KSTU, OshTU Interface Ergonomy. Usability –(English, Usability - literally, "the use of" "the ability to be used", "utility") –a concept in micro-ergonomics,

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  • KSTU, OshTU Interface Ergonomy
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  • Usability (English, Usability - literally, "the use of" "the ability to be used", "utility") a concept in micro-ergonomics, degree of ergonomics, the handiness of the object for use by users in achieving certain objectives in some context. Quality factors (utility, usability, learnability, observability).
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  • Usability is defined by 5 quality components: Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design? Usability
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  • Obtaining knowledge is difficult. Establish a process that can identify several structural components. The subject of knowledge - the active component of the process of knowledge, the one who knows. The subject knowledge can be not only a specific individual, but also a social group, class and society. The object of knowledge - what are the aims of the subject knowledge of cognitive interest. The object of knowledge can serve nature, man and society. Learnability
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  • Observability. Principles to support usability(1)
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  • Observability: allows the user to evaluate the internal state of the system by means of its perceivable representation at the interface. Observability (2)
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  • Observability Example: Iphone perfectly applies observability By simply looking at the interface, the user can easily evaluate the internal state of the system. Observability (3)
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  • Ergonomics (from the Greek ergon- meaning work, and nomos- meaning law) A scientific discipline which studies human conditions of its activities related to the use of machines. The object of study of ergonomics is the "man- machine-environment", as a complex functioning whole in which the leading role belongs to man. Physical, cognitive and software ergonomy
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  • The design of the "man-machine"; Designing the workspace; Designing the environment in accordance with the requirements of the operator; Designing work situations Objectives of ergonomics
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  • Areas of ergonomics Physical ergonomics Cognitive ergonomics Organizational ergonomics
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  • Physical ergonomics considers anatomical, anthropometric, physiological and biomechanical characteristics and their impact on human physical activity. The issues include working postures, handling, repetitive movements, work leading to musculoskeletal disorders, workplace layout, safety and health. Physical ergonomics
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  • Prolonged stay in a sitting position Eye strain Overloading joints of the bones Exposure to electromagnetic radiation of the screen Internet addiction, gambling, stress Negative impact
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  • Monitor and keyboard on the desktop should be carefully positioned The monitor should be at least 50- 60 cms from the eyes The monitor must be absolutely clean A well lit environment Centre of the screen should be at eye level Proper organization of the workplace
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  • Properly organized place to work at the computer. Ensure good posture. Take regular breaks to rest and to exercise Ensure hygienic workplace (room ventilation, wet cleaning,....) Recommendations
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  • Focusing on user characteristics, the study of perceptual and cognitive capabilities and limitations of man revealed patterns of human interaction with the automated system. Considering the processes and patterns of perception, information processing and decision making, cognitive psychology has identified the factors that determine the success of the task by the operator. However, only analysing processes perception and human information processing is not enough to design a good ergonomic interface. It does not determine the composition and sequence of on-screen information. This led to the emergence of a number of interface design methodologies based on a cognitive approach. Findings
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  • It is necessary to study the user to create interfaces that might work well. Cognitive ergonomics is associated with thought processes such as perception, memory, reasoning, and motor response, and their role in the interaction of man with other system elements. Cognitive ergonomics
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  • At any time, a person can focus on only one item. This object, memory, item, idea or concept becomes the locus of attention. The concept of locus represents a place or region. In cognitive psychology any task performed by a person without the participation of consciousness becomes automaticity. The task that is not an automaticity is a locus of attention. The simultaneous execution of two non-automatic tasks leads to reduced effectiveness of the implementation of each (as a result of competition for the attention of the region). Cognitive Psychology - The locus of attention (Kolmogorov)
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  • Most human perception fades over time. People that have read or heard a message five seconds before will not necessarily be able to remember the content. Implications for interface design: If that message is important, it must remain on the screen until it is not longer needed. Perceptual memory
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  • User Interface a variety of interfaces, in which one party is represented by a person (user), the other - the machine / device. It represents a set of tools and methods by which the user interacts with the different, often complicated, machines, devices and equipment. The term is usually used to refer to the interaction between the device operator and the software. User Interface
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  • Activity-Centered Design, ACD. This methodology considers the "human-computer" as a complex activity, related to concepts and ideas. Activity theory is the basis of this approach. i.e. the computer is a tool by for the person to perform different tasks, and human activity affects the interface. Goal-oriented design This methodology (developed by Alan Cooper), is based on the assumption that a thorough study and understanding of the user's goals, solves the problem of "cognitive friction". Cognitive friction: introduced by Cooper. Characterized by a complex relationship of man to things (such as a computer) as another person. Interface development - Methodology
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  • User-Centered Design This justifiable popular methodology is used not only for software development. Concerned with the study of the needs and capabilities of end users, and how a product may be adapted to these needs. Related to software being a product that people want to use. Methodology development of interfaces
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  • There are a number of recommendations from the experts in the design of the user interface. Jef Raskin, an expert in computer interfaces, in his book The Humane Interface, (2000), (and based on the laws of robotics of A. Asimov) formulated the two laws of user interface development: First Law: The computer does not have to hurt your work or, through inaction, allow harm to be done to your work. Second Law: The computer does not have to waste your time or require you to work more than is necessary. Design criteria.
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  • In 1992, the International Organization for Standardization, ISO introduced a group of standards, one of which is: ISO 9241 Ergonomic requirements for office work with visual display terminals (VDTs). In 2006, they received a more general name Ergonomics of Human System Interaction. Standardization
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  • ISO/TR 9241-100:2010 Ergonomics of human- system interaction. The introduction of the standards for ergonomics software ISO 9241-110:2006 Ergonomic requirements associated with the use of video terminals for institutional works. The principles of dialogue ISO 9241-129:2010 Ergonomics of human-system interaction. Software Guide ISO 9241-143:2012 Ergonomics of human-system interaction. Forms Some of the standards ISO 9241:(1)
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  • ISO 9241-151:2008 Ergonomics of human-system interaction. Guide to the World Wide Web user interface ISO 9241-154:2013 Ergonomics of human-system interaction. Application of interactive voice response (IVR) ISO 9241-171:2008 Ergonomics of human system. Guide to the availability of software ISO 9241-210:2010 Ergonomics of human-system interaction. Some concentrate on the person designing interactive systems Some of the standards ISO 9241:(2)
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  • Ben Shneiderman, an American researcher in the field of human-computer interaction, in his book Designing the User Interface formulated 8 "golden" rules, which can be summarized as follows: 1.Be consistent: Use the same action, the names of control elements in identical or similar situations. 8 Golden" rules of Schneiderman (1)
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  • 2. Consider the possibility of expert users: they find alternative ways of working by using the "hot" keys, macros, etc. 3. Use feedback: the program must respond to every action of the operator. 8 "golden" rules Schneiderman (2)
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  • 4. Create a complete dialogue: create consistent operator actions into logical groups with a beginning, middle and end. At each stage, to provide feedback. 8 "golden" rules Schneiderman (3)
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  • 5. Use simple error handling: as far as possible, design your system so that the user can avoid serious mistakes, and if an error is detected offer simple and clear mechanisms for its resolution. 8 "golden" rules Schneiderman (4)
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  • 6. Provide a simple mechanism to undo: this reduces users anxiety members since they know that the wrong actions can be undone. This may be the reversibility of a one-time event, a data entry or a group of actions. 8 "golden" rules Schneiderman (5)
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  • 7. Create the impression that the user has control: design the interface so that the user is the initiator of action, not a slave. 8 "golden" rules Schneiderman (6)
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  • 8. Reduce short-term memory load: features of human memory impose restrictions on the number, and size of information or actions to do. 8 "golden" rules Schneiderman (7)
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  • Thank you!