[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
© Copyright 2016 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 Authors
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
© Copyright 2015 ACM
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
© Copyright 2014 Elsevier Ltd.
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
© Copyright 2014 HFES
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
© Copyright 2014 HFES
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
© Copyright 2014 HFES
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
© Copyright 2014 ACM
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
© Copyright 2014 IEEE
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
© Copyright 2014 Authors
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
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
© Copyright 2013 Elsevier Ltd.
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
© Copyright 2013 HFES
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
© Copyright 2013 HFES
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
© Copyright 2013 HFES
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
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Keegan, Brian C.
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Ceni, Arber
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Smith, Marc A.
Proceedings of the 2013 International Symposium on Wikis and Open
Collaboration
2013-08-05
p.1
© Copyright 2013 ACM
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.