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As technology enhances our communication capabilities, the number of distributed teams has risen in both public and private sectors. There is no doubt that these technological advancements have addressed a need for communication and collaboration of distributed teams. However, is all technology useful for effective collaboration? Are some methods (modalities)

As technology enhances our communication capabilities, the number of distributed teams has risen in both public and private sectors. There is no doubt that these technological advancements have addressed a need for communication and collaboration of distributed teams. However, is all technology useful for effective collaboration? Are some methods (modalities) of communication more conducive than others to effective performance and collaboration of distributed teams? Although previous literature identifies some differences in modalities, there is little research on geographically distributed mobile teams (DMTs) performing a collaborative task. To investigate communication and performance in this context, I developed the GeoCog system. This system is a mobile communications and collaboration platform enabling small, distributed teams of three to participate in a variant of the military-inspired game, "Capture the Flag". Within the task, teams were given one hour to complete as many "captures" as possible while utilizing resources to the advantage of the team. In this experiment, I manipulated the modality of communication across three conditions with text-based messaging only, vocal communication only, and a combination of the two conditions. It was hypothesized that bi-modal communication would yield superior performance compared to either single modality conditions. Results indicated that performance was not affected by modality. Further results, including communication analysis, are discussed within this paper.
ContributorsChampion, Michael (Author) / Cooke, Nancy J. (Thesis advisor) / Shope, Steven (Committee member) / Wu, Bing (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Research on priming has shown that exposure to the concept of fast food can have an effect on human behavior by inducing haste and impatience (Zhong & E. DeVoe, 2010). This research suggests that thinking about fast food makes individuals impatient and strengthens their desire to complete tasks such as

Research on priming has shown that exposure to the concept of fast food can have an effect on human behavior by inducing haste and impatience (Zhong & E. DeVoe, 2010). This research suggests that thinking about fast food makes individuals impatient and strengthens their desire to complete tasks such as reading and decision making as quickly and efficiently as possible. Two experiments were conducted in which the effects of fast food priming were examined using a driving simulator. The experiments examined whether fast food primes can induce impatient driving. In experiment 1, 30 adult drivers drove a course in a driving simulator after being exposed to images by rating aesthetics of four different logos. Experiment 1 did not yield faster driving speeds nor an impatient and faster break at the yellow light in the fast food logo prime condition. In experiment 2, 30 adult drivers drove the same course from experiment 1. Participants did not rate logos on their aesthetics prior to the drive, instead billboards were included in the simulation that had either fast food or diner logos. Experiment 2 did not yielded faster driving speeds, however there was a significant effect of faster breaking and a higher number of participants running the yellow light.
ContributorsTaggart, Mistey. L (Author) / Branaghan, Russell (Thesis advisor) / Cooke, Nancy J. (Committee member) / Song, Hyunjin (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
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Description
Preoperative team briefings have been suggested to be important for improving team performance in the operating room. Many high risk environments have accepted team briefings; however healthcare has been slower to follow. While applying briefings in the operating room has shown positive benefits including improved communication and perceptions of teamwork,

Preoperative team briefings have been suggested to be important for improving team performance in the operating room. Many high risk environments have accepted team briefings; however healthcare has been slower to follow. While applying briefings in the operating room has shown positive benefits including improved communication and perceptions of teamwork, most research has only focused on feasibility of implementation and not on understanding how the quality of briefings can impact subsequent surgical procedures. Thus, there are no formal protocols or methodologies that have been developed.

The goal of this study was to relate specific characteristics of team briefings back to objective measures of team performance. The study employed cognitive interviews, prospective observations, and principle component regression to characterize and model the relationship between team briefing characteristics and non-routine events (NREs) in gynecological surgery. Interviews were conducted with 13 team members representing each role on the surgical team and data were collected for 24 pre-operative team briefings and 45 subsequent surgical cases. The findings revealed that variations within the team briefing are associated with differences in team-related outcomes, namely NREs, during the subsequent surgical procedures. Synthesis of the data highlighted three important trends which include the need to promote team communication during the briefing, the importance of attendance by all surgical team members, and the value of holding a briefing prior to each surgical procedure. These findings have implications for development of formal briefing protocols.

Pre-operative team briefings are beneficial for team performance in the operating room. Future research will be needed to continue understanding this relationship between how briefings are conducted and team performance to establish more consistent approaches and as well as for the continuing assessment of team briefings and other similar team-related events in the operating room.
ContributorsHildebrand, Emily A (Author) / Branaghan, Russell J (Thesis advisor) / Cooke, Nancy J. (Committee member) / Hallbeck, M. Susan (Committee member) / Bekki, Jennifer M (Committee member) / Blocker, Renaldo C (Committee member) / Arizona State University (Publisher)
Created2014
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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 wood-framing trade has not sufficiently been investigated to understand the work task sequencing and coordination among crew members. A new mental framework for a performing crew was developed and tested through four case studies. This framework ensured similar team performance as the one provided by task micro-scheduling in planning

The wood-framing trade has not sufficiently been investigated to understand the work task sequencing and coordination among crew members. A new mental framework for a performing crew was developed and tested through four case studies. This framework ensured similar team performance as the one provided by task micro-scheduling in planning software. It also allowed evaluation of the effect of individual coordination within the crew on the crew's productivity. Using design information, a list of micro-activities/tasks and their predecessors was automatically generated for each piece of lumber in the four wood frames. The task precedence was generated by applying elementary geometrical and technological reasoning to each frame. Then, the duration of each task was determined based on observations from videotaped activities. Primavera's (P6) resource leveling rules were used to calculate the sequencing of tasks and the minimum duration of the whole activity for various crew sizes. The results showed quick convergence towards the minimum production time and allowed to use information from Building Information Models (BIM) to automatically establish the optimal crew sizes for frames. Late Start (LS) leveling priority rule gave the shortest duration in every case. However, the logic of LS tasks rule is too complex to be conveyed to the framing crew. Therefore, the new mental framework of a well performing framer was developed and tested to ensure high coordination. This mental framework, based on five simple rules, can be easily taught to the crew and ensures a crew productivity congruent with the one provided by the LS logic. The case studies indicate that once the worst framer in the crew surpasses the limit of 11% deviation from applying the said five rules, every additional percent of deviation reduces the productivity of the whole crew by about 4%.
ContributorsMaghiar, Marcel M (Author) / Wiezel, Avi (Thesis advisor) / Mitropoulos, Panagiotis (Committee member) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2011
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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
By extracting communication sequences from audio data collected during two separate five-person mission-planning tasks, interaction patterns in team communication were analyzed using a recurrence-based, nonlinear dynamics approach. These methods, previously successful in detecting pattern change in a three-person team task, were evaluated for their applicability to larger team settings, and

By extracting communication sequences from audio data collected during two separate five-person mission-planning tasks, interaction patterns in team communication were analyzed using a recurrence-based, nonlinear dynamics approach. These methods, previously successful in detecting pattern change in a three-person team task, were evaluated for their applicability to larger team settings, and their ability to detect pattern change when team members switched roles or locations partway through the study (Study 1) or change in patterns over time (Study 2). Both traditional interaction variables (Talking Time, Co-Talking Time, and Sequence Length of Interactions) and dynamic interaction variables (Recurrence Rate, Determinism, and Pattern Information) were explored as indicators and predictors of changes in team structure and performance. Results from these analyses provided support that both traditional and dynamic interaction variables reflect some changes in team structure and performance. However, changes in communication patterns were not detected. Because simultaneous conversations are possible in larger teams, but not detectable through our communication sequence methods, team pattern changes may not be visible in communication sequences for larger teams. This suggests that these methods may not be applicable for larger teams, or in situations where simultaneous conversations may occur. Further research is needed to continue to explore the applicability of recurrence-based nonlinear dynamics in the analysis of team communication.
ContributorsFouse, Shannon (Author) / Cooke, Nancy J. (Thesis advisor) / Becker, David (Thesis advisor) / Gorman, Jamie (Committee member) / Arizona State University (Publisher)
Created2012
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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
Student pilots are the future of aviation and one of the biggest problems that they face as new pilots is fatigue. The survey was sent out asking if student pilots were fatigued, if they attribute flight training, school work, work outside of school, and social obligations to their sleep loss,

Student pilots are the future of aviation and one of the biggest problems that they face as new pilots is fatigue. The survey was sent out asking if student pilots were fatigued, if they attribute flight training, school work, work outside of school, and social obligations to their sleep loss, and how they spend their time on those activities. The survey was given to aviation students at Arizona State University (ASU) Polytechnic Campus. ASU student pilots were found to be fatigued through a single sample t-test. Other t-tests were done on each of the questions that asked student pilots how flight training, school work, work outside of school and social obligations affect their sleep loss. Flight training and school were found to be contributing to student pilots sleep loss. Work outside of school and social obligations were found to not be contributing to student pilots sleep loss. It was found that student pilots’ tendency to use a planner or calendar was found to not be significant. Along with this planning through the week when they will do assignments or study for exams was also not found to be significant. Students making lists of assignments and when they are due was also found to not be significant. The t-test also found that student pilots are neutral on the topic of whether good time management skills would help increase the amount of sleep that they get.
ContributorsHarris, Mariah Jean (Author) / Cooke, Nancy J. (Thesis advisor) / Nullmeyer, Robert (Thesis advisor) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2019