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[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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at sciencedirect
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
ISBN: 978-1-84882-824-7 (print), 978-1-84882-825-4 (online)
Link to Digital Content at Springer
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to Digital Content at Springer
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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
Link to HFES Digital Content
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 / Kramlich, David Proceedings of the 1982 Conference on Graphics Interface 1982-05-17 p.271-274