Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Glyn Lawson is active.

Publication


Featured researches published by Glyn Lawson.


Applied Ergonomics | 2016

Future directions for the development of Virtual Reality within an automotive manufacturer

Glyn Lawson; Davide Salanitri; Brian Waterfield

Virtual Reality (VR) can reduce time and costs, and lead to increases in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality, the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 engineers and employees of allied disciplines from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research.


ubiquitous computing | 2014

Managing obesity through mobile phone applications: a state-of-the-art review from a user-centred design perspective

Setia Hermawati; Glyn Lawson

Evidence has shown that the trend of increasing obesity rates has continued in the last decade. Mobile phone applications, benefiting from their ubiquity, have been increasingly used to address this issue. In order to increase the applications’ acceptance and success, a design and development process that focuses on users, such as user-centred design, is necessary. This paper reviews reported studies that concern the design and development of mobile phone applications to prevent obesity, and analyses them from a user-centred design perspective. Based on the review results, strengths and weaknesses of the existing studies were identified. Identified strengths included: evidence of the inclusion of multidisciplinary skills and perspectives; user involvement in studies; and the adoption of iterative design practices. Weaknesses included the lack of specificity in the selection of end-users and inconsistent evaluation protocols. The review was concluded by outlining issues and research areas that need to be addressed in the future, including: greater understanding of the effectiveness of sharing data between peers, privacy, and guidelines for designing for behavioural change through mobile phone applications.


Applied Ergonomics | 2016

Establishing usability heuristics for heuristics evaluation in a specific domain: Is there a consensus?

Setia Hermawati; Glyn Lawson

Heuristics evaluation is frequently employed to evaluate usability. While general heuristics are suitable to evaluate most user interfaces, there is still a need to establish heuristics for specific domains to ensure that their specific usability issues are identified. This paper presents a comprehensive review of 70 studies related to usability heuristics for specific domains. The aim of this paper is to review the processes that were applied to establish heuristics in specific domains and identify gaps in order to provide recommendations for future research and area of improvements. The most urgent issue found is the deficiency of validation effort following heuristics proposition and the lack of robustness and rigour of validation method adopted. Whether domain specific heuristics perform better or worse than general ones is inconclusive due to lack of validation quality and clarity on how to assess the effectiveness of heuristics for specific domains. The lack of validation quality also affects effort in improving existing heuristics for specific domain as their weaknesses are not addressed.


Behaviour & Information Technology | 2011

Designing touchpad user-interfaces for vehicles: which tasks are most suitable?

Gary Burnett; Glyn Lawson; Laura Millen; Carl Pickering

Designers of in-vehicle computing systems must consider which input devices are most suitable for use in the safety-critical driving situation. This paper describes a study aiming to establish which tasks are best supported by an in-vehicle touchpad system. Eighteen participants (50:50 right/left handed) drove three routes in a right-hand drive simulator while following a lead vehicle at a perceived safe distance. At specific points, participants were asked to carry out seven tasks of varying qualities using a prototype touchpad system, a touchscreen or a rotary controller interface. Results indicated that participants were most negative (in terms of preferences and performance) with the rotary controller interface. Conversely, the results for the touchpad versus the touchscreen interfaces were clearly task dependent. For instance, with the touchpad, subjective opinions and objective performance were most positive for tasks in which simple commands enabled drivers to bypass the need for complex menu interactions (e.g. changing the interior temperature). In contrast, results for the touchscreen were evidently superior for simple menu selection tasks (e.g. selecting a preset radio station). Conclusions are drawn regarding the nature of tasks that are best suited to alternative input devices within vehicles and the potential for a touchpad/touchscreen solution.


Applied Ergonomics | 2015

The Use of Virtual Reality and Physical Tools in the Development and Validation of Ease of Entry and Exit in Passenger Vehicles

Glyn Lawson; Paul Herriotts; Louise Malcolm; Katharina Gabrecht; Setia Hermawati

Ease of entry and exit is important for creating a positive first impression of a car and increasing customer satisfaction. Several methods are used within vehicle development to optimise ease of entry and exit, including CAD reviews, benchmarking and buck trials. However, there is an industry trend towards digital methods to reduce the costs and time associated with developing physical prototypes. This paper reports on a study of entry strategy in three properties (buck, car, CAVE) in which inconsistencies were demonstrated by people entering a vehicle representation in the CAVE. In a second study industry practitioners rated the CAVE as worse than physical methods for identifying entry and exit issues, and having lower perceived validity and reliability. However, the resource issues associated with building bucks were recognised. Recommendations are made for developing the CAVE and for combinations of methods for use at different stages of a vehicles development.


Interacting with Computers | 2013

Exploring Interpretations of Data from the Internet of Things in the Home

Michael A. Brown; Tim Coughlan; Glyn Lawson; Murray Goulden; Robert J. Houghton; Richard Mortier

The ‘Internet of Things’ (IoT) can be expected to radically increase the amount of potentially sensitive data gathered in our homes. This study explores the social implications of the presentation of data that could be collected within the household. In particular, it focuses on how ambiguities in these data, combined with existing interpersonal relationships, could influence social dynamics. Thirty-five participants were each presented with three separate household scenarios, involving ambiguous data that were collected and presented via near-future IoT technologies. Each participant was asked to respond to a series of open and closed questions about how they would interpret the data, how they would react to it and their general opinions of the technologies presented. Through qualitative and quantitative analysis of their responses, we contribute an understanding of how people interpret information about those around them. We find a common willingness to make inferences based on ambiguities within the data, even when participants are aware of the limitations of their understanding. We also find that sharing data produced via tagging of everyday objects raises a high level of privacy concern, and that, in a somewhat incoherent stance, users are more comfortable in sharing data publicly than in a targeted fashion with commercial organizations. Our findings also suggest that the age of the target user group has a greater effect on ease of use judgements than the nature of the technology, and we find some evidence that user’s interpretations can be biased by an individual’s age.


automotive user interfaces and interactive vehicular applications | 2013

A study of unidirectional swipe gestures on in-vehicle touch screens

Gary Burnett; Elizabeth Crundall; David R. Large; Glyn Lawson; Lee Skrypchuk

Touch screens are increasingly used within modern vehicles, providing the potential for a range of gestures to facilitate interaction under divided attention conditions. This paper describes a study aiming to understand how drivers naturally make swipe gestures in a vehicle context when compared with a stationary setting. Twenty experienced drivers were requested to undertake a swipe gesture on a touch screen in a manner they felt was appropriate to execute a wide range of activate/deactivate, increase/decrease and next/previous tasks. All participants undertook the tasks when either driving within a right-hand drive, medium-fidelity simulator or whilst sitting stationary. Consensus emerged in the direction of swipes made for a relatively small number of increase/decrease and next/previous tasks, particularly related to playing music. The physical action of a swipe made in different directions was found to affect the length and speed of the gesture. Finally, swipes were typically made more slowly in the driving situation, reflecting the reduced resources available in this context and/or the handedness of the participants. Conclusions are drawn regarding the future design of swipe gestures for interacting with in-vehicle touch screens.


Behaviour & Information Technology | 2013

Designing touchpad user-interfaces for right-hand drive vehicles: an investigation into where the touchpad should be located

Gary Burnett; Glyn Lawson; Laura Millen; Carl Pickering; Emily Webber

Touchpads in vehicles offer a range of potential benefits over existing input devices, such as touchscreens. This article describes a study aiming to establish where a touchpad should be located within a right-hand drive vehicle. Sixteen participants (50:50 right/left handed) drove three routes in a right-hand drive simulator while following a lead vehicle at a perceived safe distance. At specific points, participants were asked to carry out three tasks of varying complexity using the touchpad. For each of the routes travelled, the touchpad was positioned in one of the three locations: in the centre console; in the door armrest and in the steering wheel. Differences in the performance and preferences of right-handed people vs. left-handed people were found. Right-handed people rated the door armrest location highly and made few glances towards this location while driving. In contrast, left-handed drivers were more positive towards the centre console location. The steering wheel location required a particularly high-visual demand. It is concluded that, for right-hand drive vehicles, a touchpad should be located in both the centre console and the door armrest to suit the diverse needs of the driver population.


ieee international conference on green computing and communications | 2012

Exploring Acceptance and Consequences of the Internet of Things in the Home

Tim Coughlan; Michael A. Brown; Richard Mortier; Robert J. Houghton; Murray Goulden; Glyn Lawson

The Internet of Things (IoT) presents huge potential for designing new technologies. However it is not yet clear which of these technologies will actually be accepted as a part of our everyday lives. Alongside the development of prototypes and exploratory evaluations, other research methods could be useful in eliciting responses to future visions, and developing implications that can inform design. In this paper we explore factors that could affect the acceptance of IoT technologies in the home. We present a review of relevant literature from human factors, HCI, sociology and psychology, and analyse the results of a survey in which participants were presented with scenarios of near-future IoT systems in use in the home. Based on this, we develop an initial set of design principles for IoT technologies in the home.


International Journal of Production Research | 2016

3D printing system: an innovation for small-scale manufacturing in home settings? – early adopters of 3D printing systems in China

Qingfeng Wang; Xu Sun; Sue Cobb; Glyn Lawson; Sarah Sharples

This study investigates Chinese consumers’ adoption of the innovative 3D printing systems for small-scale manufacturing in home settings. Empirical studies were conducted in a survey with 256 participants. The number of significant determinants that affect an individual’s decision to adopt 3D printing systems has been identified by applying a model that integrates the Technology Acceptance Model and Innovation Diffusion Theory. A number of moderation effects of demographic variables (e.g. gender, design background) on the association between motivational variables and participants’ adoption have also been analysed with factor analysis, structural equation modelling and hierarchical regression. Our results shed some light on the characteristics of early adopters of home 3D printing systems in China. This study contributes to the early understanding of Chinese consumers’ adoption of innovative 3D printing systems.

Collaboration


Dive into the Glyn Lawson's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Gary Burnett

University of Nottingham

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Sarah Sharples

University of Nottingham

View shared research outputs
Top Co-Authors

Avatar

Simone Borsci

University of Nottingham

View shared research outputs
Top Co-Authors

Avatar

David R. Large

University of Nottingham

View shared research outputs
Researchain Logo
Decentralizing Knowledge