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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>self-adaptors. Participations: International Journal of Audience Research 11(1)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>A Manifesto for Cognitive Ergonomics: Re-evaluating Technology Usability for the 21st Century?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Brighton</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sussex Medical School</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>University of Sussex</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brighton BN</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>UK h.witchel@bsms.ac.uk</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Media and Communication, Bournemouth University</institution>
          ,
          <addr-line>Bournemouth BH12 5BB</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <volume>11</volume>
      <issue>1</issue>
      <fpage>26</fpage>
      <lpage>35</lpage>
      <abstract>
        <p>Computer in ltration into the workplace and society has been extensive, yet the ideals of e cacy, e ciency and satisfaction remain unattained. We propose an ambitious framework to take forward Cognitive Ergonomics and Human Factors. Increasing the visibility of the eld while linking and nurturing the practitioners is essential. We de ne Cognitive Ergonomics as an interdisciplinary eld of research and practice dedicated towards: { Understanding and supporting human cognition and performance { At work or when performing other goal-directed tasks { With computers and other engineered artefacts { To improve human well-being and our relationship with our environment. This revitalising programme will be based on: { Interdisciplinary Research { Research-based Policy { Education The proposed interdisciplinary framework will refocus on the classical facets of usability and include work-relevant emotions as well as understanding the minimal requirements for successful interactions (including understanding agency). The research-based policy will focus on e cacy in terms of human cognitive ergonomics in a holistic perspective (i.e. producing the e ects we want without adverse e ects). This will include complex questions about interface design in the context of the organisational and business models that in uence its development (e.g. monetization). The educational courses will spotlight how end-users should not have their time wasted, as well as the consequences of digital mediation in learning generally. This framework will di erentiate cognitive ergonomics from its a liated elds of Human-Computer Interaction and Psychology,</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>and address a gap between the social sciences and engineering that has
become more urgent in the past 5-10 years. It is ideally suited to be
carried forward by the European Association of Cognitive Ergonomics.
This framework is speci cally a collaborative e ort grounded in
European intellectual and scienti c tradition | a perspective that o ers a
much-needed contrast and complement to Anglosphere research and
development agendas in interactive technologies.
1
1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Where We Are Now</title>
      <sec id="sec-2-1">
        <title>People Serving Machines</title>
        <p>The use of computers and data processing in the workplace is an unmitigated
technological success | if you judge success by ubiquity. Thomas Watson, then
President of IBM, predicted in 1943, \I think there is a world market for maybe
ve computers." Now they are everywhere, but that does not seem to have solved
all of humanity's problems.</p>
        <p>
          In fact, that seems to be part of what is contributing to our current
problems [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. What seems to have gone wrong is the way we are using computers.
They were imagined to be a tool that would reduce workloads and make us
happier, but in many cases the opposite has happened [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Where computers
are typically limited and rely on narrow parameters, humans are extraordinarily
versatile, such that work processes have outsourced many of nicky bits of the
data processing burden (e.g. data gathering, data input and so-called 'Wizard
of Oz' sleights of hand) to human users | whose time is often exploited as a
free or low-cost resource.
        </p>
        <p>There are many reasonable questions that could be raised by users of digital
systems, including \Why am I constantly lling in forms and checking tick boxes
that I don't understand and don't agree with?"; \Why is it one second to click
yes and ve minutes to `adjust privacy settings' ?" and perhaps even \When I
waste an hour lling in an online form to get a refund from a company that
has plainly let me down, can I charge the company for my time to ll in their
form?".</p>
        <p>We see a disproportionate burden of processing outsourced to human users.
We need to ask ourselves, \What is interaction, and what do we need to know for
it to be functional?" To design successful interfaces and interactions, we really
only need to know what the rules and expectations of the interaction should be,
yet much research and practice seems obsessed on knowing or nding out who
the end-user is.
1.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Privacy and Personal Autonomy</title>
        <p>
          The GDRP recognises the assault on privacy and dignity by unregulated data
harvesting and brokering. It seems as though we cannot x the privacy problems
at source because current internet design and practice allows for anonymity and
disguise [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. Is there such a stark choice that you can have either privacy or
the internet, but not both? Might there be ways to improve best practice or
regulate systems that would greatly reduce these problems without completely
eviscerating the bene ts of the computer and the internet as a tool?
1.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>The Role of Cognitive Ergonomics</title>
        <p>Can cognitive ergonomics address these thorny issues? We de ne Cognitive
Ergonomics and Human Factors as research and practice dedicated towards:
{ Understanding and supporting human cognition and performance
{ At work or when performing other goal-directed tasks
{ With computers and other engineered artefacts
{ To improve human well-being and our relationship with our environment.
Success in computing and technology will be when we stop thinking that the
only solution to our pressing problems is for mankind to go to Mars.
1.4</p>
      </sec>
      <sec id="sec-2-4">
        <title>Whose cognitive ergonomics matter?</title>
        <p>Who should be the bene ciary of cognitive ergonomics research? Mark
Zuckerberg? Je Bezos? The computer? In cognitive ergonomics the human user is
paramount. In our opinion, the cognition of the human user in interaction with
technology of primarily functional design should be re-evaluated for the 21st
century. It should incorporate developments since the laudable inception of the
eld, and readjust the course for the present era.</p>
        <p>We are not short of challenges; if anything, a clearly de ned, inspiring, useful
and achievable focus in a sea of research problems is the rst and foremost
challenge. We argue that the existing work of the European Association of Cognitive
Ergonomics, its community of committed researchers, and its body of literature
to date provide an ideal basis for this reassessment of the problem space in
the present times. Questions our colleagues have addressed include the safety
and e ciency of processes, the design of interfaces to support human users, and
su cient and appropriate engagement with adjacent elds of research.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>2 Interdisciplinary Research</title>
      <p>2.1</p>
      <sec id="sec-3-1">
        <title>Research over Theory</title>
        <p>We propose a grounded perspective on usability in the 21st century, based on
integrated research within meaningful theoretical frameworks. A increased focus
on producing primary research will enable EACE to support the development
of government policy in and across Europe. Theory naturally will also play a
part in understanding interaction, but research and data gathering will breathe
new life into these recon gured e orts. Currently the knowledge gap in how
human cognition fares in the present technological moment is mostly focused
on the failures of either the computational system or the human agent. We
wish to promote a focus on the nature and articulation of interaction itself, to
augment applicable knowledge of how human cognition, understood rigorously
and broadly, can be supported by technology. We do not need computation to
teach us how to be human in the present moment | we need to create technology
that does not fetishise the subservience of human users, and (as outlined in
the previous section) which is created with respect for human cognition and
creativity. Below, we outline some more appropriate aims and de nitions for the
elds of usability and UX, now grown up.
2.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>UX at Work</title>
        <p>
          User experience has cast its net so wide that the issues for the human user at
the workplace may be overlooked. For example, much user experience is focused
on beauty [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. While visually attractive design is admirable and pleasant, we do
not necessarily need our systems to be super cially beautiful. Beauty changes
rapidly in response to taste and innovation. The problems people have at work
are not a matter of taste, nor are they vague. The problem at work is that there
is a lot of veri cation, encumbered by time-wasting and repetitive tasks. Much
of the veri cation is not part of the value creation, it is simple oversight. We
should be researching how sociotechnical systems can contribute to oversight |
but the computer's role should be as a responsible tool, not as an authority.
2.3
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Work-related Emotions</title>
        <p>
          Satisfaction is a key issue at work, and it is plainly dependent on emotions. We
need to open the box and look at how emotions contribute to work [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] (and
learning [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ]) and work satisfaction, and how that has allowed for some of the
more obvious ethical decay that has occurred [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. When people feel constant
anxiety in the workplace or about the future, we know it has an e ect on
performance [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. While we are all familiar with exquisite boredom and how it can
lead to disengagement [
          <xref ref-type="bibr" rid="ref32">32</xref>
          ], there are other more complicated relationships with
emotion that need to be unpacked.
        </p>
        <p>
          For example, the mild anxiety associated with uncertainty (popularly known
as confusion) is an essential waypoint in the acquisition of conceptual
breakthroughs, yet only some individuals nd its presence acceptable [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ] | others
nd it unbearable [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ]. In a similar way, many assume that frustration is
fundamentally demotivating, yet it is recognised as a key emotional component
of games and gami cation [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Disappointment is also a fruitful area for
research [
          <xref ref-type="bibr" rid="ref27">27</xref>
          ], as it leads to powerful disincentives and negative emotions. The
status-seeking need for competition is almost certainly a contributor to runaway
problems with unethical work environments, and this is patently a fruitful area
for research. Fatigue is not simply a physical state, but it is a motivational state
that is driven centrally [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. We should be investing in neuroergonomics [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] and
physiological ergonomics [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], where we determine fatigue on site using sensors,
physiology and geolocation in real workplaces.
3
3.1
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Research-based Policy</title>
      <sec id="sec-4-1">
        <title>Regulation of Platform Providers</title>
        <p>
          Who should be held accountable when platforms bene t themselves at the
expenses of their users, or their environment? We like to blame the humans for
losing situational awareness, but in a sociotechnical system the entire system
needs to be held accountable [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ]. Like a public utility, platforms \live" (and
underpin debate and participation) in the public sphere, and they bene t from
sharing our environment and infrastructures [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Nobody thinks energy providers
should be allowed to organise the world in a way to indulge their most self-serving
whims. We need to research how regulation might work for sociotechnical
systems, and produce research that informs policies that steer development towards
not just future-proo ng technology, but future-proo ng our future relationship
with technology.
        </p>
        <p>
          As a part of this ongoing debate, we need research into technological policies
to support and protect discourse and dissent as free speech in sociotechnical
systems. However, wide-spread but personalised lies are not the same as free speech.
Nor can such untruths be categorised simply as \false advertising" or libel: the
regulations or laws required to address networks of lies are plainly di erent. The
computer should \grow up"; with increasingly ubiquitous computation, users are
the \constituents of technology" and need to hold it accountable, as part of the
sociotechnical system [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. There are norms that people are subject to [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ], which
prevent crime and chaos; sociotechical systems also need to be regulated in such
a way that no one can accept a large scale plan to \move fast and break things"
[
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]. Given that sociotechnical systems are neither saintly nor neutral, should
there be limits on what data is being gathered and kept? We need a mature
relationship to technology where the computer lives up to its responsibilities.
3.2
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Diversity and Inclusivity</title>
        <p>Issues of representation are no longer discrete; they intersect with how we work,
how money is made, and how progress is thought of, realised and measured. The
European research community across the social sciences and engineering stand on
an intellectual legacy that a ord us the latitude to meaningfully address models
and metaphors of agency, its translation and implementation in computational
systems, and the consequences at scale.</p>
        <p>
          Human users are critical components of computational systems, but typically
modelled as data objects, as if they were moving mechanical parts conceived to
aid the completion of the interaction with a weighting towards the computer's
terms. Social injustice is compounded by its reliance on demographic stereotypes,
which we see at scale and in action on social media platforms, and which are often
unknowingly reconstructed like Frankenstein's monster by machine learning [
          <xref ref-type="bibr" rid="ref29">29</xref>
          ].
The platforms may have given more people a voice, but | like an echo-chamber
| they remain guided by existing hegemonies of visibility and in uence. You
can shout, but the important question is who will listen. If platform-driven
identitarianism continues unabated, public discourse will be increasingly siloed, and
the centre ground undermined.
3.3
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>Redressing Power Inequalities</title>
        <p>We are seeing a rise in populism and polarised demographics both politically
and in popular culture, which correlate with the focus on demographic
neslicing and targeted messaging that is at the core of the business models of
digital platforms for mass participation. Any challenge to this polarising targeted
marketing is unlikely to come from within commercial software engineering or
through self-regulation, as there is a direct con ict of interest. More empirically
grounded models for digital representation need to address our capacity for
dynamic change, and model us as such. The development of alternative models
will require interdisciplinary empirical research to inform policy makers, who
typically have little expert knowledge and rely on the research community for
data and other types of evidence to guide policy.</p>
        <p>
          Redressing the existing imbalances of representation and access will not
originate in Silicon Valley. Dominant business objectives are likely to continue to
disincentivize solutions that move away from data predation and
identitarianism; the European Union is presently the most likely milieu for the development
of policies that steer infrastructure development towards better protections for
privacy, public discourse and democracy. Interdisciplinary research on digital
representation could bring together physicists, political scientists and critical
infrastructure researchers with interaction designers, media philosophers and
computer scientists to develop models for online mass communication based on
observations of crowd behaviour at scale that utilise only such information about
system users that is necessary for function and form. These models might
incorporate, for example, short-term local access to data [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ], uid dynamics [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] and
regulated schemes for protected identities online [
          <xref ref-type="bibr" rid="ref28">28</xref>
          ].
4
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Education</title>
      <p>4.1</p>
      <sec id="sec-5-1">
        <title>Students</title>
        <p>
          There are three groups of stakeholders where Cognitive Ergonomicists can
contribute to education: computer scientists, students in general, and educators.
The current computer driver license is heavily focused on the Microsoft O ce
suite (and the free alternatives), but these are not the only key issues facing
learners. All learners need to know about how to use the digital technologies
and online resources for learning [
          <xref ref-type="bibr" rid="ref21 ref25">21, 25</xref>
          ]. As scales of e ciencies are increasingly
demanded of educators, time spent with individual pupils has become less
commonplace for average students. However, educational technologies for learning
have sprouted up in many elds, especially in maths, physics and engineering
[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
4.2
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>Computer Science, Engineering and Design</title>
        <p>
          The simplest basics of usability should not be a specialism for researchers. Every
interactive system and web designer should be asking themselves, \How long will
it take to ll in my form?", and \Do we really need all this information to provide
basic service?", and \Given that I am asking for this data, what would it cost if
I actually paid for this information and data entry?" Every computer scientist
should do it, and it should be easy enough for every designer to do. This kind of
thinking should be a part of every computer form out there. It is already a part
of the publication process for for online questionnaires (CHERRIES)[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
4.3
        </p>
      </sec>
      <sec id="sec-5-3">
        <title>Research into Digital Education</title>
        <p>
          For young people, going to full time education is like work. Learning is its own
occupation, and it has aspects that are similar to cognitive ergonomics. The
opportunities for digital education have been considered for some time within the
education/sociology literature [
          <xref ref-type="bibr" rid="ref19 ref9">19, 9</xref>
          ]. However, the quanti cation and the
consequences of Digital Education have been left largely unexplored. For example,
only recently computer-interactive behaviours have come to light that learners
can perform in order to improve their memory for facts [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]; research may reveal
that there are more of these.
5
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>A Unique Gap for Research</title>
      <p>We propose that cognitive ergonomics, particularly in a European context, is
ideally placed to address the gap between:
{ HCI and engineering
{ psychology and the human sciences.</p>
      <p>The eld incorporates \interaction" in its broader consideration of
communication, meaning and human behaviour in relation to technology. Compared to
engineering and computer science, we are more interested in the consequences of
technological profusion than in the process for its own sake. Compared to
psychology, we have a speci c role for understanding the consequences of making
computers ubiquitous | both to the person, and to society. Finally, to the study
of business and enterprise, we can add a scienti c basis, as well a liaison point
between workers, their tools, and organisational psychology.</p>
      <p>The key to all of this is that the human user remains the centre of our
focus | with technology always there to help. Just as the technology should
help us to link together and nurture ourselves. Seeing these opportunities in the
current technological landscape suggests that we have much stimulating work to
do, and a community to do it with. To succeed this will require increasing the
visibility of the eld, which starts with a shared collective vision. Questions for
the proposed research may include what policies do we need to deal with
badfaith actors? What type and nature of information is needed | and not needed
| for optimal interaction? What are viable models for supportive technology
in occupational elds where errors present exceptional risks, including aviation
and the broader eld of logistics? And we should also take an active interest in
online banking, democratic processes, refugee and climate research to address
present crises. Researchers in these elds now incorporate digital technologies,
crowd platforms, and multi-national collaboration using online platforms, and
have to nd innovative approaches to organisational structure and research. The
eld of cognitive ergonomics was designed to address questions around human
consciousness in relation to occupational technologies of the future, and that
future is now here.</p>
    </sec>
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