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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Clear Skies, Clear Interface - User-Centered Design of a Mobile Duty Roster Application for Pilots</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jan Kuhn</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Stephan Schlögl</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aleksander Groth</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>MCI - The Entrepreneurial School</institution>
          ,
          <addr-line>Innsbruck</addr-line>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>While continuous digitalization eforts have certainly transformed entire industries and led to more eficient work processes, they have also introduced a number of challenges for users. One of these challenges is found in aviation, where the increasing use of portable electronic devices in commercial aircraft cockpits raises concerns about distraction and cognitive overload, potentially threatening flight safety. To this end, our work has examined the usability of a prototype mobile duty roster application for pilots, which aims at minimizing such cognitive load. The prototype was developed in accordance with well-established usability heuristics for mobile applications and subsequently evaluated via formal usability testing, including a retrospective think-aloud analysis. In this, quantitative data was collected via the Single Ease Question and System Usability Scale questionnaires. Our respective findings show that, while generally the prototype was perceived to be intuitive and easy to learn and operate, challenges connected to scrolling issues, interface confusions, and cognitive load peaks remained. The latter were particularly apparent when evaluating the data from the additional tapping task study participants had to perform while interacting with the prototype.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Mobile Application Design</kwd>
        <kwd>User-Centered Design</kwd>
        <kwd>Usability Heuristics</kwd>
        <kwd>Usability Testing</kwd>
        <kwd>Cognitive Load</kwd>
        <kwd>Aviation Industry</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        During the past two decades, the proliferation of digital technologies and Internet connectivity has
dramatically transformed industries and work processes [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. A digital revolution has created a
connected society, where constant access to information and communication has become the norm, and
the lines between work and personal life have increasingly blurred [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. And although this technology
penetration has led to numerous benefits, such as greater productivity and easier access to information,
it has also introduced new challenges, particularly with respect to perceived techno-stress and sensory
overstimulation [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. Respective cognitive overload, characterized by excessive exposure to information
and the demands of managing multiple devices and applications simultaneously [
        <xref ref-type="bibr" rid="ref6 ref7">6, 7</xref>
        ], can lead to
distraction, reduced concentration, and decreased productivity [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. This has also afected the aviation
industry. Today’s cockpits, once dominated by analog instruments, are now equipped with an array
of digital displays and portable electronic devices [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. While these technologies ofer pilots valuable
tools for flight management and communication, they also contribute to a complex and potentially
overwhelming information environment [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. That is, pilots are consistently exposed to a multitude of
stimuli, including aircraft system alerts, navigation displays, air trafic control communications, and
weather radar, all while needing to maintain situational awareness. The complexity resulting from such
an interplay of information and technology can lead to an excessive mental workload and an increased
risk of human error, potentially jeopardizing flight safety.
      </p>
      <p>Recognizing this impact of poorly designed interfaces on cognitive load and flight safety, the work we
report on in this article has been focusing on identifying and addressing the specific usability challenges
associated with mobile applications in aviation. The design and subsequent evaluation of a mobile
duty roster application for pilots has thereby served as a starting point and testbed for investigations
focusing on the following research question:</p>
      <p>To what extent can established usability heuristics for mobile applications help design interfaces
for everyday tasks in the aviation industry?</p>
      <p>Hereinafter we report on the initial phase of this research agenda. We start with a short introduction
of the given context in Section 2, which is followed by Section 3, describing the methodology we have
used for our analyses. Section 4 then summarizes key findings, before Section 5 concludes our report
and Section 6 outlines limitations and future research direction.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Context</title>
      <p>
        Along with security, usability counts as a primary concern in mobile applications design, focusing on
the intuitiveness of interfaces and their efectiveness in helping users achieve goals [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ]. Compared
to websites and other types of desktop applications, mobile applications face greater constraints when
it comes to screen size [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], multifunctional buttons, and limited processing power [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Furthermore,
they usually depend on wireless operations and Internet connectivity, which may significantly influence
interaction experiences [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and consequently afect perceived task complexity. In the aviation industry,
those challenges are further complemented by often rather complex interfaces that are overcharged with
information [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. As the amount of information increases, cognitive load rises [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], potentially hindering
learning and increasing the likelihood of errors [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Excessive cognitive load may also compromise
lfight safety, even during ground operations [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Conversely, low cognitive load fosters user satisfaction
and performance [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Numerous researchers have therefore emphasized the importance of usability
and cognitive load considerations in aviation (e.g, [
        <xref ref-type="bibr" rid="ref21">21, 22, 23</xref>
        ]), with Clamann &amp; Kaber [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] pointing
to formal usability testing and heuristic evaluation as the most efective measures for applications
design, although limited budgets and dificulties in the recruitment of suitable participants may hamper
respective eforts. We aimed to follow this call and thus employed a user-centered design approach for
the development of a mobile duty roster application for pilots.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <p>Aiming to investigate potential usability and cognitive load challenges associated with a mobile duty
roster application for pilots, we employed a combination of heuristic evaluation and cognitively aligned
usability testing. We followed a 2-step approach which first used mobile usability heuristics to inform
the design of our prototype and subsequently evaluated the impact of this design via formal usability
tests.</p>
      <sec id="sec-3-1">
        <title>3.1. Prototype Development</title>
        <p>A user interface prototype of the mobile duty roster application for pilots was developed using Figma
(https://www.figma.com/) and Quant UX (https://www.quant-ux.com/). Quant UX enables the creation
of interactive screens with functional widgets, allowing for realistic user interactions. Its ‘Design View’
facilitates the visual design and import of elements from Figma, while its ‘Prototype View’ enables the
definition of screen interactions and dynamic properties.</p>
        <p>Our user interface prototype was designed based on the usability heuristics of Da Costa et al. [24]
whose appropriateness were subsequently evaluated in formal usability tests with actual pilots.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Usability Tests</title>
        <p>Five full-time pilots (four male, one female) participated in the formal usability tests of our user interface
prototype. Their age ranged from 36 to 49 years (  =  = 39.6 years,  =
 = 5.5 years), and they had between 12 and 25 years of experience as pilots ( = 15.2 years,
 = 5.5 years). To assess their familiarity with our mobile application test platform (i.e., iOS),
participants were asked about their personal smartphone usage. Three of them reported to privately
use iOS devices, while two indicated the private use of the Android platform.</p>
        <sec id="sec-3-2-1">
          <title>3.2.1. Procedure:</title>
          <p>The usability tests were conducted remotely, utilizing Quant UX and the participants’ employer-issued
iPhone 15 models. These iPhones had replaced an older generation of iPhones two months prior to the
study. Data collection employed a comprehensive approach, including:
1. Remote observation: User interactions with the mobile duty roster application were closely
observed and recorded. This involved capturing the smartphone screen, the participant’s operating
hand, and their facial expressions using webcams.
2. Additional tapping task: A simultaneous tapping test was administered to simulate more realistic
cognitive pressure and identify critical situations, providing insights into cognitive load variations
during application usage.
3. Retrospective think-aloud analysis: Participants were asked to verbalize their thoughts and actions
retrospectively, shedding light on their cognitive processes while interacting with the application.
Such allowed for in-depth exploration of their experiences, providing valuable insights and
context.
4. Questionnaires: Post-task and post-test questionnaires were administered to gather quantitative
and qualitative feedback on user experience and satisfaction.
3.2.2. Tasks:
With the following 10 tasks our usability test aimed to replicate realistic scenarios and interactions
a pilot might encounter while using the duty roster application. Instructions were clear and concise,
providing contextual information without explicitly stating the steps required to complete the task. The
order of tasks was randomized for each participant to minimize learning efects.</p>
          <p>1. Locate a colleague’s PK-number: This task simulated a situation where the user had to report a
colleague’s sickness but had forgotten their PK-number.
2. Find the pick-up time: This task replicated a common scenario where the user had to check the
pick-up time for transportation on the next morning.
3. Identify the date of the next pilots meeting: This task reflected a user’s need to find information
about upcoming events or meetings.
4. Determine the deadline for submitting schedule requests: This task simulated a user’s need to
manage their schedule preferences and deadlines.
5. Retrieve flight information: This task replicated a scenario where the user had to access specific
lfight details for check-in.
6. Access duty roster changes: This task simulated a user’s need to stay updated on changes to their
duty roster.
7. Customize display settings: This task allowed users to personalize the application’s display settings
to suit their preferences.
8. Find information about holiday capacity: This task replicated a user’s need to access information
about holiday scheduling and availability.
9. Confirm crew dispositions: This task simulated a user’s need to acknowledge and confirm crew
dispositions received at the hotel.
10. Verify flight times: This task replicated a user’s need to check and confirm flight times recorded
in their personal flight book.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>3.2.3. Additional tapping task:</title>
          <p>An additional tapping task was incorporated to increase the workload and simulate cognitive conditions
that are more similar to a cockpit environment, where the application would typically be used. This
secondary task involved participants tapping with their non-dominant hand at a steady rhythm while
completing tasks on the mobile application [25]. The tapping task also aimed to identify areas of high
cognitive load and potential user frustration within the application [26]. Tapping was recorded by the
same webcam that captured a participant’s iPhone screen. The post-test analysis then examined those
areas of the mobile application where tapping slowed down or stopped, driven by the assumption that
slow or erratic tapping indicates an additional cognitive burden or even overload. This approach was
complemented by a post-test think-aloud analysis, where participants verbalized their thoughts and
actions retrospectively, providing insights into their cognitive processes during application usage.</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>3.2.4. Retrospective think-aloud analysis:</title>
          <p>The so-called think-aloud analysis [27] involves participants verbalizing their thoughts while using an
interface, ofering insights into their cognitive processes. Yet, as such would have interfered with our
tapping task, we decided to use a retrospective think-aloud analysis (RTA) [28]. This allowed users to
complete the tasks first and then retrospectively verbalize their thought processes, minimizing potential
cognitive overload during the task.</p>
        </sec>
        <sec id="sec-3-2-4">
          <title>3.2.5. Questionnaires:</title>
          <p>To complement the qualitative feedback coming from the RTA, we used both a post-task and a post-test
questionnaire. The Single Ease Question (SEQ) [29] served as the post-task questionnaire, capturing
initial impressions on the perceived task complexity, and the System Usability Scale (SUS) [30] was
employed as the post-test questionnaire to assess the overall usability experience, identify likes and
dislikes, and gather improvement suggestions.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Findings</title>
      <p>Following we report on our insights from designing the mobile duty roster application for pilots in
accordance with the heuristics by Da Costa et al. [24] and the leanings that came from the subsequently
conducted usability tests.</p>
      <sec id="sec-4-1">
        <title>4.1. Usability Heuristics as Prototyping Guidelines</title>
        <p>As outlined above, we used the heuristics for mobile application usability by Da Costa et al. [24] as
guidelines for the design of our duty roster application prototype. These heuristics emphasize various
aspects of usability, which were implemented as follows:</p>
        <sec id="sec-4-1-1">
          <title>4.1.1. Visibility of system status:</title>
          <p>Implemented through confirmation messages and clear visual cues to indicate state changes, such as
using green color for successful actions (cf. Fig. 1a).</p>
          <p>(a) Confirmation messages.
(b) Pop-up window.</p>
        </sec>
        <sec id="sec-4-1-2">
          <title>4.1.2. Correspondence between the application and the real world:</title>
          <p>Achieved through intuitive scrolling behavior, familiar icons, and logical information presentation (cf.
Fig. 2b).</p>
        </sec>
        <sec id="sec-4-1-3">
          <title>4.1.3. User control and freedom:</title>
          <p>Provided through easily accessible exit options and toggle buttons for settings (cf. Fig. 2a).</p>
        </sec>
        <sec id="sec-4-1-4">
          <title>4.1.4. Consistency and standards:</title>
        </sec>
        <sec id="sec-4-1-5">
          <title>4.1.5. Error prevention:</title>
          <p>Maintained through a consistent color scheme, standardized icons, and familiar terminology (cf. Fig. 2b).
Implemented through confirmation pop-up windows for critical actions and careful button placement
to avoid accidental clicks (cf. Fig. 1b).</p>
        </sec>
        <sec id="sec-4-1-6">
          <title>4.1.6. Minimize the user’s memory load:</title>
          <p>Achieved through a clear information hierarchy and progressive disclosure, revealing details as needed
rather than overwhelming the user (cf. Figs. 3a &amp; 3b).</p>
        </sec>
        <sec id="sec-4-1-7">
          <title>4.1.7. Eficiency of use and performance:</title>
          <p>Optimized by minimizing clicks for frequent actions and ensuring smooth transitions.</p>
        </sec>
        <sec id="sec-4-1-8">
          <title>4.1.8. Aesthetic and minimalist design:</title>
          <p>Achieved through compact information presentation, clear visual hierarchy, and limited menu options
(cf. Figs. 3a &amp; 3b).</p>
          <p>(a) Toggle buttons.
(b) Recycle bin.</p>
        </sec>
        <sec id="sec-4-1-9">
          <title>4.1.9. Help users recognize, diagnose, and recover from errors:</title>
          <p>Implemented through clear messages with simple language and relevant icons (cf. Fig. 1b).</p>
        </sec>
        <sec id="sec-4-1-10">
          <title>4.1.10. Help and documentation:</title>
          <p>Provided through a dedicated help area accessible within the app.</p>
        </sec>
        <sec id="sec-4-1-11">
          <title>4.1.11. Pleasant and respectful interaction with the User:</title>
          <p>Achieved through familiar design elements, eficient interaction, and accessible button placement.
4.1.12. Privacy:
Addressed by leveraging the device’s built-in security features and limiting the display of sensitive
information.</p>
        </sec>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Learnings from the Usability Tests</title>
        <p>In order to test the usability of our designed prototype,  = 5 pilots were asked to complete a series
of tasks designed to evaluate various aspects of the application, ranging from basic navigation and
information retrieval to more complex functions like managing schedule changes and vacation requests
(cf. Section 3.2.2). As outlined above, we employed a mixed-methods approach, combining observation
of user interactions, retrospective analysis where participants verbalized their thought processes, and
physiological data in the form of a tapping task to assess cognitive load during task completion. Analysis
results show that, overall the application was well-received by our participants. Tasks involving core
functions, such as finding crew lists (Task 1) and identifying pick-up times (Task 2), were found to be
intuitive and easy to navigate. Similarly, features like toggling the display of ground events (Task 7) and
confirming crew rosters (Task 9) were perceived as straightforward and user-friendly. However, certain
aspects of the application’s design and functionality elicited critical feedback. For example, several
participants encountered dificulties with accurately selecting specific days within multi-day flight duty
(a) Overview screen.</p>
        <p>(b) Details screen.</p>
        <p>(c) More details.
events (Task 1), highlighting a potential issue with the application’s scrolling functionality and date
selection precision. The inclusion of a ‘set button’ next to the pick-up time (Task 2) caused confusion
for one participant who misinterpreted its purpose (cf. Fig. 3c). Furthermore, the icons representing
specific events, such as pilot meetings (Task 3) and roster deadlines (Task 4), were not always deemed
suficiently clear and informative. Also, the use of abbreviations within these icons was not universally
understood (cf. Fig. 3c). Challenges were also encountered when accessing information related to ‘Dead
Head Flights’ (Task 5) due to the small size and placement of the relevant button. Similarly, navigating
schedule changes (Task 6) led to confusions, as the time it took to update the duty roster was perceived
as too long. The most significant challenges, however, were encountered in Task 8, which involved
locating information about vacation requests. To successfully complete this task, it was necessary to
click on the three dots icon in the calendar, providing additional entries for a day, among which was
also the vacation request, i.e. “U-RQ” (cf. Fig. 3a, March 20). Unfortunately, this connection between
vacation requests and the duty roster application was not apparent, leading to irritation and frustration
among participants. Subjective workload assessments, measured via the SEQ, indicated that most tasks
were perceived as easy or very easy, with Tasks 1, 2, 3, 7, and 9 receiving particularly high SEQ scores
(note: the average task completion time was 30.46 seconds). In contrast, Task 8 received a significantly
lower SEQ score as only 3 of the 5 participants were able to complete this task. Overall, however, our
interface prototype was found to be intuitive, illustrated by an average SUS score of 92 out of 100
points (95% CI; 87.4|96.6). The physiological data from the tapping task generally corroborated this
participant feedback. That is, tasks that elicited comments expressing confusion or dificulty were often
accompanied by observable disruptions in participants’ tapping rhythm, indicating increased cognitive
load. This was particularly evident during Task 8, where the frequent interruptions in tapping rhythm
reflected struggles with navigation and comprehension. Overall, we may thus argue that our study has
provided valuable insights into the usability of our application prototype, revealing some challenges
which require further refinement. That is, while overall the application prototype demonstrated strong
functionality in core areas, it was shown that several interface elements, iconography, and task flows
would benefit from optimization so as to enhance user experience and minimize cognitive load.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusions</title>
      <p>The development of our pilot duty roster application prototype was guided by Da Costa et al.’s heuristics
for mobile applications [24], which emphasize minimizing cognitive load. We believe that this approach
was beneficial, as may be seen by the positive usability test results and participant feedback. The
application of these heuristics furthermore triggered the integration of various system status messages,
confirmations, and error messages, which may have contributed to a potentially smoother and more
user-friendly experience.</p>
      <p>However, the usability test also revealed areas for improvement. While most tasks were completed
without major dificulties, certain features and design elements caused confusion or challenges for some
participants. Specifically, scrolling functionality, icon clarity, abbreviation usage, and the interface for
managing vacation requests require further refinement. These findings highlight the importance of
empirical testing in identifying usability issues that may not be apparent during the initial design phase,
even when guided by established heuristics.</p>
      <p>Despite these minor issues, the overall usability of the prototype was rated highly. The positive SUS
scores and SEQ ratings suggest that it was perceived as user-friendly and easy to learn. The observed
learning efects between similar tasks further support this conclusion. The additional tapping task
provided further insights into cognitive load, revealing subtle fluctuations that may not have been
captured by subjective measures alone.</p>
      <p>In conclusion, one may therefore argue that the use of heuristics proved valuable in guiding the
development of this pilot duty roster application prototype. However, usability testing remained crucial
for identifying and addressing more specific areas for improvement.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Limitations &amp; Future Outlook</title>
      <p>While the heuristics proposed by Da Costa et al. [24] served as a valuable starting point for the
development of the pilot duty roster application prototype, their broad interpretability and limited
scope necessitate further considerations. Involving multiple developers in the heuristic evaluation
process could have enhanced the identification of potential usability issues, which might have ensured
a more comprehensive assessment. Additionally, heuristics, while helpful, may not fully address the
nuances of specific design challenges, such as minimizing cognitive load. Thus, developers should have
supplemented their understanding of these heuristics with additional knowledge and design expertise.</p>
      <p>As for the evaluation method, the remote nature of our usability tests facilitated detailed analysis of
user interactions, yet limited the observation of people’s body language. The additional tapping task
proved to be a sensitive measure of cognitive load fluctuations but should be interpreted cautiously and
in conjunction with other methods, as rhythmic tapping may not always reflect genuine understanding
or task success. Finally, while the SEQ and SUS questionnaires provided valuable quantitative data, the
small sample size requires careful consideration when interpreting their validity.</p>
      <p>A broader analysis with more participants is required to tackle these limitations. Such is planned for
when the identified interface issues have been addressed. Furthermore, we plan to explore usability
within the broader context of the pilot application ecosystem, examining the interplay between multiple
applications and their impact on workflow and cognitive load in and around the cockpit.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Gemini 2.5 Flash in order to summarize text
fragments and check them for grammar and spelling. After using this tool, the authors reviewed and
edited the content as needed and thus take full responsibility for the publication’s content.
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