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Download full chapter Advances In Usability User Experience Wearable And Assistive Technology Proceedings Of The Ahfe 2020 Virtual Conferences On Usability And User Experience Human Factors And Assistive Technology Human F pdf docx
Download full chapter Advances In Usability User Experience Wearable And Assistive Technology Proceedings Of The Ahfe 2020 Virtual Conferences On Usability And User Experience Human Factors And Assistive Technology Human F pdf docx
Tareq Ahram
Christianne Falcão Editors
Advances in Usability,
User Experience,
Wearable and Assistive
Technology
Proceedings of the AHFE 2020 Virtual
Conferences on Usability and User
Experience, Human Factors and Assistive
Technology, Human Factors and
Wearable Technologies, and Virtual
Environments and Game Design,
July 16-20, 2020, USA
Advances in Intelligent Systems and Computing
Volume 1217
Series Editor
Janusz Kacprzyk, Systems Research Institute, Polish Academy of Sciences,
Warsaw, Poland
Advisory Editors
Nikhil R. Pal, Indian Statistical Institute, Kolkata, India
Rafael Bello Perez, Faculty of Mathematics, Physics and Computing,
Universidad Central de Las Villas, Santa Clara, Cuba
Emilio S. Corchado, University of Salamanca, Salamanca, Spain
Hani Hagras, School of Computer Science and Electronic Engineering,
University of Essex, Colchester, UK
László T. Kóczy, Department of Automation, Széchenyi István University,
Gyor, Hungary
Vladik Kreinovich, Department of Computer Science, University of Texas
at El Paso, El Paso, TX, USA
Chin-Teng Lin, Department of Electrical Engineering, National Chiao
Tung University, Hsinchu, Taiwan
Jie Lu, Faculty of Engineering and Information Technology,
University of Technology Sydney, Sydney, NSW, Australia
Patricia Melin, Graduate Program of Computer Science, Tijuana Institute
of Technology, Tijuana, Mexico
Nadia Nedjah, Department of Electronics Engineering, University of Rio de Janeiro,
Rio de Janeiro, Brazil
Ngoc Thanh Nguyen , Faculty of Computer Science and Management,
Wrocław University of Technology, Wrocław, Poland
Jun Wang, Department of Mechanical and Automation Engineering,
The Chinese University of Hong Kong, Shatin, Hong Kong
The series “Advances in Intelligent Systems and Computing” contains publications
on theory, applications, and design methods of Intelligent Systems and Intelligent
Computing. Virtually all disciplines such as engineering, natural sciences, computer
and information science, ICT, economics, business, e-commerce, environment,
healthcare, life science are covered. The list of topics spans all the areas of modern
intelligent systems and computing such as: computational intelligence, soft comput-
ing including neural networks, fuzzy systems, evolutionary computing and the fusion
of these paradigms, social intelligence, ambient intelligence, computational neuro-
science, artificial life, virtual worlds and society, cognitive science and systems,
Perception and Vision, DNA and immune based systems, self-organizing and
adaptive systems, e-Learning and teaching, human-centered and human-centric
computing, recommender systems, intelligent control, robotics and mechatronics
including human-machine teaming, knowledge-based paradigms, learning para-
digms, machine ethics, intelligent data analysis, knowledge management, intelligent
agents, intelligent decision making and support, intelligent network security, trust
management, interactive entertainment, Web intelligence and multimedia.
The publications within “Advances in Intelligent Systems and Computing” are
primarily proceedings of important conferences, symposia and congresses. They
cover significant recent developments in the field, both of a foundational and
applicable character. An important characteristic feature of the series is the short
publication time and world-wide distribution. This permits a rapid and broad
dissemination of research results.
** Indexing: The books of this series are submitted to ISI Proceedings,
EI-Compendex, DBLP, SCOPUS, Google Scholar and Springerlink **
Editors
123
Editors
Tareq Ahram Christianne Falcão
Institute for Advanced Catholic University of Pernambuco
Systems Engineering Boa Vista, Recife, Brazil
University of Central Florida
Orlando, FL, USA
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Advances in Human Factors
and Ergonomics 2020
11th International Conference on Applied Human Factors and Ergonomics and the
Affiliated Conferences
v
vi Advances in Human Factors and Ergonomics 2020
(continued)
Advances in Human Factors in Training, Salman Nazir, Tareq Ahram and
Education, and Learning Sciences Waldemar Karwowski
Advances in Human Aspects of Transportation Neville Stanton
Advances in Artificial Intelligence, Software and Tareq Ahram
Systems Engineering
Advances in Human Factors in Architecture, Jerzy Charytonowicz
Sustainable Urban Planning and Infrastructure
Advances in Physical, Social & Occupational Waldemar Karwowski, Ravindra S.
Ergonomics Goonetilleke, Shuping Xiong,
Richard H.M. Goossens and Atsuo
Murata
Advances in Manufacturing, Production Beata Mrugalska, Stefan Trzcielinski,
Management and Process Control Waldemar Karwowski, Massimo Di
Nicolantonio and Emilio Rossi
Advances in Usability, User Experience, Wearable Tareq Ahram and Christianne Falcão
and Assistive Technology
Advances in Creativity, Innovation, Evangelos Markopoulos, Ravindra S.
Entrepreneurship and Communication of Design Goonetilleke, Amic G. Ho and Yan
Luximon
Preface
This volume combines the proceedings of four affiliated conferences of the 2020
Applied Human Factors and Ergonomics Conference: the 11th International
Conference on Usability & User Experience, the 4th International Conference on
Human Factors and Wearable Technologies, the 4th International Conference on
Human Factors in Virtual Environments and Game Design and the 3rd International
Conference on Human Factors and Assistive Technology.
The conference on usability & user experience focuses on strategies for
achieving successful interaction with products, tools and technologies. Usable
designs are able to accommodate the needs of potential users without requiring
costly training. In this context, this book is concerned with emerging ergonomics
concepts in the design of products and systems, and with theories and applications
of human factor knowledge for understanding human–system interaction, identi-
fying key usability issues and eventually improving the corresponding products and
systems.
The conferences on assistive and wearable technologies focus on the examina-
tion of problems in designing and providing assistive devices and services to
individuals with disabilities or impairment, to assist mobility, communication,
positioning, environmental control and daily living. Thus, this book also addresses
a wide spectrum of theoretical and practical topics related to assistive and wearable
technologies. By combining practical experience and academic research, it dis-
cusses solutions for adapting to machinery and wearables, and increasing the
technology acceptance, effectiveness and efficiency.
The conference on human factors in virtual environments and game design
focuses on game industry, which has been rapidly expanding in the past decades.
The level of complexity in game control interfaces and graphics has increased
exponentially, in addition to the growing interest in integrating augmented reality in
gaming experience. As a result, there is a growing demand for human factors and
ergonomics practitioners to improve the users’ engagement in game design.
A variety of game designs, applications and study on their usability, as well as on
users’ engagement, have been gathered together in this book. This book shows how
vii
viii Preface
user-centered practices can optimize user experience, thus improving user accep-
tance, satisfaction and engagement toward novel products and systems.
It addresses professionals, researchers and students in the broad field of human
factors and ergonomics, who are especially interested in user-centered design, user
experience and accessibility of human–machine interfaces, usability and accessi-
bility of wearable technologies, game design as well as advanced applications of
virtual, augmented and mixed realities.
This book is organized into nine sections that focus on the following subject
matters:
Usability and User Experience
Section 1 User Interface and Accessibility
Section 2 Usability Evaluation and Interface Design
Section 3 Usability and User-Centered Design
Section 4 User Experience and Human–machine Interaction
Section 5 Usability and User Experience Applications
Human Factors and Wearable Technologies
Section 6 Wearable Technologies
Game Design
Section 7 Human Factors in Game Design
Section 8 Virtual, Augmented, and Mixed Realities Applications
Assistive Technology
Section 9 Human Factors and Assistive Technology
We hope this book is informative, but even more—that it is thought-provoking.
We hope it inspires, leading the reader to contemplate other questions, applications
and potential solutions in creating good designs for all. Each section contains
research papers that have been reviewed by members of the International Editorial
Board. Our sincere thanks and appreciation to the board members as listed below:
Usability & User Experience
H. Alnizami, USA
W. Friesdorf, Germany
S. Fukuzumi, Japan
S. Hignett, UK
W. Hwang, S. Korea
Y. Ji, Korea
B. Jiang, Taiwan
G. Joyce, UK
C. Khong, Malaysia
Z. Li, PR China
N. Matias, Brazil
A. Moallem, USA
Preface ix
B. Mrugalska, Poland
F. Rebelo, Portugal
V. Rice, USA
E. Rossi, Italy
J. Sheikh, Pakistan
A. Yeo, Malaysia
W. Zhang, PR China
Assistive Technology
H. Alnizami, USA
W. Friesdorf, Germany
S. Fukuzumi, Japan
S. Hignett, UK
M. Zallio, Ireland
Human Factors and Wearable Technologies
A. Alomainy, UK
W. Asghar, USA
K. Bengler, Germany
E. Brolin, Sweden
W. Friesdorf, Germany
L. Fritzsche, Germany
S. Frohriep, Germany
S. Fukuzumi, Japan
B. Goldberg, USA
A. Haslbeck, Germany
S. Hignett, UK
D. Högberg, Sweden
W. Huiskamp, Netherlands
W. Hwang, S. Korea
M. Ismail, Qatar
Y. Ji, Korea
B. Jiang, Taiwan
G. Joyce, UK
C. Khong, Malaysia
Z. Li, PR China
N. Matias, Brazil
M. Reed, USA
V. Rice, USA
E. Rossi, Italy
R. Sottilare, USA
M. Spitzhirn, Germany
M. ur Rehman, UK
A. Yeo, Malaysia
W. Zhang, PR China
x Preface
xi
xii Contents
Wearable Technologies
Smart Digital Assistance Devices for the Support of Machine
Operation Processes at Future Production Workplaces . . . . . . . . . . . . . 491
Julia N. Czerniak, Nikolas Schierhorst, Christopher Brandl,
Alexander Mertens, and Verena Nitsch
A Way of Motivating Patient in Rehabilitation – Case Study
of a Motion Tracking Wearable Device . . . . . . . . . . . . . . . . . . . . . . . . . 498
Jeff Feng and Rajeshree Jaiswal
Contents xvii
1 Introduction
Because new technologies are created in rapid succession, access for everyone is
overlooked [2]. For a great group of our society computers are still misunderstood or
misrepresented. As a result, digital technologies that aim at assisting people in
knowledge building and distribution for a great part of the society remain unavailable.
Fortunately, recently more and more new technology approaches such as accessibility
(ACC), universal usability (UU), design for all (DfA), universal design (UD), user-
sensitive inclusive design (USID), ability-based design (ABD), countering design
exclusion (CDE) make technology accessible. Such universal usability is “a function of
keeping all of the people and all of the situations in mind and trying to create a product
which is as flexible as commercially practical so that it can accommodate the different
users and usage situations” [3].
The research team from the Trace Research and Development Center designed a
flexible tool that makes computers easier to use. Morphic auto-personalization as part
of the Global Public Inclusive Infrastructure initiative [4] allows adjusting computers’
settings to users’ needs and preferences; it also helps to discover setting options
available to make the computer more accessible and then save them to the cloud. They
can then use these saved preferences to automatically set up other computers they
encounter—to be just as they prefer or need them to be set up. To do this, a person
presents a personal Morphic ID or “key” (e.g., a login, USB device, NFC card, fin-
gerprint, etc.) to any computer with Morphic installed. The Morphic system uses the
key to fetch the person’s preferences from the cloud and apply them to the computer,
© The Editor(s) (if applicable) and The Author(s), under exclusive license
to Springer Nature Switzerland AG 2020
T. Ahram and C. Falcão (Eds.): AHFE 2020, AISC 1217, pp. 3–7, 2020.
https://doi.org/10.1007/978-3-030-51828-8_1
4 A. Szopa and G. Vanderheiden
launching and configuring any built-in features and assistive technologies that the
person needs. In this manner, people can have computers instantly set up for them
without having to know how to do it themselves—and to have it done instantly (and
have the settings removed when they are done). For those who are newer to computer
personalization, the discovery tools of Morphic can be used to explore and create
preference sets for storage in the cloud [5].
The challenge for the design team is that it can run on the various types of operating
systems, browsers and devices that the users have. Representative users actively par-
ticipate in the entire process of software design and development. These steps would
assure users that their opinion about the product is important.
Pilot studies for Morphic auto personalization are conducted at the University of
Maryland in job centers, community colleges, and libraries. In the presented study we
will present research results from the library since libraries are increasingly becoming
centers for information and technology.
2 Research Method
3 Research Results
Patrons who come to the library are engaged in social networking, online searching,
online purchasing, and other online activities. They use library computers for social
security issues, job seeking, resume preparations, immigration issues, and taxes. Only a
few use computers for more traditional library purposes: online databases, audiobooks,
and e-books searching.
We were able to define three categories of barriers that patrons face when they use
computers: technical barriers, perception barriers, and organizational barriers.
Technical barriers; most patrons didn’t know that computers can be adapted to
better meet their needs using features built into operating systems or with additional
applications. Many patrons told us about language-related issues. They had difficulty
logging into an email and social media accounts often because of a tendency to forget
passwords, they needed help in opening and ejecting USB. Microsoft Word was too
complicated for them. They often needed help finding and filling documents and often
asked about enlarging content on the screen. Organizational barriers; for some patrons
computers and the internet are outside their budgets. They have limited access to the
computers either they shared them with family members or used them in the library.
Perception barriers; for several patrons computers were too complicated to use, they
were afraid that they would break them.
Based on these data and data collected during the entire research project the team
has identified features that are already added to Morphic QuickStrip (morphic.org).
• Language of Menus. Changes the language used in menus, messages, pop-ups, etc.
This setting works for Windows, Edge, Office 365 and Office 2016, and other
programs that follow the language setting of Windows. The language for text in
documents, web pages, or other content remains in whatever language it was cre-
ated. An option to translate content may be provided in some programs (such as
Word).
• Translate Tools. Provides tools to translate text, documents, web pages or live
speech. Most are web pages but two provide apps for your PC or mobile device.
• Screen Zoom. Enlarges or shrinks everything on the screen: text, icons, images, etc.
It works for all programs.
• Zoom Top Window. Enlarges or shrinks individual windows or applications. This
setting works on the topmost window in Windows, Edge, Chrome, Firefox, Edge,
Word, Excel, One Note, Adobe Reader, and other apps.
• Screen Capture. Takes a picture of all or part of the screen, which can be pasted into
a document or email, or saved as a file for future use.
• MS Word Simplify. Creates simpler ribbons for those who find the current 11
ribbons in Word confusing. It allows the user to choose from a very Basic menu or
an All-in-one menu with all of the most essential controls from all 11 ribbons - in
one “essentials” ribbon.
• High/Low Contrast. Changes the colors of text and background. Eight different
options are provided, including both high and low contrast options. Works in
Windows, Edge, Chrome, and some other apps that support Windows contrast
themes.
6 A. Szopa and G. Vanderheiden
• Read Aloud. Turns the “Select to Read Aloud” extension in the Chrome browser on
and off. When turned on, you select the text you want to hear and click on the
“Play” button that appears next to the text. To stop, click anywhere else on the
screen.
• Volume & Mute. Provides an easy to find method for controlling the volume and
muting the speaker on PC computers.
• DocuMorph. Launches a program that converts documents into more accessible
forms. This includes converting it into Audio, Braille, ebook, or accessible docu-
ment formats.
• Open Quick Folder. Provides access to frequently-requested information made
available by an organization on its Morphic-enabled computers.
• Open & Eject USB. Opens all of the USB drives that are plugged into the computer.
• More… (& Help). In future releases of Morphic, this pop-up menu will provide
additional buttons to help you tune the computer to your specific needs and pref-
erences. It will also link to additional helpful information.
• Save. Saves current settings to the cloud and applies automatically to any Morphic-
enabled computer.
• My Saved Settings. Allows users to easily apply or reapply their saved settings.
• Undo. Reverses last QuickStrip selection.
• Reset All to Standard. Returns the computer to all of its standard (default) settings.
Since the QuickStrip is configurable, all quicksteps will look different depending on
users’ needs. Below is an example of a QuickStrip (Fig. 1).
When the user clicks on the QuickStrip buttons to activate control features or
choose settings, the computer will immediately apply selections to the computer. If the
user changes the mind, can simply click on the button again and try a different choice.
4 Conclusion
Addressing how to create the conditions for e-involvement is a major challenge that
should be explicitly addressed in inclusive design research. The goal of the new
inclusive infrastructure is to be accessible, easy to use for as many people as possible,
including people with disabilities and the elderly. It should be considered an essential
tool in increasing the quality, effectiveness, and efficiency. Easier methods to discover
access and usability features combined with auto-personalization of computers may
solve many problems, but the potential use and impact of such systems are still not
known. What we were able to find out is that patrons were positive about Morphic and
its initial features. They felt that Morphic had the potential to make a positive impact on
their life and work.
The Importance of Computer Auto Personalization 7
References
1. Fuglerud, K.S., Solheim, I.: Synshemmedes IKT-barrierer (Eng: ICT-barriers for the visually
impaired). In: Universal Access in Human-Computer Interaction. Addressing Diversity, no.
91 (2008)
2. World Report on Disability (2011). http://documents.worldbank.org/curated/en/6651314683
31271288/pdf/627830WP0World00PUBLIC00BOX361491B0.pdf
3. Vanderheiden, G.C., Chourasia, A., Tobias, J., Githens, S.: The library GPII system. In:
Universal Access in Human-Computer Interaction. Design for All and Accessibility Practice,
pp. 494–505 (2014)
4. Vanderheiden, G.C., Treviranus, J., Ortega-Moral, M., Peissner, M., de Lera, E.: Creating a
global public inclusive infrastructure (GPII). In: Stephanidis, C., Antona, M. (eds.) UAHCI
2014. LNCS, vol. 8516, pp. 506–515. Springer, Cham (2014)
5. Morphic. morphic.org
6. Leddy, P.D., Ormrod, J.E.: Practical Research, Planning and Design, pp. 79–82. Pearson,
London (2016)
7. Denzin, N.K.: The Research Act. A Theoretical Introduction to Sociological Methods.
AldineTransaction, New Brunswick (2009)
8. Creswell, J.W.: Research Design, Qualitative, Quantitative and Mixed Methods Approaches.
Sage, Thousand Oaks (2014)
9. Flick, U.: An Introduction to Qualitative Research. Sage, Thousand Oaks (2009)
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käyttävät tavallisia vaatteitaan suojaamassa työpajoissa, ja toimme
sen kotiin.
Oli ollut kuuma päivä, ja aivan hikisenä olit joutunut veturiin. Siellä
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mennä suoraa päätä kylpemään. Mutta et sitäkään jaksanut.
Sinä iltana läksit pian levolle, sillä sinun piti nousta varhain
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33.
34.
— Minäpä tiedän, mitä sinä voisit oppia sitten kun tulet terveeksi.
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ensi syksynä.
Yötä päivää olin puolestasi rukoillut siitä hetkestä asti, jona sinut
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isäntä oli metsäpirtistään rientänyt sairasta saattamaan. Itse olit ollut
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sieramiisi, ja sinä olit harson alta seurannut molemmin puolin tietä
näkyviä peltojen lyhteitä.
Ja oli kuin olisit tahtonut minua siinä auttaa ja kuin olisin kuullut
iloisen äänesi lapsuutesi ajoilta, kun keinutuolissa istuen huudahdit:
Niin mutta kyllä teillä olisi ikävä, ellei minua olisi!
— Matkaani.
Et vastannut mitään.
35.
Kai hän oli oikeassa. Ja kaiketi olikin niin, että ihmisten sieluissa
tuikki valo ja että heistä itsestään riippui, pääsikö se valaisemaan
heidän silmäinsä ikkunoista elämän hämärään. Useimmat tuskin
ovat mistään niin varuillaan kuin siitä, ettei heidän sisäinen minänsä
millään tavoin pääse itseään ilmaisemaan. Luukut kiinni ja ovet
salpaan! Ja niinpä jääkin elämä monelle erämaaksi, jossa jokainen
astuu polkuansa muista paljoa tietämättä.
*****
36.
37.