bluuebunny/crossref_metadata_2025 huggingface dataset:
Creating a Computerized Assessment of Cognitive Flexibility with a User-Friendly Participant and Experimenter Interface
Authors: Gonzalez Christian , Pratt Stephanie M. , Benson William , Figueroa Ivonne J. , Rhodes Dustin , Youmans Robert J.
Published: October 2012

Researchers are often faced with practical hurdles to data collection stemming from poorly designed research tools. In this set of studies, we utilized an iterative design process to develop a new assessment of individual differences in cognitive flexibility. The development cycle began with paper prototypes of the cognitive flexibility assessment and ended with a computerized prototype research tool. Here we outline our development process, report results from user testing, and demonstrate how human factors methodology, often used in product design, can also be successfully utilized to test and improve the user friendliness of psychology assessment tools.
Browser Design Impacts Multitasking
Authors: Lottridge Danielle , Marschner Eli , Wang Ellen , Romanovsky Maria , Nass Clifford
Published: October 2012

With smartphones, tablets and laptops, it has become easier than ever to multitask constantly. How does the design of devices and applications encourage or discourage multitasking behavior? Given the ease and seamlessness of switching between goal-oriented tasks and distractions in a browser, and the propensity to lose track of time, our design team focused on increasing awareness of switching between browser tabs, and on increasing awareness of how time is spent within tabs. We designed a browser plug-in that automatically categorized URLs as work or non-work, altered tab color, size and placement, and added a status bar that displayed the total amount of time spent on a tab and overall in work/non-work mode. We conducted a two-week field study to evaluate the effects on browsing behavior. We found that modifying the browser design influenced multitasking: participants spent less time on non-work tabs, switched between tabs less frequently and spent more time on work-related websites.
A Framework for an Evolutionary Computation Approach to Supporting Concept Generation
Authors: Sun Ganyun , Yao Shengji
Published: October 2012

This paper proposes a framework for an evolutionary computation approach to supporting concept generation in engineering design. This approach attempts to assist designers in increasing quantity and diversity of design concepts. The framework integrates the Theory of Inventive Problem Solving (TRIZ) methodology into an evolution process. First, the product resources are analyzed. The relationships between the resources are constructed using Genetic Programming. Second, contradictions between the relationships are identified based on the physical features of the resources and their relationships. Finally, principles for resolving contradictions in the TRIZ matrix guide designers to generate alternative design solutions. A case study is conducted to show how the approach works.
The Effects of Individual Differences in Working Memory Capacity and Design Environment on Design Fixation
Authors: Bellows Brooke G. , Higgins Jordan F. , Smith Melissa A. , Youmans Robert J.
Published: October 2012

The current study investigates how design fixation, a negative limitation in a designer’s creative output due to an overreliance on features of preexisting designs, is affected by a designer’s environment and his or her working memory capacity. Participants in this study were 29 undergraduate students (21 women, 8 men) enrolled at a large metropolitan university. Participants completed a computerized assessment of working memory capacity, viewed an example poster design intended to create design fixation, and then designed their own poster in either a quiet or noisy environment. The results of the study revealed a significant interaction between design environment, working memory capacity, and design fixation effects and a significant main effect of working memory capacity on fixation. The results are discussed as they relate to the design of products and systems with optimal human factors characteristics, and how designers might self-select optimal design environments on the basis of their working memory capacity.
Implicit Attitudes in Consumer Purchase Intent
Authors: Wohleber Ryan W. , Matthews Gerald
Published: October 2012

Consumer attitudes toward products may be consciously-accessible (explicit) and unconscious (implicit). It is challenging to evaluate the effects of product design on consumer attitudes, because design may exert unconscious influences on consumer attitudes. This study tested the effectiveness of two prominent measures of implicit attitudes in discriminating products of differing design qualities. The measures used were the Evaluative Movement Assessment (EMA) and priming effects of washer images in the Lexical Decision Task (LDT). Explicit liking was also assessed. Responses were assessed to four washing machines chosen to span a range of quality and style options available on the market. Findings showed that the EMA but not the LDT measure discriminated the products, as well as the responses of buyers and non-buyers. Furthermore, the EMA and explicit ratings appear to tap into different aspects of consumer attitudes. Implications for product design and evaluation are discussed.
Examination of Dual vs. Single Monitor Use during Common Office Tasks
Authors: Owens Justin W. , Teves Jennifer , Nguyen Bobby , Smith Amanda , Phelps Mandy C. , Chaparro Barbara S.
Published: October 2012

Previous studies have found that using multiple monitors increases productivity, but there are also documented drawbacks to increased monitor count and/or size. The purpose of this study was to determine whether increases in productivity hold true with newer technology, like wide flat-screens, in the multitasking context. Sixty participants were asked to complete several tasks commonly completed in an office environment. These tasks were performed on four different monitor configurations: a single and dual 17” monitor(s) and single and dual 22” monitor(s). Participants located information from several documents and compiled this information into a new document. Dependent variables measured included efficiency, effectiveness, and satisfaction. Results indicated a performance benefit for dual monitor usage, regardless of monitor size. Participants most preferred using dual 22” monitors and least preferred a single 17” monitor.
Apple iPad Usage Trends by Students and Non-Students
Authors: Nguyen Bobby T. , Chaparro Barbara S.
Published: October 2012

Since its release in April 2010, the Apple iPad has become the de facto tablet for consumers. Given the increasing popularity of the iPad as a consumer, educational, and work device, we were interested in how different groups of people use the iPad. More specifically, we were interested in how students and non-students use the iPad at work, school, and at play. One-hundred thirteen participants completed an online survey about iPad use. Results indicated students use the iPad more often for socializing, playing games, editing and posting photos, listening to audio, and taking pictures or videos. On the other hand, non-students use the iPad more often for reading the news, eBooks, and eMagazines.
Elephant in the Break Room: The use of Modified Operational Sequence
Authors: Kelling Nicholas , Gaalema Diann , Kelling Angela
Published: October 2012

Although human factors has been applied to situations involving animals, it has not been formally used in zoo exhibit design. Zoo exhibits with their varied, and possibly conflicting, goals of three distinct user groups present a unique opportunity to apply human factors to improve the design process. Treating zoo staff, visitors, and animals as co-workers, each with input into the exhibit system, allows the design process to be optimized in order to maximize efficient use of time and better meet the needs of all users. Ideally, well designed exhibits will maximize animal welfare while increasing the efficiency and safety of zoo staff. Additionally, exhibits should enhance the visitor experience, allowing them to connect with the exhibit and learn from it, ideally by viewing species-typical behavior. The current paper uses a novel approach, a modified Operational Sequence Diagrams, to examine the needs of the zoo system. This methodology is used because of its flexibility and ease of understanding for zoo personnel not trained in human factors. An example diagram is provided for scatter feeding in an elephant exhibit.
Using Magpie Research to Determine the Top 10 Human Factors Issues in UAS for NATO FINAS
Authors: Hunt Gayle , Rice Stephen , Geels Kasha , Davis Doug
Published: October 2012

Knowledge from various related disciplines is commonly used as a top-down approach to address human factors issues. In this paper, we suggest continuing this tradition in order to solve the specific problems pertaining to NATO UAS flight. Furthermore, we encourage applying what is known about manned aircraft to unmanned aircraft, rather than starting anew, because the two share many common issues. We narrowed down the top 10 issues in NATO UAS flight, as voted on by NATO FINAS delegates (subject matter experts), and discuss how each of these issues may be addressed using a top-down approach.
Humans to Robots: How Technomorphic Features Shape our Perceptions of Each Other
Authors: Lum Heather C. , Sims Valerie K. , Chin Matthew G. , Halse Shane E. , Harris Megan A.
Published: October 2012

It is becoming commonplace for humans to use technology to enhance and augment their understanding of the world. In this study, we investigated whether attention to these forms of technology can be predicted by scores on the Technomorphic Tendencies Scale (TTS) (Lum et al., 2011). Participants completed the TTS and were eye tracked while viewing pictures of models wearing various types of technological devices (e.g., an eye tracker; a Bluetooth headset). Higher TTS scorers tended to have more fixations and for a shorter duration of time when compared with the lower TTS Scorers. The Technomorphic Tendencies Scale is predictive of attention directed to technology when making first impressions.
The Effect of Video Game Play on Performance in a Vigilance Task
Authors: Schmidt Tarah N. , Teo Grace W. L. , Szalma James L. , Hancock Gabriella M. , Hancock Peter A.
Published: October 2012

Traditional vigilance research typically employs static stimuli presented in discrete trials within a highly structured laboratory setting with few similarities to operational environments. The current study employs a dynamic video game-based environment in which the vigilance task has crucial elements of real world detection tasks, in this case the detection of improvised explosive devices (IEDs). The novel platform for this vigilance task and its similarity to popular video games on the market motivated the current study to compare performance between video game players (VGPs), to non-video game players (NVGPs). The results indicate that, relative to NVGPs, VGPs achieved improved performance on the vigilance task, regardless of whether they received training using knowledge of results (KR).
The Influence of Organizational Structure on Safety Climate in the Trucking Industry
Authors: Murphy L. A. , Huang Y. H. , Lee J , Jeffries S. , Robertson M. M. , Garabet A.
Published: October 2012

While it has been well established that safety climate is a leading indicator of accidents and injuries, the antecedents of safety climate are rarely examined in the safety literature. Structural factors of an organization, like company size, haul type, and geographic location, may contribute to the perception workers have of their organization’s safety climate. Especially in the trucking industry, in which drivers work alone for long periods of time with little social interaction among coworkers and supervisors, it is important to understand different factors that will influence safety climate. Some understanding of which organizational characteristics impact safety climate may help organizations to focus on specific areas to counter the effects of structure in order to improve safety.
Training Effects in a Low Fidelity Combat Vehicle Simulator
Authors: Oskarsson Per-Anders , Nählinder Staffan
Published: October 2012

A study of training effects in a combat vehicle simulator was performed at two occasions, first during the early part of the vehicle crews’ education and second during the later part. The focus of the study was on fidelity, presence, fun, motivation, feedback, learning in the simulator, and transfer of training. Learning in the simulator was rated highest at the early occasion; nevertheless both learning and transfer of training were rated relatively high at both occasions. This indicates positive training effects in a fairly simple low fidelity simulator. Finally a preliminary model of the causal relations between the aspects of training was created by structural equations modeling. The model indicates that the training environment (measured by rated feedback, presence, fidelity, motivation, and fun) had a positive influence on the training in the simulator (measured by rated learning in the simulator and transfer of training to the real combat vehicle).
The Effect of Text Versus Video Presentations of Patient Narratives in a Web-based Patient Decision Aid
Authors: Jansen Samantha , Miranda Andrew , Owens Justin , Zikmund-Fisher Brian , Shaffer Victoria
Published: October 2012

Over the past several years the Internet has developed a more prominent role as a source for medical patients to search for health related information. The current study examined the use of web-based patient decision aids and how the format of patient narratives influenced treatment preferences and knowledge about the treatments options. Fifty-three women viewed a web-based decision aid with patient narratives displayed in a full-video format, full-text (no video) format, no patient video format, or no patient text format. The patient narrative format had no influence on knowledge or treatment preference, but time spent viewing specific webpages within the decision aid was predictive of treatment choice. Participants that spent more time viewing the lumpectomy webpage were significantly more likely to prefer lumpectomy with radiation, while participants who spent more time viewing the mastectomy webpage were significantly more likely to prefer mastectomy. These results suggest that a confirmation bias may be present.
Gaze Pattern Differences Between Objective and Subjective Search of E-Commerce Web Pages
Authors: Nguyen Duy , Owens Justin , Chaparro Alex , Chaparro Barbara , Palmer Evan
Published: October 2012

Both users and retailers benefit from optimizing e-commerce web pages for consumers who freely browse, subjectively search (e.g., “Find a gift for your uncle.”), or objectively search (e.g., “Find the laptop.”) for merchandise online. However, search behavior of e-commerce web pages under these conditions is not well understood. We studied how gaze patterns were modulated by search task on 12 e-commerce web pages. Search for objectively defined targets yielded larger saccade amplitudes than when freely browsing or subjectively searching. Furthermore, users fixated product images more often than product text or navigation regions when searching for particular items. On the other hand, search for subjectively defined gifts led to longer fixation durations of navigation regions, in particular. These findings show that search behavior of e-commerce web pages is influenced by consumer objectives and concurs with classic findings from the scene perception literature about the influences of top-down goals on eye movements.
Superior Visual Search Accuracy after Exposure to Natural Relative to Urban Environments
Authors: Sandry Joshua , Schwark Jeremy , Hunt Gayle , Geels Kasha , Rice Stephen
Published: October 2012

Recent studies have demonstrated a performance benefit when interacting in natural compared to urban environments. Presently, we are interested in testing whether visual search performance would differ depending on environmental exposure. We exposed participants to images of either natural scenes or urban scenes and asked them to complete a visual conjunction search (identifying the letter O embedded in an array of Q’s). Consistent with existing literature, findings revealed that participants were more accurate at identifying targets when they were exposed to images of nature relative to participants exposed to images of urban environments.
Effects of Task-Irrelevant Cars on Judgments of Deceleration and Time-to-Contact During Car-Following
Authors: Levulis Samuel J. , DeLucia Patricia R. , Oberfeld Daniel
Published: October 2012

Rear-end collisions represent over 25% of crashes with other moving vehicles (NHTSA, 2005). Factors that potentially contribute to such accidents include a driver’s ability to respond to a lead car’s deceleration and to estimate how much time remains until a collision would occur (DeLucia & Tharanathan, 2009). Prior research (Oberfeld & Hecht, 2008) showed that time-to-contact (TTC) judgments of approaching objects were influenced by task-irrelevant distractor objects. This finding has implications for rear-end collisions when drivers must detect a lead car’s deceleration amidst surrounding cars. However, Oberfeld and Hecht simulated a stationary observer rather than a moving observer which is more representative of driving. We measured effects of task-irrelevant distractor cars on judgments of a lead car’s deceleration during simulations of self motion. Observers viewed car-following scenarios in which only a lead car was present or a lead car and two distractor cars were present in adjacent lanes. The lead car decelerated 10 s or 15 s after the scene’s onset, at either 4 ft/s2 (slow) or 10 ft/s2 (fast). The distractor cars decelerated earlier, later, or at the same time as the lead car, or never decelerated. Brake lights were disabled. Observers were instructed to maintain 40 mph and to press a button as soon as the lead car decelerated. Mean response time was significantly longer in the presence of distractor cars when the lead car decelerated 15 s after the scene’s onset, at 4 ft/s2. In a separate study of a TTC (prediction-motion) task used by Oberfeld and Hecht, car-following speed was pre-set to 40 mph, and the lead car decelerated for 3 s and then disappeared. Observers pressed a button when they thought a collision would occur. Distractor cars affected TTC judgments only when deceleration was concurrent with the lead car. In contrast to deceleration detection, TTC judgments were significantly shorter when distractor cars were present compared with absent, suggesting that effects of distractor cars are task-dependent. In summary, task-irrelevant distractor cars can affect deceleration detection and TTC judgments. The implication is that drivers cannot always ignore task-irrelevant cars on the road. Cars on lanes that do not have immediate consequences for a rear-end collision nevertheless may affect a driver’s response to a lead car’s deceleration. Warning systems designed to prevent rear-end collisions may be needed more in relatively dense traffic when drivers are potentially distracted by task-irrelevant cars.
The Impact of Synthetic and Accented Speech on Unattended Recall in a Dichotic Listening Task
Authors: Sinatra Anne M. , Sims Valerie K. , Najle Maxine B. , Bailey Shannon K.T.
Published: October 2012

Synthetic speech is a commonly used form of computer-generated speech. Synthetic speech is different than natural speech as it has a different pacing and lacks intonation. English natural speech with a foreign accent also has a different pacing and pronunciation than an American’s own natural accented speech. A study was performed to determine if unattended synthetic speech was more difficult to process than unattended natural speech when one is engaged in an activity that demands a great deal of attention. Participants engaged in a dichotic listening task where they wore headphones and repeated information from one ear (attended), while ignoring information from their other ear (unattended). It was found that the presence of natural speech in the unattended ear resulted in participants reporting more low-threshold information from the task, and that accent did not impact the amount reported. It was concluded that synthetic speech is inherently different than natural speech, as degrading the natural speech by including a foreign accent did not result in the same deficits as synthetic speech.
Driver Distraction: Effects of Text Entry Methods on Driving Performance
Authors: Crandall Joseph M. , Chaparro Alex
Published: October 2012

This research investigates the effect of cell phone interface design on simulated driving performance. The effects of three text message conditions (no text, touch screen keyboard, physical keyboard) on lateral vehicle control and operator workload (mental and physical) were evaluated. Twenty three participants performed a lane change task for each of the text message conditions. The results indicate that drivers had greater lane variability and reported higher workload when using a touch screen compared to physical keyboard. The findings of this study suggest that a touch screen interface may exacerbate the effects of a secondary task (e.g. texting) on driving performance.
Optically-Controlled Braking Responses to Variable Deceleration Magnitudes in a Car-Following Task
Authors: Hope Rowdy J. , Lew Roger , Colby Katrina A. , Dyre Brian P.
Published: October 2012

This study sought to identify which braking strategies are more often used in a car-following task when only optical cues to deceleration are available (no brake lights). Previous research identified three braking strategies for stopping to a stationary obstruction: regulation (deceleration at a near-constant magnitude), slam-on-the-brakes (increasing magnitude of deceleration), and bang-bang (initial high deceleration followed by a less deceleration). We used a car-following task with braking profiles which included variable decelerations to examine which of these strategies is most often used when drivers are not presented with brake lights warning of the deceleration of the lead vehicle. Results showed that individuals tend to use the slam-on-the-brakes approach (soft-then-hard braking) more than regulated (constant braking) or a bang-bang approach (hard-then-soft braking) when following vehicles without brake lights. These data form an important baseline of behavior for evaluating the effects of brake lights and other deceleration displays on braking behavior.
Workload Comparison of Intraoral Mask to Standard Mask Ventilation Using a Cadaver Model
Authors: McCrory Bernadette , Lowndes Bethany R. , Thompson Darcy L. , Miller Emily E. , Riggle Jakeb D. , Wadman Michael C. , Hallbeck M. Susan
Published: October 2012

Background: The bag-valve mask (BVM) is critical to providing positive pressure ventilation for patients who are not breathing or who are breathing inadequately. This simple hand-held device enables healthcare professionals to quickly provide mechanical ventilation in emergent and non-emergent situations. However, the difficulty of achieving and maintaining an adequate seal between the BVM and face reduces ventilation volume and the success rate of resuscitation efforts. A novel IntraOral Mask (IOM) was developed by NuMask to eliminate these difficulties by creating a seal inside the mouth using a snorkel-like mouthpiece. There have been no published reports comparing the human factors and ergonomics of these masks. Therefore, the aim of this study was to compare the perceived workload of the standard BVM and the NuMask IOM. Method: Twenty-five emergency medicine students performed mechanical ventilation on a cadaver model using both masks. Workload was assessed using the NASA-TLX after ventilating with each mask. Results: Overall workload and effort were rated significantly less for the IOM (p < 0.05). In general, the IOM had lower median ratings for physical demand, mental demand and frustration compared to the BVM. Conclusion: Overall, the IOM appears to facilitate gripping through its novel snorkel-like design and reduced hand interface size by decreasing the perceived effort and workload of the healthcare responder. However, further clinical and ergonomic investigations are needed to ascertain whether the IOM improves mechanical ventilation performance and therefore resuscitation success rates.
Managing Different Perspectives in the Redesign of Family-Centered Rounds in a Pediatric Hospital
Authors: Xie Anping , Carayon Pascale , Kelly Michelle M. , Li Yaqiong , Cartmill Randi , DuBenske Lori L. , Brown Roger L. , Cox Elizabeth D.
Published: October 2012

Managing conflicts between different perspectives is critical to healthcare system redesign. This study compares the perspectives of different stakeholders involved in family-centered rounds (FCR) in a pediatric hospital. A survey was distributed to 134 participants involved in FCR. The objective of the survey was to evaluate stakeholder perceptions of the impact of system redesign strategies on family engagement in FCR. Results showed parents, nurses, physicians and medical students have different opinions about how to enhance family engagement in FCR. Recommendations for managing different perspectives in healthcare system redesign are discussed.
Recognition of Patient Selection Errors in a Simulated Computerized Provider Order Entry System
Authors: Hettinger A. Zach , Fairbanks Rollin J (Terry)
Published: October 2012

Objective: To investigate whether the manipulation of a computerized provider order entry (CPOE) interface design will change provider recognition and correction of patient selection errors. Materials and Methods: Forty-six emergency medicine providers were randomly assigned to three groups (standard design, bolded patient identifiers, and contextual information) using a between-subjects design. Each participant navigated through 3 scenarios, including one with a forced patient selection error. The primary outcome was recognition and correction of the error. Secondary measures were the correction interval (time from introduction to correction) and the step in the ordering process at which recognition occurred. Results: We found an overall 24% error recognition rate. The error recognition rate and correction interval were both non-significant between groups. 82% of error recognitions occurred during the data entry (brief history, indication, room location) phase of ordering (p=0.03). Discussion: In this study 76% of providers did not recognize the occurrence of a patient selection error, with no significant impact from the addition of contextual information. This result suggests that providers do not routinely confirm patient identity after patient selection from the menu. However, when recognized, recovery took place significantly more often in the data entry phase which suggests this is where efforts should be focused. Conclusion: Medical providers do not routinely confirm patient identity after patient selection. Further study is needed to determine the most effective intervention to reduce the wrong patient selection order hazard, including the role of provider input in CPOE systems.
A Phenomenological Interview Method for Informal Scienc Learning
Authors: Bolling Amy S.
Published: October 2012

In this paper I explore the phenomenological interview as a method of measuring learning outcomes in informal science environments, specifically with respect to the nature of the emotional experience and its impact on learning. The learning outcomes of informal science education include emotional components such as excitement and interest, which are not easily measured with traditional testing and surveys. The phenomenological interview involves open-ended questioning, and responses are analyzed by comparing the common threads between participants. This research method could be helpful in understanding the nature of the emotional experience and what aspects of the environment contributed. It could also be applied to research on other virtual and mixed-reality environments, especially where emotional impact is studied.
The Issue of Monotony and Low Workload in Spaceflight: Considerations for the Mission to Mars
Authors: Oglesby James M. , Salas Eduardo
Published: October 2012

The future mission to Mars will present a number of challenges regarding habitability and performance for spaceflight crewmembers. One aspect that needs to be considered is the potential impact of extended periods of low workload relating to monotony and boredom. The following provides an overview of the challenges associated with long duration spaceflight, and specifies the characteristics of interplanetary exploration. Focus is put on these challenges in space and provides possible approaches in mitigating the potential consequences regarding low workload in the high-risk environment. Discussion points are provided regarding possible applications for implementation in future interplanetary expeditions.
Aviation Decision Making Issues and Outcomes: Evidence from ASRS and NTSB Reports
Authors: Mosier Kathleen L. , Fischer Ute , Cunningham Kerry , Munc Alec , Reich Kendra , Tomko Linda , Orasanu Judith
Published: October 2012

As we move into NextGen (Next Generation) aviation operations, it becomes critical to ensure shared situational understanding and cooperative problem solving between flight crews and ATC. Doing so will entail identifying potential problems, as well as evaluating the likely impacts of specific operator and environmental characteristics on decision processes and outcomes. Aviation Safety Reporting System (ASRS) and National Transportation Safety Board (NTSB) incident and accident reports were examined, with a focus on human factors issues, antecedents of errors and associated operational consequences. Results showed interrelationships between specific antecedents and errors, and the prevalence of attention errors, crew communication issues and monitoring/challenging errors in procedural errors and poor decisions. A model of how antecedents contribute to poor situational models and outcomes is proposed.
Using Medieval Architecture as Inspiration for Display Design: Parameter Interrelationships and Organizational Structure
Authors: Barshi Immanuel , Degani Asaf , Iverson David , Lu Peter J.
Published: October 2012

In physical environments such as aerospace and process control, many system components and their associated information are interrelated (e.g., an increase in a chamber temperature results in an increase in its pressure). Displaying interrelationships between individual parameters and also among sets of parameters reveals meaningful information and can help yield understanding about the “big picture,” which operators in complex systems commonly strive for. In this paper, we propose a framework for information organization, discuss a method for computation of such interrelations, and suggest a display organization approach to “house” them. The computation is done using data mining tools and the display organization approach is based on concepts from Islamic medieval architecture. We illustrate these ideas using a helicopter engine display and briefly discuss some of the implications for a holistic display of multiple components and subsystems.
Usability of an Interactive Educational Website for Statistics
Authors: Hoyle Sloane , Peres S. Camille , Bruton Kate , Gutierrez Trini
Published: October 2012

As the use of online learning tools (e-tools) becomes increasingly prevalent, there is a strong need for practical design guidelines and recommendations to facilitate an efficient and effective e-learning environment. The main focus in this paper is to identify usability elements of educational websites. Finding usability problems was the main focus of the three usability studies conducted using twenty-six participants. One study evaluated the effectiveness of the navigational system; the two other studies assessed the usability of interactive simulations. While the initial focus was on the website specifically, collective information gathered from the three studies further identified usability guidelines useful for educational websites. The results from these studies support thirteen key guidelines that could inform guidelines for online educational tools that differ from those guidelines for commercially focused websites.
Designing for Appropriate Degrees of Automation: A Practice Innovation Framework Applied to Home Energy Management
Authors: Clark Rylan M. , Tharanathan Anand , Vargas Joseph
Published: October 2012

Designing next generation human-automation systems—novel technologies—is challenging because there are many unknowns. The needs and expectations of end users and the complexity of scenarios can vary considerably. Such needs, expectations and complexities must be addressed by designing for appropriate degrees of automation. Technology designed with these considerations should enhance user experience if it matches user expectations and information processing needs. In this exploratory case study, a practice innovation framework was proposed and applied to a novel system that manages energy use in smart homes. Twelve potential usage scenarios were created to systematically test four stages of automation, which were embedded within the system as feature options for participants to interact with during the study. Results revealed appropriate stages of automation and automation trust was captured in a posttest survey. These results, leveraged by proposed framework, were instrumental to the functional design of novel home energy management technology.
HFES Panel Discussion Submission (Perception and Performance)
Authors: Elliott Dr. Linda R. , Hancock Dr Peter
Published: October 2012

Soldiers can quickly lose situation awareness and orientation in combat, particularly in situations where there is degraded visual acuity, high noise, and/or need for audio silence. Multisensory tactile displays have enabled Soldiers to communicate during strenuous movements and to navigate at night, while hands-free and eyes-free. The full potential of these multisensory systems to reduce Soldier cognitive load and enhance performance has yet to be determined. Improved technology in tactile cueing enables more precise recognition of diverse alerts and communications. Efforts are also underway to integrate the tactile systems to visual and gesture-based systems. These new integrated systems could augment battlefield visualization techniques to allow individuals to quickly visualize and respond to battlefield dynamics. Given these technology developments, there is immediate need for research and guidelines to address issues arising from these multisensory displays. Panel discussants will introduce issues and insights arising from extensive research in basic and applied streams of research. While the performance context is that of Soldier navigation, communication, and performance, discussions will generalize to many fields.
Can Users Judge the Stair-Climbing Abilities of Two-Wheeled Self-Balancing Robots?
Authors: Jones Keith S. , Schmidlin Elizabeth A. , Wheeler Noah J.
Published: October 2012

This experiment examined users’ abilities to judge whether an autonomous robot can accomplish a given task. It was predicted that 1) participants would differentiate the action-capabilities of short and tall robots, 2) participants would base their judgments on an action-relevant scalar, and 3) participants’ judgments would be accurate. All three predictions were supported. This is important because it suggests that users may be able to accurately judge whether an autonomous robot can accomplish a given task without having previously observed that robot perform that task. The ability to do so will be very important as users increasingly ask their robots to perform tasks that the robots’ designers may have never considered.
The Design and Evaluation of Visual and Tactile Warnings in Support of Space Teleoperation
Authors: Li Huiyang , Sarter Nadine B. , Sebok Angelia , Wickens Christopher D.
Published: October 2012

Space teleoperation is a very challenging task, in part due to the difficulty with maintaining awareness of the robotic arm’s configuration. Operators sometimes fail to notice undesirable arm configurations, such as joint limits or singularities, due to poor graphic user interface (GUI) designs and visual data overload. These failures can lead to hazards and unsafe conditions. The present study served to develop and comparatively evaluate the effectiveness of two approaches to supporting astronauts in monitoring the arm: 1) visual highlighting and information integration, and 2) tactile warnings. Performance measures and eye tracking data were collected and show that visual highlighting/integration and tactile warnings resulted in faster response times to, and successful avoidance of problematic arm configurations. The findings also highlight that additional support is needed for later stages of information processing, such as response selection. The findings from this research not only benefit space teleoperation but can inform the design of interfaces in other data-rich domains.
Human Control in Rotated Frames: Anisotropies in the Misalignment Disturbance Function of Pitch, Roll, and Yaw
Authors: Ellis Stephen R. , Adelstein Bernard D. , Yeom Kiwon
Published: October 2012

Comparative misalignment disturbance functions (MDF) have been measured for rotations between display and control axes for pure pitch, roll, and yaw misalignments in a high fidelity virtual environment. Twenty participants manually moved a virtual cursor using position control to touch 3-dimensionally, randomly presented nearby targets having a constant Fitts Index of Difficulty. Results show a peak disturbance near 120° of rotation for all axes with Roll being distinguishably more disturbed. Some reasons for observed anisotropies, nonlinearities and an equiaxial spiral feature are briefly discussed and modeled
Camera Placement in Simulated Laparoscopic Surgery Influences Performance
Authors: Wheeler Noah J. , Klein Martina I. , Craig Curtis
Published: October 2012

Laparoscopic surgery requires surgeons to view rotated visual feedback of the surgical field. However, systematic assessments of the effects of visuomotor rotations on performance have been controversial. Forty novice undergraduates performed a pointing task in a laparoscopic trainer box while experiencing one of five different visuomotor rotations: 0°, 45°, 90°, 135°, and 180°. Performance was measured using root mean squared error (RMSE). When initially exposed to the visuomotor rotations, participants’ performance was superior in the 0° condition when compared to the 45°, 90°, and 135° conditions. The pattern of results observed in the present study were consistent with basic research by Cunningham (1989) that showed the most severe performance decrements for rotations between 90° and 135°. With prolonged exposure to the visuomotor rotations, participants adapted to the distortions. The results of the present study are relevant to the design of laparoscopic training currilicula.
Spearcons Improve Navigation Performance and Perceived Speediness in Korean Auditory Menus
Authors: Suh Hyewon , Jeon Myounghoon , Walker Bruce N.
Published: October 2012

For decades, auditory menus using both speech (usually text-to-speech, TTS) and non-speech sounds have been extensively studied. Researchers have developed situation-optimized auditory menus involving such cues as auditory icons, earcons, spearcons, and spindex. Spearcons have generally outperformed other cues in terms of providing both contextual information and item-specific information. However, little research has been devoted to exploration of spearcons in languages other than English, or the use of spearcon-only auditory menus. In this study, we evaluated the use of spearcons in Korean menus, as well as the use of spearcons alone. Twenty-five native Korean speakers navigated through a two-dimensional auditory menu presented via TTS, with or without spearcon enhancements. Korean spearcons were successful. Participants also rated the spearcon-enhanced menu as seeming speedier and more fun than the TTS-only menu. After a short learning period, mean time-to-target in the auditory menu was even faster with spearcons alone, compared to traditional TTS-only menus.
Towards a Comprehensive Framework for Display Compatibility
Authors: Hollands Justin G.
Published: October 2012

In this paper, display design is considered in terms of representations and compatibility. We can view the various forms of compatibility (display, task, data type, stimulus-response, ecological, etc.) in terms of the correspondence between a pair of representations. Each type of compatibility is reviewed, with the representations specified in each case. In defining the various types, and considering the relation between them, some previous misinterpretations are clarified. A general compatibility framework is defined, and a model is proposed that could be validated through empirical means. Finally, a notional tool is described that could be used by a human factors engineer to guide design or acquisition choices for information display.
Prediction of a Three-Dimensional Pointing Task through Extending the Motor Module of ACT-R
Authors: Park Daecheol , Myung Rohae
Published: October 2012

In this study, we attempted to develop a model to describe a pointing task in a three-dimensional environment, particularly in a car cockpit. When humans interact with a system in three-dimensional space, they usually reach toward targets to adjust controls. Hence, reaching movements are considered to describe pointing tasks in three-dimensions. However, the ACT-R cognitive architecture deals only with two-dimensions with hand movements using Fitts’ law or parameters. Therefore, this paper proposes a method to describe the reaching arm movement of a person in a three-dimensional environment by extending the motor module of ACT-R. Arm movement is more complicated biologically than hand movement, because many aspects such as kinematic features have to be considered. In this study, an extended Fitts’ law that includes the azimuth angle and inclination angle was used to develop the extended motor module to represent human reaching actions. A pointing task was then simulated using an extended ACT-R in a mock-up vehicle. The extended motor module was found to simulate pointing movements in three-dimensional environments accurately with an r-squared value of 0.947. In addition, the extended motor module is able to describe the variations in movement determined by the targets’ locations and directions.
Scan patterns on overland navigation in varying route difficulty: is total-flight-hours (TFH) a good measure of expertise?
Authors: Yang Ji Hyun , Kennedy Quinn , Sullivan Joseph , Fricker Ronald D.
Published: October 2012

Helicopter overland navigation is a cognitively complex task that requires continuous monitoring of system and environment parameters and many hours of training to master. This study investigated the effect of expertise on pilots’ gaze measurements, navigation accuracy, and subjective assessment of their navigation accuracy in overland navigation on easy and difficult routes. Twelve military officers who ranged in flight experience, as measured by total flight hours (TFH) completed a simulated overland task. They first completed map study of a route comprised of easy and difficult route sections, and then had to ‘fly’ this simulated route in a fixed-base helicopter simulator. They also completed pre-task estimations and post-task assessments of how hard it would be to navigate to each waypoint in the route. Their scan pattern was tracked via two eye tracking systems. The tracking systems captured both the participant’s out-the-window (OTW) and topographical map scan data. TFH was not associated with navigation accuracy and RMS (root mean square) error for either legs. For the easy routes, experts spent less time scanning out the window ( ρ=-.61), had shorter OTW dwell ( ρ=-.66), For the difficult routes, experts appeared to slow down their scan by spending as much time scanning out the window as novices, while also having fewer MAP fixations ( ρ=-.65) and shorter OTW dwell ( ρ=-.69). However, TFH was not significantly correlated with more accurate estimates of route difficulty. This study found that TFH did not predict navigation accuracy or subjective assessment but was correlated with some gaze parameters. It may be that TFH is too crude measure to use as a measure of expertise for task specific activities (e.g., overland navigation).
Searching in clutter: Visual attention strategies of expert pilots
Authors: Beck Melissa R. , Trenchard Michael , van Lamsweerde Amanda , Goldstein Rebecca R. , Lohrenz Maura
Published: October 2012

Clutter can slow visual search. However, experts may develop attention strategies that alleviate the effects of clutter on search performance. In the current study we examined the effects of global and local clutter on visual search performance and attention strategies. Pilots and undergraduates searched for an elevation marker in charts of high, medium, and low global clutter. The target was in a low or high local clutter region of the chart or it was absent. High global and local clutter slowed search performance for both pilots and undergraduates. Pilots were more accurate but slower. Pilots’ search strategies differed from undergraduates in the following ways: they had more conservative criteria for responding target absent and spent more time processing the information within each fixation. Pilots and undergraduates used a coarse-to-fine search strategy in which, as the trial progressed, fixation durations increased and saccade distance decreased.
The Effect of Knowledge of Results for Training Vigilance in a Video Game-Based Environment
Authors: Teo Grace W. , Schmidt Tarah N. , Szalma James L. , Hancock Gabriella M. , Hancock Peter A.
Published: October 2012

One of the greatest challenges facing military personnel deployed to combat zones is the threat of improvised explosive devices (IEDs). In spite of advances in IED detection technology, one of the best defenses against IEDs is the vigilant Soldier. The present study compares the vigilance performance of those who were provided knowledge of results (KR) during vigilance training, to those who did not have knowledge of results, using a video game-based vigilance task. KR was effective in improving vigilance, both during training and during a subsequent test phase in which no feedback was provided. These results indicate that video game-based methods may be useful for training sustained attention.
Multimodal Cueing: The Relative Benefits of the Auditory, Visual, and Tactile Channels in Complex Environments
Authors: Baldwin Carryl L. , Spence Charles , Bliss James P. , Brill J. Christopher , Wogalter Michael S. , Mayhorn Christopher B. , Ferris Thomas K.
Published: October 2012

Determining the most effective modality or combination of modalities for presenting time sensitive information to operators in complex environments is critical to effective display design. This panel of display design experts will briefly review the most important empirical research regarding the key issues to be considered including the temporal demands of the situation, the complexity of the information to be presented, and issues of information reliability and trust. Included in the discussion will be a focus on the relative benefits and potential costs of providing information in one modality versus another and under what conditions it may be preferable to use a multisensory display. Key issues to be discussed among panelists and audience members will be the implications of the existing knowledge for facilitating the design of alerts and warnings in complex environments such as aviation, driving, medicine and educational settings.