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1.
Saf Sci ; 140: 105296, 2021 Aug.
Article in English | MEDLINE | ID: mdl-33875906

ABSTRACT

In late 2019, an epidemic of SARS-CoV-2 broke out in central China. Within a few months, this new virus had spread right across the globe, officially being classified as a pandemic on 11 March 2020. In France, which was also being affected by the virus, the government applied specific epidemiological management strategies and introduced unprecedented public health measures. This article describes the outbreak management system that was applied within the French military and, more specifically, analyzes an outbreak of COVID-19 that occurred on board a nuclear aircraft carrier. We applied the AcciMap systemic analysis approach to understand the course of events that led to the outbreak and identify the relevant human and organizational failures. Results highlight causal factors at several levels of the outbreak management system. They reveal problems with the benchmarks used for diagnosis and decision-making, and underscore the importance of good communication between different levels. We discuss ways of improving epidemiological management in military context.

2.
Appl Ergon ; 90: 103232, 2021 Jan.
Article in English | MEDLINE | ID: mdl-32927401

ABSTRACT

Decision-making during critical outbreak management may require standard strategies, but also more creative ones. Our goal was to characterize the expert decision processes that take place during critical situations, where rule-based strategies and usual procedures cannot be satisfactorily applied. More specifically, we focused on the strategies experts use to deal with epidemiological problems, depending on the complexity of the situation. To this end, we carried out a simulated outbreak alert, to place two experts in a situation of epidemiological problem management, based on usual practice but also conducive to implementing creative solutions. To analyze the data, we considered not only the relevance of the solutions proposed by the experts, but also the four creativity criteria defined by Torrance (fluency, flexibility, elaboration and originality). Results allowed us to identify similarities but also differences between the solutions proposed by the experts, depending on their level of experience in this area.


Subject(s)
Creativity , Motivation , Disease Outbreaks , Humans
3.
PLoS One ; 15(12): e0244538, 2020.
Article in English | MEDLINE | ID: mdl-33382765

ABSTRACT

Although campaigns promoting organ donation have proved their effectiveness, increasing the number of people who explicitly agree to become donors is still difficult. Based on the social marketing notion of persuasive technology, we reasoned that it was timely to focus on the design of this persuasive technology and to analyze its contribution in particularly challenging contexts such as organ donation. More specifically, the originality of the present study lay in the way we linked the field of persuasive technology to the theory of social representations, and combined them with an analysis of the ergonomic aspects of interface layout. This study had two complementary goals. The first was to determine whether the sociocognitive salience of the central elements of social representations (i.e., the most frequent and important themes related to the subject-here, organ donation-for individuals), can be used to achieve persuasive outcomes. The second was to determine whether interface layout, in terms of information location and background characteristics (color and contrast), can strengthen the persuasive impact. University students (N > 200) were exposed to a computer screen displaying a message involving either central or peripheral elements of the social representations of organ donation (status), placed either in the middle or on one side of the screen (location), and shown against either a white or a blue background (background). Eye-tracking data were recorded, in addition to self-reported data. In line with the elaboration likelihood model, results showed that participants who were exposed to central (vs. peripheral) elements of the social representations of organ donation followed the central route in processing information. Moreover, they had stronger attitudes, and more of them stated that they were actual organ donors. Importantly, however, at least for some variables, these status-related effects were not independent of the interface layout. More specifically, the persuasive impact of the central elements was enhanced when the information was displayed in the middle (vs. the side) of the screen and when it was displayed on a white (vs. blue) background. We discuss the theoretical and practical issues raised by these results.


Subject(s)
Social Marketing , Tissue Donors/psychology , Tissue and Organ Procurement , Adolescent , Female , Humans , Likelihood Functions , Male , Persuasive Communication , Self Report , Young Adult
4.
Front Psychol ; 11: 601150, 2020.
Article in English | MEDLINE | ID: mdl-33536973

ABSTRACT

In many countries, the COVID-19 pandemic led to a period of lockdown that impacted individuals' lifestyles, in both professional and personal spheres. New problems and challenges arose, as well as opportunities. Numerous studies have examined the negative effects of lockdown measures, but few have attempted to shine light on the potential positive effects that may come out of these measures. We focused on one particular positive outcome that might have emerged from lockdown: creativity. To this end, this paper compared self-reported professional creativity (Pro-C) and everyday creativity (little-c) before and during lockdown, using a questionnaire-based study conducted on a French sample (N = 1266). We expected participants to be more creative during than prior to lockdown, in both professional and everyday spheres. Regarding Pro-C, we did not see any significant differences between the two comparison points, before and during lockdown. Regarding everyday creativity, we observed a significant increase during lockdown. Furthermore, our results suggest that participants with a lower baseline creativity (before lockdown) benefited more from the situation than those with a higher initial baseline creativity. Our results provide new insights on the impact of lockdown and its positive outcomes. These measures may have inarguably negative consequences on the physical and mental health of many, but their positive impact exists as well.

5.
Appl Ergon ; 82: 102949, 2020 Jan.
Article in English | MEDLINE | ID: mdl-31563797

ABSTRACT

In many sectors, designers have to develop products that are creative, and thus both new and adapted to the context. They can use a variety of methods to favor their creative design activities, including a new one that we have developed, featuring dynamic personas. This method allows participants to interact in real time in a virtual space with an avatar that represents an archetypal future user and provides them with information about this future user throughout the interactions. In the present experimental study, we compared this method with the classic (or static) persona method, by asking 102 participants to perform a creative design task. Results revealed statistical differences between the use of the static and dynamic persona methods, and highlighted the advantages of the dynamic method over the static one. We discuss the prospects for using this method in an ecological setting and identify the aspects to be improved.


Subject(s)
Cooperative Behavior , Creativity , Empathy , Task Performance and Analysis , Ergonomics , Humans
6.
Appl Ergon ; 83: 102987, 2020 Feb.
Article in English | MEDLINE | ID: mdl-31710954

ABSTRACT

The design process in preventive and prospective ergonomic contexts requires creativity. However, user-centered methods are not usually aimed at supporting creative design. We therefore devised two variants of the seminal brainstorming technique to favor ideation during design activities. One variant encouraged participants to focus on the evocation of ideas, like the seminal technique, whereas the other emphasized the evocation of constraints related to the design problem. To analyze the effects of these variants on creative design, we conducted three studies: one with future designers (Study 1), one with future generalist teachers (Study 2), and one with future teachers specializing in creative activities (Study 3). Depending on the study, participants were provided with idea evocation instructions, constraint evocation instructions, or no specific instructions. Results allowed us to identify the best conditions for promoting creativity in design, depending on the individual's specialty or the complexity of the design task.


Subject(s)
Creativity , Ergonomics , Thinking , Engineering , Humans , Problem Solving
7.
Hum Factors ; 60(7): 936-946, 2018 11.
Article in English | MEDLINE | ID: mdl-30011245

ABSTRACT

OBJECTIVE: We tested a training method intended to prevent unsafe aeronautical behavior (i.e., too much time spent gazing inside the cockpit) induced by the modern cockpit, by teaching individuals to perform a task complementing the see-and-avoid mandatory safety task within a limited time interval. BACKGROUND: Aeronautical activities led crews to perform several tasks simultaneously in an ergonomic environment under constant change. See and avoid remains one of the main safety tasks during visual flight. However, modern cockpits induce absorption and impair performance of this safety task. Many laboratory studies showed the relevance of training methods for managing dual-task situations and estimating time intervals. METHOD: A specific virtual environment was developed to expose participants to a dual-task situation in which time-interval emphasis was provided in real time. Two types of emphasis training were tested: a permissive one that allowed participants to pursue the inside-cockpit task beyond the time limit and a nonpermissive one that did not. RESULTS: The best time-interval acquisition, with retention up to 24 hr later, was observed in the nonpermissive condition, but task performances immediately after the training sessions were equivalent across conditions. CONCLUSION: Time-emphasis training appears to be an efficient means of promoting absorption resistance while preserving task performance. Transferability of time-interval estimation skills has yet to be tested. APPLICATION: Most areas of application for absorption resistance (aviation, shipping, rail, road, etc.) could benefit from this type of training to manage multitask situations.


Subject(s)
Attention/physiology , Executive Function/physiology , Learning/physiology , Pilots , Simulation Training , Task Performance and Analysis , Time Perception/physiology , Visual Perception/physiology , Adolescent , Adult , Humans , Male , Young Adult
8.
Hum Mov Sci ; 57: 134-148, 2018 Feb.
Article in English | MEDLINE | ID: mdl-29207283

ABSTRACT

In many daily situations, our behavior is coordinated with that of others. This study investigated this coordination in a doubles-pong task. In this task, two participants each controlled a paddle that could move laterally near the bottom of a shared computer screen. With their paddles, the players needed to block balls that moved down under an angle. In doing so, they needed to make sure that their paddles did not collide. A successful interception led to the ball bouncing back upwards. Importantly, all communication other than through vision of the shared screen was excluded. In the experiment, the initial position of the paddle of the right player was varied across trials. This allowed testing hypotheses regarding the use of a tacitly understood boundary to divide interception space. This boundary could be halfway the screen, or in the middle between the initial positions of the two paddles. These two hypotheses did not hold. As an alternative to planned division of labor, the behavioral patterns might emerge from continuous visual couplings of paddles and ball. This was tested with an action-based decision model that considered the rates of change of each player's angle between the interception axis and the line connecting the ball and inner edge of the paddle. The model accounted for the observed patterns of behavior to a very large extent. This led to the conclusion that decisions of who would take the ball emerged from ongoing social coordination. Implications for social coordination in general are discussed.


Subject(s)
Cooperative Behavior , Social Behavior , Adult , Female , Humans , Male , Motion Perception , Motor Skills , Sports , Video Games , Young Adult
9.
Front Psychol ; 7: 1910, 2016.
Article in English | MEDLINE | ID: mdl-27999557

ABSTRACT

In this contribution we set out to study how a team of two players coordinated their actions so as to intercept an approaching ball. Adopting a doubles-pong task, six teams of two participants each intercepted balls moving downward across a screen toward an interception axis by laterally displacing participant-controlled on-screen paddles. With collisions between paddles resulting in unsuccessful interception, on each trial participants had to decide amongst them who would intercept the ball and who would not. In the absence of possibilities for overt communication, such team decisions were informed exclusively by the visual information provided on the screen. Results demonstrated that collisions were rare and that 91.3 ± 3.4% of all balls were intercepted. While all teams demonstrated a global division of interception space, boundaries between interception domains were fuzzy and could moreover be shifted away from the center of the screen. Balls arriving between the participants' initial paddle positions often gave rise to both participants initiating an interception movement, requiring one of the participants to abandon the interception attempt at some point so as to allow the other participant to intercept the ball. A simulation of on-the-fly decision making of who intercepted the ball based on a measure capturing the triangular relations between the two paddles and the ball allowed the qualitative aspects of the pattern of observed results to be reproduced, including the timing of abandoning. Overall, the results thus suggest that decisions regarding who intercepts the ball emerge from between-participant interactions.

10.
Front Psychol ; 4: 176, 2013.
Article in English | MEDLINE | ID: mdl-23596431

ABSTRACT

The present paper outlines an action theory of creativity and substantiates this approach by investigating creative expression in five different domains. We propose an action framework for the analysis of creative acts built on the assumption that creativity is a relational, inter-subjective phenomenon. This framework, drawing extensively from the work of Dewey (1934) on art as experience, is used to derive a coding frame for the analysis of interview material. The article reports findings from the analysis of 60 interviews with recognized French creators in five creative domains: art, design, science, scriptwriting, and music. Results point to complex models of action and inter-action specific for each domain and also to interesting patterns of similarity and differences between domains. These findings highlight the fact that creative action takes place not "inside" individual creators but "in between" actors and their environment. Implications for the field of educational psychology are discussed.

11.
Work ; 41 Suppl 1: 5296-303, 2012.
Article in English | MEDLINE | ID: mdl-22317539

ABSTRACT

To remain competitive, companies must regularly offer new products to consumers. A major challenge for designers is therefore to come up with design solutions and define products that are both new and adapted to future users and usages. Although classic methods and ergonomic recommendations are useful in most run-of-the-mill design contexts, they are of limited benefit when the design situation requires greater creativity. This paper therefore addresses issues related to product design by pursuing a triple objective: (1) highlight the difficulties encountered by designers in imagining and conceiving new products, (2) find out which conditions could help designers come up with creative ideas for innovative products, and (3) suggest methods and tools to support designers' creative process and help them take other stakeholders' needs and expectations into consideration.


Subject(s)
Creativity , Equipment Design , Ergonomics/methods , Cognition , Humans
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