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ErgoIA Tables of Contents: 1014

Proceedings of 2014 Ergonomie et Informatique Avancée 2014-10-15

Fullname:ErgoIA'14: 14ème l'Ergonomie et l'Informatique Avancée
Note:Design, Ergonomie et IHM : quelle articulation pour la co-conception de l'interaction ?
Editors:Nadine Couture; Christian Bastien; Tomás Dorta
Location:Bidart-Biarritz, France
Dates:2014-Oct-15 to 2014-Oct-17
Publisher:ACM
Standard No:ISBN: 978-1-4503-2970-5; ACM DL: Table of Contents; hcibib: ErgoIA14
Papers:19
Pages:137
Links:Conference Website
  1. Créativité = Creativity
  2. Conception et expérience utilisateur = Design and User Experience
  3. Modèles pour la conception IHM = Models for HCI Design
  4. Articulation des métiers pour la conception = Design Profession
  5. Persuasion
  6. Interaction, IHM et expérience = Interaction, HCI, and Experience

Créativité = Creativity

Design, ergonomics and user interfaces: complementary and interdisciplinary studies to enhance creative activities BIBAFull-Text 2-10
  Nathalie Bonnardel; Carole Bouchard
Given the challenges associated with the activities of creative design, we first outline characteristics of these activities. Then, we describe several experimental studies, performed in order to deepen the impact of the presentation of certain stimuli (consisting of images or words) on the evocation process of participants having more or less of expertise in design (novice, experienced or professional). We then present two computational design environments that resume some aspects pointed out during the experimental studies: the TRENDS system and SKIPPI system, which respectively allow designers-users to have access to either images or words. Ergonomic studies are finally performed on the use of each of these systems. Thus, this article allows us to show the importance of multidisciplinary work combining ergonomics, design and development of computer systems.
IT support for architectural creativity based on ecological constraints BIBAFull-Text 11-19
  Nicolas Gregori
Designers of IT environments often have preconceived ideas about future use of their tools. We benefited from circumstances that permit to observe two IT environments dedicated to creative design assistance in architectural domain. These environments were separately used by the same kind of users performing the same task. But their developments are based on two different principles of assistance in architectural creative design. From the observation of pairs of students in architecture, it appears that the use is partly in line with developers' expectations, but also that they mobilize various resources in order to maintain their own control on design process. This experiment allows users to express their perception of what is like to be a creative designer in architecture.
The role of the facilitator during digital creative sessions BIBAFull-Text 20-23
  Nawel Takouachet; Jérémy Legardeur; Iban Lizarralde
Facilitation is proved to improve group problem-solving effectiveness, research new concepts and innovative solutions. This paper addresses facilitation role during a creative session in the digital environment. We evaluate existing collaborative software based on the metaphor of the sticky note and we show that they are designed for use without necessarily taking into account the presence of a facilitator. They offer however, a set of functions that are relevant to the group and its individuals. According to our findings, we suggest a set of principal features to fully integrate the role of the facilitator into digital creativity sessions.

Conception et expérience utilisateur = Design and User Experience

Anticipating user's needs with playful methods BIBAFull-Text 25-32
  Jessy Barré; Stéphanie Buisine; Jérôme Guegan; Fabrice Mantelet; Améziane Aoussat
We are interested to improve the process of innovative design with playful methods and tools used by the design teams. We tested the Persona method which is considered as fun, with a playful technological support, namely an Interactive Tabletop system, in an industrial project. Twenty-four participants (15 men and 9 women, aged 22 to 37) specialized in engineering design, formalized user requirements for an ambient device in one of the following conditions: Persona method used on Post It notes and Persona method used on Tabletop system. Our results show that the Tabletop condition is the more effective regarding quantity, originality, usefulness and technical feasibility of the ideas generated. These results suggest that the fun of this condition (Persona on Tabletop) is likely to improve the performance of the design team.
Emotion and interface design BIBAFull-Text 33-40
  Damien Lockner; Nathalie Bonnardel; Carole Bouchard; Vincent Rieuf
Usability has become a major notion for the conception and the evaluation of human-computer interactions. In order to push forward the quality of use, new areas of research are to be explored, and the question of end-users' emotions has become preponderant. Our view is to contribute to better ways to design and evaluate interfaces, by measuring the emotional impact of specific design strategies. In this paper, we discuss of emotional measurement methods which would fit the requirements of an interface use experience. Thus, we combine synchronous./asynchronous, objective/subjective complementary measures.
Enhancing the design process by embedding HCI research into experience triggers BIBAFull-Text 41-48
  Carine Lallemand; Kerstin Bongard-Blanchy; Ioana Ocnarescu
Over the last decade, User Experience (UX) has become a core concept in the field of Human-Computer Interaction (HCI). Beyond the fact of understanding and assessing the User Experience derived from the use of interactive systems, practitioners and researchers from a wide range of disciplines are now facing the challenges of designing for User Experience.
   Some authors have pinpointed the existence of a gap between the theoretical knowledge developed in HCI Research and the practical knowledge actually used by designers to create rich experiences with interactive artefacts. A special focus of this paper is to translate theoretical work into experiential objects (or situations) called "Experience Triggers" [1]. Through their materiality, these artefacts bring emotions and sensations to the design process and designers can immerge into and understand the theories on experience. As a consequence of this immersion, the final product designed by the team is assumed to be more experiential. Experience Triggers are introduced here as a new tool for science-based UX design.

Modèles pour la conception IHM = Models for HCI Design

Verification and validation of a work domain analysis with Turing machine task analysis BIBAFull-Text 50-57
  Julien Rechard; Alain Bignon; Pascal Berruet; Thierry Morineau
Whereas the use of work domain analysis as a methodological framework in cognitive engineering increases rapidly in frequency, verification and validation of work domain models produced by this method become yet a significant issue. In this article, we propose to use a method based on Turing machine formalism and named "Turing Machine Task Analysis" to verify and validate work domain models. The application of this method on a work domain analysis, a ship fresh water system which is a "causal domain" showed the possibility to highlight improvements that are needed by this model. More precisely, the step by step analysis of a degraded task scenario on the work domain model pointed out unsatisfactory aspects in first modelling, like over specification, under specification, omission of work domain affordances, or unsuitable inclusion of properties in the work domain model.
Anaxagore, an example of model-driven engineering for industrial supervision BIBAFull-Text 58-65
  Olga Goubali; Alain Bignon; Pascal Berruet; Patrick Girard; Laurent Guittet
For several years, MDE (Model Driven Engineering) has been increasing in Human Computer Interaction domain. It is particularly suitable for designing supervision software for sociotechnical and reconfigurable systems. In this article, we describe Anaxagore, an IDM based tool, which allows complete generation of interactive supervision software from business oriented synoptic descriptions.
Towards quality indicators for supporting the evaluation of interactive systems HCI BIBAFull-Text 66-69
  Ahlem Assila; Káthia Marçal de Oliveira; Houcine Ezzedine
During these recent decades, various Human-Computer-Interfaces (HCI) methods and tools have been proposed. These are used to perform qualitative or quantitative evaluation. Generally, the results of these evaluations are presented independently which make difficult to the decision making. For this purpose, we have needed to analyze the qualitative and quantitative data with a complementary form. With this finding, we propose the integration of qualitative and quantitative evaluation using quality indicators based on the ISO/IEC 15939 standard. These indicators are tools that provide a basis for decision making to evaluate HCI quality relatively to quality criteria. This article highlights an example of constructing and using an indicator with a result of the first experiments to illustrate its utility.

Articulation des métiers pour la conception = Design Profession

Using a scalable mock-up unit to consider ergonomics aspects during industrial vehicles design process BIBAFull-Text 71-79
  Morgane Roger; Jean-Bernard Bluntzer; Morad Mahdjoub
The automotive industry is so competitive that new vehicles must quickly be proposed. Toward this ends, conception processes enhancing an early involvement of several professions were developed. Ergonomics is one of these professions and its early considerations, when designing a vehicle, can mostly be based on numerical intermediaries' objects of the vehicle and the future user. Even though the use of numerical tools is widespread, physical prototypes are still required in the automotive industry in order to validate ergonomics aspects of the vehicle. However, these prototypes are expansive, complex to implement and only take part in a late stage of conception. In this context, the current article presents the potential contribution of a multi-scale mockup that could be used in order to early take into account ergonomics aspects when designing a technical vehicle. The originality of this mock-up lies in the fact that it is scalable and easy to implement. Doing so, it can thus, contrary to traditional physical mock-ups, be used early during the conception process.
Storyboarding to improve collaboration between ergonomics, design and engineering BIBAFull-Text 80-87
  Chloé Lenté; Soizick Berthelot; Stéphanie Buisine
The goal of this article is propose solutions for ergonomists in order to synthesize user experience, use analysis and product/system specifications more efficiently. This synthesis would enable the design team to take better account of ergonomic considerations by designers (product designers and engineers) in the design process. After a short presentation of the roles of the contributors in different project stages, we present three case studies that illustrate this necessity and propose storyboarding as a powerful and efficient collaboration tool for the ergonomist. The storyboard could be a solution if ergonomists had drawing skills. But logically, formalization of object being the very essence of designers' job, a drawing assisting tool could be interesting to ergonomics practice. Finally we present the results of tests that we have achieved with two support tools for storyboarding.
Innovative uses research towards collaborative decision making: an example with EVITAC BIBAFull-Text 88-91
  Martine Pellen-Blin; Magali Albert
From naval operations feedback, multimedia data are often used in decision making process. The study aim is to optimize multimedia data management. We decided to use a centered user design to better express operational needs with a full demonstrator connected to a simulated environment. Secondly, this demonstrator has been connected on board a frigate. Simultaneously, we introduced new methods to design future use of emerging technologies and to manage future use risks.
Determinants of team performance during rescue operations conducted by professional firefighters: an exploratory study BIBAFull-Text 92-95
  Elise Jouanne; Camilo Charron; Gaël Morel; Christine Chauvin
This paper analyses what makes a successful intervention in a firefighter's teams. Three types of relationship were tested: 1. Between some processes of teamwork (adaptation and communication) and performance; 2. Between psychosocial dimensions and the teamwork's processes; 3. Between psychosocial dimensions and performance. Fourteen crews responded to questionnaires and were filmed during interventions. Part of the data were analyzed (five crews of three firefighters). The results partly confirmed the existence of the link.

Persuasion

Compliance without pressure on the web: social influence and MMOG BIBAFull-Text 97-100
  Laura Barbier; Valérie Fointiat
MMORPGs stand as very successful among people all around the world. MMORPGs (World of Warcraft or SecondLife, for instance) are not simply a pastime for teenagers, but represent a valuable research tool, on which millions of users inter-act via real-time 3D avatars or buddy icons. Regarding user's motivations, it seems that they are interested both in escaping from reality and in relating to other players. Thus, it appears that one of the main motivations of the users is related to online interactions. The question remains as to whether the social norms -- as they can be observed in offline interactions -- are salient and efficient in online interactions. Some of these rules are related to compliance without pressure techniques, which efficiency has been demonstrated in offline interactions. As expected, the results show that avatar-to-avatar communication is regulated by processes similar to those effective in offline communication, suggesting that users are not fully able to leave behind the pre-established social rules of interaction.
The theory of mirror: a unifying framework for persuasive interactive systems BIBAFull-Text 101-108
  Anthony Foulonneau; Gaëlle Calvary; Eric Villain
Societal challenges such as energy or health trigger research in persuasive technology. This paper presents a state of the art in the field, and proposes TOM, the Theory Of Mirror, as a unifying framework for sustaining the development of persuasive interactive systems. TOM mirrors Norman's Theory of Action from the human to the system, thus modeling persuasion as an execution and evaluation process further refined into seven stages. This paper shows that TOM is valuable for structuring knowledge in the field. This unifying worth is exemplified on two systems from the state of the art.

Interaction, IHM et expérience = Interaction, HCI, and Experience

A combination of brain-computer interaction and eye tracking paradigmes for multimodal interaction BIBAFull-Text 110-113
  Nataliya Kosmyna; Franck Tarpin-Bernard
This study evaluates the usability and efficiency of three multimodal combinations of Brain-Computer Interfaces (BCI) and Eye-tracking in the context of a simple puzzle game involving tile selections and rotations. Results indicate that although BCI interaction raises interest is still very tiring and imprecise. However, BCI based on SSVEP are efficient in cooperation with gaze.
Conditions of use of a social-link technology by elderly people: psycho-ergonomics issues for home care BIBAFull-Text 114-121
  Marc-Eric Bobillier Chaumon; Florence Cros; Mohini Vanhille; Bérénice Batisse
The objective of this study is to assess the conditions of use of a device for social-link for home care of dependent elderly people. From the assessment of the performance of use (usability) and the intentions of use (acceptability) on two groups of 15 users (seniors and very old people), we show on the one hand, that this environment is not adapted to the characteristics and abilities of older persons and, on the other hand, that does not meet the expectations of these individuals. The difficulties of use destabilize and undermine these people. From these observations, we propose a series of ergonomic recommendations and for accompanying training.
The synergy between system modelization and HMI modelization: application on a workbench HMI BIBAFull-Text 122-129
  Laurence Kujawa; Rémi Boutemy
Product design has evolved significantly over the past 20 years. This changes highlight the need for collaborative works to optimize the design process. The NEXTER's human factors specialists continually optimize their interactions with the various skills involved in the design of military armored vehicles. Firstly, this article describes the joint work between the human factors specialists and system architects about system modeling and HMI modeling. In a second step, it presents an application of the results obtained in the design of a HMI workbench.
Technology acceptance model: analyse of the value build through the user experience BIBAFull-Text 130-137
  Christine Michel; Marc-Eric Bobillier-Chaumon; Philippe Sarnin
The working environment of managers can be viewed as a technological ecosystem with more and more convergent information and communication technologies (ICT) and social and collaborative systems. Our objective is to study how the process of technology acceptance occurs in this population. By using various models and theories, we propose a systemic and iterative model of the process of technology acceptance in the professional context. It is characterized by consideration of the user experience (UX), formed during the use of ICT and social and collaborative systems, according to the degree to which fundamental needs are satisfied or not satisfied. We use the model to analyse acceptance in the case of a sample of 1768 managers. This study presents empirical values of the use of various ICTs by this population, the importance of eight UX criteria, and their impacts on the general process of technology acceptance.