A cognitive script is a predetermined sequence of actions that define a well-known situation. Bui... more A cognitive script is a predetermined sequence of actions that define a well-known situation. Building on neuroscience literature, the objectives of this research-in-progress are to verify and validate that consumers activate cognitive scripts when shopping online, understand how cognitive scripts are formed by consumers over multiple online shopping trips, and investigate how consumers activating different cognitive scripts respond when facing a novel shopping environment. Twenty-one novice participants (i.e., no digital music purchase experience) were assigned to either an “intrascript” condition (multiple visits to a single website) or an “interscript” condition (single visits to multiple websites). Using psychometric and neurophysiological measures, our results suggest that intrascript consumers appear to use more automatic processing, while interscript consumers use more controlled processing. In addition, when visiting a new website, interscript consumers perceive this website...
Dyslipidemia management in primary care is often sub-optimal. New Quebec (Canada) legislation inc... more Dyslipidemia management in primary care is often sub-optimal. New Quebec (Canada) legislation increases the potential for family physician-community pharmacist collaborative care (PPCC). We hypothesized that PPCC can improve the management of dyslipidemia. In a randomized controlled trial, clusters of physicians and pharmacists within the same geographical area were randomly assigned to the PPCC or the usual care (UC) group. PPCC pharmacists attended a one-day workshop and successfully completed a clinical skills evaluation. In the PPCC intervention, the physicians are responsible for the diagnosis and the prescription of lipid-lowering pharmacotherapy, while the pharmacists initiate treatment; request appropriate laboratory tests; monitor effectiveness, safety, and adherence to treatment; and adjust medication dosage accordingly. In PPCC, physician-pharmacist communication procedures were pre defined to enhance professional collaboration. Moderate and high CHD risk patients initiating statin treatment or currently on treatment but inadequately controlled were recruited and followed-up for 1 year. The primary endpoint was the mean change difference in LDL between groups after 1 year. Secondary endpoints included the proportion of patients at or below their target LDL and TC/HDL ratio, as defined by the Canadian Lipid Guidelines, after 1 year. Multilevel and multivariate regression models were used. We enrolled 15 clusters of physicians and pharmacists (PPCC: 108 patients; UC: 117 patients). The mean change in LDL after 1 year was -1.11 mmol/L (95%CI: −1.26 to −0.96) and −0.89 mmol/L (−0.95 to −0.83) in PPCC and UC groups, respectively. The adjusted mean change difference in LDL between PPCC and UC groups was −0.11 mmol/L (−0.34 to 0.11). After 1 year, 80.6% of PPCC patients and 72.9% of UC patients were at or below their target lipid levels (adjusted OR 2.1; 1.2 to 3.8; p=0.008). PPCC patients had more lipid-lowering pharmacotherapy changes (OR: 2.0; 1.1 to 3.8) and were more likely to report lifestyle changes (OR: 3.9; 2.4 to 6.3). Our data shows that the Family physician-community pharmacist collaborative care improves the adherence to the Canadian Lipid Guidelines.(ISRCTN66345533)
AIS Transactions on Human-Computer Interaction, 2021
Multitasking with information technology (IT) may impact how much pleasure people experience duri... more Multitasking with information technology (IT) may impact how much pleasure people experience during hedonic activities, especially multisensory activities that involve touching, listening, and watching. However, past research on IT multitasking has primarily focused on utilitarian professional contexts. Drawing from dual-task-interference theory and flow theory, we address this gap by hypothesizing how multisensory characteristics positively influence the hedonic experience and how that effect deteriorates with IT-related multitasking. In addition, we examine how personality traits influence this moderating effect. We conducted a mixed-method laboratory experiment using explicit (self-reported) and implicit measures (electrodermal activity, automatic facial analysis, and electroencephalogram) to test our hypotheses. Participants listened to music while sitting on a high-fidelity vibro-kinetic armchair (one that generates vibrations and movement perfectly aligned with the music) and engaged in simultaneous IT-related tasks. The results generally support our hypotheses and represent a call for people to mindfully avoid multitasking with their IT devices while enjoying hedonic activities. In addition, our results suggest that people high in extraversion or neuroticism personality traits are likely to be more vulnerable to IT-related deterioration effects in this context. This study contributes to explaining the multitasking phenomenon with IT during leisure activities and underlines the benefit of such activities' sensory characteristics.
The gamification of information systems has seen success in a variety of contexts. However, resea... more The gamification of information systems has seen success in a variety of contexts. However, research has shown that the degree to which gamification is successful varies between individuals. The current paper evaluates the effectiveness of personalized gamification in a warehouse management context. Additionally, this paper explores why personalized gamification can be more successful than non-personalized gamification. Twenty-six subjects participated in a withinsubject laboratory experiment in which goal setting and feedback game elements were integrated into a wearable management information system to examine their effect on user performance in a warehouse picking task. The effectiveness of personalized gamification was evaluated by categorizing participants into user types using the HEXAD model and examining performance across conditions and user types. Results show that user type significantly affects the relationship between game elements and user performance. This paper takes...
Engagement, or rather lack thereof has become a major issue because of its negative impact on pro... more Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.
In this paper, we investigate the effect of a vibro-kinetic seat, i.e., a seat using movement and... more In this paper, we investigate the effect of a vibro-kinetic seat, i.e., a seat using movement and vibration synchronized with a given media, on psychophysiological states and head movements of users immersed in virtual reality. The aim of this study is to explore the extent to which a vibro-kinetic seat can contribute to create a more immersive virtual reality experience than with a classic seat, including fewer cybersickness discomfort symptoms. We test our hypothesis with a between-subject design where we assigned 45 participants to a specific condition: Vibro-kinetic condition (with the seat moving according to the virtual reality experience) or non-vibro-kinetic condition (where the seat was motionless). Users’ physiological states were captured using electrodermal activity and heart rate variability. Users’ head movements were captured using automatic video detection. The results suggest that the vibro-kinetic condition leads to more immersion and a better psychophysiological s...
In this document we describe and showcase EDGE (Educational Data Game Experience), a simulation g... more In this document we describe and showcase EDGE (Educational Data Game Experience), a simulation game developed in the field of analytics. EDGE is designed to help participants apply and consolidate different data analytics concepts in a realistic setting. It places participants in a scenario where they will be working on a fundraising campaign for a charitable foundation with a million members. Students will have to decide which members to target for a possible donation. The simulation game provides pedagogical flexibility so that it could be used in classes of different levels (e.g., UG, MBA) and with students with varying levels of statistical knowledge and competency.
This study aims to explore the effects of the segmentation of video tutorials on the implicit and... more This study aims to explore the effects of the segmentation of video tutorials on the implicit and explicit experience of the users in the hands-on training tasks. A laboratory experiment was conducted in the context of user training. Participants (n ¼ 20) were randomly assigned to one of two experimental conditions: with segmented or nonsegmented versions of the same video tutorials. The participants had to watch an instructional video and recreate afterward the steps presented. Self-reported and psychophysiological measures of user experience were collected. The results suggest that while the implicit experience appears to be similar across condition, the explicit experience is significantly different: segmented tutorials lead to a better self-perceived experience and a better perceived usability of the software. This study makes several contributions to the user training and multimedia learning literature, such as the effect that the segmentation of tutorials generates on the user experience, as well as reinforcing the need to use concomitantly complementary methods to assess the experience of the users, such as implicit and explicit measures.
Business & Information Systems Engineering, 2021
Arguably, automation is fast transforming many enterprise business processes, transforming operat... more Arguably, automation is fast transforming many enterprise business processes, transforming operational jobs into monitoring tasks. Consequently, the ability to sustain attention during extended periods of monitoring is becoming a critical skill. This manuscript presents a Brain-Computer Interface (BCI) prototype which seeks to combat decrements in sustained attention during monitoring tasks within an enterprise system. A brain-computer interface is a system which uses physiological signals output by the user as an input. The goal is to better understand human responses while performing tasks involving decision and monitoring cycles, finding ways to improve performance and decrease on-task error. Decision readiness and the ability to synthesize complex and abundant information in a brief period during critical events has never been more important. Closed-loop control and motivational control theory were synthesized to provide the basis from which a framework for a prototype was devel...
This paper introduces a cloud-based lab management and analytics software platform that we have d... more This paper introduces a cloud-based lab management and analytics software platform that we have developed for triangulated human-centred research. The solution is designed to support three main requirements: (1) It enables accurate triangulation of enriched UX measures; (2) It produces triangulated enriched measures in a timely manner; and (3) it helps to generate meaningful recommendations. The application supports the key activities that are required to conduct an enriched UX research project: (1) Designing the UX test; (2) Planning and scheduling the test; (3) Executing the test; (4) Post-processing and triangulating of the collected data; (5) Analyzing and visualizing of the data and; (6) Lab Maintenance. At the time of publication, the application is currently at technology readiness level (TRL) 6 and we are currently conducting beta testing in academic and commercial lab to demonstrate the technology an operational environment.
HCI in Business, Government and Organizations. Interacting with Information Systems, 2017
Released in the summer of 2016, Pokémon Go is one of the world's most downloaded applications. Us... more Released in the summer of 2016, Pokémon Go is one of the world's most downloaded applications. Using augmented reality technology, this game has become the latest craze among young people and adults. However, it has also caused several accidents because of players getting distracted while walking. Following the research that has been conducted on texting while walking, it would be interesting to compare the risks arising from gaming while walking. This research therefore compares dangerous behaviors exhibited in three conditions using a smartphone while walking, Pokémon Go with augmented reality, Pokémon Go without, and texting while walking. We can conclude that playing Pokémon Go, with and without augmented reality, leads to more dangerous behaviors overall than texting. We also observe the appearance of a new risky behavior when playing Pokémon Go that is unseen in texting while walking, abrupt stops.
AIS Transactions on Human-Computer Interaction, 2021
Information system (IS) gamification has been successful in many contexts. Yet, research has show... more Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification's success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-subject experiment in which we programmed goal setting and feedback gamification elements into a wearable warehouse management system to evaluate the effectiveness of personalized gamification in terms of user performance. We examined the extent to which personalized gamification succeeded by categorizing participants into one of six user types through the HEXAD scale and then evaluating their performance time and errors across user types and conditions. We found that personalized gamification is more effective than non-personalized gamification. We present and discuss the motivational mechanisms through which personalized gamification can be more effective.
Gaze convergence of multiuser eye movements during simultaneous collaborative use of a shared sys... more Gaze convergence of multiuser eye movements during simultaneous collaborative use of a shared system interface has been proposed as an important albeit sparsely explored construct in human-computer interaction literature. Here, we propose a novel index for measuring the gaze convergence of user dyads and address its validity through two consecutive eye-tracking studies. Eye-tracking data of user dyads were synchronously recorded while they simultaneously performed tasks on shared system interfaces. Results indicate the validity of the proposed gaze convergence index for measuring the gaze convergence of dyads. Moreover, as expected, our gaze convergence index was positively associated with dyad task performance and negatively associated with dyad cognitive load. These results suggest the utility of (theoretical or practical) applications such as synchronized gaze convergence displays in diverse settings. Further research perspectives, particularly into the construct’s nomological ne...
The study investigates how learner experience with applications (apps) and how app types (native ... more The study investigates how learner experience with applications (apps) and how app types (native vs. non-native) influence performance in reading comprehension. Twenty-five high school students used different apps to read four texts. The students were asked to use the annotation feature of the apps to facilitate their reading. Ease of use, usefulness, and enjoyment were self-reported. Cognitive load and valence were inferred from pupil diameter and facial expressions. Results showed no significant association between the number of annotations and reading comprehension. However, comprehension was better when the apps were perceived as easier to use, more useful, and more enjoyable. Regression analyses revealed that students performed significantly better when using native apps. There were also significant interactions between cognitive load and app types on reading comprehension, and between valence and app types on reading comprehension. Based on the students' feedback, basic requirements for an ideal annotation tool are identified.
Journal of the Association for Information Systems, 2014
This paper introduces the eye-fixation related potential (EFRP) method to IS research. The EFRP m... more This paper introduces the eye-fixation related potential (EFRP) method to IS research. The EFRP method allows one to synchronize eye tracking with electroencephalographic (EEG) recording to precisely capture users' neural activity at the exact time at which they start to cognitively process a stimulus (e.g., event on the screen). This complements and overcomes some of the shortcomings of the traditional event related potential (ERP) method, which can only stamp the time at which a stimulus is presented to a user. Thus, we propose a method conjecture of the superiority of EFRP over ERP for capturing the cognitive processing of a stimulus when such cognitive processing is not necessarily synchronized with the time at which the stimulus appears. We illustrate the EFRP method with an experiment in a natural IS use context in which we asked users to read an industry report while email pop-up notifications arrived on their screen. The results support our proposed hypotheses and show three distinct neural processes associated with 1) the attentional reaction to email pop-up notification, 2) the cognitive processing of the email pop-up notification, and 3) the motor planning activity involved in opening or not the email. Furthermore, further analyses of the data gathered in the experiment serve to validate our method conjecture about the superiority of the EFRP method over the ERP in natural IS use contexts. In addition to the experiment, our study discusses important IS research questions that could be pursued with the aid of EFRP, and describes a set of guidelines to help IS researchers use this method.
Lecture Notes in Information Systems and Organisation, 2016
Texting while walking is a widespread and dangerous behaviour. Efforts are being put towards the ... more Texting while walking is a widespread and dangerous behaviour. Efforts are being put towards the development of mobile applications to refrain users from engaging in this behavior. The study of the neuropsychological mechanisms underlying this behavior will help developers aim specific cognitive processes. This study uses intracranial electroencephalography to increase our spatial understanding of the processes implicated in mobile multitasking. We asked a subject implanted with 128 electrodes to engage in a texting conversation while having to discriminate a point-light walker's direction. We discuss our results and methodological learning from this pilot study.
The treadmill desk is a new human-computer interaction (HCI) setup intended to reduce the time wo... more The treadmill desk is a new human-computer interaction (HCI) setup intended to reduce the time workers spend sitting. As most workers will not choose to spend their entire workday walking, this study investigated the short-term delayed effect of treadmill desk usage. An experiment was conducted in which participants either sat or walked while they read a text and received emails. Afterward, all participants performed a task to evaluate their attention and memory. Behavioral, neurophysiological, and perceptual evidence showed that participants who walked had a short-term increase in memory and attention, indicating that the use of a treadmill desk has a delayed effect. These findings suggest that the treadmill desk, in addition to having health benefits for workers, can also be beneficial for businesses by enhancing workforce performance.
The main objective of this research is to investigate how input device type influences users’ mem... more The main objective of this research is to investigate how input device type influences users’ memory retrieval (i.e., stimulus recognition). We build upon prior research on the somatosensory (tactile) system to argue that the use of a direct input device (i.e., touch screen) involves a multisensory experience and more cerebral activities than an indirect input device (i.e., mouse), leading to richer information encoding, and consequently to better information retrieval from memory. A one-factor between-subject experimental design was used to test our hypotheses. Thirty participants were randomly assigned to either a mouse or touch screen input device condition. Our results indicate that for individuals with higher need for touch, input device influences activity in the posterior parietal cortex (PPC), a brain region associated with multisensory experience, during memory retrieval and stimulus recognition.
The main objective of this research in-progress is to investigate how characteristics of input de... more The main objective of this research in-progress is to investigate how characteristics of input devices influence users' information memorization. Although the computer mouse is still a very popular input device (Taveira and Choi 2009), the growing popularity of tablets and smartphones promotes a different type of input device, namely touch screens.
A cognitive script is a predetermined sequence of actions that define a well-known situation. Bui... more A cognitive script is a predetermined sequence of actions that define a well-known situation. Building on neuroscience literature, the objectives of this research-in-progress are to verify and validate that consumers activate cognitive scripts when shopping online, understand how cognitive scripts are formed by consumers over multiple online shopping trips, and investigate how consumers activating different cognitive scripts respond when facing a novel shopping environment. Twenty-one novice participants (i.e., no digital music purchase experience) were assigned to either an “intrascript” condition (multiple visits to a single website) or an “interscript” condition (single visits to multiple websites). Using psychometric and neurophysiological measures, our results suggest that intrascript consumers appear to use more automatic processing, while interscript consumers use more controlled processing. In addition, when visiting a new website, interscript consumers perceive this website...
Dyslipidemia management in primary care is often sub-optimal. New Quebec (Canada) legislation inc... more Dyslipidemia management in primary care is often sub-optimal. New Quebec (Canada) legislation increases the potential for family physician-community pharmacist collaborative care (PPCC). We hypothesized that PPCC can improve the management of dyslipidemia. In a randomized controlled trial, clusters of physicians and pharmacists within the same geographical area were randomly assigned to the PPCC or the usual care (UC) group. PPCC pharmacists attended a one-day workshop and successfully completed a clinical skills evaluation. In the PPCC intervention, the physicians are responsible for the diagnosis and the prescription of lipid-lowering pharmacotherapy, while the pharmacists initiate treatment; request appropriate laboratory tests; monitor effectiveness, safety, and adherence to treatment; and adjust medication dosage accordingly. In PPCC, physician-pharmacist communication procedures were pre defined to enhance professional collaboration. Moderate and high CHD risk patients initiating statin treatment or currently on treatment but inadequately controlled were recruited and followed-up for 1 year. The primary endpoint was the mean change difference in LDL between groups after 1 year. Secondary endpoints included the proportion of patients at or below their target LDL and TC/HDL ratio, as defined by the Canadian Lipid Guidelines, after 1 year. Multilevel and multivariate regression models were used. We enrolled 15 clusters of physicians and pharmacists (PPCC: 108 patients; UC: 117 patients). The mean change in LDL after 1 year was -1.11 mmol/L (95%CI: −1.26 to −0.96) and −0.89 mmol/L (−0.95 to −0.83) in PPCC and UC groups, respectively. The adjusted mean change difference in LDL between PPCC and UC groups was −0.11 mmol/L (−0.34 to 0.11). After 1 year, 80.6% of PPCC patients and 72.9% of UC patients were at or below their target lipid levels (adjusted OR 2.1; 1.2 to 3.8; p=0.008). PPCC patients had more lipid-lowering pharmacotherapy changes (OR: 2.0; 1.1 to 3.8) and were more likely to report lifestyle changes (OR: 3.9; 2.4 to 6.3). Our data shows that the Family physician-community pharmacist collaborative care improves the adherence to the Canadian Lipid Guidelines.(ISRCTN66345533)
AIS Transactions on Human-Computer Interaction, 2021
Multitasking with information technology (IT) may impact how much pleasure people experience duri... more Multitasking with information technology (IT) may impact how much pleasure people experience during hedonic activities, especially multisensory activities that involve touching, listening, and watching. However, past research on IT multitasking has primarily focused on utilitarian professional contexts. Drawing from dual-task-interference theory and flow theory, we address this gap by hypothesizing how multisensory characteristics positively influence the hedonic experience and how that effect deteriorates with IT-related multitasking. In addition, we examine how personality traits influence this moderating effect. We conducted a mixed-method laboratory experiment using explicit (self-reported) and implicit measures (electrodermal activity, automatic facial analysis, and electroencephalogram) to test our hypotheses. Participants listened to music while sitting on a high-fidelity vibro-kinetic armchair (one that generates vibrations and movement perfectly aligned with the music) and engaged in simultaneous IT-related tasks. The results generally support our hypotheses and represent a call for people to mindfully avoid multitasking with their IT devices while enjoying hedonic activities. In addition, our results suggest that people high in extraversion or neuroticism personality traits are likely to be more vulnerable to IT-related deterioration effects in this context. This study contributes to explaining the multitasking phenomenon with IT during leisure activities and underlines the benefit of such activities' sensory characteristics.
The gamification of information systems has seen success in a variety of contexts. However, resea... more The gamification of information systems has seen success in a variety of contexts. However, research has shown that the degree to which gamification is successful varies between individuals. The current paper evaluates the effectiveness of personalized gamification in a warehouse management context. Additionally, this paper explores why personalized gamification can be more successful than non-personalized gamification. Twenty-six subjects participated in a withinsubject laboratory experiment in which goal setting and feedback game elements were integrated into a wearable management information system to examine their effect on user performance in a warehouse picking task. The effectiveness of personalized gamification was evaluated by categorizing participants into user types using the HEXAD model and examining performance across conditions and user types. Results show that user type significantly affects the relationship between game elements and user performance. This paper takes...
Engagement, or rather lack thereof has become a major issue because of its negative impact on pro... more Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.
In this paper, we investigate the effect of a vibro-kinetic seat, i.e., a seat using movement and... more In this paper, we investigate the effect of a vibro-kinetic seat, i.e., a seat using movement and vibration synchronized with a given media, on psychophysiological states and head movements of users immersed in virtual reality. The aim of this study is to explore the extent to which a vibro-kinetic seat can contribute to create a more immersive virtual reality experience than with a classic seat, including fewer cybersickness discomfort symptoms. We test our hypothesis with a between-subject design where we assigned 45 participants to a specific condition: Vibro-kinetic condition (with the seat moving according to the virtual reality experience) or non-vibro-kinetic condition (where the seat was motionless). Users’ physiological states were captured using electrodermal activity and heart rate variability. Users’ head movements were captured using automatic video detection. The results suggest that the vibro-kinetic condition leads to more immersion and a better psychophysiological s...
In this document we describe and showcase EDGE (Educational Data Game Experience), a simulation g... more In this document we describe and showcase EDGE (Educational Data Game Experience), a simulation game developed in the field of analytics. EDGE is designed to help participants apply and consolidate different data analytics concepts in a realistic setting. It places participants in a scenario where they will be working on a fundraising campaign for a charitable foundation with a million members. Students will have to decide which members to target for a possible donation. The simulation game provides pedagogical flexibility so that it could be used in classes of different levels (e.g., UG, MBA) and with students with varying levels of statistical knowledge and competency.
This study aims to explore the effects of the segmentation of video tutorials on the implicit and... more This study aims to explore the effects of the segmentation of video tutorials on the implicit and explicit experience of the users in the hands-on training tasks. A laboratory experiment was conducted in the context of user training. Participants (n ¼ 20) were randomly assigned to one of two experimental conditions: with segmented or nonsegmented versions of the same video tutorials. The participants had to watch an instructional video and recreate afterward the steps presented. Self-reported and psychophysiological measures of user experience were collected. The results suggest that while the implicit experience appears to be similar across condition, the explicit experience is significantly different: segmented tutorials lead to a better self-perceived experience and a better perceived usability of the software. This study makes several contributions to the user training and multimedia learning literature, such as the effect that the segmentation of tutorials generates on the user experience, as well as reinforcing the need to use concomitantly complementary methods to assess the experience of the users, such as implicit and explicit measures.
Business & Information Systems Engineering, 2021
Arguably, automation is fast transforming many enterprise business processes, transforming operat... more Arguably, automation is fast transforming many enterprise business processes, transforming operational jobs into monitoring tasks. Consequently, the ability to sustain attention during extended periods of monitoring is becoming a critical skill. This manuscript presents a Brain-Computer Interface (BCI) prototype which seeks to combat decrements in sustained attention during monitoring tasks within an enterprise system. A brain-computer interface is a system which uses physiological signals output by the user as an input. The goal is to better understand human responses while performing tasks involving decision and monitoring cycles, finding ways to improve performance and decrease on-task error. Decision readiness and the ability to synthesize complex and abundant information in a brief period during critical events has never been more important. Closed-loop control and motivational control theory were synthesized to provide the basis from which a framework for a prototype was devel...
This paper introduces a cloud-based lab management and analytics software platform that we have d... more This paper introduces a cloud-based lab management and analytics software platform that we have developed for triangulated human-centred research. The solution is designed to support three main requirements: (1) It enables accurate triangulation of enriched UX measures; (2) It produces triangulated enriched measures in a timely manner; and (3) it helps to generate meaningful recommendations. The application supports the key activities that are required to conduct an enriched UX research project: (1) Designing the UX test; (2) Planning and scheduling the test; (3) Executing the test; (4) Post-processing and triangulating of the collected data; (5) Analyzing and visualizing of the data and; (6) Lab Maintenance. At the time of publication, the application is currently at technology readiness level (TRL) 6 and we are currently conducting beta testing in academic and commercial lab to demonstrate the technology an operational environment.
HCI in Business, Government and Organizations. Interacting with Information Systems, 2017
Released in the summer of 2016, Pokémon Go is one of the world's most downloaded applications. Us... more Released in the summer of 2016, Pokémon Go is one of the world's most downloaded applications. Using augmented reality technology, this game has become the latest craze among young people and adults. However, it has also caused several accidents because of players getting distracted while walking. Following the research that has been conducted on texting while walking, it would be interesting to compare the risks arising from gaming while walking. This research therefore compares dangerous behaviors exhibited in three conditions using a smartphone while walking, Pokémon Go with augmented reality, Pokémon Go without, and texting while walking. We can conclude that playing Pokémon Go, with and without augmented reality, leads to more dangerous behaviors overall than texting. We also observe the appearance of a new risky behavior when playing Pokémon Go that is unseen in texting while walking, abrupt stops.
AIS Transactions on Human-Computer Interaction, 2021
Information system (IS) gamification has been successful in many contexts. Yet, research has show... more Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification's success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-subject experiment in which we programmed goal setting and feedback gamification elements into a wearable warehouse management system to evaluate the effectiveness of personalized gamification in terms of user performance. We examined the extent to which personalized gamification succeeded by categorizing participants into one of six user types through the HEXAD scale and then evaluating their performance time and errors across user types and conditions. We found that personalized gamification is more effective than non-personalized gamification. We present and discuss the motivational mechanisms through which personalized gamification can be more effective.
Gaze convergence of multiuser eye movements during simultaneous collaborative use of a shared sys... more Gaze convergence of multiuser eye movements during simultaneous collaborative use of a shared system interface has been proposed as an important albeit sparsely explored construct in human-computer interaction literature. Here, we propose a novel index for measuring the gaze convergence of user dyads and address its validity through two consecutive eye-tracking studies. Eye-tracking data of user dyads were synchronously recorded while they simultaneously performed tasks on shared system interfaces. Results indicate the validity of the proposed gaze convergence index for measuring the gaze convergence of dyads. Moreover, as expected, our gaze convergence index was positively associated with dyad task performance and negatively associated with dyad cognitive load. These results suggest the utility of (theoretical or practical) applications such as synchronized gaze convergence displays in diverse settings. Further research perspectives, particularly into the construct’s nomological ne...
The study investigates how learner experience with applications (apps) and how app types (native ... more The study investigates how learner experience with applications (apps) and how app types (native vs. non-native) influence performance in reading comprehension. Twenty-five high school students used different apps to read four texts. The students were asked to use the annotation feature of the apps to facilitate their reading. Ease of use, usefulness, and enjoyment were self-reported. Cognitive load and valence were inferred from pupil diameter and facial expressions. Results showed no significant association between the number of annotations and reading comprehension. However, comprehension was better when the apps were perceived as easier to use, more useful, and more enjoyable. Regression analyses revealed that students performed significantly better when using native apps. There were also significant interactions between cognitive load and app types on reading comprehension, and between valence and app types on reading comprehension. Based on the students' feedback, basic requirements for an ideal annotation tool are identified.
Journal of the Association for Information Systems, 2014
This paper introduces the eye-fixation related potential (EFRP) method to IS research. The EFRP m... more This paper introduces the eye-fixation related potential (EFRP) method to IS research. The EFRP method allows one to synchronize eye tracking with electroencephalographic (EEG) recording to precisely capture users' neural activity at the exact time at which they start to cognitively process a stimulus (e.g., event on the screen). This complements and overcomes some of the shortcomings of the traditional event related potential (ERP) method, which can only stamp the time at which a stimulus is presented to a user. Thus, we propose a method conjecture of the superiority of EFRP over ERP for capturing the cognitive processing of a stimulus when such cognitive processing is not necessarily synchronized with the time at which the stimulus appears. We illustrate the EFRP method with an experiment in a natural IS use context in which we asked users to read an industry report while email pop-up notifications arrived on their screen. The results support our proposed hypotheses and show three distinct neural processes associated with 1) the attentional reaction to email pop-up notification, 2) the cognitive processing of the email pop-up notification, and 3) the motor planning activity involved in opening or not the email. Furthermore, further analyses of the data gathered in the experiment serve to validate our method conjecture about the superiority of the EFRP method over the ERP in natural IS use contexts. In addition to the experiment, our study discusses important IS research questions that could be pursued with the aid of EFRP, and describes a set of guidelines to help IS researchers use this method.
Lecture Notes in Information Systems and Organisation, 2016
Texting while walking is a widespread and dangerous behaviour. Efforts are being put towards the ... more Texting while walking is a widespread and dangerous behaviour. Efforts are being put towards the development of mobile applications to refrain users from engaging in this behavior. The study of the neuropsychological mechanisms underlying this behavior will help developers aim specific cognitive processes. This study uses intracranial electroencephalography to increase our spatial understanding of the processes implicated in mobile multitasking. We asked a subject implanted with 128 electrodes to engage in a texting conversation while having to discriminate a point-light walker's direction. We discuss our results and methodological learning from this pilot study.
The treadmill desk is a new human-computer interaction (HCI) setup intended to reduce the time wo... more The treadmill desk is a new human-computer interaction (HCI) setup intended to reduce the time workers spend sitting. As most workers will not choose to spend their entire workday walking, this study investigated the short-term delayed effect of treadmill desk usage. An experiment was conducted in which participants either sat or walked while they read a text and received emails. Afterward, all participants performed a task to evaluate their attention and memory. Behavioral, neurophysiological, and perceptual evidence showed that participants who walked had a short-term increase in memory and attention, indicating that the use of a treadmill desk has a delayed effect. These findings suggest that the treadmill desk, in addition to having health benefits for workers, can also be beneficial for businesses by enhancing workforce performance.
The main objective of this research is to investigate how input device type influences users’ mem... more The main objective of this research is to investigate how input device type influences users’ memory retrieval (i.e., stimulus recognition). We build upon prior research on the somatosensory (tactile) system to argue that the use of a direct input device (i.e., touch screen) involves a multisensory experience and more cerebral activities than an indirect input device (i.e., mouse), leading to richer information encoding, and consequently to better information retrieval from memory. A one-factor between-subject experimental design was used to test our hypotheses. Thirty participants were randomly assigned to either a mouse or touch screen input device condition. Our results indicate that for individuals with higher need for touch, input device influences activity in the posterior parietal cortex (PPC), a brain region associated with multisensory experience, during memory retrieval and stimulus recognition.
The main objective of this research in-progress is to investigate how characteristics of input de... more The main objective of this research in-progress is to investigate how characteristics of input devices influence users' information memorization. Although the computer mouse is still a very popular input device (Taveira and Choi 2009), the growing popularity of tablets and smartphones promotes a different type of input device, namely touch screens.
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Papers by Marc Fredette