Matching Items (43)
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As the desire for innovation increases, individuals and companies seek reliable ways to encourage their creative side. There are many office superstitions about how creativity works, but few are based on psychological science and even fewer have been tested empirically. One of the most prevalent superstitions is the use of

As the desire for innovation increases, individuals and companies seek reliable ways to encourage their creative side. There are many office superstitions about how creativity works, but few are based on psychological science and even fewer have been tested empirically. One of the most prevalent superstitions is the use of objects to inspire creativity or even make a creative room. It is important to test this kind of notion so workplaces can find reliable ways to be innovative, but also because psychology lacks a breadth of literature on how environmental cues interact with people to shape their mental state. This experiment seeks to examine those gaps and fill in the next steps needed for examining at how multiple objects prime creativity. Participants completed two creativity tasks: one for idea generation and one that relies on insight problem solving, the Remote Association Task. There were four priming conditions that relied on objects: a zero object condition, a four neutral (office) objects condition, a single artistic object condition, and finally a four artistic objects condition. There were no differences found between groups for either type of task or in mood or artistic experience. The number of years a participant spent in the United States, however, did correlate with mood, idea generation scores, and insight problem scores. This potentially demonstrates that performance on idea generation and insight tasks rely on the tasks created and culture.
ContributorsJariwala, Shree (Author) / Branaghan, Russell (Thesis advisor) / Cooke, Nancy J. (Committee member) / Song, Hyunjin (Committee member) / Arizona State University (Publisher)
Created2013
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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

Careful considerations in designing and organizing information for restaurant point-of-sale (POS) systems can affect user experience. Unfortunately, usability guidelines are sparse for these systems. Applications from other studies, such as categorical organization and F-shape, are implemented in an experimental interface as a starting point of discussion. A control interface was

Careful considerations in designing and organizing information for restaurant point-of-sale (POS) systems can affect user experience. Unfortunately, usability guidelines are sparse for these systems. Applications from other studies, such as categorical organization and F-shape, are implemented in an experimental interface as a starting point of discussion. A control interface was designed after the default version of NCR Aloha’s POS program: Aloha Table Service. Novice and expert order taking strategies were also observed to compare input differences. This study examined selection time, total time, and selection accuracy across both order and interface types. The results show that time and number of key presses are significantly reduced under the treatment interface, and that teaching expert order taking strategies to novice users may help reduce cognitive load.

ContributorsWang, Cheryl Caresse (Author) / Branaghan, Russell (Contributor) / Cooke, Nancy (Degree committee member)
Created2016-05
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A literature search revealed that previous research on the Attentional Blink (AB) has not examined the role of salience in AB results. I examined how salience affects the AB through multiple forms and degrees of salience in target 1 (T1) and target 2 (T2) stimuli. When examining increased size as

A literature search revealed that previous research on the Attentional Blink (AB) has not examined the role of salience in AB results. I examined how salience affects the AB through multiple forms and degrees of salience in target 1 (T1) and target 2 (T2) stimuli. When examining increased size as a form of salience, results showed a more salient T2 increased recall, attenuating the AB. A more salient T1 did not differ from the control, suggesting the salience (increased size) of T2 is an important factor in the AB, while salience (increased size) of T1 does not affect the AB. Additionally, the differences in target size (50% or 100% larger) were not significantly different, showing size differences at these intervals do not affect AB results. To further explore the lack of difference in results when T1 is larger in size, I examined dynamic stimuli used as T1. T1 stimuli were presented as looming or receding. When T1 was presented as looming or receding, the AB was attenuated (T2 recall at lag 2 was significantly greater). Additionally, T2 recall was significantly worse at lags three and four (showing a larger decrease directly following the attenuated AB). When comparing looming and receding against each other, at lag 2 (when recall accuracy at its lowest) looming increased recall significantly more than receding stimuli. This is expected to be due to the immediate attentional needs related to looming stimuli. Overall, the results showed T2 salience in the form of size significantly increases recall accuracy while T1 size salience does not affect the AB results. With that, dynamic T1 stimuli increase recall accuracy at early lags (lag 2) while it decreases recall accuracy at later lags (lags 3 and 4). This result is found when the stimuli are presented at a larger size (stimuli appearing closer), suggesting the more eminent need for attention results in greater effects on the AB.
ContributorsLafko, Stacie (Author) / Becker, Vaughn (Thesis advisor) / Branaghan, Russell (Committee member) / Gray, Robert (Committee member) / Arizona State University (Publisher)
Created2019
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Interface design has a large impact on the usability of a system, and the addition of multitasking only makes these systems more difficult to use. Information processing, mental workload, and interface design are determining factors that impact the performance of usability, and therefore interface design needs to be more adapted

Interface design has a large impact on the usability of a system, and the addition of multitasking only makes these systems more difficult to use. Information processing, mental workload, and interface design are determining factors that impact the performance of usability, and therefore interface design needs to be more adapted to users undergoing a high mental workload. This study examines how a primary task, visual tracking, is affected by a secondary task, memory. Findings show that a high mental workload effects reaction time and memory performance on layouts with a high index of difficulty. Further research should analyze the effects of manipulating target size and distance apart independently from manipulating the index of difficulty on performance.
ContributorsSrikantha, Sainjeev (Author) / Gray, Robert (Thesis advisor) / Cooke, Nancy J. (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2018
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Description
ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input

ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input device. The first sub-study examined the effects of increased latency on performance using two separate experiments. In the first experiment the effects of constant latency on performance were tested, wherein participants completed blocks of trials with a constant level of latency. Additionally, after each block, participants rated their subjective experience of the input device performance at each level of latency. The second experiment examined the effects of variable latency on performance, where latency was randomized within blocks of trials.

The second sub-study investigated the effects of decreased updating rates on performance in the same manner as the first study, wherein experiment one tested the effect of constant updating rate on performance as well as subjective rating, and experiment two tested the effect of variable updating rate on performance. The findings suggest that latency is negative correlated with actual performance as well as subjective ratings of performance, and updating rate is positively correlated with actual performance as well as subjective ratings of performance.
ContributorsBrady, Kyle J (Author) / Wu, Bing (Thesis advisor) / Hout, Michael C (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
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Description
The study at hand investigated the effects of guidance and type of occlusion on the prediction of shot direction during a soccer penalty kick. Seventy participants took an online survey where they had to guess the direction of a penalty kick from the perspective of a goalkeeper. Half the participants

The study at hand investigated the effects of guidance and type of occlusion on the prediction of shot direction during a soccer penalty kick. Seventy participants took an online survey where they had to guess the direction of a penalty kick from the perspective of a goalkeeper. Half the participants were placed in a group where they had access to tips on what to look for, while the other group had no tips provided. Participants were shown videos in which the penalty shooter had their upper body covered or their lower body covered. Participants had 30 seconds to decide what side the ball was going to, right or left. Results showed that there is no significant between the two groups in terms of judgment accuracy. The group that received no guidance and had the kicker's lower body covered was the group with the highest average score, 50.44%. The findings may help future studies that focus on what material is taught to goalkeepers in a classroom setting and the role of occlusion during free kicks outside the 18-yard box.
ContributorsCervantes, Ian (Author) / Gray, Robert (Thesis advisor) / Cooke, Nancy J. (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2019
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Description
ABSTRACT



The cold and the flu are two of the most prevalent diseases in the world. Many over the counter (OTC) medications have been created to combat the symptoms of these illnesses. Some medications take a holistic approach by claiming to alleviate a wide range of symptoms, while

ABSTRACT



The cold and the flu are two of the most prevalent diseases in the world. Many over the counter (OTC) medications have been created to combat the symptoms of these illnesses. Some medications take a holistic approach by claiming to alleviate a wide range of symptoms, while others target a specific symptom. As these medications become more ubiquitous within the United State of America (USA), consumers form associations and mental models about the cold/flu field. The goal of Study 1 was to build a Pathfinder network based on the associations consumers make between cold/flu symptoms and medications. 100 participants, 18 years or older, fluent in English, and residing in the USA, completed a survey about the relatedness of cold/flu symptoms to OTC medications. They rated the relatedness on a scale of 1 (highly unrelated) to 7 (highly related) and those rankings were used to build a Pathfinder network that represented the average of those associations. Study 2 was conducted to validate the Pathfinder network. A different set of 90 participants with the same restrictions as those in Study 1 completed a matching associations test. They were prompted to match symptoms and medications they associated closely with each other. Results showered a significant negative correlation between the geodetic distance (the number of links between objects in the Pathfinder network) separating symptoms and medications and frequency of pairing symptoms with medication. This provides evidence of the validity of the Pathfinder network. It was also seen that, higher the relatedness rating between symptoms and medications in Study 1, higher the frequency of pairing symptom to medication in Study 2, and the more directly linked those symptoms and medications were in the Pathfinder network. This network can inform pharmaceutical companies about which symptoms they most closely associate with, who their competitors are, what symptoms they can dominate, and how to market their medications more effectively.
ContributorsTendolkar, Tanvi Gopal (Author) / Branaghan, Russell (Thesis advisor) / Chiou, Erin (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Nuclear Power Plants (NPP) have complex and dynamic work environments. Nuclear safety and organizational management rely largely on human performance and teamwork. Multi-disciplinary teams work interdependently to complete cognitively demanding tasks such as outage control. The outage control period has the highest risk of core damage and radiation exposure. Thus,

Nuclear Power Plants (NPP) have complex and dynamic work environments. Nuclear safety and organizational management rely largely on human performance and teamwork. Multi-disciplinary teams work interdependently to complete cognitively demanding tasks such as outage control. The outage control period has the highest risk of core damage and radiation exposure. Thus, team coordination and communication are critically important during this period. The purpose of this thesis is to review and synthesize teamwork studies in NPPs, outage management studies, official Licensee Event Reports (LER), and Inspection Reports (IRs) to characterize team brittleness in NPP systems. Focusing on team brittleness can provide critical insights about how to increase NPP robustness and to create a resilient NPP system. For this reason, more than 900 official LERs and IRs reports were analyzed to understand human and team errors in the United States (US) nuclear power plants. The findings were evaluated by subject matter experts to create a better understanding of team cognition in US nuclear power plants. The results of analysis indicated that human errors could be caused by individual human errors, team errors, procedural errors, design errors, or organizational errors. In addition to these, some of the findings showed that number of reactors, operation year and operation mode could affect the number of reported incidents.
ContributorsAKCA, SALLY SALIHA (Author) / Cooke, Nancy (Thesis advisor) / Niemczyk, Mary (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Currently, medical errors are one of the most common causes of death in the United
States (Makary & Daniel, 2016), which includes errors related to look-alike, sound-alike prescription drug name confusion. The use of Tall Man lettering, a text enhancement style that capitalizes the dissimilar portions of words, has been recommended

Currently, medical errors are one of the most common causes of death in the United
States (Makary & Daniel, 2016), which includes errors related to look-alike, sound-alike prescription drug name confusion. The use of Tall Man lettering, a text enhancement style that capitalizes the dissimilar portions of words, has been recommended by the US Food and Drug Administration (FDA) as well as the Institute for Safe Medication Practices (ISMP) since 2008 in order to make it easier for healthcare professionals to distinguish and identify two otherwise easily confusable drug names. Research performed on the efficacy of Tall Man lettering and similar text enhancements in successfully differentiating look-alike, sound-alike drug names has thus far been either null or inconclusive. Therefore, it is crucial that further research be conducted in order to provide a path to alleviation by increasing the understanding of the problem, and providing evidence to a clearer solution (Lambert, Schroeder & Galanter, 2015). The objective of the current study was to measure the efficacy of Tall Man Lettering and additional text enhancement strategies through an experiment that replicates some of the previously used methods of research. The current study utilized a repeated measures design. Participants were shown a prime drug name, followed by a brief mask, and then either the same drug name or its confusable drug name pair. They were then asked to identify whether the two drug names presented were identical or different. All of the participants completed a total of four trials representing each condition (regular, Tall Man, Tall Man Bold, highlight) and a practice trial. Overall performance was measured through accuracy and reaction time, which revealed that regular, lowercase text was more effective than any of the other text enhancements, including Tall Man lettering, in quickly and accurately identifying differences in drug names. These results seem to add to the body of inconclusive research on the efficacy of Tall Man lettering and similar text enhancement strategies for reducing drug name confusion. Given the significant impact that drug name confusion errors can have on patient safety, it is imperative that further research be conducted in order to give a more definitive answer of whether text enhancement strategies like Tall Man lettering are helpful in practice.
ContributorsThompson, Alyssa Brianna (Author) / Branaghan, Russell (Thesis director) / Gutzwiller, Robert (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05