KSTU, OshTU Interface Ergonomy. Usability –(English, Usability - literally, "the use of" "the...
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KSTU, OshTU Interface Ergonomy. Usability –(English, Usability - literally, "the use of" "the ability to be used", "utility") –a concept in micro-ergonomics,
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).
Slide 3
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
Slide 4
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
Slide 5
Observability. Principles to support usability(1)
Slide 6
Observability: allows the user to evaluate the internal state
of the system by means of its perceivable representation at the
interface. Observability (2)
Slide 7
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)
Slide 8
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
Slide 9
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
Slide 10
Areas of ergonomics Physical ergonomics Cognitive ergonomics
Organizational ergonomics
Slide 11
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
Slide 12
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
Slide 13
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
Slide 14
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
Slide 15
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
Slide 16
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
Slide 17
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)
Slide 18
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
Slide 19
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
Slide 20
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
Slide 21
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
Slide 22
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.
Slide 23
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
Slide 24
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)
Slide 25
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)
Slide 26
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)
Slide 27
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)
Slide 28
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)
Slide 29
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)
Slide 30
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)
Slide 31
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)
Slide 32
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)