{"title":"Toward an ambient empathic health companion for self care in the intelligent home","authors":"V. Evers, B. Kröse","doi":"10.1145/1962300.1962387","DOIUrl":"https://doi.org/10.1145/1962300.1962387","url":null,"abstract":"Motivation--This paper describes our work in progress to develop a personal monitoring system that can monitor the physical and emotional condition of a patient by using contextual information from a sensor network, provide the patient with feedback concerning their health status and motivate the patient to adopt behavior with a positive health impact (such as exercising or taking medication at the right moment). Research approach -- We will extend the capabilities of an existing robotic health buddy with a (DBN based) sensor network. Then we will carry out a series of controlled, long-term field experiments where we identify and evaluate the effects of various agent social communicative behaviours on the user's adoption of health improving lifestyle patterns. Findings/Design -- The findings of the experiments will inform the final design of the health buddy and it's behaviours. We will also realise system adaptivity of the data processing and data fusion methods as well as the health buddy adaptivity to the user's emotional state. Research limitations/Implications -- The project will limit itself to monitoring and motivating people who suffer from cardiovascular chronic conditions and to the home environment. Originality/Value -- The research makes a contribution to the needs of health monitoring for a specific user group. The health buddy will use social behaviours to motivate users over a long-term time period. Take away message -- Home health monitoring and self care can be more enjoyable and easier through motivating smart health buddies.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121547454","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
M. Westera, J. Boschloo, J. Diggelen, Laurens S. Koelewijn, Mark Antonius Neerincx, N. Smets
{"title":"Employing use-cases for piecewise evaluation of requirements and claims","authors":"M. Westera, J. Boschloo, J. Diggelen, Laurens S. Koelewijn, Mark Antonius Neerincx, N. Smets","doi":"10.1145/1962300.1962357","DOIUrl":"https://doi.org/10.1145/1962300.1962357","url":null,"abstract":"Motivation -- Complex design specifications must be partitioned in manageable pieces to be able to evaluate them in separate experiments. No methodology existed to deal with this task. Research approach -- Practical experience in Situated Cognitive Engineering and the Mission Execution Crew Assistant is combined with a theoretical perspective on the relation between use-cases, requirements and claims. Findings/design -- Hierarchical clustering is an effective method for partitioning a design specification. Use-cases provide a good criterion based on which to cluster the requirements and claims. Originality/Value -- A new method and tool are presented for organising requirements and for systematising the evaluation of a complex design specification. Take away message -- Piecewise evaluation benefits from a use-case-based partitioning of the design specification combined with an experimental stance on requirements and claims.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122925613","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Analysing online social support between professionals","authors":"Magali Prost, B. Cahour, F. Détienne","doi":"10.1145/1962300.1962376","DOIUrl":"https://doi.org/10.1145/1962300.1962376","url":null,"abstract":"Online forum give people new opportunities to interact with each other. It is a new mean of coping with problems at work. This paper reports an investigation of interaction structures within two forums on the web (general and specialized), examining different ways to expose a problem and different manifestations of social support. Results reveal two structures: << centralized >> and << distributed >>. Authors of discussions may use different processes, using more or less expressions of their emotions. Helpers can show their support by sharing similar experiences, or providing opinion-advice and opinion-analysis on the situation or the solution, with or without emotional support. The analytical method was tested on seven conversations and it will be extended to further conversations. This research will contribute to propose recommendations to improve social support forums for professionals and to know if this type of support is satisfying for the participants.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"171 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114015553","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Hannu Karvonen, Iina Aaltonen, Mikael Wahlström, Leena Salo, P. Savioja, L. Norros
{"title":"Unraveling metro train driver's work: challenges in automation concept","authors":"Hannu Karvonen, Iina Aaltonen, Mikael Wahlström, Leena Salo, P. Savioja, L. Norros","doi":"10.1145/1962300.1962349","DOIUrl":"https://doi.org/10.1145/1962300.1962349","url":null,"abstract":"Motivation -- We focused on the question: \"What is the significance of the train driver in the metro system?\" We were especially interested in challenges related to an automation concept of a driverless metro. Research approach -- Metro train drivers' work and the metro system as a whole was examined in interview and field observation studies based on the core-task analysis method. Afterward, a mirror data workshop was organised. Findings/Design -- We describe the diversity of metro train driver's work: in addition to accelerating or braking and door opening or closing, the driver contributes to a variety of other functions in the metro system. For example, the driver maintains an awareness of the surrounding environment and facilitates communication between different actors of the system. Research limitations/Implications -- The participants for both the interview (N=12) and field observation study (N=4) were chosen in advance by the metro organisation. The small sample in the observation study might have also affected the results. Originality/Value -- Our paper analyses the role of the driver in the metro system. The results suggest that a change to a driverless system can affect the quality of service and raise safety issues. The results can be applied to automation implementations also in other domains. Take away message -- There is more to driving a metro train than meets the eye.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125027586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wearable environments: reconfiguring human-machine-environment relations","authors":"A. B. Kocaballi","doi":"10.1145/1962300.1962367","DOIUrl":"https://doi.org/10.1145/1962300.1962367","url":null,"abstract":"Motivation -- The main motivation of this research is to gain a better understanding of dynamic agency between human, machine and environment relations mediated by a synthesis of wearable computing and smart environments technologies. Research approach -- The study follows a research through design approach. There are two main stages of the study involving a series of workshops involving designed prototype systems with different configurations. The prototype systems are designed based on the idea of \"Wearable Environments\" combining wearable computing and smart environments approaches to ubiquitous computing together. The interactions between prototype systems and human participants are analysed from a post-phenomenological perspective. Findings/Design -- The preliminary workshop study showed that the perception and interpretation of sonic and tactile feedbacks and consequently the strategies of subjects were highly dependent on the places of wearable devices attached to. Research limitations/Implications -- The study deals with only low-level cognitive actions and micro-perception shaping the machine-mediated human agency. Originality/Value -- The research will clarify some critical dimensions and aspects of complex phenomenon of agency in service of designing wearable environments by synthesizing the approaches of the fields of wearable computing and smart environments. Take away message -- Wearable environments with enactive interfaces can provide unique opportunities for investigating and reconfiguring various forms of human-machine-environment relations.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123658419","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mario Conci, F. Pianesi, M. Zancanaro, R. Capasso, A. Monti, G. Miceli
{"title":"Towards remote handwriting deficits therapy: a study on the use of a touch-screen in replacing paper","authors":"Mario Conci, F. Pianesi, M. Zancanaro, R. Capasso, A. Monti, G. Miceli","doi":"10.1145/1962300.1962385","DOIUrl":"https://doi.org/10.1145/1962300.1962385","url":null,"abstract":"Motivation -- This pilot study wants to explore the effect of a touch-screen on the rehabilitation of acquired dysgraphia. The outcomes of the study might be useful for the design of a tele-rehabilitation system for handwriting disorders. Research approach -- The touch-screen is compared with the more traditional, pencil-and-paper approach. A specific software application was designed, based on a User Centered Design (UCD) approach and involving patients and therapists. Findings/Design -- Two patients with moderate aphasia agreed to participate in testing the application. The results showed no negative effects on the treatment and revealed a positive attitude towards the touch-screen from both patients and therapists. Take away message -- This preliminary study shows a substantial effectiveness of the touch-screen used as a device in the rehabilitation of handwriting deficits, and brings out issues relevant to the development of a tele-rehabilitation system.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123873337","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Game design: the mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games","authors":"P. Wouters, H. Oostendorp, E. D. Spek","doi":"10.1145/1962300.1962358","DOIUrl":"https://doi.org/10.1145/1962300.1962358","url":null,"abstract":"Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both information related to learning objectives (e.g., cognitive skills) and information describing the dynamics of the game, (2) guidelines to trigger learning naturally in the game. Findings/Design -- Our proposed methodology comprises two stages. First, a cognitive task analysis (CTA) is made of the task or the domain that has to be learned. Second, the information of this analysis has to be integrated with game-related information elements using our Game Discourse Analysis (GDA). We developed a taxonomy of information elements, types of relations and aggregates of information elements which form the tools for the GDA. We showcase the methodology in the domain of triage. In addition, we present two pilot studies to validate our claims. Research limitations/Implications -- Although the two pilot studies provide some evidence for our claims, more research is needed. Originality/Value -- Currently, the community of (serious) games designers lacks an instrument to design engaging serious games, to communicate about these games and to make comparisons between serious games. Our methodology fills in this gap. Take away message -- Serious game design requires a methodology (GDA) that enables designers to describe, visualize, understand and manipulate the information flow in games in order to create effective and engaging serious games.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127118532","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Re-creating Edinburgh: adopting the tourist gaze","authors":"Luke Burrows, Susan Turner, Phil Turner","doi":"10.1145/1962300.1962337","DOIUrl":"https://doi.org/10.1145/1962300.1962337","url":null,"abstract":"Motivation -- The work described in this paper investigated the potential of a low fidelity desktop application using the metaphor of the 'tourist gaze' in conveying a sense of place. Research approach -- An exploratory study was used, in which an application was developed and evaluated by 25 participants. Findings/Design -- The results suggest that the simple, non-immersive representation of Edinburgh through augmented images and sound supported a reasonable degree of sense of place. Research limitations/Implications -- This was a small scale study and trials against other environments are required. Originality/Value -- Relatively economical applications of this type could be of value in resource-constrained contexts such as therapeutic arenas. Take away message -- Low fidelity virtual reality applications may be surprisingly effective if expectations are constrained.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124090129","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Participatory design for challenging user groups: a case study","authors":"Immo Colonius, S. Budde, R. Annicchiarico","doi":"10.1145/1962300.1962375","DOIUrl":"https://doi.org/10.1145/1962300.1962375","url":null,"abstract":"Motivation -- To develop the interaction design of an intelligent assistive device and environment for elderly people suffering from disease-related cognitive deficits within an interdisciplinary and international development team. Research approach -- Combining two different participatory development methods in order to involve both the development team and the real end-user. Findings/Design -- Scenarios were used to develop an idea of interaction design which were later adapted involving the real end-users in a operational prototyping phase. Research limitations/Implications -- Operational prototyping is done involving 21 end-users. Evaluation with a larger group is an open issue. Originality/Value -- The research makes a contribution of how to involve both application domain experts and cognitively impaired end-users in the development process of interactive systems. The value added consists of a successful field study and experience how to create an efficient workflow. Take away message -- Participatory design for people suffering from cognitive deficits is challenging but possible.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122879066","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Self-efficacy & stress in senior computer interaction","authors":"H. Nap, P. D. Greef","doi":"10.1145/1962300.1962347","DOIUrl":"https://doi.org/10.1145/1962300.1962347","url":null,"abstract":"Motivation -- To gather an understanding about the relation between system complexity, self-efficacy and stress in senior computer interaction. Research approach -- An empirical study was employed in which 30 seniors performed a number of tasks on a low and high complexity search system. Self-efficacy was manipulated by positive and negative performance feedback. Self-efficacy and perceived stress were both measured by self-reports. Findings/Design -- The results revealed that stress plays a role in senior computer interaction. Negative performance feedback increases stress and decreases self-efficacy. Furthermore, it was found that positive performance feedback significantly increases seniors' self-efficacy during computer interaction. Moreover, a significant effect was found of self-efficacy on stress. Perceived stress increased with decreasing self-efficacy. Although system complexity significantly influenced self-efficacy, no relation was found between system complexity and stress. Research limitations/Implications -- The findings can be used in the design of interaction devices for seniors. To increase self-efficacy and to decrease stress in senior computer interaction, it is advised to present seniors with positive performance feedback; negative performance feedback should rather be avoided for satisfying interaction. Originality/Value -- The research contributes to the need of designers to target senior users by creating satisfying interaction for these groups. Take away message -- To increase seniors' confidence with computers, i.e. to increase self-efficacy, it is vital to provide positive performance feedback and high accessibility. Furthermore, increasing self-efficacy reduces the stress experience of seniors during computer interaction.","PeriodicalId":115733,"journal":{"name":"Proceedings of the 28th Annual European Conference on Cognitive Ergonomics","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129227452","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}