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Human Factors Psychology Commons

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Full-Text Articles in Human Factors Psychology

Effectiveness And User Experience Of Augmented And Mixed Reality For Procedural Task Training, Emily Rickel Apr 2023

Effectiveness And User Experience Of Augmented And Mixed Reality For Procedural Task Training, Emily Rickel

Doctoral Dissertations and Master's Theses

Use of augmented reality (AR) and mixed reality (MR) technologies for training is increasing, due in part to opportunities for increased immersion, safer training, and reduced costs. However, AR/MR training effectiveness and user experience, particularly for head-mounted displays (HMDs), is not well understood. The purpose of this study is to investigate user perceptions and retention of AR/MR training delivered through a HMD for a procedural task. This two-part study utilized a within-subjects experimental design with 30 participants to determine how instruction method (paper vs. AR vs. MR) and time of procedure recall (immediate vs. post-test vs. retention) influenced completion time, …


Editorial: Exploring The Technological Needs Of Older Adults: Advances In Design, Functionality, User Experience, And Age-Related Cognitive And Sensory Aids To Facilitate Adoption, Alex Chaparro, Cristina Cachero, Joanne M. Wood Sep 2022

Editorial: Exploring The Technological Needs Of Older Adults: Advances In Design, Functionality, User Experience, And Age-Related Cognitive And Sensory Aids To Facilitate Adoption, Alex Chaparro, Cristina Cachero, Joanne M. Wood

Publications

The rapid advancements in artificial intelligence, robotics, communication, and automation have been the catalyst for the development of a host of new technologies that allow older users to monitor their own health (via wearables), maintain their independence (semi-autonomous driving), social connections (smart home devices), and compensate for a range of age-related sensory changes (hearing aids, smart glasses, augmented displays, etc.). Less well understood is how older users get acquainted with these innovations, how their design and functionality need to be adapted to improve older users’ performance and experience, and which factors and interventions help or hinder technology adoption and use …


Comparing Training Effects Of Virtual Reality Flight Simulation To Conventional Pc-Based Flight Simulation, Tianxin Zhang May 2022

Comparing Training Effects Of Virtual Reality Flight Simulation To Conventional Pc-Based Flight Simulation, Tianxin Zhang

Doctoral Dissertations and Master's Theses

The purpose of the current project was to investigate the effect of utilizing Virtual Reality (VR) technologies for flight training by comparing the training results when using conventional desktop flight simulation versus VR flight simulation. Additionally, this project examined the user experience of VR flight simulation and how users’ motivation and satisfaction with VR simulations. This research employed a quasi-transfer of training experiment including 48 participants. Analyses indicated that VR group participants performed better in the post-training maneuver performance on an FTD than in the conventional desktop simulation group. Findings also supported that VR flight simulation could provide a better …


Designing Respectful Tech: What Is Your Relationship With Technology?, Noreen Y. Whysel Feb 2022

Designing Respectful Tech: What Is Your Relationship With Technology?, Noreen Y. Whysel

Publications and Research

According to research at the Me2B Alliance, people feel they have a relationship with technology. It’s emotional. It’s embodied. And it’s very personal. We are studying digital relationships to answer questions like “Do people have a relationship with technology?” “What does that relationship feel like?” And “Do people understand the commitments that they are making when they explore, enter into and dissolve these relationships?” There are parallels between messy human relationships and the kinds of relationships that people develop with technology. As with human relationships, we move through states of discovery, commitment and breakup with digital applications as well. Technology …


The Measurement Of Product Typicality In Design Research. A Basic And Applied Approach, Travis Kent Jan 2022

The Measurement Of Product Typicality In Design Research. A Basic And Applied Approach, Travis Kent

Theses and Dissertations--Psychology

The objective of this study was to examine the use of the cognitive construct of “typicality” to guide design decisions in the development of consumer products. Increasing products that will appeal to consumers, designers strive to balance novelty and familiarity. A potential way to thread this needle is to understand how “typical” a design is of its particular product category. The construct of typicality has been used by psychologists to understand how people create and represent categories. Objects that are more typical of a category are often associated with positive responses from observes (e.g., greater visual appeal, faster recognition). In …


Validation Of The Guess-18: A Short Version Of The Game User Experience Satisfaction Scale (Guess), Joseph R. Keebler, William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro, Mikki H. Phan Nov 2020

Validation Of The Guess-18: A Short Version Of The Game User Experience Satisfaction Scale (Guess), Joseph R. Keebler, William J. Shelstad, Dustin C. Smith, Barbara S. Chaparro, Mikki H. Phan

Publications

The Game User Experience Satisfaction Scale (GUESS) is a 55-item tool assessing nine constructs describing video game satisfaction. While the development of the GUESS followed best practices and resulted in a versatile, comprehensive tool for assessing video game user experience, responding to 55 items can be cumbersome in situations where repeated assessments are necessary. The aim of this research was to develop a shorter version of the scale for use in iterative game design, testing, and research. Two studies were conducted: the first one to create a configural model of the GUESS that was then truncated to an 18-item short …


Accessibility Compliance And Assessments For Gateway Websites In Life Sciences: Toward Inclusive Design, Noreen Y. Whysel, Shari Thurow, Bev Corwin Oct 2020

Accessibility Compliance And Assessments For Gateway Websites In Life Sciences: Toward Inclusive Design, Noreen Y. Whysel, Shari Thurow, Bev Corwin

Publications and Research

One main purpose of information architecture and site navigation is to enhance the effectiveness of user interfaces (UIs) by supporting and enabling task completion, accessibility, and sustainability. This is of particular importance for science gateways given the complexity of information on portal sites.

We examined the accessibility of 50 randomly selected gateway websites in the Life Sciences category in the Science Gateways Community Institute (SGCI) catalog, using both manual and automated methodologies. None of these sites produced an accessible website as per W3C, WCAG 2.1, and Section 508 standards. The most common accessibility success in these websites was URL structure, …


Human Factors & Going Green: Study Abroad On Sustainability And Transportation, Barbara Chaparro, Alex Chaparro, Christina Frederick Jan 2020

Human Factors & Going Green: Study Abroad On Sustainability And Transportation, Barbara Chaparro, Alex Chaparro, Christina Frederick

Sustainability Conference

The Northern European countries have been leaders in sustainability efforts, and support of alternative modes of transportation, focusing on implementation, design and strategies that make these efforts easier to adopt by the broader community. Human Factors (HF) is a discipline that studies human behavior and capabilities with the purpose of applying to the design of products, equipment and systems to maximize safety, effectiveness, and user satisfaction. Three senior faculty in the ERAU human factors department are sponsoring a summer study abroad merging sustainability and human factors. The focus of this study abroad program is on understanding Human Factors as it …