Human Factors + UCD Flashcards

1
Q

Ergonomics

A

The science behind creating products or workspaces for optimum human use

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2
Q

Anthropometrics

A

The study of the measurements of the human body

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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
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4
Q

Static data

A

Measurements taken when the body is stationary

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5
Q

Dynamic data

A

Measurements taken when the body is in motion

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6
Q

Tools for anthropology data

A

Callipers, stadiometer, measuring tape, Brannock device

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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

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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

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9
Q

Adjustability

A

Design can be adjusted to fit specific percentiles

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10
Q

Primary data

A

data which has been collected through your own research

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11
Q

Secondary data

A

information which has been collected from another source or study

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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
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13
Q

Ways to collect psychological data

A
Observation 
Case studies 
Standardised tests
Surveys or questionnaires 
Interviews
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14
Q

Observation

A

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

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15
Q

Case studies

A

in depth examination of single individual

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16
Q

Standardised tests

A

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

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17
Q

Surveys or questionnaires

A

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

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18
Q

Interviews

A

asking people questions to find out about their experiences and attitudes

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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

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20
Q

Physiology

A

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

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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
Task
the task being performed
26
environment
where the product will be used or designing for the environment
27
Iteration
repetition of a process in order to generate a sequence of outcomes
28
Stage 1: research learning
learning about the people who will use the product and the context which they use it in
29
Stage 2: Concept examining
looking at the needs of the user and coming up with innovative solutions to those problems
30
Stage 3: design
designing and usability testing mock-ups of the product through a series of repeated cycles
31
Stage 4: Implementation
the development team often needs quick interaction solutions when they encounter technical constraints
32
Stage 5: Launch
roll out is managed to ensure users experience a smooth transition from a legacy product
33
inclusive design
designing universally accessible products for all users including those with physical, sensory, perceptual and other challenges
34
Inclusive design is:
- welcoming to everyone - responsive to peoples needs - intuitive to use - flexible
35
Usefulness
product enables user to achieve their goals
36
effectiveness
measured by speed of performance or error rate
37
learn-ability
users ability to operate the system to a defined level of competence after some predetermined period of training
38
attitude
users feelings of the product
39
advantages of usability
- product acceptance - better user experience - better productivity - less user errors - no need for training or support
40
user population
range of users for a particular product or system
41
Personae
fictional characters based on the the ideal user for the product
42
Secondary personae
people who are not primary audience but still use the product such as a nurse using a thermometer on a person
43
Anti-personae
people which the product has not been designed for
44
Scenario
tells us what the user will do with the product
45
Use case
set of possible sequences of interactions or steps between a user and a product to achieve a particular action
46
Physiological factors
motor processes and output
47
Psychological factors
input, sensory processes, central processes
48
Environmental factors
a set of psychological factors that can affect the performance of an individual that come from the environment that the individual is situated
49
alertness
the level of vigilance, readiness or caution of an individual
50
perception
the way in which something is regraded understood or interpreted