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The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what

The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what data could be observed and examined most effectively to produce causal explanations of behaviors when utilizing the PTC system. This study was done through literature review, interviews of PTC users and trainers, and through direct observations as I rode on trains watching crews interact with the system. Additionally, I researched several studies on human computer interface (HCI) usability studies of various software applications. Based upon the results, I recommend that direct-participant observations be employed and apply both the system and individual MOPs and MOEs identified in the report to track user’s proficiency. The data collected from these observations can be centralized and used to identify behavioral trends, drive corrective actions, create future policies as well as training content. These observations will address the need to have structured observations which allow observers to focus undistracted on the specific behaviors that affect train operations. This database would also identify employees that may need additional or refresher training.

ContributorsBeitia, Adam (Author) / Lauer, Claire (Degree committee member) / Maid, Barry M. (Degree committee member) / Mara, Andrew (Degree committee member)
Created2018-12-06
Description

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.

ContributorsFotias, Demos James (Author) / Selgrad, Justin (Thesis director) / Lahey, Byron (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Physical appearance is an important communication tool that involves the way people define themselves and others around them. Clothing is a major component of physical appearance. When people can understand how different clothing styles flatter their specific body shapes, they can use clothing as a means to manipulate their physical

Physical appearance is an important communication tool that involves the way people define themselves and others around them. Clothing is a major component of physical appearance. When people can understand how different clothing styles flatter their specific body shapes, they can use clothing as a means to manipulate their physical appearances. In this way, people can choose deliberate clothing to send out purposeful visual messages that align with their goals and interests. Understanding how clothing affects visual appearance can be a very complicated task (Ilnitsky, 2018; Nix-Rice, 2014). There should be a simple and way for people to pick clothes that will specifically look good on their body. The purpose of this current study is to introduce a new method of online shopping that collects users’ body dimensions and shows them clothing that will flatter their particular body shape. The following study proposes a prototype design for such a shopping experience.

ContributorsBartolomea, Hannah Elyse (Author) / Johnson-Glenberg, Mina (Thesis director) / Prewitt, Deborah (Committee member) / Tinapple, David (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
Description

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing

Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing music, or taking a phone call. As a result, it is important for designers to look into their decisions and how they might affect the overall experience a person has while interacting with multimedia screen as they are driving a vehicle. This study aims to look into how existing design decisions present themselves in the multimedia screens of modern vehicles and which principles of design users favor when interacting with the systems. With 188 participants and three vehicles tested, including the 2019 Toyota Highlander equipped with native software, the 2019 Hyundai Sonata equipped with Android Auto, and the 2020 Hyundai Elantra equipped with Apple CarPlay, it was found that design principles found in Human Computer Interaction, such as Gestalt principles, are relevant in allowing for a more positive, enjoyable experience in completing tasks such as navigation, playing music, and taking a phone call.

ContributorsHwang, Jaesang (Author) / Atkinson, Robert (Thesis director) / Chavez Echeagaray, Maria Elena (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2023-05
Description

My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual

My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual character they are taking care of. The project consists of researching Human Computer Interaction principles, selecting an assortment that are most relevant to my project, and integrating them into the design of mechanics for the game. The goal of this project is to demonstrate how integrating HCI design principles into game design can foster new ideas and improve the experience of the game for its users.

ContributorsSpence, Collin (Author) / Carter, Lynn (Thesis director) / Niebelschuetz, Malte (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor)
Created2023-05
Description
ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input

ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input device. The first sub-study examined the effects of increased latency on performance using two separate experiments. In the first experiment the effects of constant latency on performance were tested, wherein participants completed blocks of trials with a constant level of latency. Additionally, after each block, participants rated their subjective experience of the input device performance at each level of latency. The second experiment examined the effects of variable latency on performance, where latency was randomized within blocks of trials.

The second sub-study investigated the effects of decreased updating rates on performance in the same manner as the first study, wherein experiment one tested the effect of constant updating rate on performance as well as subjective rating, and experiment two tested the effect of variable updating rate on performance. The findings suggest that latency is negative correlated with actual performance as well as subjective ratings of performance, and updating rate is positively correlated with actual performance as well as subjective ratings of performance.
ContributorsBrady, Kyle J (Author) / Wu, Bing (Thesis advisor) / Hout, Michael C (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
Description
This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new,

This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new, motivation-sensitive approach to design was implemented. This approach combined psychometric analysis from motivational psychology's Personal Project Analysis (PPA) and Place Attachment theory's Sense of Place (SoP) analysis to produce project-centered motivational models for environmental congruence. Regression analysis of surveys collected from 150 (n = 150) young adults about their homes revealed PPA motivational dimensions had significant main affects on all three SoP factors. Model one indicated PPA dimensions Fearful and Value Congruency predicted the SoP factor Place Attachment (p = 0.012). Model two indicated the PPA factor Positive Affect and PPA dimensions Value Congruency, Self Identity and Autonomy predicted Place Identity (p = .0003). Model three indicated PPA dimensions Difficulty and Likelihood of Success predicted the SoP factor Place Dependency. The relationships between motivational PPA dimensions and SoP demonstrated in these models informed creation of a set of motivational design heuristics. These heuristics guided 20 participants (n = 20) through co-design of paper prototypes of SHSPs supporting goal attainment and human flourishing. Normative analysis of these paper prototypes fashioned a design framework consisting of the use cases "make with me", "keep me on task" and "improve myself"; the four design principles "time and timing", "guidance and accountability", "project ambiguity" and "positivity mechanisms"; and the seven interaction models "structuring time", "prompt user", "gather resources", "consume content", "create content", "restrict and/or restore access to content" and "share content". This design framework described and evaluated three technology probes installed in the homes of three participants (n = 3) for field-testing over the course of one week. A priori and post priori samples of psychometric measures were inconclusive in determining if SHSP motivated goal attainment or increased environmental congruency between young adults and their homes.
ContributorsBrotman, Ryan Scott (Author) / Burleson, Winsow (Thesis advisor) / Heywood, William (Committee member) / Forlizzi, Jodi (Committee member) / Arizona State University (Publisher)
Created2013
Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
Description
Applications over a gesture-based human-computer interface (HCI) require a new user login method with gestures because it does not have traditional input devices. For example, a user may be asked to verify the identity to unlock a device in a mobile or wearable platform, or sign in to a virtual

Applications over a gesture-based human-computer interface (HCI) require a new user login method with gestures because it does not have traditional input devices. For example, a user may be asked to verify the identity to unlock a device in a mobile or wearable platform, or sign in to a virtual site over a Virtual Reality (VR) or Augmented Reality (AR) headset, where no physical keyboard or touchscreen is available. This dissertation presents a unified user login framework and an identity input method using 3D In-Air-Handwriting (IAHW), where a user can log in to a virtual site by writing a passcode in the air very fast like a signature. The presented research contains multiple tasks that span motion signal modeling, user authentication, user identification, template protection, and a thorough evaluation in both security and usability. The results of this research show around 0.1% to 3% Equal Error Rate (EER) in user authentication in different conditions as well as 93% accuracy in user identification, on a dataset with over 100 users and two types of gesture input devices. Besides, current research in this area is severely limited by the availability of the gesture input device, datasets, and software tools. This study provides an infrastructure for IAHW research with an open-source library and open datasets of more than 100K IAHW hand movement signals. Additionally, the proposed user identity input method can be extended to a general word input method for both English and Chinese using limited training data. Hence, this dissertation can help the research community in both cybersecurity and HCI to explore IAHW as a new direction, and potentially pave the way to practical adoption of such technologies in the future.
ContributorsLu, Duo (Author) / Huang, Dijiang (Thesis advisor) / Li, Baoxin (Committee member) / Zhang, Junshan (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2021
Description
Social engagement is vital for developing a healthy social life. The advantages of engaging in positive social interactions are evident in various contexts. Active social interaction in the workplace fosters collaboration and boosts productivity. Positive communication is crucial for establishing and sustaining healthy family bonds. However, there has been a

Social engagement is vital for developing a healthy social life. The advantages of engaging in positive social interactions are evident in various contexts. Active social interaction in the workplace fosters collaboration and boosts productivity. Positive communication is crucial for establishing and sustaining healthy family bonds. However, there has been a growing tendency for digital technologies to contribute to individuals being physically present but emotionally detached, confined within their social bubbles. Most existing studies in the field of human-computer interaction (HCI) have primarily concentrated on researching technology that links remote social connections. However, there has been limited exploration of the potential of interactive technology to facilitate engagement among individuals who are physically present in the same location. The contribution of the research is to explore technology and design tactics that enhance playful and enjoyable co-located engagement rather than inhibit it. I present three case studies that demonstrate my research methodologies, novel systems, and their implementation in two distinct scenarios. First, I developed augmented cups that enable a collective of unfamiliar individuals to generate and manipulate sounds together by utilizing the glass as a musical instrument. Second, I integrated these augmented cups into a communal dining environment and developed additional computational tableware. The augmented dining experience integrated multisensory modality, including visual, auditory, and tactile components. Third, I implemented the multisensory-driven approach in the field of children's peer interaction through the study of SensaSea project, aiming to examine the impact of sensory modalities on children's social behavior with peers and their pro-social outcomes. Qualitative studies investigated the firsthand experiences of individuals using these interactive multisensory systems, leading to the development of design frameworks and further valuable insights. To summarize, I first present various technologically mediated methods for integrating design tactics and then apply them to two scenario-based social settings. The research findings produced design frameworks with three key characteristics: interdependent interaction, improvised activity, and interaction over time. The framework provides a resource for interaction designers to use as design guidance when creating their own social experiences. Second, I contribute to the theoretical foundations for facilitating design approaches and frameworks. Third, I introduce research methods that incorporate video analysis, activity coding, statistical measures, signal correlation, and social behavior analysis.
ContributorsLYU, YANJUN (Author) / Sha, Xin Wei (Thesis advisor) / Karimi, Robert Farid (Committee member) / Hayes, Lauren Sarah (Committee member) / Arizona State University (Publisher)
Created2024