Human Factors in Computing Systems Research Papers (original) (raw)

ABSTRACT We are proposing a SIG as an extended forum to build a sustainable network and resource repository for practitioners and researchers engaged in community centered collaborative design in developing countries. In structured... more

ABSTRACT We are proposing a SIG as an extended forum to build a sustainable network and resource repository for practitioners and researchers engaged in community centered collaborative design in developing countries. In structured discussions and an open cross-cultural dialogue, we attempt to build a practical and theoretical foundation based on success and failure stories, challenges and systematic approaches to such HCI. We will explore specific themes around time, trust and values, expectation management and transferability/ sustainability of localized projects. We intend to explore how to document and transform lessons learned into systematic approaches to be deployed in different contexts.

Safety critical systems are systems whose failure could result loss of life, economic damage, incidents, accidents or undesirable outcome, but it is not doubt that critical system safety has improved greatly under the development of the... more

Safety critical systems are systems whose failure could result loss of life, economic damage, incidents, accidents or undesirable outcome, but it is not doubt that critical system safety has improved greatly under the development of the technology as the number of hardware and software induced accidents has been definitely reduced, but number of human deviations in their decision making found in each accident range remains more. We deeply reviewed traditional human error approaches and their limitations and propose approach of Human Cognitive Bias Identification Technique (H-CoBIT) that identifies, mitigates human potential cognitive biases and generates safety requirements during the initial phase of system Design. This proposed method, analyses the design of safety critical systems from a human factors perspective. It contributes system analyst, designers, and software engineers to identify potential cognitive biases (metal deviations in operator's decision-making process) during the system use. To ensure the validity of the proposed method, we conducted an empirical experiment to validate the method for accuracy and reliability comparing different experimental outcomes using signal detection theorem.

User-Centered Design (UCD) is not a new concept. It has been used by commercial industry for over 30 years. However, it has rarely been used during the design and development of military equipment. With the Army’s recent emphasis on early... more

User-Centered Design (UCD) is not a new concept. It has been used by commercial industry for over 30 years. However, it has rarely been used during the design and development of military equipment. With the Army’s recent emphasis on early experimentation, rapid acquisition, and the use of Soldier Touch Points to drive design decisions, more case studies documenting UCD processes and lessons learned are needed. This case study presents a UCD process that began before contract award. Literature reviews, contextual observation studies, focus groups, online surveys, and design-focused task analyses provided the User-Centered Design (UCD) is not a new concept. It has been used by commercial industry for over 30 years. However, it has rarely been used during the design and development of military equipment. With the Army’s recent emphasis on early experimentation, rapid acquisition, and the use of Soldier Touch Points to drive design decisions, more case studies documenting UCD processes and lessons learned are needed. This case study presents a UCD process that began before contract award. Literature reviews, contextual observation studies, focus groups, online surveys, and design-focused task analyses provided the foundational design intelligence to drive early development decisions. The creation of wireframes (screen mock-ups) and prototype software has enabled the program to iteratively obtain user feedback and implement course corrections as necessary. Improving the system’s usefulness and usability through user-centered design, helps to minimize late stage design changes that increase schedule and cost. Key insights and lessons learned from the application of UCD and their impact on system design are discussed. design intelligence to drive early development decisions. The creation of wireframes (screen mock-ups) and prototype software enabled the program office to iteratively obtain user feedback and implement course corrections as necessary. Improving the system’s usefulness and usability through user-centered design, helps to minimize late stage design changes that increase schedule and cost. Key insights and lessons learned from the application of UCD and their impact on system design are discussed.

Premised upon the observation that MOOC and Crowdsourcing phenomena share several important characteristics, including IT-mediation, large-scale human participation, and varying levels of openness to participants, this work systematizes a... more

Premised upon the observation that MOOC and Crowdsourcing phenomena share several important characteristics, including IT-mediation, large-scale human participation, and varying levels of openness to participants, this work systematizes a comparison of MOOC and Crowdsourcing phenomena along these salient dimensions. In doing so, we learn that both domains share further common traits, including similarities in IT-structures, knowledge generating capabilities, the presence of intermediary service providers, and techniques designed to attract and maintain participant activity. Stemming directly from this analysis, we discuss new directions for future research in both fields and draw out actionable implications for practitioners and researchers in both domains.

Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering... more

Sport is an area in which the number of available computing devices is growing rapidly. However, HCI has so far devoted rather little attention to the sports domain. This workshop aims to form a community around sports by gathering existing activity in the HCI domain, thus starting a discussion on what HCI can contribute to the sports domain, as well as what HCI can gain from studying sports.

Video-based eye trackers increasingly have potential to improve on-screen magnification for low-vision computer users. Yet, little is known about the viability of eye tracking hardware for gaze-guided magnification. We employed a... more

Video-based eye trackers increasingly have potential to improve on-screen magnification for low-vision computer users. Yet, little is known about the viability of eye tracking hardware for gaze-guided magnification. We employed a magnification prototype to assess eye tracking quality for low-vision users as they performed reading and search tasks. We show that a high degree of tracking loss prevents current video-based eye tracking from capturing gaze input for low-vision users. Our findings show current technologies were not made with low vision users in mind, and we offer suggestions to improve gaze-tracking for diverse eye input.

Вusiness continuity and disaster recovery planning is presented as a key activity for most of the business organizations today, directly connected to the information security in the organization. The role of the human factor, which... more

Вusiness continuity and disaster recovery planning is presented as a key activity for most of the business organizations today, directly connected to the information security in the organization. The role of the human factor, which importance is definitely increasing after some flu pandemics, in this planning process is presented and explained.

ABSTRACT The main contribution of this paper is to realize a method for modifying perception of satiety and controlling nutritional intake by changing the apparent size of food with augmented reality. As a possible method for decreasing... more

ABSTRACT The main contribution of this paper is to realize a method for modifying perception of satiety and controlling nutritional intake by changing the apparent size of food with augmented reality. As a possible method for decreasing rates of obesity, we focused on controlling food intake implicitly without any effort. We hypothesized that ambiguous perception of satiety can be applied to control our food intake. Recent psychological studies have revealed that the amount of food consumed is influenced by both its actual volume and external factors during eating. Based on this knowledge, we sought to control perception of satiety gained from the same amount of food by changing its apparent size. We also proposed a method for food-volume augmentation using real-time shape deformation. Our results suggest that this augmentation can control the perception of satiety and food intake.

ABSTRACT We are proposing a SIG as an extended forum to build a sustainable network and resource repository for practitioners and researchers engaged in community centered collaborative design in developing countries. In structured... more

ABSTRACT We are proposing a SIG as an extended forum to build a sustainable network and resource repository for practitioners and researchers engaged in community centered collaborative design in developing countries. In structured discussions and an open cross-cultural dialogue, we attempt to build a practical and theoretical foundation based on success and failure stories, challenges and systematic approaches to such HCI. We will explore specific themes around time, trust and values, expectation management and transferability/ sustainability of localized projects. We intend to explore how to document and transform lessons learned into systematic approaches to be deployed in different contexts.

Abstract In this video we describe Energy House. Energy House is a game designed with the Cooperative Inquiry Method through the Layered Elaboration technique. Children power items in a virtual house by jumping up and down. ... Keywords... more

Abstract In this video we describe Energy House. Energy House is a game designed with the Cooperative Inquiry Method through the Layered Elaboration technique. Children power items in a virtual house by jumping up and down. ... Keywords Co-design, children, participatory design, techniques, cooperative inquiry, games ... ACM Classification Keywords H5.0. Information interfaces and presentation: General. ... References [1] Walsh, G., Druin, A., Guha, ML, et al. Layered elaboration: a new technique for co-design with children. Proceedings of the ...

Special Note Please note that the term invited in the title refers to the manner in which this panel is approved for inclusion in the program and not to any qualification of the participants at the actual event. Everyone is welcome and... more

Special Note Please note that the term invited in the title refers to the manner in which this panel is approved for inclusion in the program and not to any qualification of the participants at the actual event. Everyone is welcome and encouraged to attend and participate. ... Abstract This year's CHI Sustainability Community's SIG is designed to broaden participation and also designed to collect an inventory of issues and opportunities to broaden the reach and scope of HCI's role in securing a sustainable future. ... Keywords Sustainability, Sustainability Community, ...

This workshop brings together researchers, designers and instrument builders to explore how we can reframe the way we design "machines" for creative expression. For the purpose of this event, we are focussing on the case of... more

This workshop brings together researchers, designers and instrument builders to explore how we can reframe the way we design "machines" for creative expression. For the purpose of this event, we are focussing on the case of music, but the outcomes will be useful to the broader field of instruments and interfaces for creative work. Three opportunities/challenges are presenting themselves: The disappearing computer is putting embodiment back in the center of our concerns; intelligent agents are reaching a level of complexity, where it is feasible for an interface to provide suggestions based on your own work practices; and finally, creative work is increasingly done in collaboration reminiscent of the classic image of musicians playing in a group. Together, this opens up new possibilities to rethink how we "collaborate with machines" in our creative work. The workshop is focussed on charting these new possibilities and constraints.

The future of the cities is being planned based on new technologies, such as IoT and cloud computing, providing such infrastructure to citizens to use anywhere at anytime to support their activities. This new context is being called Smart... more

The future of the cities is being planned based on new technologies, such as IoT and cloud computing, providing such infrastructure to citizens to use anywhere at anytime to support their activities. This new context is being called Smart Cities. However, this scenario aims at building cities' infrastructure, not attending citizens' needs to gather and form communities, considering the social nature of human beings and how disruptive technologies can be to the sense of community and citizenship. So, instead of the current social network trend reinforcing people using technology to create a "virtual social life" avoiding the physicality, we believe technology itself can be used to manage this techno-social dilemma, completing the technological infrastructure proposed for smart cities. We present a Digital Community Ecosystem (DCE) aiming at guiding technology? developers in the process of creating applications to bond communities in the Smart Cities era.

We developed a real-time, multimodal Student Engagement Analytics Technology so that teachers can provide just-in-time personalized support to students who risk disengagement. To investigate the impact of the technology, we ran an... more

We developed a real-time, multimodal Student Engagement Analytics Technology so that teachers can provide just-in-time personalized support to students who risk disengagement. To investigate the impact of the technology, we ran an exploratory semester-long study with a teacher in two classrooms. We used a multi-method approach consisting of a quasi-experimental design to evaluate the impact of the technology and a case study design to understand the environmental and social factors surrounding the classroom setting. The results show that the technology had a significant impact on the teacher's classroom practices (i.e., increased scaffolding to the students) and student engagement (i.e., less boredom). These results suggest that the technology has the potential to support teachers' role of being a coach in technology-mediated learning environments.

Recents studies have demonstrated how useful and funda- mental psychological aspects such as people Personality Traits and Emotions are during human decision-making process. Some research towards the identification and model of... more

Recents studies have demonstrated how useful and funda- mental psychological aspects such as people Personality Traits and Emotions are during human decision-making process. Some research towards the identification and model of user's Emotions have been done by Aective Computing researchers, however Personality Traits have been quite neglected. The World Wide Web is an enormous source of products and services available for people. There is a huge eort done by scientists towards the creation of eective strategies to per- sonalize those products/services for each people interested in using them. By storing Personality Traits in User Profiles we intend to enable Recommender Systems in order to de- duce more interesting recommendations for users acting pro- actively to oer them products/services as a consequence of a prediction of their future needs and behaviors. To fill this gap, in this work, we propose the interpretation, modeling, formalization, storing and application of Pers...

Virtual reality (VR) enables immersive applications that make rich content available independent of time and space. By replacing or supplementing physical face-to-face meetings, VR could also radically change how we socially interact with... more

Virtual reality (VR) enables immersive applications that make rich content available independent of time and space. By replacing or supplementing physical face-to-face meetings, VR could also radically change how we socially interact with others. Despite this potential, the effect of transferring physical collaborative experience into a virtual one is unclear. Therefore, we investigated the experience differences between a collaborative virtual environment (CVE) and a physical environment. We used a museum visit as a task since it is a typical social experience and a promising use case for VR. 48 participants experienced the task in real and virtual environments, either alone or with a partner. Despite the potential of CVEs, we found that being in a virtual environment has adverse effects on the experience which is reinforced by being in the environment with another person. Based on quantitative and qualitative results, we provide recommendations for the design of future multi-user ...