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This increasing role of highly automated and intelligent systems as team members has started a paradigm shift from human-human teaming to Human-Autonomy Teaming (HAT). However, moving from human-human teaming to HAT is challenging. Teamwork requires skills that are often missing in robots and synthetic agents. It is possible that

This increasing role of highly automated and intelligent systems as team members has started a paradigm shift from human-human teaming to Human-Autonomy Teaming (HAT). However, moving from human-human teaming to HAT is challenging. Teamwork requires skills that are often missing in robots and synthetic agents. It is possible that adding a synthetic agent as a team member may lead teams to demonstrate different coordination patterns resulting in differences in team cognition and ultimately team effectiveness. The theory of Interactive Team Cognition (ITC) emphasizes the importance of team interaction behaviors over the collection of individual knowledge. In this dissertation, Nonlinear Dynamical Methods (NDMs) were applied to capture characteristics of overall team coordination and communication behaviors. The findings supported the hypothesis that coordination stability is related to team performance in a nonlinear manner with optimal performance associated with moderate stability coupled with flexibility. Thus, we need to build mechanisms in HATs to demonstrate moderately stable and flexible coordination behavior to achieve team-level goals under routine and novel task conditions.
ContributorsDemir, Mustafa, Ph.D (Author) / Cooke, Nancy J. (Thesis advisor) / Bekki, Jennifer (Committee member) / Amazeen, Polemnia G (Committee member) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2017
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Description

The Phoenix area, is known for suburban sprawl which did not happen in isolation but was the result of many external factors. It was not just large environmental and cultural factors that changed over time, but the actual physical characteristics of sprawl that have changed from community to community over

The Phoenix area, is known for suburban sprawl which did not happen in isolation but was the result of many external factors. It was not just large environmental and cultural factors that changed over time, but the actual physical characteristics of sprawl that have changed from community to community over the decades. Characteristics like physical size of houses and lot size, along with changes in the residential and commercial design and building style have changed from around the 1950s to present day, with homes being larger and covering more of each parcel. These characteristics were analyzed in 21 communities in the Phoenix area that were built from 1950 to 2019 to find how these characteristics have changed over time. While the issue of sprawl will never fully go away, by learning what the characteristics are that make up the definition of sprawl, stakeholders like cities, planners, and developers will have better knowledge for planning for tomorrow.

ContributorsGallegos, Jairus Donald (Author) / King, David (Thesis director) / Davis, Jonathan (Committee member) / School of Geographical Sciences and Urban Planning (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
What makes a human, artificial intelligence, and robot team (HART) succeed despite unforeseen challenges in a complex sociotechnical world? Are there personalities that are better suited for HARTs facing the unexpected? Only recently has resilience been considered specifically at the team level, and few studies have addressed team resilience for

What makes a human, artificial intelligence, and robot team (HART) succeed despite unforeseen challenges in a complex sociotechnical world? Are there personalities that are better suited for HARTs facing the unexpected? Only recently has resilience been considered specifically at the team level, and few studies have addressed team resilience for HARTs. Team resilience here is defined as the ability of a team to reorganize team processes to rebound or morph to overcome an unforeseen challenge. A distinction from the individual, group, or organizational aspects of resilience for teams is how team resilience trades off with team interdependent capacity. The following study collected data from 28 teams comprised of two human participants (recruited from a university populace) and a synthetic teammate (played by an experienced experimenter). Each team completed a series of six reconnaissance missions presented to them in a Minecraft world. The research aim was to identify how to better integrate synthetic teammates for high-risk, high-stress dynamic operations to boost HART performance and HART resilience. All team communications were orally over Zoom. The primary manipulation was the communication given by the synthetic teammate (between-subjects, Task or Task+): Task only communicated the essentials, and Task+ offered clear and concise communications of its own capabilities and limitations. Performance and resilience were measured using a primary mission task score (based upon how many tasks teams completed), time-based measures (such as how long it took to recognize a problem or reorder team processes), and a subjective team resilience score (calculated from participant responses to a survey prompt). The research findings suggest the clear and concise reminders from Task+ enhanced HART performance and HART resilience during high-stress missions in which the teams were challenged by novel events. An exploratory study regarding what personalities may correlate with these improved performance metrics indicated that the Big Five trait taxonomies of extraversion and conscientiousness were positively correlated, whereas neuroticism was negatively correlated with higher HART performance and HART resilience. Future integration of synthetic teammates must consider the types of communications that will be offered to maximize HART performance and HART resilience.
ContributorsGraham, Hudson D. (Author) / Cooke, Nancy J. (Thesis advisor) / Gray, Robert (Committee member) / Holder, Eric (Committee member) / Arizona State University (Publisher)
Created2023
Description
This Honors thesis was written in partial fulfillment of the requirements for a Bachelor of Science in Human Systems Engineering with Honors. The project consists of a literature review that explores the uses and applications of Machine Learning and Artificial Intelligence techniques in the field of commercial aviation. After a

This Honors thesis was written in partial fulfillment of the requirements for a Bachelor of Science in Human Systems Engineering with Honors. The project consists of a literature review that explores the uses and applications of Machine Learning and Artificial Intelligence techniques in the field of commercial aviation. After a brief introduction and explanation of the most commonly used algorithms in the field of aviation, it explores the applications of Machine Learning techniques for risk reduction, and for the betterment of in-flight operations, and pilot selection, training, and assessment.
ContributorsInderberg, Laura (Author) / Gray, Robert (Thesis director) / Demir, Mustafa (Committee member) / Barrett, The Honors College (Contributor) / Human Systems Engineering (Contributor) / Dean, W.P. Carey School of Business (Contributor)
Created2023-12
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Description
The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need.

The Barrett Honors College website contains a lot of information that isn’t easily accessible by Honors Students. Many honors students have trouble finding the correct information they need. Important information is scattered all over the website making it difficult for honors students to find and understand the information they need. One example of this is the requirements for Lower and Upper Division credit. This website displays the upper and lower division credit needed for a student to graduate from the honors college via a noninteractive flowchart. Many high school seniors find it difficult to understand the mundane flowchart outlining the required honors credit that is required for graduating from Barrett at Arizona State University. Also, it is confusing for many transfer students with unique circumstances to determine the necessary requirements for them to graduate as a Barrett student.
These difficult flowcharts and confusing websites have a huge impact on a student’s ability to adequately receive the information they need and, in the end, can have a negative impact on their ultimate decision when deciding if Barrett is right for them. A better user experience can be a more effective way of displaying information to students. A better design that allows to user more interaction would allow for the user to better understand the information they are presented. Instead of a monotone flowchart displaying the requirements necessary to graduate with honors status, A web application where a user can input their information and get an output of the necessary requirements tailored to the unique circumstance would be more informative, useful, and easier to use. The web app would take information such as a student’s year, whether it be an incoming freshman or transfer student, and their current and previous course credit to determine the specific number of honors credits, The Human Event courses, and Thesis project required for this user to complete the requirements for Barrett Honors College. This application would give the user a better understanding of what is required of them and in turn lead to a better user experience.
ContributorsGandhe, Nikhil (Author) / Menees, Jodi (Thesis director) / Barnett, Jessica (Committee member) / Davis, Jonathan (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio,

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.

ContributorsLyons, Jacob (Author) / Selgrad, Justin (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
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Description

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio,

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.

ContributorsLyons, Jacob (Author) / Selgrad, Justin (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
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Description

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio,

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.

ContributorsLyons, Jacob (Author) / Selgrad, Justin (Thesis director) / Gray, Robert (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor)
Created2022-05
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Description
This study focuses on the impact of team cognitive load on compliance with an Artificial Social Intelligence agent’s (ASI) advice. It also expands on some of the factors that influence team performance, including cognitive load, compliance, and ASI interaction dynamics. The study design comprised three types of ASI agents that

This study focuses on the impact of team cognitive load on compliance with an Artificial Social Intelligence agent’s (ASI) advice. It also expands on some of the factors that influence team performance, including cognitive load, compliance, and ASI interaction dynamics. The study design comprised three types of ASI agents that advised all-human teams, each generating their advice based on variations in message length and frequency: long messages at low frequency, moderate lengths and frequency, and short messages at high frequency. Three team members collaborated to locate and save victims in a simulated Urban Search and Rescue (USAR) task environment, while the ASI provided intervention messages (i.e., advice) through text chat. The ASI monitored the team members in the USAR task environment via its interaction-based analytic components. Then, ASI predicted human team members’ behaviors based on their past and current interactions to provide teamwork interventions to maintain team effectiveness. The findings indicate that (1) team cognitive load was not associated with team compliance with ASI advice, (2) both team cognitive load and compliance with ASI messages were positively related to team performance score, (3) Teams assigned an ASI that had moderate advice length and frequency performed better than the teams that were paired with the other two types of ASIs which demonstrated either short message length and high frequency or long message length and low frequency. Overall, these findings show that the ASI advice interventions are helpful as long as they have moderate-level message length and frequency and are complied with by the team members in the USAR task. Future designs of ASI agents should target these types of intervention message characteristics and prioritize compliance to improve team performance.
ContributorsWillett, Matthew (Author) / Gray, Robert (Thesis advisor) / Gutzwillet, Robert (Committee member) / Becker, Vaughn (Committee member) / Arizona State University (Publisher)
Created2023