Issues in the User Interface Design of a Content Rich Vocational Training Application for Digitally Illiterate Users

This paper discusses our preliminary experiences in the design of a user interface of a computerized content-rich vocational training courseware meant for users with little or no computer experience. In targeting a growing population with limited access to skills training of any sort, we faced numerous challenges, including language and cultural differences, resource limits, gender boundaries and, in many cases, the simple lack of trainee motivation. With the size of the unskilled population increasing much more rapidly than the numbers of sufficiently skilled teachers, there is little choice but to develop teaching techniques that will take advantage of emerging computer-based training technologies. However, in striving to serve populations with minimal computer literacy, one must carefully design the user interface to accommodate their cultural, social, educational, motivational and other differences. Our work, which uses computer based and haptic simulation technologies to deliver training to these populations, has provided some useful insights on potential user interface design approaches.

Computer - based Systems for High Speed Vessels Navigators – Engineers Training

With high speed vessels getting ever more sophisti-cated, travelling at higher and higher speeds and operating in With high speed vessels getting ever more sophisticated, travelling at higher and higher speeds and operating in areas of high maritime traffic density, training becomes of the highest priority to ensure that safety levels are maintained, and risks are adequately mitigated. Training onboard the actual craft on the actual route still remains the most effective way for crews to gain experience. However, operational experience and incidents during the last 10 years demonstrate the need for supplementary training whether in the area of simulation or man to man, man/ machine interaction. Training and familiarisation of the crew is the most important aspect in preventing incidents. The use of simulator, computer and web based training systems in conjunction with onboard training focusing on critical situations will improve the man machine interaction and thereby reduce the risk of accidents. Today, both ship simulator and bridge teamwork courses are now becoming the norm in order to improve further emergency response and crisis management skills. One of the main causes of accidents is the human factor. An efficient way to reduce human errors is to provide high-quality training to the personnel and to select the navigators carefully.areas of high maritime traffic density, training becomes of the highest priority to ensure that safety levels are maintained, and risks are adequately mitigated. Training onboard the actual craft on the actual route still remains the most effective way for crews to gain experience. How-ever, operational experience and incidents during the last 10 years demonstrate the need for supplementary training whether in the area of simulation or man to man, man/ machine interaction. Training and familiarisation of the crew is the most important aspect in preventing incidents. The use of simulator, computer and web based training systems in conjunction with onboard training focusing on critical situations will improve the man machine interaction and thereby reduce the risk of accidents. Today, both ship simulator and bridge teamwork courses are now becoming the norm in order to improve further emergency response and crisis management skills. One of the main causes of accidents is the human factor. An efficient way to reduce human errors is to provide high-quality training to the person-nel and to select the navigators carefully. KeywordsCBT - WBT systems, Human factors.

Requirements and Guidelines for the Design of Team Awareness Systems

This paper presents a set of guidelines for the design of multi-user awareness systems. In a first step, general requirements for team awareness systems are analyzed. In the second part of the paper, the identified requirements are aggregated and transformed into concrete design guidelines for the development of team awareness systems.

Modeling Reaction Time in Car-Following Behaviour Based on Human Factors

This paper develops driver reaction-time models for car-following analysis based on human factors. The reaction time was classified as brake-reaction time (BRT) and acceleration/deceleration reaction time (ADRT). The BRT occurs when the lead vehicle is barking and its brake light is on, while the ADRT occurs when the driver reacts to adjust his/her speed using the gas pedal only. The study evaluates the effect of driver characteristics and traffic kinematic conditions on the driver reaction time in a car-following environment. The kinematic conditions introduced urgency and expectancy based on the braking behaviour of the lead vehicle at different speeds and spacing. The kinematic conditions were used for evaluating the BRT and are classified as normal, surprised, and stationary. Data were collected on a driving simulator integrated into a real car and included the BRT and ADRT (as dependent variables) and driver-s age, gender, driving experience, driving intensity (driving hours per week), vehicle speed, and spacing (as independent variables). The results showed that there was a significant difference in the BRT at normal, surprised, and stationary scenarios and supported the hypothesis that both urgency and expectancy had significant effects on BRT. Driver-s age, gender, speed, and spacing were found to be significant variables for the BRT in all scenarios. The results also showed that driver-s age and gender were significant variables for the ADRT. The research presented in this paper is part of a larger project to develop a driversensitive in-vehicle rear-end collision warning system.