Physical appearance is an important communication tool that involves the way people define themselves and others around them. Clothing is a major component of physical appearance. When people can understand how different clothing styles flatter their specific body shapes, they can use clothing as a means to manipulate their physical appearances. In this way, people can choose deliberate clothing to send out purposeful visual messages that align with their goals and interests. Understanding how clothing affects visual appearance can be a very complicated task (Ilnitsky, 2018; Nix-Rice, 2014). There should be a simple and way for people to pick clothes that will specifically look good on their body. The purpose of this current study is to introduce a new method of online shopping that collects users’ body dimensions and shows them clothing that will flatter their particular body shape. The following study proposes a prototype design for such a shopping experience.
Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.
The majority of trust research has focused on the benefits trust can have for individual actors, institutions, and organizations. This “optimistic bias” is particularly evident in work focused on institutional trust, where concepts such as procedural justice, shared values, and moral responsibility have gained prominence. But trust in institutions may not be exclusively good. We reveal implications for the “dark side” of institutional trust by reviewing relevant theories and empirical research that can contribute to a more holistic understanding. We frame our discussion by suggesting there may be a “Goldilocks principle” of institutional trust, where trust that is too low (typically the focus) or too high (not usually considered by trust researchers) may be problematic. The chapter focuses on the issue of too-high trust and processes through which such too-high trust might emerge. Specifically, excessive trust might result from external, internal, and intersecting external-internal processes. External processes refer to the actions institutions take that affect public trust, while internal processes refer to intrapersonal factors affecting a trustor’s level of trust. We describe how the beneficial psychological and behavioral outcomes of trust can be mitigated or circumvented through these processes and highlight the implications of a “darkest” side of trust when they intersect. We draw upon research on organizations and legal, governmental, and political systems to demonstrate the dark side of trust in different contexts. The conclusion outlines directions for future research and encourages researchers to consider the ethical nuances of studying how to increase institutional trust.
The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what data could be observed and examined most effectively to produce causal explanations of behaviors when utilizing the PTC system. This study was done through literature review, interviews of PTC users and trainers, and through direct observations as I rode on trains watching crews interact with the system. Additionally, I researched several studies on human computer interface (HCI) usability studies of various software applications. Based upon the results, I recommend that direct-participant observations be employed and apply both the system and individual MOPs and MOEs identified in the report to track user’s proficiency. The data collected from these observations can be centralized and used to identify behavioral trends, drive corrective actions, create future policies as well as training content. These observations will address the need to have structured observations which allow observers to focus undistracted on the specific behaviors that affect train operations. This database would also identify employees that may need additional or refresher training.
Consumer automotive vehicles have been an essential part of daily life for many over several decades. Many people also find that the multimedia screens found in the center consoles of many modern vehicles are robust enough to complete a certain number of tasks, such as navigating to a destination, playing music, or taking a phone call. As a result, it is important for designers to look into their decisions and how they might affect the overall experience a person has while interacting with multimedia screen as they are driving a vehicle. This study aims to look into how existing design decisions present themselves in the multimedia screens of modern vehicles and which principles of design users favor when interacting with the systems. With 188 participants and three vehicles tested, including the 2019 Toyota Highlander equipped with native software, the 2019 Hyundai Sonata equipped with Android Auto, and the 2020 Hyundai Elantra equipped with Apple CarPlay, it was found that design principles found in Human Computer Interaction, such as Gestalt principles, are relevant in allowing for a more positive, enjoyable experience in completing tasks such as navigation, playing music, and taking a phone call.
My creative project is an extension of my Computer Science capstone project, a Tamagotchi-style game in which the user takes care of an ocean animal. It focuses specifically on expanding upon two of the project’s design goals: improving user retention and fostering a bond between the user and the virtual character they are taking care of. The project consists of researching Human Computer Interaction principles, selecting an assortment that are most relevant to my project, and integrating them into the design of mechanics for the game. The goal of this project is to demonstrate how integrating HCI design principles into game design can foster new ideas and improve the experience of the game for its users.
This study aims to gain knowledge on how sequence patterns in node graphs can be perceived through speech and nonspeech audio. Users listened to short audio clips describing a sequence of transitions occurring in a node graph. User study results were evaluated based on accuracy and user feedback. Five common techniques were identified through the study, and the results will be used to help design a node graph tool to improve accessibility of node graph creation and exploration for individuals that are blind or visually impaired.