RÉSUMÉ Dans cet article, nous nous intéressons à la prise en compte de l’ergonomie dans la conception et l’usage des technologies qui peuvent être qualifiées de symbiotiques en soulignant que la maîtrise de ces nouvelles interactions est sans doute au cœur de nouveaux critères pour l’ergonomie des technologies informatiques. Il s’agit dans un premier temps de préciser ce que propose de plus l’approche symbiotique. Pour ce faire, à partir d’un aperçu de la littérature et d’exemples connus, nous définissons et situons les technologies symbiotiques et, surtout, en commentons les grands principes. Dans un deuxième temps, nous montrons que ces principes qui s’appliquent aux technologies symbiotiques aboutissent à une redéfinition des recommandations ergonomiques pour la conception et l’évaluation des technologies. Enfin, la conclusion nous amène à considérer que la prise en compte de la symbiose induit le passage de problématiques situées au niveau de l’interaction humain-machine vers des problématiques situées au niveau de l’hybridation humain-machine.
1 August 2019 in Transportation Research Part F: Traffic Psychology and Behaviour
Aim: This paper explores the real practices of users of a smart carpooling application that learns their mobility habits and predicts their future trips to propose relevant matches. Method: A combination of usage data and interviews analysis allows us to explore the commuter experience from registration to the first and the next shared rides. Findings: The results highlight the shortcomings associated with human factors in carpooling and with human-smart system interactions. They show that perceptions of practical constraints and poor counterparts are the major reasons for difficulty in incorporating carpooling into daily mobility. Psychosocial barriers take different forms at different steps of the carpooling experience (search for information or guarantees about other users, the necessity of conversing with others, much uncertainty about how to behave). The fact that the service is smart amplifies these problems and reduces the desire to carpool again because it creates new misunderstandings (i.e., the user does not understand what the system vs. the other users do) and discomfort in relation to other riders (no answer, too many refusals, necessity of refusing, negative carpool experience, or concern over proposing a bad carpool). Despite these difficulties, the users perceive carpooling as a good solution and a positive human experience when the matching is accurate. We propose some recommendations to overcome the identified difficulties.
Human impression plays a crucial role in effectively designing infrastructures that support active mobility such as walking and cycling. By involving users early in the design process, valuable insights can be gathered before physical environments are constructed. This proactive approach enhances the attractiveness and safety of designed spaces for users. This study conducts an experiment comparing real street observations with immersive virtual reality (VR) visits to evaluate user perceptions and assess the quality of public spaces. For this experiment, a high-resolution 3D city model of a large-scale neighborhood was created, utilizing Building Information Modeling (BIM) and Geographic Information System (GIS) data. The model incorporated dynamic elements representing various urban environments: a public area with a tramway station, a commercial street with a road, and a residential playground with green spaces. Participants were presented with identical views of existing urban scenes, both in reality and through reconstructed 3D scenes using a Head-Mounted Display (HMD). They were asked questions related to the quality of the streetscape, its walkability, and cyclability. From the questionnaire, algorithms for assessing public spaces were computed, namely Sustainable Mobility Indicators (SUMI) and Pedestrian Level of Service (PLOS). The study quantifies the relevance of these indicators in a VR setup and correlates them with critical factors influencing the experience of using and spending time on a street. This research contributes to understanding the suitability of these algorithms in a VR environment for predicting the quality of future spaces before occupancy.
The human factor plays an important role in the successful design of infrastructure to support sustainable mobility. By engaging users early in the design process, information can be obtained before physical environments are built, making designed spaces more attractive and safer for users. This study presents the collected data of a virtual reality (VR) application in which user perception has been evaluated within an urban redevelopment context. The area under consideration is the Canal of the Port of Rimini (Italy), a degraded area not connected to the city center. The redevelopment of degraded urban areas is the first step towards achieving the sustainability aims set out in the Sustainable Development Goals. Prior to this work, evaluation methods were developed in the decision-making process, considering different social, economic, and environmental aspects in order to obtain a priority scale of interventions for urban regeneration. Architectural solutions were proposed to represent targeted and specific interventions that are designed precisely for the context to which they are dedicated in order to make the Canal Port area a continuum with its urban context and to improve its perception by tourists and inhabitants. To assess these proposed infrastructure modifications, two models of VR were created, one relevant to the current condition and one representing the future condition after redevelopment of the area. Virtual visits to the Canal of the Port of Rimini were created under two scenarios, namely, the current situation and the future situation after redevelopment of the infrastructure. Then, human participants were involved through two different questionnaires. The first allowed participants validate the VR model created by comparing it with the real context, while the second served to evaluate the perceptions of users by comparing the two VR models of the canal before and after the intervention. The results of this empirical research highlight the benefits of engaging users early in the design process and improving the user experience before implementing renovation of the infrastructure.