Human Factors and Ergonomics Society
Houston Chapter

One Day Symposium: Program Abstracts

               

               

Thaxton, Chen, Whitmore, Whitmire and Arias (#1)        

Lockheed Martin, NASA Johnson Space Center, Wyle Laboratories          

Presentation     

Habitable Volume Assessment Tools: Results of 2012 NASA Habitable Volume Workshop             

With NASA s vision for humans to explore space beyond low-orbit, habitability and human factors issues will be more critical. Inadequate design and insufficient habitable volume may lead to reduced crew safety, decreased efficiency, and lower satisfaction. The Space Human Factors and Habitability (SHFH) and Behavioral Health and Performance (BHP) Elements of NASA s Human Research Program (HRP) hosted the 2012 Habitable Volume Workshop, which focused on assessing habitable volume for long-duration missions. One of the key strengths of this workshop was the inclusion of industry experts from fields such as oil and gas, maritime shipping, military, and mining. The workshop produced concrete products to aid in the design and assessment of habitable volume in space vehicles and habitats based on both NASA and industry approaches, and it sought to identify research and technology development gaps and provide recommendations for forward work.           

Workshop products included the Process Flow, Task List, and Metrics and Tools Lists. Together these products form a suite of tools for engineers, designers, and integrators in driving the design of habitable volumes, assessing the goodness of design, and assisting in communication among stakeholders. The Process Flow identifies three major elements in human systems engineering and habitability design - Plan, Design, and Assess - and establishes how they feed one another in an iterative work flow for assessing habitable volume. The Task List provides a minimal set of long-duration mission tasks that are volume-driving, and provides design constraints as well as volume and layout characteristics to inform the design process. The Metrics and Tools Lists capture design and behavioral metrics as well as example methods and tools that are used to measure them.                               

As part of gap mitigation efforts, volume-impacting countermeasures for optimizing behavioral health and performance were identified. Critical steps in determining whether countermeasures should be implemented, such as characterizing their effectiveness, may be addressed by further research. A list of outcomes, standardized measures, and long-duration spaceflight analog mission characteristics was defined and is being used towards the development of a joint research plan.                 

This presentation summarizes the workshop and its products, which expanded the existing NASA knowledge base by collaborating with industries such as oil and gas, and by placing special emphasis on design for long-duration missions. The workshop and its products serve as a critical step on the path to address HRP risks related to reduced safety and efficiency due to an inadequately designed vehicle or habitat. The products also have potential to benefit human factors engineers, designers, and integrators in fields outside of human spaceflight, providing a model for assessing and designing for humans who work and live in habitats of limited volume.              

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Thaxton, Litaker, Whitmore, Whitmire and Arias (#2)          

Lockheed Martin             

Poster

Space Habitability Observation Reporting Tool: Development, Testing, and Transition to Operations Plan              

INTRODUCTION The Human Factors and Habitability Assessment Tool Directed Research Project (Hab DRP) aims to develop tools to assist in assessing vehicle habitability. This has included the development of an application to collect data near real-time and an assessment of targeted use of video data. Future plans include assessment of utilization of space within vehicles and habitats. For this poster, the focus is on the development, testing, and transition to operations plans for the Space Habitability Observation Reporting Tool (iSHORT).                               

iSHORT DEVELOPMENT iSHORT is an iPad-based application that allows crewmembers to document observations about their surroundings using text, photographs, video, and audio recordings. It was developed by Space Human Factors Engineering (SHFE) personnel based on previous habitability tool development at Johnson Space Center.           

ANALOG MISSION TESTING NASA Extreme Environments Mission Operations (NEEMO) provides an opportunity for researchers to work with crewmembers participating in analog missions in the Aquarius habitat, which is located on the ocean floor off of the coast of Key Largo, FL. During NEEMO 16, each of the four crewmembers was scheduled to use iSHORT at least once daily throughout their 12-day mission. At the end of the mission, crewmembers completed a questionnaire regarding iSHORT. Based on the high quality of reports submitted during NEEMO 16 and positive feedback from the crewmembers, the project team has elected to assess the feasibility of transitioning iSHORT to operations on the International Space Station.

TRANSITION TO OPERATIONS PLAN iSHORT has potential for everyday use on ISS, allowing crewmembers to quickly and easily document positive and negative observations about their environment. This data may play a role in providing human performance data and supplementing the ISS Crew Comments Database, allowing researchers to better understand the current state of habitability on ISS. In addition to making iSHORT available on existing ISS iPads, there is potential to coordinate with stakeholders who would like to specifically request feedback; for example, principal investigators for science experiments could schedule the occasional use of iSHORT following their test protocols.              

The specific aims of the Hab DRP s iSHORT transition to operations for ISS are:   

a.            Establish relationships with potential stakeholders for data collected using iSHORT

b.            Determine software requirements, processes, and documentation based on discussions with operations and other appropriate groups

c.             Develop a plan for distributing, archiving, and analyzing data received through iSHORT

d.            Propose a plan for ISS operations including considerations such as training and scheduling

e.            If appropriate, pursue implementation of ISS operations plan

 In addition to ISS transition to operations, the Hab DRP team will pursue opportunities to make iSHORT available as a data collection tool for activities such as ground-based flight analog missions.              

 FORWARD WORK Forward work for iSHORT includes coordination efforts with stakeholders and operations personnel as well as updates to the software. Updates include changes to data handling to integrate more smoothly with existing systems and databases, and also enhanced features such as the capability for crewmembers to flag reports as private, enabling the use of iSHORT for collecting sensitive data.               

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Mehta (#3)                        

Texas A&M Health Science Center          

Presentation

Relationship between fatigue and cognitive function during orthostatic challenge: A neuroergonomics approach             

Postflight orthostatic intolerance is a major health concern among astronauts that fly long duration missions. Additionally, astronauts experience high levels of workload resulting in fatigue, which can affect performance.  However, the effects of concurrent orthostatic challenge and fatigue on performance have not been adequately investigated.  The purpose of this study was to determine the relationship between fatigue and cognitive function during orthostatic challenge by employing a neuroergonomics approach.  Neuroergonomics is an emerging science that is defined as the study of the human brain in relation to performance at work and in everyday settings, including both cognitive and physical work. Sixteen healthy participants performed 1) a compensatory tracking task, and 2) a serial-n mental arithmetic task, in the absence and presence of a prior 1-hour fatiguing exercise, on separate days under orthostatic challenge (lower body negative pressure). Study variabl  es included task performance and prefrontal cortex oxygenation using functional near infrared spectroscopy. Results indicated that in general, orthostatic challenge decreased cerebral oxygenation.  Introduction of the cognitive tasks during orthostatic challenge improved cerebral blood flow, however, oxygenation decreased significantly with the cognitive tasks under the fatigue conditions, particularly during the tracking task.  While there was little evidence to suggest any cognitive performance decrements due to fatigue, the results revealed cognitive-stressor specific differences in neural activation related to fatigue that may be useful in the development of countermeasures for orthostatic intolerance.

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Marsalia (#4)

Texas A&M Health Science Center School of Rural Public Health

Poster

A Study on IPad Usability in Medicine and Industry         

A Study on IPad Usability in Medicine and Industry Angela Marsalia, Robert Locke, Taliat Fawole, Wesley Fikes Environmental & Occupational Health Texas A&M Health Science Center School of Rural Public Health Advised by Dr. Mark Benden CPE, PhD            

Introduction: The advancement of technology, such as touchscreens is evermore increasing and changing in different workplaces. Currently, there are no gloves designed for use for either the medicine or industrial fields that allow personnel to use a touchscreen product while performing their job tasks. The purpose of this study is to understand how touchscreens, specifically the IPad, can be incorporated into various sectors by using proper gloves or techniques to decrease the likelihood of mistakes or human errors, and to increase the efficiency with which work is done. Approach/Methods: In this study, there were 19 individuals, including 10 female and 9 male, from 20-40 years old that participated in the Bryan/College Station, TX area. The industrial gloves tested were knit gloves, leather work gloves with sewn on tips, and leather work gloves with pin tips. The medical gloves were latex and nitrile, with the addition of two ziploc bags that were different thicknesses (1.5m  m and 2mm) covering the IPad. Discussion & Significance: The details on the results, limitations, and recommendations of this study are presented here as an example of an applied ergonomics and usability case study involving medicine and industry occupations.    

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Stoll, Bartha and Harper (#5)

HP         

Presentation

Direct and Indirect Input use on Windows 8 Laptops and All-in-Ones      

The study examines the use of direct (touchscreen) vs. indirect (touchpad/clickpad) input in common computer-based activities, across different form-factors of computer. 14 participants who were familiar with Windows 8 were recruited externally (6 laptop and 8 all-in-one users).  They were asked to perform sample activities involving web-browsing, video watching, playing games and reading eBooks. Each activity was designed to exhibit a variety of interactions relevant to the task such as scrolling, selecting, typing, zooming and the use of Windows 8 swiping gestures. Participants completed each activity 3 times. First, they used exclusively one type of input (direct or indirect, with the order counterbalanced), followed by the other type. Finally, they were given a free choice of which input to use. Participants  input selections for each aspect of each activity in the free choice tasks were recorded. Afterwards, participants were interviewed about why they made those choices. 

Laptop users were found to use direct input near exclusively. All-in-One users were also found to use direct input more often than indirect. However, All-in-One users were more likely to use indirect methods than Laptop users. Users of both types of computer were more likely to use indirect input for fine navigation, scrolling, tasks where touch use would block viewing, and leisurely tasks where one wants to avoid reaching for the screen. 

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Clark and Maida (#6)     

Lockheed Martin/NASA JSC

Presentation

Investigation of Color-Rendering Performance Indicators for Lighting Systems   

The lighting industry has not baselined a new color assessment test for light-emitting diode (LED) lighting, even though experts in the lighting industry have determined that color rendering index (CRI) is inadequate and sometimes inaccurate for solid-state light sources.  Solid-state light sources can have complicated or simple spectral power-distribution curves, depending on the LED light emitters and optics used in the lighting system.  Because NASA is determined to use LED lighting systems instead of traditional lighting solutions, such as incandescent or fluorescent, it is important to determine a better method for verifying the color performance of a LED lighting system.  This test method needs to be a quantifiable, reproducible method that can be used by lighting system designers and test engineers to prove that a lighting system meets requirements.  The goal of this investigation is to determine a best practice for future light-source evaluations and to improve requirements and verification documentation regarding color perception and the usability of future lighting systems.             

Initial findings in the investigation showed that a wide array of methods for color-perception testing have been developed over the past 70 years.  A majority of color-perception and color-rendering evaluations are based on color theory developed in the 1940s via human testing of light sources and printed materials.  The tests that have been developed have a range of goals that include evaluations of human color vision, acceptable appearance of materials, and rating of a light source s ability to render color.  Depending on the test, the evaluations may involve human test subjects, require special light sources, require calibrated color chips, or require the use of color measurement systems like spectrophotometers.  Algorithms to interpret the data use mathematical models that assume human vision transformation functions, color space, reference colors, and reference spectral power distributions.  The level of assumptions, the complexity of the math model, and the rigors of the testing are largely driven by industry.  The evaluations have to provide a cost-effective synopsis that is quickly understandable and easily translatable to verification of hardware and the color vision of personnel.

These ties to industry, tooling, and cost are some of the reasons color-vision and color-perception metrics have not evolved, even though lighting and materials technology has.                     

The progress to date on this investigation has shown that different methods of evaluation should be used according to the unique needs of the project.  In some cases, color performance of a lighting system should be evaluated using several metrics instead of one, thus increasing the number of tests but also increasing the reliability of the analysis.  Our presentation will outline the pros and cons of various methods and our plan for developing modern, reliable methods for color-perception evaluation of light sources.      

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Wheeler (#7)

Texas Tech         

Presentation

Uncovering Mental Models to Inform Mobile Information Architecture: The Use of Repeated Cluster Analyses on Card Sort Data      

Objective: This study shows how a novel cluster analysis method can be used to aggregate data collected using a card sort technique to inform the design of a hierarchical mobile menu.  

Background: Mobile human interface guidelines frequently suggest some hierarchical navigation (e.g., iOS and Android). Card sorting techniques could possibly inform the design of this navigation. Card sorting involves asking users to organize cards with items on them into piles of related items. Card sort data can be used to identify users  mental representation of how items are related. Aggregating users  responses can sometimes be challenging due to the number of items that are being organized. Cluster analysis methods can provide a quantitative means of aggregating users  responses to inform interface design (Lewis, 1991). Toms, Cummings-Hill, Curry, and Cone, (2001) suggest analyzing multiple cluster analysis solutions in order to develop a hierarchical menu structure.  This approach could provide valuable insight into how mobile users conceptualize features and content. This could inform the design of hierarchical menus sometimes required in these interfaces.         

Method: In the present study, 10 iOS (Apple Inc. s mobile operating system) users sorted items from the iOS settings menu into piles of related items using websort.net (UX Punk Ltd.). Websort.net is an online application which allows users to arrange items on virtual cards into groups and then name these groups with meaningful names. We then counted the number of times individual items were grouped with other items. Using these data, we then conducted two cluster analyses. In the first cluster analysis we grouped the items into the average number of clusters users employed. In the second cluster analysis, we grouped the items into the maximum number of clusters a single user leveraged during the card sort.            

Results: This technique allowed me to identify two hierarchical levels of items. Specifically, the second cluster analysis broke the first set of clusters into smaller groups. This solution showed that users  mental model does not correspond with the current iOS settings menu structure.             

Conclusion: This study shows how analyzing multiple cluster analysis solutions can inform the design of a hierarchical mobile menu. Future work needs to test the usability of the hierarchy identified in this study. 

Application: Mobile user experience designers can leverage this method to understand mobile users  mental models. They can then utilize the results of this analysis technique to inform the design of hierarchical mobile menus.               

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Neilson (#8)             

Texas Tech University   

Presentation

The Effects of Physiological Self-Regulation Training using LaRC MindShift Invention Technology on Users  Psychophysiology and Cognitive Performance        

There are several factors associated with the operation of any human-machine system: the operator (e.g., skill and experience), system interface, and distribution of work or functions (e.g., task load). Each of these factors impact operator performance. While improving system design is imperative to the science of human factors, implementing training methods should not be neglected. Training operators to regulate their physiological state based upon autonomic and central nervous system activity can reduce cognitive workload and thereby improve operator performance. A recent spin-off from flight deck adaptive automation research at NASA Langley Research Center (LaRC) is a biocybernetic invention referred to informally as MindShift, and its purpose is to train operators to self-regulate their physiological functioning. When using the MindShift technology, a person is able to play off-the-shelf Nintendo  Wii  games enhanced with biofeedback training. Therefore, the user experiences the challenge of regulating their physiological responses during gameplay in addition to the intended challenges presented in the video game. The purpose of the present study was to examine subjective workload and cognitive performance effects of training users to regulate physiological states using NASA LaRC s MindShift invention technology. Multi-session physiological self-regulation training using the NASA LaRC MindShift technology was hypothesized to decrease self-reported workload over time and improve cognitive performance over time.

Subjects were randomly assigned to one of two Nintendo  Wii  games that were adapted to be used with NASA LaRC MindShift (Nintendo  Wii  Sports Golf Game and Link s Crossbow Training Game) and trained to regulate their physiological states using the technology weekly, for up to four weeks. Subjects completed computerized cognitive tasks, the Multi-Attribute Task Battery-II, and the Workload Rating Scale before and after physiological self-regulation training to track their cognitive performance and self-reported workload over time.  Eleven volunteers (6 men and 5 women) participated in the study at NASA LaRC. Data collection for the study is ongoing, but preliminary analyses were conducted and will be presented. The current results suggest that average self-reported workload decreased and multi-task cognitive performance increased after physiological self-regulation training, but this should be interpreted as a potential trend in the data and not taken as conclusive regarding the effectiveness of this training technology. The results of this study will be used to develop follow-up experiments assessing transfer of learning physiological self-regulation using these technologies to on-the-job performance. Biocybernetic technology like NASA LaRC MindShift is applicable to skill training on manually controlled critical tasks, such as unmanned aerial vehicle teleoperation, thus enabling the training of cognitive skills to be concurrent with manual skills.

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Burks and Harper (#9)   

Hewlett-Packard             

Presentation

Windows 8 in the Home: A Diary Study                 

Windows 8, the new operating system from Microsoft, marks the biggest change to Windows since Windows 95. It s designed to be touch friendly and scalable across form factors including traditional desktops, hybrids, and tablets. Since its release, it has been criticized by the press and users alike for its completely new UI and interaction model, but is it as bad as it s portrayed to be? Any operating system that results in a negative user experience could lead to poor sales, returns, and increased customer support calls. A three week ethnographic diary study was conducted with users in the Houston area to uncover specific Windows 8 pain points. Users were first observed performing the out of box setup in their home environments. This was followed by written and video blogs, survey questions, and directed tasks over the three week period. Our findings show that overall there is a learning curve and some major pain points. However, the data also show that while Window  s 8 satisfaction decreases during the initial learning period, over time satisfaction returns to the initial level. Findings were used to provide feedback to Microsoft, revise documentation and highlighted a need to improve discoverability of the HP Getting Started with Windows 8 App.  

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Nguyen  and Bartha (#10)           

Hewlett Packard              

Poster

The Use of Swype on Tablets: Better Performance or Better Experience?            

Swype is a popular alternative virtual keyboard for mobile phones that uses shape writing for text input. Shape writing involves  drawing  the desired word with your finger or a stylus in one continuous motion on a virtual keyboard. Swype, initially introduced to smart phones, is advertised as being faster than traditional methods of keying on a virtual keyboard. This technology is relatively new to the market, and to date there is little available research on the performance of Swype on smart phones, and none on the even newer tablet devices, such as a Samsung Galaxy Tab. The current study looks to investigate performance (words per minute/average errors per word) and preference associated with the use of Swype for text input compared to keying on the virtual keyboard with the prediction/suggestion function turned on. An identical study was conducted previously but the keyboard software was unable to have the prediction/suggestion function turned on because of soft  ware limitations. The effect of orientation and keyboard sizes within an orientation were also examined. For typing speed, keying provided a significantly faster typing speed compared to Swype. Additionally, typing in the portrait orientation yielded significantly faster typing speeds than in landscape. An interaction was also found between input method and viewing orientation. In regards to errors, keying was found to have a significantly higher number of errors per word than Swyping. Additionally, Swype was rated significantly better than keying on four out of five preference measures. Findings show that when input methods perform at their fullest ability, Swype provides a slower typing speed but better experience for users.              

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Reid and Rajulu (#11)

Lockheed Martin

NASA - Johnson Space Center   

Presentation

Preliminary Ergonomic Evaluation Methods for the Extravehicular Mobility Unit (EMU)  

Overview: Standalone suit design and limb mobility are well understood topics for spacesuit engineers and technicians. How that suit interacts with human users however, is a topic in which clear understanding is limited. This is due to the fact that current suits are designed to be small, enclosed pressurized vessels, rather than close-fitting clothes. To help suit engineers and technicians better understand this human-suit relationship, the Anthropometry and Biomechanics Facility at NASA s Johnson Space Center conducted testing with the Extravehicular Mobility Unit (EMU) suit to evaluate the feasibility of an initial set of methods for quantifying suit arm mobility performance and human-suit interaction. 

Method: Six test subjects (4 male, 2 female) were assessed in medium and large-sized Hard Upper Torsos (HUTs) of the EMU while standing attached to a suit-donning stand and performing six right-shoulder movements (flexion/extension, adduction/abduction, and internal/external transverse). Particular focus was put on the shoulder portions of the arm-HUT interface to assess the shoulder joint range of motion (ROM), impingements, pressure points, musculoskeletal discomfort, and skin irritation from movement. Additionally, measurements of sleeve displacement at the wrist bearing and the fingertip gap (between glove and middle fingertip) during the shoulder movements were collected. Testing conditions included unsuited, fully suited pressurized, fully suited unpressurized, and suited unpressurized with arm/wrist components removed. Data collection methods included use of FARO 3D point clouds (for gathering shoulder bearing-to-body clearance), Vicon motion capture (for gathering ran  ge of motion, reach envelope, and displacement of the wrist bearing), and subjective survey (for gathering human-suit contact information).              

Results: Human-suit shoulder clearance information from the FARO device was able to show linear vertical and horizontal distance between the shoulder bearing and the arm scye circumference. These data were useful in showing the individual anthropometric makeup of the subjects and their range-of-motion performance differences. When fully suited, there were notable reductions in shoulder range of motion and reach envelope when compared to unsuited. Wrist bearing displacement and glove-fingertip gap fluctuated by type of shoulder movement and by subject. Of the types of suit-body contacts noticed in the subjective surveys for the pressurized condition, touching and pressure point contacts were the two most often noted. Regardless of shoulder movement type, the upper arms, chest, back, and shoulder/deltoid regions were the parts of the body that were most contacted by subjects. Contact intensity was shown to be between light and moderate contact levels.             

Conclusion: Despite the limitations of conducting suited testing in 1g and while subjects stood connected to a suit-donning stand, the data collected were able to provide better insight into the human-suit interactions that take place during movement. These techniques proved of interest to suit engineers because they provided a clearer picture of human-suit interaction. Modified FARO and subjective survey techniques will add more ideal results for future work. In addition, future work should consider volumetric body-suit assessment, other possible quantification methods for human-suit contact, and quantification of arm movement programming paths.         

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Payne and Kortum  (#12)      

Rice University 

Poster

Is There a Benefit to Delaying the Introduction of Performance Supports?: An Exploration of Predictive Spell-Check       

The question of when a performance support should be introduced and specifically, whether there is a benefit to delaying the introduction of a performance support has remained unanswered even as their prevalence increases. Integrated support systems, such as anti-lock breaks that automatically help without user activation, are already known to improve the performance of users. However, previous research has not determined whether delaying the introduction of those support systems will result in higher end performance than introducing the performance supports immediately. To gain an understanding of the impact that the timed introduction of performance supports has on end performance, the present study explored whether delaying the introduction of a predictive spell-check program, also known as  auto-correct , on iPod Touch virtual keyboards resulted in higher end performance than having it turned on from the beginning. To investigate this issue, participants typed out a series of passages six times with their error rates captured after each iteration. Participants were randomly assigned to either have auto-correct always turned off, always turned on, or turned off initially and turned on after the fourth set of passages. Our findings reveal that the auto-correct program does provide a significant performance improvement, that there is a skill curve for all conditions, and that those who had auto-correct turned off initially perform no better once they have auto-correct turned on than those who always had the program on. This suggests that there is no benefit to experience gained prior to utilizing the program and further, that auto-correct should be turned on as soon as possible because the skill gained with auto-correct turned off does not transfer over to the skill of typing with auto-correct turned on.          

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Lopez and Parnell (#13)

University of Houston-Clear Lake            

Poster  

Postures and Related Discomfort while Using iPads: Focus on the Non-Dominant Arm and Hand               

The field of Ergonomics has become very important with the increasing use of new computer technologies such as handheld touchscreen devices such as smart phones and tablets. Although there is a growing body of work on the ergonomic impact of using these devices (Berolo et al., 2011), much of this work has focused on the activity and discomfort for the users  dominant hand. Given that often people must use both hands when using tablet type devices, it is important to examine the potential ergonomic implications for both the dominant and non-dominant hands. To do so, we had 60 users participate in a study where the played a game on a tablet device (iPad® 1st generation) for 6 minutes. Participants were video taped while they used the device insuring that the video was taken from their non-dominant hand side. A summary of the user-adopted postures focusing on the non-dominant hand, the hand that typically holds the device, will be presented and implications will be discussed.              

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Thompson, Haddock and Overland (#14)

Lockheed Martin             

NASA, JSC          

Presentation

Development of a Voice and Gesture System for Spaceflight Operations              

Natural User Interface (NUI) is a term used to describe a number of technologies such as speech recognition, multi-touch, and kinetic interfaces. Gesture and voice are two new and exciting computer input modalities for the NUI. The goal of NUI is to develop interfaces that do not have a steep learning curve and the interaction with these interfaces that are  natural  and intuitive to the user. The goal of the current evaluation was to develop a proof-of-concept voice/gesture system that could be applied to future spaceflight operations. Our NUI system of choice for this proof of concept is the Microsoft Kinect sensor. The prototype interface was designed to show how gesture and voice recognition could be used to control a simple system. This concept provided both gesture and voice input. Voice input was implemented to illustrate the flexibility of the system by allowing truly hands-free interaction.              

The prototype provided a set of lighting and thermal controls such as those possibly found in a space habitat. Since the prototype system did not actually control any real lighting and thermal systems, a control box was built that consisted of three LED lights and a dial mounted on a servo to provide visual feedback of the outputs based on the user commands. To interact with the system, the user began with the main menu screen where the user could navigate to the lighting controls screen and a thermal control screen. For the lighting controls, users employed a focus box to navigate through selections using their left hand/arm and selecting with the right hand/arm. Thermal controls were commanded via a slider control by the right hand/arm. Although this was a very simple system, the voice and gesture command concepts can be extrapolated to a larger and more complex interface. Overall, all users enjoyed interacting with the system and felt that as a proof of concept we had achi  eved our goal. Some participants felt that the utility of the system would be application and environment specific. Most thought the system added flexibility to human-computer interaction, especially either during multitasking or far away from an input device. Participants liked not being confined to a traditional input device, but concerns did exist with the accuracy of gestures and voice commands. In some cases, the focus box was difficult to control and the voice recognition system did not understand a command. Further work is still needed to refine the interactions. For example, it is not known what types of gestures are appropriate for certain interface elements. Our eventual goal is to develop NUI standards and requirements for space habitats and add to the general body of knowledge with respect to gesture/voice commanding and interface design.            

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McIntyre, Jones and Schmidlin (#15)      

Texas Tech University   

Poster  

Using Ecological Psychology to Build More Capable Robots: An Update  

J.J. Gibson (1979) argued that perception and action must be considered on an ecological scale, i.e., one that considers how perceivers fit their environment. Furthermore, Gibson argued that perceivers gain direct awareness of the action-relevant relations between themselves and their environment (i.e., their affordances) through active exploration. As a whole, Gibson s perspective is referred to as Ecological Psychology. Our lab exploits what we know about Ecological Psychology to develop more capable robots. We introduced our research at the 8th Annual Houston Human Factors and Ergonomics One Day Symposium.  This poster serves to update the community on our research in the following areas (past, present, and future).  Tele-operated robots.  1) What factors constrain whether a robot can be tele-operated through a given aperture?  2) Can tele-operators accurately judge whether a robot can be tele-operated through an aperture? 3) Do such judgments improve with practi  ce?  If so, do those improvements stem from exploratory movements, feedback, or a combination thereof?  Autonomous robots.  a) Can we develop robots that acquire information through active exploration?  If so, what are the advantages/disadvantages of doing so?  b) Can robot vision systems exploit the actions people take to inform their perceptions of affordances in order to determine human intentions and capabilities? c) Do people judge the affordances of autonomous robots via the same methods that they use to judge the affordances of other people?  Does it matter whether the robot has human-like capabilities?  d) Can we leverage what we know about how people judge affordances associated with other people to design robots that have that ability?  Ultimately, our reason for pursuing these questions is to use Ecological Psychology to build more capable robots and improve human-robot interaction.            

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McIntyre, Jones, Schmidlin and Wheeler (#16)  

Texas Tech University   

Presentation     

How do people judge the capabilities of a robot?             

Objective: This study replicated and extended Jones, Schmidlin, & Wheeler (2012), which investigated whether people accurately judge a robot s action capabilities, as well as what variables people utilize to make those judgments.

Background: To cooperate effectively, humans and autonomous robots need to understand certain things about each other.  For example, humans may need to understand what actions their robots can complete (Jones & Schmidlin, 2011).  This will not be as simple as consulting their robots  owners  manuals because users will likely want their autonomous robots to complete tasks that the robots  designers never anticipated.  Accordingly, users will need to judge for themselves whether robots are capable of a given task.  Research indicates that humans can make accurate judgments of another human s capabilities (Stoffregen, Gorday, Sheng, & Flynn, 1999). For example, Mark (2007) showed that participants accurately judged an actor s stair-climbing capability, and that participants  based their judgments on leg length, which is a relevant biomechanical variable that partially determines stair-climbing ability (Warren, 1984).  In the context of robots, Jones, Schmidlin, and Wheeler (2012) showed that people can accurately judge the action capabilities of an autonomous robot, but their examination of what informed those judgments was not conclusive.     

               

Method: The experiment employed two versions of a robot that were identical except for their wheel diameters.  Short and tall versions of the robot had wheels of 1.96 and 2.99 inches in diameter, respectively.

Participants completed four tasks with each version of the robot.    First, they watched a video of one version of the robot autonomously moving around a room. Second, they watched a short video clip of that same robot balancing next to a step. Third, they indicated whether the robot could climb the step unassisted. Participants responded by clicking  yes  or  no  buttons on the screen.  Fourth, participants repeated second and third tasks with different video clips of varying step heights. Participants then repeated all four tasks with the other version of the robot.  The order of the two versions of the robot was counterbalanced.      

Results: Participants accurately distinguished between the relative capabilities of the two versions of the robot, i.e., that the tall robot could climb higher steps than the short robot. Furthermore, participants appeared to base their judgments on wheel height, which (like leg length in the human studies) is a variable that partially determines the robot s ability to climb the step. Lastly, participants  judgments about the capabilities of the short robot were accurate; however, their judgments about the tall robot s capabilities were not accurate.

Conclusion: Consistent with Jones, Schmidlin, & Wheeler (2012), this study found that people distinguish between the relative capabilities of the different versions of the robot. Further, this study suggests that humans based their judgments on aspects of the robot s dimensions (wheel height) that partially determine the robot s climbing ability. Future work should examine what characteristics of robots  dimensions affect accuracy and whether these findings transfer to robots performing other actions.

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Pham and Evaldez (#17)

University of Houston-Clear Lake    

Poster

A Comparison of the Ergonomic Implications of Using a Conventional Mouse, Touchpad, and Touchscreen Pointing Devices               

As technology develops, new pointing devices are designed to allow a growing number of computer users to interact with their machine.  Past research using electromyography (EMG) revealed that prolonged computer use could cause repetitive strain injuries (RSI) in users.  Other experiments revealed that physical design differences affected user muscle activity and performance in various tasks with pointing devices.  This study will use modified body discomfort diagrams to allow participants to report their level of strain while completing common computer tasks such as online shopping, digital drawing, and spreadsheet modification. Three pointing devices will be utilized: the traditional mouse, the touchpad, and a touchscreen desktop.  A common machine will use the three interaction devices to minimize extraneous variables from form differences (desktop, laptop, tablet).  The different devices and tasks can then be compared to determine which can be the most strenuous.               

This data can be used for the design of future pointing devices and analyses involving the classic mouse and the newer touch technologies.       

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Garcia (#18)       

University of Houston-Clear Lake            

Presentation

Designing a WYSIWYG Editor for Open Educational Resources                    

Open Education Resources (OER) are freely accessible and openly licensed content that can be used for teaching and learning at all levels of education. Benefits of OER include reducing the cost of educational material--making education more accessible to underprivileged persons, as well as freeing up the monetary resources of more affluent persons--and making educational content remixable, to be adapted and refined by contributors worldwide. A barrier to the proliferation of OER is the usability of the technologies needed for its production. Typically these technologies require authors of OER to be familiar with markup languages, or authoring systems that are too complex for most educators and potential contributors. From studying end-users  behaviors and needs, and collaborating with subject matter experts, usability goals and requirements were defined, and a high level interactive mock-up of a WYSIWYG editor was created. Initial usability testing on a sample of 30 potential end users uncovered approximately 69 unique usability issues, and obtained a score of 73 of perceived usability on the System Usability Scale (SUS). Using a 95% confidence interval, the true SUS score may fall between 68 and 79. Four more iterations of the editor were designed based on data from subsequent usability tests, and the majority of usability issues have been resolved.                       

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Wheeler and Klein (#19)              

Texas Tech         

Presentation

Prior Experience in Laparoscopic Surgery Enhances Performance in Novel Conditions     

Objective: This study aimed to assess whether prior experience in a laparoscopic surgery simulator, with a camera projecting the target site onto a monitor, affects subsequent simulator performance under novel camera arrangements.               

               

Background: Laparoscopic surgery is a minimally invasive surgical technique that requires surgeons to use long thin graspers and cameras, inserted through small incisions, to perform the surgery. It has been recommended that surgeons insert the camera through a port between their hands (Emam, Hanna, & Cuschieri, 2002), providing a top-front view of the target tissue. However, surgeons are not always able to adhere to this arrangement. Sometimes, they need to place the camera to the right or the left of their hands or even opposite to themselves (Ferzli & Fingerhut, 2004). This results in a visuomotor distortion. Researchers have found that even expert surgeons do not perform optimally under all camera configurations (Ames, Frisella, Yan, Shulam, & Landman, 2006). Therefore, a need exists to identify training methods aimed at improving performance under a variety of different camera locations in the laparoscopic environment. Movement scientists have found that experience with  certain visuomotor rotations can hinder or facilitate motor-performance in novel conditions when participants make occluded movements using their index finger on a two-dimensional plane (Bock, Abeele, & Eversheim, 2003). Thus, the goal for the present study was to assess if prior exposure to a 45° rotation in a laparoscopic surgery simulator impacts subsequent performance at 135°, 180°, and 225° of counter-clockwise, horizontal rotations. Such simulators induce the visuomotor distortions inherent in laparoscopy.  

               

Method: Eighteen right-handed undergraduates participated in our study. Participants performed pointing movements using a model laparoscopic instrument inserted into a laparoscopic simulator. Participants were randomly assigned to a control condition or an experimental condition, with the restriction that half were assigned to each. Participants assigned to the control condition completed 12 practice blocks of 33 pointing movements each while viewing the target area directly through an opening in the top of the simulator. Participants assigned to the experimental condition completed 12 practice blocks of 33 pointing movements each using a camera that was rotated 45° counter-clockwise and projected the target area onto a monitor; direct view was prevented in this and all subsequent camera-rotations. After this practice phase, participants of both the control and experimental conditions were randomly assigned to perform one block of 33 pointing movements in either the 135º, 180  º, or 225º test rotations, with the restriction that three control participants and three experimental participants were assigned to each of the three test rotations.     

Results: Preliminary data analyses indicated that prior exposure to a 45° rotation resulted in improved performance in the three test rotations.      

Conclusion: Practice using the 45° rotation in simulated laparoscopic surgery can facilitate performance under novel simulator distortions.    

Application: These preliminary results may have crucial implications for the development of laparoscopic training programs. Further, future studies need to assess the long-term effects of this type of practice and the generalizability of these findings to in-vitro surgery.        

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Wheeler, McIntyre, Levulis and Hippalgaonkar (#20)      

Texas Tech         

Poster

Optimizing Difficulty: Enhancing Game Experience Using Simplified Facial Coding              

Objective: This study shows how a simple facial coding schema can be used to identify the optimal level of difficulty in a tower-defense game.  

Background: There is a need to identify measures which can efficiently identify optimum game enjoyment from variables such as difficulty. One possible measurement method is facial coding. Paul Ekman (1978) designed a facial coding schema which was designed to identify emotions. However, the original version of this schema requires extensive training and analysis time. Previous work has used motion tracking to make this process more efficient (Kaiser & Wehrle, 1992). However, motion tracking equipment can be costly. In human factors research, one should make sure that there are not excessive costs to measurement (Meister, 2004). In this study, we created a modified version of Ekman s schema which allowed us to efficiently and affordably identify gamers  engagement. 

Method: In the present study, we designed a level for the game Dungeon Defenders by Trendy Entertainment. Dungeon Defenders is a tower-defense game which requires gamers to defend against a variety of enemies. We needed to identify the optimal strength and rate of the enemies that the gamers should defend against in order to maximize their enjoyment from gameplay. By manipulating these variables, we designed three levels of difficulty:  Easy ,  Medium , and  Hard . We had nine volunteers play the level at one of these levels of difficulty. We video recorded participants  facial expressions during gameplay and then had them complete the In-Game Experience Questionnaire (iGEQ; van den Hoogen, IJsselsteijn, & de Kort, 2008). We also recorded level completion rates. We then analyzed the gamers  expressions by having three of the authors independently classify the facial recordings. We classified facial expressions into five categories: frustration, fiero (sudden joy), focus, bore  dom, and wonderment. We used example pictures and descriptions from Paul Ekman s 2007 book to operationally define these expressions. This served as a modified coding schema.

Results: We found that all gamers successfully completed the Easy level, 67% of gamers completed the Medium level, and no gamers completed the Hard level. We therefore eliminated the Hard level from further consideration. Level difficulty had a significant effect on the iGEQ, with the Medium difficulty level resulting in the highest ratings. There was also agreement between both of these measures and our facial ratings. The Medium level resulted in a greater number of ratings of fiero, and wonderment and a lower number of ratings of boredom compared to the Easy level. We selected the Medium level as the level to implement.             

Conclusion: Our modified facial coding schema was shown to be an efficient method for identifying an optimal gaming experience. Further, this measure met the human factors measurement requirements that it be sensitive to experimental manipulations and be cost effective (Meister, 2004).     

Application: A simplified facial coding schema provides the possibility of a more efficient and cost-effective means of identifying optimal difficulty in a game. 

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Hoyle, Peres and Amonette (#21)           

University of Houston-Clear Lake            

Poster

Use of Sonification for Biofeedback                        

During many activities of daily living such as walking, rising from a chair, etc., people must coordinate the activation of several muscles. Depending on the specific activity (e.g., lifting something heavy), if the coordination of the muscles is not done correctly, it can result in injury. Thus, to better identify risks for occupational injury, physical therapists, professionals and scientists in many domains need to evaluate the biomechanics of human movement. During the past decade, there has been an increased focus on neuromuscular prevention strategies to combat knee injuries resulting from incorrect jumping and landing movements. Often, surface Electromyography (sEMG) is used as part of these prevention strategies. sEMG signals show muscle activation, intensity or force demands of movement, fatigue, and muscle contraction velocity. A drawback of this technique is that it can only be evaluated after the person has done the movement. Another technique to correct injurious movement patterns is to provide real-time visual feedback as the subject performs the landing movement.  The limitation to this feedback is that a subject s movement is restricted in that they must remain positioned in front of a computer screen and may result in a significant reduction in the time it takes a subject to observe mechanical flaw, process the information in the brain, and incorporate the correction into the motor plan.  An alternative technique for enhancing motor performance may be the use of biofeedback with sEMG, where the people have access to their muscle activity while they are performing the activity. However, similar to the visual feedback, this would restrict the person s movement, as he or she would have to be able to see the screen with the sEMG information. The proposed project will develop a biofeedback technique using sEMG that has been converted to sound or  sonified . This could be a simplified, more useful technique to help people al  ter movement patterns in a jumping and landing sequence. Specifically, intensity and timing of the hamstrings muscle contraction relative to the quadriceps is important to determine if a subject is landing correctly. Thus, the sonification of these two muscles may provide unique and important feedback to the user. Moreover, the sEMG sonification could provide continuous auditory feedback of muscle movements. Two studies will be conducted: 1. Ground reaction force data of athletes jumping will be sonified. We will then test whether people can detect a good jump or a bad jump using a sound only display. 2. The other study will determine if biofeedback using sonification of a 2-joint muscle system alters landing mechanics. The work proposed in each of these projects are a part of a bigger effort in the development of a real-time sonification system using sEMG data. Our end goal is to create an auditory biofeedback that aids in understanding the dynamic motion involving multiple muscular groupings, with the ultimate aim of exploring whether different designs of sonification are needed for different applications of the same data, along with identifying whether design changes are necessary based on the individual task involved.   

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Amos and Peres (#22)

University of Houston-Clear Lake

Poster

CUMULATIVE TRAUMA DISORDER IN OFFICE WORKERS: MEASURING THE RATE OF ERGONOMIC RISK FACTORS OF DIFFERENT JOB TITLES   

Cumulative trauma disorders (CTD) have become more common in the office environment. These disorders are affecting not only productivity but also the personal lives of those affected by them. Ultimately, these disorders can become debilitating and irreversible, if the risk factors associated with them are not identified so that preventive measures can be put into action. Many efforts have been made to better understand the issues concerning CTD but there is more work to be done to prevent them. The American Conference of Governmental Industrial Hygienists (ACGIH) threshold limit value (TLV®) has been set for jobs that resemble repetitive work. There is a possibility that the ratings in the ACGIH-TLV model are too high when evaluating office workers. Using the tool as it is today may produce TLV scores that would allow risk factors to remain in the environment. This study focuses on the office environment, the rate at which employees are exposed to certain risk factors, and how the TLV can be modified to better measure these exposures. Obtaining this information will potentially help modify the ACGIH TLV for office workers by including posture and exposure rating.      

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Pham, Peres, Lin, Overland and Sanchez (#23)  

University of Houston-Clear Lake, University of Houston-Downtown, NASA Johnson Space Center

Poster

Interface Anywhere and Anyhow:  Exploring the Use of Alternative Modalities with a Human-Machine Interface             

The graphical user interface (GUI) is the most commonly used interface. Typically, people use a mouse and a keyboard to manipulate elements of the GUI. However, alternatives such as voice and gesture are becoming more prominent. The National Aeronautics and Space Administration (NASA) developed a human-machine interface they call  Interface Anywhere  that can be used with different interface modalities such as voice, gesture, eye gaze, and electroencephalography (EEG). As such, this interface can be utilized to test the effectiveness and efficiency of the interaction techniques individually and in combination. NASA is looking to test these interaction techniques to improve spaceflight missions. However, given that many of these interaction techniques are already being used in other domains, the information from these studies will be broadly beneficial to the human factors community. Two experiments will be conducted.  One will explore the use of different input moda  lity pairings (gesture and voice, gesture and eye gaze, etc.) with specific  Interface Anywhere  tasks (temperature adjustment, lighting control, and modality switching.) The other will examine using the Emotiv EEG headset to complete the same tasks, and investigate practical training methodologies and protocols.           

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Craig and Crites 24   

Texas Tech University

All Work and No Play is Poor Human Factors: Party-Going and Work Satisfaction               

Poster  

Research on the effects of leisure time suggests significant psychological benefits, including reduced psychological strain, and improved work engagement and performance (Sonnentag, 2012). However, it is not necessarily clear whether this leisure time should be relaxing in nature or merely provide a distraction from work in order to reduce work-related fatigue. To extend this research, this study utilizes publicly available large-scale survey data (MIDUS II; Ryff, Seeman, & Weinstein, 2009) to determine the degree to which the frequency and enjoyment of party-going influences general affect and attitudes towards work. The participants in this sample range from middle-aged to older adults. Participants self-reported on the frequency and enjoyment of their party-going, along with the Mood and Symptom Questionnaire (MASQ), the Perceived Stress Scale (PSS), the Speilberger Trait Anger Inventory, a social anxiety scale, and the Relational Interdependent Self-Construal scale, and a scale assessing work attitudes. The analyses suggest that both enjoyment and party-going frequency is associated with decreased negative affect, increased positive affect, decreased stress, decreased work anxiety, and an improved attitude towards the value of work. The implications of these findings are that more intense forms of leisure may also be associated with improved well-being and work engagement, particularly for those individuals who enjoy parties. Even more promising, these relationships hold true for a sample of middle-aged adults, as opposed to college-aged individuals typically surveyed in psychological studies. Given the established positive relationship between work satisfaction and productivity (Halkos & Bousinakis, 2010), the primary application of these findings would be the structured promotion of gatherings outside of the work environment to foster both worker well-being and a positive attitude towards work and the work environment. Future research in this area should investigate whether the results of the current study are contingent on personality factors (see Nicodemus, 2012) and whether the social group with which the workers are engaging are in-group (i.e., employees of the same company) or out-group members (e.g., friends and family). Furthermore, other specific types of work detachment (e.g., family time) should be investigated to examine their possible impact on worker satisfaction.

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Phillips (#25)     

University of Houston-Clear Lake

Poster

mCommerce app for Waste Management          

This project  focused on the designing of a mCommerce app for Waste Management. The objective of  this project was to familiarize myself with the processes and stages associated with the User Centered Design (UCD) process, while also keeping with the demands from a stakeholder. The project aids understanding of the context and purpose of UCD as it relates to achieving usability design of a product. The project reinforces the importance of structured investigation methodical process when designing for humans never design based on  common sense.  The project also allowed me to apply the skills learned in class by incorporating as many steps as possible so that I could obtain some practical experience with the UCD process, and dealing with a industry stakeholder.                

The usable product for the user should be easy to learn, use, and perform in the suitable settings it was designed for. Usability testing is one of the most important process, both during and after the development of a product. Testing during the development process allows the designers to create prototypes and go through an iterative process with constant user and target audience feedback. This process requires consistent communication between the usability specialists, product designers and the consumer.    

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Crites, Gorman (#26)     

Texas Tech University   

Poster

Completing a Familiar Task Using Different Coordination Modes: Investigation of Mode Effects and Transfer      

People coordinate hand movements alone (e.g., opening a door) and with others (e.g., shaking hands) everyday. In the context of interacting with everyday objects, people also coordinate their hand movements in a variety of ways, called coordination modes, including unimanual (one-handed), bimanual (two-handed), and intermanual (two individuals coordinating hand movements). Transitioning from one coordination mode to another can cause either an increase (positive transfer) or decrease (negative transfer) in performance (Gorman & Crites, 2013), depending on the order of coordination modes. Research has also shown  mode effects,  such that intermanual tends to be significantly faster than bimanual (Zheng, Swanström, & Mackenzie, 2007). However, those effects disappeared rapidly with practice, and both of the aforementioned studies required participants to complete novel tasks.        

               

To further investigate these coordination mode effects, Crites and Gorman (in press) conducted a study in which participants completed a highly-practiced task, tying shoelaces, using bimanual and intermanual coordination modes. This study required participants to first tie a shoe-like apparatus as they normally would, bimanually, for 10 trials; next, they tied the shoe with a partner, intermanually, for 20 trials; finally, they tied the shoe bimanually for 10 trials. Results revealed, not surprisingly, a significant mode effect, such that participants were faster bimanually compared to intermanually. This result, illustrates that mode effects reported in previous studies may be due in part to the novelty of the task. Moreover, there was a significant speed advantage in the second set of bimanual trials compared to the first, which may suggest positive transfer to the second bimanual condition following tying with a partner.

In the current follow-up study, participants were required to tie the shoe in an unfamiliar coordination mode, unimanually, on their own and without a partner.  Hence, we examined whether positive transfer to the second set of bimanual trials was due to working with a partner. Participants first tied the shoe bimanually for 10 trials, then unimanually for 20 trials, and then once more bimanually for 10 trials. Again, results revealed a significant mode effect, wherein participants were faster bimanually compared to unimanually. In contrast to our previous findings, however, there was no significant difference between the first and second set of bimanual trials, which suggests an absence of positive transfer from the unimanual to bimanual coordination mode. Finally, a comparison between the two studies revealed a significant mode effect, such that participants were faster intermanually compared to unimanually.

The findings from the current set of manual coordination mode studies have several practical implications. Foremost, this  research may inform new training or design strategies to facilitate relearning of manual coordination skills after loss of limb function (e.g., after amputation). After losing limb function, individuals need to relearn bimanual manipulation of everyday objects either unimanually or intermanually; understanding transfer should lead to more effective learning interventions for such situations. Furthermore, understanding how people learn a manual task with an external aid, such as intermanually, has implications for how individuals learn to coordinate performance with an external agent (e.g., human-robot interaction).          

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Duffield (#27)   

University of Houston-Clear Lake            

Poster

An information architecture for the CSTEMbreak social media network 

The social network at www.cstem-break.org currently hosts a diverse community of students and teachers working together to teach students about careers and opportunities in communications, science, technology and mathematics. CSTEMbreak has been created to serve both teachers and students to share their ideas and communicate with their peers in the CSTEM program. In order for individuals to quickly accomplish their goals using this interface, it must have an intuitive structure that is easy to understand. When designing and developing a website interface, there are several techniques that can be utilized to increase the likelihood of the interface being intuitive and usable. One such technique is an open card sort which can define the structure of the site's information. In order to do this, we review all the current information on the website and create a list of items currently listed on the site. The participants are then given a list of items that show informati  on on the website and asked to sort them into groups that they think fit the information best. We are then able to look at how the information could be organized and how other people think about different information groupings. This improved information architecture makes the CSTEMbreak social media network easier to use by improving workflows, menu structure, web site navigation paths and the overall usability of the website.        

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Beedles, McLellan and Muddimer (#28)

Schlumberger   

Poster

Game on: a case study of competition as user motivation for tasks in private software development teams        

Gamification refers to the relatively new application of game design elements to non-game contexts in order to drive user motivation and participation, often with the goal of encouraging greater engagement with the non-game context by providing symbolic rewards such as points, prizes, or other recognitions (ACM SIGCHI 2011 Gamification Workshop). While there is a vast literature on enterprise software developer motivation,  very few consider productivity improvements  (Sharp, 2007). While Gartner estimates that, by 2014, 70% of large companies will use gamification for at least one business process and 40% of the Global 1000 organizations will use gamification as the primary mechanism to transform business operation (Gartner, 2012), the application of this technique in the literature for improving activities of private software firms  development teams like bug triage and fixing is non-existent, with even the serious non-gaming ranking of developers in software bug  repositories  not yet implemented  (Nagwani/Verma, 2012). While there are some attempts at gamifying other software engineering practices like version control, these utilize student populations in educational settings for learning (Singer, 2012). And while the differences in motivation between software developers and project managers (Baddoo, 2002; Sharp, 2008) and between co-located and distributed software development teams (Steinberga, 2009; Junior, 2012) and between open source developers and private software developers (Kaufman/Schulze, 2011; McLellan/Muddimer, 2012) have been studied, a search of the literature on the differences in motivations of gamified software development activities between these different team members has not been addressed.      

               

At the end of 2012 and beginning of 2013, a small software product development of team of 20 at a Schlumberger Information Systems technology center piloted a gamification technique as part of its formal bug fixing process activities during construction and test cycles. While the initial process goal was to improve the triage of product bugs with an up-to-date leaderboard of bug fixing activity each week for project team members, and while relatively small team size falls inside the psychological N-effect of population size--the more competitors you have the less motivated you are to do your best (Viadero, 2009)--we were interested in answering questions such as:          

1. How is gamification of bug triage and fixing perceived by project team roles?

2. Are manager and developer (co-located, distributed) motivations for this technique different and how?         

3. Does gamification of bug fixing improve this developer task, at least in the short term?            

4. Does gamification improve the triage of product bugs?            

5. Does gamification of bug fixing show other quantitative or qualitative side benefits? 

6. Do the results recommend duplication in other small project development teams?    

The analysis was performed via complementary methods:          

1. a single user motivation survey aggregated from recent publications related to crowdsource, gaming, and software engineering motivators 2. individual face-to-face interviews, 3. anecdotal evidence collected during the construction and test phases of the project, and 4. automated mining of the project bug reporting and resolution repository.      

This poster reports the results of this 4-month gamification case study.

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Muddimer (#29)              

Schlumberger   

Poster Standing up to work: but.. how will that work?

In 2012 I was asked by a manager to review a user desk setup, he thought that the user was endangering herself and others around her. The user had set all of their computer equipment on books, lots of books, and had everything at a height where they could stand up to work. I thought this was a brilliant idea, a great way to get variety into her day and very flexible and adjustable. Of course I did also agree that this may not be the best way to set the equipment from a safety standpoint. That very same week I was invited to a local office ergonomist network meeting, HOGEN, and the speaker presented on standing up to work, perfect timing. The advice I received was to set the desk at a standing height and leave it there, not to be adjustable, but to be set. The user would then start and be standing whenever the move from their desk, providing a standing height chair, like an old draftsman chair, and most important a two height footrest to provide relief while standing and a platform when sitting. I thought this was worth a try and so we set-up 3 trial desks. After much experimentation, we discovered a good solution to retrofit our existing desks and now the group has group to 10 standing users. Presented here are the before, and after, and a few key items to remember.

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