Topic 1 Flashcards
Definition of Ergonomics
The science that deals with the relationship between humans and systems, objects environments and products.
The 3 aspects of ergonomics/human factors
Anthropometrics
Psychological Factors
Physiological Factors
Definition of Percentile Range
The proportion of a population with a dimension at or less than a given value.
Percentile of Clearance
95th
Percentile of Reach
5th
Percentile of Adjustability
5th-95th
Percentile of Range of Sizes
5th-95th
Percentile of Standard
50th
Definition of Recess
The space underneath a kitchen counter, cabinet etc.
Definition of Static Data
Refers to human body measurements that are taken when the subject is still and not moving.
Definition of Dynamic Data
Refers to human body measurements that are taken when the subject is in motion.
When do we decide to use primary anthropometric data or secondary anthropometric data?
Primary anthropometric data is used when products are custom-made, whereas secondary anthropometric data is used for mass production.
Definition of Reach Envelope
The 3D space a person can reach comfortably from a fixed position/location.
What are the Psychological Factors?
Smell
Light
Sound
Taste
Texture
Temperature
Nominal Scale
When you categorize information by names, and it is non-numeric.
Ordinal Scale
To show sequence or order only.
Interval Scale
Numeric scale where the order and exact difference between the values is known and fixed.
Ratio Scale
Same as the interval scale but the zero is real.
The stages of the Human Information Processing System
Input -> Sensory Processes -> Central Processes -> Motor Processes -> Output
Why do designers study the physical characteristics of users?
To optimize their safety, health, comfort and performance.
Definition of Biomechanics
In physiological factors, and include the research and analysis of the mechanics in the human body, and the stresses that can be placed on these body parts.
Who do designers need to consider?
Designers must consider the elderly, ill, disabled and children, and need to decrease the amount of effort needed for users to utilize their products (give them a mechanical advantage). For example, adding texture or increasing the surface area.