Ivan Burmistrov - Academia.edu (original) (raw)
Papers by Ivan Burmistrov
european conference on cognitive ergonomics, Sep 30, 2009
Previous research on the effects of interruptions on the speed of performing the computerized tas... more Previous research on the effects of interruptions on the speed of performing the computerized tasks gave rather non-homogeneous results: many authors insist that interrupted users always complete tasks slower than when performing the same tasks without interruption, but others showed that interrupting a user during some categories of tasks caused that user to complete the tasks faster. The micro-analysis of concrete text editing operations conducted in our experimental study revealed the difference between the effects of interruptions on cognitively simple and cognitively complex tasks. While the performance of simple tasks was not influenced by interruptions, interruptions slowered complex task performance. The task re-orientation after the interruption was found to be responsible for performance degradation. 1
Abstract. This paper presents results of an exploratory experimental study of the effects of inte... more Abstract. This paper presents results of an exploratory experimental study of the effects of interruptions on the execution of computerised clerical tasks, provides classification of interruption handling strategies, and gives some recommendations for the user interface design for frequently interrupted work conditions.
Flight ticket booking engines on airline and online travel agency websites use two different desi... more Flight ticket booking engines on airline and online travel agency websites use two different designs to present roundtrip flight search results: some websites display outbound and return flights on a single page, while others show them on two consecutive pages. In our pilot experiment with 23 users we compared these two design options on a model flight booking website. Usability metrics like speed of performance and error rate were accompanied by eye-tracking and mouse-tracking indicators of cognitive load. The experiment produced mixed results: two-page design outperformed simultaneous presentation of outbound and inbound flights in terms of performance speed, but it also caused almost three times higher error rate and incurred a higher cognitive load compared to one-page design. Further research, with more users representing different age groups, different levels of task complexity, and analysis of users’ subjective preferences, is necessary.
This paper presents results of an exploratory experimental study of the effects of interruptions ... more This paper presents results of an exploratory experimental study of the effects of interruptions on the execution of computerised clerical tasks, provides classification of interruption handling strategies, and gives some recommendations for the user interface design for frequently interrupted work conditions.
In this paper we propose a novel approach to the interface design for process control industries ... more In this paper we propose a novel approach to the interface design for process control industries aimed at support of operators’ problem-solving activities. The interface is based on a script approach to human problem solving and uses spatial representation of the experts’ procedural knowledge. We describe a prototype intelligent user interface for real-time control systems, the Flexible Script Interface (FSI), which is designed to recommend the correct sequence of actions appropriate in relation to the actual task. FSI is implemented with an interactive script graph which represents a task structure and canalizes user’s problem-solving behaviour. The prototype system combines 3D computer graphics visualization technology with decision support and cognitive engineering to produce an intelligent graphic interface for operators of real-time supervisory control systems, such as those used in power production and industrial process control.
Proceedings of the European Conference on Cognitive Ergonomics 2017, 2017
In the last five years the use of light and ultralight fonts has become the new norm in the user ... more In the last five years the use of light and ultralight fonts has become the new norm in the user interface design of most digital products. Our previous research, based on performance measures, showed that lightweight fonts have negative effects on text legibility and cognitive load when performing word search tasks. However, objective data and subjective perceptions of legibility and aesthetic appeal of fonts do not always correspond. In this paper we present the results of a subjective evaluation study of four variations of the Helvetica Neue typeface (ultralight, light, normal and bold) presented with high vs. low contrast and positive vs. negative polarity. 63 subjects volunteered in a pairwise comparison survey aimed at evaluating the preferences of respondents with regard to perceived legibility and aesthetic pleasingness of sixteen combinations of font weight, contrast and polarity. The results suggest that users of different ages evaluate the legibility of ultralight font as being very low, but younger users may perceive ultralight fonts as more aesthetically appealing than do older users. Based on our study, we provide recommendations on the use of lightweight fonts in user interface design.
IOP Conference Series: Earth and Environmental Science, 2019
The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-... more The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-classical and post-non-classical ergonomics of immersive and interactive environments are considered as applied to the activities of cybersportsmen. It is shown that the use of tools and the conceptual basis of classical ergonomics and engineering psychology are not enough to consider the self-organizing processes of mutual orientation of the gameplay participants in an artificial dynamic environment of activity. The new conceptual basis includes philosophical and natural science positions of radical and epistemological constructivism, which allows considering the recursive processes of autopoietic self-organization that take place in the subjective and communication sphere of gamers in the process of achieving a game result from a unified systemic position. The issues of professional training of gamers, the inclusion in the gaming environment, immersiveness and interactivity of artificial environments are considered. The problem of presence in the game world as criteria for the incarnation of the gamer's "I" in the "I" of an effective game character is analyzed.
Proceedings of the 9th Nordic Conference on Human-Computer Interaction - NordiCHI '16, 2016
The use of light and ultra-light fonts has become an omnipresent trend in the design of modern us... more The use of light and ultra-light fonts has become an omnipresent trend in the design of modern user interfaces. Although this trend has been criticized by a number of usability experts, no empirical research exists to date on the legibility of these fonts. We present the results of a preliminary eyetracking study showing that light and ultra-light fonts are less legible than their regular and bold counterparts in two variations of text-background contrast (low vs high) and two variations of text-background polarity (positive vs negative). Oculomotor indicators like mean fixation duration and saccade amplitude show that light and ultra-light fonts also induce higher cognitive load. Our study suggests avoiding light and ultra-light fonts for body text.
Introduction With recent trends in labour requirements moving from manual labour to cognitive ori... more Introduction With recent trends in labour requirements moving from manual labour to cognitive oriented tasks, the need for understanding of the factors that influence skilled cognitive task performance has never been greater. One of such factors are interruptions during performing computer aided mental tasks. We have chosen interruptions as a topic for study for a number of reasons. First, due to the fact that computerised mental work places high demands on the cognitive system, it is likely that this type of work is very sensible to interruptions. Second, interruptions appear to be typical for the working conditions of many occupations in which computerised mental work predominates, which makes it interesting to find out how people deal with them while carrying out their duties. Third, interruptions may negatively affect the person's performance, thereby exerting an influence on workers' productivity. The ultimate goal of the study was to propose cognitive engineering solutions to the user interface of computer systems aimed at preventing negative consequences of interruptions. There is no uniform paradigm for the study of interruptions during work processes. In the past, interruptions have been studied in various ways and with diverging objectives. The research on the effects of interruptions on the mental work dates from classic Zeigarnik experiments. However, up to now there exist only several studies with heterogeneous theoretical background that reveal particular aspects of the influence of interruptions on performing computerised mental tasks. In the conceptual model of the study presented in this paper, developed in the context of a broader research programme (WORC, 1992), three sets of variables are taken into account: (1) variables that refer to determinants of work activity, i. e. various situational working conditions, interruptions, task characteristics, motivation, and personal characteristics. (2) variables that relate to activity, i. e. strategic activity and work activity. (3) variables that relate to the outcomes of work activity, i. e. strategic performance, work performance, and subjective work experience. Regarding activity, a distinction was made between work activity per se and strategic activity. We assume that people carry out certain activities that do not directly result in the completion of work tasks, but are conductive to work activity by creating and/or maintaining the necessary conditions for it. Neutralising interruptions or other disturbances, ensuring the supply of work material or information, can be mentioned as examples of strategic activity. Work activity and strategic activity are supposed to imply the use of the same functional systems. Their distinction refers exclusively to the goal of the activity, i. e. either the performance of tasks, or the creation of appropriate conditions for task performance.
Introduction With recent trends in labour requirements moving from manual labour to cognitive ori... more Introduction With recent trends in labour requirements moving from manual labour to cognitive oriented tasks, the need for understanding of the factors that influence skilled cognitive task performance has never been greater. One of such factors are interruptions during performing computer aided mental tasks. We have chosen interruptions as a topic for study for a number of reasons. First, due to the fact that computerised mental work places high demands on the cognitive system, it is likely that this type of work is very sensible to interruptions. Second, interruptions appear to be typical for the working conditions of many occupations in which computerised mental work predominates, which makes it interesting to find out how people deal with them while carrying out their duties. Third, interruptions may negatively affect the person's performance, thereby exerting an influence on workers' productivity. The ultimate goal of the study was to propose cognitive engineering solutions to the user interface of computer systems aimed at preventing negative consequences of interruptions. There is no uniform paradigm for the study of interruptions during work processes. In the past, interruptions have been studied in various ways and with diverging objectives. The research on the effects of interruptions on the mental work dates from classic Zeigarnik experiments. However, up to now there exist only several studies with heterogeneous theoretical background that reveal particular aspects of the influence of interruptions on performing computerised mental tasks. In the conceptual model of the study presented in this paper, developed in the context of a broader research programme (WORC, 1992), three sets of variables are taken into account: (1) variables that refer to determinants of work activity, i. e. various situational working conditions, interruptions, task characteristics, motivation, and personal characteristics. (2) variables that relate to activity, i. e. strategic activity and work activity. (3) variables that relate to the outcomes of work activity, i. e. strategic performance, work performance, and subjective work experience. Regarding activity, a distinction was made between work activity per se and strategic activity. We assume that people carry out certain activities that do not directly result in the completion of work tasks, but are conductive to work activity by creating and/or maintaining the necessary conditions for it. Neutralising interruptions or other disturbances, ensuring the supply of work material or information, can be mentioned as examples of strategic activity. Work activity and strategic activity are supposed to imply the use of the same functional systems. Their distinction refers exclusively to the goal of the activity, i. e. either the performance of tasks, or the creation of appropriate conditions for task performance.
Human-Computer Interaction – INTERACT 2015, 2015
In the past few years flat user interface design has become the predominating visual style of ope... more In the past few years flat user interface design has become the predominating visual style of operating systems, websites and mobile apps. Although flat design has been widely criticized by HCI and usability experts, empirical research on flat design is still scarce. We present the results of an experimental comparative study of visual search effectiveness on traditional and flat designs. The following types of visual search tasks were examined: (1) search for a target word in text; (2) search for a target icon in a matrix of icons; (3) search for clickable objects on webpages. Time and accuracy parameters of the visual search, as well as oculomotor activity, were measured. The results show that a search in flat text mode (compared with the traditional mode) is associated with higher cognitive load. A search for flat icons takes twice as long as for realistic icons and is also characterized by higher cognitive load. Identifying clickable objects on flat web pages requires more time and is characterised by a significantly greater number of errors. Our results suggest replacing the flat style user interfaces with interfaces based on the design principles developed over decades of research and practice of HCI and usability engineering.
Error Prevention and Well-Being at Work in Western Europe and Russia, 2001
The state labor safety system, established in the Soviet Union over 70 years, developed strict co... more The state labor safety system, established in the Soviet Union over 70 years, developed strict control over all enterprises in the country, from industrial giants to boiler houses, gas stations, universities, hospitals, museums, schools, etc. This system was based on national labor safety laws and spread from the so-called state committees and industrial ministries to enterprises and their branches.
Human-Computer Interaction Series, 2011
Extended abstracts of the 2004 conference on Human factors and computing systems - CHI '04, 2004
This paper presents the "bird's-eye-view" of the development and growth of HCI and usability with... more This paper presents the "bird's-eye-view" of the development and growth of HCI and usability within academia and industry in Russia. The paper also highlights the challenges facing Russian HCI and usability community.
Lecture Notes in Computer Science, 1993
This paper presents the results of empirical study of mental representations of the field of HCI,... more This paper presents the results of empirical study of mental representations of the field of HCI, obtained by statistical analysis. Eight HCI experts participating in the study were asked to classify the papers presented at the EWHCr92 Conference. The results show satisfactory agreement between the experts' classifications, as well as high interpretability of the group data. Some conclusions about the implicit "cognitive map" of the HCI field are discussed in the paper.
european conference on cognitive ergonomics, Sep 30, 2009
Previous research on the effects of interruptions on the speed of performing the computerized tas... more Previous research on the effects of interruptions on the speed of performing the computerized tasks gave rather non-homogeneous results: many authors insist that interrupted users always complete tasks slower than when performing the same tasks without interruption, but others showed that interrupting a user during some categories of tasks caused that user to complete the tasks faster. The micro-analysis of concrete text editing operations conducted in our experimental study revealed the difference between the effects of interruptions on cognitively simple and cognitively complex tasks. While the performance of simple tasks was not influenced by interruptions, interruptions slowered complex task performance. The task re-orientation after the interruption was found to be responsible for performance degradation. 1
Abstract. This paper presents results of an exploratory experimental study of the effects of inte... more Abstract. This paper presents results of an exploratory experimental study of the effects of interruptions on the execution of computerised clerical tasks, provides classification of interruption handling strategies, and gives some recommendations for the user interface design for frequently interrupted work conditions.
Flight ticket booking engines on airline and online travel agency websites use two different desi... more Flight ticket booking engines on airline and online travel agency websites use two different designs to present roundtrip flight search results: some websites display outbound and return flights on a single page, while others show them on two consecutive pages. In our pilot experiment with 23 users we compared these two design options on a model flight booking website. Usability metrics like speed of performance and error rate were accompanied by eye-tracking and mouse-tracking indicators of cognitive load. The experiment produced mixed results: two-page design outperformed simultaneous presentation of outbound and inbound flights in terms of performance speed, but it also caused almost three times higher error rate and incurred a higher cognitive load compared to one-page design. Further research, with more users representing different age groups, different levels of task complexity, and analysis of users’ subjective preferences, is necessary.
This paper presents results of an exploratory experimental study of the effects of interruptions ... more This paper presents results of an exploratory experimental study of the effects of interruptions on the execution of computerised clerical tasks, provides classification of interruption handling strategies, and gives some recommendations for the user interface design for frequently interrupted work conditions.
In this paper we propose a novel approach to the interface design for process control industries ... more In this paper we propose a novel approach to the interface design for process control industries aimed at support of operators’ problem-solving activities. The interface is based on a script approach to human problem solving and uses spatial representation of the experts’ procedural knowledge. We describe a prototype intelligent user interface for real-time control systems, the Flexible Script Interface (FSI), which is designed to recommend the correct sequence of actions appropriate in relation to the actual task. FSI is implemented with an interactive script graph which represents a task structure and canalizes user’s problem-solving behaviour. The prototype system combines 3D computer graphics visualization technology with decision support and cognitive engineering to produce an intelligent graphic interface for operators of real-time supervisory control systems, such as those used in power production and industrial process control.
Proceedings of the European Conference on Cognitive Ergonomics 2017, 2017
In the last five years the use of light and ultralight fonts has become the new norm in the user ... more In the last five years the use of light and ultralight fonts has become the new norm in the user interface design of most digital products. Our previous research, based on performance measures, showed that lightweight fonts have negative effects on text legibility and cognitive load when performing word search tasks. However, objective data and subjective perceptions of legibility and aesthetic appeal of fonts do not always correspond. In this paper we present the results of a subjective evaluation study of four variations of the Helvetica Neue typeface (ultralight, light, normal and bold) presented with high vs. low contrast and positive vs. negative polarity. 63 subjects volunteered in a pairwise comparison survey aimed at evaluating the preferences of respondents with regard to perceived legibility and aesthetic pleasingness of sixteen combinations of font weight, contrast and polarity. The results suggest that users of different ages evaluate the legibility of ultralight font as being very low, but younger users may perceive ultralight fonts as more aesthetically appealing than do older users. Based on our study, we provide recommendations on the use of lightweight fonts in user interface design.
IOP Conference Series: Earth and Environmental Science, 2019
The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-... more The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-classical and post-non-classical ergonomics of immersive and interactive environments are considered as applied to the activities of cybersportsmen. It is shown that the use of tools and the conceptual basis of classical ergonomics and engineering psychology are not enough to consider the self-organizing processes of mutual orientation of the gameplay participants in an artificial dynamic environment of activity. The new conceptual basis includes philosophical and natural science positions of radical and epistemological constructivism, which allows considering the recursive processes of autopoietic self-organization that take place in the subjective and communication sphere of gamers in the process of achieving a game result from a unified systemic position. The issues of professional training of gamers, the inclusion in the gaming environment, immersiveness and interactivity of artificial environments are considered. The problem of presence in the game world as criteria for the incarnation of the gamer's "I" in the "I" of an effective game character is analyzed.
Proceedings of the 9th Nordic Conference on Human-Computer Interaction - NordiCHI '16, 2016
The use of light and ultra-light fonts has become an omnipresent trend in the design of modern us... more The use of light and ultra-light fonts has become an omnipresent trend in the design of modern user interfaces. Although this trend has been criticized by a number of usability experts, no empirical research exists to date on the legibility of these fonts. We present the results of a preliminary eyetracking study showing that light and ultra-light fonts are less legible than their regular and bold counterparts in two variations of text-background contrast (low vs high) and two variations of text-background polarity (positive vs negative). Oculomotor indicators like mean fixation duration and saccade amplitude show that light and ultra-light fonts also induce higher cognitive load. Our study suggests avoiding light and ultra-light fonts for body text.
Introduction With recent trends in labour requirements moving from manual labour to cognitive ori... more Introduction With recent trends in labour requirements moving from manual labour to cognitive oriented tasks, the need for understanding of the factors that influence skilled cognitive task performance has never been greater. One of such factors are interruptions during performing computer aided mental tasks. We have chosen interruptions as a topic for study for a number of reasons. First, due to the fact that computerised mental work places high demands on the cognitive system, it is likely that this type of work is very sensible to interruptions. Second, interruptions appear to be typical for the working conditions of many occupations in which computerised mental work predominates, which makes it interesting to find out how people deal with them while carrying out their duties. Third, interruptions may negatively affect the person's performance, thereby exerting an influence on workers' productivity. The ultimate goal of the study was to propose cognitive engineering solutions to the user interface of computer systems aimed at preventing negative consequences of interruptions. There is no uniform paradigm for the study of interruptions during work processes. In the past, interruptions have been studied in various ways and with diverging objectives. The research on the effects of interruptions on the mental work dates from classic Zeigarnik experiments. However, up to now there exist only several studies with heterogeneous theoretical background that reveal particular aspects of the influence of interruptions on performing computerised mental tasks. In the conceptual model of the study presented in this paper, developed in the context of a broader research programme (WORC, 1992), three sets of variables are taken into account: (1) variables that refer to determinants of work activity, i. e. various situational working conditions, interruptions, task characteristics, motivation, and personal characteristics. (2) variables that relate to activity, i. e. strategic activity and work activity. (3) variables that relate to the outcomes of work activity, i. e. strategic performance, work performance, and subjective work experience. Regarding activity, a distinction was made between work activity per se and strategic activity. We assume that people carry out certain activities that do not directly result in the completion of work tasks, but are conductive to work activity by creating and/or maintaining the necessary conditions for it. Neutralising interruptions or other disturbances, ensuring the supply of work material or information, can be mentioned as examples of strategic activity. Work activity and strategic activity are supposed to imply the use of the same functional systems. Their distinction refers exclusively to the goal of the activity, i. e. either the performance of tasks, or the creation of appropriate conditions for task performance.
Introduction With recent trends in labour requirements moving from manual labour to cognitive ori... more Introduction With recent trends in labour requirements moving from manual labour to cognitive oriented tasks, the need for understanding of the factors that influence skilled cognitive task performance has never been greater. One of such factors are interruptions during performing computer aided mental tasks. We have chosen interruptions as a topic for study for a number of reasons. First, due to the fact that computerised mental work places high demands on the cognitive system, it is likely that this type of work is very sensible to interruptions. Second, interruptions appear to be typical for the working conditions of many occupations in which computerised mental work predominates, which makes it interesting to find out how people deal with them while carrying out their duties. Third, interruptions may negatively affect the person's performance, thereby exerting an influence on workers' productivity. The ultimate goal of the study was to propose cognitive engineering solutions to the user interface of computer systems aimed at preventing negative consequences of interruptions. There is no uniform paradigm for the study of interruptions during work processes. In the past, interruptions have been studied in various ways and with diverging objectives. The research on the effects of interruptions on the mental work dates from classic Zeigarnik experiments. However, up to now there exist only several studies with heterogeneous theoretical background that reveal particular aspects of the influence of interruptions on performing computerised mental tasks. In the conceptual model of the study presented in this paper, developed in the context of a broader research programme (WORC, 1992), three sets of variables are taken into account: (1) variables that refer to determinants of work activity, i. e. various situational working conditions, interruptions, task characteristics, motivation, and personal characteristics. (2) variables that relate to activity, i. e. strategic activity and work activity. (3) variables that relate to the outcomes of work activity, i. e. strategic performance, work performance, and subjective work experience. Regarding activity, a distinction was made between work activity per se and strategic activity. We assume that people carry out certain activities that do not directly result in the completion of work tasks, but are conductive to work activity by creating and/or maintaining the necessary conditions for it. Neutralising interruptions or other disturbances, ensuring the supply of work material or information, can be mentioned as examples of strategic activity. Work activity and strategic activity are supposed to imply the use of the same functional systems. Their distinction refers exclusively to the goal of the activity, i. e. either the performance of tasks, or the creation of appropriate conditions for task performance.
Human-Computer Interaction – INTERACT 2015, 2015
In the past few years flat user interface design has become the predominating visual style of ope... more In the past few years flat user interface design has become the predominating visual style of operating systems, websites and mobile apps. Although flat design has been widely criticized by HCI and usability experts, empirical research on flat design is still scarce. We present the results of an experimental comparative study of visual search effectiveness on traditional and flat designs. The following types of visual search tasks were examined: (1) search for a target word in text; (2) search for a target icon in a matrix of icons; (3) search for clickable objects on webpages. Time and accuracy parameters of the visual search, as well as oculomotor activity, were measured. The results show that a search in flat text mode (compared with the traditional mode) is associated with higher cognitive load. A search for flat icons takes twice as long as for realistic icons and is also characterized by higher cognitive load. Identifying clickable objects on flat web pages requires more time and is characterised by a significantly greater number of errors. Our results suggest replacing the flat style user interfaces with interfaces based on the design principles developed over decades of research and practice of HCI and usability engineering.
Error Prevention and Well-Being at Work in Western Europe and Russia, 2001
The state labor safety system, established in the Soviet Union over 70 years, developed strict co... more The state labor safety system, established in the Soviet Union over 70 years, developed strict control over all enterprises in the country, from industrial giants to boiler houses, gas stations, universities, hospitals, museums, schools, etc. This system was based on national labor safety laws and spread from the so-called state committees and industrial ministries to enterprises and their branches.
Human-Computer Interaction Series, 2011
Extended abstracts of the 2004 conference on Human factors and computing systems - CHI '04, 2004
This paper presents the "bird's-eye-view" of the development and growth of HCI and usability with... more This paper presents the "bird's-eye-view" of the development and growth of HCI and usability within academia and industry in Russia. The paper also highlights the challenges facing Russian HCI and usability community.
Lecture Notes in Computer Science, 1993
This paper presents the results of empirical study of mental representations of the field of HCI,... more This paper presents the results of empirical study of mental representations of the field of HCI, obtained by statistical analysis. Eight HCI experts participating in the study were asked to classify the papers presented at the EWHCr92 Conference. The results show satisfactory agreement between the experts' classifications, as well as high interpretability of the group data. Some conclusions about the implicit "cognitive map" of the HCI field are discussed in the paper.