Chiara Rossato, V. Orso, Patrik Pluchino, L. Gamberini
{"title":"Adaptive Assembly Workstations and cobots: a qualitative assessment involving senior and adult workers","authors":"Chiara Rossato, V. Orso, Patrik Pluchino, L. Gamberini","doi":"10.1145/3452853.3452883","DOIUrl":"https://doi.org/10.1145/3452853.3452883","url":null,"abstract":"Collaborative robots (cobots) are increasingly installed at manufactory plants to keep up with the market demands, combining the benefits of advanced automation and flexible production machines. Yet, the workers’ acceptance of this technology is crucial to fully exploit their potential and to make cobots a valuable support for operators themselves. The present paper reports and discusses the preliminary results of a semi-structured interview study, which investigates how adult workers of different age groups receive a cobot installed in an Adaptive Assembly Workstation (AAW), which is a cutting-edge tool customizable to match the physical features of the operator. More specifically, participants had the opportunity to experience a realistic working activity with the cobot before being interviewed. Data from the interviews indicate that participants considered the robot useful and safe. Additionally, some design proposals emerged.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115616113","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":"Call centre employee's reasons for variation in objective productivity during a cognitive ergonomics intervention","authors":"S. Khattak, M. Fray, L. Clift","doi":"10.1145/3452853.3452860","DOIUrl":"https://doi.org/10.1145/3452853.3452860","url":null,"abstract":"Call centre employees experience of mental game playing during work breaks were recorded in this study. The qualitative study involving two focus group discussions at different call centres, with 6 employees in one focus group and 9 in the second, stated employee's reasons for variations in the key performance metric by which they were being evaluated. In this case the key performance metric was the average speed of answer. In a previous study, where the mental games were introduced as an intervention during work breaks, the participants were asked to provide feedback on variations in productivity during a 4-week intervention study. Volunteer sampling was utilized, and the information was categorized into codes. Similar codes were grouped into themes. It was found that players are efficient in the middle of the week either because daily routine settles middle of the week or because employees try to average their metrics related to time. They also thought that productivity increased towards the end of the intervention because of games being accepted in the routine by that time, because the focus shifted from fun to work towards the end or because the employees knew they were being evaluated. According to participants, the non-players were more efficient than the players because games served as a bad distraction for the players and that players were considering games as something to do rather than an actual break. As a conclusion, it felt important to improve on the timings and frequency of the games played during work before it can be considered an effective intervention.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"170 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116411581","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":"Working with Machine Learning/Artificial Intelligence systems: workers’ viewpoints and experiences","authors":"Tamar Gamkrelidze, Moustafa Zouinar, Flore Barcellini","doi":"10.1145/3452853.3452876","DOIUrl":"https://doi.org/10.1145/3452853.3452876","url":null,"abstract":"The recent developments of Artificial Intelligence (AI) have raised several social issues, especially about the consequences of the deployment of AI systems on work. This paper aims to discuss those issues in light of literature and an ongoing empirical study. Drawing on a qualitative method, this study explores workers’ viewpoints on and/or experiences of AI systems in different work situations. We organize our findings according to five dimensions: place and usage of Machine Learning/Artificial Intelligence (ML/AI) systems in work settings; “relationship” between ML/AI systems and workers; explainability; trust; and transformations of work. For each dimension, we examine workers’ viewpoints and experiences, in the light of recent “gray” literature and on previous ergonomics literature on automation and AI.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122716229","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}
Iikka Pietilä, Niina Meriläinen, Jari Varsaluoma, Kaisa Väänänen
{"title":"Understanding the youth's user needs for inclusive eParticipation","authors":"Iikka Pietilä, Niina Meriläinen, Jari Varsaluoma, Kaisa Väänänen","doi":"10.1145/3452853.3452873","DOIUrl":"https://doi.org/10.1145/3452853.3452873","url":null,"abstract":"It's important for the sustainability of society that everyone can participate in societal discussions. Although a plethora of services exist for digital participation, they have not proven to entice a broad range of youths to contribute. The aim of this research is to investigate how digital tools can offer inclusive ways for youth to take part in societal processes. We present a study of young people's needs for a digital service enabling societal participation. Altogether 74 young people aged 16-27 with varying backgrounds participated in six workshops. Scenarios were used as stimulus materials for eliciting participants’ feedback on digital participation. The findings bring up youth's needs for such service. Needs such as having a safe environment for discussions and making the effect of participation visible were found. Finally, the findings are presented and discussed, and their significance in advancing inclusive digital societal participation are elaborated.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132903855","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":"Advancing Digital Behavior Change Interventions by Exploring a Calendar-Based Suggestion System","authors":"Ida Damen, R. V. D. Heuvel, R. Brankaert, S. Vos","doi":"10.1145/3452853.3452866","DOIUrl":"https://doi.org/10.1145/3452853.3452866","url":null,"abstract":"Digital Behavior Change Interventions (DBCI) have a pivotal role in reducing lifestyle-related illness, absenteeism, and healthcare costs. Current challenges in designing DBCI are appropriately tailoring interventions and finding new forms of delivery. In this exploratory work, we present the design and evaluation of Tweak, a cloud-based health promotion system that integrates tailored and context-aware health suggestions into the users digital work calendar. Two four-week field studies (N=21) showed how Tweak adapted to changing user profiles and used personal and contextual data to situate suggestions. User insights showed that integration into the calendar stimulated reflective behavior and curiosity and was perceived as easy to use. However, due to differences in calendar use, suggestions could be overlooked. We conclude by discussing implications on how integrated delivery mechanisms can aid the development of future workplace DBCI.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122020460","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":"Immersive visual technologies and human health","authors":"Simone Grassini, K. Laumann","doi":"10.1145/3452853.3452856","DOIUrl":"https://doi.org/10.1145/3452853.3452856","url":null,"abstract":"The fast-phased adoption of modern immersive visual technologies in many fields calls for an assessment of potential costs and benefits from the point of view of human health. Humans often reported feelings of discomfort in the experience of virtual reality (VR), however, it is still not known what may promote this uncomfortable symptomatology. In the framework of research on human-computer interaction, part of the discomfort derived from the use of immersive visual technologies has been attribute to technological factors. Among the most cited technological limitations is the vergence-accommodation conflict that human eyes are experiencing in displays delivering 3D images, and that have been connected to feelings of discomfort and tiredness. In the present investigation we attempt to briefly review the most important pieces of evidence presented in the literature, on the possible technological limitation of immersive visual technologies and its possible effects on human health and the way those effects were analyzed, and the ill symptomologies were assessed. Furthermore, possible solutions for reducing negative effects of the use of 3D media were shortly analyzed, and new perspective on the issue reviewed. Finally, we will attempt to assess the way immersive visual technology can be used in the medical field with the aim to improve human health.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128711769","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":"Balancing guidance and flexibility in the design of an inclusive handweaving loom: Balancing guidance and flexibility","authors":"Annamaria Recupero, P. Marti, Simone Guercio","doi":"10.1145/3452853.3452892","DOIUrl":"https://doi.org/10.1145/3452853.3452892","url":null,"abstract":"The paper describes a design case of an accessible handweaving loom that allows people with different kinds of disabilities to weave autonomously promoting self-expression and stimulating creativity. The project developed through several iterative cycles resulting in the redesign of a commercial loom enhanced and transformed using digital fabrication technology. People with various types of disabilities, their caregivers and weaving experts were engaged in a series of participatory design workshops focused on eliciting requirements and desires and inspiring the design process. The discussion of the design case offers a contribution on design for accessibility and a concrete case to reflect on the importance of supporting and stimulating self-expression and creativity in people with special needs.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"139 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127330948","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":"Can micro interactions in user interfaces affect their perceived usability?","authors":"K. Boyd, R. Bond","doi":"10.1145/3452853.3452865","DOIUrl":"https://doi.org/10.1145/3452853.3452865","url":null,"abstract":"User interface elements such as buttons and controls should appear tangible and engender affordance even though these elements are behind a ‘layer of glass’. Visual and motion cues can bridge this gap by acknowledging the user's input immediately and using animation in ways that look and feel like direct manipulation akin to real world physics. Hence, user interface buttons can mimic real world interaction with common physical objects. Simply put, you can add clarity to user interactions through visual responses to the user's input using ‘micro interactions. To date, user interface animations have been used by smart phone operating systems to provide user feedback and to show fluidity between user interface transitions as opposed to instant flickering between screens which is somewhat unnatural. This paper aims to determine the effect that micro interactions has on the perceived usability of smart phone apps.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130791717","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":"Exploring Feedback and Instruction Modalities using Low Fidelity Prototypes for Running: Towards Designing a Wearable System","authors":"Jos F A Goudsmit, S. Vos","doi":"10.1145/3452853.3452861","DOIUrl":"https://doi.org/10.1145/3452853.3452861","url":null,"abstract":"Running is a popular recreational sports activity, but it also has a discontinuation rate, primarily due to running-related injuries. Running injuries, and hence discontinuation can be reduced by providing feedback and instructions on running technique. This paper aims to explore three low fidelity feedback and instruction prototypes directed to design wearable-based systems for improving running technique. We explored feedback and instruction constructed with motor learning and running experts, consistent with motor learning principles. We constructed one prototype to assess the effects of feedback frequency another prototype to compare visual vs auditory feedback, and a prototype to investigate the effects of autonomy for their acute influence on stride frequency, self-efficacy and motivation. Results show that stride frequency changes were minor with all prototypes. Investigation of user experiences revealed an optimal feedback frequency at every one to two minutes and a preference for auditory instructions prior to running equally to real-time visual feedback. Providing autonomy had no improved motivation over no-choice. These results provide initial insights and suggestions to direct future design of wearable based feedback and instruction design for improving running technique.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130409206","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":"Mitigating workday fragmentation in knowledge work – task management skill training intervention","authors":"H. Franssila","doi":"10.1145/3452853.3452891","DOIUrl":"https://doi.org/10.1145/3452853.3452891","url":null,"abstract":"In this paper, a workplace training intervention for mitigating negative work performance and psychological work wellbeing effects of work fragmentation in knowledge work is described and its effects examined. Voluntary employees of a governmental organization participated the study. A training intervention aimed to enhance participants’ daily work planning, task management and information ergonomics skills and practices. The results of the study revealed that four months after the intervention, the experiences of negative work fragmentation were significantly lower in the intervention group than before the intervention. There was positive changes also in the experiences of task management effectiveness and self-rated performance after the intervention. In addition, the task management practices that were trained in the intervention were more widely and regularly applied after the intervention than before the intervention. Based on the results of this study, training intervention for enhancing task management is a reasonable means to mitigate negative effects of work fragmentation in knowledge work.","PeriodicalId":334884,"journal":{"name":"Proceedings of the 32nd European Conference on Cognitive Ergonomics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123159469","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}