This study was designed to empirically examine equipment and system monitoring task features of the new Multi-Attribute Task Battery-I I (MATB-II) and the original version (MATB). It also was intended to examine the effects of adaptive task allocation on system monitoring performance, as found in previous studies. In addition, two different computer displays (CRT and LCD) were used to test performance differences between the two systems in order to add historical fidelity to the study results. Sixty participants were randomly assigned to one of four experimental groups (MATB or MATB-II both on CRT or LCD), all receiving a return to manual control of the system monitoring task at mid experiment. A fifth group using the MATB on CRT with no task allocation was the control. Measures used to compare the two systems included percent of automation failures detected by participants in the system monitoring task and subjective workload. Results failed to show significance for the adaptive task allocation manipulation. However, significant differences in monitoring performance were found between the two systems. Implications for design of display and equipment features and future research are discussed.
This study was designed to empirically examine the effects of iPod use on driver distraction. Thirty participants were asked to perform a driving simulation task while searching for songs using an iPod device. Driving errors were recorded and analyzed as a function of the distracter. Physiological measures (EEG) were also recorded during the driving phases in order to measure participant levels of cortical arousal. It was hypothesized that iPod use would affect driver distraction as measured by driving (lane deviations) performance and physiological (theta activity) measures. The results indicated that more driving errors occurred during the iPod (Mean=6.93) than the pre-iPod (Mean=3.27) or post-iPod (Mean=3.40) use. Similarly, the iPod device also resulted in a higher Theta activity when it was used with driving. Implications for driver assessment, training, safety, and design are also discussed.
This study was designed to empirically examine the effects of text-messaging on driver distraction. Thirty participants were required to perform a driving simulation task while text-messaging using a cellular phone device. Driving errors as measured by lane deviations, crossing the median, crashes, etc., were recorded and analyzed as a function of the distracter. Physiological measures (EEG) were also recorded during the driving phases to quantitatively measure the participant's level of cortical arousal. It was hypothesized that text-messaging would affect driving ability and the level of cortical arousal. The results indicated higher levels of arousal and a prevalence of the theta frequency (4–7 Hz), which is associated with distractibility as a result of text-messaging activity. In addition, participants showed an increased number of driving errors as a function of text-messaging distractibility. These results have major implications for in-vehicle systems design, traffic safety, and driver attention and workload.
This paper examines differences between the two most popular social networking sites (Facebook and MySpace) in terms of their usability and design heuristics. First, we discuss a brief history on social network websites that have dominated the Internet in popularity and then declined over time due to major setbacks or system design failures. Second, we discuss usability heuristics and how they can be incorporated to social network websites to improve their chances of success among users. Lastly, we present a study in which we have used an adapted usability questionnaire based on these usability heuristics. This usability questionnaire compares Facebook and MySpace by rating them across eight dimensions such as simplicity, usefulness, functionality, consistency, proficiency, satisfaction, behavior, and needs for improvement. There was a significant difference between both social networks, indicating that Facebook was rated the highest on usability over MySpace.
Aggressive driving behavior or “road rage” is often viewed as a dysfunctional pattern of social behavior that poses a serious risk to public safety. In a previous study, we conducted a factor analytic study of 79 items derived from five different driving behavior scales to produce a new scale, which can be correlated to driver anger. The goal of the present research was to empirically test this scale in a controlled laboratory environment. It was hypothesized that the newly developed Aggressive Driving Behavior Questionnaire (ADBQ) would predict driving performance of aggressive drivers. The results showed a significant effect of traffic condition on lane deviations and that the composite scores co-varied significantly with lane deviations and collisions. In addition, several dependent measures were significantly correlated with the composite scores. These variables included lane deviations and collisions. This suggests that the ADBQ is a valid predictor of aggressive driving behavior in a simulated environment.
The subject of our study consisted of designing, using a method oriented towards the user’s pleasure, a demonstration model (non airborne) for a French aeronautical group. In this article we will explain how we have designed an aircraft cockpit based on the pleasurable aspects of the pilot’s activity. Then we tried to compare the notions of pleasure identified in the activity of flying a plane, aspects symbolizing the stronger sensations and the aspects of tranquillity and avoidance. We have attempted to formally translate this analogy, whilst respecting the design rules of ergonomics and current official aeronautical rules.
Manufacturing companies are evolving in a more and more complex context. In order to survive in that context some choose strategies of differentiation based on innovation approaches. After reviewing the state of play and discussing existing creativity models, we propose a descriptive and prescriptive model of the creativity approaches found in companies. We will compare our model to various creativity projects and we will extrapolate its prospective contributions. Les entreprises manufacturières évoluent dans un contexte de plus en plus complexe. Pour y survivre, certaines optent pour des stratégies de différenciation basées sur des démarches d'innovation. Nous proposons, après avoir fait l'état des lieux et discuté les modélisations de la créativité, un modèle descriptif et prescriptif des démarches de créativité en entreprise. Nous confrontons ce modèle à divers projets de créativité et extrapolons les apports potentiels de celui-ci.