Barbara S. Chaparro

ORCID: 0000-0002-9140-059X
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About
Contact & Profiles
Research Areas
  • Technology Adoption and User Behaviour
  • Usability and User Interface Design
  • Interactive and Immersive Displays
  • Virtual Reality Applications and Impacts
  • Augmented Reality Applications
  • Human-Automation Interaction and Safety
  • Gaze Tracking and Assistive Technology
  • Tactile and Sensory Interactions
  • Impact of Technology on Adolescents
  • Digital Marketing and Social Media
  • Ergonomics and Musculoskeletal Disorders
  • Library Collection Development and Digital Resources
  • Technology Use by Older Adults
  • Educational Games and Gamification
  • Digital Communication and Language
  • Innovative Human-Technology Interaction
  • Digital Games and Media
  • Occupational Health and Safety Research
  • Safety Warnings and Signage
  • Color perception and design
  • Customer Service Quality and Loyalty
  • Web Data Mining and Analysis
  • Design Education and Practice
  • Gender and Technology in Education
  • Multimedia Communication and Technology

Embry–Riddle Aeronautical University
2018-2024

Wichita State University
2011-2020

American Society For Engineering Education
2020

Oklahoma State University Oklahoma City
2020

Texas Tech University
2020

University of Richmond
2020

The King's College
2020

King's College Hospital
2020

University of Nebraska at Omaha
2019

Human Factors (Norway)
2012

The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors.Playtesting is often conducted in the industry help developers build better games by providing insight into players' attitudes preferences. However, quality feedback difficult obtain from playtesting sessions without gaming assessment tool. There need for validated comprehensive scale appropriate evaluation purposes.The process...

10.1177/0018720816669646 article EN Human Factors The Journal of the Human Factors and Ergonomics Society 2016-09-20

User performance, perceived usability, and preference for five smartphone text input methods were compared with younger older novice adults.Smartphones are used a variety of functions other than phone calls, including messaging, e-mail, web browsing. Research comparing performance on smartphones reveals high degree variability in reported measures, procedures, results. This study reports direct comparison the most common among population adults, who had no experience any methods.Fifty adults...

10.1177/0018720815575644 article EN Human Factors The Journal of the Human Factors and Ergonomics Society 2015-03-20

ABSTRACT The purpose of this study is to revise and revalidate the End‐User Computing Satisfaction (EUCS) instrument measure satisfaction with a Web site from usability perspective. This especially important given increased significance uniqueness as computing environment. A total 176 students participated in lab simulation that involved evaluation Lands' End ( http://www.landsend.com ). Students were asked complete set tasks, record their answers, then EUCS instrument. Confirmatory factor...

10.1111/j.1540-5414.2005.00076.x article EN Decision Sciences 2005-04-04

Older adults in the US are fastest-growing demographic, and also largest-growing group of internet users. The aim this research was to evaluate websites designed for older terms (i) how well they adhere ‘senior-friendly’ guidelines (ii) overall ease use satisfaction. In Experiment I, 40 were heuristically evaluated based on their adherence usability derived by National Institute Aging Library Medicine. II, three with varying levels guideline compliance a test. Results from study indicate...

10.1080/01449290600802031 article EN Behaviour and Information Technology 2006-12-21

Banner blindness, the phenomenon of website users actively ignoring web banners, was first reported in late 1990s. This study expands banner blindness concept to text advertising and examines effects search type advertisement location on degree blindness. Performance eye-tracking analyses show that tend miss information ads right side page more often than at top page. Search (exact or semantic) also found affect performance measures. Participant strategies differed depending whether area...

10.5555/2007456.2007460 article EN Journal of Usability Studies archive 2011-05-01

Virtual reality (VR) headsets like the Oculus Rift, HTC Vive, and PlayStation VR can provide a unique experience different from traditional computer monitors. Research demonstrates some support for resulting in more immersive gaming than games using or TV monitor. This study investigates how technology impacts game user satisfaction. Participants played same strategy video headset, Game satisfaction was measured by psychometrically validated User Experience Satisfaction Scale (GUESS) which...

10.1177/1541931213602001 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2017-09-01

Since coming into mainstream culture in the 1970s, video games have become increasingly popular. While both men and women play games, game companies begun developing specifically for that, unfortunately, adhere to stereotypes about females (i.e., pink, fashion, shopping). This study aims help developers better understand gaming patterns of gamers, male female, through a questionnaire which asks questions usage, preferences, behaviors, spending habits. Results reveal that overwhelmingly...

10.1177/1071181312561297 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2012-09-01

Background. As video game usage continues to rise, it is important understand why people choose and continue playing a game. Purpose. This research presents theoretical framework explore the relationships between gameplay motivations, satisfaction, continuance intention gameplay. Methods. To examine these relationships, survey data was collected from 353 participants who played different types of online games, including League Legends, World Warcraft, Overwatch, Hearthstone, for at least 10...

10.1177/1046878120903352 article EN Simulation & Gaming 2020-02-28

10.1016/s0169-8141(01)00045-2 article EN International Journal of Industrial Ergonomics 2002-01-01

This study investigated how common online text affects reading performance of elementary school-age children by examining the actual and perceived readability four computer-displayed typefaces at 12- 14-point sizes. Twenty-seven children, ages 9 to 11, were asked read eight children's passages identify erroneous/substituted words while reading. Comic Sans MS, Arial Times New Roman typefaces, regardless size, found be more readable (as measured a efficiency score) than Courier New. No...

10.1080/01449290210146737 article EN Behaviour and Information Technology 2002-01-01

Abstract Industry often requires engineers to work in teams. Therefore, many university engineering courses require students groups complete a design project. Due the increasingly global nature of engineering, opportunities for navigate issues distance, time, culture, language, and multiple perspectives associated with virtual teams are becoming particularly desirable. To understand students' experience graduate course on principles lean manufacturing, group researchers at midwestern...

10.1002/j.2168-9830.2005.tb00857.x article EN Journal of Engineering Education 2005-07-01

This study examines text input performance on a smartwatch using tap and trace methods standard QWERTY keyboard (SwypeTM). Participants were either experts or novices to the tracing technique their smartphone. No users had experience typing smartwatch. able type at speeds comparable to, exceeding, those reported in literature for smartphones small screen devices. Both typed faster overall method than fastest (37 WPM). Word error rates also smartphone input. These results suggest that allows...

10.1080/10447318.2016.1223265 article EN International Journal of Human-Computer Interaction 2016-08-15

Research indicates that using a cell phone to talk or text while maneuvering vehicle impairs driving performance. However, few published studies directly compare the distracting effects of texting hands-free (i.e., speech-based interface) versus handheld phone, which is an important issue for legislation, automotive interface design and safety training. This study compared effect on simulated performance by asking participants perform car following task controlling duration secondary task....

10.1145/2516540.2516560 article EN 2013-10-28

Augmented reality (AR) is a new and emerging technology that could benefit from evaluating its usability to better the user’s experience with device or application. This often done through testing heuristic evaluations. However, AR presents some challenges when completing these Practitioners need keep in mind hardware limitations of devices may not be present other computerized technology, consistency users’ environment plays larger role experience, recognize novelty effect occur affect...

10.1177/1071181321651315 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2021-09-01

Background With the rising demand for use and application of modern immersive technologies, recent studies have investigated user experience augmented reality (AR) virtual (VR) video game purposes. Despite AR's VR's pervasiveness in industry, research into effects mixed (MR) on are scarce. This study examined impact MR satisfaction, enjoyment, performance first-time users. Method Participants played same strategy across two platforms, an headset a mobile device. A short version Game User...

10.1177/10468781221094473 article EN Simulation & Gaming 2022-04-24

This study compares the on-screen legibility of six ClearType typefaces to that two existing widely used for business documents, email, and websites. Participants were presented with individual letters, digits, symbols from each typeface brief durations asked verbally identify character. Percent correct identification character was calculated graphical sunflower plots highlight characters misidentified. Results show higher Consolas Cambria as well non-ClearType Verdana than Times New Roman,...

10.1075/idj.18.1.04cha article EN Information Design Journal 2010-06-09

Immersive simulation technology has transformed the training and learning environment. Virtual reality (VR) augmented (AR) devices have been adopted by medical professionals, military forces, marketing firms. Aviation facilities are also integrating VR AR into a variety of training. To ensure students begin on equal footing, an engaging, guided tutorial for virtual environment (VE) was created. A usability study conducted to evaluate tutorial’s learnability, effectiveness, satisfaction two...

10.1177/1071181319631494 article EN Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2019-11-01
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