[1]
Engineering interactive systems with SCXML
Workshop summaries
/
Schnelle-Walka, Dirk
/
Radomski, Stefan
/
Barnett, Jim
/
Mühlhäuser, Max
ACM SIGCHI 2015 Symposium on Engineering Interactive Computing Systems
2015-06-23
p.298-299
© Copyright 2015 ACM
Summary: The W3C SCXML standard for Harel state-charts, in unison with the W3C MMI
architecture specification and related work from the W3C MMI working group are
a promising suite of recommendations to become the "HTML of multimodal
applications". This 2nd installment of the workshop will provide a forum for
academia and industry alike to discuss recent developments with regard to
dialog modeling using state-charts and identify remaining short-comings in the
operationalization and application of the related approaches.
[2]
Debating Poverty Porn on Twitter: Social Media as a Place for Everyday
Socio-Political Talk
Socio-Political Interactions
/
Brooker, Phil
/
Vines, John
/
Sutton, Selina
/
Barnett, Julie
/
Feltwell, Tom
/
Lawson, Shaun
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3177-3186
© Copyright 2015 ACM
Summary: This paper presents an empirical investigation of how people appropriated
Twitter for socio-political talk in response to a television (TV) portrayal of
people supported by state welfare and benefits. Our findings reveal how online
discussion during, and in-between, TV broadcasts was characterised by
distinctly different qualities, topics and user behaviours. These findings
offer design opportunities for social media services to (i) support more
balanced real-time commentaries of politically-charged media, (ii) actively
promote discussion to continue after, and between, programming; and (iii)
incorporate different motivations and attitudes towards socio-political
concerns, as well as different practices of communicating those concerns. We
contribute to the developing HCI literature on how social media intersects with
political and civic engagement and specifically highlight the ways in which
Twitter interacts with other forms of media as a site of everyday
socio-political talk and debate.
[3]
Engineering interactive systems with SCXML
Workshop summaries
/
Schnelle-Walka, Dirk
/
Radomski, Stefan
/
Lager, Torbjörn
/
Barnett, Jim
/
Dahl, Deborah
/
Mühlhäuser, Max
ACM SIGCHI 2014 Symposium on Engineering Interactive Computing Systems
2014-06-17
p.295-296
© Copyright 2014 ACM
Summary: The W3C is about to finalize the SCXML standard to express Harel
state-machines as XML documents. In unison with the W3C MMI architecture
specification and related work from the W3C MMI working group, this
recommendation might be a promising candidate to become the HTML of multi-modal
applications".
[4]
Tweeting during food crises: A psychosocial analysis of threat coping
expressions in Spain, during the 2011 European EHEC outbreak
/
Gaspar, Rui
/
Gorjão, Sara
/
Seibt, Beate
/
Lima, Luisa
/
Barnett, Julie
/
Moss, Adrian
/
Wills, Josephine
International Journal of Human-Computer Studies
2014-02
v.72
n.2
p.239-254
Keywords: Food crisis
Keywords: Coping
Keywords: Qualitative social media analysis
Keywords: Crisis communication
© Copyright 2014 Elsevier Ltd.
Summary: Food crises imply responses that are not what people and organisations would
normally do, if one or more threats (health, economic, etc.) were not present.
At an individual level, this motivates individuals to implement coping
strategies aimed at adaptation to the threat that has been presented, as well
as the reduction of stressful experiences. In this regard, microblogging
channels such as Twitter emerge as a valuable resource to access individuals'
expressions of coping. Accordingly, Twitter expressions are generally more
natural, spontaneous and heterogeneous -- in cognitive, affective and
behavioural dimensions -- than expressions found on other types of social media
(e.g. blogs). Moreover, as a social media channel, it provides access not only
to an individual but also to a social level of analysis, i.e. a psychosocial
media analysis. To show the potential in this regard, our study analysed
Twitter messages produced by individuals during the 2011 EHEC/Escherichia coli
bacteria outbreak in Europe, due to contaminated food products. This involved
more than 3100 cases of bloody diarrhoea and 850 of haemolytic uraemic syndrome
(HUS), and 53 confirmed deaths across the EU. Based on data collected in Spain,
the country initially thought to be the source of the outbreak, an initial
quantitative analysis considered 11,411 tweets, of which 2099 were further
analysed through a qualitative content analysis. This aimed at identifying (1)
the ways of coping expressed during the crisis; and (2) how uncertainty about
the contaminated product, expressed through hazard notifications, influenced
the former. Results revealed coping expressions as being dynamic, flexible and
social, with a predominance of accommodation, information seeking and
opposition (e.g. anger) strategies. The latter were more likely during a period
of uncertainty, with the opposite being true for strategies relying on the
identification of the contaminated product (e.g. avoid consumption/purchase).
Implications for food crisis communication and monitoring systems are
discussed.
[5]
Reviewing and Extending the Five-User Assumption: A Grounded Procedure for
Interaction Evaluation
/
Borsci, Simone
/
Macredie, Robert D.
/
Barnett, Julie
/
Martin, Jennifer
/
Kuljis, Jasna
/
Young, Terry
ACM Transactions on Computer-Human Interaction
2013-11
v.20
n.5
p.29
© Copyright 2013 ACM
Summary: The debate concerning how many participants represents a sufficient number
for interaction testing is well-established and long-running, with prominent
contributions arguing that five users provide a good benchmark when seeking to
discover interaction problems. We argue that adoption of five users in this
context is often done with little understanding of the basis for, or
implications of, the decision. We present an analysis of relevant research to
clarify the meaning of the five-user assumption and to examine the way in which
the original research that suggested it has been applied. This includes its
blind adoption and application in some studies, and complaints about its
inadequacies in others. We argue that the five-user assumption is often
misunderstood, not only in the field of Human-Computer Interaction, but also in
fields such as medical device design, or in business and information
applications. The analysis that we present allows us to define a systematic
approach for monitoring the sample discovery likelihood, in formative and
summative evaluations, and for gathering information in order to make critical
decisions during the interaction testing, while respecting the aim of the
evaluation and allotted budget. This approach -- which we call the Grounded
Procedure -- is introduced and its value argued.
[6]
A Grounded Procedure for Managing Data and Sample Size of a Home Medical
Device Assessment
Evaluation Methods and Techniques
/
Borsci, Simone
/
Martin, Jennifer L.
/
Barnett, Julie
HCI International 2013: 15th International Conference on HCI, Part I:
Human-Centred Design Approaches, Methods, Tools, and Environments
2013-07-21
v.1
p.166-175
Keywords: discovery likelihood; medical device; sample size; usability testing
© Copyright 2013 Springer-Verlag
Summary: The selection of participants for usability assessment, together with the
minimum number of subjects required to obtain a set of reliable data, is a hot
topic in Human Computer Interaction (HCI). Albeit, prominent contributions
through the application of different p estimation models argued that five users
provide a good benchmark when seeking to discover interaction problems a lot of
studies have complained this five-user assumption. The sample size topic is
today a central issue for the assessment of critical-systems, such as medical
devices, because lacks in usability and, moreover, in the safety in use of
these kind of products may seriously damage the final users. We argue that rely
on one-size-fits-all solutions, such as the five-user assumption (for websites)
or the mandated size of 15 users for major group (for medical device) lead
manufactures to release unsafe product. Nevertheless, albeit there are no magic
numbers for determining "a priori" the cohort size, by using a specific
procedure it is possible to monitoring the sample discovery likelihood after
the first five users in order to obtain reliable information about the gathered
data and determine whether the problems discovered by the sample have a certain
level of representativeness (i.e., reliability). We call this approach
"Grounded Procedure" (GP). The goal of this study is to present the GP
assumptions and steps, by exemplifying its application in the assessment of a
home medical device.
[7]
Evaluating the Effect of Startling and Surprising Events in Immersive
Training Systems for Emergency Response
Training: T3 -- Training and Virtual Environments
/
Haus, Mirjam
/
Rooney, Chris
/
Barnett, Jane
/
Westley, David
/
Wong, William
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.2467-2471
doi 10.1177/1071181312561502
© Copyright 2012 HFES
Summary: In emergency situations, emergency service personnel are often confronted
with unexpected events that are difficult to manage. The aim of this study is
to identify and understand the impact of complex and startling cues generated
by these events to contribute to the development of realistic virtual-world
training simulations. Two factors were explored for this purpose: the
complexity of the action relevance check and the intensity of the unexpected
event, which were varied across four experimental conditions of a simulated
emergency reaction time task. Results showed that startling participants did
not interrupt their on-going task, but that increasing the complexity of the
task did. From this, we propose that unexpected events in training simulations
should additionally expose trainees to complex and realistic situations, rather
than simply startling them with sudden audio/visual stimuli.
[8]
Startle reaction: Capturing experiential cues to provide guidelines towards
the design of realistic training scenarios
Training: T3 -- Training and Virtual Environments
/
Barnett, Jane
/
Wong, William
/
Westley, David
/
Adderley, Rick
/
Smith, Michelle
Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting
2012-10-22
p.2477-2481
doi 10.1177/1071181312561504
© Copyright 2012 HFES
Summary: Unexpected events experienced during a crisis situation, may startle an
individual causing them to momentarily freeze, and become unsure of what to do
next. This research identifies event cues and subsequent responses to them. Ten
emergency personnel were interviewed about their experiences with unexpected
events, where they had experienced a startle reaction. We used a new
methodology (CUUES) to investigate cognitive and behavioural processes used to
adapt and respond to them. Results suggest that regardless of experiencing of
experiencing startle, participants were able to gain control of the situation.
Our results suggest initial guidelines for the development of realistic
training scenarios.
[9]
Training Effectiveness of Wearable and Desktop Simulator Interfaces
TRAINING: T2 -- Training Vigilance, Stress, and Multitasking
/
Taylor, Grant S.
/
Barnett, John S.
Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting
2010-09-27
v.54
p.2267-2271
© Copyright 2010 HFES
Summary: The availability of increasingly advanced simulation interfaces has led
researchers to question whether these newer interfaces provide a more effective
means of providing simulation-based training. An empirical evaluation was
conducted comparing the knowledge gained from training with three different
systems: narrated computer animations (Flash videos) that are currently in use
in the U.S. Army, an interactive virtual environment presented on a standard
desktop PC, and the same virtual environment presented on a wearable simulator
with head-mounted display. Results indicated no difference in the knowledge
gained from any of the training methods, although the Flash videos were deemed
less engaging, enjoyable, and elicited less presence than both of the virtual
environment training methods. The wearable simulation interface was also found
to cause greater levels of simulator sickness than either the desktop PC or
Flash video training methods. The results of the current study show no evidence
of a benefit of using the wearable system over more traditional desktop
systems.
[10]
MILITARY TRAINING IN VIRTUAL ENVIRONMENTS: USER INTERFACE EVALUATIONS
VIRTUAL ENVIRONMENTS: VE2 -- Learning in Virtual Environments
/
Singer, Michael J.
/
Barnett, John
Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting
2010-09-27
v.54
p.2403-2407
© Copyright 2010 HFES
Summary: Infantry platoons from both the US Army and UK Army conducted small-unit
exercises in a common terrain database using two game-based simulation (GBS)
systems, the On-Line Interactive Virtual Environment (OLIVE™) and Virtual
Battlespace 2 (VBS2™). After introductory training and a series of
exercises in each GBS, Solders completed usability questionnaires addressing
avatar characteristics, general fidelity, and the control operations in the
graphical user interface. Following the complete series of exercises, Leaders
and Soldiers also participated in guided interviews. Results suggest that US
and UK Soldiers had similar opinions of both GBS systems. Both groups rated
VBS2 higher on avatar characteristics and fidelity scales after exercises were
completed. During the interviews, Leaders and Soldiers identified specific
functions of each GBS that were useful, and described features that were
difficult to use or unrealistic. Leaders and Soldiers also suggested that for
military training and rehearsal a hybrid system should be developed that
combines the best features of each GBS.
[11]
Desktop and Wearable Game-Based Simulations: A Usability Study
VIRTUAL ENVIRONMENTS: VE3 -- Human Performance in Virtual Environments
/
Barnett, John S.
/
Taylor, Grant S.
Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting
2010-09-27
v.54
p.2417-2421
© Copyright 2010 HFES
Summary: Currently, there is considerable interest related to the use of computer
games as simulators for training. One of the issues with using computer
simulations is that the controls should be simple and natural enough that the
trainee can focus on the training rather than on complicated simulator
controls. The current research examined two versions of a game based simulator
for training Soldier tasks in an urban environment. One version employs a
common desktop computer interface, while the second version has the computer
components, controls, and the display embedded into Soldier field equipment so
that the simulator is wearable by the trainee. A heuristic usability evaluation
of the two simulators was conducted to determine the ease of use of the
controls and displays. The results found the wearable simulator to have more
usability concerns than the desktop computer. These findings can be used to
improve future simulator interfaces, particularly those employing novel
controls that differ from traditional desktop computer interfaces.
[12]
EDITED BOOK
Online Worlds: Convergence of the Real and the Virtual
Human-Computer Interaction Series
/
Bainbridge, William Sims
2010
n.23
p.302
Springer London
DOI: 10.1007/978-1-84882-825-4
Introduction (1-6)
+ Bainbridge, William Sims
New World View (7-19)
+ Bainbridge, William Sims
Culture and Creativity: World of Warcraft Modding in China and the US (21-41)
+ Kow, Yong Ming
+ Nardi, Bonnie
The Diasporic Game Community: Trans-Ludic Cultures and Latitudinal Research Across Multiple Games and Virtual Worlds (43-56)
+ Pearce, Celia
+ Artemesia, +
Science, Technology, and Reality in The Matrix Online and Tabula Rasa (57-70)
+ Bainbridge, William Sims
Spore: Assessment of the Science in an Evolution-Oriented Game (71-85)
+ Bohannon, John
+ Gregory, T. Ryan
+ et al
Medulla: A Cyberinfrastructure-Enabled Framework for Research, Teaching, and Learning with Virtual Worlds (87-100)
+ Fox, Michelle Roper
+ Kelly, Henry
+ et al
A Virtual Mars (101-109)
+ Childers, Richard
Opening the Metaverse (111-122)
+ Lombardi, Julian
+ Lombardi, Marilyn
A Typology of Ethnographic Scales for Virtual Worlds (123-133)
+ Boellstorff, Tom
Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls (135-145)
+ Ducheneaut, Nicolas
Examining Player Anger in World of Warcraft (147-160)
+ Barnett, Jane
+ Coulson, Mark
+ Foreman, Nigel
Dude Looks like a Lady: Gender Swapping in an Online Game (161-174)
+ Huh, Searle
+ Williams, Dmitri
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners (175-186)
+ Bailenson, Jeremy N.
+ Segovia, Kathryn Y.
Speaking in Character: Voice Communication in Virtual Worlds (187-200)
+ Wadley, Greg
+ Gibbs, Martin R.
What People Talk About in Virtual Worlds (201-212)
+ Maher, Mary Lou
Changing the Rules: Social Architectures in Virtual Worlds (213-223)
+ Yee, Nick
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems (225-235)
+ Scacchi, Walt
When Virtual Worlds Expand (237-251)
+ Bainbridge, William Sims
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games (253-264)
+ Korsgaard, M. Audrey
+ Picot, Arnold
+ et al
Virtual Worlds for Virtual Organizing (265-278)
+ Rhoten, Diana
+ Lutters, Wayne
Future Evolution of Virtual Worlds as Communication Environments (279-288)
+ Prisco, Giulio
The Future of Virtual Worlds (289-302)
+ Bainbridge, William Sims
+ Lutters, Wayne
+ et al
[13]
An Evolution of Tutoring and Training from Humans to Intelligent Systems:
Human Factors Considerations
TRAINING
/
Ray, Jessica M.
/
Barnett, John S.
Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting
2009-10-19
v.53
p.1898-1902
© Copyright 2009 Human Factors and Ergonomics Society
Summary: As training researchers and developers, we strive to understand and produce
effective and efficient training. Research suggests the most effective form of
instruction is individualized human tutoring. Yet this is rarely the most
efficient form of instruction monetarily or in instructor time. Technological
advances and a vision of effective, yet more efficient, computer based tutors
has led to the development of sophisticated new training technologies such as
Intelligent Tutoring Systems (ITSs). These systems have yet to reach their full
forecast potential. In this paper we theorize that issues key to successful
advancement of ITSs are human factors issues. Primary of these issues is
determining how technology mediation impacts not only cognition, but also other
key learning issues such as affect, emotions, motivation, and trust.
[14]
The Effect of Automation Reliability on User Automation Trust and Reliance
in a Search-and-Rescue Scenario
POSTERS: Automation
/
Ross, Jennifer M.
/
Szalma, James L.
/
Hancock, Peter A.
/
Barnett, John S.
/
Taylor, Grant
Proceedings of the Human Factors and Ergonomics Society 52nd Annual Meeting
2008-09-22
v.52
p.1340-1344
© Copyright 2008 HFES
Summary: Advances in modern day technology are rapidly increasing the ability of
engineers to automate ever more complicated tasks. Often these automated aids
are paired with human operators who can supervise their work to ensure that it
is free of errors and to even take control of the system if it malfunctions
(e.g., pilots supervising an autopilot feature). The goal of this
collaboration, between humans and machines, is that it can enhance performance
beyond what would be possible by either alone. Arguably the success of this
partnership depends in part upon attributions an operator develops that help
guide their interaction with the automation. One particular factor that has
been shown to guide operator reliance on an automated 'teammate' is trust. The
following study examined 140 participants performing a simulated
search-and-rescue task. The goal of this experiment was to examine the
relationship between automated agent's reliability, operator trust, operator
reliance, and performance scores. Results indicated that greater automation
reliability is positively correlated with greater user reliance (r=.66),
perceived trust (r=.21), and performance scores (r=.34). These results indicate
that more reliable aids are rated as significantly higher in terms of perceived
trust and relied upon more than less reliable aids. Additionally, the size of
the effect is much larger for operator behaviors (i.e., reliance) compared to
more subjective measures (i.e., self-reported trust).
[15]
Effect of Audio-Visual Alerts on Situation Awareness and Workload in a
Net-Centric Warfare Scenario
POSTERS: Poster Session 2
/
Ross, Jennifer M.
/
Barnett, John S.
/
Meliza, Larry L.
Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting
2007-10-01
v.51
p.1205-1209
© Copyright 2007 HFES
Summary: The goal of net-centric warfare (NCW) is to give soldiers an information
advantage that leads to a war-fighting advantage. However, the inherent nature
of NCW systems is often quite complex and dynamic, which leads to impaired
situation awareness (SA) and heightened levels of mental workload for the human
operator. The following study investigated the moderating effects of automated
audio-visual alerts on user SA and perceived workload while using a net-centric
warfare system. Twenty-six participants observed battlefield scenarios on a
simulation of the common NCW system, Force XXI Battle Command Brigade and Below
(FBCB2), and were required to pay attention and remember critical events (e.g.,
the appearance of an enemy unit). The system was presented with or without an
automated alerting aid that provided combined auditory and visual alerts when
certain critical events occurred (i.e., System to Help Implement and Empower
Leader Decisions; SHIELD). Results revealed that contrary to current
assumptions the use of an automated alerting aid did not impact user SA;
however, perceived workload was significantly lower with the addition of the
alerting aid. This work demonstrates that the automated alerts used in this NCW
experiment do not affect SA (either positively or negatively) and decreased
perceived workload.
[16]
Human Performance in Extreme Environments: A Preliminary Taxonomy of Shared
Factors
GENERAL SESSION: Taking It Outside: Human Performance in Field Settings
/
Barnett, John S.
/
Kring, Jason P.
Proceedings of the Human Factors and Ergonomics Society 47th Annual Meeting
2003-10-13
v.47
p.961-964
© Copyright 2003 HFES
Summary: Humans perform in a number of extreme environments (EEs) in which they are
not naturally suited to endure. Although scientific and technological advances
have allowed humans to exist in settings like space, at the earth's poles, and
underwater, further progress is possible if researchers and practitioners
recognize that many EEs, and occupations within these settings, share numerous
features. Because a majority of human performance research is domain-specific,
there is a need to facilitate communication between once solitary scientific
fields and disciplines, to promote the sharing of ideas and information, and to
bring together academicians with persons in applied settings. To this end, we
developed a taxonomy of factors associated with specific EEs by surveying
subject matter experts as to the degree and frequency of 28 factors in their
respective domains. Results from four settings (space, aviation, polar, and
surgery/emergency room operations) reveal major similarities between the EEs on
multiple factors, as well as important differences between seemingly similar
environments. By illustrating shared features and differences, the taxonomy can
serve as a research tool to organize established findings, highlight areas for
further study, and provide avenues for cross-domain collaboration.
[17]
Combat Medicine: A Model for Civilian Mass Casualty Managment
MEDICAL SYSTEMS AND REHABILITATION: Medical Systems and Rehabilitation
Posters
/
Holmquist, John P.
/
Barnett, John S.
Proceedings of the Human Factors and Ergonomics Society 46th Annual Meeting
2002-09-30
v.46
p.1501-1505
© Copyright 2002 HFES
Summary: Casualty management is vital in combat. Prior to World War I, the wounded
soldier's outlook for survival was dismal. However, technological advances of
the twentieth-century introduced combat medics, triage, and improved medicines
to the front lines, as well as, paramedics, 9-1-1 response, and state and local
emergency centers on the home front, reducing pain and saving lives. Emerging
technology promises to bring further life-saving techniques to the future
battlefield and civilian disasters. With the advent of digital networks and
sophisticated information technology, the ability to assist the wounded and
evacuate casualties from the combat zone and city emergency areas promises
tremendous improvements in casualty management and subsequent patient survival.
This paper provides a brief review of the evolution of battlefield medicine and
extrapolates how combining applied human factors with emergent digital
technology could enhance battlefield and disaster casualty management.
[18]
Evaluation of Long Descriptions of Statistical Graphics for Blind and Low
Vision Web Users
Blind People -- Tactile Graphics, Displays, and HCI
/
Ault, H. K.
/
Deloge, J. W.
/
Lapp, R. W.
/
Morgan, M. J.
/
Barnett, J. R.
ICCHP'02: International Conference on Computers Helping People with Special
Needs
2002-07-15
p.517-526
© Copyright 2002 Springer-Verlag
Summary: The objective of this research was to maximize not only accessibility but
also user comprehension of web pages, particularly those containing tabular and
graphical information. Based on literature and interviews with blind and low
vision students and their teachers, the research team developed guidelines for
web developers to describe charts and graphs commonly used in statistical
applications. A usability study was then performed to evaluate the
effectiveness of these new guidelines. Accessibility and comprehension for both
blind and low vision users were increased when web pages were developed
following the new guidelines.
[19]
Digitally Enhanced Situation Awareness: An Aid to Military Decision-Making
COGNITIVE ENGINEERING AND DECISION MAKING: Cognitive Engineering and
Decision Making Posters
/
Holmquist, John
/
Barnett, John
Proceedings of the Human Factors and Ergonomics Society 45th Annual Meeting
2001-10-08
v.45
p.542-546
© Copyright 2001 HFES
Summary: In combat and tactical situations, situation awareness is a key factor in
the quality of decision-making. Currently, the US Army is investigating using
digital systems, such as computer networks, digital imagery, and GPS, to
enhance situation awareness at all levels of command. This article illustrates
how digital technology is currently being used to enhance decision-making at
the unit level and provides suggestions for how further advancements can be
made.
[20]
Bringing Ergonomics to the Design of a Behavioural Care Unit
2: ENVIRONMENTAL DESIGN: Ergonomic Research in Environmental Design I
[Research]
/
Barnett, Jacqueline B.
Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and
Ergonomics Society 44th Annual Meeting
2000-07-30
v.44
n.2
p.8-11
© Copyright 2000 HFES
Summary: The application of ergonomics is important when considering the built
environment. In order to create an environment where form follows function, a
detailed understanding of the tasks performed by the individuals who will live
and work in the facility is required. Early involvement in the project is key
to maximizing the benefit of ergonomics.
At Sunnybrook and Women's College Health Sciences Centre in Toronto, Canada,
this early intervention was embraced during the design process of a behavioural
care unit for aggressive patients. The ergonomist was involved in three phases
of design; user needs analysis, block schematics and detailed design.
The user needs and characteristics were established using a combination of
focus groups, interviews, direct observation, task analysis and critique of
current working environments. The challenge was to present the information to
the design team in a useful manner. The format chosen was a modification of
Userfit (Poulson 1996) that outlined the various characteristics of the patient
group and the design consequences with "what does this mean for me" statements.
During the block schematics phase an iterative design process was used to
ensure that the ergonomic principles and the user needs were incorporated into
the design. Ergonomic input was used in determining the room sizes and layout
and to ensure work processes were considered. Simple mock-ups and
anthropometric data assisted in illustrating the need for design changes.
Examples that highlight the areas of greatest impact of ergonomic intervention
include the patient bathrooms, showers and tub room. Significant changes were
made to the design to improve the safety of the work and living space of the
end users.
One of the greatest challenges was having an appreciation for the individual
goals of the team members. Ensuring there was adequate space for equipment and
staff often resulted in recommendations for increased space. This in turn would
increase the cost of the project. The architect and, later in the project, the
engineer had goals of bringing the project in on budget.
The final design was very much a team effort and truly the result of an
iterative process. The sum of the individual contributions could not match the
combined efforts. It was only through the ergonomic contributions in this early
design phase that the needs of the staff, patients and families could be so
well represented. The success of the iterative process provides the foundation
for bringing ergonomics considerations into the early design stages of future
projects.
[21]
Application of an Event-Based Situation Awareness Methodology: Measuring
Situation Awareness in an Operational Context
2: TRAINING: Defining Situation Awareness in a Military Aviation Training
Community: Theoretical and Practical Implications for Training [Single-Session
Symposium]
/
Milham, Laura M.
/
Barnett, John S.
/
Oser, Randall L.
Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and
Ergonomics Society 44th Annual Meeting
2000-07-30
v.44
n.2
p.423-426
© Copyright 2000 HFES
Summary: The focus of the present paper is on the application of an event-based
approach to the assessment of situational awareness (SA). Event-based
approaches present measurement opportunities by systematically introducing
exercise events or capitalizing on naturally occurring events in order to
evaluate targeted competencies (such as behaviors related to SA). This approach
works well for assessment of SA because events can be used to elicit behaviors
that are often covert; monitoring the environment, for example. Typically,
event-based approaches are applied in a laboratory setting, such as a flight
simulator, where it is possible to control the introduction of events. In the
present application, the event-based approach was applied to assess SA
performance during dynamic flight events, where precise control could not be
exerted. The ways in which the application was and was not successful, and ways
in which this approach can be used to present training feedback are presented.
[22]
A graphics interface to large, shared databases: A summary paper
/
Friedell, Mark
/
Barnett, Jane
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Kramlich, David
Proceedings of the 1982 Conference on Graphics Interface
1982-05-17
p.271-274