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Virtual reality (VR) systems are used in a variety of applications within industry, education, public and domestic settings. Research assessing reported symptoms and side effects of using VR systems indicates that these factors combine to influence user experiences of virtual reality induced symptoms and effects (VRISE). Three experiments were conducted to(More)
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In this paper ergonomics is defined as a discipline in its own right, as the theoretical and fundamental understanding of human behaviour and performance in purposeful interacting socio-technical systems, and the application of that understanding to design of interactions in the context of real settings. This definition is justified in the financial,(More)
We describe the iterative design of two collaborative storytelling technologies for young children, KidPAD and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration such that children are invited to discover the added benefits of working together. This has been motivated by our experiences of using early versions of our(More)
Ergonomics/human factors is, above anything else, a systems discipline and profession, applying a systems philosophy and systems approaches. Many things are labelled as system in today's world, and this paper specifies just what attributes and notions define ergonomics/human factors in systems terms. These are obviously a systems focus, but also concern for(More)
Participatory ergonomics is reported in an increasing number of case studies, but there is little evidence of emerging supportive theory and relatively little generic advice or guidance. The paper describes an effort to provide clarity and organization to the field of participatory ergonomics. A framework has been developed to define a range of different(More)