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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
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
Optimizing The Design Of Multimodal User Interfaces
Due to a current lack of principle-driven multimodal user interface design guidelines, designers may encounter difficulties when choosing the most appropriate display modality for given users or specific tasks (e.g., verbal versus spatial tasks). The development of multimodal display guidelines from both a user and task domain perspective is thus critical to the achievement of successful human-system interaction. Specifically, there is a need to determine how to design task information presentation (e.g., via which modalities) to capitalize on an individual operator\u27s information processing capabilities and the inherent efficiencies associated with redundant sensory information, thereby alleviating information overload. The present effort addresses this issue by proposing a theoretical framework (Architecture for Multi-Modal Optimization, AMMO) from which multimodal display design guidelines and adaptive automation strategies may be derived. The foundation of the proposed framework is based on extending, at a functional working memory (WM) level, existing information processing theories and models with the latest findings in cognitive psychology, neuroscience, and other allied sciences. The utility of AMMO lies in its ability to provide designers with strategies for directing system design, as well as dynamic adaptation strategies (i.e., multimodal mitigation strategies) in support of real-time operations. In an effort to validate specific components of AMMO, a subset of AMMO-derived multimodal design guidelines was evaluated with a simulated weapons control system multitasking environment. The results of this study demonstrated significant performance improvements in user response time and accuracy when multimodal display cues were used (i.e., auditory and tactile, individually and in combination) to augment the visual display of information, thereby distributing human information processing resources across multiple sensory and WM resources. These results provide initial empirical support for validation of the overall AMMO model and a sub-set of the principle-driven multimodal design guidelines derived from it. The empirically-validated multimodal design guidelines may be applicable to a wide range of information-intensive computer-based multitasking environments
Designing Attention-Centric Notification Systems: Five HCI Challenges
Through an examination of the emerging domain of cognitive systems, with a
focus on attention-centric cognitive systems used for notification, this document explores
the human-computer interaction challenges that must be addressed for successful
interface design. This document asserts that with compatible tools and methods, user
notification requirements and interface usability can be abstracted, expressed, and
compared with critical parameter ratings; that is, even novice designers can assess
attention cost factors to determine target parameter levels for new system development.
With a general understanding of the user tasks supported by the notification system, a
designer can access the repository of design knowledge for appropriate information and
interaction design techniques (e.g., use of color, audio features, animation, screen size,
transition of states, etc), which have analytically and empirically derived ratings.
Furthermore, usability evaluation methods, provided to designers as part of the integrated
system, are adaptable to specific combinations of targeted parameter levels. User testing
results can be conveniently added back into the design knowledge repository and
compared to target parameter levels to determine design success and build reusable HCI
knowledge.
This approach is discussed in greater detail as we describe five HCI challenges
relating to cognitive system development: (1) convenient access to basic research and
guidelines, (2) requirements engineering methods for notification interfaces, (3) better
and more usable predictive modeling for pre-attentive and dual-task interfaces, (4)
standard empirical evaluation procedures for notification systems, and (5) conceptual
frameworks for organizing reusable design and software components.
This document also describes our initial work toward building infrastructure to
overcome these five challenges, focused on notification system development. We
described LINK-UP, a design environment grounded on years of theory and method
development within HCI, providing a mechanism to integrate interdisciplinary expertise
from the cognitive systems research community. Claims allow convenient access to
basic research and guidelines, while modules parallel a lifecycle development iteration
and provide a process for requirements engineering guided by this basic research. The
activities carried out through LINK-UP provide access to and interaction with reusable
design components organized based on our framework. We think that this approach may
provide the scientific basis necessary for exciting interdisciplinary advancement through
many fields of design, with notification systems serving as an initial model.
A version of this document will appear as chapter 3 in the book Cognitive
Systems: Human Cognitive Models in Systems Design edited by Chris Forsythe, Michael
Bernard, and Timothy Goldsmith resulting from a workshop led by the editors in summer
2003. The authors are grateful for the input of the workshop organizers and conference
attendees in the preparation of this document
Computational Modeling and Experimental Research on Touchscreen Gestures, Audio/Speech Interaction, and Driving
As humans are exposed to rapidly evolving complex systems, there are growing needs for humans and systems to use multiple communication modalities such as auditory, vocal (or speech), gesture, or visual channels; thus, it is important to evaluate multimodal human-machine interactions in multitasking conditions so as to improve human performance and safety. However, traditional methods of evaluating human performance and safety rely on experimental settings using human subjects which require costly and time-consuming efforts to conduct. To minimize the limitations from the use of traditional usability tests, digital human models are often developed and used, and they also help us better understand underlying human mental processes to effectively improve safety and avoid mental overload. In this regard, I have combined computational cognitive modeling and experimental methods to study mental processes and identify differences in human performance/workload in various conditions, through this dissertation research. The computational cognitive models were implemented by extending the Queuing Network-Model Human Processor (QN-MHP) Architecture that enables simulation of human multi-task behaviors and multimodal interactions in human-machine systems. Three experiments were conducted to investigate human behaviors in multimodal and multitasking scenarios, combining the following three specific research aims that are to understand: (1) how humans use their finger movements to input information on touchscreen devices (i.e., touchscreen gestures), (2) how humans use auditory/vocal signals to interact with the machines (i.e., audio/speech interaction), and (3) how humans drive vehicles (i.e., driving controls). Future research applications of computational modeling and experimental research are also discussed. Scientifically, the results of this dissertation research make significant contributions to our better understanding of the nature of touchscreen gestures, audio/speech interaction, and driving controls in human-machine systems and whether they benefit or jeopardize human performance and safety in the multimodal and concurrent task environments. Moreover, in contrast to the previous models for multitasking scenarios mainly focusing on the visual processes, this study develops quantitative models of the combined effects of auditory, tactile, and visual factors on multitasking performance. From the practical impact perspective, the modeling work conducted in this research may help multimodal interface designers minimize the limitations of traditional usability tests and make quick design comparisons, less constrained by other time-consuming factors, such as developing prototypes and running human subjects. Furthermore, the research conducted in this dissertation may help identify which elements in the multimodal and multitasking scenarios increase workload and completion time, which can be used to reduce the number of accidents and injuries caused by distraction.PHDIndustrial & Operations EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/143903/1/heejinj_1.pd
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 implÃcitas es posible entender qué caracterÃsticas de la interfaz
de usuario son beneficiosas (o no), derivando asà en implicaciones para el
diseño de futuros sistemas interactivos.
La principal ventaja de aprovechar datos implÃcitos 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 envÃe información explÃcitamente
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 implÃcitas 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 implÃcitas del usuario, y 2)
proporcionar una serie de metodologÃas 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 empÃricos con
usuarios reales demuestran que aprovechar la interacción implÃcita 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
The Impact of Cultural Familiarity on Students’ Social Media Usage in Higher Education
Using social media (SM) in Higher education (HE) becomes unavoidable in the new teaching and learning pedagogy.
The current generation of students creates their groups on SM for collaboration. However, SM can be a primary source of
learning distraction due to its nature, which does not support structured learning. Hence, derived from the literature, this study proposes three learning customised system features, to be implemented on SM when used in Higher Education HE.
Nevertheless, some psychological factors appear to have a stronger impact on students’ adoption of SM in learning than the proposed features. A Quantitative survey was conducted at a university in Uzbekistan to collect 52 undergraduate students’ perception of proposed SM learning customised features in Moodle. These features aim to provide localised, personalised, and privacy control self-management environment for collaboration in Moodle. These features could be significant in predicting students’ engagement with SM in HE. The data analysis showed a majority of positive feedback towards the proposed learning customised SM. However, the surveyed students’ engagement with these features was observed as minimal. The course leader initiated a semi-structured interview to investigate the reason. Although the students confirmed their acceptance of the learning customised features, their preferences to alternate SM, which is Telegram overridden their usage of the proposed learning customized SM, which is Twitter. The students avoided the Moodle integrated Twitter (which provided highly accepted features) and chose to use the Telegram as an external collaboration platform driven by their familiarity and social preferences with the Telegram since it is the popular SM in Uzbekistan. This study is part of an ongoing PhD research which involves deeper frame of learners’ cognitive usage of the learning management system. However, this paper exclusively discusses the cultural familiarity impact of student’s adoption of SM in HE
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