Ergonomics and Human-computer interaction

Ergonomics is concerned with ensuring a good fit between people and the things that they use / jobs that they do.

 

It aims to increase safety, usability and effectiveness of products / systems.

 

 

Basic Principles
(User Characteristics)

Based on http://www.psyc.nott.ac.uk/staff/ritter/ithf

When and how human factors work is applied depends largely on

your outlook

the available resources (e.g. financial, time)

the artefact that is being designed,

its distribution and

the intended user groups.

 

 

Design Relevant User Characteristics

physical characteristics, limitations and disabilities

frequency of product use

past experience with same/similar product

activity "mental set"

tolerance for error

patience and motivation for learning

culture/language/population stereotypes

mental architecture

 

 

 

Model Human Processor (CM&N,1983)

We'll use this mental mental model for a while

 

 

An introduction to the Human Operator

anthropometrics, biomechanics,

behavioural,

cognitive and

social issues

 

 

 

Anthropometric approach
(Can it be used?)

Concerned with: providing normative data on limb sizes, body weight/height, and so on

measurement of muscle strain (to assess length of time on a particular job)

measurement of posture during particular tasks (to facilitate redesign of equipment)

e.g. BALANS chair, stair height, etc.

 

 

 

Applications/Examples of Anthropometric

Optimum kitchen work surface/heights, etc.
(
Ergonomics, 1973 - ergonomics of chapati making - requires a different design of kitchen)

Ergonomics of armies marching in heavy boots versus trainers.

What measures should we take: averages, median, mode, range? Consider the task at hand!

US AF ejector seats in WWII took average male statistics and built ejector seats that removed knee caps of 5-10% of pilots.

 

Similar problems arise in Netscape, just today someone wanted to know where things went when they were attached, but what happed was a new display!

 

Providing knobs and controls of a size that can be manipulated by users. e.g. better knives, spades

Car speedometers - questions of legibility of characters, avoidance of glare in bright sunlight, avoiding parallax problems with different heights of drivers.

 

 

Behavioural Approach
(How is it used?)

Problem of assessing how something is used, to see if can be made quicker/safer/more productive

Looking at mistakes that are made, to see how they could be prevented.

Making knobs and levers tactually discriminable, to enable them to be used without looking to check whether right knob being used

e.g. design of car speedometers, such that the numbers on the dial are not obscured by the rotating needle.

Typical of this style of ergonomics are checklists of those tasks best performed by man and those best performed by machine.

Norman's forcing functions & affordances: artefacts suggest certain usage. Note that what is afforded interacts with the task at hand and the way in which the user perceives the task.

e.g. dials at opposite ends of room

Studies in this area are £1k to £10k/subject! unless down the hall, then £100

 

 

Cognitive Approach
(How do they think they are using it?)

Recent development, b/c systems used to be simple, user had time to react & no choices

Understanding how someone decides where to look for information and

How user decides what action to take

What information do users need to plan a strategy for performing the task?

What information is necessary for a given task situation?

Consideration of the cognitive effort involved in a task (the number of mental transformations), etc.

How to display the information so that it is most comprehensible/perceptible),

What strategies are available to the user when the task goes wrong?

The user's mental model (not necessarily the same as the designers or the observer's mental model; see Norman, 1988),

How can we ensure that users do not lose their ability to perform the task manually as a result of automation?

 

 

 

Cognitive Examples

E.g. How can word processors be made more accessible?

E.g. Designing displays that are legible *and* that show the information required. Not all digital displays show the actual measured value, changes (e.g. in temperature) may be more important

These issues may help us to understand how complex devices with high functionality (e.g. videos) can be more accessible

Car speedometer example

- need to consider how we best perceive relevant information

- which is approximate speed, assessed rapidly without loss of attention to driving task

-> Dial is best

For example, two dials to read, each with a different number and these numbers varied randomly. press button IF the difference > 10.

This task would require processing information from two dials, a mental calculation, and evaluate whether it is over 10

A third dial with the difference would make the task easier, faster, less error-prone

Better designs can come from understanding the mental effort

- in terms of the IP (cognitive) architecture

 

 

Social Issues
(How about others when using it?)

A recent report suggested many aircraft accidents caused by social dynamics (APA Monitor)

CSCW

Failure in inter-personal communications can also cause accidents:

distracted crew failed to complete a safety checklist–didn't confirm the aeroplane's flaps were extended -> plane crashed on take-off.

co-pilot failed to get captain's attention about concerns that take-off thrust was not properly set -> aircraft crashed in river

communications breakdown between captain, co-pilot and ATC on fuel -> a crash when the fuel ran out

 

 

 

Key Concepts

the relationship between HF, HCI, and related work

usability, learnability, functionality. Definitions of usability, e.g. objective and subjective measures

Considering the user: and the consequences when you do not

Consequences of the design for user groups? The tasks performed? All situations (e.g. emergency situations) where the tool will be used? Resources for support?

Some characteristics of the Human Operator and some places you could find out more

 

 

Next class : Basic Principles Applied

 

Control and display design

 

Human information processing

 

Problem Solving / mental models

 

Group exercise

 

Fitts exercise goes in here

 

Displays

The means by which a machine is able to communicate information about its internal state to the user.

 

Primarily visual or auditory (but some examples of touch)

 

Visual - from an LED to VR.

 

Auditory - speech and non-speech.

We know a lot about displays but don't always use it

 

 

 

Auditory Displays

Non-Speech

abstract, 'earcons'.

representational, 'auditory icons' (Gaver, 1986; 1989, 1991, 1993)

- symbolic,

- metaphorical

 

 

Controls

Examples

low tech: push button, knob, switch, pedal

high tech: keyboard, mouse, tracker ball, touch screen

Guidelines:

incorporate constraints / forcing functions / interlocks to prevent accidental activation of potentially dangerous controls

differentiate controls - by shape, colour, position, size.

use consistent design of controls

- consistent with each other

- consistent with real world

 

 

 

Display-Based Errors

Categories of errors in reading and interpreting displays (from Fitts and Jones, 1947) simple misinterpretations (e.g. misreading a value)

reversal errors (e.g. inferring wrong direction of movement)

substitution errors (e.g. confusing one instrument with another)

illusory errors (e.g. conflict between body sensations & instrument reading)

 

 

 

 

Display Guidelines

displays should be readable (consider size, position and ambient lighting)

differentiate displays (by shape, colour, position, size)

use consistent design of displays

- consistent with each other

- consistent with real world

type of display used should be compatible with the task to be performed

 

 

 

Types of Visual Display

 

Quantitative - (1) analogue

- (2) digital

Qualitative

e.g. simple light (on/off)

temperature gauge

traffic lights

Pictorial

 

 

 

 

Control-Display Compatibility

spatial compatibility

movement compatibility

cognitive compatibility

- linguistic compatibility

- syntactic

- semantic

- memory compatibility

 

 

Feedback

With too much lag, hard to learn and hard to control

With too little lag, may not reflect and learn

Cognitive Ergonomics

providing applicable models of use to designers, instructors & users

the interaction of many cognitive processes: planning, language, problem-solving, learning, memory, perception, etc.

not just direct application of cog psy–looks at integration & how processes are involved in activities & situations.

focuses on predicting behaviour in the real world, which may require a more detailed treatment of, e.g., individual differences.

 

 

 

Human Information Processing

Discrete Stages Models Norman's (1984) Gulf of execution and Gulf of evaluation

the Model Human Processor (Card et al, 1983); Wickens Human Information Processing model.

 

Model Human Processor (CM&N,1983)

Overview of Soar (Newell, 1990)

 

 

 

Applying Model Eye/Hand to Interface

 

 

 

Mental Models (definition)

On an increasing scale of theoretical commitment: (a) beliefs about a system that predict behaviour

(b) Inferences made on the basis of mental simulation (i.e. models are run)

(c) Mental representations can be analogical to world

 

MMs can be conceived as the user's understanding of the relationship between input and output so that the user can predict the outputs given the inputs of a device or system

 

 

Mental Models (of Users)
(from Norman, 1983)

they are incomplete

the ability to 'run' them is limited

they are unstable

no firm boundaries exist between separate models

they are unscientific (naive)

they are parsimonious

 

also see: Johnson-Laird

 

 

 

Mental Models Applied to Design

 

 

 

Example: Laser Bank Device

 

 

 

Applications

determining compatibility of stimulus and response across different stages

predicting and accounting for effects due to workload

model user!

 

 

Summary

highlight differences/critical information

use constraints to stop accidental activation of controls

make designs consistent

make controls and displays compatible

use feedback which makes the relationship between controls and displays obvious (Norman: mappings, visibility, constraints & feedback)

The advantages and disadvantages of input / output devices

The advantages and disadvantages of design guidelines (also house styles), principles, models, standards

 

 

 

References

Boff, K. R., & Lincoln, J. E. (1988). Engineering data compendium: Human perception and performance. Wright-Patterson AFB, OH: Harry G. Armstrong Aerospace Medical Research Laboratory.

Oborne, D. J. (1987) Ergonomics at Work, Chapters 5, 6 & 7 controls and displays

Reason, J. (1990). Human error. Cambridge, UK: Cambridge University Press.

Wickens, C. (1992) Engineering Psychology and Human Performance.

Wilson, J. R. & Corlett, E. N. (1990) Evaluation of Human Work. Chapter 28 - human reliability assessment.

Norman, D. (1988). The psychology of everyday things. NY: Basic Books.

Payne, S. J. (1995). Naive judgments of stimulus-response compatibility. Human Factors, 37, 495-506.