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Moving Away From the Traditional Desktop Computer Workstations: Identifying Opportunities to Improve Upper Extremity Biomechanics
Statement of Problem: Office computer workers have elevated risks of adverse health outcome such as musculoskeletal disorders (MSDs) associated with computer work. Although they now have many alternatives, these modern computer workstations and associated technologies require new guidelines and recommendations for proper practice. We see this as an opportunity to improve current and future computer workstation designs through an ergonomics approach by improving users’ upper extremity biomechanics while interacting with these modern technologies.
Method: The dissertation first utilized a psychophysical protocol to compare users’ self-selected set ups for sitting and standing computer workstations. Users’ biomechanics and perceived comfort across different computer tasks for the two workstations are then compared. Subsequently, a hand mapping technique was developed to evaluate effects of computer pointing devices on users’ hand posture and associated forearm muscle effort using 3-D motion analysis and surface electromyography. To improve mobile device ergonomics, we investigated tablet users’ biomechanical load, comfort level and performance while performing swipe actions at different tablet locations.
Results: Different selected computer workstation set ups were found for sitting and standing. Compared to sitting, users while standing kept workstation components closer to their sternum and adopted a more neutral shoulder posture while working. However, users had greater wrist extension and started reporting more low back discomfort after 45 minutes. While investigating different computer pointing devices, we found device affordance associated with significantly different hand posture and forearm muscle load. Devices that required less holding and were centrally placed associated with more neutral shoulder and hand postures, with significantly less forearm muscle load. For tablet interface, swipe locations closer to the palm had significantly smaller forearm muscle load and more neutral posture across wrist and thumb joints.
Conclusion: Through empirical results described in the dissertation, we demonstrated how users’ upper extremity biomechanics can provide insights into the complex interactions between users and modern computer workstations, both as a whole and with specific components. For technology innovation, ergonomics concepts and methodologies can be used to design future generation technologies that fit users’ physical capabilities to reduce MSDs risk while promoting performance
Controlled Experimentation in Naturalistic Mobile Settings
Performing controlled user experiments on small devices in naturalistic
mobile settings has always proved to be a difficult undertaking for many Human
Factors researchers. Difficulties exist, not least, because mimicking natural
small device usage suffers from a lack of unobtrusive data to guide
experimental design, and then validate that the experiment is proceeding
naturally.Here we use observational data to derive a set of protocols and a
simple checklist of validations which can be built into the design of any
controlled experiment focused on the user interface of a small device. These,
have been used within a series of experimental designs to measure the utility
and application of experimental software. The key-point is the validation
checks -- based on the observed behaviour of 400 mobile users -- to ratify that
a controlled experiment is being perceived as natural by the user. While the
design of the experimental route which the user follows is a major factor in
the experimental setup, without check validations based on unobtrusive observed
data there can be no certainty that an experiment designed to be natural is
actually progressing as the design implies.Comment: 12 pages, 3 table
Is movement better? Comparing sedentary and motion-based game controls for older adults
Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors
Ubiquitous computing: Anytime, anyplace, anywhere?
Computers are ubiquitous, in terms that they are everywhere, but does this mean the same as ubiquitous computing? Views are divided. The convergent device (one-does-all) view posits the computer as a tool through which anything, and indeed everything, can be done (Licklider & Taylor, 1968). The divergent device (many-do-all) view, by contrast, offers a world where microprocessors are embedded in everything and communicating with one another (Weiser, 1991). This debate is implicitly present in this issue, with examples of the convergent device in Crook & Barrowcliff's paper and in Gay et al's paper, and examples of the divergent devices in Thomas & Gellersen's paper and Baber's paper. I suspect both streams of technology are likely to co-exist
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