to the tasks in the workplace. Organizations are also often reluctant to adopt this type of instrument due to the potential for false positives in impaired performance. in order to develop a scoring method which addresses these issues by achieving substantial Specificity (>97%), while maintaining high Sensitivity, we employed computerized fitness tests to evaluate subjects with graded alcohol doses. By implementing Multiple Regression and Multiple Cutoff Analyses, we were able to achieve the desired levels of Specificity, while maintaining high Sensitivity.
Relating Goal Orientation to the Acquisition of a Complex Skill: Does the Context Matter?
Authors: Day Eric Anthony , Stokes Charlene , Fein Erich C.
Published: January 2012

The extant literature on goal orientation is primarily focused on scholastic and athletic achievement. This study extends the literature by examining the viability of three goal orientation dimensions (learning, performance-approach, and performance-avoid) as predictors of complex skill acquisition. Ninety-eight males participated in 7 hours of training in order to learn a computer-based task that simulated the demands of a dynamic aviation environment. Participants completed paper-and-pencil measures of global and task-specific goal orientation as well as a test of general cognitive ability ( g). Training outcomes included declarative knowledge, knowledge structure accuracy, skill acquisition, skill retention, and skill transfer. The results indicated that both performance-approach and performance-avoid orientations explained unique variance in training outcomes beyond that explained by g. However, both performance orientations were related to the training outcomes only when operationalized as task-specific orientations, not when operationalized as global dispositions. Learning orientation was not significantly related to the training outcomes.
Ergonomic Antecedents and Disabling Construction Injuries
Authors: Courtney Theodore K. , Matz Simon , Webster Barbara S.
Published: January 2012

The US construction industry comprises 5.4% of annual US employment but accounts for 7.8% of non-fatal occupational injuries. Little is kno-wn about construction injury disability and the contribution of ergonomics-related antecedents. The construction experience (n = 35,790) of a national worker's compensation insurer was analyzed. Disability duration (LOD) was calculated from indemnity payments data. Contributions of ergonomics-related antecedents to the most costly injuries were identified. The most frequent injuries were low back pain (15%), foreign body eye injuries (8.5%), and finger lacerations (4.8%). Back pain also accounted for the greatest percentage of costs (21.3%) and disability days (24.5%). The average LOD for an injured construction worker was 50 days (median = 7 days). Among the 5 most costly injuries, wrist fractures had the longest LOD (mean = 247, median = 38). Ergonomics-related antecedents were typically cited as the injury causing event in 4 of the 5 most costly injuries.
Combining Models to Solve the Problem: Macroergonomics and Public Health
Authors: Rice Valerie J. Berg , Mays Mary Z.
Published: January 2012

Macroergonomic and Public Health approaches were combined with typical ergonomic injury prevention approaches. This combination permitted a thorough investigation of all systems and personnel that might impact on musculoskeletal injuries among U.S. Army students attending Advanced Individual Training as a Combat Medic. The results allowed for an evaluation of the process, the attitudes and beliefs of the cadre (supervisors), and permitted development of a more harmonized, holistic injury prevention program. The results demonstrated success in terms of positive attitudes toward the program, an overall 10.8% reduction in clinic visits for musculoskeletal complaints, a 37% decrease in limited duty days, and a 60% decrease in sprain and strain injuries. A targeted prevention program yielded 36% fewer clinic visits and a 50% reduction in limited duty days. The high level of success achieved by this program was in large part due to the combined processes employed to lay a sound foundation for assessment, design, and evaluation of occupationally based musculoskeletal injuries.
The Effects of Dynamic Wrist Workloads on Nerve Conduction Measures for Evaluating Carpal Tunnel Syndrome
Authors: Jang Hyunkook , Freivalds Andris
Published: January 2012

The effects of exposure to three hours of forceful exertion and repetitive movement on nerve conduction function were examined in fifteen subjects. Wrist workload was recorded by using biaxial electrogoniometer and force resistance sensor, while the nerve conduction measures were recorded with TECA TD-20 EMG machine. The results of peak latency showed an overall increase during task performance for high force-low repetition, low force-high repetition, and low force-low repetition conditions, while little change for high force-high repetition condition. Analysis of variance on peak latency detected significant effect on time (p<0.001, F=13.79). For amplitude, overall increases for all workload conditions were found until 60 minutes into task performance, but after that time, amplitudes stayed relatively level. As expected, skin temperature had highly significant correlation with peak latency (p<0.001, r2=0.736), where peak latency appeared to increase as skin temperature decreased. These same results were found for peak latency and amplitude after skin temperature corrections. Correlation analyses indicated that the maximum wrist flexion, maximum range of motion and cumulative exposure time had highly significant relationships with peak latency and temperature-corrected peak latency over time. Specifically, the cumulative exposure time of F/E angle > 30° may serve as the best predictive measure for investigating the effects of dynamic wrist workloads on the nerve conduction.
Nonlinear System Identification Applied to the Biomechanical Response of the Human Trunk during Sudden Loading
Authors: Lawrence Brad M. , Mirka Gary A. , Buckner Gregory D.
Published: January 2012

Epidemiological and biomechanical studies have indicated that sudden loading of the trunk may be a risk factor for low back pain development. Sudden loads may contribute significantly to the development of low back pain, due to the large muscular force responses associated with these loads. To date, most sudden loading studies have been observational studies that provide rich informational content, but do not provide a solid theoretical model to investigate kinematic and kinetic responses. A novel approach using nonlinear system identification and a time-varying model is introduced in this study to investigate the underlying dynamics of the trunk biomechanical system during sudden loading. This model has been used to study the effects of warning signals, muscular fatigue, and training on the biomechanical response of one subject. Data from this subject and additional subjects may provide recommendations for training protocols and administrative and engineering interventions that minimize exposure to potentially hazardous sudden loads.
Effects of Cued Micro-Breaks on Self-Reported Severity and Recovery of Upper Limb Disorders in Computer Operators
Authors: de Looze Michiel P. , van den Heuvel Swenne G. , van den Hildebrandt Vincent H.
Published: January 2012

Software programs cueing computer workers to apply regular breaks and physical exercises may help in reducing work-related upper limb disorders. The effects of such a program was investigated among 268 computer workers with upper limb disorders, who were randomised into a control group, a group cued to take extra breaks and a group cued to perform exercises during the extra breaks. A comparison between pre- and post-intervention scores on the severity of the complaints showed no significant differences among the three groups. However, data on the self-reported recovery, obtained after the intervention, showed that, as compared to the controls, more subjects in the experimental groups reported recovery (55% vs. 34%) and less reported deterioration (4% vs. 20%). Hence, people who are cued to take extra breaks, perceive more recovery, although the effect on the severity level of the complaint was not detected. No effect was found of the physical exercises.
An Analysis of Shoulder Loading Differences for Simulated Industrial Task Performance between Injured and Non-Injured Subject Populations
Authors: Dickerson Clark R. , Chaffin Don B.
Published: January 2012

Detailed characterization of differences in motions between injured and non-injured populations has not been widely studied. These motion differences may have an impact on physical loading of injured populations performing work tasks. This study included analysis of tasks performed by three populations: control, spinal cord injured, and low back pain. Shoulder loading was examined for goal-directed simulated sagittal and lateral plane work tasks through calculation of maximum external dynamic shoulder moments. The significant main effects in determining shoulder moments included: type of task performed (one or two-handed load movement), horizontal distance to target, vertical height of target, and population membership. There was also a significant interaction effect between population and task type. This study establishes that both task requirements and injury status quantitatively effect shoulder loading, particularly for lateral motions, and suggests that ergonomists should consider factors beyond task-defined characteristics when designing job interfaces for injured populations.
A Normative Database of Thumb Circumduction in Vivo: Center of Rotation and Range of Motion
Authors: Braido Peter , Zhang Xudong , Hefner Robert , Redden Mark
Published: January 2012

This study aimed to explore the use of a contemporary motion capture system for measuring in vivo maximum thumb circumduction, and through biomechanical modeling and statistical analysis, to establish a normative database of three-dimensional functional thumb range of motion (ROM) and examine the effects of anthropometry and gender. Twenty-eight (14 males and 14 females) anthropometrically diversified subjects performed maximum voluntary thumb circumductions, as the trajectories of surface markers placed on their thumb landmarks were measured by an opto-electronic motion capture system. Aglobographic representation method determined the best fitting spheres, the center of rotation (COR) expressed in a local coordinate system, and reference axes of thumb circumduction. Thumb ROM was quantified using (1) the cone volume circumscribed by the thumb, and (2) the time-varying included angle with respect to a reference axis, expressed as the joint sinus. Statistical analyses suggest that gender is the most important factor ( p < 0.05) in determining the COR while anthropometry has the most significant effect on the cone volume ( p < 0.0001), but neither affects the joint sinus measures. The results provide valuable data as well as insights for biomechanical modeling of hand movement, ergonomic design of hand-operated controls or devices, and evaluation of thumb impairments or disorders.
A Motion Modification Algorithm for Memory-Based Human Motion Simulation
Authors: Park Woojin , Chaffin Don B. , Martin Bernard J.
Published: January 2012

Simulating human motions in the virtual CAD world is important in the computerized ergonomic design of products and workplaces. The present study introduces a novel, memory-based approach for simulating realistic human motions and presents a motion modification algorithm. in this novel approach, realistic human motions are simulated by modifying existing motion samples stored in a motion database. The proposed motion modification algorithm was found to be able to simulate human motions accurately. The memory-based motion simulation approach has advantages over existing simulation models as it can simulate qualitatively different types of motions on a single platform, predict motions of different styles, and continually learn new motions.
Railroad Yard Safety: Perspectives from Labor and Management
Authors: Reinach Stephen J. , Gertler Judith B.
Published: January 2012

Safety in the U.S. railroad industry has improved markedly over the last two decades. Train accident and employee injury rates have both declined sharply. While current railroad accident and injury rates are low in comparison to other modes of transportation, these rates in railroad yards far exceed the overall accident and injury rates across the entire railroad industry. To assist the U.S. railroad industry in its efforts to improve safety, the Federal Railroad Administration initiated research to examine worker safety issues in yards. Part of this research effort involved conducting structured interviews with railroad management and focus groups with railroad labor. A number of safety-related topics were addressed, such as overall safety climate, safety incentive programs, and training. Methods of data collection are described, results of the structured interviews and focus groups are presented, and opportunities for improving safety in the railroad industry are identified.
Using Impenetrable Borders in a Graphical Web Browser: Are All Angles Equal?
Authors: Farris J. Shawn , Jones Keith S. , Anders Brent A.
Published: January 2012

Impenetrable borders can be created by placing graphical user interface targets (e.g., buttons, scroll bars, etc.) on the edge of a computer display. Research demonstrated that targets with impenetrable borders (edge targets) are selected faster than targets of the same size that are not against the edge of the screen (non-edge targets). This paper discusses the reasons why edge targets are selected faster than non-edge target and points out a critical weakness in past research on impenetrable borders. Specifically, researchers have always placed targets at a 90° angle from the cursor's origin, thus forgoing any ecological validity. Accordingly, an experiment is reported that tests the effectiveness of impenetrable borders when approach angle varies on a graphical web browser interface. Results indicate that impenetrable borders are effective across all of the approach angles used. These results support the recommendation to place commonly used targets at the edge of the screen whenever possible.
How Good is Search Engine Ranking? a Validation Study with Human Judges
Authors: Yaltaghian Behnak , Chignell Mark
Published: January 2012

A study is reported where the rankings assigned by a search engine (Google) to the top 100 hits for seven queries are compared with the ratings of human judges (six per query). As assessed by correlations, agreement between judges was relatively good across all the queries, with a mean (Pearson) correlation of .475. In contrast, the correlations between Google rankings and human judges in this study were significantly lower, with a mean of .153. This study suggests that a high priority should be placed on finding improved methods for ranking the initial set of search engine results, so that they are more in line with human judgments of relevance.
The Grid Menu: Efficient and Robust Selection of Menu-Items
Authors: Cheng Hong-In , Patterson Patrick E.
Published: January 2012

With the increasing use of e-business web sites, users are often asked to select a menu-item from a large numbers of options. In this research, the pull-down menu, fisheye menu and grid menu were tested to compare the performance time, error rate, user satisfaction, simplicity, user friendliness, usefulness, and overall user preference of each menu type. The grid menu was more efficient in selection speed than the pull-down and fisheye menus when the number of menu-items was 50 and 100. The time needed to choose a menu-item with a grid menu was less affected by the size of menu and the physical location of an item within a menu. The pull-down and the grid menus were considered to be more satisfactory, simple, user friendly, and useful than the fisheye menu. 42.3 percent of subjects indicated that the grid menu was their preferred selection tool among the menus. The grid menu is an efficient and robust alternative menu choice for small and middle size menu lists.
Do Common User Interface Design Patterns Improve Navigation?
Authors: Maldonado Carlos A. , Jlesnick Marc L.
Published: January 2012

The Internet has become a growing channel for consumer purchases. Half of all U.S. consumers made at least one purchase on-line in 2001. However, many consumers report frustration with the lack of support for navigation within many Internet retailers' web sites. Several design patterns have been suggested to overcome these limitations, such as expanded hierarchies and breadcrumbs. This study investigated the effects of these design patterns on users' quantitative performance and subjective preference for ecommerce web sites. Expanded hierarchies, a design pattern that is commonly used by many retail web sites, degraded all of the performance metrics assessed in the study. Users required more time, made more errors, used more clicks, and had lower satisfaction scores for sites designed with expanded hierarchies. The results for breadcrumbs suggest that they may improve performance. The inclusion of breadcrumbs reduced the number of clicks required by users to complete the tasks, but other performance metrics did not reach statistical significance. The results indicate that design patterns that are believed to improve performance a priori may not yield the results expected.
International Interface Evaluation of a Corporate Web Site: Assessing the Effectiveness of Communicating with Culturally-Diverse Audiences
Authors: Nelson W. Todd , Langhorne Anna L. , Mahaffey David L.
Published: January 2012

In order for international corporations to establish a successful global Web presence, their Web sites must be designed to effectively communicate with culturally-diverse users. Employing a methodology that assesses the extent to which the intended meaning of interface elements (e.g., navigation, graphical elements, and site functionality) are understood by culturally-diverse users, international usability testing of a translated US corporate Web site was conducted in Brazil, France, Spain, and Germany. Participants included professionals from telecommunications, marketing research, and financial services sectors. Results indicated that the site's interface was language- and context-dependent and that it varied across cultures. Primary navigation categories were generally well understood across all cultures; however, the effectiveness of secondary, tertiary, and image-based navigation varied across cultures. Basic search functionality was effective, but advanced search features were less meaningful and culturally-dependent. In addition to presenting research outcomes, the effectiveness of this methodology for international interface evaluations is discussed.
Investigating Total Exposure to MSD Risks: The Roles of Occupational and Nonoccupational Factors
Authors: Hedge Alan , Rudakewych Mary , Weitz Lisa
Published: January 2012

The role of nonoccupational risk exposures on reports of musculoskeletal disorders (MSDs) among full-time computer workers was investigated for 403 State office employees. The non-occupational risk exposures involving repetitive hand motions that were assessed included home computer use, domestic activities (gardening, home maintenance), hobbies (e.g. knitting) and sports (e.g. volleyball). Reports of MSDs were significantly elevated by both occupational factors (duration of keyboard use without a rest break, typing speed, typing skill) and nonoccupational factors (home computer use, gardening, crocheting and needlepoint). Reports of MSDs were not significantly affected by other occupational factors (hours of keyboard and/or mouse use, wearing corrective lens, number of times getting out of the chair) or nonoccupational factors (knitting, golf, tennis, racquetball, volleyball). The results indicate that MSD symptom reports may be the result of total exposure to certain risk factors both in and outside of the workplace.
Macroergonomics and Diversity: Education, Healthcare and the Workforce
Authors: Newman Leah C.
Published: January 2012

In the 21st century, we find societies and communities still plagued by poor education, inadequate healthcare, as well as a lack of job opportunities. Macroergonomics provides a systems approach to solving complex problems. Furthermore, macroergonomics methods can be used to apply interventions to education, healthcare and workforce systems problems in an effort to increase the effectiveness of societal activities, improve the quality of life, enhance human dignity and develop human capabilities.
Quality of Working Life among Women and Minorities in the Information Technology Workforce: A Pilot Study
Authors: Carayon Pascale , Haims Maria C. , Brunette Maria J. , Hoonakker Peter
Published: January 2012

In this paper we present preliminary results of a pilot study aimed at assessing a questionnaire survey on quality of working life and diversity in the Information Technology Workforce.
A Macroergonomic Case Study Assessing Electronic Medical Record Implementation in a Small Clinic
Authors: Hundt Ann Schoofs , Carayon Pascale , Smith Paul D. , Kuruchittham Vipat
Published: January 2012

In this paper we describe preliminary results of a case study assessing macroergonomic aspects of the implementation of an electronic medical record (EMR) in a small family practice clinic.