Usability Quote of the Day

May 23, 2012

There's something very odd going on here. If designers made completely unrealistic assumptions about the physical world when designing technology, then we would blame them (and likely sue them) for technical incompetence. Yet when they make grossly unrealistic assumptions about human nature... we don't blame the designers, we blame the unfortunate people who are just trying to do what the design requires. -- Kim Vicente, The Human Factor, p. 45.    (via interaction-design.org)

Friday, April 15, 2005

War-themed game pushes troops' cultural awareness

"God willing, you can find those responsible for these attacks," the shopkeeper tells him. He sends the soldier to a nearby clinic for more information.

At the clinic, a nurse asks him for help getting medicine. He turns her down. She snaps at him and tells him she has no information for him.

"She wouldn't have been angry if I had done the proper thing," says John Deaton, playing the make-believe soldier in the make-believe scenario.

It's only a game, but the goal is deadly serious.

Deaton, director of the Human Factors Center in the School of Aeronautics at Florida Tech, is helping create a video game to teach soldiers to be culturally sensitive in a variety of circumstances they are likely to run into.

Deaton says the soldier should have offered to help find a solution to the medicine shortage in the village or direct the nurse to where she could get help.

The results in a real-life encounter could be critical to the troops' safety as they patrol war-zone streets.

Wargame - User Interface Design, Human Computer Interaction (HCI), Ergonomics

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