3,680 research outputs found
Design Your Career - Design Your Life
This research investigates the current plague of unemployment and underemployment that nearly half of qualified individuals in the field of Visual Communications are met with after graduation. Students who major in this field dedicate a tremendous amount of time, money, and energy toward developing a broad skillset that resolves critical matters of communication through visual solutions. Research has demonstrated that despite conditions that are subject to ongoing change of economy, industry, and marketplace there are contributing factors that must be addressed to overcome un/underemployment regardless of circumstances. These include an underdeveloped network of professional contacts, deficiency in recognizing or responding to changing conditions, and a limited ability to customize one’s career around their unique specialization. The purpose of this study is to provide students who major in Visual Communications the information and tools needed to incorporate their ability to adapt and problem solve from their skillset into their search for work. To explore this issue, information was gathered through secondary research that involved data from federal databases, case studies, literature review, and secondary research in general. Return on investment for one’s education is measured in consideration of three primary themes: job satisfaction, income, and quality of life, which may provide hopeful opportunity for professionals in Visual Communications to overcome un/underemployment through career customization
An Entropy Index for Multitasking Behavior
This study conceptualizes multitasking in a tri-dimensional framework consisting of task, time and technology, and proposes an entropy measure called the Multitasking Entropy Index (MEI) to study multitasking behavior. Entropy indicates the level of disorder or heterogeneity in a system. In natural and social sciences, entropy measures have been used to study the dispersion of objects of interest. However, to date, these measures have not been applied to study human multitasking behavior. Multitasking is defined in terms of the focus shifts that occur when a person changes attention between ongoing tasks. MEI calculates the diversity of focus shifts that take place in a period of time. The index can also be applied to measure focus shifts across different technology devices. The results of an empirical test show the potential of the proposed index. The framework and index presented in this paper are poised to seed a new stream of research
Diminished Control in Crowdsourcing: An Investigation of Crowdworker Multitasking Behavior
Obtaining high-quality data from crowds can be difficult if contributors do not give tasks sufficient attention. Attention checks are often used to mitigate this problem, but, because the roots of inattention are poorly understood, checks often compel attentive contributors to complete unnecessary work. We investigated a potential source of inattentiveness during crowdwork: multitasking. We found that workers switched to other tasks every five minutes, on average. There were indications that increasing switch frequency negatively affected performance. To address this, we tested an intervention that encouraged workers to stay focused on our task after multitasking was detected. We found that our intervention reduced the frequency of task-switching. It also improves on existing attention checks because it does not place additional demands on workers who are already focused. Our approach shows that crowds can help to overcome some of the limitations of laboratory studies by affording access to naturalistic multitasking behavior
Examining the Effects of Distractive Multitasking with Peripheral Computing in the Classroom
The growing use of information and communication technologies (ICTs) in college campuses has dramatically increased the potential for multitasking among students who have to juggle classes, school assignments, work, and recreational activities. These students believe that they have become more efficient by performing two or more tasks simultaneously. The use of technology, however, has changed the student’s ability to focus and attend to what they need to learn. Research has shown that multitasking divides students’ attention, which could have a negative impact on their cognition and learning. The purpose of this study was to examine the effects of distractive multitasking on students’ attention and academic performance in a classroom setting. Several studies in cognitive psychology have focused on individuals’ divided attention between simultaneously occurring tasks. Such research has found that, because human attention and capacity to process information are selective and limited, a performance decrement often results when task performance requires divided attention. Distractive tasks are defined as tasks or activities for which cognitive resources are used to process information that is not related to the course material. Multitasking is defined as the engagement in individual tasks that are performed in succession through a process of context switching. Using a non-experimental, correlational research design, the researcher examined the effects of distractive multitasking, with computer devices, during classroom lectures, on students’ academic performance. This study used a monitoring system to capture data that reflected actual multitasking behaviors from students who used computers while attending real-time classroom lectures. The findings showed that there was no statistically significant relationship between the frequency of distractive multitasking (predictor variable) and academic performance (criterion variable), as measured by the midterm and final evaluation scores. The results did not support the hypothesis that distractive computer-based multitasking could have a negative impact on academic performance
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Flow in multitasking : the effects of motivation, artifact, and task factors
textThe aims of this dissertation study are 1) to examine how the interplay of motivation, artifacts, and task interconnectedness affect users' flow experience, 2) to understand users' multitasking patterns by analyzing approaches and strategies in multitasking environments through a participatory design session, and 3) to come up with design insights and implications for desired multitasking environments based on findings from the quantitative and qualitative data analysis and synthesis. This dissertation employed the PAT (Person-Artifact-Task) model to examine factors that affect users' flow experience in computer-mediated multitasking environments. Particularly, this study focused on users' flow experience - sense of control, focused attention, curiosity, intrinsic interest and interactivity - in the context of multitasking. The dissertation begins with perspectives on human multitasking research from various disciplines. Emphasis is placed on how researchers have defined the term multitasking and the scope of previous multitasking research. In addition, this study provides definitions of the term task switching, which also has been used to describe human multitasking. The second section of this dissertation focuses on the literature, which characterizes factors and theoretical frameworks of human multitasking research. In this section, human multitasking factors were classified into internal and external factors to analyze factors from the micro to the macro perspective. More detailed definitions and comparisons are also addressed. To summarize and conclude the literature review, this study provides a synthesis framework of internal and external factors of human multitasking contexts. In section III, this dissertation introduces theoretical frameworks that include the constructs of the PAT (Person-Artifact-Task) model and flow model. The next three sections present the research design and two research methods - the experiment and participatory design. The results and discussion section includes the implications of interpreting people's flow experience with motivation, artifact (technology affordance type), and task interconnectedness through the PAT model. The study findings and implications should extend our understanding of multitasking behaviors and contexts and how the interplay of person, artifact, and task factors affects humans' flow experience. A concluding chapter explores future work and design implications on how researchers and designers can take contextual factors into consideration to identify the most effective multitasking in computer-mediated environments.Informatio
Diverse Contributions to Implicit Human-Computer Interaction
Cuando las personas interactúan con los ordenadores, hay mucha
información que no se proporciona a propósito. Mediante el estudio de estas
interacciones implícitas es posible entender qué características de la interfaz
de usuario son beneficiosas (o no), derivando así en implicaciones para el
diseño de futuros sistemas interactivos.
La principal ventaja de aprovechar datos implícitos del usuario en
aplicaciones informáticas es que cualquier interacción con el sistema puede
contribuir a mejorar su utilidad. Además, dichos datos eliminan el coste de
tener que interrumpir al usuario para que envíe información explícitamente
sobre un tema que en principio no tiene por qué guardar relación con la
intención de utilizar el sistema. Por el contrario, en ocasiones las
interacciones implícitas no proporcionan datos claros y concretos. Por ello,
hay que prestar especial atención a la manera de gestionar esta fuente de
información.
El propósito de esta investigación es doble: 1) aplicar una nueva visión tanto
al diseño como al desarrollo de aplicaciones que puedan reaccionar
consecuentemente a las interacciones implícitas del usuario, y 2)
proporcionar una serie de metodologías para la evaluación de dichos
sistemas interactivos. Cinco escenarios sirven para ilustrar la viabilidad y la
adecuación del marco de trabajo de la tesis. Resultados empíricos con
usuarios reales demuestran que aprovechar la interacción implícita es un
medio tanto adecuado como conveniente para mejorar de múltiples maneras
los sistemas interactivos.Leiva Torres, LA. (2012). Diverse Contributions to Implicit Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/17803Palanci
Pauses and spacing in learning to program
Conventional wisdom holds that time is an integral part of the learning process. Spacing out learning over multiple study sessions seems to be better for learning than having a single longer study session. Learners should also take pauses from the learning process to absorb, assimilate, and analyze what they have just learned. At the same time, pausing too often can be harmful for learning. Participants of two subsequent introductory programming courses completed programming tasks in an integrated development environment that saved detailed logs of their actions, including time stamps of all the participants' keypresses in said environment. Using this data with background variables and a self-regulation metric questionnaire, we study how the students space out their work, identify trends in between the kinds of pauses the participants took and the course outcomes, and their connection to background variables. Based on our research, students tend to space out their work, working on multiple days each week. In addition, a high relative amount of pauses of only a few seconds correlated positively with exam scores, while a high relative amount of pauses of a few minutes correlated negatively with exam scores. Student pausing behaviors are poorly explained by traditional self-regulation measures such as the Motivated Strategies for Learning Questionnaire and other background variables.Peer reviewe
Influences of Display Design and Task Management Strategy on Situation Awareness, Performance, and Workload in Process Control Environments
Process control environments demand well informed high performing human monitors to maintain effectual control of multiple processes. Most research aims to satisfy this requirement through the evaluation of competing heuristic-based display design constructs. Contrary to that method, this study takes a novel approach by examining both factors internal and external to the human observer to identify where beneficial outcomes actually reside. External factors explore the underlying design construct attributes, while internal factors focus on the effect of operator task management strategy, age, and experience. Results from this study present several key findings relative to operator situation awareness, performance, and workload. Findings suggest the specific manner in which external information is presented and oriented on a process control room display is inconsequential toward situation awareness and performance. Further, operator preferred task management strategy has a profound effect on their performance and experienced workload, while exhibiting only a mild effect on situation awareness. In most cases, an Adaptive Attack strategy produces desirable results, while an Adaptive Avoidance does not. Interleaving and Multitasking fall between these two extremes. Lastly, findings indicate subject variables, age and experience have negative effects on overall situation awareness and system deviation prediction times
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