Automated systems are becoming increasingly prevalent in our societies. Several authors have identified the existence of the complacency phenomenon in supervision tasks, which imply automation execution or industrial computer support. The purpose of this study was to investigate failures of cooperation between human operator and automation. In this paper, we focused on the complacency as a low degree of suspicion towards the proposals of automation, leading to a monitoring deterioration. The main objective was to compare two types of automation, action automation vs information automation, in complacency. We recruited 96 participants to complete three tasks from the Multi-Attribute Task Battery. We found an effect of two types of automation on performance. Detection rate and reaction time were better when failures were reported by information automation than when it was not reported. Eye movements data showed that the automated task was less monitored when the reliability of information was high. We did not find an effect of reliability on NASA TLX score. Finally, we found that information automation can lead to complacency phenomenon.
{"title":"The effects of information and action automation on the complacency phenomenon","authors":"E. Avril, J. Navarro, J. Cegarra","doi":"10.1145/3335082.3335098","DOIUrl":"https://doi.org/10.1145/3335082.3335098","url":null,"abstract":"Automated systems are becoming increasingly prevalent in our societies. Several authors have identified the existence of the complacency phenomenon in supervision tasks, which imply automation execution or industrial computer support. The purpose of this study was to investigate failures of cooperation between human operator and automation. In this paper, we focused on the complacency as a low degree of suspicion towards the proposals of automation, leading to a monitoring deterioration. The main objective was to compare two types of automation, action automation vs information automation, in complacency. We recruited 96 participants to complete three tasks from the Multi-Attribute Task Battery. We found an effect of two types of automation on performance. Detection rate and reaction time were better when failures were reported by information automation than when it was not reported. Eye movements data showed that the automated task was less monitored when the reliability of information was high. We did not find an effect of reliability on NASA TLX score. Finally, we found that information automation can lead to complacency phenomenon.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"38 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":"132772019","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}
F. Quigley, A. Moorhead, R. Bond, Huiru Zheng, T. McAloon
Overweight and obesity is a global health problem and the related challenges are complex and difficult to address. Healthcare professionals working across different settings have opportunities to engage in weight-related discussions, but often there are perceived barriers to communication. Training in this area provides healthcare professionals with little opportunity for skills-based communication practice because the training is mostly limited to the medical impacts of overweight and obesity. A virtual reality (VR) training tool could offer the opportunity to learn and practice sensitive communication skills in a safe and practical way. This paper describes the research methodology that will be used to develop and test the feasibility of a VR training tool to improve weight-related communication with patients who are overweight and obese in healthcare settings. The study design will use a mixed method approach over 4 phases; (1) Systematic literature review (2) Design and development of the VR training tool (3) Usability testing and (4) A Feasibility study of the VR training tool. A Twitter chat will be used to gather feedback from the public and semi-structured interviews with healthcare professionals will inform the design of the VR tool. The anticipated outcome of this PhD is the development and feasibility testing of a VR training tool to improve weight-related communication with patients who are overweight and obese in healthcare settings.
{"title":"A Virtual Reality Training Tool to Improve Weight-Related Communication Across Healthcare Settings","authors":"F. Quigley, A. Moorhead, R. Bond, Huiru Zheng, T. McAloon","doi":"10.1145/3335082.3335121","DOIUrl":"https://doi.org/10.1145/3335082.3335121","url":null,"abstract":"Overweight and obesity is a global health problem and the related challenges are complex and difficult to address. Healthcare professionals working across different settings have opportunities to engage in weight-related discussions, but often there are perceived barriers to communication. Training in this area provides healthcare professionals with little opportunity for skills-based communication practice because the training is mostly limited to the medical impacts of overweight and obesity. A virtual reality (VR) training tool could offer the opportunity to learn and practice sensitive communication skills in a safe and practical way. This paper describes the research methodology that will be used to develop and test the feasibility of a VR training tool to improve weight-related communication with patients who are overweight and obese in healthcare settings. The study design will use a mixed method approach over 4 phases; (1) Systematic literature review (2) Design and development of the VR training tool (3) Usability testing and (4) A Feasibility study of the VR training tool. A Twitter chat will be used to gather feedback from the public and semi-structured interviews with healthcare professionals will inform the design of the VR tool. The anticipated outcome of this PhD is the development and feasibility testing of a VR training tool to improve weight-related communication with patients who are overweight and obese in healthcare settings.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"61 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":"122084606","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}
Automation in today's world has helped human operators accomplish several tasks in limited time. Therefore, humans’ role in automated environments are shifting from operational tasks to supervisory tasks. In complex environments such as air traffic control, supervisory tasks become difficult to manage during unforeseen situations as the controller needs to have a clear understanding of different operational levels in the system and make decisions about them in a limited amount of time. For the operators working with highly complex information-rich automated systems, an improper way of presenting the information would waste operator's cognitive resources resulting in inefficient decision making and increase in risk of failure. In this research proposal goals and plans are described for doing research on design and visualization of information specifically applied to high-stake automated environments. The research project initially addresses the problem in the domain of air traffic control. The contribution of the project to the field so far has been design and development of an interactive tool, which visualizes the information about conflict solution space to facilitate decision making process. The research project is planned to be completed over the course of a four-year PhD studies.
{"title":"Visualization of Complex Situations to Strengthen Human-Automation Collaboration","authors":"E. Zohrevandi","doi":"10.1145/3335082.3335120","DOIUrl":"https://doi.org/10.1145/3335082.3335120","url":null,"abstract":"Automation in today's world has helped human operators accomplish several tasks in limited time. Therefore, humans’ role in automated environments are shifting from operational tasks to supervisory tasks. In complex environments such as air traffic control, supervisory tasks become difficult to manage during unforeseen situations as the controller needs to have a clear understanding of different operational levels in the system and make decisions about them in a limited amount of time. For the operators working with highly complex information-rich automated systems, an improper way of presenting the information would waste operator's cognitive resources resulting in inefficient decision making and increase in risk of failure. In this research proposal goals and plans are described for doing research on design and visualization of information specifically applied to high-stake automated environments. The research project initially addresses the problem in the domain of air traffic control. The contribution of the project to the field so far has been design and development of an interactive tool, which visualizes the information about conflict solution space to facilitate decision making process. The research project is planned to be completed over the course of a four-year PhD studies.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"13 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":"131669404","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}
Ulrik Söderström, Songyu Li, Harry L. Claxton, Daisy C. Holmes, Thomas T. Ranji, Carlos P. Santos, Carina E. I. Westling, H. Witchel
Postural movement of a seated person, as determined by lateral aspect video analysis, can be used to estimate learning-relevant emotions. In this article the motion of a person interacting with a computer is automatically extracted from a video by detecting the position of motion-tracking markers on the person’s body. The detection is done by detecting candidate areas for marker with a Convolutional Neural Network and the correct candidate areas are found by template matching. Several markers are detected in more than 99 % of the video frames while one is detected in only ≈ 80,2 % of the frames. The template matching can also detect the correct template in ≈ 80 of the frames. This means that almost always when the correct candidates are extracted, the template matching is successful. Suggestions for how the performance can be improved are given along with possible use of the marker positions for estimating sagittal plane motion.
{"title":"Toward emotional recognition during HCI using marker-based automated video tracking","authors":"Ulrik Söderström, Songyu Li, Harry L. Claxton, Daisy C. Holmes, Thomas T. Ranji, Carlos P. Santos, Carina E. I. Westling, H. Witchel","doi":"10.1145/3335082.3335103","DOIUrl":"https://doi.org/10.1145/3335082.3335103","url":null,"abstract":"Postural movement of a seated person, as determined by lateral aspect video analysis, can be used to estimate learning-relevant emotions. In this article the motion of a person interacting with a computer is automatically extracted from a video by detecting the position of motion-tracking markers on the person’s body. The detection is done by detecting candidate areas for marker with a Convolutional Neural Network and the correct candidate areas are found by template matching. Several markers are detected in more than 99 % of the video frames while one is detected in only ≈ 80,2 % of the frames. The template matching can also detect the correct template in ≈ 80 of the frames. This means that almost always when the correct candidates are extracted, the template matching is successful. Suggestions for how the performance can be improved are given along with possible use of the marker positions for estimating sagittal plane motion.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"43 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":"127932972","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}
Bertram Wortelen, A. Lüdtke, Marie-Christin Harre, Noelle Rousselle
In many control centre systems several operators have to work together and divide information to be monitored in order to handle the complexity and high amount of information. In certain situations, it becomes essential for operators to work together and exchange information in order to obtain a common situation picture. This applies in particular to the communication between control room operators and field operators. Both operators work with different devices on which relevant information is displayed. The visual representation of information on the HMI (Human Machine Interface) is often optimally adapted to the tasks. However, this adaptation does not take into account how well the HMI supports communication between operators. Often a good adaptation of the HMI to the tasks of different operators can be at the expense of the communication adequacy. The current state of the art offers different methods to optimize an HMI design to good task support. However, there are no approaches that include the ability to communicate and achieve a proper trade-off between task suitability and communication adequacy. The following paper presents an approach that provides heuristic support for the trade-off between good adaptation to the task and suitability for communication between distant operators based on enhanced task analysis.
{"title":"Towards Designing Mobile Applications for Distributed Cooperative Environments Based on Enhanced Task Analysis","authors":"Bertram Wortelen, A. Lüdtke, Marie-Christin Harre, Noelle Rousselle","doi":"10.1145/3335082.3335113","DOIUrl":"https://doi.org/10.1145/3335082.3335113","url":null,"abstract":"In many control centre systems several operators have to work together and divide information to be monitored in order to handle the complexity and high amount of information. In certain situations, it becomes essential for operators to work together and exchange information in order to obtain a common situation picture. This applies in particular to the communication between control room operators and field operators. Both operators work with different devices on which relevant information is displayed. The visual representation of information on the HMI (Human Machine Interface) is often optimally adapted to the tasks. However, this adaptation does not take into account how well the HMI supports communication between operators. Often a good adaptation of the HMI to the tasks of different operators can be at the expense of the communication adequacy. The current state of the art offers different methods to optimize an HMI design to good task support. However, there are no approaches that include the ability to communicate and achieve a proper trade-off between task suitability and communication adequacy. The following paper presents an approach that provides heuristic support for the trade-off between good adaptation to the task and suitability for communication between distant operators based on enhanced task analysis.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"43 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":"128564723","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}
System failures are in some applications (e.g., banking) difficult to accept and have resulted in the development of highly dependable systems. A special class of these systems regards the safety critical systems, whose operation involves risks for the health or the life of humans (e.g., air traffic control systems). This workshop considers the design of the user interfaces of such systems. Some of these user interfaces must enable coping with cognitively demanding situations. The workshop will, in addition, consider the process of designing these systems. The possibly most difficult part of the design regards the attempt to identify all the possible critical cases. This may require the participation of different kinds of experts and employing methods designed for uncovering difficult-to-detect critical cases. The design of dependable systems may thus involve a most demanding kind of computer-supported cooperative work (CSCW).
{"title":"Ergonomics of dependable and of safety critical systems","authors":"E. Kantorowitz","doi":"10.1145/2501907.2501964","DOIUrl":"https://doi.org/10.1145/2501907.2501964","url":null,"abstract":"System failures are in some applications (e.g., banking) difficult to accept and have resulted in the development of highly dependable systems. A special class of these systems regards the safety critical systems, whose operation involves risks for the health or the life of humans (e.g., air traffic control systems). This workshop considers the design of the user interfaces of such systems. Some of these user interfaces must enable coping with cognitively demanding situations. The workshop will, in addition, consider the process of designing these systems. The possibly most difficult part of the design regards the attempt to identify all the possible critical cases. This may require the participation of different kinds of experts and employing methods designed for uncovering difficult-to-detect critical cases. The design of dependable systems may thus involve a most demanding kind of computer-supported cooperative work (CSCW).","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125838991","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}
S. Sharples, Sally Shalloe, G. Burnett, D. Crundall
In many highways environments electronic media are increasingly being used to provide drivers with up-to-date information in order to influence driving decision making. These decisions may be associated with strategic choices, such as route selection, or tactical decisions, such as driving at a certain speed, or altering driving style. This paper presents a study that used two methods -- a scenario approach and a simulator study. This provides an insight into the role of information and other contextual influences in decision making in the driving context specifically, but also has useful implications for the way in which information should be designed in other decision making contexts such as travel using public transport or supporting real-time complex control operations. The use of two methods also enabled cross-study comparisons to be made, thus improving overall confidence in conclusions. The paper highlights the role of familiarity with information wording and context, level of detail, interpreted meaning, previous experience and contextual cues on trust in information and consequently behaviour in response to the information presented.
{"title":"Journey decision making: the influence of dynamic information presented on variable message signs","authors":"S. Sharples, Sally Shalloe, G. Burnett, D. Crundall","doi":"10.1145/2501907.2501958","DOIUrl":"https://doi.org/10.1145/2501907.2501958","url":null,"abstract":"In many highways environments electronic media are increasingly being used to provide drivers with up-to-date information in order to influence driving decision making. These decisions may be associated with strategic choices, such as route selection, or tactical decisions, such as driving at a certain speed, or altering driving style. This paper presents a study that used two methods -- a scenario approach and a simulator study. This provides an insight into the role of information and other contextual influences in decision making in the driving context specifically, but also has useful implications for the way in which information should be designed in other decision making contexts such as travel using public transport or supporting real-time complex control operations. The use of two methods also enabled cross-study comparisons to be made, thus improving overall confidence in conclusions. The paper highlights the role of familiarity with information wording and context, level of detail, interpreted meaning, previous experience and contextual cues on trust in information and consequently behaviour in response to the information presented.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122603902","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}
Mary Barreto, Michelle Scott, Ian Oakley, E. Karapanos, N. Nunes, Sofia Gomes, Joana Gomes
The children of today are the adults of tomorrow, for this reason it is essential to educate this generation about sustainable values, such as recycling and reducing waste and energy consumption. By targeting children's main activity of playing and toys, the design of a toy that instills sustainable values is illustrated through PlayGreen, a prototype of an interactive application. We argue that this type of toy should be designed according to children's cognitive development and their learning skills, as well as conforming to a value centered design process. This paper focuses on Piaget's cognitive development theory, more specifically, the concrete operational stage processes, which occur between the ages of seven and eleven years old. Our prototype is an application focusing on the value of resource management and allows children to create new toys from household materials. This prototype was tested with 8 and 9 year old children via a Wizard of Oz method. The prototype successfully integrated a value related to sustainability and the users were able to manipulate it easily as it was adequate to their cognitive skills.
{"title":"Playing for the planet: designing toys that foster sustainable values","authors":"Mary Barreto, Michelle Scott, Ian Oakley, E. Karapanos, N. Nunes, Sofia Gomes, Joana Gomes","doi":"10.1145/2501907.2501947","DOIUrl":"https://doi.org/10.1145/2501907.2501947","url":null,"abstract":"The children of today are the adults of tomorrow, for this reason it is essential to educate this generation about sustainable values, such as recycling and reducing waste and energy consumption. By targeting children's main activity of playing and toys, the design of a toy that instills sustainable values is illustrated through PlayGreen, a prototype of an interactive application. We argue that this type of toy should be designed according to children's cognitive development and their learning skills, as well as conforming to a value centered design process. This paper focuses on Piaget's cognitive development theory, more specifically, the concrete operational stage processes, which occur between the ages of seven and eleven years old. Our prototype is an application focusing on the value of resource management and allows children to create new toys from household materials. This prototype was tested with 8 and 9 year old children via a Wizard of Oz method. The prototype successfully integrated a value related to sustainability and the users were able to manipulate it easily as it was adequate to their cognitive skills.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128288980","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 paper aims to present an international project, called the MoLE Project, which provided learning resources and tools for personnel in disaster or emergency situations. Thus, it illustrates the interpenetration of e-Learning and field workers with a variety of roles (medical professionals, eLearning, commercial, government and NGO), from five continents. The objective of this two-year project was to determine how to provide training or education in areas with low-bandwidth and limited Internet connectivity and infrastructure. It involved a management team, a science & technology coordinator and three working groups including members from 25 countries. These working groups were about medical content, technology & transition, and testing & evaluation. The project was conducted in two periods: the first one corresponding to the development of a mobile app, called "Global MedAid", and the second corresponding to the evaluation of this experimental application. This project answered questions regarding the effectiveness of using mobile devices to support multinational training and education requirements. The results showed that mobile devices could be practical and effective in such contexts. Indeed, they have benefits in providing training when coupled with other contents, such as videos and checklist. The project also demonstrated that mobile training applications are appropriate where there is an inability to train and communicate due to low-bandwidth, limited Internet connectivity and infrastructure challenges.
{"title":"The MoLE project: an international experiment about mobile learning environment","authors":"Marie-Hélène Ferrer, Jacob Hodges, N. Bonnardel","doi":"10.1145/2501907.2501963","DOIUrl":"https://doi.org/10.1145/2501907.2501963","url":null,"abstract":"This paper aims to present an international project, called the MoLE Project, which provided learning resources and tools for personnel in disaster or emergency situations. Thus, it illustrates the interpenetration of e-Learning and field workers with a variety of roles (medical professionals, eLearning, commercial, government and NGO), from five continents. The objective of this two-year project was to determine how to provide training or education in areas with low-bandwidth and limited Internet connectivity and infrastructure. It involved a management team, a science & technology coordinator and three working groups including members from 25 countries. These working groups were about medical content, technology & transition, and testing & evaluation. The project was conducted in two periods: the first one corresponding to the development of a mobile app, called \"Global MedAid\", and the second corresponding to the evaluation of this experimental application. This project answered questions regarding the effectiveness of using mobile devices to support multinational training and education requirements. The results showed that mobile devices could be practical and effective in such contexts. Indeed, they have benefits in providing training when coupled with other contents, such as videos and checklist. The project also demonstrated that mobile training applications are appropriate where there is an inability to train and communicate due to low-bandwidth, limited Internet connectivity and infrastructure challenges.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129019407","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}
C. Martinie, Philippe A. Palanque, M. Ragosta, Racim Fahssi
Task analysis can be considered as a fundamental component of user centered design methods as it provides a unique way of analyzing in a systematic way users' roles and activities. A widely used way of storing the information gathered during that phase in a structured and exhaustive way is to build task models which are then amenable to verification of properties or to performance evaluation. In widely used notations such as Hierarchical Task Analysis (HTA) or CTT (Concur Task Tree), information or objects manipulated by the users while performing the tasks does not receive a similar treatment as the sequencing of tasks which is usually carefully and exhaustively described. This paper proposes a systematic account for the various concepts manipulated by the users while performing tasks. Such concepts include different types of knowledge (declarative, situational, procedural and strategic), objects (manipulated by the user) and information. These concepts are systematically represented in a set of extensions of the HAMSTERS notation allowing the analysis of concepts-related properties such as learning curve, complexity, information workload,... We demonstrate the application of the approach on the example of a two players game making explicit the connection between these extended task models and the user interface of the game.
{"title":"Extending procedural task models by systematic explicit integration of objects, knowledge and information","authors":"C. Martinie, Philippe A. Palanque, M. Ragosta, Racim Fahssi","doi":"10.1145/2501907.2501954","DOIUrl":"https://doi.org/10.1145/2501907.2501954","url":null,"abstract":"Task analysis can be considered as a fundamental component of user centered design methods as it provides a unique way of analyzing in a systematic way users' roles and activities. A widely used way of storing the information gathered during that phase in a structured and exhaustive way is to build task models which are then amenable to verification of properties or to performance evaluation. In widely used notations such as Hierarchical Task Analysis (HTA) or CTT (Concur Task Tree), information or objects manipulated by the users while performing the tasks does not receive a similar treatment as the sequencing of tasks which is usually carefully and exhaustively described. This paper proposes a systematic account for the various concepts manipulated by the users while performing tasks. Such concepts include different types of knowledge (declarative, situational, procedural and strategic), objects (manipulated by the user) and information. These concepts are systematically represented in a set of extensions of the HAMSTERS notation allowing the analysis of concepts-related properties such as learning curve, complexity, information workload,... We demonstrate the application of the approach on the example of a two players game making explicit the connection between these extended task models and the user interface of the game.","PeriodicalId":279162,"journal":{"name":"Proceedings of the 31st European Conference on Cognitive Ergonomics","volume":"92 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126321458","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}