Exam 1 Flashcards
the scientific discipline concerned with the
understanding of interactions among humans and other elements of a system,
and the profession that applies theory, principles, data and methods to design in
order to optimize human well-being and overall system performance.
Ergonomists contribute to the design and evaluation of tasks, jobs, products,
environments and systems in order to make them compatible with the needs,
abilities and limitations of people.
Ergonomics
a discipline that considers the
cognitive, physical, and organizational influences on human
behavior to improve human interaction with products and
process.
Human factors
typically used in the USA
human factors
typically used in europe
ergonomics
Father of “Science of Management”
Fred Taylor
stay alert for extended periods of time
fatiguing process
accurate and precise monitoring
vigilance tasks
any deviation from “appropriate” behavior that can lead to undesirable outcomes
errors
an unintended action
slip
a wrong goal/plan is established and subsequent actions are inappropriate
mistake
create->evaluate->understand
design cycle
focuses more on safety
high risk domains
focuses more on performance
workplace
focuses more on satisfaction
consumer products
focuses more on changing what operators do than on changing the devices they use
task design
changes the physical equipment that people work with
equipment design
changes the physical environment where the tasks are carried out
environmental design
changes the makeup of the team or organization by picking people that are best suited to the job.
selection
changes how groups of people communicate and relate to each other, and provides a broad view that includes the organizational climate where the work is performed
team and organization design
closely related to human factors, but focuses on the cognitive considerations, particularly in the context of safety of complex systems, such as nuclear power plant
cognitive engineering
takes complex systems as its focus
macroergonomics
addresses the need to con- sider not just the details of particular devices or processes, but the need to consider the overall work system.
macroergonomics
considers how designs must consider how people interact with all systems, to the point of forecasting availability of qualified staff based on demographic trends and training requirements.
human systems integration
often linked to the field of user experience and tends to focus more on software and less on the physical and organizational environment
human computer interaction
he focus is on improving the performance of the person and the technology, not just making the technology perform better
joint optimization
time and motion study
frank and lillian gilbreth
average of trained employees
qualified employee
often used in the design of large, high-risk systems, such as the design of a new aircraft, where sequential development is possible and verification, validation, and documentation are critical
vee process
commonly used to enhance workplace efficiency and production quality [30]. The cycle begins with the target improvement.
Plan-Do-Check-Act cycle
more typical of consumer software products, such as smartphone and web applications, where an iterative and incre- mental approach is needed to resolve uncertainty in design re- quirements
scrum process
a work measurement technique whereby times established for basic human motions are used to build up the time for a job at a defined level of performance.
predetermined motion time system
reach and move
can hardly be improved by additional training
grasp and position
can be improved by training
work measurement technique that concentrates on the movement of
objects. It is used to analyze work and to determine the normal time that it would
take to perform a particular process /operation.
MOST
improving the performance of manual work
time motion studies
improving the computer systems and consumer products
contextual inquiries
way of systematically describing human interaction with a system to understand how to match the demands of the system to human capabilities
task anaylsis
identify new way of doing things
hierarchal relationships
helps specify interface content
information flow
specifies efficient interatction
sequence and timing
not a real user but include key information of user characteristics
persona
Provide response that is grounded in years of design practice and much research on human behavior
design heuristics
They are solution to commonly occurring design problems and are most typically associated with software but also physical systems
design patterns
which form of evaluation: qualitative measures such as observations, interviews; understand and diagnose
formative evaluation
which form of observation: quantitative measures such as numeric indicator of performance such as response time, frequency of use; verify
summative evaluation
address important limits of direct observations.
retrospective and prospective protocol analysis
involve the human factors specialist asking the user to describe their tasks.
structured and unstructured interviews
typically used after designers have obtained preliminary descriptions of activities or basic tasks.
surveys and questionnaires
can be shown as an arrangement of tasks where tasks are broken into more specific subtasks
task hierarchy data
shown in sequence diagrams that show the order and duration tasks for each object and person in the system.
task sequence data
considers whether the system is going to place excessive mental or physical demands on the user, either alone or in conjunction with other tasks
workload analysis
should be conducted any time a product or system has implications for human safety.should be conducted any time a product or system has implications for human safety.
safety and hazard analysis
considers how to distribute tasks between the human operator and technology.
function allocation analysis
calculates the importance of features that best serve the user needs
cost/benefit analysis
to identify opportunities to improve a design to
serve better user need and preference efficiently.
evaluation
best suited for interaction design
cognitive walkthrough
best for interface design
heuristic evaluation
Helps identify design problems and opportunities for improvements as part of
developments
usability test
Protective outer surface over lens of eye
cornea
Aperture of which size is controlled by iris:
pupil
Changes in shape through ciliary muscle action to focus objects
lens
converts electromagnetic waves to electrochemical signals
retina
is generated by photoreceptors in retina – rod and cone cells
vision
Adapt to lower light levels
rod cells
high sensitivity but poor acuity
rod cells
Active at higher light levels
cone cells
high acuity but low sensitivity
cone cells
are saturated combinations of different wavelengths (λ)
hues
Degree of deviation of wavelength of color from “white point”
saturation
actual light energy of source
luminous intensity
amount of light hitting object you see
illuminance
perceived brightness of given object
luminance
Point at which rods become more sensitive is called
rod-cone break
Ability to detect and discriminate fine details of objects at distance
acuity
rate at which areas of stimuli alternate between light (white) and dark (black) per degree of visual angle (cycles per degree (CPD))
spatial frequency
Allow for perception of color
cones in retina
People with normal color vision are
trichromats
Ability to focus objects at different distances through involuntary contraction/relaxation
of ciliary muscles
accomodation
is a depth cue that results because the closer an object is to the observer, the greater the amount of disparity there is between the view of the object received by each eyeball.
binocular disparity
is the converging of parallel lines (i.e., the road) toward the more distant points.
linear perspective
is a cue based on the knowledge that if two objects are the same true size (e.g., the two trucks in the figure), then the object that occupies a smaller visual angle (the more distant vehicle in the figure) is farther away.
relative size
describes how nearer objects obscure objects that are farther away
interposition