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Description
Although there are many forms of organization on the Web, one of the most prominent ways to organize web content and websites are tags. Tags are keywords or terms that are assigned to a specific piece of content in order to help users understand the common relationships between pieces of

Although there are many forms of organization on the Web, one of the most prominent ways to organize web content and websites are tags. Tags are keywords or terms that are assigned to a specific piece of content in order to help users understand the common relationships between pieces of content. Tags can either be assigned by an algorithm, the author, or the community. These tags can also be organized into tag clouds, which are visual representations of the structure and organization contained implicitly within these tags. Importantly, little is known on how we use these different tagging structures to understand the content and structure of a given site. This project examines 2 different characteristics of tagging structures: font size and spatial orientation. In order to examine how these different characteristics might interact with individual differences in attentional control, a measure of working memory capacity (WMC) was included. The results showed that spatial relationships affect how well users understand the structure of a website. WMC was not shown to have any significant effect; neither was varying the font size. These results should better inform how tags and tag clouds are used on the Web, and also provide an estimation of what properties to include when designing and implementing a tag cloud on a website.
ContributorsBanas, Steven (Author) / Sanchez, Christopher A (Thesis advisor) / Branaghan, Russell (Committee member) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2011
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Description
The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare

The aim of this study is to conduct the empirical tests on consumer's emotional responses of product design and the relationship between emotion and consumer's attitudinal loyalty to identify if there exists potential relationship links between these two factors together by following certain regulation. This study also seeks to compare Brand Loyalty of Apple products across two different cultures - China and US to see if there are any differences regarding their brand loyalty construction and expression. The emotional responses on product design were also studied in order to reveal potential emotional design issues between the two different cultures. Results of this study show that: (1) Brand loyalty strengthens a consumer's emotion bond with a targeted brand through its product carrier. Emotion is seen as a predictor for brand loyalty based on consumer proportionality and conformity of expression. (2) Cognitive experience is not necessary nor a sufficient condition to build brand loyalty. Emotion and culture will be crucial in constructing brand loyalty without cognition. Cultural differences will affect brand loyalty, especially regarding attitudinal loyalty. (3) Different cultures share different ways of emotional expression. Based on the scope, limitations, and results of this research, Chinese consumers appear to be more sensitive in their emotional feelings of the iPad's design than American consumers.
ContributorsQu, Yonghao (Author) / Takamura, John (Thesis advisor) / Shin, Dosun (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Research on priming has shown that a stimulus can cause people to behave according to the stereotype held about the stimulus. Two experiments were conducted in which the effects of elderly priming were tested by use of a driving simulator. In both experiments, participants drove through a simulated world guided

Research on priming has shown that a stimulus can cause people to behave according to the stereotype held about the stimulus. Two experiments were conducted in which the effects of elderly priming were tested by use of a driving simulator. In both experiments, participants drove through a simulated world guided by either an elderly or a younger female voice. The voices told the participants where to make each of six turns. Both experiments yielded slower driving speeds in the elderly voice condition. The effect was universal regardless of implicit and explicit attitudes towards elderly people.
ContributorsFoster, L Bryant (Author) / Branaghan, Russell (Thesis advisor) / Becker, David (Committee member) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2012
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Description
This study investigated the effect of two different preparation methods on hitting performance in a high&ndashfidelity; baseball batting simulation. Novice and expert players participated in one of three conditions: observation (viewing a video of the goal action), visualization (hearing a script of the goal action), or a no&ndashpreparation; control group.

This study investigated the effect of two different preparation methods on hitting performance in a high&ndashfidelity; baseball batting simulation. Novice and expert players participated in one of three conditions: observation (viewing a video of the goal action), visualization (hearing a script of the goal action), or a no&ndashpreparation; control group. Each participant completed three different hitting tasks: pull hit, opposite&ndashfield; hit, and sacrifice fly. Experts had more successful hits, overall, than novices. The number of successful hits was significantly higher for both the observation and visualization conditions than for the control. In most cases, performance was best in the observation condition. Experts demonstrated greater effects from the mental preparation techniques compared to novices. However, these effects were mediated by task difficulty. The difference between experts and novices, as well as the difference between the observation and visualization conditions was greater for the more difficult hitting task (opposite&ndashfield; hitting) than for the easier hitting task (sacrifice fly). These effects of mental preparation were associated with significant changes in batting kinematics (e.g., changes in point of bat/ball contact and swing direction). The results indicate that mental preparation can improve directional hitting ability in baseball with the optimal preparation methods depending on skill&ndashlevel; and task difficulty.
ContributorsNeuman, Brooke Leigh Anne (Author) / Gray, Rob (Thesis advisor) / Branaghan, Russell (Committee member) / Becker, Vaughn (Committee member) / Arizona State University (Publisher)
Created2010
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Description
The relationship between user experience, learning, and psychology is complex. There are many rules and concepts that guide experience design. It is likely that some of the guidance is valid whereas other guidance is not. This explores some of that guidance and evaluates how they are linked to learning. Do

The relationship between user experience, learning, and psychology is complex. There are many rules and concepts that guide experience design. It is likely that some of the guidance is valid whereas other guidance is not. This explores some of that guidance and evaluates how they are linked to learning. Do the guidance’s made 25, 50, 100 years ago still hold true today? Additionally, the psychological background behind the way someone holds memory is important. Knowing how information is stored and processed helps educators provide the best learning experience possible. With an eye toward perception and cognition, this paper examines the relevance of the various pieces of guidance. The results suggest that, overall, this guidance is still valid and valuable to current learning trends and designs. This suggests that user experience designers for education need to pay attention to the guidance provided by psychology when designing learning management systems, placing content in a course, and choosing which aesthetics to follow.
ContributorsLapujade, Lily Ann (Author) / Branaghan, Russell (Thesis director) / Roscoe, Rod (Committee member) / Human Systems Engineering (Contributor, Contributor) / College of Integrative Sciences and Arts (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Highly automated vehicles require drivers to remain aware enough to takeover

during critical events. Driver distraction is a key factor that prevents drivers from reacting

adequately, and thus there is need for an alert to help drivers regain situational awareness

and be able to act quickly and successfully should a

Highly automated vehicles require drivers to remain aware enough to takeover

during critical events. Driver distraction is a key factor that prevents drivers from reacting

adequately, and thus there is need for an alert to help drivers regain situational awareness

and be able to act quickly and successfully should a critical event arise. This study

examines two aspects of alerts that could help facilitate driver takeover: mode (auditory

and tactile) and direction (towards and away). Auditory alerts appear to be somewhat

more effective than tactile alerts, though both modes produce significantly faster reaction

times than no alert. Alerts moving towards the driver also appear to be more effective

than alerts moving away from the driver. Future research should examine how

multimodal alerts differ from single mode, and see if higher fidelity alerts influence

takeover times.
ContributorsBrogdon, Michael A (Author) / Gray, Robert (Thesis advisor) / Branaghan, Russell (Committee member) / Chiou, Erin (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Previous literature was reviewed in an effort to further investigate the link between notification levels of a cell phone and their effects on driver distraction. Mind-wandering has been suggested as an explanation for distraction and has been previously operationalized with oculomotor movement. Mind-wandering’s definition is debated, but in this research

Previous literature was reviewed in an effort to further investigate the link between notification levels of a cell phone and their effects on driver distraction. Mind-wandering has been suggested as an explanation for distraction and has been previously operationalized with oculomotor movement. Mind-wandering’s definition is debated, but in this research it was defined as off task thoughts that occur due to the task not requiring full cognitive capacity. Drivers were asked to operate a driving simulator and follow audio turn by turn directions while experiencing each of three cell phone notification levels: Control (no texts), Airplane (texts with no notifications), and Ringer (audio notifications). Measures of Brake Reaction Time, Headway Variability, and Average Speed were used to operationalize driver distraction. Drivers experienced higher Brake Reaction Time and Headway Variability with a lower Average Speed in both experimental conditions when compared to the Control Condition. This is consistent with previous research in the field of implying a distracted state. Oculomotor movement was measured as the percent time the participant was looking at the road. There was no significant difference between the conditions in this measure. The results of this research indicate that not, while not interacting with a cell phone, no audio notification is required to induce a state of distraction. This phenomenon was unable to be linked to mind-wandering.
ContributorsRadina, Earl (Author) / Gray, Robert (Thesis advisor) / Chiou, Erin (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2019
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Description
The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to

The International Standards Organization (ISO) documentation utilizes Fitts’ law to determine the usability of traditional input devices like mouse and touchscreens for one- or two-dimensional operations. To test the hypothesis that Fitts’ Law can be applied to hand/air gesture based computing inputs, Fitts’ multi-directional target acquisition task is applied to three gesture based input devices that utilize different technologies and two baseline devices, mouse and touchscreen. Three target distances and three target sizes were tested six times in a randomized order with a randomized order of the five input technologies. A total of 81 participants’ data were collected for the within subjects design study. Participants were instructed to perform the task as quickly and accurately as possible according to traditional Fitts’ testing procedures. Movement time, error rate, and throughput for each input technology were calculated.

Additionally, no standards exist for equating user experience with Fitts’ measures such as movement time, throughput, and error count. To test the hypothesis that a user’s experience can be predicted using Fitts’ measures of movement time, throughput and error count, an ease of use rating using a 5-point scale for each input type was collected from each participant. The calculated Mean Opinion Scores (MOS) were regressed on Fitts’ measures of movement time, throughput, and error count to understand the extent to which they can predict a user’s subjective rating.
ContributorsBurno, Rachael A (Author) / Wu, Bing (Thesis advisor) / Cooke, Nancy J. (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
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Description
ABSTRACT Research studies have demonstrated that stereotypes can elicit a priming response. An experiment was conducted to test the effects of priming elderly and young stereotypes on driving behavior. Participants drove in a driving simulator while navigating through two driving routes. Participants were guided by a neutral voice similar to

ABSTRACT Research studies have demonstrated that stereotypes can elicit a priming response. An experiment was conducted to test the effects of priming elderly and young stereotypes on driving behavior. Participants drove in a driving simulator while navigating through two driving routes. Participants were guided by a neutral voice similar to "Siri" that informed them where to turn. Each route primed the participants with names that were deemed "old" or "young" as determined by a survey. The experiment yielded slower driving speeds in the elderly condition than in the young consistent with previous research regarding elderly stereotypes (Bargh et al, 1996; Branaghan and Gray, 2010; Taylor, 2010; Foster, 2012). These findings extend research on priming and behaviors elicited by participants in a simulated driving environment.
ContributorsThew, Lisa (Author) / Branaghan, Russell (Thesis advisor) / Song, Hyunjin (Committee member) / Kuzel, Michael (Committee member) / Arizona State University (Publisher)
Created2014
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Description
When discussing human factors and performance, researchers recognize stress as a factor, but overlook mood as contributing factor. To explore the relationship between mood, stress and cognitive performance, a field study was conducted involving fire fighters engaged in a fire response simulation. Firefighter participants completed a stress questionnaire, an emotional

When discussing human factors and performance, researchers recognize stress as a factor, but overlook mood as contributing factor. To explore the relationship between mood, stress and cognitive performance, a field study was conducted involving fire fighters engaged in a fire response simulation. Firefighter participants completed a stress questionnaire, an emotional state questionnaire, and a cognitive task. Stress and cognitive task performance scores were examined before and after the firefighting simulation for individual cognitive performance depreciation caused by stress or mood. They study revealed that existing stress was a reliable predictor of the pre-simulation cognitive task score, that, as mood becomes more positive, perceived stress scores decrease, and that negative mood and pre-simulation stress are also positively and significantly correlated.
ContributorsGomez-Herbert, Maria Elena (Author) / Cooke, Nancy J. (Thesis advisor) / Becker, Vaughn (Committee member) / Branaghan, Russell (Committee member) / Hyunjin, Song (Committee member) / Arizona State University (Publisher)
Created2014