Abstracts for Poster Presentations (On display from 1:00 to 2:30 pm)
Muhammad F. Walji (UT Health Science Center at Houston)
Many informatics interventions are aimed at improving health outcomes
by influencing clinician or patient behavior through tools such as decision
support, computerized physician order entry, patient reminder tools
amongst others. These interventions share the need to appropriately
deliver a message to a user to influence decisions making. For example
computerized drug allergy or interaction alerts are often presented
to physicians who prescribe and pharmacists who dispense medications.
However, these alerts are frequently overridden or ignored, and in some
cases lead to adverse events. Clinical practice guideline reminders
or suggestions are often presented to physicians at the point of writing
orders. Patients are also provided with timely prompts alerting them
when its time to take their medications or sign up for a recommended
screenings. Many of these initiates have reported varying degrees of
success and have attributed non adherence to usability issues, irrelevant
messages, or justifiable reasons to override or ignore.
However, there is little understanding on how the message itself
can play a role in influencing a decision. To date little research exists
to explain how users (patients or clinicians) process such messages.
A better understanding of message processing, and the factors that effect
acceptance of such requests may help improve adherence of many informatics
initiatives.
In this research we develop a comprehensive model to explain
how users process persuasive reminders. We will focus on creating persuasive
email reminders to help diabetics adhere to their clinic visits. We
prototype various persuasiveness messages and assess impact on adherence
by patients.
Zhihua Tang, Todd R. Johnson, Jiajie Zhang, & Juliana Brixey
(UT Health Science Center at Houston)
The safe operation of a medical device requires that the device has
good usability. Due to many reasons, however, it remains a challenge
to take device usability into full consideration during a typical device
procurement process. The current project aims to develop a set of usability
guidelines that can be practically incorporated into the device purchasing
process. The guidelines include two components. The first is a usability/safety
matrix that captures the full range of medical device use while emphasizing
the compatibility between users’ information processing and the
device interface design. The matrix categorizes usability/safety issues
into four areas, including device set-up and configuration, user-device
interaction, instructions and documentation, and training. In particular,
it stresses users’ information processing characteristics at various
stages of user-device interaction, such as perception, information interpretation,
user control, system feedback, and error correction, and illustrates
how the user interface should be designed to accommodate these characteristics.
The second component of the guidelines is a cluster of usability evaluation
methods suited for healthcare environments. In general, device usability
information can be obtained through user testing, heuristic evaluation,
or during clinical trials. Such information may also be gleaned from
device manuals, device error reports, published device reviews, and
manufacturers’ human factors engineering plan and results. These
methods have a varied degree of validity and also differ widely in time,
cost, and other resource requirements. It is recommended that they be
used judicially to meet the needs of a particular medical device purchasing
project. By defining device usability in such terms that are familiar
to healthcare professionals and proposing an array of practical methods
for device usability evaluation, the current guidelines provide a useful
tool to in corporate usability considerations in medical device purchase.
Kritina L. Holden, Ph.D., Danielle Smith, Li Hua (Lockheed Martin
Space Operations, Houston, TX), & Mihriban Whitmore, Ph.D. (NASA
Johnson Space Center, Houston, TX)
Wireless Crew Communication for the International Space Station
(ISS) and Beyond
Unlike Star Trek, where crewmembers merely tap an insignia
to communicate with other crewmembers, the International Space Station
(ISS) astronauts must stop their current activity, travel to a communications
panel, (Audio Terminal Unit-ATU), and speak into a wall-mounted microphone,
or use a handheld microphone that is cabled to a panel. This unnecessarily
increases task times, cable management issues, and crew frustration.
A wireless communication system would improve onboard efficiency, and
ultimately safety, since time to communicate in an emergency situation
would be greatly improved.
The Habitability and Human Factors Office at the NASA Johnson
Space Center has been working with the Electronic Design Branch at NASA
on near- and long-term solutions for an improved communications system.
The near-term goal is to provide a wireless solution that can be quickly
tested and implemented on ISS. It involves supplementing the existing
ISS technology base (ATU) with a well human-factored wireless communicator.
Due to cost and schedule constraints, the communicator will be limited
by the design of the existing ATU system; in other words, virtually
all reconfiguration and channel selection will have to be done at the
ATU. Once configured, the crewmember will be able to move about freely
using the wireless communicator. A prototype is in development and planned
for testing onboard ISS at the end of the project.
The longer term goal of this effort is to develop human factors requirements
and design concepts for a wireless communication system for future mission
applications.The current ISS ATU system is a powerful, but complex communications
system with many capabilities and options. But, as is often the case
with complex systems, the usability of the system presents some challenges.
It is not possible to solve these issues for the current system, but
they are serving as a starting point for specifying a wireless communication
system for future missions.
The electronics group has been working on “back-end” solutions,
while human factors personnel and habitability designers have been working
to identify the human factors requirements, and begin the conceptual
design work for the near- and long-term communications systems. The
effort began with the collection of information about the benefits and
limitations of the current system, and a needs analysis for future systems.
This information was gathered via interviews with long duration crewmembers,
and a focus group session with stakeholders. The poster will describe
the basic human factors challenges, the activities completed to date,
and some examples of near-term and future wireless communications design
solutions.
Amber B. Raley (Rice University), Jennifer L. Lucas (Agnes Scott
College), Christi Washington (University of Houston), & Melissa
A. Blazek (University of Tennessee at Chattanooga)
Despite the ubiquity of products designed with the assistance of engineering
psychology, ergonomics, and human factors psychology, many in the general
public are unaware of the three fields (Stone & Moroney, 1998).
In addition to the awareness activities put forth by the HFES Bulletin
(Cuevas, Shapiro, & Young) and the teaching suggestions provided
by Carkenord (1994) and Stone and Moroney (1998), the current study
recommends that more attention be devoted to the selection of introductory
psychology textbooks containing engineering psychology, ergonomics,
and human factors psychology content as a way to inform students about
the three fields.
Each year, more than one million North American students take
a course in introductory psychology (Miller & Gentile, 1998). Introductory
psychology is the only psychology course taken by the majority of students
in those courses (Buskist, Miller, Ecott, & Critchfield, 1999).
Therefore, introductory psychology is often the only chance for students
to be exposed to engineering psychology, ergonomics, or human factors
psychology in an academic setting.
The current study examines the representation of engineering
psychology, ergonomics, and human factors psychology in introductory
textbooks. Of the 62 textbooks evaluated, the average number of pages
containing content was 0.35 (SD=0.75) for engineering psychology, 0.23
(SD=0.93) for ergonomics, and 0.81 (SD=1.46) for human factors psychology.
The average percentage of content pages per textbook was 0.06%, 0.02%,
and 0.13% for engineering psychology, ergonomics, and human factors
psychology respectively. Over half of the textbooks analyzed had no
content pages of engineering psychology (47, 76%), ergonomics (57, 92%),
or human factors (37, 60%). Of the 59 textbooks with glossaries, most
did not list engineering psychology (51, 86%), ergonomics (55, 93%),
or human factors psychology (52, 88%) in the glossary. Engineering psychology,
ergonomics, and human factors psychology are all grossly underrepresented
in introductory psychology textbooks. Increased representation would
enhance the visibility of the three fields to introductory psychology
students, an important audience, considering many of them will enter
a psychology profession.
Frank P. Tamborello (Rice University)
Visual Displays: The (Modeled) Highlighting Paradox
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Making certain items in a visual display salient, such as highlighting
by color, can aid human visual search. Fisher and Tan (1989) conducted
two experiments examining the effects of highlighting on a visual search
task. Subjects were told to search an array of five numerical digits
for a target number, and that sometimes one of the digits (not necessarily
the target) would be highlighted. They found that manipulating the proportion
of trials in which the highlighting was a valid predictor of an item’s
status as target or distracter (highlighting validity) impacted performance
on the visual search task. Subjects were 90 ms faster on trials with
valid highlighting in the 100% valid condition than they were on trials
with valid highlighting in the 50% valid condition. Furthermore, even
at 50% validity, there is still a greater chance that the highlighted
item is the target compared to the 12.5% chance that the target is one
of the four other items on the display. And so there is still some incentive
for subjects to check the highlighted item first. Consequently, within
the 50% validity condition, the valid trials are still faster than the
control trials. The authors speculated that the difference in performance
on valid trials between the two validity conditions occurred because
subjects did not always attend initially to the highlighted digit in
the 50% validity condition, but always attended initially to the highlighted
digit in the 100% validity condition when they saw that the highlighting
was more predictive of the items’ status as target or distracter.
In this paradigm, subjects have two basic strategies they can
adopt to complete each highlighted trial as quickly as possible: they
can look at the highlighted object first, or they can ignore it. Subjects
should always look at the highlighted object first in both conditions,
but that might not be such an obvious choice in the 50% validity condition.
Do people learn to pick a strategy based purely on the overall time
cost of doing trials one way or the other, or are they somehow sensitive
to the probability of the highlighted object being the target? The study
described in this report attempted to come at this question by constructing
functional models of a person performing Fisher and Tan’s task.
Two models were built using the ACT-R/PM cognitive architecture.
The models ran on a simplified version of the Fisher and Tan paradigm.
It was found that in order to simulate the difference in response times
Fisher and Tan found between the two validity conditions, the model
needed to be sensitive to the relative frequencies of validly highlighted
and invalidly highlighted trials. The results of the modeling experiment
presented in this study imply that people seem to be capable of making
assessments about the relative frequencies of valid and invalid visual
cues, and that these assessments are necessary to determine how much
those cues should be relied upon in a visual search task.
Christy Avera Harper & Arthur Hart (Hewlett Packard)
Linking Human Factors and Reliability to Create Remote
Control Button Specifications
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In a human factors test designed to analyze perception of button feedback
on remote control devices, participants described some buttons as having
no click and/or being either too sensitive or too hard to push. This
is good feedback but does not provide a definitive measurement. Likewise,
quality and reliability testing of the same remotes established the
peak to trough ratios of the buttons, showing the ratio between the
force applied to engage and the force felt during verification. This
provides a quantitative measure, but what does it mean to an average
customer? To provide meaning to these data, we compared the results
of analytical machine measurements with subjective human analyses. To
provide the link between machine measurements and human perceptions,
four remote controls were investigated for button characteristics independently
during a human factors test and standard reliability tests. Correlating
these qualitative human impressions with the machine characterization
resulted in the following specifications for remote control buttons:
Force to initiate the remote button operation should be between
0.15Kg and 0.2Kg (could be thought of as ‘Sensitivity’)
Ratio between remote button peak and trough forces should be
at least 1:0.8 with a higher ratio being better (could be thought of
as ‘Verification’)
Distance traveled between the peak and trough should be less than .25
mm (could be thought of as ‘Crispness’)
Comparing human feedback and machine measurements provided
the link between qualitative and quantitative measurement that was needed
to specify values for remote control buttons. Additionally, these specifications
can be reused for other products requiring a remote control device.
Patrick Caldwell, Veronica Acevedo, Robin Clark, Jewel Darby,
Alyssa Fox, & Meredith Tabor (NetIQ Corporation)
Usability Evangelism – Shining New Light on the Design Process
A software development company seeking to improve profitability, NetIQ
Corporation set up a task force to figure out how to reduce costs and
improve sales. The task force proposed the following two initiatives
to meet the objectives:
1. Revise the product development and approval process
2. Promote usability awareness among all team members
Changes to the product development process elevated product feasibility
analysis and usability assessment from after thoughts to business drivers.
The new process required usability studies in the initial phases, resulting
in a more focused product plan and more specific feature proposals.
Every team member could start the project with more focused tasks and
objectives.
The task force also developed the Fab Four training initiative to accomplish
the following objectives:
1. Simplify product evaluation (trial-ability) to improve sales conversion
rates
2. Make it easy for customers to “try before you buy” (install-ability)
to shorten sales cycles
3. Make products user friendly (usability), to reduce technical support
calls
4. Immediately expose a clear value proposition to speed product acceptance
The Fab Four, Trial-ability, Install-ability, and Usability while providing
a Clear Value Proposition to the customer, were not overnight superstars.
The training demonstrated why usability could benefit each team member.
It also showed how building in usability at every stage of product development
could make each team member’s job easier and move the company
towards greater profitability, improving job security.
Many team members were resistant and did not see the value of these
changes. Some managers thought usability testing a waste of time and
refused to plan time in the development schedule. Some teams simply
disagreed that usability is a business driver and continued to ignore
it.
For every manager and team member who shunned the usability movement,
many more embraced it and continue to see repeated value. Information
Developers are often among first to convert and spread the word since
usable products are easier to document. This presentation defines the
Fab Four spirit and method, and shows how one product team at NetIQ
Corporation embraced the Fab Four to turn a dying product into the most
profitable product in its division today with a substantial market share.
The presentation describes the Fab Four in use by the entire product
development team including Product Management, Development, Information
Development, Quality Assurance, and Technical Support. The session also
highlights key points of the product design and development process,
integrating heightened usability awareness in every phase.
We show specific examples of how any product team can use the Fab Four
to improve profitability, and include user interface samples before
and after applying the Fab Four criteria. By incorporating simple prototyping
techniques along with practical user testing, many people at NetIQ Corporation
have changed from usability snobs to usability evangelists.
Mike A. Ferrer, Marcos Jaramillo, Richard Morency, Luis Velasquez,L.
Javier Gonzalez, Sudhakar Rajulu
A Process for Space Suit Sizing Using a Vitronix 3D-Body Scanner
and Pedus 3D-Foot Scanner
The objective of this study was to establish a process to collect anthropometric
data with the use of scanner technology that can be used in the sizing
of Extravehicular Activity (EVA) space suits for astronauts. A process
including the use of a Vitronix 3D whole body scanner, Pedus 3D foot
scanner along with ScanWorx and Innovmetric’s Polyworks software
was developed to obtain the data. Results show that a total of fourteen
poses are needed for collecting 118 required measurements of the suit
sizing protocol. A validation study included using three subjects and
three measurers. The data collection and extraction was organized in
such a way to minimize the time required to collect the data. This process
concludes by providing the least amount of poses and the appropriate
tools needed for collecting and processing the anthropometric data efficiently.
Further studies on new technologies must be done to provide greater
efficiency in collecting the data and the measurement process.