Flight ticket booking engines on airline and online travel agency websites use two different designs to present roundtrip flight search results: some websites display outbound and return flights on a single page, while others show them on two consecutive pages. In our pilot experiment with 23 users we compared these two design options on a model flight booking website. Usability metrics like speed of performance and error rate were accompanied by eye-tracking and mouse-tracking indicators of cognitive load. The experiment produced mixed results: two-page design outperformed simultaneous presentation of outbound and inbound flights in terms of performance speed, but it also caused almost three times higher error rate and incurred a higher cognitive load compared to one-page design. Further research, with more users representing different age groups, different levels of task complexity, and analysis of users' subjective preferences, is necessary.
The article is devoted to non-classical ergonomic of eSports. The theoretical foundations of non-classical and post-non-classical ergonomics of immersive and interactive environments are considered as applied to the activities of cybersportsmen. It is shown that the use of tools and the conceptual basis of classical ergonomics and engineering psychology are not enough to consider the self-organizing processes of mutual orientation of the gameplay participants in an artificial dynamic environment of activity. The new conceptual basis includes philosophical and natural science positions of radical and epistemological constructivism, which allows considering the recursive processes of autopoietic self-organization that take place in the subjective and communication sphere of gamers in the process of achieving a game result from a unified systemic position. The issues of professional training of gamers, the inclusion in the gaming environment, immersiveness and interactivity of artificial environments are considered. The problem of presence in the game world as criteria for the incarnation of the gamer’s “I” in the “I” of an effective game character is analyzed.
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