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In: Human factors: the journal of the Human Factors Society, Band 27, Heft 6, S. 713-722
ISSN: 1547-8181
The purpose of the study was to examine the effect of different menu structures on the effectiveness of supervisory control in a flexible manufacturing system. The variables evaluated included four hierarchical levels, two sizes of database, two work methods, and four distances between the items in the data structure. The results indicated that both performance time and errors increased as the hierarchical levels of the data structure increased. This implies that the parallel mode of data presentation is more effective than the hierarchical one. Furthermore, information that is scattered around the database should be acquired and considered simultaneously, as searching back and forth through the menu hierarchy decreases the speed and accuracy of performance.
In: International journal of operations & production management, Band 4, Heft 3, S. 36-42
ISSN: 1758-6593
In: Human factors: the journal of the Human Factors Society, Band 24, Heft 2, S. 129-162
ISSN: 1547-8181
This article presents an overview of the topic of occupational stress. Although its framework is somewhat conceptual, the article is intended to alert researchers to the practical considerations relevant to this topic. The authors attempt to arrive at a workable definition of stress, and then proceed to review the literature in this area, focusing on the measurement, sources, and management of stress, as well as the relationship between stress and coronary heart disease. Concepts related to stress (mental load, fatigue, and arousal) are defined and differentiated. Throughout, the effects of individual attributes are emphasized, as are the implications of investigating stress in the laboratory as opposed to the work environment.
In: Human factors: the journal of the Human Factors Society, Band 22, Heft 2, S. 153-170
ISSN: 1547-8181
Based on attitude questionnaires and film analysis. three training simulators, electromechanical (E), perceptual (P), and (E) + (P),were developed to teach suturing to medical students. Training effectiveness on these simulators was compared to the traditional training method. Intergroup comparisons were obtained by having nine subjects from each of the three experimental groups, subsequent to training, practice on porcine skin by placing 35 sutures similar to those o{ the traditional group (N = 9). Results indicate that all three experimental training methods provided for significantly better quality of performance, briefer training times. and less psychophysiological stress (as measured by sinus arrhythmia, chin and neck EMG, and skin conductance) than the traditional training method.
In: Human factors: the journal of the Human Factors Society, Band 17, Heft 3, S. 229-235
ISSN: 1547-8181
Four groups of 10 subjects each, representing different levels of marijuana usage, performed two different psychomotor tasks. One group had never smoked marijuana; one group had smoked marijuana previously but had stopped. The other two groups consisted of habitual smokers of marijuana – one smoked a placebo, and the other smoked marijuana just prior to performing the psychomotor tasks. Consistent patterns of inferior performance were found for the marijuana users on both manipulative and coordination skills.
In: Advances in human factors and ergonomics series
In: 4th International Conference on Applied Human Factors and Ergonomics (AHFE) 2012
In: Proceedings of the international conference on human-computer interaction 2,2
In: Advances in human factors/ergonomics 10,B
In: Advances in human factors, ergonomics 10,A
In: Human factors: the journal of the Human Factors Society, Band 53, Heft 3, S. 245-270
ISSN: 1547-8181
Objective: This research is intended to empirically validate a general model of creative product and service development proposed in the literature. Background: A current research gap inspired construction of a conceptual model to capture fundamental phases and pertinent facilitating metacognitive strategies in the creative design process. The model also depicts the mechanism by which design creativity affects consumer behavior. The validity and assets of this model have not yet been investigated. Method: Four laboratory studies were conducted to demonstrate the value of the proposed cognitive phases and associated metacognitive strategies in the conceptual model. Realistic product and service design problems were used in creativity assessment to ensure ecological validity. Results: Design creativity was enhanced by explicit problem analysis, whereby one formulates problems from different perspectives and at different levels of abstraction. Remote association in conceptual combination spawned more design creativity than did near association. Abstraction led to greater creativity in conducting conceptual expansion than did specificity, which induced mental fixation. Domain-specific knowledge and experience enhanced design creativity, indicating that design can be of a domain-specific nature. Design creativity added integrated value to products and services and positively influenced customer behavior. Conclusion: The validity and value of the proposed conceptual model is supported by empirical findings. Application: The conceptual model of creative design could underpin future theory development. Propositions advanced in this article should provide insights and approaches to facilitate organizations pursuing product and service creativity to gain competitive advantage.
In: Human factors: the journal of the Human Factors Society, Band 52, Heft 4, S. 503-525
ISSN: 1547-8181
Objective: This article investigates the role of creativity in ergonomic design and the generic process of developing creative products and services. Background: Creativity is gaining increased emphasis in both academia and industry. More than 50 years of research in creativity indicates that creativity is key to product and service innovation. Nevertheless, there is scarcely any comprehensive review dedicated to appraising the complex construct of creativity, the underlying cognitive process, and the role of creativity in product and service development. Method: We review relevant literature regarding creativity, creative cognition, and the engineering design process to appraise the role of creativity in ergonomic design and to construct a conceptual model of creative product and service development. Results: A framework of ergodesign creativity is advanced that highlights the central role of creativity in synergistically addressing the four dimensions of ergonomic design: functionality, safety, usability, and affectivity. A conceptual model of creative design process is then constructed that is goal oriented and is initiated by active problem finding and problem formulating. This process is carried out in a recursive and dynamic way, facilitated by creative thinking strategies. Conclusion: It is proposed that ergodesign creativity can add supplemental value to products and services, which subsequently affects consumer behavior and helps organizations gain competitive advantage. Application: The proposed conceptual framework of ergodesign creativity and creative design process can serve as the ground for future theory development. Propositions advanced in this study should facilitate designers generating products and services that are creative and commercially competitive.
In: Human factors: the journal of the Human Factors Society, Band 33, Heft 6, S. 653-676
ISSN: 1547-8181
Consistency in human-computer interaction tasks is usually considered in a transfer paradigm in which the higher the similarity between two tasks, the higher the transfer and consistency. In a different paradigm, when tasks are performed in alternating sequences, similarity of tasks means that the mapping of interface methods or rules to overall task goals will be varied. A neural network simulation demonstrated that the same two tasks could be considered consistent in a transfer paradigm but have low consistency when they are alternated. A model called text-editing method (TEM) was developed to quantify consistency between two tasks based upon replacement, insertion, or deletion of methods. Two experiments tested the predictions of the quantitative analyses of consistency for alternating tasks. The results confirmed that similarities of two tasks and, thus, variability in the mapping of methods to overall task goals could have a detrimental effect on performance when the two tasks were performed in an alternating sequence.
In: Communications in Computer and Information Science Series v.1654
Intro -- Foreword -- HCI International 2022 Thematic Areas and Affiliated Conferences -- Conference Proceedings - Full List of Volumes -- 24th International Conference on Human-Computer Interaction (HCII 2022) -- HCI International 2023 -- Contents - Part I -- Contents - Part II -- HCI Theory and Practice -- Can Eye Tracking with Pervasive Webcams Replace Dedicated Eye Trackers? an Experimental Comparison of Eye-Tracking Performance -- 1 Introduction -- 2 Related Work -- 3 Webcam Eye Tracking and Evaluation Method -- 4 Results -- 5 Discussion and Future Work -- References -- The Orientation to Physicality and Physical Objects in the Digitalized World -- 1 Physical and Virtual Environments -- 1.1 Comparison of Analog and Digital -- 2 Survey Method and Data -- References -- Extended, Distributed, and Predictive: Sketches of a Generative Theory of Interaction for HCI -- 1 Introduction -- 2 Extended Mind, Distributed Cognition, and Predictive Processing -- 2.1 Extended Mind -- 2.2 Predictive Processing -- 2.3 Distributed Cognition -- 3 Dovetailing Sketches of Cognition and Implications for HCI -- 3.1 Extended, Distributed, and Predictive: A Low-Fidelity Prototype -- 3.2 Implications for a Generative Theory of Interaction in HCI -- 4 Conclusion -- References -- Leveraging Temporal Causal Discovery Framework to Explore Event-Related EEG Connectivity -- 1 Introduction -- 2 Methods -- 2.1 Temporal Causal Discovery Framework and Attention Score -- 2.2 Experiment: Simulation Data -- 2.3 Experiment: Real EEG Data -- 3 Result -- 4 Conclusion -- References -- Mirror Neurons as a Potential Confounder in Thought-Based Device Control Using Brain Computer Interfaces with fNIRS -- 1 Motivation -- 2 Neuroscientific Foundations -- 2.1 Motor Imagery -- 2.2 Neurovascular Coupling -- 2.3 Functional Near-Infrared Spectroscopy -- 2.4 Mirror Neuron Effect.
In: https://dspace.library.uu.nl/handle/1874/414517
Social media are increasingly being used by young and old as a source of in-formation. Fake news is also on the rise. The role played by age in the con-sumption of fake news on social media, however, is unclear. This paper ex-plores the generational differences in the consumption of fake news, first by discussing previous empirical studies in this field and then on the basis of an empirical study carried out between the beginning of February 2018 and the end of June of 2018. In that empirical study, 14 political fake news articles (e.g., relating to Brexit and Donald Trump) were disseminated in the form of advertisements on Facebook. User interaction with the fake content was tracked in order to analyze the number of users in the age groups 13-17, 18-24, 25-34, 35-44, 45-54, 55-64, 65+. The results of the empirical study show that the articles had a higher reach amongst the older age groups, as well as that many people likely took the headlines at face value without clicking on the link. The number of emotional responses posted by the pro-Brexit and pro-Trump groups was greater than those posted by the pro-remain and anti-Trump groups. All of the posts were permitted to run as advertisements on Facebook despite Facebook's efforts to limit the spread of fake news on their platform. In the final section, conclusions are drawn, limitations described and implications for future research are outlined.
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This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements.BACKGROUNDThis article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group's collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series.
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