This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
design_for_people_-_john_d_lee [2025/07/06 11:05] admin |
design_for_people_-_john_d_lee [2025/07/12 15:22] (current) admin |
||
---|---|---|---|
Line 1: | Line 1: | ||
- | # Goals and Process of Human Factors Engineering | + | # Design for People - John D Lee |
+ | |||
+ | {{:design_for_people_-_john_d_lee_book_cover.png?360|}} | ||
+ | |||
+ | ## Goals of Human Factors Engineering | ||
* Safety: Reducing the risk of injury and death | * Safety: Reducing the risk of injury and death | ||
* Performance: Increasing productivity, quality, and efficiency | * Performance: Increasing productivity, quality, and efficiency | ||
* Satisfaction: Increasing acceptance, comfort, and well-being | * Satisfaction: Increasing acceptance, comfort, and well-being | ||
+ | |||
+ | |||
+ | ## Process of Human Factors Engineering (Human Centered Design) | ||
+ | |||
+ | Iterative on three major phases: understand users, create a prototype, and evaluate the prototype. | ||
+ | |||
+ | This has to be done from the early stage of the design. Because even when designers attempt to consider human factors, they often complete the product design first and only then hand off the blueprint or prototype to a human factors expert to evaluate. | ||
+ | |||
{{:pasted:20250706-104531.png}} | {{:pasted:20250706-104531.png}} | ||
- | ## Task Analysis | + | |
+ | ## Understand | ||
+ | ### Task Analysis | ||
Task analysis is a broad term that encompasses many other techniques such as use cases, user stories, and user journeys. All of these techniques focus on understanding | Task analysis is a broad term that encompasses many other techniques such as use cases, user stories, and user journeys. All of these techniques focus on understanding | ||
Line 13: | Line 28: | ||
* When - the ordering and timing of these tasks | * When - the ordering and timing of these tasks | ||
* Where - and the location and situation | * Where - and the location and situation | ||
+ | |||
+ | |||
+ | ## Create | ||
+ | |||
+ | ### Task design | ||
+ | |||
+ | Change what operators do than on change the devices they use. A workstation for an assembly line worker might be redesigned to eliminate manual lifting. Or a robot might be designed to lift the component. | ||
+ | |||
+ | ### Equipment design | ||
+ | |||
+ | Change the physical equipment that people work with. Apple’s design of the iPhone hardware and software demonstrates how important a focus on equipment design can be to a product’s success. | ||
+ | |||
+ | ### Environmental design | ||
+ | Changes the physical environment where the tasks are carried out. This can include improved lighting, temperature control, and reduced noise. | ||
+ | |||
+ | Designs of task, equipment and environment are usually considered together as the picture below. Cognition consideration are where we derives theories, principles and guidelines. Commonly seen cognition considerations are: [[response_time_delay|Response Time & Delay]] | ||
+ | |||
+ | {{::design_of_task_equipment_and_environment.png?360|}} | ||
+ | |||
+ | ### Training | ||
+ | Enhances the knowledge and skills of people. This includes teaching and practicing the physical or mental skills. Training is most applicable when there are many repetitions of a task or long involvement with the job. Periodic training is also important for those tasks that are rare, but where performance is critical, such as fire drills and emergency first aid. | ||
+ | |||
+ | ### Selection | ||
+ | |||
+ | Changes the makeup of the team or organization by picking people that are best suited to the job | ||
+ | |||
+ | ### Team and organization design | ||
+ | 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. | ||
+ | |||
+ | |||
+ | |||
+ | ## Evaluate | ||
+ | |||
+ | ### Heuristic evaluation | ||
+ | |||
+ | Heuristic Evaluation is done internally, with 3 individuals inspect the design and identify if there is anything violating design principles, safety requirement, etc. | ||
+ | |||
+ | Then you can do cognitive walkthrough as well: | ||
+ | * Is it likely that the person will perform the right action? | ||
+ | * Does the person understand what task needs to be performed? | ||
+ | * Will the person notice that the next task can be performed? | ||
+ | * Will the person under stand how to perform the task? | ||
+ | * Does the person get feedback after performing the task indicating successful completion? | ||
+ | |||
+ | ### Usability test | ||
+ | |||
+ | 5 usability dimensions | ||
+ | * Learnability | ||
+ | * Efficiency | ||
+ | * Memorability | ||
+ | * Less Errors | ||
+ | * Satisfaction | ||
+ | |||
+ | |||
+ | ## Scope of Human Factor Engineering | ||
+ | |||
+ | {{:pasted:20250712-142726.png}} |