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Posture of school children using information
technology
Andrew Briggs 1, Alison Greig 2 and Leon Straker
School of Physiotherapy, Curtin University of Technology, WA; 1 Mayne
Health, WA; 2 Sir Charles Gairdner Hospital, WA.
briggsa@iinet.net.au; amgreig@hotmail.com; L.Straker@curtin.edu.au
Keywords: information technology (IT), children, musculoskeletal
disorders (MSD), posture.
Abstract
The aim of this study was to examine the physical impact of the use of
new and old information technology (IT) on the musculoskeletal system
of children through an analysis of posture. The sitting posture of 32
school aged children (4-17 years) was examined whilst they read from a
book, laptop, and desktop computer at a standard school chair and desk.
A 2D motion analysis approach was used to calculate mean angles for head
tilt, neck flexion, gaze angle and trunk angle. Posture was found to be
influenced by IT type (p<0.001), age (p<0.001) and gender (p=0.024),
and significantly correlated to the height of the subjects. This paper
complements Part B (Muscle activity of school children using information
technology) given the highly interdependent relationship between posture
and muscle activity and therefore the discussion considers findings from
both studies.
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Consumer products: Buy at first sight?
Helen Beazley
Keywords: aesthetics, ease of use, older consumer, questionnaire,
usability trial
Abstract
The study was conducted to ascertain whether the aesthetic design aspects
of a product have a greater influence on older consumers' product selection
than ease of use aspects. Generally the look of a product is considered
to have a significant influence on the consumer's purchase decision. The
study was conducted involving subjects aged 65years and older and a range
of five cordless kettles. The study involved the completion of a questionnaire
that included fourteen design aspects (aesthetic and ease of use), participation
in a usability trial or a selection task, and the completion of an ease
of use checklist. Qualitative and quantitative data analysis was conducted.
Results of the study indicated: that subjects rated ease of use aspects
higher than aesthetic design aspects; that the usability trial did not
have a significant impact on the subject selecting a product that was
considered to have enhanced ease of use; and that the checklist results
indicated that generally there was no difference in the subjects' product
selection decision following their completion of this. The study concluded
that in fact ease of use aspects have a greater influence on older consumers
product selection than aesthetic design aspects where cordless kettles
are concerned.
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Ethical Issues in the use of Embedded
Social Protocols to Resolve Technical Problems
Toni Robertson
Faculty of Information Technology, University of Technology,
Sydney, AUSTRALIA
toni@it.uts.edu.au
Keywords: Interaction design, ethics of work design, CSCW,
shared drawing applications
Abstract
The relations between various computer applications and the social and
organisational behaviour they are intended to support are not natural
or pregiven. They are always constructed and always the result of decisions
made somewhere. This paper takes a fragment of shared design work and
considers some solutions to one of the technical problems that arise when
technology is used to support similar work over distance. The argument
is made that some of these solutions are better than others because they
enable human interaction in different ways. Some solutions enhance the
possibilities for human agency, others diminish it. Since human agency
is about capacities and powers to act in specific situations, and ethics
is about action, then there are ethical issues associated with the particular
solutions to technical problems, as well as the particular representations
of human activities, that we choose to embed in the technology we build.
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Impacts of Presentation Media on Older
Users' Performance in Hypertext Perusal as a Function of Text Topology
Dyi-Yih Michael Lin
Department of Industrial Engineering and Management
I- Shou University
Kaohsiung 840, TAIWAN
dlin@isu.edu.tw
Keywords: multimedia, hypertext, disorientation, older adults
Abstract
The present study attempts to examine how older adults react to multimedia
interface in hypertext perusal. 24 older subjects participated in an experiment
where presentation media and text topology were manipulated. A hypermedia
system of tourist guide was developed to test the subject's navigation
performance in terms of retention accuracy. Results showed that the main
effects and interaction were significant. The use of animated graphs,
still pictures, and pure text resulted in significantly descending retention
when the hierarchical topology was perused. The advantage of animated
graphs over still pictures disappeared for the referential topology but
both media rendered higher retention scores than the text-only presentation.
It was suggested that hypermedia interface for the aged should be designed
towards the use of graphs-based presentations on a hierarchical topology
for better retention. Detailed implications were discussed.
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What do learning curves tell us about
learnability?
Antti Pirhonen
University of Jyväskylä
Dept. Of Computer Science and Information Systems
pianta@cc.jyu.fi
Keywords: Learnability, learning theories, mobile applications
Abstract
Learnability is generally seen as a key factor of usability. This paper
discusses learnability in terms of different learning theories. The appropriateness
of different theories when striving towards high learnability is highly
dependent on the specific context. One case, the learnability of a portable
music player, is analysed and discussed in detail. In the focused case,
the cognitive view of skill acquisition provided a suitable theoretical
framework for explaining the progress of learning.
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A Formative Ergonomics and Usability
Evaluation of Wearables
Leong Hwee ("Leong") Teo & Kok Tiong ("John")
Soo
Defence Science & Technology Agency, Singapore
tleonghw@dsta.gov.sg, johnsoo@dsta.gov.sg
Keywords: Physical Ergonomics, Software Usability, Wearable
Computer, Formative Evaluation, Case Study
Abstract
Both (physical) ergonomics and (software) usability are important in the
design of wearable computers. In this paper, we report a formative human
factors evaluation of a wearable prototype for military personnel. Twelve
subjects participated in a series of laboratory and field evaluations.
Joint consideration of ergonomics and usability was by (1) progressive
introduction of prototype components, tasks and environment factors, and
(2) evaluation checklists cross-referenced by task. We conceived and applied
a novel evaluation method to collect graphical data for identifying ergonomic
problems, with encouraging results and subject feedback. The evaluation
found that integrating new controls onto existing tool grip surfaces degrades
user experience with both the original tool and the new controls; and
over reliance on visual output, such as in "point-and-click"
interaction, demands visual attention and conflicts with the user's need
to observe and work in the real environment.
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Designing an Audible CallerID Adjunct:
A User-centered Approach
Marc Fusco
Fusco Consulting
mfusco@acm.org
Keywords: CallerID, visually impaired, UCD, differently-abled.
Abstract
Telecommunications products and services have come under scrutiny recently
by the U.S. Federal government to ensure that they meet the needs of all
users, particularly the differently-abled and elderly. This is a summary
of a process that incorporated user's needs into the design of an audible
CallerID adjunct. Although the team was presented with design constraints
(to keep the cost of the device nominal), by using user-centered design
principles, we believe we have produced a product that meets the needs
of "all" users and will thereby be successful in the marketplace.
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Designing for Software Quality
Todd Bentley, Lorraine Johnston, Karola von Baggo
Swinburne University of Technology
E-mail: {tbentley;ljohnston; kvonbaggo}@it.swin.edu.au
Keywords: standards, design, quality, software, affective
factors.
Abstract
We often talk of "quality for a cost", or value for money. Usually
we want as much quality as we can get for a particular price. What, then,
is quality in software? Current standards deal with quality from a productivity
perspective, and do not address software quality where productivity is
not the main focus. Other factors, such as enjoyment, fun, or relaxation,
may be more important. This paper examines the issues of quality in software
from the 'total' user perspective, going beyond productivity to the quality
of experience.
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Design of Future Television
Leena Eronen
Helsinki University of Technology, Telecommunications Software and Multimedia
Laboratory, P.O.Box 5400, FI-02015 HUT, Finland
leronen@niksula.hut.fi
Keywords: Digital television, concept design, ethnographic research,
home
Abstract
To enable the future users to create their own product concepts is a relatively
new idea in the design of consumer products. In this paper, ten TV viewers
created new concepts of interactive television programs and applications
for digital television. During the user study, the study participants
were asked to gather data on themselves in their home environment. The
study focused on TV viewers' leisure time and their thoughts of the television
in the future. The study resulted in a set of user profiles and innovations
of future interactive applications the study participants designed for
themselves. The study aims at creating a user centered design method with
the study participants as equal research partners with the designers.
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Universal Usability: Accessibility Considerations
for Aural Renditions of Tables in Web Sites
Terence de Giere
Consultant to Human Factors International, Inc.
http://www.humanfactors.com/home/default.asp
terence@humanfactors.com
Oliver K. Burmeister
SCHIL, School of Information Technology
Swinburne University of Technology
oburmeister@it.swin.edu.au
Keywords: Accessibility, design, disability, table, W3C.
Abstract
Accessibility is a major design and usability issue. There has not been
a conspiracy to make the Web inaccessible. The focus has been on visual
not aural navigation. Problems have grown out of the desire to make the
Internet more attractive, especially to commercial interests, and a lack
of understanding of the original purpose for which HTML was designed.
Conformance to Internet accessibility guidelines are frequently in conflict
with the design purposes for particular sites. When web site formatting
layouts involve tables there are numerous considerations facing developers.
A shift needs to occur that will promote the consideration of accessibility
design issues earlier in the development process. Accessibility needs
to be considered not only by developers in the final stages of web site
development, but also by designers well before implementation decisions
are taken.
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Learning and Transfer in an Applied
Visual Spatial Task
Shayne Loft, Andrew Neal, Michael Humphreys
Key Centre for Human Factors and Applied Cognitive Psychology
University of Queensland
Keywords: Learning, transfer, air traffic control, visual-spatial,
instance - models
Abstract
This paper presents a new dynamic visual spatial task for use in applied
cognition research. The aim of the experiment reported is to illustrate
a major limitation of learning from individualized examples - the inability
to transfer across different contexts. Instance-based models of learning
emphasize the role that memory for previous examples plays in subsequent
task performance and the predictions were based on this framework. The
task required participants to decide as quickly and as accurately as possible
whether pairs of aircraft moving on the screen would come within 1 cm
of each other (conflict). During training the surface features of the
items were held constant, and during transfer they were changed. Changing
the spatial configuration of the aircraft had the largest negative impact
on performance, followed by orientation and then position. The results
illustrate some key ways in which episodic memory influences performance
in a dynamic visual spatial environment. The results reported raise some
avenues for further enquiry. Design implications are discussed
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Designing usable applications for older
users - an example
Dan Hawthorn
Senior Lecturer, School of Information Systems and Computing,
UNITEC, Auckland.
Email: dhawthorn@uitec.ac.nz
Keywords: Aging, interface design
Abstract
There is now a body of general interface design principles for older users.
The paper reports work in progress on a prototype email system aimed at
providing proof of concept for these principles. The user interface is
described together with indications of the aspects of older users that
prompted various design decisions. Based on testing with a small group
of older novices the system appears to be highly suitable for older users
and it is suggested that this project is on track towards its goal of
proof of concept.
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Forearm support for intensive keyboard
users: a field study
Catherine Cook
University of Western Sydney
c.cook@uws.edu.au
Robin Burgess Limerick University of Queensland robin@hms.uq.edu.au
Keywords: keyboard, call centre, computer, forearm support
Abstract
The aim of this study was to determine whether providing forearm support
when using a normal computer workstation would decrease musculoskeletal
discomfort in intensive computer users in a call centre. In a randomised
controlled study (n=59), thirty participants were given forearm support
for 12 weeks and the remainder were given forearm support for the last
6 weeks of the study. Questionnaires were used at 1, 6 and 12 weeks to
obtain information about discomfort, workstation setup, working posture
and comfort. At 12 weeks, there were fewer reports of neck, back and wrist
discomfort amongst all participants. These findings indicate that for
the majority of users, forearm support may be preferable to the "floating"
posture implicit in current guidelines for computer workstation setup.
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Each sold separately: ethnography as
a tool for integrating online and off line use of educational toys
Jared Braiterman, jaredRESEARCH, jared@jaredresearch.com
Patrick Larvie, International User Experience Design, patrickl@yahoo-inc.com
Keywords: Customer Experience, Rapid Ethnography, Usability,
Education, Children
Abstract
This paper describes the contributions of rapid ethnography to the design
of a web-enabled educational toy, specifically installation and registration.
While HCI practitioners increasingly advocate rapid ethnography for early
discovery and requirements phases, we discuss the role played by ethnography
that spans open ended observation, story telling, conceptual design and
iterative prototype evaluation in natural environments of use. As the
web enables new types of services, including educational toys, Experience
Design professionals must use new methods to ensure that these services
are truly intuitive and learnable. Focused on everyday environments, offline
and online experiences, an ethnographic approach combined with an iterative
design process helped integrate knowledge of user motivation, sensitivities
and tolerances throughout the design project.
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Ergonomics of Wearability as a Design
Driver. A Case Study of User-Centered Design Process of Designing Mobile
Phones and Accessories for Active Use
Harri Wikberg
Nokia Research Center
Harri.Wikberg@nokia.com
Turkka Keinonen
University of Art and Design Helsinki UIAH
turkka.keinonen@uiah.fi
Keywords: Ergonomics, product design, end user needs, mobile
appliances
Abstract
User interface design has two major focus areas: Ensuring that the product
is easy to use and ensuring that the product meets end user needs. The
former -ease of use- has already reached a mature role in the industry.
Usability processes have been integrated into the product development
process and the importance of usability is well understood all the way
up to the top management. However, meeting end user needs in product design
is still a poorly understood process not properly applied in the industry.
Instead most design is driven quest for applications for emerging technologies
or requirements dictated by marketing people. And more than once this
has lead to products that do not meet user needs. The importance of qualitative
end user studies as such is well understood and also reflected in the
number of studies being conducted. However, the problem lies in transferring
the findings into designs. There has been a lack of proper way to make
people involved in the design process (designers, marketing people, management)
to understand what is important in the product i.e. what actually should
be designed. This case study describes a project whose objective was to
create a series of concepts for Nokia's sports products and to see what
kinds of solutions would emerge for products optimized for physical activities,
outdoor activities and wearability. It is a good case of a project where
findings of the end user studies totally changed the focus of the project
from assumed interaction design of phone applications to ergonomic design
of handling the phone and the headset. Furthermore, the project was a
pilot project for concept projects that followed it. It successfully demonstrated
the model of a user-centered concept project. It convinced the customer
organization and it helped to create the necessary confidence in the process.
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Managing Innovation in Scenario-Based
Design
Steve Howard 1, Jennie Carroll 1, John Murphy 2 and Jane
Peck 2
1 Department of Information Systems, The University of Melbourne, Parkville
3052. Australia
2 Novell Pty Ltd, Richmond, Australia
Keywords: Scenario-based design, contextual scenarios, innovation
Abstract
Scenarios are often proposed as a means of managing innovation in use-centred
design. Here we discuss 'how'. Scenarios allow design spaces to be mapped,
both marking and pushing the boundaries of those spaces, and charting
paths through the conceptual terrain therein. They achieve this through
facilitating two modes of design discourse (backward and forward chaining),
and mapping the granularity of the design conversation.
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Raising the Forklift
Anthony Novosad
Brambles Shipping - OHS&E Coordinator.
E-mail - anthony_novosad@shipping.brambles.com.au
Keywords: Forklift, design, risk assessment and purchasing
Abstract
Over the last two years there has been significant work conducted on finding
ways to improve the safety performance of forklift users. "Since
1988 in Victoria, there have been 45 recorded deaths involving forklifts.
Those deaths involve pedestrians, operators and in one case a child. They
range from deaths on the wharfs to small factories and timber yards. The
problems vary from system failure to design issues with the equipment".
Work cover figures reveal that - "The costs of 5539 claims across
all 'forklift' profile areas totals to $101,168,367. The production and
the costs to the health sector are not counted in the work cover figures".
Nationally, of the 225 fatal incidents that occurred, a Coroner, OHS Authority
or other agency made recommendations arising from 112 (49.8%). Of these,
53 recommendations were specifically related to the design of equipment.
Over the last two years, there has been significant work conducted at
Brambles Shipping to ensure that new equipment purchased not only complied
with local, international and national OHS&E legislative requirements,
but also for the first time actually addressed the operating risks of
our daily stevedoring industry.
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Analysis and Visualisation of Complex
Behavioural Data: A Case Study of Disturbance Management in Anaesthesia
K.N.Keogh
Department of Computer Science and Software Engineering
The University of Melbourne,
Parkville, 3052 Australia
kathleen@cs.mu.oz.au
E.A.Sonenberg
Department of Information Systems
The University of Melbourne,
Parkville, 3052 Australia
l.sonenberg@dis.unimelb.edu.au
Keywords: Complex data analysis, cognitive modelling
Abstract
We have studied the reasoning of anaesthetists involved in resolving a
critical incident. This reasoning incorporates the diagnosis of disturbances
simultaneously with therapeutic patient management activities. The cognitive
behavioural data and activity representing each scenario is dense and
rich with meaning although difficult to conceptualise as raw tabular traces
of actions and events occurring over time. We have developed an approach
for the transformation of our raw temporal data into novel visual representations
that facilitate the interpretation of the data and enable comparative
analysis of model/subject performance during cognitive modelling and in
the assessment of subjects' performance during training exercises. We
make some preliminary observations as to how the approach illustrated
here could be adapted to other dynamic domains.
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Split Window View and Modification Director:
Innovative Awareness Mechanisms in Real-time Collaborative Writing
Minh Hong Tran, Gitesh K. Raikundalia, Yun Yang
Centre for Internet Computing and E-Commerce (CICEC), and
Swinburne Computer Human Interaction Laboratory (SCHIL)
School of Information Technology
Swinburne University of Technology
PO Box 218, Hawthorn, Australia, 3122
{mtran, graikundalia, yyang}@it.swin.edu.au
Keywords: Awareness mechanisms, Split Window View, Modification
Director, CSCW, real-time collaborative writing.
Abstract
Group awareness is a vital feature improving the usability of real-time
collaborative writing systems. Unfortunately, existing awareness mechanisms
were derived from a solely "bottom-up" approach, without prior
research on what awareness information users really need. Previous research
fails to provide a comprehensive set of awareness mechanisms, and some
mechanisms were even implemented in an ad-hoc manner. Applying the principle
of user-centred design, this research exploits a "top-down"
approach in identifying awareness mechanisms by conducting a laboratory-based
usability experiment with REDUCE (Real-time Distributed Unconstrained
Cooperative Editing). This research has identified quite a few innovative
mechanisms, such as Split Window View (SWV) and Modification Director
(MD). SWV provides key information about others' working and viewing areas.
MD conveniently and instantly notifies users when their work is modified
by others.
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Understanding Users with Disabilities'
Online Experience via a Discursive Approach
Natilene Bowker
Online Research Facilitator
PhD Student, School of Psychology, Massey University, Palmerston North,
New Zealand
natilene.bowker@actrix.co.nz
Keith Tuffin
Senior Lecturer, School of Psychology, Massey University, Palmerston North,
New Zealand
K.Tuffin@massey.ac.nz
Keywords: Research approaches, discursive psychology, identity,
disability.
Abstract
This paper presents another approach for researchers to access users'
understandings of their online experience. The merits of discursive research
- a particular kind of qualitative data gathering philosophy and technique,
are considered. An empirical example of discursive research is given,
which analyses users with disabilities' (UWD) interview data about their
online experiences. Research findings demonstrate the benefits of engaging
in text-based environments for UWD because of users' ability to control
the textual construction of their identity. Considerations are suggested
for multi-media design of online environments, where audio and visual
enhancements are encouraged. Analysis offers a way into users' conceptualisation
of their online interaction, allowing users' ideas to influence the research
sphere. Beyond a functional capacity, the online medium is embedded within
social practices, which enable users to operate beyond the constraints
of a visible category of identity.
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Tamot: Towards a Flexible Task Modeling
Tool
Shijian Lu†, Cécile Paris† & Keith Vander Linden‡
† CSIRO/MIS, Locked Bag 17, North Ryde, NSW 1670, Australia,
‡ Department of Computer Science, Calvin College, Grand Rapids, MI 49546,
USA
{shijian.lu, cecile.paris}csiro.au, kvlinden@calvin.edu
Abstract
The usefulness of task analysis and task modeling has been widely acknowledged
in software design and development. However, the rate of adoption of task
analysis and modeling has been painstakingly slow. One of the reasons
for this may be the lack of flexible software tool support. In this paper,
we present Tamot, a graphical task modeling tool that was designed to
include the characteristics that would be desirable in a task-modeling
tool. Those characteristics include ease of learning, support for entering
multiple tasks quickly, mechanisms to support top-down and bottom-up approaches
to task modeling, ease of modification, customisable reporting facilities,
and, finally, inter-operability.
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Investigations of Older Adults' Interface
Design Requirements
Mary Zajicek, Wesley Morrissey
The Speech Project, Department of Computing, Oxford Brookes University
mzajicek@brookes.ac.uk, wmorrissey@brookes.ac.uk
Keywords: Older adults, speech output, Web access, Design
for Dynamic Diversity, mixed mode.
Abstract
This paper reports empirical investigations to uncover older adults' special
requirements for a Web browser with voice and large text output, which
aim to establish whether failing senses can be supported by using more
than one channel of perception simultaneously. We present results concerning
the efficacy of multi-modal text and speech output compared with either
speech or text alone. The paper also introduces a special interface design
approach for older adults, Design for Dynamic Diversity, which takes into
account the wide diversity of functionality in older adults.
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Towards an Activity Scenario Based Methodology for
Usability Testing of Websites
Lejla Vrazalic and Peter Hyland
University of Wollongong
lejla@uow.edu.au, peter_hyland@uow.edu.au
Keywords: Usability testing, methodology, activity theory, scenarios,
website, laboratory.
Abstract
Traditional laboratory based usability testing methodologies do not take
into account the context in which users engage in socially-driven activities
when using a website along with other types of mediating tools. A preliminary
study with 34 users indicates a series of shortcomings with this traditional
approach. The activity scenario based usability testing methodology, currently
being developed, aims to overcome these shortcomings by utilising a combination
of Activity theory principles and scenario development. This paper describes
the initial theoretical investigation and empirical evidence which will
be used as the basis for further development and refinement of the methodology.
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Multimodal displays for anaesthesia sonification:
timesharing, workload, and expertise
Jennifer Crawford 1, Marcus Watson 1, Oliver Burmeister 2, and Penelope
Sanderson 1
1 ARC Key Centre for Human Factors and Applied Cognitive Psychology, The
University of Queensland
2 SCHIL, Swinburne University of Technology
{jcrawford, mwatson, psanderson}@humanfactors.uq.edu.au, oburmeister@swin.edu.au
Keywords: Sonification, auditory displays, timesharing, multimodality,
anaesthesia
Abstract
Physiological monitoring is necessary in health care contexts where a
patient is anaesthetised or heavily sedated. Our goal is to determine
the safest format for keeping a health care practitioner informed about
the patient's state, taking into account other tasks that need to be performed.
We report results of a study that compares visual, auditory, and mixed
modality displays for monitoring an anaesthetised patient while carrying
out another task, reflecting real-world healthcare settings. Results of
this study in the context of other studies in our laboratory suggest task
trade-offs that reflect participants' professional backgrounds, but are
nonetheless encouraging for the development of multimodal displays.
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The Role of Auditory Attention and Auditory Perception
in the Design of Real-Time Sonification of Anaesthesia Variables
Janet Anderson, Penelope Sanderson and Michael Norris
ARC Key Centre for Human Factors and Applied Cognitive Psychology
University of Queensland, St. Lucia, Brisbane, Australia
Email: janderson@humanfactors.uq.edu.au
Keywords: sonification, auditory attention, auditory perception, auditory
display
Abstract
Sonification-the representation of data relations in sound relations-is
attracting increasing attention within the human factors community as
a way of providing human operators of real-time processes with continuous
information about the state of a system. This is particularly needed in
anesthesia, where the anesthetist must divide attention across a wide
variety of tasks. Efforts to design effective sonifications of the physiological
state of anesthetized patients, however, have not emerged from basic scientific
studies of auditory attention. Literature reviews indicate that the kind
of basic scientific research on auditory attention that would support
the design of sonifications does not exist. The work described herein
is the first part of a research program in which we build a foundation
for our design of anesthesia sonification in a series of basic studies
of auditory attention. These studies may contribute information that will
support sonification design beyond the anaesthesia application.
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Aesthetic Appeal versus Usability: Implications for
User Satisfaction
Gitte Lindgaard & Cathy Dudek
Human Oriented Technology Lab (HOT Lab), Carleton University
gitte_lindgaard@carleton.ca, cdudek@chat.carleton.ca
Keywords: Satisfaction, Usability, Aesthetics, Appeal
Abstract
People judge incoming sensory stimuli immediately by how pleasant or unpleasant
these 'feel'. When judging a web site seen for the first time, this judgment
is based on visual appearance. At the same time, people tend to be reluctant
to revise a judgment once it is made, resulting in a so-called confirmation
bias. In this study we investigated the existence and the robustness of
this bias by requiring subjects to complete a usability test containing
serious usability problems after exploring a high- or a low-usability
site. Both sites were high in aesthetic appeal. Results suggest that subjects
are sensitive to different levels of usability and that they do revise
their original satisfaction judgment after completing the test. They also
suggest that aesthetics is judged independently of usability.
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Enhancing Operator Performance of Remote Container
Landing: An Assessment of a 3D Stereoscopic Control & Display System
K. Y. Lim and Roy S. M. Quek
Centre for Human Factors Engineering,
Nanyang Technological University, School of MPE,
50, Nanyang Avenue, Singapore 639798
Email: mkylim@ntu.edu.sg royquek@cyberway.com.sg
Keywords: 2 dimensional display, 3D stereoscopic display, depth perception,
remote control crane
Abstract
A freight company in Singapore has developed and implemented the world's
first semi-automated camera-based remote control crane system to pick-up
and land freight containers. A centralised computer commands the crane
to move a container between locations, while the operator performs the
skilled task of vertically landing/picking up the container. However,
the 2 dimensional (2D) camera-based system compromises somewhat the depth
perception required for the container landing/pick-up task. For instance,
the operator may experience difficulty in judging container height relative
to the prime mover chassis. Their ability to control container landing/pick
up quickly and thus, throughput, may be affected. Similarly, container
landing impact may be controlled poorly. To address these problems, depth
perception needs to be restored. A desk-top virtual reality system comprising
a three-dimensional (3D) stereoscopic display, has thus been developed
to meet this requirement. Subject tests with a scale model has shown that
the 3D stereoscopic display can enhance operator performance of container
landing impact (P<0.01). For the small scale test rig, no significant
difference in container landing time performance is found between the
displays as expected. Thus, it may be concluded that a 3D stereoscopic
display has shown promise in enhancing operator performance of container
landing with apparently no loss in throughput.
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Analysing Ambulance Dispatcher Decision Making: Trialing
Emergent Themes Analysis
B.L. William Wong 1 and Ann Blandford 2
1Multimedia Systems Research Laboratory
Department of Information Science
University of Otago
PO Box 56, Dunedin, New Zealand
E-mail william.wong@stonebow.otago.ac.nz
2UCL Interaction Centre
University College London
26 Bedford Way, London WC1H 0AB
United Kingdom
Email: a.blandford@ucl.ac.uk
Keywords: emergency ambulance dispatch, emergency medical dispatch, naturalistic
decision making, critical decision method
Abstract
Understanding how people make decisions in actual, real-time operational
environments can provide software developers with useful insights into
how systems should be designed to support them. However, part of the difficulty
is developing that understanding. In this paper we describe a case study
of how Critical Decision Method interview data was analysed using the
Emergent Themes Analysis Approach we trialed to identify themes and subsequently
decision strategies for extracting design insights.
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Triangular Targets can Afford Conflicting Cues during
Cursor Placement
Phillips, J., Triggs, T., Psychology Department, Monash University
Meehan, J. AMRL DSTO
Stevenson, R. Psychology Department, Monash University
james.g.phillips@med.monash.edu.au
Keywords: Performance, targets, touch sensitive screen, mouse
Abstract
Triangles often signify a mode of operation, but as targets they also
contain conflicting irrelevant features that may influence positioning
movements within graphical user interfaces. In a choice reaction time
paradigm 16 participants used a cursor control device to move a crosshair
cursor 8cm or 16cm to equilateral triangular targets in which the vertex
pointed towards (blunt) or away (sharp) from the direction of motion.
Experiment 1 employed a touch sensitive screen, finding greater amounts
of overshooting when moving to the sharp end of a triangular target in
near space. Experiment 2 observed similar trends using a computer mouse.
However, target shape had more influence upon cursor trajectories for
the mouse, with prolonged movements towards the sharp end of a triangular
target in far space. For direct controls (touch sensitive screen), target
shape influences the degree of overshoot, while for indirect controls
(mouse), target shape influences cursor trajectory.
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Developing Mental Models and New Work Practices:
an Evaluation of a State-of-the-Art Commercial Speech Recognition System
Penny Collings, David Walker and Michael Wagner
University of Canberra
{Penny.Collings, David.Walker, Michael.Wagner}@ise.canberra.edu.au
Keywords: voice recognition, continuous speech recognition, work practices,
mental models, learning, documentation, document preparation, technology
uptake.
Abstract
This paper presents an evaluation of an off-the-shelf commercial speech
recognition system. It focuses particularly on two problems. The first
problem is how to develop a robust mental model of continuous speech recognition
and its use in document preparation. The second is how to learn relevant
new work practices in this context. The paper identifies such new work
practices and discusses issues that confuse users and hinder their development
of a robust mental model. It also suggests how documentation and training
might address these matters.
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Ergonomic Book Return System at Mt Gravatt Campus
Library of Griffith University
Ken Horrigan
Senior Consultant,
HR Advantage Consulting
khorrigan@hradvantage.com.au
Sandra Schofield
Information Services,
Mt. Gravatt Campus, Griffith University
S.Schofield@mailbox.gu.edu.au
Keywords: ergonomics, library, manual handling, efficient workflow, design
Abstract
The book return system at the Library at Mt Gravatt Campus of Griffith
University presented a combination of manual handling risks and inefficient,
outdated work practices. The application of ergonomics has provided a
win-win situation with a streamlined system of work and minimal manual
handling. The paper describes the consultative approach to producing the
solution, the features of the ergonomic system adopted and the modifications
to the work practices from the return of the books to their placement
on shelves. It emphasises the concept of risk control through engineering
design rather than administrative control measures. The system was awarded
the Australian Library Institute of Australia Award for Innovation 2000-Academic
Library. Since that award, the library has improved the design by adding
a lifting platform for the processing of courier boxes thus greatly reducing
the need to manually lift heavy boxes.
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Interpretation of Selected Past Australian Anthropometric
Datasets
Michael Michaliades and Owen Evans
Centre for Ergonomics and Human Factors, La Trobe University, Melbourne,
Australia
Michael.Michaliades@defence.gov.au and O.Evans@latrobe.edu.au
Keywords: Anthropometry, Body-measurement, Physical anthropology, Australia
Abstract
Phase 1 of this study identified the existence of a relatively large number
of small-scale and population-specific Australian anthropometric surveys.
As most of these published past studies had not comprehensively analysed
their measurement data, a description of the anthropometry of the general
Australian population was largely unknown at the time of commencement
of phase 2 of this study. This paper reports on a few selected findings
from a wider investigation in phase 2 that sought to identify and then
interpret existing anthropometric data with the aim of anthropometrically
describing the general Australian population. Findings include the effects
of several known determinants of variance (eg. ethnicity, secular effects,
demography) on the anthropometry of the general Australian population,
particularly children aged 5-17 y.o. An attempt to pool several small
(but comparable) datasets is also
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Muscle activity of school children using information
technology
Alison Greig 1, Andrew Briggs 2 and Leon Straker
School of Physiotherapy, Curtin University of Technology, WA; 1 Sir Charles
Gairdner Hospital, WA; 2Mayne Health, WA.
amgreig@hotmail.com; briggsa@iinet.net.au; L.Straker@curtin.edu.au
Keywords: information technology (IT), children, musculoskeletal disorders
(MSD), EMG.
Abstract
The aim of this study was to examine the physical impact of the use of
new and old information technology (IT) on the musculoskeletal system
of children through an analysis of muscle activity. The muscle activity
of 32 school aged children (4-17 years) was examined whilst they read
from a book, laptop, and desktop computer at a standard school chair and
desk. Surface electromyography (EMG) data was collected from left and
right cervical erector spinae (CES) and upper trapezius muscles. Muscle
activity was found to be influenced by IT type (p<0.001), though was
not significantly influenced by age (p=0.382) or left and right sides
(p=0.181). This paper complements Part A (Posture of school children using
information technology) given the highly interdependent relationship between
muscle activity and posture and therefore the discussion considers findings
from both studies.
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Location Based Service Effects on WAP Application:
A Usability Study
Shane Fernando, Telstra Corporation Limited, Melbourne, Victoria, Australia
shane.Fernando@team.telstra.com
Ghassan Al- Qaimari, School of Computer Science and Information Technology
RMIT University, Melbourne, Victoria, Australia
ghassan@cs.rmit.edu.au
Keywords: WAP, Location, LBS, Wireless, User Interface Design
Abstract
Our study investigates the effect that Location Based Services (LBS) has
on WAP (Wireless Application Protocol ) applications. In particular the
advantages it offers the design of the user interface and the effect it
has on the users perception, efficiency and effectiveness of the application.
Through a train timetabling prototype the users retrieved information
pertaining to travel information, fare prices and ticket outlets. The
system consists of two components: one that emulates a LBS enhanced system
and the other that does not. A comparison within subject study was conducted
allowing us to test the same participants across all scenarios and draw
conclusions. We found that LBS functionality does enhance the WAP applications
by overcoming some of the limitations associated with WAP.
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Metaphors of Human Thinking in HCI: Habit, Stream
of Thought, Awareness, Utterance, and Knowing
Erik Frøkjær & Kasper Hornbæk
Department of Computing,University of Copenhagen, Copenhagen, Denmark
erikf@diku.dk, kash@diku.dk
Keywords: Human thinking, habit, stream of thought, awareness, design
guidelines
Abstract
Understanding human thinking is crucial in the design and evaluation of
human-computer interaction. Inspired by introspective psychology, we present
five metaphors of human thinking. The aim of the metaphors is to help
designers to consider important traits of human thinking when designing.
The metaphors capture aspects of human thinking virtually absent in recent
years of HCI literature. As an example of the utility of the metaphors,
we show how a selection of good and poor user interfaces can be appreciated
in terms of the metaphors. The metaphors are also used to reinterpret
central notions in human-computer interaction, such as consistency and
information scent, in terms of human thinking. Further, we suggest the
metaphors be used for evaluating interfaces.
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Keynote Paper 1
Making Sense of Failure in Military Incident and Accident Reporting
Systems
Chris Johnson
Department of Computing Science, University of Glasgow, Glasgow, G12 9QQ,
Scotland.
johnson@dcs.gla.ac.uk
Keywords: Human error, incident analysis, causation, root cause analysis.
Abstract
Incident and accident reporting systems can be used to identify patterns
of operator behavior in the causes and mitigation of adverse events. Most
attention in this area has, however, focused on the civilian process,
healthcare and transportation industries. In contrast, this paper focuses
on human factors issues in military incident reporting. We identify important
differences both in the incidents that are reported and in attitudes towards
human 'error'. For instance, military systems contain far more training
related mishaps than might be expected in civilian systems. These incidents
often stem from tensions between the need to prepare staff for operational
situations and the need to control the hazards that form a necessary part
of complex, military training scenarios. Further differences stem from
the need for military personnel to make complex risk assessments in uncertain
environments in strictly limited time periods. For example, leaders may
have to choose between a short exposure to a relatively high-risk situation
and prolonged exposure to a lesser risk. One consequence of this is that
military reporting systems often focus more on the risk-decision making
process than they do on the immediate actions that lead to an adverse
event. It is also possible to identify a strong form of hindsight bias
in which individuals may be blamed irrespective of the risk exposure that
they accept.
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Keynote Paper 2
Ergonomics and the Design of Consumer Products: Moving Beyond Retroactive
Fixes
Bill Green
University of Canberra, Australia
University of Technology, Delft, The Netherlands
Email wsgreen@ozemail.com.au or green@scides.canberra.edu.au
Keywords: Consumer product use; risk perception; theoretical positions;
ergonomics methods; pleasure with products.
Abstract
This paper considers some of the theories underpinning ergonomics research
in the context of the design of consumer products and comments on the
suitability or otherwise of positivist/objectivist principles versus a
constructivist/relativist approach in interaction research. It uses projects
from graduate and doctoral studies as examples and places them in a safety/efficiency/satisfaction
hierarchy. It concludes with an assertion that qualitative and quantitative
are pejorative and less than perfect descriptors for appropriate ergonomics
research, that design is an essential integrating factor and that it should
be a predicator of ergonomics methods rather than a simple outcome of
arbitrarily applied preconceptions and a subject of post-facto evaluations.
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