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INTRODUCING NICHOLAS DAY

Human Systems Engineer

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ABOUT ME

MY HISTORY

My lifelong interest in science and problem solving lead me to Arizona State University, where I earned a Bachelor and Master of Science in Human Systems Engineering. While earning my degrees, I was given the opportunity to work on a variety of applied human factors projects and cognitive research.

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MY PROCESS

  • Define Objective: secondary research + stakeholder input

  • Determine what data the objective/research question requires

  • Design the study

  • Recruit participants

  • Format raw data for analysis and run it

  • Extrapolate Insights

PROFESSIONAL INTERESTS

  • UX research/design

  • Physical products

  • Behavioral study

  • Game psychology

  • Complex problem solving

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EXPERIENCE DESIGNER AT PHILIPS HEALTHCARE

  • Contributor to the development of Monitor devices and AEDs

  • Draft and pilot test plans

  • Collect qualitative and quantitative data during user testing

  • Report on results

  • Ensure documentation is comprehensive and in compliance with FDA standards.

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MASTERS THESIS

Certainty, Severity, and low latency deception

GOAL

Creating the thesis consisted of many steps, and I was given two semesters (one year) to complete them. This included research, an initial proposal, study design, collection, and analysis. The thesis needed to find a gap in current research and explore a topic in a novel way.

RESEARCH

Criminal justice research has identified two key dimensions in crime deterrence: certainty, the likelihood a deceptive behavior will be detected, and severity, the size of the punishment incurred. Understanding these factors is key in designing deterrent systems. Research suggested that certainty had a greater weight than severity, however there was a gap; the body of research lacked studies involving repeated strategic deception between two people.

JUSTIFICATION

Understanding certainty and severity is useful for designing systems to deter deception and crime. Many other systems involve some form of deception, including those that may encourage it such as gaming.

DESIGN

In order to study these factors, a game was created that could control for them affectionately named "Nictacs". While it is a simple game, particular care had to be made in it's design. For instance, the allocation of points was designed to allow for equivalence between certainty and severity. The training document can be seen below.

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COLLECTION

Participants were recruited using through an online service as well as through campus advertisements. Each session lasted an hour, with quantitative data recorded as the game progressed. Onboarding information and confidentiality agreements were presented at the beginning, and participants were debriefed after.

RESULTS

A mixed factor analysis was conducted using SPSS and more aesthetic graphs were created later using R Studio. As hypothesized, a main effect was found for certainty but not for severity. Ultimately, the study supports that what matters in deception is perception, not reality.

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