As vehicles get more automated it also becomes harder for the users to fully understand them. Previous research has shown that the users’ understanding affects acceptance and trust in automated vehicle systems. Furthermore, it has also been identified that the users’ conceptual model of automated vehicle systems did not match the designers’ conceptual model of the system. Therefore, it is important to understand the users’ understanding of automated vehicles in order to design the systems. This paper presents a PhD project with the aim to create further knowledge about the development of users’ mental models, and how the design of the interaction between users and vehicle affects this process. The paper first describes an initial experimental study, investigating users’ interpretation of an automated vehicle, and the initial results. Afterwards, the future directions and possible barriers are discussed.
{"title":"Understanding the Users’ Understanding of Automated Vehicles","authors":"Mikael Johansson","doi":"10.1145/3335082.3335124","DOIUrl":"https://doi.org/10.1145/3335082.3335124","url":null,"abstract":"As vehicles get more automated it also becomes harder for the users to fully understand them. Previous research has shown that the users’ understanding affects acceptance and trust in automated vehicle systems. Furthermore, it has also been identified that the users’ conceptual model of automated vehicle systems did not match the designers’ conceptual model of the system. Therefore, it is important to understand the users’ understanding of automated vehicles in order to design the systems. This paper presents a PhD project with the aim to create further knowledge about the development of users’ mental models, and how the design of the interaction between users and vehicle affects this process. The paper first describes an initial experimental study, investigating users’ interpretation of an automated vehicle, and the initial results. Afterwards, the future directions and possible barriers are discussed.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122250821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
New technologies, data, and algorithms impact nearly every aspect of daily life. Unfortunately, many of these algorithms operate like black boxes and cannot explain their results even to their programmers, let alone to end-users. As more and more tasks get delegated to such intelligent systems and the nature of user interactions with them becomes increasingly complex, it is important to understand the amount of trust that a user is willing to place on such systems. However, attempts at quantifying trust have either been limited in their scope or not empirically thorough. To address this, we build on prior work which empirically modelled trust in user-technology interactions and describe the development and evolution of a human computer trust scale. We present results of two studies (N=118 & N=183) which were undertaken to assess the reliability & validity of the proposed scale.
{"title":"Towards an empirically developed scale for measuring trust","authors":"Siddharth Gulati, S. Sousa, D. Lamas","doi":"10.1145/3335082.3335116","DOIUrl":"https://doi.org/10.1145/3335082.3335116","url":null,"abstract":"New technologies, data, and algorithms impact nearly every aspect of daily life. Unfortunately, many of these algorithms operate like black boxes and cannot explain their results even to their programmers, let alone to end-users. As more and more tasks get delegated to such intelligent systems and the nature of user interactions with them becomes increasingly complex, it is important to understand the amount of trust that a user is willing to place on such systems. However, attempts at quantifying trust have either been limited in their scope or not empirically thorough. To address this, we build on prior work which empirically modelled trust in user-technology interactions and describe the development and evolution of a human computer trust scale. We present results of two studies (N=118 & N=183) which were undertaken to assess the reliability & validity of the proposed scale.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"116 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114026685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mass casualty incidents confront first responders of emergency medical services and incident commanders with a large number of casualties as well as the need for coordination of arriving rescue personnel. Both have to manage processes ad hoc and immediately after arriving at the incident area. While first responders must carry out procedures that deviate from routine, incident commanders have to solve complex management tasks. Meanwhile, they have to deal with the problem, that work already takes place while building up management structures. This contribution discusses mental models and situation awareness aspects of first responders and incident commanders. Based on challenges identified, implications for designing and developing computer-based systems for MCIs are explained and demonstrated exemplarily. Computer systems for MCIs must be well-designed for the dynamic context and processes of MCIs as well as for the mental models and necessary situation awareness of the engaged professionals. Only then, they can overcome being documentation or administration tools by becoming impactful cognitive artifacts, that support decision-making and offer guidance and assistance in a demanding mission-critical field.
{"title":"The Role of Mental Models and Situation Awareness for Computer System Support in Mass Casualty Incident Management","authors":"Henrik Berndt, M. Herczeg","doi":"10.1145/3335082.3335086","DOIUrl":"https://doi.org/10.1145/3335082.3335086","url":null,"abstract":"Mass casualty incidents confront first responders of emergency medical services and incident commanders with a large number of casualties as well as the need for coordination of arriving rescue personnel. Both have to manage processes ad hoc and immediately after arriving at the incident area. While first responders must carry out procedures that deviate from routine, incident commanders have to solve complex management tasks. Meanwhile, they have to deal with the problem, that work already takes place while building up management structures. This contribution discusses mental models and situation awareness aspects of first responders and incident commanders. Based on challenges identified, implications for designing and developing computer-based systems for MCIs are explained and demonstrated exemplarily. Computer systems for MCIs must be well-designed for the dynamic context and processes of MCIs as well as for the mental models and necessary situation awareness of the engaged professionals. Only then, they can overcome being documentation or administration tools by becoming impactful cognitive artifacts, that support decision-making and offer guidance and assistance in a demanding mission-critical field.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124926945","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Adaptive interfaces offer new opportunities to enhance motivation and intensity of physical exercise. We developed VeRitas, a physiologically controlled exergame in which the player's exertion influences their avatar's performance. Three adaptive interventions are identified, varying display immersion, the level of physical resistance, and the accuracy of physiological data. A study examined players’ heart rates, rate of perceived exertion, physical power and workload. Our work reveals that enhanced immersion clearly increases physical exertion, and that complex interactions between adaptive physical resistance and falsified physiological data occur during gameplay. New directions for adaptive interfaces are proposed that enhance training and gaming performance. We suggest that users may benefit from delegating control and precision to exergaming systems, but this requires careful consideration around the design of awareness mechanisms to communicate performance.
{"title":"Switching it Up: Designing Adaptive Interfaces for Virtual Reality Exergames","authors":"Joey Campbell, Mike Fraser","doi":"10.1145/3335082.3335087","DOIUrl":"https://doi.org/10.1145/3335082.3335087","url":null,"abstract":"Adaptive interfaces offer new opportunities to enhance motivation and intensity of physical exercise. We developed VeRitas, a physiologically controlled exergame in which the player's exertion influences their avatar's performance. Three adaptive interventions are identified, varying display immersion, the level of physical resistance, and the accuracy of physiological data. A study examined players’ heart rates, rate of perceived exertion, physical power and workload. Our work reveals that enhanced immersion clearly increases physical exertion, and that complex interactions between adaptive physical resistance and falsified physiological data occur during gameplay. New directions for adaptive interfaces are proposed that enhance training and gaming performance. We suggest that users may benefit from delegating control and precision to exergaming systems, but this requires careful consideration around the design of awareness mechanisms to communicate performance.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116773262","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study evaluates if intentionally added design friction affects users level of satisfaction when using a mobile application. Today most applications are designed to have as little friction as possible. An interesting question is if a more mindful interaction will lead to more satisfied users. In this study two prototypes inspired by the Headspace application where tested. One prototype had added design friction and the other had none. The participants were asked to rate their experience and to choose which prototype they preferred. The result shows that most participants of the test would choose the mobile application with added design friction and that they felt more satisfied when they had a clear understanding of the goal of the task.
{"title":"Design Friction","authors":"Thomas Mejtoft, Sarah Hale, Ulrik Söderström","doi":"10.1145/3335082.3335106","DOIUrl":"https://doi.org/10.1145/3335082.3335106","url":null,"abstract":"This study evaluates if intentionally added design friction affects users level of satisfaction when using a mobile application. Today most applications are designed to have as little friction as possible. An interesting question is if a more mindful interaction will lead to more satisfied users. In this study two prototypes inspired by the Headspace application where tested. One prototype had added design friction and the other had none. The participants were asked to rate their experience and to choose which prototype they preferred. The result shows that most participants of the test would choose the mobile application with added design friction and that they felt more satisfied when they had a clear understanding of the goal of the task.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"227 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114588573","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This pilot study was designed to demonstrate spaces as stimuli that evoke the continuity of personal experiences by exploring the emotional quality of different spaces via an individual’s psycho-physiological changes. That data was collected by fourteen participants through a biosensor and a body camera while walking and exploring in an indoor multi-functional public space in Manhattan. The finding verified the idea that each of us makes sense of the world differently. What underlies the reading of skin conductance responses told the granularity of our personal emotional experiences beyond verbal expression.
{"title":"Exploring Human Emotional Transition in Heterogeneous Space","authors":"Yung-Yi Juliet Chou, V. Lechêne","doi":"10.1145/3335082.3335126","DOIUrl":"https://doi.org/10.1145/3335082.3335126","url":null,"abstract":"This pilot study was designed to demonstrate spaces as stimuli that evoke the continuity of personal experiences by exploring the emotional quality of different spaces via an individual’s psycho-physiological changes. That data was collected by fourteen participants through a biosensor and a body camera while walking and exploring in an indoor multi-functional public space in Manhattan. The finding verified the idea that each of us makes sense of the world differently. What underlies the reading of skin conductance responses told the granularity of our personal emotional experiences beyond verbal expression.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131248134","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. M. Biskjaer, J. Frich, Lindsay MacDonald Vermeulen, Christian Remy, P. Dalsgaard
Being able to write ‘on cue’ is critical in text-based, creative domains, since time is often a limited resource. Although numerous digital-interactive Creativity Support Tools (CSTs) are available, writing applications with features to support creative writing as a time-constrained activity have scarcely evolved since the 1960s. This is striking, since studies show that time constraints may benefit creativity. We present an exploratory survey-based, qualitative user experience study of how a writing application prototype designed to accelerate text production by imposing time constraints affects a creative writing task among high school students (n=45). Using thematic analysis, we report how implicit and explicit time constraints built into the GUI (graphical user interface) influence how users experience time pressure and the quantity vs. quality, initiation, and revision of their creative writing process. We discuss how writing applications may develop to incorporate time constraints to support creative writing, as well as the need for increased tool literacy.
{"title":"How Time Constraints in a Creativity Support Tool Affect the Creative Writing Experience","authors":"M. M. Biskjaer, J. Frich, Lindsay MacDonald Vermeulen, Christian Remy, P. Dalsgaard","doi":"10.1145/3335082.3335084","DOIUrl":"https://doi.org/10.1145/3335082.3335084","url":null,"abstract":"Being able to write ‘on cue’ is critical in text-based, creative domains, since time is often a limited resource. Although numerous digital-interactive Creativity Support Tools (CSTs) are available, writing applications with features to support creative writing as a time-constrained activity have scarcely evolved since the 1960s. This is striking, since studies show that time constraints may benefit creativity. We present an exploratory survey-based, qualitative user experience study of how a writing application prototype designed to accelerate text production by imposing time constraints affects a creative writing task among high school students (n=45). Using thematic analysis, we report how implicit and explicit time constraints built into the GUI (graphical user interface) influence how users experience time pressure and the quantity vs. quality, initiation, and revision of their creative writing process. We discuss how writing applications may develop to incorporate time constraints to support creative writing, as well as the need for increased tool literacy.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124461688","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Helena Strömberg, Fredrick Ekman, Lars‐Ola Bligård, Mikael Johansson
In fully automated vehicles, human participation in the driving task is unnecessary but some involvement is desired from a user acceptance and experience perspective. A new collaborative relationship will need to be established, thus this study explores how users perceive different relationships between vehicle and human and which preferences they hold. For the study, four prototypes of interaction designs were developed, each embodying one hypothesis for a collaborative relationship. They were tested with 24 drivers in a scenario-based within-subject study using a very simple driving simulator. Each participant tested two prototypes, and half of participants noticed a difference between the pair they experienced. Differences were seen relating to the dimension of adaptation, like how involved the vehicle invited them to be, how it presented options and how the interaction made them feel more or less responsible. The different interpretations of control appear to have played a central role in the participants’ experiences of the different relationships. In conclusion, the study reinforces the importance of explicitly designing the collaborative relationship between human and vehicle, as well as provides formative insight on which criteria that will need to inform the design of future human – vehicle relationships.
{"title":"Keeping a finger in the pie?","authors":"Helena Strömberg, Fredrick Ekman, Lars‐Ola Bligård, Mikael Johansson","doi":"10.1145/3335082.3335092","DOIUrl":"https://doi.org/10.1145/3335082.3335092","url":null,"abstract":"In fully automated vehicles, human participation in the driving task is unnecessary but some involvement is desired from a user acceptance and experience perspective. A new collaborative relationship will need to be established, thus this study explores how users perceive different relationships between vehicle and human and which preferences they hold. For the study, four prototypes of interaction designs were developed, each embodying one hypothesis for a collaborative relationship. They were tested with 24 drivers in a scenario-based within-subject study using a very simple driving simulator. Each participant tested two prototypes, and half of participants noticed a difference between the pair they experienced. Differences were seen relating to the dimension of adaptation, like how involved the vehicle invited them to be, how it presented options and how the interaction made them feel more or less responsible. The different interpretations of control appear to have played a central role in the participants’ experiences of the different relationships. In conclusion, the study reinforces the importance of explicitly designing the collaborative relationship between human and vehicle, as well as provides formative insight on which criteria that will need to inform the design of future human – vehicle relationships.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116788513","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ephemeral media allow for sending content in a format that deletes the content after it was accessed it - a phenomenon known as the ”burn after reading” principle. This study investigates whether awareness of the burn after read principle results in improved recognition memory. Participants were presented with pictures using an ephemeral media application versus a default application. It showed that awareness of this burn after read principle caused higher accuracy in recognition memory and longer viewing time.
{"title":"This message will self-destruct","authors":"C. Nimwegen, Kristi Bergman","doi":"10.1145/3335082.3335101","DOIUrl":"https://doi.org/10.1145/3335082.3335101","url":null,"abstract":"Ephemeral media allow for sending content in a format that deletes the content after it was accessed it - a phenomenon known as the ”burn after reading” principle. This study investigates whether awareness of the burn after read principle results in improved recognition memory. Participants were presented with pictures using an ephemeral media application versus a default application. It showed that awareness of this burn after read principle caused higher accuracy in recognition memory and longer viewing time.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123092660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aleeha Iftikhar, R. Bond, V. Mcgilligan, A. McShane, A. Peace
This project aims to aid clinical decision making in cardiac care. Firstly, it will include a retrospective analysis of a PPCI referral dataset to identify patient referral patterns, decision making patterns and patient pathway variations as well as potential performance metrics that could be used in a dashboard. This will include a data mining approach using techniques such as anomaly detection and clustering to determine the patient archetypes and supervised machine learning to classify 30 day and one-year mortalities. This research will also assess the performance differential when using a paper-based form versus a smarter digital from, for example, how can a digital form improve the efficacy and usability in the context of PPCI. We will also assess the efficacy of different digital form designs and whether a multi-page form is more efficient when compared to a single page form. There is reason to hypothesize that a multi-page form is a better model, including the reduction in cognitive load and information as well as providing a sense of progression for the user. This research also intends to provide empirical HCI guidelines for the creation of digital forms and will build on previous work in the HCI community [1]. Guidelines are vital for providing informative best practices and for optimising the design and usability of digital forms and dashboards. We have found that there is a lack of adoption of interactive e technologies in the field of cardiac care and we hypothesise that interactive technologies can aid clinicians in improving decision making.
{"title":"Interactive Technology to Aid Decision Making in Cardiac Care","authors":"Aleeha Iftikhar, R. Bond, V. Mcgilligan, A. McShane, A. Peace","doi":"10.1145/3335082.3335119","DOIUrl":"https://doi.org/10.1145/3335082.3335119","url":null,"abstract":"This project aims to aid clinical decision making in cardiac care. Firstly, it will include a retrospective analysis of a PPCI referral dataset to identify patient referral patterns, decision making patterns and patient pathway variations as well as potential performance metrics that could be used in a dashboard. This will include a data mining approach using techniques such as anomaly detection and clustering to determine the patient archetypes and supervised machine learning to classify 30 day and one-year mortalities. This research will also assess the performance differential when using a paper-based form versus a smarter digital from, for example, how can a digital form improve the efficacy and usability in the context of PPCI. We will also assess the efficacy of different digital form designs and whether a multi-page form is more efficient when compared to a single page form. There is reason to hypothesize that a multi-page form is a better model, including the reduction in cognitive load and information as well as providing a sense of progression for the user. This research also intends to provide empirical HCI guidelines for the creation of digital forms and will build on previous work in the HCI community [1]. Guidelines are vital for providing informative best practices and for optimising the design and usability of digital forms and dashboards. We have found that there is a lack of adoption of interactive e technologies in the field of cardiac care and we hypothesise that interactive technologies can aid clinicians in improving decision making.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"26 7-8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116555911","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}