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[1] Anxiety and Autism: Towards Personalized Digital Health Technological Care for Autism / Simm, Will / Ferrario, Maria Angela / Gradinar, Adrian / Smith, Marcia Tavares / Forshaw, Stephen / Smith, Ian / Whittle, Jon Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1270-1281
ACM Digital Library Link
Summary: For many people living with conditions such as autism, anxiety manifests so powerfully it has a big impact on quality of life. By investigating the suitability of truly customizable wearable health devices we build on prior research that found each experience of anxiety in people with autism is unique, so 'one-suits all' solutions are not suitable. In addition, users desire agency and control in all aspects of the system. The participative approach we take is to iteratively co-develop prototypes with end users. Here we describe a case study of the co-development of one prototype, a digital stretch wristband that records interaction for later reflection called Snap. Snap has been designed to sit within a platform that allows the distributed and sustainable design, manufacture and data analysis of customizable digital health technologies. We contribute to HCI with (1) lessons learned from a DIY co-development process that follows the principles of modularity, participation and iteration and (2) the potential impact of technology in self-management of anxiety and the broader design implications of addressing unique anxiety experiences.

[2] Interactive Sonification Markup Language (ISML) for Efficient Motion-Sound Mappings Natural User Interfaces / Walker, James / Smith, Michael T. / Jeon, Myounghoon HCI International 2015: 17th International Conference on HCI, Part II: Interaction Technologies 2015-08-02 v.2 p.385-394
Keywords: Design research; Interactive sonification; Sonification markup language
Link to Digital Content at Springer
Summary: Despite rapid growth of research on auditory display and sonification mapping per se, there has been little effort on efficiency or accessibility of the mapping process. In order to expedite variations on sonification research configurations, we have developed the Interactive Sonification Markup Language (ISML). ISML is designed within the context of the Immersive Interactive Sonification Platform (iISoP) at Michigan Technological University. We present an overview of the system, the motivation for developing ISML, and the time savings realized through its development. We then discuss the features of ISML and its accompanying graphical editor, and conclude by summarizing the system's feature development and future plans for its further enhancement. ISML is expected to decrease repetitive development tasks for multiple research studies and to increase accessibility to diverse sonification researchers who do not have programming experience.

[3] Where Have You Been? Using Location-Based Security Questions for Fallback Authentication Authentication Methods / Hang, Alina / De Luca, Alexander / Smith, Matthew / Richter, Michael / Hussmann, Heinrich Proceedings of the 2015 Symposium on Usable Privacy and Security 2015-07-22 p.169-183
www.usenix.org/conference/soups2015/proceedings/presentation/hang
www.usenix.org/system/files/conference/soups2015/soups15-paper-hang.pdf
Summary: In this paper, we propose and evaluate the combination of location-based authentication with security questions as a more usable and secure fallback authentication scheme. A four weeks user study with an additional evaluation after six months was conducted to test the feasibility of the concept in the context of long-term fallback authentication. The results show that most users are able to recall the locations to their security questions within a distance of 30 meters, while potential adversaries are bad in guessing the answers even after performing Internet research. After four weeks, our approach yields an accuracy of 95% and reaches, after six months, a value of 92%. In both cases, none of the adversaries were able to attack users successfully.

[4] Is This How We (All) Do It?: Butler Lies and Ambiguity Through a Broader Lens Social Media & Citizen Science / French, Megan / Smith, Madeline E. / Birnholtz, Jeremy / Hancock, Jeff T. Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.4079-4082
ACM Digital Library Link
Summary: The ubiquity of mobile devices has resulted in more opportunities to interact with more people than ever before. Given a finite capacity for interaction with others, people commonly manage their availability by limiting others' access to them. Prior work has demonstrated the importance of doing so in a relationally sensitive way and identified the butler lie, in which deception is used to manage availability, as a common linguistic strategy. Two key limitations of existing exploratory work, however, are limited samples of primarily students and a focus on media properties in understanding ambiguity that enables butler lies to be plausible. This paper aims to address these issues via a broad field study of deception and butler lies using a novel message-sampling method employed via a custom mobile app. Results show clear evidence of butler lies occurring in a broader population, with some gender differences; and urge adoption of a multi-level framework for understanding ambiguity that also includes private information and infrastructure-level attributes of interaction media.

[5] Everyday deception or a few prolific liars? The prevalence of lies in text messaging / Smith, Madeline E. / Hancock, Jeffrey T. / Reynolds, Lindsay / Birnholtz, Jeremy Computers in Human Behavior 2014-12 v.41 n.0 p.220-227
Keywords: Deception
Keywords: Lying
Keywords: Text messaging
Keywords: Computer-mediated communication
Link to Article at sciencedirect
Summary: With the recent and dramatic changes to communication patterns introduced by new information technologies it is increasingly important to understand how deception is produced in new media. In the present study we investigate deception production in text messaging, focusing on how often people lie, about what and to whom. This study uses a novel data collection method that allows for the examination of individuals' communication records at the message level, which may provide a more accurate account of deception behavior than diary or survey methods. We find that the majority of our participants practiced deception in text messaging. Although lying was a relatively infrequent occurrence for the majority of our participants, there were a small number of prolific liars who told a disproportionately large number of lies using this medium. Additionally, we found some support for the argument that deception occurs less frequently in closer relationships, and we observed how the micro-coordination goals of text messaging change the properties of deceptive text messages relative to face-to-face lies.

[6] Functional and Biomechanical Assessments of A Matter of Balance/Volunteer Lay Leader Model: A Pilot Investigation Aging: A4 -- Aging Potpourri: Fall Prevention, Force Control, Technology Adoption, and Attentional Failures / Mehta, Ranjana K. / Liu, Jian / Shortz, Ashley E. / Yoshikawa, Aya / Lee, Shin D. / Pankey, Robert B. / Towne, Samuel D. / Smith, Matthew L. / Howell, Doris / Ory, Marcia G. Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.185-189
doi 10.1177/1541931214581039
Link to HFES Digital Content
Summary: The purpose of this pilot study was to evaluate the effectiveness of A Matter of Balance/Volunteer Lay Leader model (AMOB/VLL), an evidence-based falls prevention program, on improving balance and mobility. Twenty-eight community-dwelling older adults completed an eight-week AMOB/VLL program. Pre/post assessments of biomechanical and functional outcomes of balance during single and dual-task trials, as well as perceptions of fear of falling, were compared using pairwise t-tests and Wilcoxon signed rank tests. Our findings suggest that while improvements in functional indicators of mobility and perception regarding fear of falling were observed, biomechanical and functional assessments specific to balance during the single-task trials remained unaffected by the intervention. Interestingly, the group exhibited improvements in biomechanical measures during the dual-task trials. Since AMOB/VLL primarily focuses on restructuring participants' perceptions about falls and only includes generalized exercises, including balance-specific training within the program can potentially improve balance outcomes among older adults.

[7] Perspectives on the Training of Human Factors Students for the User Experience Industry Product Design: PD3 -- General Human Factors and Industry / Gonzalez, Christian A. / Ghazizadeh, Mahtab / Smith, Mac Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.1807-1811
doi 10.1177/1541931214581378
Link to HFES Digital Content
Summary: We surveyed 140 HFES student members and found that nearly 80% of students were considering a future career in UX. In contrast, only 12% felt that their training has prepared them extremely well for a UX career. An analysis of 40 UX job postings revealed that while these positions required some human factors related skills, 37% of their job requirements emphasized design familiarity and programming skills. Students indicated that gaps in their education and preparation represent the largest challenge they face in entering the UX field. They further identified the broad definition of UX and lack of access to industry positions as other challenges in transitioning to UX professionals. It is recommended to focus on increasing HFES's relevance to students interested in future UX careers.

[8] A Comparison of Prototyping on Paper (POP) Software and Traditional Paper Prototyping for Developing Mobile Products with Optimal User Experience Product Design: PD6 -- Modern Tactics and Tech / Martini, Molly C. / Smith, Melissa A. B. / Youmans, Robert J. Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting 2014-10-27 p.1849-1853
doi 10.1177/1541931214581387
Link to HFES Digital Content
Summary: Prototyping is a quick and effective way to facilitate iterative conceptual design, and allows user experience researchers to test the user experience of early conceptual designs. The current study compared usability testing that was supported by traditional paper prototyping methods with testing that was supported by a new iPhone software application called Prototyping on Paper (POP). POP supports testing and development by allowing uploaded images to be linked together to form virtual interactive prototypes. Usability testing was carried out on an actual smartphone product that is currently under development called 'Fleet,' a product that provides travelers with crowd-sourced information about commercial air travel. Data from the user testing showed that participants slightly preferred interacting with POP in comparison with traditional paper prototyping, but no reliable differences were found in terms of user performance. Test facilitators also showed no reliable preference between the two techniques. The increased level of interactivity POP offers and its ability to better model actual interactions on a mobile device makes it a novel prototyping technique for smartphone applications that should be considered by usability experts.

[9] Exercising playfully: co-designing fun ways of keeping active in the park Works-in-progress / Tsekleves, Emmanuel / Darby, Andy / Gradinar, Adrian I. / Smith, Marcia T. Proceedings of the 2014 ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play 2014-10-19 p.447-448
ACM Digital Library Link
Summary: In this work in progress paper we present our work in the co-design of a playful interactive artifact that encourages people to engage in casual physical activity in the park. The initial testing of our proof-of-concept prototype received extremely positive feedback as a potential way of motivating people to keep active in the park and in bridging the generation gap.

[10] Building a dataset of sensitive information Other / Llewellyn, Clare / Ruus, Laine / Burnett, Ros / Kirkwood, Steve / Smith, Mark / von-Jungenfeld, Rocio JCDL'14: Proceedings of the 2014 ACM/IEEE-CS Joint Conference on Digital Libraries 2014-09-08 p.493-494
Keywords: Blogs
Keywords: Educational institutions
Keywords: Ethics
Keywords: Informatics
Keywords: Interviews
Keywords: Libraries
Keywords: Media
dx.doi.org/10.1109/JCDL.2014.6970241
Summary: Using text analysis tools to study large data sets is currently an area of popular interest. Prompted by the success of several big data research initiatives, researchers from a variety of disciplines wish to gather and analyse textual data [7]. Communication between members of diverse teams can present a problem and developing a shared language and understanding of the task is necessary [6].

[11] It's a Hard Lock Life: A Field Study of Smartphone (Un)Locking Behavior and Risk Perception Mobile / Harbach, Marian / von Zezschwitz, Emanuel / Fichtner, Andreas / De Luca, Alexander / Smith, Matthew Proceedings of the 2014 Symposium on Usable Privacy and Security 2014-07-10 p.15
www.usenix.org/conference/soups2014/proceedings/presentation/harbach
Summary: A lot of research is being conducted into improving the usability and security of phone-unlocking. There is however a severe lack of scientific data on users' current unlocking behavior and perceptions. We performed an online survey (n = 260) and a one-month field study (n = 52) to gain insights into real world (un)locking behavior of smartphone users. One of the main goals was to find out how much overhead unlocking and authenticating adds to the overall phone usage and in how many unlock interactions security (i.e. authentication) was perceived as necessary. We also investigated why users do or do not use a lock screen and how they cope with smartphone-related risks, such as shoulder-surfing or unwanted accesses. Among other results, we found that on average, participants spent around 2.9% of their smartphone interaction time with authenticating (9% in the worst case). Participants that used a secure lock screen like PIN or Android unlock patterns considered it unnecessary in 24.1% of situations. Shoulder surfing was perceived to be a relevant risk in only 11 of 3410 sampled situations.

[12] Constructing the Immersive Interactive Sonification Platform (iISoP) User Experience in Intelligent Environments / Jeon, Myounghoon / Smith, Michael T. / Walker, James W. / Kuhl, Scott A. DAPI 2014: 2nd International Conference on Distributed, Ambient, and Pervasive Interactions 2014-06-22 p.337-348
Keywords: design research; interactive sonification; interactivity; visualization
Link to Digital Content at Springer
Summary: For decades, researchers have spurred research on sonification, the use of non-speech audio to convey information [1]. With 'interaction' and 'user experience' being pervasive, interactive sonification [2], an emerging interdisciplinary area, has been introduced and its role and importance have rapidly increased in the auditory display community. From this background, we have devised a novel platform, "iISoP" (immersive Interactive Sonification Platform) for location, movement, and gesture-based interactive sonification research, by leveraging the existing Immersive Visualization Studio (IVS) at Michigan Tech. Projects in each developmental phase and planned research are discussed with a focus on "design research" and "interactivity".

[13] Using personal examples to improve risk communication for security & privacy decisions Risks and security / Harbach, Marian / Hettig, Markus / Weber, Susanne / Smith, Matthew Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2647-2656
ACM Digital Library Link
Summary: IT security systems often attempt to support users in taking a decision by communicating associated risks. However, a lack of efficacy as well as problems with habituation in such systems are well known issues. In this paper, we propose to leverage the rich set of personal data available on smartphones to communicate risks using personalized examples. Examples of private information that may be at risk can draw the users' attention to relevant information for a decision and also improve their response. We present two experiments that validate this approach in the context of Android app permissions. Private information that becomes accessible given certain permissions is displayed when a user wants to install an app, demonstrating the consequences this installation might have. We find that participants made more privacy-conscious choices when deciding which apps to install. Additionally, our results show that our approach causes a negative affect in participants, which makes them pay more attention.

[14] Now you see me, now you don't: protecting smartphone authentication from shoulder surfers Authentication and passwords / De Luca, Alexander / Harbach, Marian / von Zezschwitz, Emanuel / Maurer, Max-Emanuel / Slawik, Bernhard Ewald / Hussmann, Heinrich / Smith, Matthew Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.2937-2946
ACM Digital Library Link
Summary: In this paper, we present XSide, an authentication mechanism that uses the front and the back of smartphones to enter stroke-based passwords. Users can switch sides during input to minimize the risk of shoulder surfing. We performed a user study (n = 32) to explore how switching sides during authentication affects usability and security of the system. The results indicate that switching the sides increases security while authentication speed stays relatively fast (≤ 4 seconds). The paper furthermore provides insights on accuracy of eyes-free input (as used in XSide) and shows how 3D printed prototype cases can improve the back-of-device interaction experience.

[15] Designing technology for major life events Workshop summaries / Massimi, Michael / Yarosh, Svetlana / Smith, Madeline E. / Kaye, Joseph Jofish Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.83-86
ACM Digital Library Link
Summary: Technology has become increasingly prominent in the ways that we orient towards major life events, yet there remains a focus on designing for "everyday" use that is generally agnostic towards, but inspired by, these events. This one-day workshop proposes to collect and explore research and design work that is focusing on technology during major life events such as births, weddings, deaths, divorces, residential moves, retirement, and so on. The outcomes of the workshop will include an edited collection of work that places various life events and their associated technologies in conversation with one another.

[16] Adding input controls and sensors to RFID tags to support dynamic tangible user interfaces Let's get physical / Simon, Timothy M. / Thomas, Bruce H. / Smith, Ross T. / Smith, Mark Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.165-172
ACM Digital Library Link
Summary: Providing high resolution tangible user interface components without batteries such as dials and sliders that support dynamic user interface arrangement is challenging. Previous work uses RFID to support limited resolution custom-built components. We demonstrate improved techniques using commercial off the shelf input controls incorporated into passive RFID tags using an on-off key subcarrier to encode state information into the RFID signal. Our method supports high resolution components that do not require power cables or batteries. We provide exemplars demonstrating how the technique supports a range of user interface components including buttons, dials, sliders, flex and light sensors. Compared to previous work, we obtain a higher resolution, only limited by sample time, for all components and demonstrate 115 discrete dial positions. Our technique allows the TUI components to be freely placed and rearranged without hardwiring or batteries.

[17] Awkward encounters of an "other" kind: collective self-presentation and face threat on Facebook Social media: online and off / Litt, Eden / Spottswood, Erin / Birnholtz, Jeremy / Hancock, Jeff T. / Smith, Madeline E. / Reynolds, Lindsay Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.1 p.449-460
ACM Digital Library Link
Summary: While we tend to think of self-presentation as a process executed by the self, reputation management on social network sites, like Facebook, is increasingly viewed as a collective endeavor. The information users share about one another can have significant impacts on impression formation, and at times this other-generated content may be face threatening, or challenging to one's desired self-presentation. However, we know little about the nature of these other-generated face threats and the ways that people perceive them. Using an online survey of 150 Facebook users, we report on what these users consider to be other-generated face threats and how they feel after experiencing them. Results suggest that many face threats result from other Facebook users neglecting or misunderstanding a target's audience and/or self-presentation goals, as well as a target's fear of creating an unwanted association with another Facebook user. Experience of these threats is affected by both individual and situational factors. We also report on a new unique measure capturing Facebook skills.

[18] Visiting the 'lie-brary' exploring data engagement as participant incentive Demonstrations / Smith, Madeline E. / Aljuhani, Asmaa / Birnholtz, Jeremy / Hancock, Jeff / Reynolds, Lindsay Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.29-32
ACM Digital Library Link
Summary: As people's online behavior increasingly leaves traces behind, it is tempting for researchers to gather and analyze these traces. This raises both ethical and logistical challenges in gathering and storing data; and in motivating people to share their data. We report on our experience developing an Android OS app to gather text messages and information about deception, and a web visualization interface that allows participants to engage with their data. We discuss our experiences and challenges, and solicit feedback and design ideas.

[19] Connecting students and families for support during the college transition Doctoral consortiums / Smith, Madeline E. Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.93-96
ACM Digital Library Link
Summary: My dissertation work focuses on increasing students' perceptions of family support as they adjust to college, a challenging and often stressful life transition. This project draws on research in social support, college transitions, emerging adulthood, and family communication as well as my background in computer science and communication studies. I will be designing, building, and evaluating a mobile application that connects new college students to their families. Specifically, the app I design will provide students with family awareness in order to remind them of their existing family support systems and increase their perceptions of family support while they are adjusting to college.

[20] EDITED BOOK Ways of Knowing in HCI / Olson, Judith S. / Kellogg, Wendy A. 2014 p.472 Springer New York
ISBN: 978-1-4939-0377-1 (print), 978-1-4939-0378-8 (online)
Link to Digital Content at Springer
Reading and Interpreting Ethnography (1-23)
	+ Dourish, Paul
Curiosity, Creativity, and Surprise as Analytic Tools: Grounded Theory Method (25-48)
	+ Muller, Michael
Knowing by Doing: Action Research as an Approach to HCI (49-68)
	+ Hayes, Gillian R.
Concepts, Values, and Methods for Technical Human--Computer Interaction Research (69-93)
	+ Hudson, Scott E.
	+ Mankoff, Jennifer
Study, Build, Repeat: Using Online Communities as a Research Platform (95-117)
	+ Terveen, Loren
	+ Konstan, Joseph A.
	+ Lampe, Cliff
Field Deployments: Knowing from Using in Context (119-142)
	+ Siek, Katie A.
	+ Hayes, Gillian R.
	+ Newman, Mark W.
	+ Tang, John C.
Science and Design: The Implications of Different Forms of Accountability (143-165)
	+ Gaver, William
Research Through Design in HCI (167-189)
	+ Zimmerman, John
	+ Forlizzi, Jodi
Experimental Research in HCI (191-227)
	+ Gergle, Darren
	+ Tan, Desney S.
Survey Research in HCI (229-266)
	+ Müller, Hendrik
	+ Sedley, Aaron
	+ Ferrall-Nunge, Elizabeth
Crowdsourcing in HCI Research (267-289)
	+ Egelman, Serge
	+ Chi, Ed H.
	+ Dow, Steven
Sensor Data Streams (291-321)
	+ Voida, Stephen
	+ Patterson, Donald J.
	+ Patel, Shwetak N.
Eye Tracking: A Brief Introduction (323-348)
	+ Navalpakkam, Vidhya
	+ Churchill, Elizabeth F.
Understanding User Behavior Through Log Data and Analysis (349-372)
	+ Dumais, Susan
	+ Jeffries, Robin
	+ Russell, Daniel M.
	+ Tang, Diane
	+ Teevan, Jaime
Looking Back: Retrospective Study Methods for HCI (373-393)
	+ Russell, Daniel M.
	+ Chi, Ed H.
Agent Based Modeling to Inform the Design of Multiuser Systems (395-419)
	+ Ren, Yuqing
	+ Kraut, Robert E.
Social Network Analysis in HCI (421-447)
	+ Hansen, Derek L.
	+ Smith, Marc A.
Research Ethics and HCI (449-468)
	+ Bruckman, Amy
Epilogue (469-472)
	+ Kellogg, Wendy A.
	+ Olson, Judith S.

[21] "Everyone Has to Do It:' A joint action approach to managing social inattention / Birnholtz, Jeremy / Reynolds, Lindsay / Smith, Madeline E. / Hancock, Jeff Computers in Human Behavior 2013-11 v.29 n.6 p.2230-2238
Keywords: Butler lies
Keywords: Text messaging
Keywords: Availability
Keywords: Politeness
Keywords: CMC
Keywords: Joint action
Link to Article at sciencedirect
Summary: In an always-connected world, managing social inattention -- that is, explaining the inability to interact at a particular time -- can be as important as coordinating mutual availability. Inattention, particularly if repeated, can have significant relational consequences as it may be considered rude and can lead to painful social outcomes. Prior research has examined the butler lie, one strategy commonly used to manage social inattention while preserving relationships. This paper builds on that via an interview study of 47 participants that qualitatively examines perceptions of butler lies from both the senders' and receivers' perspectives. Participants see butler lies as a common and useful inattention management strategy, but these messages can have a negative effect receivers do not perceive the senders' intentions to be positive. Factors affecting the perception of intent include relationship strength and history, the stakes of the situation, and past behavior. The paper argues that inattention management should be considered a joint coordination problem characterized by a willingness to accept the pragmatic relational meaning of messages, which may differ from their literal semantic meaning. This hints at a collaborative view of deception, in which some interlocutors are aware they are being deceived and willing to accept deception.

[22] In-Cockpit NEXRAD Products: Training General Aviation Pilots Aerospace Systems: AS7 -- NextGen Human Factors / Vincent, Michael / Blickensderfer, Elizabeth / Thomas, Robert / Smith, MaryJo / Lanicci, John Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.81-85
doi 10.1177/1541931213571020
Link to HFES Digital Content
Summary: Recent developments in avionics have allowed pilots of General Aviation (GA) aircraft to access more in-flight information than ever before, among them being data link weather services. However data link resources, namely next generation radar (NEXRAD), possess discrete limitations which can lead pilots into dangerous situations if they do not interpret the information correctly. The present study evaluated a training module designed to help pilots interpret and use data link NEXRAD weather information. GA pilots in the Midwest and Northeastern U.S. completed a face-to-face lecture course which covered the capabilities and limitations of NEXRAD based weather products and included paper based scenarios to give course participants practice using NEXRAD as a tool for decision making. A comparison of Pre- vs. post-test performance indicated that pilots had significant increases in radar knowledge, performance on application scenarios, and self-efficacy after completing the training.

[23] Discussion Panel Human Factors in Everyday Life Education: E1 -- Human Factors in Everyday Life / Sethumadhavan, Arathi / McLaughlin, Anne / Nichols, Tim / Pak, Richard / Smith, Mac Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.434-437
doi 10.1177/1541931213571094
Link to HFES Digital Content
Summary: Majority of the sessions at the human factors and ergonomics society conferences in the recent years have focused on the applications of human factors and ergonomics in safety-critical domains, be it studying handoffs in health care, next gen and air traffic control or supervisory control of unmanned aerial vehicles. While this work is certainly important, there appears to be fewer sessions focused on how human factors can be integrated into everyday living. On any given day, users interact with a myriad of technology, tools, and equipment: smartphone alarm systems, microwaves, washing machines, navigation systems, sports gears, and video games. Unfortunately, a lot of these systems may not be designed with the same amount of attention to the cognitive, perceptual, and physical limitations and capabilities of humans as with safety-critical systems. While the main premise behind the use of technology is to lower human errors and improve efficiency, technology can contribute to inefficiencies and dissatisfaction if not designed well. The goal of this panel is to discuss how human factors and ergonomics can be applied to design technology and systems that are used in everyday activities, including sports, video gaming, and personal computing. The panelists will share their experiences with the audience, focusing on challenges and successes involved in designing such products. The panel will invite the audience to discuss ways to address the challenges and increase the successes.

[24] Using Iterative Design and Testing Towards the Development of SRTS®: A Mobile, Game-Based Stress Resilience Training System Test & Evaluation: TE2 -- Evaluating System Characteristics & Their Impact on Performance / Smith, Melissa A. / Woo, Hyun J. / Parker, James P. / Youmans, Robert J. / LeGoullon, Melanie / Weltman, Gershon / de Visser, Ewart J. Proceedings of the Human Factors and Ergonomics Society 2013 Annual Meeting 2013-09-30 p.2076-2080
doi 10.1177/1541931213571463
Link to HFES Digital Content
Summary: The Stress Resilience Training System (SRTS®) is a new game-based learning application for tablets that trains users to better control stress through interactive education and advanced biofeedback. The goal of using the application is to allow users to better manage the positive and negative effects of stress. The application is targeted at young soldiers who may be more technologically- and game-motivated. An initial usability study with SRTS was conducted to determine its effectiveness and ease of use. A unique application of the link analysis method combined with retrospective probing revealed that users were following coach recommendations, but skipped vital information necessary to play the games. Results further showed that users with high subjective resilience were likely to find the application useful. Link analysis can help analyze exploratory learning behavior and relevant external comparison measures can inform future use of a product.

[25] Analyzing multi-dimensional networks within MediaWikis Open collaboration research track / Keegan, Brian C. / Ceni, Arber / Smith, Marc A. Proceedings of the 2013 International Symposium on Wikis and Open Collaboration 2013-08-05 p.1
ACM Digital Library Link
Summary: The MediaWiki platform supports popular socio-technical systems such as Wikipedia as well as thousands of other wikis. This software encodes and records a variety of relationships about the content, history, and editors of its articles such as hyperlinks between articles, discussions among editors, and editing histories. These relationships can be analyzed using standard techniques from social network analysis, however, extracting relational data from Wikipedia has traditionally required specialized knowledge of its API, information retrieval, network analysis, and data visualization that has inhibited scholarly analysis. We present a software library called the NodeXL MediaWiki Importer that extracts a variety of relationships from the MediaWiki API and integrates with the popular NodeXL network analysis and visualization software. This library allows users to query and extract a variety of multidimensional relationships from any MediaWiki installation with a publicly-accessible API. We present a case study examining the similarities and differences between different relationships for the Wikipedia articles about "Pope Francis" and "Social media." We conclude by discussing the implications this library has for both theoretical and methodological research as well as community management and outline future work to expand the capabilities of the library.
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