Human Computer Interaction Research Papers (original) (raw)
In conversation with the editors, Turkle discusses the challenges and opportunities facing psychoanalysts today. She describes how people use digital life to flee what they find messy and complex in human conversation. She suggests that... more
In conversation with the editors, Turkle discusses the challenges and opportunities facing psychoanalysts today. She describes how people use digital life to flee what they find messy and complex in human conversation. She suggests that psychoanalysis has a special role to play in contemporary life in arguing for the importance of the capacity for boredom, solitude, and self-reflection. Whatever the practicalities of remote treatment, psychoanalysis needs to more embrace and understand more deeply the intimate conversational exchange that can only take place when people are bodies together. The afterword concludes by asserting that by reclaiming conversation, we can reclaim psychoanalysis.
New computer languages have permitted formal verification of much of Mathematics(1,2). I asked to verify informal demonstrations such as in the natural and social sciences, where false conclusions sometimes propagate(4,5). I announce a... more
New computer languages have permitted formal verification of much of Mathematics(1,2). I asked to verify informal demonstrations such as in the natural and social sciences, where false conclusions sometimes propagate(4,5). I announce a program for crowd sourced formal verification of informal rational demonstration. TruthSift addresses a critical problem, deciding truth and publishing a transparent proof, for which the world has not previously had a good solution outside of mathematics. I prove: Theorem 1: In the limit where members bring to bear all
their pertinent knowledge, a statement will be rated TE by TruthSift if and only if there is an established proof of it to which no member has a remaining challenge. If it is not rated TE, there is an established proof of a disproof of it, or of every proof of
it. I predict crowd-sourced verification will lead to progress on wicked problems(3).
Games are undoubtedly the most successful computer application yet it is not easy to attribute their success to any one particular feature. Nonetheless, when talking about games, gamers and reviewers frequently refer to the immersive... more
Games are undoubtedly the most successful computer application yet it is not easy to attribute their success to any one particular feature. Nonetheless, when talking about games, gamers and reviewers frequently refer to the immersive experience of the game as an important aspect to be attained. However, it is not clear what immersion is and even if it is a comparable experience between different players and different games. This paper aims to develop more quantifiable and therefore objective measures of immersion. We describe a study into switching from an immersive gaming experience to another task, not in the game world. Though the degree of immersion does seem to have an impact on the ability to perform the task, the experimental approach is complex and possibly quite fragile. We therefore set out hypotheses for a similar experiment with the aim of exploring whether eyetracking and body motion provide better indicators of the degree of immersion.
One aspect of a growing VR industry that developers have to face is the ethics behind the technology. This includes making sure that technology is readily available and accessible to as large of a population as possible. Current consumer... more
One aspect of a growing VR industry that developers have to face is the ethics behind the technology. This includes making sure that technology is readily available and accessible to as large of a population as possible. Current consumer virtual reality (VR) headsets typically utilize two controllers to navigate a virtual environment, leading to accessibility issues for potential users that cannot effectively operate a controller. We propose NaVRgate, a proof of concept idea that removes the need for controllers in which a user uses expressions to navigate a virtual environment. The system utilizes the computer webcam and computer vision face and eye position tracking to capture the nature of expression tracking, with certain positional thresholds representing different facial expressions. To test this system, We design a game environment where a user navigates with either a controller or the face position tracker, collecting a set of orbs scattered around the map as quickly as they can, comparing the efficiency between navigation through the novel computer vision and traditional controller methods. Users are also questioned on the difficulty of use and experience with each control input method. This paper details the process of the development and drafts, to the statistical experiment constructed to determine the efficiency of head gestures.
In this study, the researcher has advocated the importance of human intelligence in language learning since software or any Learning Management System (LMS) cannot be programmed to understand the human context as well as all the... more
In this study, the researcher has advocated the importance of human intelligence in language learning since software or any Learning Management System (LMS) cannot be programmed to understand the human context as well as all the linguistic structures contextually. This study examined the extent to which language learning is perilous to machine learning and its programs such as Artificial Intelligence (AI), Pattern Recognition, and Image Analysis used in much assistive learning techniques such as voice detection, face detection and recognition, personalized assistants, besides language learning programs. The researcher argues that language learning is closely associated with human intelligence, human neural networks and no computers or software can claim to replace or replicate those functions of human brain. This study thus posed a challenge to natural language processing (NLP) techniques that claimed having taught a computer how to understand the way humans learn, to understand text without any clue or calculation, to realize the ambiguity in human languages in terms of the juxtaposition between the context and the meaning, and also to automate the language learning process between computers and humans. The study cites evidence of deficiencies in such machine learning software and gadgets to prove that in spite of all technological advancements there remain areas of human brain and human intelligence where a computer or its software cannot enter. These deficiencies highlight the limitations of AI and super intelligence systems of machines to prove that human intelligence would always remain superior.
ExPLOrING DIGITAL DESIGN are particularly salient for digital design research and points to new challenges for design as well as for the research. The section following these stories discusses more theoretically and methodologically... more
ExPLOrING DIGITAL DESIGN are particularly salient for digital design research and points to new challenges for design as well as for the research. The section following these stories discusses more theoretically and methodologically digital design and digital design research.
This study focuses on the artworks of artist-academic İlker Yardımcı. The perspective put forward in the study is built on the aesthetic status of the scientific and technological aspects of İlker Yardımcı's artwork. Based on this... more
This study focuses on the artworks of artist-academic İlker Yardımcı. The perspective put forward in the study is built on the aesthetic status of the scientific and technological aspects of İlker Yardımcı's artwork. Based on this context, a research has been done on the relationships between art and science. Various examples have been given from the times when art and science were seen as a whole and did not dissociate, and the development and separation process of these two separate phenomena were approached from various angles. In this way, in the light of the information obtained from the research, an aesthetic understanding that is open to the effects of science and technology, combining technological possibilities with traditional structures has been tried to be determined. Through this way, the possibility of an aesthetic narration was opened on the situation in the sculptures of İlker Yardımcı. Thus, the traces of the aesthetics in these sculptures, including science, were deciphered.
Man is one of the best general-purpose computers available and if one designs for man as a moron, one ends up with a system that requires a genius to maintain it. Thus we are not suggesting that we take man out of the sys tem, but we are... more
Man is one of the best general-purpose computers available and if one designs for man as a moron, one ends up with a system that requires a genius to maintain it. Thus we are not suggesting that we take man out of the sys tem, but we are suggesting that he be properly employed in terms of both his abilities and limitations .
The CNC-milled, patterned structure to which the fabric sheet is then attached.
Man is one of the best general-purpose computers available and if one designs for man as a moron, one ends up with a system that requires a genius to maintain it. Thus we are not suggesting that we take man out of the sys tem, but we are... more
Man is one of the best general-purpose computers available and if one designs for man as a moron, one ends up with a system that requires a genius to maintain it. Thus we are not suggesting that we take man out of the sys tem, but we are suggesting that he be properly employed in terms of both his abilities and limitations .
In this paper, we present a method that allows designers to interactively create partially self-similar manifold surfaces without relying on shape grammars or fractal methods. The modellers that are based on traditional fractal methods or... more
In this paper, we present a method that allows designers to interactively create partially self-similar manifold surfaces without relying on shape grammars or fractal methods. The modellers that are based on traditional fractal methods or shape grammars usually create disconnected surfaces and restrict the creative freedom of users. In most cases, the shapes through conventional fractal or shape grammar methods are defined by hard coded schemes that allow limited interactivity for the design process. We present a new approach for modelling such shapes. With this approach, we have developed a simple generative tool with given adjustable parameters to achieve variety of conceptual forms. Using this tool, designers can interactively create a variety of partially selfsimilar manifold surfaces. 1.
In this paper, we present a method that allows designers to interactively create partially self-similar manifold surfaces without relying on shape grammars or fractal methods. The modellers that are based on traditional fractal methods or... more
In this paper, we present a method that allows designers to interactively create partially self-similar manifold surfaces without relying on shape grammars or fractal methods. The modellers that are based on traditional fractal methods or shape grammars usually create disconnected surfaces and restrict the creative freedom of users. In most cases, the shapes through conventional fractal or shape grammar methods are defined by hard coded schemes that allow limited interactivity for the design process. We present a new approach for modelling such shapes. With this approach, we have developed a simple generative tool with given adjustable parameters to achieve variety of conceptual forms. Using this tool, designers can interactively create a variety of partially self-similar manifold surfaces.
Game development business has become very competitive, therefore it is very important to develop games that stand out from the vast amount of other competing game titles. Usability of the game is crucial to ensure game acceptance, which... more
Game development business has become very competitive, therefore it is very important to develop games that stand out from the vast amount of other competing game titles. Usability of the game is crucial to ensure game acceptance, which in turn will contribute to more sales and profit for the game company. Game usability can also contribute to better player engagement and better accomplishment of individual and organizational objectives in the case of gamification. One successful method to ensure good usability is heuristic evaluation, which has been proven useful also in game development. However, the existing heuristics are criticized for being too general to suit specific games. This study investigates the views and practices of the game companies regarding game usability heuristics and the extent to which they utilize heuristic evaluation as a game usability method. A series of surveys was conducted in the North American and North European companies and the results show that all game professionals view usability as being very important in games, however the extent of utilization of heuristic evaluation in game development is overrated. Implications for the development practice and research in games and gamification are discussed.
Games are a type of vehicle with which society is changing at present-day. But how the games themselves will be changed by society, is an interesting question to ask for enhancing and initiating better design of games. As participation in... more
Games are a type of vehicle with which society is changing at present-day. But how the games themselves will be changed by society, is an interesting question to ask for enhancing and initiating better design of games. As participation in gaming upsurges around the world and across a larger part of the population, it is obvious that games are not only an entertainment medium for children or young people anymore. Games can be used to accomplish different purposes for different groups of people in the society. Design and use of games for learning and/or educational purpose has been an important research field for several years. However, this research field is yet to deliver expected achievement and result, despite many efforts and resources put into it. Factors that are important to consider for designing a game that will motivate users to active involvement in playing a game for active learning, are crucial for the successfulness of the design of such a game. The design goal for educational games would be to produce games that motivate users and thereby achieve effective learning. This paper proposes a framework in which the parameters of what users want from a game are considered for the development of games for learning. The framework is based on the previous research and theory of Richard Rouse (2001), who defined different dimensions of game design in terms of learning. The proposed framework is important in order to investigate and assess the success of existing games used for learning. Also the framework can provide better understanding as a requirement engineering tool for game designers, who are to design games for learning and educational purposes in the future. The proposed framework was verified using a small quantitative analysis. It was found that, while some parameters of the framework indeed have significance for designing games for learning, there are additional factors that need to be discovered by further analysis and research to enhance the usability of the framework.
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach,... more
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach, harnessing eye tracking technology for analysis and interaction. Such benefits include faster development of innovative games which can be automatically evaluated in an iterative fashion. For this purpose, we present a framework that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is also presented and highlights the framework's capacity to create and evaluate novel entertainment interfaces.
Abstract: As the world enters a new millennium, the U.S. military simultaneously enters a new era in warfare -- an era in which warfare is affected by a changing strategic environment and rapid technological change. The United States and... more
Abstract: As the world enters a new millennium, the U.S. military simultaneously enters a new era in warfare -- an era in which warfare is affected by a changing strategic environment and rapid technological change. The United States and its multinational partners are experiencing a transition from the Industrial Age to the Information Age. Simultaneously, it is fully engaged in a global war on terrorism set in a new period of globalization. These changes, as well as the experiences gained during recent and ongoing military operations, have resulted in the current drive to transform the force with network-centric warfare (NCW) as the centerpiece of this effort. This document describes how the tenets and principles of NCW are providing the foundation for developing new warfighting concepts, organizations, and processes that will allow U.S. forces to maintain a competitive advantage over potential adversaries, now and in the future. In sum, the report provides an overview of the ongoing implementation of NCW in the Department of Defense (DoD). A brief description of NCW, including its origins, its central role in force transformation, its tenets and principles, and an implementation strategy, are provided in Chapter 1. An examination of NCW as an emerging theory of war, its relationship to the four domains of Information Age warfare, the growing evidence of its benefits, and the warfighting advantages it can provide are examined in Chapter 2. Chapter 3 focuses on network-centric operations (NCO), including the relationship of NCO to the overarching Joint Operations Concepts (JOpsC), the NCO experience in Afghanistan and Iraq, the development of the NCO Conceptual Framework, and the conduct of NCO case studies. An overview of Joint and Service plans and initiatives to develop and implement network-centric capabilities and the growing investment in these capabilities by our allies and multinational partners are provided in Chapter 4
Electrooculography Signals are used to control human computer interface, if properly classified .The ability to process and measure the signals will help HCI users to overwhelm many of the physical limitations and incommode in day to day... more
Electrooculography Signals are used to control human computer interface, if properly classified .The ability to process and measure the signals will help HCI users to overwhelm many of the physical limitations and incommode in day to day life. However, there are currently no advanced effective multidirectional methods of classification for monitoring eye movements .In this paper, we describe a classification method used in a wireless EOG-based HCI device for detecting eye movements in different directions. The EOG signals are very small in amplitude, which is measure in milivolts. Hence, it helps to capture human signals which controls the computer or other instruments.
Over the last two decades, several deployments of robots for in-house assistance of older adults have been trialled. However, these solutions are mostly prototypes and remain unused in real-life scenarios. In this work, we review the... more
Over the last two decades, several deployments of robots for in-house assistance of older adults have been trialled. However, these solutions are mostly prototypes and remain unused in real-life scenarios. In this work, we review the historical and current landscape of the field, to try and understand why robots have yet to succeed as personal assistants in daily life. Our analysis focuses on two complementary aspects: the capabilities of the physical platform and the logic of the deployment. The former analysis shows regularities in hardware configurations and functionalities, leading to the definition of a set of six application-level capabilities (exploration, identification, remote control, communication, manipulation, and digital situatedness). The latter focuses on the impact of robots on the daily life of users and categorises the deployment of robots for healthcare interventions using three types of services: support, mitigation, and response. Our investigation reveals that ...
We describe an ubiquitous computing architecture through a multi-player game application based on the objective of collecting audio clips and depositing them in a staging area. Central to the game are the themes of highly coupled... more
We describe an ubiquitous computing architecture through a multi-player game application based on the objective of collecting audio clips and depositing them in a staging area. Central to the game are the themes of highly coupled interaction and communication between players with different roles and an engaging blend of interaction with both the physical and virtual worlds. To this end, numerous technologies including locative sensing, miniature computing, and portable displays had to be integrated with a game middleware and audio scene rendering engine. The result provides a compelling example of future distributed systems that this paper describes.
This paper describes a research study for the development and implementation of a prototype remote-controlled robotic assistant to doctors (Tele-Doc) for telemedicine applications. The development considers implementation issues... more
This paper describes a research study for the development and implementation of a prototype remote-controlled robotic assistant to doctors (Tele-Doc) for telemedicine applications. The development considers implementation issues concerning real-time and continuous patient monitoring and diagnosis, as well as tele-control interfacing techniques, mobile robot motion controller, reprogrammable embedded processing system, and internet-based robotic control centre. The paper also describes bio-data measurement techniques, as well as simple system architecture and its implementation.
Existing e-learning systems are based on the quantity of information. They fail to consider an important factor for the success of the system, namely the user. An intelligent adaptive system should adjust the content in order to ensure... more
Existing e-learning systems are based on the quantity of information. They fail to consider an important factor for the success of the system, namely the user. An intelligent adaptive system should adjust the content in order to ensure faster and better performances in the learning process. Moreover, it should help students to develop new, desirable learning abilities. This paper presents
Use of the web-enabled software iWRITE in courses across the disciplines at several Canadian universities demonstrates that implementing instructional technology can lead faculty members to reconsider and reformulate their teaching... more
Use of the web-enabled software iWRITE in courses across the disciplines at several Canadian universities demonstrates that implementing instructional technology can lead faculty members to reconsider and reformulate their teaching methods. iWRITE operates in course-specific sites. It supports the integration of writing into disciplinary courses by displaying examples of past student work alongside grading criteria and instructor comments. Instructors unfamiliar with learning theory that validates the use of models may initially fear student copying or distrust the adequacy of student samples as guides, but many have rethought their assignments and strengthened other methods of instruction to take advantage of this method. In co-taught courses, selecting benchmark papers and formulating grading criteria requires examination of disciplinary values and frank discussion of standards. The effort of writing clear comments on the student samples also requires explicit formulation of disciplinary assumptions about the nature of knowledge and the relationship between writing and thinking.
Technology is playing a significant role in shaping the future of design. We are moving fast into a digital era where Artificial Intelligence, Machine Learning, Deep Learning, Big Data, the Internet of Things, Blockchain, Spatial... more
Technology is playing a significant role in shaping the future of design. We are moving fast into a digital era where Artificial Intelligence, Machine Learning, Deep Learning, Big Data, the Internet of Things, Blockchain, Spatial Computing, and several other technologies are becoming part of the designers' lexicon. The designers' roles are evolving, and the touchpoints they need to consider are growing in complexity. Integrating AI developments with User-centered Design and User Experience Design is becoming a challenging task. Motivated by this, we reviewed the literature to understand how AI is shaping the way designers think about their process and how they design for AI arti-facts. This research was important for evidencing how designers are adapting their mindsets, skills and knowledge to address these new technological possibilities. The overall search was conducted on ACM Digital Library, Google Scholar, and Springer, for publications about design and AI. The work identifies promising research clusters in the crossroads of Intelligent Systems, Human-Computer Interaction and Design, but few studies were found with concrete guidance on how to design for AI-driven services. By mapping the current literature on AI and Design, we contribute to a broad understanding of how current design methods need to adapt when interactions become living ecosystems and represent complex trade-offs to the designers. Therefore, new principles for human-AI interaction are becoming urgent to study.
AI symposium on 'Ethics and morality in non-human agents' presentation AAAI-16 Spring Symposium. Slides as pdf. Robot Priest was demonstrated, chasis, costume, hybrid raspberry pi/sermonator. Details of present science around biology... more
AI symposium on 'Ethics and morality in non-human agents' presentation AAAI-16 Spring Symposium. Slides as pdf. Robot Priest was demonstrated, chasis, costume, hybrid raspberry pi/sermonator. Details of present science around biology of human trust, our deteriorating public trust in various institutions including foundations of the catholic church priests, and the need to build 'trustworthy' AI.
Scenario management (SM) means different things to different people, even though everyone seems to admit its current importance and its further potential. In this paper, we seek to provide an interdisciplinary framework for SM from three... more
Scenario management (SM) means different things to different people, even though everyone seems to admit its current importance and its further potential. In this paper, we seek to provide an interdisciplinary framework for SM from three major disciplines that use scenarios -strategic management, human-computer interaction, and software and systems engineering -to deal with description of current and future realities. In particular, we attempt to answer to the following questions: How are scenarios developed and used in each of the three disciplines? Why are they becoming important? What are current research contributions in scenario management? What are the research and practical issues related to the creation and use of scenarios, in particular in the area of requirements engineering? Based on brainstorming techniques, this paper proposes an interdisciplinary definition of scenarios, frameworks for scenario development, use and evaluation, and directions for future research. 1 The initiative for this effort stemmed from a European Long Term Research Project within the ESPRIT program of the European Union, called CREWS (Cooperative Requirements Engineering With Scenarios), which is coordinated by the first author. Workshop participants listed in the acknowledgments at the end of this paper have contributed to these results in the stimulating atmosphere of Dagstuhl Castle. The workshop was also organized in cooperation with the IFIP Working Group 2.9 (Requirements Engineering), the RENOIR Network of Excellence, and with the RE groups in the British Computer Society and the German Informatics Society. The workshop convened leading researchers and practitioners from various disciplines, in order to cross-examine the effectiveness and efficiency of using scenarios as a tool for modeling, design, development and (technical and organizational) implementation. A corollary theme was the question how the three different disciplines manage scenarios as complex artifacts throughout the planning and systems lifecycle. Selected individual research results by the workshop participants and other researchers have been collected in special issues of the IEEE Transactions on Software Engineering [31] and the Requirements Engineering Journal
Resumo: O objetivo deste trabalho é analisar a interação com artefatos digitais de pessoas que têm muito pouca ou nenhuma familiaridade com computadores pela da explicitação dos atos de fala tanto desses usuários quanto do designer do... more
Resumo: O objetivo deste trabalho é analisar a interação com artefatos digitais de pessoas que têm muito pouca ou nenhuma familiaridade com computadores pela da explicitação dos atos de fala tanto desses usuários quanto do designer do sistema. O que se propõe com este artigo é abordar o diálogo do usuário com o designer mediado pela interface – " preposto do designer " – e a construção do discurso do usuário com os signos da interface, tratando a interface como uma linguagem a ser aprendida. Através da observação participante de alunos de um curso introdutório à informática, foi possível observar a dificuldade dos usuários iniciantes em formular uma intenção para suas elocuções e ao mesmo tempo de entender as ilocuções do designer. Mesmo quando chegam a uma intenção, a esses usuários ainda faltam conhecimentos de como dizê-lo, ou seja, de como compor um discurso que a interface (com sua limitada capacidade de interpretação) seja capaz de compreender. Palavras-chave: linguística aplicada, interação humano-computador, letramento digital, pragmática.
Expression Glasses provide a wearable \appliance-based" alternative to generalpurpose machine vision face recognition systems. The glasses sense facial muscle movements, and use pattern recognition to identify meaningful expressions such... more
Expression Glasses provide a wearable \appliance-based" alternative to generalpurpose machine vision face recognition systems. The glasses sense facial muscle movements, and use pattern recognition to identify meaningful expressions such a s confusion or interest. A prototype of the glasses has been built and evaluated. The prototype uses piezoelectric sensors hidden in a visor extension to a pair of glasses, providing for compactness, user control, and anonymity. On users who received no training or feedback, the glasses initially performed at 94% accuracy in detecting an expression, and at 74% accuracy in recognizing whether the expression was confusion or interest. Signi cant i mprovement b e y ond these numbersappears to be possible with extended use, and with a small amount of feedback (letting the user see the output of the system).
The concept of affordance has different interpretations in the field of Human-Computer Interaction (HCI). However, its treatment has been merely as a one-to-one relationship between a user and a technology. We believe that a broader view... more
The concept of affordance has different interpretations in the field of Human-Computer Interaction (HCI). However, its treatment has been merely as a one-to-one relationship between a user and a technology. We believe that a broader view of affordances is needed which encompasses social and cultural aspects of our everyday life. We propose an interaction-centered view of affordance that can be useful for developing better understandings of designed artefacts. An interactioncentered view of affordance suggests that affordance is an interpretative relationship between users and the technology that emerges during the users' interaction with the technology in the lived environments. We distinguish two broad classes of affordances: affordance in Information and affordance in Articulation. Affordance in information refers to users' understanding of a technology based on their semantic and syntactic interpretation; and affordance in articulation refers to users' interpretations about the use of the technology. We also argue that the notion of affordance should be treated at two levels: at the 'artefact level' and at the 'practice level'. Consequently, we provide two examples to demonstrate our arguments.
An important strand of research that is often neglected in the field of affective computing is that of how users respond to simulated displays of emotion. We present an overview of the few studies that have explicitly investigated this... more
An important strand of research that is often neglected in the field of affective computing is that of how users respond to simulated displays of emotion. We present an overview of the few studies that have explicitly investigated this space and discuss a number of issues related to simulated emotion research. An overview of our own work in this area is then provided, along with forthcoming studies that we plan to conduct. We conclude with a number of suggestions of where future research in this space should focus.
The emotional development that occurs naturally for a child when interpreting facial expressions can be taken for granted when developmental problems are not present. However for children with psychological disorders such as autism... more
The emotional development that occurs naturally for a child when interpreting facial expressions can be taken for granted when developmental problems are not present. However for children with psychological disorders such as autism spectrum disorders (ASDs), early intervention is crucial to help children who struggle to identify key facial expressions and the emotions they are used to convey. Based on automatic facial expression recognition, CopyMe is an iPad game that allows children to learn expressions for associated emotions with real-time feedback on their performance. In this paper, we discuss findings from a pilot study conducted at a childcare centre to evaluate the feasibility of CopyMe for children to learn emotions through observation and mimicry. Based on observational and interview data, we found that the children, especially the ones affected by ASDs, were able to perform well in the game and generally expressed much enjoyment during play. The design of CopyMe as well as our current findings will be most interesting for CHI attendees working in the domain of affective interfaces and serious games, especially those that target children.
ABSTRACT Human factors and ergonomics applies scientific information about human cognition and behavior to support the design of products and systems that enhance human well-being and performance. Human factors and ergonomics... more
ABSTRACT Human factors and ergonomics applies scientific information about human cognition and behavior to support the design of products and systems that enhance human well-being and performance. Human factors and ergonomics professionals investigate human–system interaction at the individual, group, and organizational levels. The aim is to design products that augment human physical, cognitive, and motivational capabilities and improve the social, technical, and organizational aspects of a system. Human factors and ergonomics has been used to improve safety and productivity particularly in complex sociotechnical systems.