Human Factors + UCD Flashcards

1
Q

Ergonomics

A

The science behind creating products or workspaces for optimum human use

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

Anthropometrics

A

The study of the measurements of the human body

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
3
Q

What are the aims of HF?

A
  • Reduce stress and fatigue
  • increase safety
  • increase ease of use
  • enhance operational comfort
  • improve system performance, reliability and maintenance
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
4
Q

Static data

A

Measurements taken when the body is stationary

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

Dynamic data

A

Measurements taken when the body is in motion

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

Tools for anthropology data

A

Callipers, stadiometer, measuring tape, Brannock device

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

Clearance

A

Minimum distance required to enable the user group into or through an area. Example an emergency exit on an aircraft designed for 95th percentile

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

Reach

A

3D space which you carry out physical work activities when you are at a fixed location. Example would be workspace which is designed for 5th percentile

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

Adjustability

A

Design can be adjusted to fit specific percentiles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

Primary data

A

data which has been collected through your own research

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
11
Q

Secondary data

A

information which has been collected from another source or study

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

Psychological factors to create a good user interface?

A
Simplicity 
Ease of use
Intuitive logic
low memory burden 
Visibility 
Feedback 
Affordance 
Mapping 
Constraints
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

Ways to collect psychological data

A
Observation 
Case studies 
Standardised tests
Surveys or questionnaires 
Interviews
How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

Observation

A

observes human behaviour in real world settings and makes no attempt to change the situation.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

Case studies

A

in depth examination of single individual

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
16
Q

Standardised tests

A

measures some aspect of the participants behaviours to compare them to other participants

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

Surveys or questionnaires

A

participant can answer questions in their own time which is then collected to compare with others

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

Interviews

A

asking people questions to find out about their experiences and attitudes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

Human information processing systems (HIPS)

A

how humans deal with the information that surrounds them. Input process and output. Sight, hearing, smell and taste

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

Physiology

A

Strength and limitations of the human body. Example is how long can you hold a product for

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

UCD

A

design process paying attention to the needs of potential users of a product. done by involving the user at all stages of the design process

22
Q

Multidisciplinary team

A

a group of individuals which have different jobs that work together

23
Q

Principles of UCD

A
  • design is based upon understanding of users, tasks and environments
  • users are involved throughout
  • design and development
    design is driven and refined by user-centered evaluation
  • process is iterative
24
Q

User

A

the person or people using the product

25
Q

Task

A

the task being performed

26
Q

environment

A

where the product will be used or designing for the environment

27
Q

Iteration

A

repetition of a process in order to generate a sequence of outcomes

28
Q

Stage 1: research learning

A

learning about the people who will use the product and the context which they use it in

29
Q

Stage 2: Concept examining

A

looking at the needs of the user and coming up with innovative solutions to those problems

30
Q

Stage 3: design

A

designing and usability testing mock-ups of the product through a series of repeated cycles

31
Q

Stage 4: Implementation

A

the development team often needs quick interaction solutions when they encounter technical constraints

32
Q

Stage 5: Launch

A

roll out is managed to ensure users experience a smooth transition from a legacy product

33
Q

inclusive design

A

designing universally accessible products for all users including those with physical, sensory, perceptual and other challenges

34
Q

Inclusive design is:

A
  • welcoming to everyone
  • responsive to peoples needs
  • intuitive to use
  • flexible
35
Q

Usefulness

A

product enables user to achieve their goals

36
Q

effectiveness

A

measured by speed of performance or error rate

37
Q

learn-ability

A

users ability to operate the system to a defined level of competence after some predetermined period of training

38
Q

attitude

A

users feelings of the product

39
Q

advantages of usability

A
  • product acceptance
  • better user experience
  • better productivity
  • less user errors
  • no need for training or support
40
Q

user population

A

range of users for a particular product or system

41
Q

Personae

A

fictional characters based on the the ideal user for the product

42
Q

Secondary personae

A

people who are not primary audience but still use the product such as a nurse using a thermometer on a person

43
Q

Anti-personae

A

people which the product has not been designed for

44
Q

Scenario

A

tells us what the user will do with the product

45
Q

Use case

A

set of possible sequences of interactions or steps between a user and a product to achieve a particular action

46
Q

Physiological factors

A

motor processes and output

47
Q

Psychological factors

A

input, sensory processes, central processes

48
Q

Environmental factors

A

a set of psychological factors that can affect the performance of an individual that come from the environment that the individual is situated

49
Q

alertness

A

the level of vigilance, readiness or caution of an individual

50
Q

perception

A

the way in which something is regraded understood or interpreted