[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
© Copyright 2016 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 ACM
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
© Copyright 2013 Springer-Verlag
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
© Copyright 2013 Elsevier Ltd.
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
© Copyright 2012 HFES
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
© Copyright 2012 HFES
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
Third edition
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
© Copyright 2011 HFES
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
© Copyright 2011 HFES
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
Copyright © 2011 Springer-Verlag
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
© Copyright 2010 HFES
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
© Copyright 2009 Human Factors and Ergonomics Society
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
© Copyright 2009 Taylor and Francis
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
© Copyright 2009 Elsevier B.V.
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
© Copyright 2007 Authors
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
© Copyright 2007 Authors
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
© Copyright 2007 HFES
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
© Copyright 2007 HFES
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
Copyright © 2007 Springer-Verlag
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
© Copyright 2007 ACM
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
Second edition
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
© Copyright 2006 Springer Verlag
[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
© Copyright 2004 HFES
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).