Auflistung nach Schlagwort "Human Factors"
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- Konferenzbeitrag7th Workshop "Automotive HMI”: Safety meets User Experience (UX)(Mensch und Computer 2018 - Workshopband, 2018) Riener, Andreas; Geisler, Stefan; van Laack, Alexander; Frison, Anna-Katharina; Detjen, Henrik; Pfleging, BastianAutomotive user interfaces and automated vehicle technology pose numerous challenges to support all diverse facets of user needs. These range from inexperienced, thrill-seeking, young novice drivers to elderly drivers with a mostly opposite set of preferences together with their natural limitations. To allow assessing the (hedonic) quality of automotive user interfaces and automated driving technology (i. e., UX) already during development, the proposed workshop is dedicated to the quest of finding objective, quantifiable criteria to describe future driving experiences. The workshop is intended for HCI, AutomotiveUI, and “Human Factors” researchers and practitioners as well for designers and developers. In adherence to the conference main topic “Interaktion – Verbindet – Alle”, this workshop calls in particular for contributions in the in the areas of human factors and ergonomics (user acceptance, trust, user experience, driving fun, natural user interfaces, etc.) with focus on hedonic quality and design of user experience to enhance the safety feeling in ADS.
- WorkshopbeitragAssessing the Impact of Information Assistance Systems on a Worker Level - A Pre-Study towards an Evaluation Framework(Mensch und Computer 2020 - Workshopband, 2020) Lindner, Fabian; Winkler, Daniel; Müller, Arvid; Mühlan, Kevin; Keil, SophiaA growing amount of information assistance systems is imple-mented within production environments as simple tasks are increasingly automated and more complex knowledge work is required by the staff. However, considerations to implement those technologies have mainly focused on productivity measures on the work process level, so far, putting aside hu-man factors concerning the affected workers. In our paper, we design and conduct a laboratory experiment to systematically assess both these aspects while using three different kinds of information assistance systems for the same assembly task. The insights from this pre-study build the basis for a first concept of a generalized evaluation framework to assess the impact of any kind of information assistance system on both productivity measures and human factors on the worker level. In the end, the role of such an evaluation framework for companies in the midst of technology implementation processes is considered to support its application in practice.
- ZeitschriftenartikelDigital Human Modeling for Design and Evaluation of Human-Machine Systems(MMI Interaktiv - Human: Vol. 1, No. 12, 2007) Naumann, Anja; Rötting, MatthiasDigital Human Modeling is an emerging area that bridges computer-aided engineering design, human factors engineering and applied ergonomics. Especially for ergonomics questions, digital humans are already being used. The paper describes different fields for the application of digital human modeling in product design, assembly and manufacturing. Current research on digital human modeling in training, risk assessment of workplaces, hand-object interaction, modeling eye movement, and the assessment of comfort is highlighted. The case is made for a combination of anthropometric models and cognitive models. In addition, the consequences of a wider application of digital human modeling in product design, assembly and maintenance are discussed, especially with regard to the education of engineers and human factors specialists.
- KonferenzbeitragExergaming for Elderly Persons: Analyzing Player Experience and Performance(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Gerling, Kathrin Maria; Schild, Jonas; Masuch, MaicAlthough research results suggest that playing physically exerting games has a positive impact on senior citizens’ overall well-being, commercially available products are rarely designed with senior users in mind. In this paper, we present an evaluation including Nintendo Wii Fit balance games and our own interaction prototype SilverBalance aimed to examine the accessibility and overall feasibility of the Nintendo Balance Board as input device among elderly players. In this context, we compared the gaming performance of active senior citizens and members of a full-care nursing home who require extensive care and are dependent on assistive devices when walking. While the results show that age-related impairments do have an impact on the use of video games among frail elderly in terms of player performance, they also suggest that the individual enjoyment of engaging in games is not affected by age and may therefore represent a promising opportunity for future game design efforts.
- KonferenzbeitragGamification User Types zur Unterstützung der Konzeption in der Softwareentwicklung(Mensch und Computer 2015 – Workshopband, 2015) Korbas, Sebastian
- KonferenzbeitragDer IGQ - Ein Messinstrument für die Wirksamkeit von Gamification(Mensch und Computer 2015 – Workshopband, 2015) Kettner, Romina; Herrmanny, Katja; Gaulke, Werner
- KonferenzbeitragModelling Human Factors in Cyber Physical Production Systems by the Integration of Human Digital Shadows(Modellierung 2022 Satellite Events, 2022) Mertens, Alexander; Brauner, Philipp; Baier, Ralph; Brillowski, Florian; Dammers, Hannah; Van Dyck, Marc; Kong, Iris; Königs, Peter; Kordtomeikel, Frauke; Liehner, Gian Luca; Pütz, Sebastian; Rodemann, Niklas; Schaar, Anne Kathrin; Steuer-Dankert, Linda; Vervier, Luisa; Wlecke, Shari; Gries, Thomas; Leicht-Scholten, Carmen; Nagel, Saskia K.; Piller, Frank T.; Schuh, Günther; Ziefle, Martina; Nitsch, VerenaThe future of industrial manufacturing and production will increasingly manifest in the form of cyber-physical production systems. Here, Digital Shadows will act as mediators between the physical and digital world to model and operationalize the interactions and relationships between different entities in production systems. Until now, the associated concepts have been primarily pursued and implemented from a technocentric perspective, in which human actors play a subordinate role, if they are considered at all. This paper outlines an anthropocentric approach that explicitly considers the characteristics, behavior, and traits and states of human actors in socio-technical production systems. For this purpose, we discuss the potentials and the expected challenges and threats of creating and using Human Digital Shadows in production.
- KonferenzbeitragPress Play² - Gamification in Wissenschaft und Praxis(Mensch und Computer 2015 – Workshopband, 2015) Schmidt, Ralf; Niesenhaus, Jörg; Schering, Sandra
- DissertationSupporting users in password authentication with persuasive design(2018) Seitz, TobiasActivities like text-editing, watching movies, or managing personal finances are all accomplished with web-based solutions nowadays. The providers need to ensure security and privacy of user data. To that end, passwords are still the most common authentication method on the web. They are inexpensive and easy to implement. Users are largely accustomed to this kind of authentication but passwords represent a considerable nuisance, because they are tedious to create, remember, and maintain. In many cases, usability issues turn into security problems, because users try to work around the challenges and create easily predictable credentials. Often, they reuse their passwords for many purposes, which aggravates the risk of identity theft. There have been numerous attempts to remove the root of the problem and replace passwords, e.g., through biometrics. However, no other authentication strategy can fully replace them, so passwords will probably stay a go-to authentication method for the foreseeable future. Researchers and practitioners have thus aimed to improve users' situation in various ways. There are two main lines of research on helping users create both usable and secure passwords. On the one hand, password policies have a notable impact on password practices, because they enforce certain characteristics. However, enforcement reduces users' autonomy and often causes frustration if the requirements are poorly communicated or overly complex. On the other hand, user-centered designs have been proposed: Assistance and persuasion are typically more user-friendly but their influence is often limited. In this thesis, we explore potential reasons for the inefficacy of certain persuasion strategies. From the gained knowledge, we derive novel persuasive design elements to support users in password authentication. The exploration of contextual factors in password practices is based on four projects that reveal both psychological aspects and real-world constraints. Here, we investigate how mental models of password strength and password managers can provide important pointers towards the design of persuasive interventions. Moreover, the associations between personality traits and password practices are evaluated in three user studies. A meticulous audit of real-world password policies shows the constraints for selection and reuse practices. Based on the review of context factors, we then extend the design space of persuasive password support with three projects. We first depict the explicit and implicit user needs in password support. Second, we craft and evaluate a choice architecture that illustrates how a phenomenon from marketing psychology can provide new insights into the design of nudging strategies. Third, we tried to empower users to create memorable passwords with emojis. The results show the challenges and potentials of emoji-passwords on different platforms. Finally, the thesis presents a framework for the persuasive design of password support. It aims to structure the required activities during the entire process. This enables researchers and practitioners to craft novel systems that go beyond traditional paradigms, which is illustrated by a design exercise.