COGNITIVE ERGONOMICS
John E. Muñoz, PhD
Adjunct Professor, System Design Engineering
UX Research Scientist
SYDE543 - Winter 2023
Week 1, Lecture 1
Course Introduction
01.
“All” you need to consider about SYDE543
Lecturer (JohnHCI)
Physics Engineering (Bachelor)
Bioengineering
(Master Engineering)
Human Computer Interaction
(PhD)
Interactive Assistive Technologies
(Postdoctoral Fellow)
UX Research Scientist and Professor
Areas of Expertise
My research embraces a multi-faceted approach to design interactive games and simulations with the potential of assisting people on different healthcare and training scenarios.
Teaching Crew
Naomi Paul
(Full time)
Msc Student, System Design Engineering, Human Factors researcher, aviation simulation, VR, Métis Nation of Ontario
Khatereh Shariatmadari
(Part time)
Msc Student, System Design Engineering, Industrial Engineering, Human Factors researcher
About this course
Shi Cao
His experience and material from previous human factors courses
Don Norman
His approach and foundations in human factors and UX
My inner me
My personal journey, experience and intuition
Course Overview
Brain and cognition
Human errors, memory, attention, performance, cognitive processing.
Design Projects & Tutorials
Design thinking, UX Library challenge, final design project, lab visits, homunculus VR experience.
Research Methods
Working with human subjects, ethics, neuroergonomics, user centered design, neurotechnology and accessibility
Course Objectives
Use
Have fun!
Relevant cognitive ergonomics research methods for experiments involving human subjects
Stay curious and proactive to maximize the learning
Sharpen
Social and professional skills to improve public presentation and other important skills
Comprehend
Important cognitive ergonomic concepts, theories and principles
Acknowledge
Relevant aspects of inclusive design methodologies
Apply
Cognitive ergonomic principles to produce improved system designs
Class times & Locations
Lectures
Mondays 11:30 - 13:20 at E5 6004
Wednesdays 11:30 - 12:20 at E7 2409 (Ideas Clinic)
Tutorials
Wednesdays 12:30 - 13:20 at E7 2409
Mostly used for hands-on activities, visits and presentations
Course Materials
Wickens, C. D., Helton, W. S., Hollands, J. G., & Banbury, S. (2021). Engineering psychology and human performance. Routledge.
Forsythe, C., Liao, H., Trumbo, M. C. S., & Cardona-Rivera, R. E. (2014). Cognitive neuroscience of human systems: work and everyday life. CRC Press.
“The mind machine is a podcast devoted to the latest research in applied neurosciences, physiological computing, neuroadaptive interfaces and human factors psychology.”
Gramann, K., Fairclough, S. H., Zander, T. O., & Ayaz, H. (2017). Trends in neuroergonomics. Frontiers in human neuroscience, 165.
Lots of other resources
Gilbert, R. M. (2019). Inclusive Design for a Digital World: Designing with Accessibility in Mind. New York: Apress. (Optional)
Availability: Free to download here.
Norman, Don. The design of everyday things. Basic books, 2013.
Interactive Boards
Lucid Chart
Course Breakdown
Ethics/Case Study
Use case
-Video (5%)
-Presentation (5%)
Case study presentation - working with human subjects (10%)
Workshops/Tuto
Assistance and proactivity in the hands-on activities (10%)
Test
Course test (20%)
Assignments
First assignment (20%)
Final assignment: Design Project (30%)
10%
20%
%20
50%
Equity, Diversity and Inclusion
Zero-tolerance
Racist comments, hostile interactions
Conflict Resolution
Be empathetic and nonjudgmental
Classroom Cohesion
Team activities, workshops and presentations
Today’s Lecture
1. What is cognitive ergonomics (Wickens, Ch. 1)
2. Technology applications and industry (Parasuraman, Ch V)
Course Introduction
What/Why Cognitive Ergonomics?
02.
Terminology, areas of research and why is this important.
What do you expect to learn in this course?
Activity
-Join Lucid App
-Use one sticky note and define on your own words what is CE?
-Check other’s responses
— John E. Muñoz
“The exploration of how well products are mapped to the cognitive capabilities of their intended users ”
Scientific disciplines
Cognitive Physical
Ability to see, hear or become aware via senses
Perception
Ability of storing and retrieving information
Memory
Focusing the senses on something or someone
Attention
Long working hours and its effects
Force/Fatigue
Daily energy needed to perform activities
Energy Expenditure
Study of joints and their relationships during human movements
Biomechanics
Why study Cognitive Ergonomics?
Understand
01.
Design
02.
Evaluate
03.
Optimize
04.
Cognitive capabilities of human users when using systems
Systems or mechanisms more tailored the user preferences
Designed systems using a powerful source of knowledge: how the brain works
The interaction between humans and systems via emphasizing cognitive components
Creating Solutions for Aging
Cognitive Ergonomics Research Questions
Do users expect the technology to work
Information facilitate learning and memory?
Is certain information being displayed
To what extent
Training is required to use a solution?
Is important to assist users
How
User knowledge assumptions are met
What
Why
How much
When
Technology Applications and Industry
03.
Areas of application and industry needs
Boeing 757 CFIT Accident, Colombia
Focus of lessons learned (link)
NASA Langley & Human Factors
NASA started investing more time and resources in HF research (link).
NASA Modulation Team at Langley and their research in physiologically adaptive systems has been inspirational (link)
Human Machine/Computer Interface
Human Machine Interface (link)
The analysis of cognitive tasks needs to consider both the interaction of users with the systems to perform a tasks as well as the user interaction with the machine
Human Machine Symbiosis. Digital and Biological
31
We humans have always been adept at dovetailing our minds and skills to the shape of our current tools and aids. But when those tools and aids start dovetailing back—when our technologies actively, automatically, and continually tailor themselves to us just as we do to
them—then the line between tool and human becomes flimsy indeed.
Andy Clark, Natural-Born Cyborgs: Minds
Neuroergonomics!
The study of brain and behavior at work.
Ultimately, research in neuroergonomics can lead to safer and
more efficient working conditions.
Intelligent Adaptive System
Machine
Adaptive Layer
Inputs Commands
Displayed Information
Environment
Contextual
Physiological
Behavioral
Subjective
User Monitoring Data
User
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User-centered adaptive system (link)
II. Virtual Reality and Neuroergonomics
Training in Virtual Reality
Spatial, postural, biofeedback, behavioral data
Data
Flexible and dynamic virtual environments for controlled training
Controlled
VR offers full-body and realistic immersivity
Immersion
Haptic, voice, hand gestures and body movement
Interaction
Brain-Based Systems and VR
Active BCI
Passive BCI
Passively (no need of user’s intention) interprets brain signals to provide insights on their cognitive states
The user intentionally performs a mental task that produces a certain pattern of brain activity
VR and Physiological Measures
Automatic Virtual Environment CAVE
III. Social Robots and Human Robot Interaction
Social Robots
—Cynthia Breazeal, MIT
“Social robots are designed to interact with people in human-centric terms and to operate in human environments alongside people”
Opportunities
Social skills
01.
Sensing Affect
02.
Long-term
03.
Endowing robots with social/emotional skills will facilitate the acceptance and improve the interaction with humans.
More tools are needed for multimodal detection of human affective states.
Long-term adoption of social robots requires a more effective working alliance for behavior change goals or learning gains.
THANKS!
Do you have any questions?
Please email the TA’s first:
{nvpaul, khatereh.shariatmadari}@uwaterloo.ca
EC1, Games Institute
Office Hours: Wednesday 14:30 - 16:30
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