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[1] Real Snail Mail Art Exhibition / Isley, Vicky / Smith, Paul Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3847-3850
ACM Digital Library Link
Summary: Email both satisfies our cultural obsession with speed and sets the frenetic pace we obligingly follow. Our inboxes are bombarded by a torrent of messages arriving at the speed of light, demanding our urgent attention; making many of us feel trapped at terminal velocity. This extreme efficiency reverses our power relationship with technology; enslaving rather than liberating. In boredomresearch's webmail project Real Snail Mail (2008-ongoing) the artists challenge this one-dimensional 'faster is better' paradigm, by asking: Is there space in our speed obsessed world for a service that takes time? Real Snail Mail is not only slow but fragile, imperfect and unreliable -- more human than machine. boredomresearch take a technology embedded in our everyday life and combines it with a biological interruption, Helix Aspersa snails (Fig 1) -- allowing users to interact with the familiar on a completely new temporal scale; often provoking deep reflection. The project contributes to an on-going and critically important cultural discussion, aiming to understand our complex relationship with technology, as it fundamentally changes our experience of time itself. Insights relate to both urgent global concerns aroused by environmental, and economic turbulence, affecting us all, as well as the intimate and private relations between two individuals, as for example they negotiate the failing of everlasting love. In the words of Carl Honoré, the author of In Praise of Slow, "Real Snail Mail adds a fresh twist. It challenges the assumption that everything we write must reach its destination as fast as possible, and opens up the possibility that some missives might benefit from slower delivery."

[2] Let's Play, Video Streams, and the Evolution of New Digital Literacy Collaboration and Learning / Smith, Peter A. / Sanchez, Alicia D. LCT 2015: 2nd International Conference on Learning and Collaboration Technologies 2015-08-02 p.520-527
Keywords: Digital literacy; Video based learning; User created content; Let's Play; You Tube; Informal learning; Curation
Link to Digital Content at Springer
Summary: The use of videos, video streams, and user created videos has recently surged as consumer based websites are allowing increased access to high quality learning assets. You Tube, Let's Play, MOOCs, and the Khan Academy are discussed in order to understand how they differ in their offerings of multi-media based assets. As these assets evolve, a new digital literacy in which a learner transforms into a reviewer, a commentator, a curator, and possibly a creator of new content emerges.

[3] Augmenting Reality in Sensor Based Training Games VR for Learning and Training / Smith, Peter A. VAMR 2015: 7th International Conference on Virtual, Augmented and Mixed Reality 2015-08-02 p.329-336
Keywords: iBeacon; BLE; Augmented reality; Location based training
Link to Digital Content at Springer
Summary: Building an Augmented Reality experience has traditionally been limited by the use of physical markers, and GPS capabilities that are hampered indoors. Physical markers are intrusive in an environment that is dual use between an AR and more traditional experience, making them a less than popular choice for physical locations. GPS solves many of these problems outdoors. Unfortunately, this cannot be capitalized on in an indoor setting where interference from the building cannot guarantee the fidelity of the location data. A recent technology is a low energy Bluetooth transmitter that allows devices to determine their proximity to the transmitter. These devices can be configured and installed discretely in a physical location and power AR experiences and also open up new opportunities to augment, extend, push, and track a user's experience.

[4] Dreams of Mice Art Exhibition / Isley, Vicky / Smith, Paul Proceedings of the 2015 ACM Conference on Creativity and Cognition 2015-06-22 p.353-354
ACM Digital Library Link
Summary: Dreams of Mice explores a changed understanding of sleep brought about by networked technologies. A contemporary world of instant messaging and 24/7 connectivity encourages us to remain permanently available. Using computer modeling, recorded neurological data and game engine technology, boredomresearch www.boredomresearch.net ask if we can afford to disconnect; questioning the importance of the non-productive third of our lives we spend asleep. Brain activity during sleep reveals that far from downtime, sleep is complex and beautiful. Developed from research exploring the interaction between environmental factors effecting sleep and human neurological disorders Dreams of Mice considers the increased control, management and disruption of sleep behaviours. Collaborating with a neuroscientist at the University of Oxford, capturing and recording the dreams of laboratory mice, boredomresearch have revealed the intriguing beauty of slumber in a real-time artwork driven by the firing neurons of dreaming mice (see Fig.1). When we go to sleep we disconnect from our social networks and perpetual status updates, entering the last remaining sanctuary from the demands of a permanently connected and networked society. But is the space of dreams at risk from the relentless encroachment of connective technologies?

[5] Engaging Students with Intellectual Disabilities through Games Based Learning and Related Technologies Access to Mobile Interaction / Brown, David / Standen, Penny / Saridaki, Maria / Shopland, Nick / Roinioti, Elina / Evett, Lindsay / Grantham, Simon / Smith, Pauline UAHCI 2013: 7th International Conference on Universal Access in Human-Computer Interaction, Part III: Applications and Services for Quality of Life 2013-07-21 v.3 p.573-582
Keywords: route learning; mobile; digital games based learning; disability
Link to Digital Content at Springer
Summary: Studies within our research group have shown that Digital Games Based Learning (DGBL) can have a positive effect on some of the core development needs of people with intellectual disabilities and associated sensory impairments. Of current interest is the expansion of DGBL activities on mobile platforms. The RECALL Project describes the development and evaluation of a novel route learning system for people with disabilities using location based services (on the Android OS). Research has shown that route guidance systems suppress cognitive map development, and for a target audience described as having 'poor spatial skills', systems that develop route learning rather than guidance are required. Two studies are reported here. The first demonstrates that there were less navigational errors made, and less help required, in the more independent usage of the system, than in the earlier training stages. The second focusses on more qualitative evaluation of soft skills and personal development via the use of the system, and of the gamified version of the software. It looks specifically at how a playful approach can aid the understanding of map based representations.

[6] The nature of cyberbullying, and strategies for prevention Youth Internet and Wellbeing / Slonje, Robert / Smith, Peter K. / Frisén, Ann Computers in Human Behavior 2013-01 v.29 n.1 p.26-32
Keywords: Cyberbullying
Keywords: Bullying
Keywords: Prevention
Keywords: Coping strategies
Keywords: Impact
Keywords: Definitional issues
Link to Article at sciencedirect
Summary: Cyberbullying has been identified as an important problem amongst youth in the last decade. This paper reviews some recent findings and discusses general concepts within the area. The review covers definitional issues such as repetition and power imbalance, types of cyberbullying, age and gender differences, overlap with traditional bullying and sequence of events, differences between cyberbullying and traditional bullying, motives for and impact of cyber victimization, coping strategies, and prevention/intervention possibilities. These issues will be illustrated by reference to recent and current literature, and also by in-depth interviews with nine Swedish students aged 13-15 years, who had some first-hand experience of one or more cyberbullying episodes. We conclude by discussing the evidence for different coping, intervention and prevention strategies.

[7] Identifying Support Requirements for Airport Departure Management Aerospace Systems: AS6 -- Methodologies for the Design of Future Aviation Systems / Fernandes, Alicia B. / Smith, Philip J. / Weaver, Kristen / Durham, Ken / Evans, Mark / Johnson, Dustin Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.65-69
doi 10.1177/1071181312561034
Link to HFES Digital Content
Summary: Airport departure demand that exceeds capacity can lead to longer departure queues than necessary. Departure metering is one approach to managing the flow of aircraft to the departure queue so as to build an appropriate inventory of departures on the surface. The Departure Reservoir Coordinator (DRC) is an envisioned role that will be responsible for managing a departure metering procedure. This paper describes a functional analysis of the DRC role and requirements for supporting a person or team in that role that were derived from the functional analysis. Results of the functional analysis were used to develop display concepts that were evaluated by air traffic controllers.

[8] Discussion Panel: Collaborative Automation Across Varying Time Scales of Interaction: What's the Same? What's Different? Cognitive Engineering and Decision Making: CE2 -- Collaborative Automation Across Varying Time Scales of Interaction / Roth, Emilie M. / Cummings, Missy / Miller, Christopher / Smith, Philip / Schreckenghost, Debra / Scott, Ron Proceedings of the Human Factors and Ergonomics Society 2012 Annual Meeting 2012-10-22 p.213-217
doi 10.1177/1071181312561052
Link to HFES Digital Content
Summary: Automated systems, ranging from robots to intelligent planning aids, are increasingly part of the cognitive landscape. A pressing question facing the human factors community is how to design the automation to foster effective collaboration between the human and automated agents. This panel brings together leading researchers actively engaged in design of decision-support systems that involve some element of 'cognitive work' automation. They represent a variety of domains and a variety of approaches to design of collaborative automation. Panel members will discuss unique challenges of their respective domains, including differences in temporal rhythm, and how these have shaped their perspective on 'collaborative aiding'.

[9] EDITED BOOK The human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications / Jacko, Julie A. 2012 p.1518 CRC Press
ISBN: 978-1-4398-2943-1, 1-4398-2943-8 oclc: 441142179
Third edition
www.taylorandfrancis.com/books/details/9781439829431/
Introduction: A Moving Target: The Evolution of Human-Computer Interaction
		+ Grudin, Jonathan
Humans in HCI
	Perceptual-Motor Interaction: Some Implications for Human-Computer Interaction
		+ Welsh, Timothy N.
		+ Chandrasekharan, Sanjay
		+ Ray, Matthew
		+ Neyedli, Heather
		+ Chua, Romeo
		+ Weeks, Daniel J.
	Human Information Processing: An Overview for Human-Computer Interaction
		+ Proctor, Robert W.
		+ Vu, Kim-Phuong L.
	Mental Models in Human-Computer Interaction
		+ Payne, Stephen J.
	Task Loading and Stress in Human-Computer Interaction: Theoretical Frameworks and Mitigation Strategies
		+ Szalma, James L.
		+ Hancock, Gabriella M.
		+ Hancock, Peter A.
	Choices and Decisions of Computer Users
		+ Jameson, Anthony
Computers in HCI
	Input Technologies and Techniques
		+ Hinckley, Ken
		+ Wigdor, Daniel
	Sensor- and Recognition-Based Input for Interaction
		+ Wilson, Andrew D.
	Visual Displays
		+ Schlick, Christopher M.
		+ Winkelholz, Carsten
		+ Ziefle, Martina
		+ Mertens, Alexander
	Haptic Interface
		+ Iwata, Hiroo
	Nonspeech Auditory and Crossmodal Output
		+ Hoggan, Eve
		+ Brewster, Stephen
	Network-Based Interaction
		+ Dix, Alan
	Wearable Computers
		+ Siewiorek, Daniel
		+ Smailagic, Asim
		+ Starner, Thad
	Design of Fixed, Portable, and Mobile Information Devices
		+ Smith, Michael J.
		+ Carayon, Pascale
Designing Human-Computer Interactions
	Visual Design Principles for Usable Interfaces: Everything Is Designed: Why We Should Think before Doing
		+ Watzman, Suzanne
		+ Re, Margaret
	Globalization, Localization, and Cross-Cultural User-Interface Design
		+ Marcus, Aaron
		+ Gould, Emilie W.
	Speech and Language Interfaces, Applications, and Technologies
		+ Karat, Clare-Marie
		+ Lai, Jennifer
		+ Stewart, Osamuyimen
		+ Yankelovich, Nicole
	Multimedia User Interface Design
		+ Sutcliffe, Alistair
	Multimodal Interfaces
		+ Oviatt, Sharon
	Systems That Adapt to Their Users
		+ Jameson, Anthony
		+ Gajos, Krzysztof Z.
	Mobile Interaction Design in the Age of Experience Ecosystems
		+ Susani, Marco
	Tangible User Interfaces
		+ Ishii, Hiroshi
		+ Ullmer, Brygg
	Achieving Psychological Simplicity: Measures and Methods to Reduce Cognitive Complexity
		+ Thomas, John C.
		+ Richards, John T.
	Information Visualization
		+ Card, Stuart
	Collaboration Technologies
		+ Olson, Gary M.
		+ Olson, Judith S.
	Human-Computer Interaction and the Web
		+ Ashman, Helen
		+ Dagger, Declan
		+ Brailsford, Tim
		+ Goulding, James
		+ O'Sullivan, Declan
		+ Schmakeit, Jan-Felix
		+ Wade, Vincent
	Human-Centered Design of Decision-Support Systems
		+ Smith, Philip J.
		+ Beatty, Roger
		+ Hayes, Caroline C.
		+ Larson, Adam
		+ Geddes, Norman D.
		+ Dorneich, Michael C.
	Online Communities
		+ Zaphiris, Panayiotis
		+ Ang, Chee Siang
		+ Laghos, Andrew
	Virtual Environments
		+ Stanney, Kay M.
		+ Cohn, Joseph V.
	Privacy, Security, and Trust: Human-Computer Interaction Challenges and Opportunities at Their Intersection
		+ Karat, John
		+ Karat, Clare-Marie
		+ Brodie, Carolyn
Application-/Domain-Specific Design
	Human-Computer Interaction in Health Care
		+ Sainfort, François
		+ Jacko, Julie A.
		+ McClellan, Molly A.
		+ Edwards, Paula J.
	Why We Play: Affect and the Fun of Games -- Designing Emotions for Games, Entertainment Interfaces, and Interactive Products
		+ Lazzaro, Nicole
	Motor Vehicle-Driver Interfaces
		+ Green, Paul A.
	Human-Computer Interaction in Aerospace
		+ Landry, Steven J.
	User-Centered Design in Games Randy J. Pagulayan
		+ Keeker, Kevin
		+ Fuller, Thomas
		+ Wixon, Dennis
		+ Romero, Ramon L.
		+ Gunn, Daniel V.
Designing for Diversity
	Older Adults and Information Technology: Opportunities and Challenges
		+ Czaja, Sara J.
		+ Lee, Chin Chin
	Human-Computer Interaction for Kids
		+ Bruckman, Amy
		+ Bandlow, Alisa
		+ Dimond, Jill
		+ Forte, Andrea
	Information Technology for Communication and Cognitive Support
		+ Newell, Alan F.
		+ Carmichael, Alex
		+ Gregor, Peter
		+ Alm, Norman
		+ Waller, Annalu
		+ Hanson, Vicki L.
		+ Pullin, Graham
		+ Hoey, Jesse
	Perceptual Impairments: New Advancements Promoting Technological Access
		+ Jacko, Julie A.
		+ Leonard, V. Kathlene
		+ McClellan, Molly A.
		+ Scott, Ingrid U.
	Universal Accessibility and Low-Literacy Populations: Implications for Human-Computer Interaction Design and Research Methods
		+ Gribbons, William M.
	Computing Technologies for Deaf and Hard of Hearing Users
		+ Hanson, Vicki L.
The Development Process
Section A Requirements Specification
	User Experience Requirements Analysis within the Usability Engineering Lifecycle
		+ Mayhew, Deborah J.
		+ Follansbee, Todd J.
	Task Analysis
		+ Courage, Catherine
		+ Jain, Jhilmil
		+ Redish, Janice (Ginny)
		+ Wixon, Dennis
	Contextual Design
		+ Holtzblatt, Karen
	Grounded Theory Method in Human-Computer Interaction and Computer-Supported Cooperative Work
		+ Muller, Michael J.
		+ Kogan, Sandra
	An Ethnographic Approach to Design
		+ Blomberg, Jeanette
		+ Burrell, Mark
Section B Design and Development
	Putting Personas to Work: Employing User Personas to Focus Product Planning, Design, and Development
		+ Pruitt, John
		+ Adlin, Tamara
	Prototyping Tools and Techniques
		+ Beaudouin-Lafon, Michel
		+ Mackay, Wendy E.
	Scenario-Based Design
		+ Rosson, Mary Beth
		+ Carroll, John M.
	Participatory Design: The Third Space in Human-Computer Interaction
		+ Muller, Michael J.
		+ Druin, Allison
	Unified User Interface Development: A Software Refactoring Perspective
		+ Savidis, Anthony
		+ Stephanidis, Constantine
	Usability + Persuasiveness + Graphic Design = eCommerce User Experience
		+ Mayhew, Deborah J.
	Human-Computer Interaction and Software Engineering for User Interface Plasticity
		+ Coutaz, Joëlle
		+ Calvary, Gaëlle
Section C Testing, Evaluation, and Technology Transfer
	Usability Testing
		+ Dumas, Joseph S.
		+ Fox, Jean E.
	Usability for Engaged Users: The Naturalistic Approach to Evaluation
		+ Siegel, David
	Survey Design and Implementation in HCI
		+ Ozok, A. Ant
	Inspection-Based Evaluations
		+ Cockton, Gilbert
		+ Woolrych, Alan
		+ Hornbæk, Kasper
		+ Frøkjær, Erik
	Model-Based Evaluation
		+ Kieras, David
	Spreadsheet Tool for Simple Cost-Benefit Analyses of User Experience Engineering
		+ Mayhew, Deborah J.
	Technology Transfer
		+ Schofield, Kevin M.
Emerging Phenomena in HCI
	Augmenting Cognition in HCI: Twenty-First Century Adaptive System Science and Technology
		+ Hale, Kelly S.
		+ Stanney, Kay M.
		+ Schmorrow, Dylan D.
	Social Networks and Social Media
		+ McClellan, Molly A.
		+ Jacko, Julie A.
		+ Sainfort, François
		+ Johnson, Layne M.
	Human-Computer Interaction for Development: Changing Human-Computer Interaction to Change the World
		+ Dray, Susan M.
		+ Light, Ann
		+ Dearden, Andrew M.
		+ Evers, Vanessa
		+ Densmore, Melissa
		+ Ramachandran, Divya
		+ Kam, Matthew
		+ Marsden, Gary
		+ Sambasivan, Nithya
		+ Smyth, Thomas
		+ van Greunen, Darelle
		+ Winters, Niall

[10] Identifying Hazards in Primary Care: The Elderly Patient's Perspective Macroergonomics: ME2 - Under the Macroergonomics Umbrella / Baran, Steven D. / Lapin, Jamie A. / Beasley, John W. / Smith, Paul D. / Karsh, Ben-Tzion Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting 2011-09-19 p.1130-1134
doi: 10.1177/1071181311551236
Link to HFES Digital Content
Summary: Background: The wide-reaching, complex, understudied primary care environment presents hazards to patient safety. Elderly patients visit physician offices more often, with more problems, while taking more medications -- increasing the complexity of the visit and the frequency of the hazards. Objective: Identify hazards in the primary care of elderly patients from the patient's perspective. Methods: Fourteen elderly patients in three focus groups with questions developed from 70 hours of direct observation. Hazards were coded from participant responses and 'what-if' analyses to capture both explicit and implicit hazards. Results: Thematic hazard analysis resulted in eight emergent, overlapping hazard themes: 1) fragmentation of care; 2) problems with information transfer between healthcare professionals; 3) problems with patient communication and feedback; 4) problems with paper and electronic health records; 5) medication management and expense; 6) physical and memory limitations; 7) reliance on others; and 8) delays and difficulties accessing care. Hidden hazards, not recognized by the patients or those caring for them, were identified and require further exploration.

[11] Collaborative Airport Traffic System (CATS) to Evaluate Design Requirements for an Airport Surface Departure Management System Special Sessions: Demonstrations: SS3 - Demonstrations / Fernandes, Alicia B. / Smith, Philip J. / Johnson, Dustin Proceedings of the Human Factors and Ergonomics Society 55th Annual Meeting 2011-09-19 p.1827-1831
doi: 10.1177/1071181311551380
Link to HFES Digital Content
Summary: Airport surface delays can impact operational costs, environmental emissions, and passenger satisfaction. Departure metering is one alternative approach to airport surface departure management intended to better manage such delays and associated costs. We introduce a simulation environment that can be used to explore human factors issues in the design of such procedures. This includes support for a novel role, the Departure Reservoir Coordinator, responsible for managing the metering procedure, a distributed adaptive planning task. Support for such a novel role can be explored in the Collaborative Airport Traffic System (CATS) simulation environment using prototype information displays, user interaction designs, and a capability for study participants to monitor the impacts of their actions on airport performance in real time. We intend to demonstrate the CATS simulation test bed that facilitates such studies in an effort to better understand human factors requirements for the design of collaborative airport surface departure procedures.

[12] Farming Education: A Case for Social Games in Learning VR in Education, Training and Health / Smith, Peter A. / Sanchez, Alicia VMR 2011: 4th International Conference on Virtual and Mixed Reality, Part II: Systems and Applications 2011-07-09 v.2 p.73-79
Keywords: Social Games; Social Networks; Learning Games; Serious Games
Link to Digital Content at Springer
Summary: Social games have skyrocketed in popularity; much to the surprise of many in the game development community. By reinforcing individualized internalization of concepts while framing those experiences in terms of social activities, social games are filling a void not adequately filled by other games and may turn out to be power learning tools. Their potential use in education is still in its infancy as many consider how the characteristics unique to social games could be used within a learning paradigm. By creating asynchronous multiplayer environments and play dynamics designed to leverage both individual and collaborative goals, social games may foster long distance relationships and encourages reflection of the tasks preformed.

[13] Portfolio of Human Factors Guidance for NextGen AEROSPACE SYSTEMS: AS1 -- A Portfolio of Human Factors Guidance for NextGen / Durso, Francis T. / Gawron, Valerie J. / Krois, Paul / Sarter, Nadine / Smith, Philip J. / Wickens, Chris / Yuditsky, Tanya Proceedings of the Human Factors and Ergonomics Society 54th Annual Meeting 2010-09-27 v.54 p.1-5
Link to HFES Digital Content
Summary: This discussion panel will focus on guidance that the field of human factors can provide in the development of the Next Generation Air Transportation System (NextGen) in the United States, ranging from input regarding the overall operational concept for NextGen to approaches for crafting the details of specific designs. The discussion will include consideration of how the feasibility of alternative implementations should inform the operational concept.
    To provide the necessary perspectives, the expertise represented on this panel provides both breadth and depth regarding the contributions that the field of human factors needs to provide to the development of NextGen in the United States. This expertise extends across a number of functional roles in the aviation system (piloting, air traffic control, air traffic flow management, airport surface management and flight dispatching). It also spans a wide range of human factors issues including considerations of trust, cognitive complexity, information overload, interruption management, human reliability, automation reliability, timesharing, mental workload, shared situation awareness and the design of distributed work systems. Finally, this expertise encompasses experience with human factors program management, system design and evaluation (including both empirical testing and the use of computational models). Panelists will be posed with variations on the question of "what are concrete ways in which the field of human factors can guide the development of an effective Next Generation Air Transportation System?" based on the system perspectives that they represent.

[14] Human Factors Issues in the Design of Super-Dense Operations Airspace AEROSPACE SYSTEMS / Smith, Philip J. / Spencer, Amy L. / Evans, Mark / Andre, Anthony D. / Krozel, Jimmy Proceedings of the Human Factors and Ergonomics Society 53rd Annual Meeting 2009-10-19 v.53 p.96-100
Link to HFES Digital Content
Summary: A knowledge acquisition study was completed focusing on two questions: 1. What is a concept of operation for the design and use of Super-Dense Operations (SDO) airspace within the next 10 years? 2. What are the human factors issues that need to be addressed in order to enable this concept of operation? To address these questions, a series of structured interviews were conducted with four FAA specialists with significant experience as controllers, traffic managers and airspace designers and with one experienced commercial pilot. The operational concept developed based on the expertise of these individuals has similarities to proposals under the FAA's "Big Airspace" project, making heavy use of advanced Area navigation (RNAV) routes, but goes beyond the current state of that concept by making explicit a number of foundational assumptions, and by proposing a system design to deal with convective weather.

[15] Implementation of an electronic health records system in a small clinic: the viewpoint of clinic staff / Carayon, Pascale / Smith, Paul / Hundt, Ann Schoofs / Kuruchittham, Vipat / Li, Qian Behaviour and Information Technology 2009 v.28 n.1 p.5-20
Link to Article at informaworld
Summary: In this study, we examined the implementation of an electronic health records (EHR) system in a small family practice clinic. We used three data collection instruments to evaluate user experience, work pattern changes, and organisational changes related to the implementation and use of the EHR system: (1) an EHR user survey, (2) interviews with key personnel involved in the EHR implementation project, and (3) a work analysis of clinic staff. A longitudinal design with two data-collection rounds was employed: data were collected prior to EHR implementation and after EHR implementation. Both quantitative and qualitative data were collected and analysed. Employees of the small clinic perceived few changes in their work after the implementation of the EHR system, except for increased dependency on computers and a small increase in perceived workload. The work analysis showed a dramatic increase in the amount of time spent on computers by the various job categories. The EHR implementation did not change the amount of time spent by physicians with patients. On the other hand, the work of clinical and office staff changed significantly, and included decreases in time spent distributing charts, transcription and other clerical tasks. The interviews provided important contextual information regarding EHR implementation, and showed some positive elements (e.g., planning of training), but also some negative elements (e.g., unclear structure of the project) that would have deserved additional attention.

[16] Mobile technology for crime scene examination Regular papers / Baber, Chris / Smith, Paul / Butler, Mark / Cross, James / Hunter, John International Journal of Human-Computer Studies 2009 v.67 n.5 p.464-474
Keywords: Wearable computers; Tablet computers; Evidence management; Crime scene examination; Distributed cognition; Annotated images
Link to Article at ScienceDirect
1. Introduction
1.1. Distributed cognition
1.2. Designing for distributed cognition
1.3. Digitising CSE
2. User trial
2.1. Equipment
3. Method
3.1. Participants
3.2. Procedure
3.3. Metrics
4. Results
4.1. Transaction time
4.2. Recorded information
5. Conclusions
6. Discussion
6.1. How is CSE 'distributed'?
6.2. How does use of images change reporting and collaborating?
6.3. How does mobile/wearable technology change work?
Summary: In this paper, the concept of distributed cognition is used to inform the design, development and trialling of technologies to support Crime Scene Examination is reported. A user trial, with trainee Crime Scene Examiners, was conducted to compare the ways in which evidence search and recovery could be combined with the production of a crime scene report (that must be written at the scene). Participants completed the crime scene report using either the conventional paper form, an electronic form on a tablet computer (to represent the current trend in digitisation of crime scene reports), or a wearable computer (with speech input). While both computer conditions (tablet and wearable) led to faster performance, when compared with the paper condition, there was no difference in content or quality of the reports produced in any of the three conditions; thus, the computer conditions produced acceptable reports in much faster time when compared to conventional practice. Furthermore, activity sampling analysis showed that participants found it much easier to integrate the wearable computer (than either paper forms or tablet computer) into their search and recovery activity.

[17] An evaluation framework for videogame based tasking of remote vehicles / Hassell, Adam J. / Smith, Philip / Stratton, David Proceedings of the 2007 Australasian Conference on Interactive Entertainment 2007-12-03 p.10
ACM Digital Library Link
Summary: Unmanned vehicles (UV's) are increasingly being employed in civil and military domains often for operations in dangerous environments. Typically these vehicles require some level of human supervision and therefore require a user interface to enable tasking and feedback. Most existing interfaces are specific to the UV and may require significant user training. One potential solution to this is to exploit proven videogame interfaces to improve UV control. There is however a lack of organised means by which these approaches can be evaluated. This paper describes an interface developed to serve as an experimental platform for investigating the potential benefits of various videogame based interfaces for remote vehicle tasking.

[18] Two families: dynamical policy models in interactive storytelling / Zambetta, Fabio / Nash, Adam / Smith, Paul Proceedings of the 2007 Australasian Conference on Interactive Entertainment 2007-12-03 p.28
ACM Digital Library Link
Summary: In this paper we introduce a mathematical model of conflict that enhances Richardson's model of Arms Race accounting for interactive scenarios, such as the ones provided by CRPGs (Computer Role Playing Games). Such an improvement translates the model into an HCP (Hybrid Control Process). We also provide a sneak peek at the multi-disciplinary project Two Families (A Tale of New Florence), set up to illustrate the applications of the model.
    Two Families will result in a Neverwinter Nights 2 module featuring non-linear interactive storytelling, and a substantially different user experience based on complex political interaction between in-game factions and the overall plot.

[19] Supporting Asynchronous Dialogs in the Communication of Army Operations Orders COGNITIVE ENGINEERING AND DECISION MAKING: All About Communicating / Smith, Philip J. / Spencer, Amy L. Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting 2007-10-01 v.51 p.420-424
Link to HFES Digital Content
Summary: An empirical study was completed to study the use of an asynchronous multimedia communication tool to support dialogs during a joint forces military exercise. Ten captains, majors and colonels from Canada, France, Germany, Israel and the US who participated in the joint forces exercise had the option of using this multimedia communication tool whenever they felt it would help them to communicate information to commanders in other units. Two of the messages consisted of one-way communications. The remaining 13 were asynchronous dialogs. In these messages, the officers:
  • Made extensive use of pointing, drawing and embedded written notes
  • Used these asynchronous dialogs to detect and repair misconceptions that arose from live face-to-face briefings (6/13 dialogs)
  • Used these asynchronous dialogs to share expertise while developing a plan (13/13 dialogs).
On Likert scales (1=strongly disagree; 7=strongly agree), the ratings for usefulness and usability were 6.2 and 6.4, respectively.

[20] Assessing Medication Safety Technology in the Intensive Care Unit HEALTH CARE: Human Factors in the ICU / Rayo, Michael / Smith, Phil / Weinger, Matthew B. / Slagle, Jason / Dresselhaus, Timothy Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting 2007-10-01 v.51 p.692-696
Link to HFES Digital Content
Summary: Understanding the strengths and weaknesses of a technology in the context of the distributed system in which it is working is critical to assessing and improving the performance of that system. Taking a systems approach requires knowledge about how all agents in a system work together to achieve the goals of that system. With these aims, the alerting mechanism of infusion pumps containing Dose-Error Reduction Software (DERS) was studied to determine its effectiveness in the Intensive Care Units (ICU's) of three hospitals. In 1,146 of the 9,557 pump alerts (12.0%), the alert caused the clinician to change the input. Of these, 1,030 were changed to within the hospital's recommended dosing limits. The alert was overridden for 8,400 (88.0%) of the alerts. The data show that this technology successfully informed clinicians over 1000 times that unintended doses had been inputted and stopped those doses from reaching the patient, thereby averting potential Medication Events. The data also suggest that, because nearly 90% of the alerts were overridden, a well-intended and valuable alert may be perceived by the clinicians as a false alarm and may be overlooked. Another key finding from this analysis was that clinicians may have used potentially unsafe workarounds to administer intravenous drug boluses (i.e., more rapid infusion of a defined dose or volume) and to keep the patient's line active between infusions. In a separate parallel study, clinician self-report of potentially harmful medication events was studied. During 559 hours of direct observation, clinicians detected 27 (IV and non-IV) medication events. All of the reported events were outside of the scope of what DERS technology was designed to detect. In addition, during the same time period the technology detected five potentially harmful IV medication events that the clinicians did not report. The results of these two studies indicate two possible classes of solutions that could reduce the impact and likelihood of medication administration errors. One class of solutions involves the procedures and policies of the hospital, ensuring that process and technology implementations are optimally tuned, taking human performance and the current practice of the clinicians into account. The other class of solutions involves using new strategies and technologies to ensure that each system agent has access to other agents' perspectives, and the broader system's perspective. Studies such as these can provide insight into the use of safety technology during critical care processes and provide direction for future research, including more effective design of alerting mechanisms of ICU devices.

[21] Scene Depth Reconstruction on the GPU: A Post Processing Technique for Layered Fog Part 1: 3D Rendering and Visualization / Zhou, Tianshu / Chen, Jim X. / Smith, Peter ICVR 2007: 2nd International Conference on Virtual Reality 2007-07-22 p.165-174
Link to Digital Content at Springer
Summary: Realism is a key goal of most VR applications. As graphics computing power increases, new techniques are being developed to simulate important aspects of the human visual system, increasing the sense of 'immersion' of a participant in a virtual environment. One aspect of the human visual system, depth cueing, requires accurate scene depth information in order to simulate. Yet many of the techniques for producing these effects require a trade-off between accuracy and performance, often resulting in specialized implementations that do not consider the need to integrate with other techniques or existing visualization systems. Our objective is to develop a new technique for generating depth based effects in real time as a post processing step performed on the GPU, and to provide a generic solution for integrating multiple depth dependent effects to enhance realism of the synthesized scenes. Using layered fog as an example, our new technique performs per pixel scene depth reconstruction accurately for the evaluation of fog integrals along line-of-sight. Requiring only the depth buffer from the rendering processing as input, our technique makes it easy to integrate into existing applications and uses the full power of the GPU to achieve real time frame rates.

[22] Seconds matter: improving distributed coordination bytracking and visualizing display trajectories Distributed coordination / Fraser, Mike / McCarthy, Michael R. / Shaukat, Muneeb / Smith, Phillip Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007-04-28 v.1 p.1303-1312
ACM Digital Library Link
Summary: Pauses in distributed groupware activity can indicate anything from technical latency through infrastructure failure to a participant's thoughtful contemplation. Unraveling these ambiguities highlights mismatches between unseen off-screen activities and on-screen cursor behaviors. In this paper we suggest that groupware systems have typically been poor at representing off-screen activities, and introduce the concept of display trajectories to bridge the sensor gap between the display and its surrounding space. We consider requirements for display trajectories using the distributed social scientific analysis of video data as an example domain. Drawing on these requirements, we prototype a freeform whiteboard pen tracking and visualization technique around displays using ultrasound. We describe an experiment which inspects the impact of display trajectories on remote response efficiency. Our findings show that visualization of the display trajectory improves participants' ability to coordinate their actions by one second per interaction turn, reducing latency in organizing turn taking by a 'standard maximum' conversation pause.

[23] EDITED BOOK The human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications / Sears, Andrew / Jacko, Julie A. 2007 p.1384 CRC Press
ISBN: 0-8058-5870-9; 9780805858709
Second edition
www.isrc.umbc.edu/HCIHandbook/
crcpress.com/shopping_cart/products/product_detail.asp
A Moving Target: The Evolution of HCI
		+ Grudin, Jonathan
HUMANS IN HCI
	Perceptual-Motor Interaction: Some Implications for HCI
		+ Welch, T.
		+ Chua, R.
		+ Weeks, D.
		+ Goodman, D.
	Human Information Processing: An Overview for Human-Computer Interaction
		+ Proctor, R.
		+ Vu, K.-P.
	Mental Models in Human-Computer Interaction
		+ Payne, S.
	Emotion in Human-Computer Interaction
		+ Brave, S.
		+ Nass, C.
	Cognitive Architecture
		+ Byrne, M.
	Cognition Under Stress: Theoretical Frameworks
		+ Szalma, J. L.
		+ Hancock, P.
	Motivating, Influencing, and Persuading Users
		+ Fogg, B. J.
		+ Cueller, G.
		+ Danielson, D.
	Human Error Identification in Human Computer Interaction
		+ Stanton, N.
COMPUTERS IN HCI
	Input Technologies and Techniques
		+ Hinckley, K.
	Sensor/Recognition-Based Input for Techniques
		+ Wilson, A.
	Visual Displays
		+ Luczak, H.
		+ Schlick, C.
		+ Ziefle, M.
		+ Park, M.
	Haptic Interface
		+ Iwata, H.
	Non-speech Auditory Output
		+ Brewster, S.
	Network-Based Interaction
		+ Dix, A.
	User-Centered Interdisciplinary Design of Wearable Computers
		+ Starner, T.
		+ Siewiorek, D.
		+ Mailagic, A. S.
	Design of Computer Workstations
		+ Smith, M. J.
		+ Carayon, P.
		+ Cohen, W. J.
DESIGNING HUMAN-COMPUTER INTERACTIONS
	Visual Design
		+ Re, P.
		+ Watzman, S.
	Global/Intercultural User-Interface Design
		+ Marcus, A.
	Conversational Interfaces and Technologies
		+ Karat, C.-M.
		+ Vergo, J.
		+ Nahamoo, D.
		+ Lai, J.
		+ Yankelovich, N.
	Multimedia User Interface Design
		+ Sutcliffe, A.
	Multimodal Interfaces
		+ Oviatt, S.
	Adaptive Interfaces and Agents
		+ Jameson, A.
	Mobile Interaction Design in the Age of Experience Ecosystems
		+ Susani, M.
	Tangible User Interfaces
		+ Ishii, H.
	Achieving Psychological Simplicity: Measure and Methods to Reduce Cognitive Complexity
		+ Thomas, J.
		+ Richards, J.
	Information Visualization
		+ Card, S.
	Groupware and Computer Supported Cooperative Work
		+ Olson, G.
		+ Olson, J.
	HCI and the Web
		+ Ashman, H.
	Human-Centered Design of Decision Support Systems
		+ Smith, P.
		+ Geddes, N.
	Online Communities
		+ Zaphiris, P.
	Virtual Environments
		+ Stanney, K.
	Human-Computer Interaction Viewed from the Intersection of Privacy, Security and Trust
		+ Karat, J.
		+ Karat, C.-M.
		+ Brodie, C.
APPLICATION/DOMAIN SPECIFIC DESIGN
	Human Computer Interaction in Health Care
		+ Sainfort, F.
		+ Jacko, J.
		+ Booske, B. C.
	Why We Play: Affect and the Fun of Games: Designing Emotions for Games, Entertainment Interfaces and Interactive Products
		+ Lazzaro, N.
	Motor Vehicle Driver Interfaces
		+ Green, P.
	Human Computer Interaction in Aerospace
		+ Landry, S.
	User-Centered Design in Games
		+ Pagulayan, R. J.
		+ Keeker, K.
		+ Wixon, D.
		+ Romero, R. L.
		+ Fuller, T.
DESIGNING FOR DIVERSITY
	The Digital Divide
		+ Cooper, J.
	Information Technology and Older Adults
		+ Czaja, S.
		+ Lee, C. C.
	HCI for Kids
		+ Bruckman, A.
		+ Bandlow, A.
	Information Technology for Cognitive Support
		+ Newell, A. F.
		+ Carmichael, A.
		+ Gregor, P.
		+ Alm, N.
	Physical Disabilities and Computing Technologies: An Analysis of Impairments
		+ Sears, A.
		+ Young, M.
		+ Feng, J.
	Perceptual Impairments: New Advancements Promoting Technological Access
		+ Jacko, J. A.
		+ Vitense, H.
		+ Scott, I.
	Universal Accessibility and Functionally Illiterate Populations
		+ Gribbons, W.
	Computing Technologies for Deaf and Hard of Hearing Users
		+ Hanson, V.
THE DEVELOPMENT PROCESS
Section A: Requirements Specification
	User Experience and HCI
		+ Kuniavsky, M.
	Requirements Specification within the Usability Engineering Lifecycle
		+ Mayhew, D.
	Task Analysis
		+ Courage, C.
		+ Redish, J.
		+ Wixon, D.
	Contextual Design
		+ Holtzblatt, K.
	The Ethnographic Approach to Design
		+ Blomberg, J.
		+ Burrell, M.
		+ Guest, G.
Section B: Design and Development
	Putting Personas to Work: Using Data-Driven Personas to Focus Product Planning, Design and Development
		+ Adlin, T.
		+ Pruitt, J.
	Prototyping Tools and Techniques
		+ Beaudouin-Lafon, M.
		+ Mackay, W.
	Scenario-based Design
		+ Rosson, M. B.
		+ Carroll, J. M.
	Participatory Design: The Third Space in HCI
		+ Muller, M. J.
	Unified User Interface Development
		+ Stephanidis, C.
		+ Savidis, A.
	HCI and Software Engineering: Designing for User Interface Plasticity
		+ Coutaz, J.
Section C: Testing and Evaluation
	Usability Testing: Current Practice and Future Directions
		+ Dumas, J. S.
	Survey Design and Implementation in HCI
		+ Ozok, A. A.
	Inspection-based Evaluations
		+ Cockton, G.
		+ Lavery, D.
		+ Woolrych, A.
	Model-Based Evaluation
		+ Kieras, D.
MANAGING HCI AND EMERGING ISSUES
	Technology Transfer
		+ Schofield, K.
	Augmented Cognition in HCI
		+ Schmorrow, D.
	Human Values, Ethics, and Design
		+ Friedman, B.
		+ Kahn, P. H., Jr.
	Cost Justification
		+ Bias, R. G.
		+ Mayhew, D. J.
		+ Upmanyu, D.
PERSPECTIVES ON HCI
	Future Trends in Human-Computer Interaction
		+ Sears, A.
		+ Jacko, J.

[24] Supporting Crime Scene Investigation Connecting with Others / Baber, C. / Smith, P. / Panesar, S. / Yang, F. / Cross, J. Proceedings of the HCI'06 Conference on People and Computers XX 2006-09-11 p.103-116
[25] Analysis of Tools to Manage Engineering Design Life-Cycles MACROERGONOMICS: Macroergonomics: Analysis, Technology, and Quality of Worklife / Smith, Paige E. / Kleiner, Brian M. Proceedings of the Human Factors and Ergonomics Society 48th Annual Meeting 2004-09-20 v.48 p.1561-1565
Link to HFES Digital Content
Summary: This research determined how team design and project management (planning and tracking) affected design performance and the personnel working on the design. A laboratory study was conducted to evaluate three factors: team design (individuals versus groups), project support (no project support versus manual project support versus automated), and the engineering design life-cycle, which includes conceptual design, preliminary design, and detailed design. There were six observations per treatment, involving a total of 72 undergraduate engineering students. The impact of these factors were evaluated for design cycle time, cost effectiveness, mental workload, and job satisfaction. The design cycle time was 17% longer for participants without project support compared to those with automated support (p<0.05). Groups and individuals allocated their time differently during design (p<0.05). Mental workload, measured with the NASA Task Load Index (TLX), increased 16% over time (p<0.001). In addition, the combination of design phase and project tracking support affected the TLX rating (p<0.01). Job satisfaction was 5% lower at the end of the design project compared to the beginning of design (p<0.05).
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