Technology


Towards Theme Discovery Paradigm in the Internet of Things

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Author
J. Waldo CERVANTES-SOLIS and Chris BABER
Abstract
In this paper, we present a novel concept for exploring the Internet of Things (IoT). We develop the concept of a Theme as a way of conveying the purpose of an IoT network, through the interactions of smart objects. This approach draws on the affinity between social networks and IoT and we consider the idea of ‘friendship’ between objects. Finally, we present the initial findings from a study involving a collection of instrumented objects and the identification of sequences and patterns in their data towards establishing the overarching theme of that test-bed network.

 


Beyond user-centred design. Crowdsourcing with Serious Games for Design.

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Author
Edward Oates
Abstract
Designers rely on direct access to ‘users’ (those who will use the product) to assist in their design process. User-centred design strongly emphasises the full involvement of users in the design process; but what happens when they aren’t available? This study investigates the extent to which Serious Games may offer an asynchronous remote alternative to ‘face-to-face’ design processes through Crowdsourcing. A design process completes with summative usability testing of the product. Again, a lack of access to users is a serious limitation and one that may be ameliorated by remote unmoderated usability testing. The extent to which Serious Games may be the vehicle for remote usability testing is also explored in this research. Results from the Crowdsourcing activity show, from contributed design ideas, that a Serious Game may provide a credible tool for Crowdsourced Design. Remote unmoderated testing has known limitations and the use of Serious Games provides some mitigation, with careful implementation being required. This is a mid-study report on UK Ministry of Defence sponsored research under the Royal Navy ‘DARE Innovation’ initiative.

 


Using screens: How much time are children and young people spending on technology?

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Author
Jo FOWLER and Jan NOYES
Abstract
In the last two decades, anecdotal evidence suggests that screen use has increased considerably in children and has influenced their health and wellbeing. This study investigates how much time children and young adults spend on their screens. Forty-five participants were interviewed; the maximum number of hours spent on screens is 10 and the lowest is one. Mindful use of screens is recommended with careful monitoring of screen use by users and carers of young children.

 


Critical care outreach: impacts of electronic observations and alerting technology

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Author
Sophie Glazik
Abstract
Information technology is an increasingly pervasive aspect of the healthcare environment, but introduction of new technology into complex systems like healthcare can create new opportunities for failure. Whilst literature on the unintended consequences of technology is extensive, less is known about the impacts it has on clinical work and patient safety. This paper reports the findings of a case study conducted at a large National Health Service (NHS) Trust in England, where electronic observations and alerting technology was introduced to replace paper charts. Using a qualitative approach, the study aimed to explore the impacts of this technology on a critical care outreach team’s performance and patient safety. Data from observation and ten semi-structured interviews with critical care outreach nurses were thematically analysed. The new technology has not only changed the way that patient observations data is recorded, displayed and viewed, it has also introduced a new mode of communication between groups of clinical staff: electronic alerts. Four main themes emerged that characterise the main changes brought about by the technology: communication, situation awareness, professional issues and workload. The relationship between aspects of these themes and patient safety was not perceived to be straightforward.

 


Investigation of scenarios format delivery in user studies for future technology

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Author
Xia Liu & Setia Hermawati
Abstract
Manufacturing is a domain that is heavily influenced by and relies on future technology which have direct effects on its employees. It is known that user studies are required to ensure that products or systems meet requirement from and are accepted by potential users. However, it is difficult to explore users' responses for future technology that users have no direct experience and knowledge. ContraVison is one of user study methods and is commonly used to study perceptions and acceptance of new future technology. Participants are typically exposed to positive and negative scenarios. This study investigates how different format of scenarios delivery (video, audio and text) in a modified ContraVision affects the richness of information that could be obtained from potential users. Thirty participants were recruited and divided evenly into three groups of user studies. Data was collected through semi-structured interviews and thematic analysis was used. There was no significant effect of the scenarios format delivery on the richness of information that could be obtained from participants in these three groups, although there was a trend that video offers richer information than audio and text. However, further study was required to ascertain this finding as limited characteristics and number of participants in this study might have an impact on the results of current study.

 


Design considerations for a Mobility as a Service (MaaS) application – based on analysis of utility

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Author
Jisun Kim, Henrietta Howarth, Joy Richardson & John Preston
Abstract
This study discusses how a MaaS app could be designed and optimised to maximise acceptance by users. Design considerations are suggested based on the analysis of the utility of eleven mobility apps for the general public focusing on the main content and features.

 


Assessing pilots’ situation awareness using touchscreen inceptor

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Author
Kyle Hu, Wojciech Tomasz Korek & Wen-Chin Li
Abstract
This research aims to investigate the innovative technology of touchscreen inceptor impact on pilots' situation awareness compared to a traditional sidestick. The Pupil Lab eye tracker collected pilots' fixation counts in the Future Systems Simulator (FSS), and subjective measure was the situation awareness rating technique (SART). A significant difference was spotted in the attention demand, understanding, and total score from SART analysis. Furthermore, the visual parameter of fixation counts indicated that pilots spent less time on OTW and more time on PFD when interacting with the touchscreen inceptor compared to the sidestick. The findings show the potential to implement a touchscreen in future flight deck designs.

 


Encouraging eco-driving: the case for accelerator–based haptic information

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Author
Rich McIlroy and Neville Stanton
Abstract
Over the course of two driving simulator experiments, various types of eco-driving support were investigated. In the first experiment, sensory mode was examined. Driving performance in conditions with visual, auditory, and vibrotactile stimuli, and all combinations thereof, were compared with each other, and with performance when driving without information. The stimuli aimed at discouraging excessive acceleration, and at encouraging an enhanced coasting phase when approaching events necessitating deceleration. Following results from that experiment, the second experiment looked only at vibrotactile information for the support of enhanced coasting phases. As with experiment one, the vibrotactile alerts were presented via the accelerator pedal; however, where in experiment one coasting alerts were provided at a fixed eight seconds before a slowing event, experiment two manipulated this timing (using four, eight, and twelve second thresholds). The general conclusion was that vibrotactile information, presented through the accelerator pedal, represents a promising and as yet under investigated method of supporting eco-driving and, moreover, that coasting as a fuel-saving strategy is more deserving of support via in-vehicle information than is the discouragement of harsh accelerations.

 


Introducing contactless technology into the financial self-service environment

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Author
Elina Jokisuu, Eleanor Forrest, Maggie McKendry, Marshall Munro & Phil Day
Abstract
The use of contactless technology has grown; this led to a development to integrate it on an automated teller machine (ATM). This case study illustrates the importance of maintaining a holistic view of the entire system (including the physical interface, the onscreen experience, and the person using the technology), particularly when introducing new technology or interaction paradigms. It also demonstrates the benefit of multiple iterative rounds of ideation, concept creation and evaluation; without multiple cycles an acceptable solution would not have been found. Wider lessons are drawn for the design of hardware.

 


Streamlining experimental processes using bespoke software

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Author
Daniel Fay, Neville A Stanton & Aaron PJ Roberts
Abstract
The Command Teamwork Experimental Test-bed project was a programme of work that evaluated future ways of working in control rooms through a series of command team studies. Each study required a large software stack to record the necessary data. For each study, teams of participants operated stations that required configuration before each scenario. This configuration was performed by giving spoken instructions to participants. While these instructions worked, they had issues that negatively affected the experimental procedure. To alleviate these issues, software was developed to configure the software stack for each participant. This software, the ComTET Laboratory Automation and Management Shell, has yielded benefits to both experimenters and participants. It is put forth that similar results could be achieved in other experiments by practitioners using software to bolster their experimental procedure.

 


Treating uncertainty in sociotechnical systems

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Author
Mark Andrew
Abstract
Design goals guide design efforts but complex systems can lead to designers’ intentions being eclipsed. This paper’s proposition is that sociotechnical systems design offers scope for improved reliability and is built on three features of current design practice. First, design teams seek cooperative cognition to work together but inadequately understood outcome scenarios can impoverish joint understanding. Second, design team collaboration is bounded by innate psychological biases, which can spoil design decisions. Third, some views of risk in design thinking suffer from a limited conception of uncertainty and its influence. These constraints in design practice are examined (referencing the reach of Artificial Intelligence as one example design domain) and how such constraints may be addressed in design practice.

 


Exploring workload and performance through the use of visual analytics

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Author
Joanne Kitchin & Chris Baber
Abstract
In Visual Analytics, the output of automated analysis is presented to users in an interactive visualisation. By responding to this, the user can modify the parameters of the computer visualisation. This raises questions about the design of the visualisation and the appropriate level of interaction for users. This paper focuses on the impact of visualisation on user performance. A simple air target detection task (in which automated support identified possible threat aircraft) was combined with a secondary task (in which target letters had to be detected against a background). Four visual analytic displays were used to complete a target detection task over two studies. The first study explored how the displays affected workload, attentional demand and performance, and the second how workload, attentional demand and performance are affected by task load (using the same displays). Results show that the use of visual analytic displays maintains response time and primary task performance when task load increases. This suggests that the demand on attention is easier to manage when visual analytic displays are used.

 


Exploring the Perceived Privacy of On-Screen Information and Its Impact on the User Interface Design of a Self-Service Terminal

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Author
Elina JOKISUU, Andrew W. D. SMITH and Phil DAY
Abstract
Self-service terminals (SSTs) such as automated teller machines (ATMs), often handle information that is personal and sensitive in nature e.g. financial details. So it is vital that the user feels their information privacy is not compromised by the SST. This exploratory study investigates how users perceive the privacy of an ATM user interface. Using paper prototyping and role-play, the study participants identified those user interface areas they perceived to be the most and least private.

 


Persona-Technology footprint: an evaluation of 144 student’s perceptions of a person using assistive technology

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Author
George Torrens, Ian Storer Salman Asghar Ruth Welsh & Karl Hurn
Abstract
The persona-technology footprint is the visual balance between the enabling technologies associated with an individual and the person. This design heuristic enables a practitioner to quickly assess the area of visible technology compared with that of the person. The objective of a designer is to minimise the perceived technology and emphasise the personality of the individual. This study looks to provide detail about the visual balance between areas of a person covered by assistive technology and which areas of a person it is important to ensure are visible. A survey of 144 undergraduate design students involved them choosing where they considered they no longer saw ‘the person’, due to them being covered by assistive technology. This involved three different line drawings: one that had different sections of the person’s profile blacked out to represent the presence of equipment in front of the person; the second with the outer profile of the person visually broken by the overlapping blacked section; and, a line drawing of a person’s head with blacked out sections that both covered areas of the head and broke the outer profile. The points chosen by students were collated and processed statistically using ANOVA. In all three choices, students chose the point where the person was covered up to the point of their eyes being covered. This suggests we view another person’s eyes to represent them more than any other part of their body. Further studies are required to explore this outcome.

 


Can the NHS learn about human factors from the Ministry of Defence?

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Author
Giulia Miles & Sue Hignett
Abstract
The National Health Service (NHS) in England has ambitious plans to drive innovation in health information technology (HIT) to improve patient safety, quality and cost effectiveness. Acute trusts are complex socio-technical systems that are required to implement a number of large information technology projects in order to meet national targets for digital maturity. This research explored whether the Ministry of Defence (MOD) Human Factors Integration Model for the acquisition process could be applied to a HIT project. A qualitative research study was undertaken in a large English NHS acute trust using the experience of implementing an electronic observation system to explore transferability of the MOD approach to acute healthcare. Data were collected using semi-structured interviews and focus groups and analysed thematically with reference to SEIPS 2.0 (Holden et al, 2013) healthcare systems model and the MOD framework. Key findings included limited awareness of Human Factors in healthcare; information system design/specification to deliver positive outcomes around patient safety and financial savings. Human Factors negative systems issues included alert fatigue, changing mental models, inability to maximise data for patient benefit, system resilience, local and national interoperability issues.

 


Review of UAV Loss of Control In-Flight: Accidents and Incidents

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Author
Rahma El Safany, Michael A.Bromfield
Abstract
Sixty Uncrewed Aerial Vehicle accident reports were analysed to identify possible causal and contributory factors leading to loss of control in flight and recovery actions where applicable. Manufacturing and design errors were dominant in 22 causal factors (34% of events) and 18 contributory factors (22% of events) (e.g. ingestion of precipitation). Recovery was not attempted in 35 (55%) events. The relationship between age, total hours experience, hours experience on type, recovery attempts and number of accidents increase with operator age or lack of experience was also analysed. As total experience increases the number of accidents and attempted recovery increases. All this information is presented in a framework adapted from the Accident Route Matrix to recognise loss of control in flight in future accidents and improve recovery response.

 


The impact of interaction mechanisms with in-vehicle touch screens on task performance

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Author
Ayse Leyla Crossland, Gary Burnett, David R Large, Catherine Harvey
Abstract
Although they provide a better driving experience, the developments within in-vehicle technologies also raise concern due to their contribution to driver distraction. Especially the introduction of in-vehicle touch screens has the potential to increase visual demand by the in vehicle information system (IVIS). It is crucial to conduct research to identify different ways for drivers to interact with in-vehicle displays in order to decrease the visual demand placed on the driver. The driving simulator study discussed in this paper aimed to investigate the effects of driving complexity (stationary, simple, complex) and different interaction mechanisms (foveal vision, peripheral vision, muscle memory) with in-vehicle touch screens on a secondary task, driving performance and NASA TLX scores. The results showed driving complexity had no significant effect on secondary task and driving performance. However, button selection task time and error rates were significantly higher during muscle memory conditions compared to peripheral and foveal vision conditions. Conversely, foveal and peripheral vision had a negative impact on driving performance unlike muscle memory conditions. Overall, this study highlighted the similarities between foveal and peripheral vision but also the potential to encourage drivers to keep their eyes on the road by considering peripheral vision as an interaction mechanism when designing in-vehicle touch screens.

 


Applying nudge to organisational communications: nudge and source impact on e-learning completion

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Author
Ami Chohan, Dr. Ann Bicknell, C.Psychol.
Abstract
Nudge and its application to decision-making and behavioural change, continues to gain increasing academic and mainstream interest. Mandatory e-learning is now a vehicle which delivers many core and business critical skills including legal compliance with safety and security. In addition, the ‘just in time’ nature of an efficient business requires that employees receive business learning for sales and service offerings as close to the point of use as possible, without limit of geography and supporting learner inclusivity and we have seen a drop in lengthy induction and training courses. It is disappointing then, that the claims made for digital learning procurement are rarely matched by the uptake or measurable transfer from it. There is substantial empirical evidence to support the effectiveness of nudge intervention in the public and domestic domain. However, little attention has focused on its application to the workplace and even less so, in instances where behavioural change is not linked to clear personal reward. This study quantitatively explored whether nudge application and source of communication influenced the probability of employees completing an optional e-learning module. Two hundred and sixty-five employees at a major UK transport organisation were exposed to one of six versions of an email stimulus manipulated by source and nudge application. Third Person Effect, a phenomenon where individuals believe others are more likely to be influenced by mass media communication than themselves, was identified as a potential co-variate. A binomial logistical regression identified ‘nudge, expert source’ and ‘no nudge, authority source’ to be statistically significant predictors for e-learning completion. Findings suggest that information disclosure nudges introduced by an expert source can support organisations in encouraging employees to engage with optional work-based activity where no clear personal reward is identifiable. Non-nudged organisational communications from an authority source are better predictors to encourage compliance driven decision-making and behaviour change.

 


Setting it straight: Human factors, technology, and pipe alignment in shipbuilding

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Author
Valerie J. O’Keeffe, Arvind Rajagopalan, Kosta Manning, Sara Howard, Ann-Louise Hordacre & John Spoehr
Abstract
Pipe alignment is a critical task in shipbuilding, requiring high precision. Accurate measurement can be assisted by digital technology, with potential benefits for operators and business. This paper summarises a trial comparing a manual and technology-assisted pipe alignment task in shipbuilding.

 


Driver Interaction with a Traffic Light Assistant App: A Naturalistic Investigation

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Author
Kyle WILSON, Karl BRIDGES, Paul WARD, Simon PARKINSON, Tyron LOUW, Ryan COONEY
Abstract
A smartphone-based traffic light assistant application, EnLighten, was investigated for its ability to improve subjective driving experience and safely reduce the time it took drivers to ‘move off’ at signalled intersections. Five drivers participated in four trials over a period of three weeks. Testing took place on public roads in unaltered normal traffic conditions. It was found that EnLighten can reduce move-off times, however it presented safety risks. Advantages and disadvantages of naturalistic in-vehicle testing are also discussed.

 


Design Blindspots: User testing clinical IT systems

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Author
Lauren J Morgan & Paula Pryce
Abstract
In early 2021, the MHRA launched its guidance on applying human factors and usability engineering to medical devices including drug-device combination products in Great Britain (MHRA, 2021). In its guidance it states: A usability engineering process can, and should, be applied by device manufacturers in the identification, assessment and mitigation of potential patient and user safety risks; also in the analysis of incidents that have occurred, in order to identify learning and put into place corrective actions to improve device design However, experience in hospital healthcare is that many devices and IT systems are often poorly designed and continue to contribute to patient safety risks. A seminar Harvard Business Review paper stated: “to fix physician burnout, we must first fix the electronic patient record”. In everyday work in our hospitals we see examples where poor device and IT design is making clinicians lives harder, and decreasing patient safety as a consequence. We have a workforce cataclysm, of which the state of hospital devices and IT is possibly contributing to rather than helping to fix. We explore a simplified multi-method approach to user testing to identify patient safety and usability risks. We present evaluations of 3 clinical IT systems, showing how user testing conducted correctly easily identifies these safety risks. The MHRA guidance as currently stands is not being used fully by suppliers, we need to consider how to strengthen its impact.

 


A qualitative study of sleep trackers usage: evidence of orthosomnia

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Author
Samuel Aupetit, Gäetan Dubroca, Sara Escaich, Philippe Cabon
Abstract
This article deals with digital sleep trackers that give information about sleep duration and quality in everyday life. Despite the number of these devices, scientific and independent studies of their usage are rare. This work aims at describing the acceptance (short term) and appropriation (long term) of these devices in order to identify their benefits and limitations. Data collection combines questionnaires on sleep and user experience, a sleep diary, and interviews on human computer interface. The main results concern the evidence of “orthosomnia”, an anxiety phenomenon, that is affecting people who obsess over the results of their sleep trackers.

 


Consideration of Stakeholders for Technology Acceptance in Marine Conservation

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Author
Dr Ella-Mae Hubbard, Melissa Schiele & Prof. Paul Lepper
Abstract
This paper discusses the importance of understanding various stakeholder perspectives before investigating technology acceptance. Stakeholders are identified, from a systems perspective, with their key requirements and interactions. This is part of wider work towards developing an Augmented Technology Acceptance Model (for example acceptance of drone technology) within the context of marine conservation.

 


Identifying the role of human factors in Industry 4.0 Revolution

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Author
Setia Hermawati & Glyn Lawson
Abstract
The current trend and initiative towards a digital revolution in manufacturing is commonly known as “Industry 4.0”. Industry 4.0 aggregates various technologies such as data analytics, internet of things, cloud computing. Recently, a new concept and typology of so called “Operator 4.0” were introduced to elucidate human roles and interaction with different technologies that potentially act as enablers in Industry 4.0 revolution. The typology is mainly based on the type of Industry 4.0 enabler technologies i.e. augmented reality, virtual reality, wearable technologies, intelligent personal assistant, collaborative robot, platform for social networks, exoskeleton and big data analytics. This paper, a literature review, aims to provide further contribution on the concept of “Operator 4.0” and identify aspects that need attention and consideration from human factors experts. For each typology, state of the art reviews were collected and used as basis to achieve the aforementioned aim.

 


Modelling user interactions in the Internet of Things

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Author
J. Waldo Cervantes-Solis & Chris Baber
Abstract
User experience with ‘smart’ objects determines the device’s adoption. One important consideration, therefore, is whether it is possible to model the interactions prior to development, so that design decisions can be made which could enhance user experience. In this paper, we focus on the use of Task Analysis for Error Identification (TAFEI) as a tool for Internet of Things (IoT) systems modelling. Based on the concept of identifying and characterising the purpose of the social-like interactions, we analyse how goals are achieved when using an instrumented object. TAFEI provides a perspective in which Human-Internet of Things Interaction (HII) is analysed from the context of system’s goals and sub goals. As such, this approach not only provides system’s failure scenarios, but more appropriately for IoT enabled objects, it also enables the identification of new scenarios for the system to provide knowledge to the user, and allow it to predict a user’s intent and pre-emptively take action on the user’s behalf. This methodology allows Internet of Things development to not only consider sensor data, but also system usability, promoting meaningful HII, and improving user engagement with IoT systems.

 


Factors influencing perceptions of productivity associated with digital manufacturing technology

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Author
Tony Sandhu, Elizabeth M. Argyle and Sarah Sharples
Abstract
Industry 4.0, or the fourth industrial revolution, has the potential to transform manufacturing productivity through the integration of digital manufacturing technology. Although digital technologies are considered to have the potential to enhance organisational productivity, the impact of such technologies on humans and the systems they work within is not fully understood. Furthermore, there is also a lack of knowledge related to factors influencing perceived impact of digital manufacturing technology on productivity – improved understanding of public perceptions can provide insight into predicting technology acceptance and developing readiness for the introduction of new workplace technologies. Using a questionnaire approach and factor analysis, this work investigated perceived impact of digital technology on manufacturing productivity. Seven underlying factors associated with productivity were found through principal component analysis and included innovation, adaptability, reliability, performance, quality, time efficiency and risk management. This enabled the questionnaire to be refined, providing a tool that could be used in future research into public perceptions of technology and productivity.

 


Digital technology competence and experience in the UK population: who can do what

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Author
Joy Goodman-Deane, Mike Bradley and P. John Clarkson
Abstract
Digital interface designers often assume that users will have a certain level of digital interface competence, but this is often not the case. In a previous study in 2010, we showed that frequency of technology use and perceptions of ease of use decline with age, across a range of products. This paper updates and expands this work, presenting results from a survey in 2019 of 338 adults across England and Wales. The survey examined the frequency of use of digital devices and the execution of common computing tasks. In addition, it directly assessed users’ ability to use some common technology symbols and interface patterns using simplified paper prototype testing. The results indicate that technology experience and competence decline with age, and many aspects also decline with decreasing social grade. However, there is no correlation with gender. We identify particular demographic groups with very low levels of digital competence, of which designers should be aware.

 


Human factors in emergency management

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Author
Weixuan Li, Glyn Lawson & Gary Burnett
Abstract
Good emergency management is essential when human beings face natural disasters. However, there are many human factors challenges in this area, in particular teamwork amongst those involved with the response efforts, but also communication, navigation, and workload. This article presents the findings from nine interviews with emergency management practitioners based in China, with an emphasis on the potential use of Virtual- and Augmented-Reality to address the aforementioned human factors issues.

 


Some implications of Software – Dominated Manufacturing for the ergonomics profession

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Author
Murray SINCLAIR, Carys SIEMIENIUCH and Michael HENSHAW
Abstract
Whether or not manufacturing moves whole-heartedly to the paradigm of Cyber-Physical Systems of Systems as indicated first in the ‘Industrie 4.0’ programme in the FRG, there is little doubt that manufacturing will become software-dominated by 2025. This will have significant implications for ergonomists involved in manufacturing: for the nature of roles and jobs, for the design of workspaces and workplaces, and for the design of the interactions between humans and automation. The paper explores some of these implications.

 


Touchscreen usage with upper limb prostheses: initial explorations

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Author
Phil Day, Elina Jokisuu, Maggie McKendry, Scott Edward, & Rami Abboud
Abstract
This paper describes a formative investigation into the use of projected capacitive touchscreens with upper limb prostheses. A difference in performance was found between two types of touchscreen, and also between different varieties of prosthesis; although the methodology means that further study is required as the prostheses were held in a simulated contact rather than actually worn in a realistic manner. Even with these caveats, this early work demonstrates the potential problem that exists in using touchscreens with a prosthetic device, and explores some possible solution areas.

 


The quantity and nature of in-vehicle cognitive demands experienced by real-world drivers

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Author
Madeleine CONAGHAN, Edward ELTON, Periklis CHARCHALAKIS, and Elias STIPIDIS
Abstract
A real-world driving study was conducted into the cognitive demands within the cabin of a modern domestic car. The quantity and nature of the interactions were recorded, along with dashboard and centre console glances. Ethnographic data was collected from a sample of 8 drivers using remote video analysis and a journey diary. The results suggest that glancing at the dashboard is the highest singularly demanding task, and the highest cognitive demands occur when several types of visuospatial sketchpad representational information are presented to the driver. Therefore, the type of information presented may be more demanding than the area it comes from.

 


Supporting Safer Work Practice Through the Use of Wearable Technology

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Author
Judy Bowen, Annika Hinze, Jemma König and Dylan Exton
Abstract
Forestry has the highest accident rate of any industry in New Zealand. One of the known contributors to accidents is worker fatigue, which can be attributed to the long working days and physically (and/or mentally) demanding nature of the work. Wearable technology is increasingly being proposed within work environments as a way of supporting workers in different tasks and monitoring workers in hazardous environments. However, in most cases ‘off the shelf’ wearables are not fit for purpose in rugged outdoor environments. Over the past five years, we have conducted numerous studies and undertaken research into the use of wearable technology in New Zealand forestry. The work aims to address existing problems by developing ethical and evidence-based wearable technology which is suitable for forestry workers. We describe the development of a smart vest for forestry workers along with key insights gleaned from the development, design and testing processes.

 


Evaluating touchscreen PIN entry with visually impaired users

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Author
Elina JOKISUU, Mike MCKENNA, Andrew W.D. SMITH and Phil DAY
Abstract
Touchscreens on self-service terminals such as ATMs (automated teller machines) can be difficult to use for people with visual impairment. In this paper we present a study developing gestural interaction methods to be used for entering the Personal Identification Number (PIN), which is a particularly challenging task as there are additional security requirements prohibiting most auditory feedback. After initial concept development, four PIN entry concepts were evaluated with visually impaired users. The concept with tactile features was found to provide significant benefits: a fixed tactile reference point for orientation as well as added support for people unfamiliar with touchscreen interaction.

 


Usability of pocket-based cash recyclers for self-service

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Author
Phil Day, Maggie McKendry & Marshall Munro
Abstract
In this paper we present the results from six user tests conducted between 2014 and 2017. These tests investigated the usability of depositing and withdrawing money from a pocket-style cash recycler; where the notes are inserted into and removed from an open receptacle rather than from a slot. Some of these involved working modules, some used purely static models of pockets, and others used early prototypes. Results are presented from these evaluations, along with broader conclusions as to the usability and acceptability of pocket-style cash recyclers for use in self-service devices such as automated teller machines (ATMs).

 


Digital deterioration monitoring tools in care homes

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Author
Tara Marshall & Amy Dolben
Abstract
This paper uses thematic analysis to explore the effectiveness of using a digital platform to support the use of deterioration monitoring tools in care homes across Suffolk and Essex. The benefits to staff, residents and the wider healthcare landscape are numerous, but significant system-level challenges must be addressed in order to ensure the successful adoption and spread of these tools across the social care sector.

 


How the Accuracy of Interactive Voice Assistants Affect Perceived Trust

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Author
Wenhu Zhang & Chris Baber
Abstract
We asked 30 participants to ask questions of an Interactive Voice Assistant (IVA) which we had modified to provide different levels of accuracy in its answers. The levels of accuracy were low (55%) or high (80%). We also told users what level of accuracy to expect (60% or 100%). This produced a set of 6 combinations of actual accuracy with expected accuracy (including the condition when we did not tell the users which level of accuracy to expect). As expected, when users experience a more reliable IVA (i.e., 80% vs. 55%) their rating of trust is higher, and when actual an IVA with high accuracy and they are expecting accuracy to be high, then their trust rating is higher still. However, expected accuracy seems to outweigh actual accuracy, particularly when the actual performance is less than expected. Counter intuitively, this suggests that participants were not able to judge the actual accuracy of the IVA but relied on the expected accuracy.

 


Facilitating the tasks of observers and observees

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Author
Lisette Kanse, Hawa Muhammad Farid and Florian Klonek
Abstract
Human factors professionals and researchers have a wide variety of methods at their disposal to collect data to further our understanding of human factors issues encountered in work settings. Among the most labour-intensive methods, and less frequently used, are workplace and worker observations. However, because observations can provide a truly in-depth understanding of a worker’s tasks and factors impacting on these tasks, it is important to find ways to reduce the effort required to collect data via observations and to improve the quality of such data. In this paper, we present a software tool that supports task observers in recording their observations quickly and easily, that eliminates the need for a separate data coding step and that stores the data in a format ready for statistical analysis. The tool was originally developed to record and code team communication and was restructured to enable task observation recordings. This restructuring came about when a mining organisation operating in a remote area of Australia approached us with concerns they had about the workload and work pressures faced by their frontline supervisors. Both human factors and work design research has shown that heavy workloads and work pressure can negatively impact wellbeing, and general and safety performance. The mining organisation wanted to better understand a typical supervisor’s workday, and an observation-based approach seemed most appropriate. The goal of the observations was to gain insight into the various tasks performed, time dedicated to each task, how many and which tasks are juggled on an hour-by-hour basis, when peaks in workload occur, and which potential improvement areas exist to make work life easier for the supervisors and to better support them.

 


The complexity of connectivity

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Author
Daniel P. Jenkins
Abstract
The introduction of the internet and the proliferation of connected devices has completely revolutionised almost every aspect of our lives. For many of us, the way that we work, move around, shop, and even socialise has changed dramatically in the last twenty-five years. What’s more, it is safe to say that we are only partway through this connected revolution. Advances in communication technologies and microprocessors are making it possible to connect more things – allowing for further changes in the way we live our lives, the way we manage our family’s health, and how we interact with each other. While connectivity brings great opportunities, it also brings a number of challenges. Many of the dominant tools and philosophies within human factors practice remain based around a dialogue of human-machine interaction – whereby a user provides inputs to a device and the device provides feedback and information. As we migrate towards a world that now has a connected variant of almost every product imaginable, how should we be designing these devices? This paper and talk will address this question, describing the challenge for practitioners and describing how systems-based tools can play an important role in informing the design or the next generation of products.

 


Systemic consequences of an augmented reality mobile paediatric code cart application

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Author
Abigail R. Wooldridge, Widya Ramadhani, Jyotika Roychowdhury, Ashley Mitchell, Trina Croland, Keith Hanson, Elsa Melendez, Harleena Kendhari, Nadia Shaikh, Teresa Riech, Matthew Mischler, Sara Krzyzaniak, Ginger Barton, Kyle T. Formella, Zachary R. Abbott, John N. Farmer and Rebecca Ebert-Allen
Abstract
Paediatric code carts (crash trolleys) contain equipment, tools and medication required quickly to resuscitate a child. Infrequent use of carts, as paediatric resuscitations are relatively rare, and logistical issues preventing access to stocked carts combine to decrease familiarity with cart contents, delay resuscitation efforts and potentially harm patients. A team of engineers, clinicians and educators developed an augmented reality application for smartphones to increase access to carts and familiarise clinicians with cart contents. Introducing a new technology into a sociotechnical system can have far reaching consequences in both expected and unexpected ways. Using focus groups as part of a larger evaluation project, physicians, physicians-in-training, nurses and nurse educators identified those consequences after using the application. The identified consequences included increasing access to carts, improving familiarity with cart contents, using the application as a clinical study guide, motivating learning, supporting stocking code carts, facilitating accreditation and certification, using the application to locate items during real resuscitations and not double-checking items before use during a real resuscitation. This project will inform the redesign of the application in light of those consequences and the development of the implementation strategy. Broadly, this project exposes clinicians, educators and engineers to principles of sociotechnical system design and influences the development of future educational technologies.

 


Human Factors Guidance for Robotic and Autonomous Systems (RAS)

Document Author Claire Hillyer, Hannah State-Davey, Nicole Hooker, Richard Farry, Russell Bond, James Campbell, Phillip Morgan, Dylan Jones, Juan D. Hernández Vega & Philip Butler
Abstract This paper outlines recent (2021/2022) work to produce Human Factors (HF) guidance to support the design, development, evaluation, and acquisition of Robotic and Autonomous Systems.

 


Augmented Design with Voice Recognition and Auditory Alerts in the Flight Deck

Document

Author
Niall Miranda, Jean-Baptiste Bonotaux & Wen-Chin Li
Abstract
Devices using voice recognition and verbal auditory alerts have advanced rapidly in the modern world. In an era that drives the world using voice commands, aviation has lagged to implement this technology in cockpits. Contrary to the rapid pace of advancements in cockpit instruments, auditory alerts have also been largely primitive. With such technologies gaining rapid acceptance in many industries, it is about time to consider adopting the same in cockpits, especially to support pilots during enhanced operational workload. This paper conducts a use case study on the prevailing aural technologies in the cockpit whilst exploring the augmentation of contemporary technologies in voice recognition and verbal auditory alerts to aid pilots’ cognition and reduce mental workload.

 


Human factors assessment of armoured fighting vehicle headset function

Document

Author
R. M. van Besouw
Abstract
Crew of armoured fighting vehicles are exposed to hazardous noise levels and are at high risk of noise induced hearing loss. Headsets are compulsory for hearing protection and communication. Noise health risk assessments were undertaken for British armoured fighting vehicles during two training exercises in 2018. As part of this work, a subjective evaluation and assessment of headset function was undertaken to document the condition of two types of in-service headset as perceived by crew, and to identify issues relating to their usability, functionality and comfort. Demographics, functional assessment and subjective evaluation questionnaires were developed using Level 1 of the Human Factors Assessment Framework. Level 1 concerns the initial human factors assessment of a system using paper-based review, visual inspection and/or functional assessment. The functional assessment comprised 12 tasks in three categories: fit, communication and situational awareness. The subjective evaluation comprised 14 questions in six categories: usability, wear comfort, listening comfort, protection, integration and acceptability. Responses were received from 46 personnel. For both headsets, the percentage of crew reporting success for intercom communication tasks ranged from 3% to 29%. Average subjective ratings were negative for wear and listening comfort, with over two thirds of crew reporting headaches and half reporting tinnitus from headset use. Headsets differed in ratings for helmet integration, due in part to non-individualised fit. It is recommended that future headsets are individually-issued and fit-tested in tandem with other protective equipment, and that they are well-maintained and regularly audited to check the level of performance that they are achieving.

 


Social camouflage: a survey of 143 students of their preference for assistive technology cutlery and the visual mechanisms being influenced

Document

Author
George Torrens, Ian Storer, Salman Asghar, Ruth Welsh & Karl Hurn
Abstract
Camouflage has been used extensively in modern military applications for over one hundred years. However, social camouflage has been used by artists and designers for even longer within clothing, body-worn accessories and more recently automotive and product design. Most practising designers learn this tacit heuristic through trial and error or passed on through master-student experience. This paper will provide the theoretical principles behind the heuristic and validate their application through evidence from different sources. A series of photographs was compiled of seven commercially available cutlery for people with limited grip strength or mobility in their hands that included a set that embodied the principles of social camouflage. The optimum shapes for grip in these sets highlights their unconventional shape, making them often less desirable to use in public. A survey of preferences for a range of cutlery was completed with 143 students using a semantic differential (SD) scale, with ‘least medical’ and ‘most medical’ as the polar nouns. A sample of eight students, four male, four females, completed the survey again using computer screen-based eye tracking. The areas of interest and the order of movement of fixations were noted. The SD scale order placed the perception of the social camouflaged cutlery as more medical than desirable in contradiction to current sales of the product. Eye tracking highlighted that students followed the outline of the highest contrast visual elements when viewing the socially camouflaged cutlery; being drawn away from the outline of the actual shape. In all others, the outline profile was prominent.

 


Evolution of the PARRC model of driver distraction: methodologies, findings and recommendations

Document

Author
Katie J. Parnell, Neville A. Stanton & Katherine L. Plant
Abstract
The Prioritise, Adapt, Resource, Regulate, Conflict (PARRC) model of driver distraction was developed as an explorative model to capture the key factors involved in distraction from in-vehicle technology. The model aims to facilitate a systems view of driver distraction and the role that systemic actors have on the factors involved in distraction. This paper will detail the novelty of the PARRC model of driver distraction from in-vehicle technology, its development through grounded theory and further application to real world data collected from an interview study as well as a simulator and on-road driving study. The evolutionary steps the model underwent through these applications and what they reveal about the phenomenon of driver distraction is discussed. Furthermore, recommendations to practise are presented that target the actors within the sociotechnical system surrounding distraction related events that have been realised through the model and its application.

 


Identifying requirements for mapping physiological measurements to distress

Document

Author
Neil DE JOUX, Genovefa KEFALIDOU, Mirabelle D’CRUZ, Sarah SHARPLES, Fay MISICHRONI, Giannis KARASEITANIDIS, and Nikos FRANGAKIS
Abstract
Advances in wearable devices that record physiological changes provide researchers with greater opportunities to detect stress and other psychological states in real-time. This paper describes research that explores the use of heart rate monitors to gather physiological data from participants over several days. From this research, we make observations from a user perspective, and discuss implications for the use of these devices in real-world contexts.

 


Study on Effectiveness of Social Distancing Equipment at Construction Sites

Document

Author
Setsuo Maeda and Ying Ye
Abstract
Current methods to control social distance at worksites is using marker, tape, or barrier to label the distance of 2 m. However, at the practical worksite, due to the complexity and the nature of the tasks, it was difficult for the construction workers themselves who need to move constantly while completing their tasks to maintain the social distance. Furthermore, the variation in contacting time between workers within 2 m is still unknown and the importance for using monitoring devices to provide additional awareness need to be addressed. The purpose of this study is to investigate the effectiveness of the hand wear device with the Social Distancing function in maintaining the 2m distance and monitoring the contacting time (times for workers within 2m distance). The results also suggested that the total contacting time and average contacting time per worker with Social Distancing Equipment is decreased when compared with traditional social distancing control methods. The hand wear monitoring devices could be used as an effectiveness preventive measure against infectious diseases of workers at worksites.

 


Pro-Social Mobility: Using Mozilla Hubs as a Design Collaboration Tool

Document

Author
David R. Large, Madeline Hallewell, Leah Briars, Catherine Harvey & Gary Burnett
Abstract
This paper showcases the novel application of Mozilla Hubs in the context of interface design for future, autonomous taxis. It demonstrates that repurposing pro-social virtual reality as a design collaboration tool enables an embodied and spatialised experience affording the co-creation and visualisation of novel interfaces, scaffolded by real-world social dynamics, but unfettered by its physical limitations. The approach has proved to be beneficial during the COVID-19 pandemic, but it also provides genuine opportunity for virtual, “non-contact” collaborative research beyond this.

 


Guidewire Retention after Central Venous Catheterisation: Prevention and Mitigation using Bow-Tie Analysis

Document

Author
James WARD, Maria Mikela CHATZIMICHAILIDOU, Tim HORBERRY, Yi-Chun TENG and John CLARKSON
Abstract
Never events are typically rare but serious incidents in healthcare. They are perceived to be preventable, and include the retention of a surgical instrument in a patient's body. One such instrument is a "guidewire", which is used to help introduce a catheter tube into the venous system of a patient. Following a number of guidewire retentions, these authors investigated contributing factors and examined mechanisms to reduce the risk of further occurrences. This paper presents the results in the form of a bow-tie analysis, which was found to provide an effective way to graphically display and examine the issue.

 


Cyber-Physical Systems and Society: Some technology-based ‘key messages’ for ergonomics/human factors

Document

Author
Murray SINCLAIR, Paul PALMER and Carys SIEMIENIUCH
Abstract
The paper reports some of the findings for the H2020 project, Road2CPS. This project was intended to provide advice to the European Commission, based on the outputs of 54 FP7 and H2020 projects plus 18 ARTEMIS and ECSEL industry-based project consortia, all in the area of Cyber-Physical Systems. One of the goals of this project was to identify gaps in the knowledge and applications coverage of CPS and provide recommendations regarding these. The paper reports briefly on the methodology that was used, and the ‘key messages’ arising from the analysis that are relevant to CIEHF academics and pracitioners.

 


Evaluating the use of tactile navigation for motorcycle taxis and couriers

Document

Author
Crisman Silban and Chris Baber
Abstract
In this paper we describe the design and evaluation of a simple prototype device that provides tactile cues to support navigation by motorcyclists. A comparative evaluation shows that the device supports equivalent performance to the use of a visual display. The evaluation was performed by licensed motorcycle taxi drivers in Thailand, on a University campus. The evaluation showed that, in terms of journey time and route accuracy, there was little difference between the two technologies. A further evaluation, of the tactile belt, was conducted in a busy town. Participants were able to follow the route and responded positively to the concept and its implementation in our prototype. We propose that tactile navigation aids can help motorcyclists and that, compared to visual displays, these can be used with reduced risk of distraction.

 


Association of sleep deprivation with speech volume and pitch

Document

Author
Alfred. L.C ROELEN and Rutger STUUT
Abstract
Research was conducted to determine if alterations in the acoustical characteristics of voice occur after moderate cumulative sleep deprivation. Eight subjects participated in the study. Sleep deprivation was obtained by prescribing four nights of reduced sleep (6 hrs instead of 8). Speech data were obtained with sociometric badges, cognitive and subjective fatigue data were also collected. Speech volume and pitch were found to be significantly different when subjects were sleep deprived. Secondary circadian effects were not observed. The results support the proposition that speech can be used to measure the fatigue state of individuals.

 


PEGASO Project – Teenage Perspectives of an Integrated Technology Platform for the Promotion of a Healthy Lifestyle

Document

Author
Alexandra LANG, Laura CONDON, Neil COULSON, Sue COBB, and Sarah ATKINSON
Abstract
This paper presents the findings from a participatory technology development workshop with teenagers. Sixteen teenagers were recruited in the East Midlands region of England to participate in the evaluation and development of the PEGASO multi-technology system. This system is being developed to promote awareness and motivation for healthier behaviours in teenagers. The teenagers critically analysed early prototypes of mobile apps, a serious game and wearable sensors with regards to their usability, acceptability, intuitiveness and desirability for teenage users. The results reported here will be utilized in the next design iteration of the PEGASO platform.

 


Effect of mental games as cognitive ergonomic intervention on subjective workload and objective productivity of call centre employees

Document

Author
Silvia Ahmed Khattak, Laurence Clift and Michael Fray
Abstract
Call centre work is tedious and stressful. The nature of call centre work lacks the flexibility to bring variety of tasks in a typical workflow of an employee’s work shift. The stringent time limitations on the call monitoring key performance indicators makes work challenging for employees. A previous study which highlighted the ergonomic problems that call centre employees face, led to further investigation in this area. This study was an intervention study which rose from the interest in finding ways to make the work of call centre employees more enjoyable to enhance employee wellbeing and efficiency. This study attempted to alter the design of the workflow of the employees by placing mental games (such as crosswords, jigsaw puzzles, hangman and board games) in the break areas of employees. Employees were encouraged to play the games in their breaks. Because this study was based on mental games as an intervention (not physical), and involved employee’s perceptions, hence its association with cognitive ergonomics. The game playing was kept within the entitled breaks, avoiding other times, to bring minimum disruption to the normal workflow. The aim of the study was to mentally engage employees in mental games rather than work related thoughts. It was assumed that this kind of short but enjoyable disengagement might reset the mind of the employee and enhance wellbeing when they reassume their work after the break. This wellbeing in turn might affect outcomes such as objective productivity and subjective workload.

 


Digitalisation of HFE in Medical Product Development: Challenges and Opportunities

Document

Author
Diego Cortez & Erin Davis
Abstract
This paper presents current challenges of applying human factors engineering (HFE) throughout medical device development, and the opportunity digitalisation creates for innovation in the field. The paper focuses on describing current HFE challenges and examples of how digital tools and software applications can contribute to the work of HF specialists in the medical industry, noting that there is large, unmet need for more HF expertise. Finally, it briefly presents a case study of a software released by Emergo by UL Solutions which aims to address some of these challenges.

 


Exploring team sensemaking with an adaptive report generation assistant

Document

Author
Robert J. Houghton and Chris Wragg
Abstract
Collaborative interpretation and understanding of complex and uncertain information is a pervasive and growing challenge across many industries and domains from defence and ‘blue light’ services to commerce and government. We carried out two studies to evaluate the Adaptive Report Generation Assistant (ARGA), a piece of collaborative software designed to aid team sensemaking by supporting coding of information inputs and visualisation of outputs. In the first study, ARGA was contrasted with pen and paper processes in laboratory trials and in a second, and more ecologically valid trial, ARGA was contrasted with the use of generic shared electronic documents by two larger teams of expert analysts. In both cases, in addition to usability analysis and evaluation of final report quality, team activity was also analysed with reference to recordings, post-hoc interviews and examination of the cognitive artefacts produced. It was found that by structuring input and interpretation phases of the activity and offering greater flexibility in the rework of both ontologies for input and visualisations of output, groups using ARGA generally produced better quality analyses through avoiding premature fixedness and confirmation bias. However, a persistent problem across all groups lay in maintaining consistent visibility of relative information quality and credibility. The findings imply that sensemaking quality can be enhanced by interventions that reduce the administrative and clerical demands of information management and representation.

 


Digital Well-Being Across the Ages – Generational Perceptions of Well-Being in Reference to the Use of the Internet and Digital Technology

Document

Author
Barry KIRBY, Jamie-Lee BIRCH, Jasmine CAIN and Victoria NEWLAND
Abstract
Digital well-being is an extension of the concept of well-being centered around the use of the online and digital world. It is popular to assume the older generations are unsafe and lacking in engagement when discussing the use of the online world and digital skillsets; thus, a potential threat to the development of technology and concepts such as the Internet of Things, Smart Cities and Smart Communities. This paper explores the differences in attitudes towards digital well-being between older and younger generations.

 


Attitudes to wireless audio for self-service accessibility

Document

Author
Phil Day, Eleanor Forrest, Cathy Rundle, Lori Di Bon-Conyers and Maggie McKendry
Abstract
Blind and partially sighted people often use headphones for listening to audio feedback, particularly in public places. This paper presents the results of a survey of blind and partially sighted people regarding their attitude towards using wireless headphones, to avoid the need to plug a physical cable into a machine. Results are presented regarding attitudes to the use of speech input and output in a self-service context.

 


Designing Smart Motorways

Document

Author
Nic Bowler
Abstract
The AmeyArup collaborative design team were commissioned by Highways England to design two new Smart Motorways schemes on the M1 motorway between junctions 13-16 and 23a-25. The human factors (HF) team from Arup proved the value that could be added to the final product early in the project tender and scoping phases, including the added benefit of helping Highways England achieve their strategic aims of improved customer experience, road user safety and service delivery. This led to HF professionals being included in a smart motorways design team for the first time. As the application of a HF approach was novel to smart motorways design, there was little direction or standards to follow for its integration into the design process. The HF team had to explore methods of integrating with the variety of design disciplines and immersed themselves in various relevant design meetings. The team applied a user-centred approach to the design of all infrastructure and assets requiring human interaction. This involved ensuring the needs of all users - including customers, operators and maintainers - were considered at the beginning of the design process and that these groups were consulted during design development. The aim was to ensure the new smart motorway met user needs and enabled them to carry out their intended actions safely. The HF team identified 125 issues that were progressed to closure and accommodated 114 user-specified requirements in the designs.