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Page 1: Hougan: space

Human Factors for Designers - space and environments

Space

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

Innovative back and seat "flexors" track with your natural movements and respond intuitively

Clean, streamlined design

Environmentally friendly design

Pneumatic seat height

Fully adjustable arms (height, width, depth, pivot)

Optional back lumbar and headrest available for added ergonomic support

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Human Factors for Designers - space and environments

Flexibility redefined. Simple to install, expand, shrink and reconfigure, Answer easily adapts as your organization changes. It's this flexibility that has helped Answer become one of the best-selling systems in the market.

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Human Factors for Designers - space and environments

Human-Centered

The Resolve design is based on the size, reach, and movements of people.

And Resolve creates friendly work spaces; its shapes and openness encourage people to connect, interact, and collaborate.

Air and light pass through; people can see in and out and don't feel confined. Acoustical inserts absorb and block sound, and Qt Quiet technology reduces noise distractions.

Screens and canopies define personal territory;

rolling screens let people control privacy.

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

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Human Factors for Designers - space and environments

Average prison cell: 8 feet wide, 8 feet high,and 12 feet long.

Environments

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Human Factors for Designers - space and environments

Average prison cell: 8 feet wide, 8 feet high,and 12 feet long.

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Human Factors for Designers - space and environments

A prison should be designed to;

* For the effective management of prisoner’s liberties * For economical and easy maintenance * To provide strong limitations for hiding contraband & manufacturing weapons * To make vandalism difficult and minimise fire risk * With simplicity and security in mind * Bearing in mind all the wide ranging systems and services it needs to facilitate * To design-out as many core problems prisoners and prison staff face as possible

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Human Factors for Designers - space and environments

A prison should be designed;

* For the effective management of prisoner’s liberties * For economical and easy maintenance * To provide strong limitations for hiding contraband & manufacturing weapons * To make vandalism difficult and minimise fire risk * With simplicity and security in mind * Bearing in mind all the wide ranging systems and services it needs to facilitate * To design-out as many core problems prisoners and prison staff face as possible

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Human Factors for Designers - space and environments

Assignment

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Human Factors for Designers - space and environments

MULTIdeskThe MULTIdesk is a single unit desk system that has its own rechargable power source so it can be moved around within an of!ce space without having to remain close to an outlet. The MULTIdesk can be arranaged several different ways depending on the available space of an of!ce as well as to accomodate individual work, group work, presentations and one on one meetings. The large screens allow for the projection of presentations and interactive whiteboards, which are essential technologies in collaborative work. The MULTIdesk’s power source provides a fun way to keep active at work, you can recharge the battery and store electricity by using the bike pedals located under the desk.

Kate MitchellHuman FactorsFebruary, 2010

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Human Factors for Designers - space and environments

MULTIdesk Features

Multi-purpose, movable detached screen can function as divider, projection surface, and bulletin board. Several can be used as a large presentation area or room divider. Magnetizes to edge of desk

Magnetized edge

Power outlet cover

Supply and !le drawers

Pull out keyboard shelf or extra work surface

Wheels allow the whole unit to be moved around the of!ce space

Light or projector mount

Shelf that can be lowered into desk using the button on the power box

Box containing rechargable battery and wiring to allow the desk to be wireless duing the day. Plugged in at night to recharge

Bicycle pedals save energy by manually recharging the power source and provide a way of keeping active at work

Glass surface that can be set at an incline and functions as a light desk (LEDs set into desk surface)

Light switch and crank to incline the light desk (below desk surface)

Pull out privacy screen

Possible Materials - recycled plastic board or timber - recycled newsprint board (makes a good sound barrier) - renewable bio-based core - bamboo veneer - recycled glass - recycled metal

Storage for large folders, papers, cutting mats, rulers, etc.

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Human Factors for Designers - space and environments

Desk and Space Layout

Possible Layouts

Flat Desktop View

Plan View

5 feet

5 feet

1.5 feet

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Human Factors for Designers - space and environments

The invariant right", ”

The butt brush"

"The decompression zone"

”Contact"

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Human Factors for Designers - space and environments

Paco Underhill's shopping surveillance findings include:

* 65 per cent of men who try on jeans buy them - 25 per cent of women do

* 86 per cent of women check price tags while shopping - 72 per cent of men do

* two-thirds of supermarket purchases are unplanned

* men are more likely to cave in to kids' pleas for impulse items

What shoppers love

* Touch: most unplanned purchases follow touching, tasting, smelling or hearing something in the store

* Mirrors: women and men

* Discovery: too many signs take the adventure out of shopping

What shoppers hate

* Lineups

* Out of stock merchandise

* Too many mirrors

* Hard to find price tags

* Intimidating service

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Human Factors for Designers - space and environments

Three Psychological Factors to Consider in Merchandising Stores

•  Value/fashion image –  Trendy, exclusive, pricey vs value-oriented

•  Angles and Sightlines –  Customers view store at 45 degree angles from the path they travel as

they move through the store –  Most stores set up at right angles because it’s easier and consumes

less space

•  Vertical color blocking –  Merchandise should be displayed in vertical bands of color wherever

possible – will be viewed as rainbow of colors if each item displayed vertically by color

–  Creates strong visual effect that shoppers are exposed to more merchandise (which increases sales)

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When our customers feel this sense of belonging, our stores become a haven, a break from the worries outside, a place where you can meet with friends.

It’s about enjoyment at the speed of life—sometimes slow and savored, sometimes faster. Always full of humanity.

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Human Factors for Designers - space and environments

New Global Store Design Strategy Amplifies the Company’s Focus on Coffee Heritage, Local Relevance and Environmental Responsibility

Core characteristics:

* Celebration of local materials and craftsmanship; * Focus on reused and recycled elements; * Exposure of structural integrity and authentic roots; * Elevation of coffee and removal of unnecessary distractions; * Storytelling and customer engagement through all five senses; and * Flexibility to meet the needs of many customer types – individual readers and computer users, as well as work, study and social groups.

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Alphabet of retail space design

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A

Aisle Order – Some customers, particularly men, tend to simply shop for what they want, walking down an aisle grabbing what they want, turning back and walking the way they came, this is called the 'Boomerang Effect'.

In order to maximise shopper and produce contact time, shops therefore place major items and brands in the middle of aisles ensuring that from any direction the customer has to walk the furthest to reach them.

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B

Baby Powder – Some UK baby shops now add Baby Powder to the air conditioning to remind people of new-born’s and relax them.

Baskets – Shops will actively hand out baskets and trolleys to customers, as people then feel embarrassed taking a basket with one item to the counter, and it increases the chances of multiple purchases.

You will often find baskets to the right just after the Transition Zone.

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Human Factors for Designers - space and environments

C

Canned Smell – Most Supermarkets bake their bread early in the morning, however to entice more custom some have resorted to pumping out the smell of fresh baking bread to add to the illusion that it is constantly baked through the day. Go into Niketown on Oxford Street and smell the deodorant like pong they pump into the air!

Curved Aisle Ends – A lot of supermarkets now curve the ends of their aisles, this is to ensure your eye never strays from the goods on display.

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Human Factors for Designers - space and environments

D

Displays – Displays are now regularly put at the end of aisles so that your eyes need never be taken from the merchandise. These are places where retailers will promote certain items as the customer walking down an aisle will approach an end display head on as opposed to at right angles as with the rest of the aisle

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Human Factors for Designers - space and environments

E

Escalators – Multi-level Department stores often use their escalators to encourage you to see more of the store. Travelling either up or down the store you will find you have to walk half way around the level in order to find your next connecting escalator, as opposed to it being the one next to you. This has not happened by accident

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Human Factors for Designers - space and environments

F

Flooring – Types of flooring are often used to direct customers as a retailer wants around the store. Department stores make great use of the difference between carpet and linoleum to subtly steer customers around and hold them in certain places. Occasionally you will find random rugs and mats laid out in aisles of supermarkets to slow traffic.

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Human Factors for Designers - space and environments

G

Go To The Back –Supermarkets hit upon the idea of placing the essentials, such as bread and milk, at the back of the shop. This is in order to make people have to walk past the rest of the produce, and heighten the possibility of impulse buys, in order to get their necessities.

Changing rooms in clothes shops are almost always situated at the rear of the shop.

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Human Factors for Designers - space and environments

HI

Hopscotch – One American supermarket chain hit upon the idea of drawing a hopscotch in the aisle next to the children’s cereal in order to make the children play and thus pin Mum & Dad to a point where the children could hassle them for treats.

I

Irrational Pricing - Irrational pricing is putting the price of items at say 4.99 instead of 5. Obvious as it may seem, apparently "The reason offered for not instead rounding $4.99 to $5.00 is based on memory processing time. Rounding upward involves an additional decision compared with storing the first digits. Furthermore, due to the vast quantity of information available for consumers to process, the information on price must be stored in a very short interval.

The cheapest way to do so, in memory and attention terms, is by storing the first digits. " Therefore customers perceive to be getting a better deal than they infact are. .

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Human Factors for Designers - space and environments

JKL J

Jumble Sale –Retailers use the effect of a Jumble Sale on some displays, messing them up slightly to make them look as if other customers have been rooting through them. Shoppers are instinctively hesitant to mess up pristine displays.

K

Kitchen Fans – Several Fast Food restaurants have been known to re-direct the extractor fans from their kitchens (at the back) to the street at the front of the building. Thereby filling the surrounding area with the smell of fast food and enticing more customer.

L

Line Of Sight – Advertisers make great use of line of sight, by working out, or subliminally pushing, a customer to a particular position. The customer will then find promotional material or displays directly between them and where they wish to go, the stairs, exit, cashier etc. .

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M

Mirrors.

N

Not Closing Down

O

Order Of Price

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M Mirrors – Mirrors slow people down. Due to humans vain nature mirrors are regularly used on the front of shops in shopping centres and high streets to slow down the traffic and make people spend time in front of the shop. This is particularly true if they are next to Banks which speed people up.

N Not Closing Down – There is a shop on Oxford Street in London which has been having a closing down sale for the last 6 years! Advertising last minute discounts to be made, the retailers rely upon people's instincts to catch those bargins before the shop closes. Using our fear of missing out on a deal, they add a sense of urgency to what is in effect a selling off of cheap stock.

O Order Of Price - Shops will often be laid out in order of price with the most expensive items being encountered at the beginning of your visit and the cheapest at the end. This is done to play on our sense of comparison, we are much more likely to spend money on accessories etc if we have just agreed to buy an expensive item, as in comparison they will seem cheaper than had we encountered them first.where they wish to go, the stairs, exit, cashier etc.

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P

Point Of Sale - Whilst you are waiting to pay retailers often install Point Of Sale displays, this is especially prevalent in Supermarkets who install racks of chocolate to tempt bored children waiting with their parents.

Power Display – Right inside the door at Gap & Old Navy, you will find a ‘power display’, a huge horizontal bank of clothes, designed to act as a barrier to slow shoppers down. Functioning as a speed bump this is to shorten the length of the Transition Zone and make people start shopping earlier.

Purple - Apparently the colour Light Purple is most likely to make customers feel like spending money!

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Human Factors for Designers - space and environments

P

Point Of Sale - Whilst you are waiting to pay retailers often install Point Of Sale displays, this is especially prevalent in Supermarkets who install racks of chocolate to tempt bored children waiting with their parents.

Power Display – Right inside the door at Gap & Old Navy, you will find a ‘power display’, a huge horizontal bank of clothes, designed to act as a barrier to slow shoppers down. Functioning as a speed bump this is to shorten the length of the Transition Zone and make people start shopping earlier.

Purple - Apparently the colour Light Purple is most likely to make customers feel like spending money!

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Human Factors for Designers - space and environments

Q

Queues – Queues are a great place for retailers to add impulse buys to your basket. Point Of Sale displays, magazine racks, chocolate and other low cost items are often put here within easy reach of bored customers to pick up. This is also a great place for advertisers to ply you with information on their products as you are a captive bored market. This is used to effect anywhere a queue may form for example by the tills, changing rooms or toilets.

R

Right – Upon walking through the Transition Zone most customers will veer to the right (US research). Some think it is because the majority of people are right handed. You will therefore find a prominent display just to the right after the Transition Zone. - As most people are right handed, you will also find that merchandise a store is trying to promote will be positioned just to the right of major items to that it is within easy and natural reach.

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S Seats – Whilst installed to aid the shopper, benches also enable people to spend more time shopping in a store, 100% of benches will be facing the merchandise. Even within shopping centres you will find benches face shops and not the outside world, customers must remain focussed on the shopping experience.

Shuffle – Many shops have a policy of regularly rotating the stock, this happens especially in supermarkets where people regularly shop for the same items. The idea obviously is to confront customers with a variety of items aside from their regulars and encourage them to explore areas of the shop they may not usually visit.

T Tiles – Supermarkets used to have a trick placing slightly smaller tiles on the floor in the more expensive aisles of the shop. When a customer entered on of these aisles their trolley would click faster making them think they were travelling faster and thereby subconsciously slow down and spend more time in that aisle.

Time – The longer customers spend in a shop the more they are likely to spend. Therefore shops work to make sure customers have to spend the maximum amount of time in their stores, placing obstacles constantly in the way of efficient shopping.

U Upstairs – Shops will encourage you to enter the stores, and offer escalators up to the floors at the front, however in order to leave you will often find that the only route down is via stairs at the back of the store. This is to maximise shopping time. In clothing shops, men are generally sent upstairs, and then have to find their way back through the women’s floor to get to the front door, usually being placed downstairs in the lingerie dept, the one place men will impulse buy for their partners.

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S Seats – Whilst installed to aid the shopper, benches also enable people to spend more time shopping in a store, 100% of benches will be facing the merchandise. Even within shopping centres you will find benches face shops and not the outside world, customers must remain focussed on the shopping experience.

Shuffle – Many shops have a policy of regularly rotating the stock, this happens especially in supermarkets where people regularly shop for the same items. The idea obviously is to confront customers with a variety of items aside from their regulars and encourage them to explore areas of the shop they may not usually visit.

T Tiles – Supermarkets used to have a trick placing slightly smaller tiles on the floor in the more expensive aisles of the shop. When a customer entered on of these aisles their trolley would click faster making them think they were travelling faster and thereby subconsciously slow down and spend more time in that aisle.

Time – The longer customers spend in a shop the more they are likely to spend. Therefore shops work to make sure customers have to spend the maximum amount of time in their stores, placing obstacles constantly in the way of efficient shopping.