Usually we play to have fun. A good game creates user engagement in the game tasks, involving high levels of motivation that promote concentration and performance.
Within this research area, we study the game mechanisms that gives enough challenge to user skills and recognized renewals, that absorb the user in the game activities reaching to a subjective experience of total involvement with the game.
In non-ludic contexts, particularly in work, training and teaching situations, we the study of the best ways to use game mechanics to motivate workers and / or students to become engage with the organization and consequently improve their happiness and performance.
Some developed projects in this area
Ergoshow 1 and 2 are a pedagogical game for young people, developed in a User Centred Design perspective. The main objective of those games was to engage the students in the areas of safety and health, so that in the future they are more responsible adults.
Bone, is a sympathetic character from Ergoshow 1, used to communicate to the youngers, knowledge about manipulation of loads and sitting work and their relationship to the occurrence of musculoskeletal problems.
The characters in Ergoshow 2, that corresponds to Personas in the worker population.These characters will experience various adventures in a virtual factory, to solve the problems of safety and health at work, becoming at the end of the game successful entrepreneurs.
Sharinna Venturim Zanuncio; Simone Caldas Tavares Mafra; Maria de Lourdes Mattos Barreto; F. Rebelo (2013).A Tecnologia Multimídia Ergoshow como Prática no Processo de Ensino-Aprendizagem sobre Saúde e Segurança no Trabalho: Uma Revisão. Revista Cesumar Ciências Humanas e Sociais Aplicadas, v.18, n.1, p. 125-143, ISSN 1516-2664
Zanuncio, S. V., Mafra, S. C. T., Rebelo, F., & Filgueiras, E. (2012). The use of software ERGOSHOW in the education of health and safety at work to regarding the safety to children. Work: A Journal of Prevention, Assessment and Rehabilitation, 41(Supplement 1), 915-921. doi: 10.3233/WOR-2012-0263-915
Rebelo, F., & Filgueiras, E.V. (2012). Ergoshow: A user-centred design game to make children aware of ergonomics and occupational safety and health. Theoretical Issues in Ergonomics Science, 13, 4-17. doi: 10.1080/1463922X.2010.525761
Rebelo F., Noriega P., Oliveira T., Santos D., Oliveira S. (2018) Expected User Acceptance of an Augmented Reality Service for a Smart City. In: Marcus A., Wang W. (eds) Design, User Experience, and Usability: Users, Contexts and Case Studies. DUXU 2018. Lecture Notes in Computer Science, vol 10920, 703-714. Springer, Cham -https://doi.org/10.1007/978-3-319-91806-8_55
Rebelo F., Noriega P., Oliveira T., Santos D., Carvalhais J., Cotrim T. (2018) Applications and Interface Requirements to Engage the Citizens to Share Information in a Smart City Project. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 588, 712-721. Springer, Cham -https://doi.org/10.1007/978-3-319-60582-1_71
The problem is not the existence of technological solutions, it is the way people accept it and can interact with it.
Internet of things, industry 4.0, 3D printing, augmented reality, are promising technologies, but will only succeed if accepted by the users.
Usability and user experience methodologies can help to develop products, services and systems that enhance the human performance (usability) and emotional reactions (user experience).
Within this research area, we study:
Some developed projects in this area
The eExhibitions project developed a web-based service to create flexible and easy-to-use service tool for the creation of virtual exhibitions, based on exhibition content uploaded to a central database via a web interface. It enables the creation of joint exhibitions from geographically distant members’ locations.
The bicycle is an efficient way to move from a point another and also a possibility to do some exercise and enjoy the nature.There is a big quantity of different bicycles in the market, but all of then, with circular wheels. In this context, a concept with elliptical wells could be a good idea? This study aims to answer this question. From the ergonomics point of view, the important measures to evaluate this new concept of bicycle are related with; functional efficiency (fatigue and easy to use); safety (possibility to fall and fear to fall) and pleasure (emotional satisfaction). In this context, this work discusses the methodology approach to get these measures. The efficiency of the proposed methodology was discussed, by analysing the results of a pilot study. This analysis showed that the proposed methodology was effective to evaluate a new concept of an innovative product. Tests have shown that the bicycle with elliptical wheels provoked strong emotional reactions in users and people who saw the use of the bicycle. Regarding usability, it was found that users reported the need to make more effort in moving the bicycle with elliptical wheels than with a bicycle with circular wheels.
This research project aims to develop a comprehensive tool for deep building renovation, which comprises the building survey, design generation, building geometry optimization, and Energy Systems (ES) and Construction System (CS) optimization in single BIM add-on tool. A user interactive multi-optimization procedure will be developed to assist the architect in searching for the best building renovation solution that minimizes energy consumption (EC) and maximizes the indoor environmental quality (IEQ) in a cost effective manner. The resulting tool will be tested in architectural design practice scenarios to determine its strengths and weaknesses. The results will be written in a tool guidebook and disseminated in a technical seminar on building retrofit/renovation.
How to measure and evaluate the emotional reactions that result from human interaction.
Besides concerns of design with functionality and utility, users also have emotional needs. It is now current knowledge that emotion plays a fundamental role in human decision process. Thus design process must include tools to evaluate emotions in interactions with objects in the world.
In ErgoUX we have been using several tools to investigate emotional processes during interactions with several technologies such as games, technical aids for people with disabilities , disruptive vehicles like a bicycle with elliptical wheels, or new trendy technologies like virtual reality.
Some developed projects in this area
Abstract
Nowadays, the face reading technology could be a good solution to evaluate digital games or to be integrated in a user centered design process. The big advantages of this technology is the possibility to get direct measures in non-intrusive way, don’t require a special computer and use a normal camera. In the literature, most studies use this technology in the context of neuromarketing, few studies use it in the context of gamming. In this context, this paper presents an exploratory study to analyse the potentialities of a face-reading tool to measure the emotional reactions, when the user plays a digital game. The aspects evaluated were the sensitivity of the tool at the different moments of the game, and to identification of usability problems. Our results show that the tool was effective in the evaluation of these aspects, allowing the identification of moments of the game where it is necessary to increase or not the emotions and develop a other studies to improve the usability problems.
1 Trindade Y., Rebelo F., Noriega P. (2018) Potentialities of a Face Reading Tool to a Digital Game Evaluation and Development: A Preliminary Study. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 588. Springer, Cham
Trindade Y., Rebelo F., Noriega P. (2019) Emotions Appraisal with Face Reading in a Touristic Virtual Environment Prototype. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2018. Advances in Intelligent Systems and Computing, vol 777. Springer, Cham
Abstract
There is a diversity of bicycle’ models in the market, but all of them have circular wheels. So the question is, could a concept with elliptical wheels be a good idea? What is the best methodology to evaluate this new and unusual bicycle from the ergonomics point of view? This study aims at answering this challenge. From an ergonomic point of view, were considered important measures to evaluate this new concept of bicycle those related with: functional efficiency (fatigue and easiness of use), safety (possibility and fear of falling) and pleasure (emotional reactions). In this context, this work discusses the methodological approach to get these measures. The efficiency of the proposed methodology is discussed, by analyzing the results of a pilot study. This analysis showed that the proposed methodology was effective to evaluate a new concept of an innovative product.
2 F. Rebelo, A. Figueiredo, P. Noriega, T. Cotrim, T. Oliveira and T. Borges (2015). “A Methodological Approach to Evaluate a New Bicycle Concept With Elliptical Wheels”. Procedia Manufacturing, 3, 6361-6368. doi: 10.1016/j.promfg.2015.07.960
Abstract
The emotional reactions caused during the interaction with a product interfered in the evaluation by the user. For the assistive technologies, like the wheelchairs, there is a range of emotional reactions associated with the image of disease, despite the importance of these products for the independence of the people. Many studies about wheelchairs focused in biomechanical and functional aspects, without emphasis in other aspects of the user experience with these products. In this context, the aim of this work is to evaluate if the wheelchair with different design features provoke different emotional reactions in users and non-users of this assistive technology. Geneva Emotional Wheel was applied to 30 people wheelchair users and 30 people wheelchair non-users during a video with two wheelchairs in a virtual environment 3D. The results indicate that a wheelchair with a modern design causes more positive emotional reactions than a wheelchair with traditional design. It is considered these results can cooperate with wheelchair designers, as well as in health services in the context of prescription of this assistive technology.
3 Carneiro L., Rebelo F., Noriega P. (2019) Different Wheelchairs Designs Influence Emotional Reactions from Users and Non-users?. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2018. Advances in Intelligent Systems and Computing, vol 777. Springer, Cham
Abstract
This study describes the emotional responses to the use of virtual reality (VR) environments. Namely the relation between different environments and axial emotional dimensions: valence, arousal and dominance. To better understand this relation, were also evaluated presence, concentration, relaxation. We evaluated the experience of 146 participants in three virtual environments: Helix® (a roller coaster experience); Yana® (a beach sunset/sunrise experience); Surge® (an abstract environment transformation experience). Helix® proved to be a facilitator of presence and arousal. Surge® results are like the Helix® except that levels of relaxation are lower. Yana® is a facilitator of dominance but levels of arousal and presence was the lowest of the three. The presence was positively related with arousal. Relaxation had a negative relation with arousal and presence. The emotional appraisals were different for each environment. These results are useful in developing virtual environments to model emotional experience.
4 Oliveira T., Noriega P., Rebelo F., Heidrich R. (2018) Evaluation of the Relationship Between Virtual Environments and Emotions. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 588. Springer, Cham
Oliveira T., Noriega P., Carvalhais J., Rebelo F., Lameira V. (2020) How Deep Is a Virtual Reality Experience? Virtual Environments, Emotions and Physiological Measures. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 955. Springer, Cham
Within this research area, we study:
Some developed projects in this area
HARSim – Humanoide Articulation Reaction Simulation is a anthropomorphic model that integrates the anthropometrical profile of the workers or users, including the articular limitations. The model calculate the stress and strain.
Dagge, R., Filgueiras, E., Rebelo, F. (2015). HARSim: Posterior load comparative analysis process. Lecture Notes in Computer Science, 9187, 33-44. DOI: 10.1007/978-3-319-20898-5_4
Assembly line optimization.
Seat optimization.
Virtual Reality (VR) is a way of transporting a person to a reality (i.e., a virtual environment) in which he or she is not physically present but feels like he or she is there1.
1 Rebelo, F., Noriega, P., Duarte, E., & Soares, M. (2012). Using virtual reality to assess user experience. Human Factors, 54(6), 964-982. doi: 10.1177/0018720812465006
Within this research area, we use virtual reality as a tool to optimize design solutions, through the evaluation of human behavior in interaction with the elements of a virtual system.
Some developed projects in this area
One of our first projects that gave rise to the doctoral thesis of Professor Emilia Duarte.
Abstract
This study used an immersive virtual environment (IVE) to examine how dynamic features in signage affect behavioral compliance during a work-related task and an emergency egress. Ninety participants performed a work-related task followed by an emergency egress. Compliance with uncued and cued safety signs was assessed prior to an explosion/fire involving egress with exit signs. Although dynamic presentation produced the highest compliance, the difference between dynamic and static presentation was only statistically significant for uncued signs. Uncued signs, both static and dynamic, were effective in changing behavior compared to no/minimal signs. Findings are explained based on sign salience and on task differences. If signs must capture attention while individuals are attending to other tasks, salient (e.g., dynamic) signs are useful in benefiting compliance. This study demonstrates the potential for IVEs to serve as a useful tool in behavioral compliance research.
2 Duarte, E., Rebelo, F., Teles, J., & Wogalter, M. S. (2014). Behavioral compliance for dynamic versus static signs in an immersive virtual environment. Applied Ergonomics, 45, 5, 1367-1375
Emília Duarte; F. Rebelo; J. Teles; M. S. Wogalter (2013). Behavioral compliance for dynamic versus static signs in an immersive virtual environmentstatic signs in an immersive virtual environment. Applied Ergonomics, Article in Press (IF=1.728) http://dx.doi.org/10.1016/j.apergo.2013.10.004
Duarte, E.; Noriega, P.; Calhandro, A.; Rebelo, F. (2014). The effect of humoristic vs. dramatic animation-based warnings - A study on acceptance and risk perception. Proceedings of the Human Factors and Ergonomics Society Annual Meeting,58,1,1884-1888,2014,SAGE Publications
This study was developed by Elisangela Vilar, giving rise to his doctoral thesis.
Abstract
Wayfinding difficulties may lead people to avoid places; it also can make them late for important occurrences such as business meetings or flights, which may cause loss of opportunity and money. Additionally, as settings grow in dimension and complexity, emergency evacuation emerges as a key problem, and wayfinding becomes a matter of life and death. The ability to predict people’s route-choice is particularly important to avoid wayfinding problems, mainly when considered during developmental stages of complex buildings. Studies focused on the factors that influence route-choice indoors are few; most of the studies are focused on spatial knowledge and wayfinding strategies considering outdoor environments. This dissertation considers the affordances concept as an approach to study the individual movement indoors. It considers that some environmental variables act as factors of attraction, improving corridors affordance and influencing the spatial decision. Directional signage was also discussed as explicit information that directly informs a path. The main goal was to contribute with a better understanding about the human wayfinding behavior indoors to define recommendations for optimizing the usability of complex buildings. For this, the use of signage and environmental variables as directional explicit and implicit information in directing people within complex buildings was investigated, considering everyday and emergency situations. A Virtual Reality-based methodology was used in three experiments. Results indicated that, when signage was absent, the environmental variables were able to direct people towards a specific destination in both, everyday and emergency situations. But, competing with posted signs, environmental variables were not so efficient. During an emergency egress, static ISO-type signs were not enough to lead people to a safe place when competing with the environmental variables in the studied conditions.
Vilar E., Rebelo F., Noriega P. (2018) Smart Systems in Emergency Wayfinding: A Literature Review. In: Marcus A., Wang W. (eds) Design, User Experience, and Usability: Designing Interactions. DUXU 2018. Lecture Notes in Computer Science, vol 10919, 379-388. Springer, Cham - https://doi.org/10.1007/978-3-319-91803-7_28
Vilar E., Rebelo F., Noriega P. (2018) Comparing Three Stimulus Presentation Types in a Virtual Reality Experiment to Human Wayfinding Behavior During Emergency Situation. In: Rebelo F., Soares M. (eds) Advances in Ergonomics in Design. AHFE 2017. Advances in Intelligent Systems and Computing, vol 588, 34-44. Springer, Cham - https://doi.org/10.1007/978-3-319-60582-1_4
Vilar, E., Rebelo, F., Noriega, P., Teles, J., Mayhorn, C. (2015). Signage versus environmental affordances: Is the explicit information strong enough to guide human behavior during a wayfinding task? Human Factors and Ergonomics in Manufacturing & Services Industries, 25(4), 439-452. https://doi.org/10.1002/hfm.20557
One of the greatest challenges is to create an environment in a way that people can find their destination in the fastest and safest manner. One way to study this kind of problem is to understand what happens during the path that an individual performs in an environment. In this project we used space exploration matrices to evaluate human interaction with virtual environments. The virtual environment is divided in a grid of adjustable cells. The frequency that each cell is stepped by a participant is saved. The “warm” colors represent more stepped on cells and “cold” colors less stepped on cells.
This project aims to improving the working conditions at Nespresso through the development of a solution for training the workers, using Virtual Reality, to induce safe behavior.