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STUDY UNIT 1
Chapter 1
Introduction to
Human Factors and
Systems Approach
SST102 – Intro to Human Factors and Systems
STUDY UNIT 1
Chapter 2
Cost/Benefit Analysis
Key Activities
– Using information obtained from front-end analysis to
develop initial system specifications
• QFD, Tradeoff Analysis, Human Factors Criteria Specification,
Functional Allocation, Support Materials Development
– Creating initial system prototypes
– Conducting usability testing
– Carrying out multiple interactions of evaluation and re-design
SST102 – Design and Evaluation Methods
Usability Testing
(involves users)
• The degree to which the system is easy to use or
“user friendly.”
• Important indices of usability:
– Learnability - system should be easy to learn.
– Efficiency - high level of productivity is possible.
– Memorability - easy to remember so that casual users
can successfully operate the system after a period of
inactivity.
– Errors - should have low error rate and errors should be
easy to recover from.
– Satisfaction - system should be pleasant to use.
SST102 – Visual Sensory Systems
STUDY UNIT 2
Chapter 1
Reading print
• Font Choice
– Use familiar fonts rather than non-standardized shapes
• sans serif usually best
– Use lowercase or mixed case lettering for sentences and uppercase for labels
SST102 – Visual Sensory Systems
Reading print
vs
Experience Processing
Top-down Processing
Expectations: Knowledge
(Expectancies
“After the procedure is completed, and Desires)
turn the system on.”
Perception
Bottom-up Processing
Sensation
Visual Search
– Pursuit Movements
• Constant velocity; tracking moving
targets
– Saccadic Movements
• Abrupt, discrete movements
from one location to the next
• Characterized by:
– Movement time (50msec),
– Dwell or fixations (3-4 per second)
– Useful Field of View (how large around
the center of fixation, is available for
info extraction)
SST102
PSYC 2220 – Tactile,
– Auditory, HUMANand Vestibular
FACTORS IN System
DESIGN
STUDY UNIT 2
Chapter 2
Motion Sickness
Normally, visual and vestibular senses convey compatible
and redundant information.
Visual and vestibular
channels may become
decoupled so that one
channel tells the brain one
thing and the other tells it
something else.
STUDY UNIT 2
Chapter 3
Cognition
SELECTIVE ATTENTION
Selective attention focuses on some information
and not on other information – necessary for perception
1) Salience
- bottom-up process
- attentional capture vs attentional blindness
2) Expectancy
- Top-down process
- Where would you look at to find the information?
SELECTIVE ATTENTION
3) Value
- Top-down process
- How long do we attend to a signal?
- How valuable is it to look at somewhere for info?
4) Effort
- We scan short rather than longer distances for info
WORKING MEMORY
Capacity
– 3 8 1 4 or X F D U = 4 chunks
– 17 21 34 40 = 4 chunks
– 2001 or DOOR = 1 chunk
Capacity
Capacity
M R T P I E H D B C T E
HF IMPLICATIONS OF WM LIMITS
• Minimize working memory load
– Both time and items to be retained in WM during task performance should be kept to
a minimum
• Exploit chunking
• Physical chunk size: optimal arbitrary string is 3-4 items per chunk
• Use meaningful sequence: 555, 4321, or JFK
• Superiority of letters over numbers: letters induce better chunking (more
meaningful),
1-800-663-5900 vs 1-800-GET-HELP
(fewer chunks and more associative meaning)
SDK 5360 K
auditory, tactile and vestibular system 31 of 62
SST102
PSYC 2220 – HUMAN FACTORS IN DESIGN
– Cognition
LONG-TERM MEMORY
LONG-TERM MEMORY
• Forgetting
– Major reasons for memory retrieval failure:
• Weak strength due to low frequency or recency
• Weak or few associations with other information
• Interfering associations (new trainees)
• Recall memory retrieval degrades faster than
Recognition
- Recognition triggers an association
- Multiple-choice test
- WIMP interfaces
STUDY UNIT 2
Chapter 4
Decision Making
Decision-Making Models
38
Effects of Framing
How a problem or situation is “framed” can affect the outcome of
choice problems in a way that violates assumptions of rational choice
theory
STUDY UNIT 3
Chapter 1
Displays
4. Memory Principles (x 3)
Perceptual Principles
1. Make displays legible (or audible)
- Contrast, visual angle, illumination, viewing distance, noise, masking
3. Top-down processing
- We perceive and interpret based on expectations (past experience)
A should be on
Checklist: B should be on
C should be on
D should be off
auditory, tactile and vestibular system 45 of 62
SST102
PSYC 2220 – HUMAN FACTORS IN DESIGN
– Displays
7.2
Memory Principles
11. Replace memory with visual information: Knowledge in the
world
- Place information of ‘what to do’ in the world
- Don’t require to retain in WM or retrieve from LTM
- E.g. Caller ID, checklist, etc
Memory Principles
13. Principle of consistency
- Standardize and make consistent with other displays encountered
Alerting Displays
In terms of severity of consequences
- Warnings (most critical)
: Should be signaled by salient auditory alerts
- Cautions
: Can have less salient auditory alerts
- Advisories ! WARNING
: Can be purely visual
! CAUTION
NOTICE
auditory, tactile and vestibular system 51 of 62
SST102
PSYC 2220 – HUMAN FACTORS IN DESIGN
– Displays
STUDY UNIT 3
Chapter 2
Control
1) Decision Complexity
2) Response Expectancy
3) Compatibility
4) Speed-Accuracy Tradeoff
5) Feedback
Response Expectancy
Information Expectations:
We perceive information that we expect more rapidly than
information we do not expect
Response Expectations:
We select actions we expect to carry out more rapidly and
accurately than actions that surprise us
STUDY UNIT 4
Chapter 1
STUDY UNIT 4
Chapter 2
Biomechanics of Work
RWL = LC X HM X VM X DM X AM X FM X CM
RWL = LC X HM X VM X DM X AM X FM X CM
E.g. A worker has to lift cartons from 30cm above the ground through 40cm
to a shelf. The horizontal location of the hands is 50cm from the back.
The worker has to twist 45º to pick up the object. This task is completed
every 5 minutes for up to 2 hours per day. The load grip is fair because
there are no handles.
= 9.1 kg
STUDY UNIT 5
Chapter 1
Level of Arousal
Yerkes-Dodson Law
• Performance increases as
arousal increases up to a
certain point of Optimum
Level of Arousal (trying
harder or threat of loss
providing higher motivation).
• Performance decreases
with overarousal (overload).
STUDY UNIT 5
Chapter 2
• Errors of Commission:
– Operator who does something that should not have been done.
– If intended = mistake (e.g., turning into a one-way street)
• Knowledge-based mistakes (lacks knowledge-in-the-head or
world)
• Rule-based mistakes (e.g., misapplies rule in a situation)
– If unintended = Slips (e.g., problem with selection of action)
• Errors of Omission:
– Operator who fails to do something that should have been done.
– Non-intentional error of omission = lapses
auditory, tactile and vestibular system 75 of 62
– Safety
SST102PSYC and–Accident
2220 HUMANPrevention
FACTORS IN DESIGN
Warning Labels
• Critical Components
– Signal Word conveying the seriousness
(Danger, Warning, Caution).
– Description of the hazard
– Consequences associate with the hazard.
– Behavior needed to avoid the hazard.
– Pictographs, if comprehension tested, can
increase the effectiveness of warnings.
• Design Considerations
– Make labels as noticeable as possible
– Place warning next to part of equipment
where user must look at to operate
– Legible font size and contrast
– Meaningful icons and pictures
STUDY UNIT 5
Chapter 3
Transfer of Training
• Simulators
- safer in most cases
- cheaper operating cost in some cases
- can optimize learning conditions
- can be paused to provide feedback
STUDY UNIT 6
Chapter 1
Human-Computer Interaction
• Usability
- The degree to which a system is easy to use or “user
friendly”.
• The basic goal of HCI is to improve the interactions
between users and computer systems by making
computers more usable and receptive to the users’
needs.
• User experience goals:
- satisfying, rewarding, helpful,
motivating, aesthetically pleasing, fun,
support creativity, enjoyable,
a u d i t o r emotionally
y , t a c t i l e a n d fulfilling,
v e s t i b u l a r entertaining,
system etc… 80 of 62
SST102PSYC 2220 – HUMAN
– Human-Computer Interaction
FACTORS IN DESIGN
• Learnability
• Efficiency
• Memorability
• Errors
(Accuracy)
• Satisfaction
Dialog Styles
– Menus (Provide users with a list of items from which to choose)
– Fill-in Forms (Provides blank spaces in which to ender alpha or numeric info)
– Question-Answer (Provides questions, user types answer in field provided)
– Command Languages (At prompt, user types in command using syntax)
– Function Keys (Commands given by pressing special keys or combinations)
– Direct Manipulation (Users perform actions directly on visible objects)
• Conclusion
– Must match characteristics of the dialog style to those of the
user and the tasks being performed.
auditory, tactile and vestibular system 83 of 62
SST102PSYC 2220 – HUMAN
– Human-Computer Interaction
FACTORS IN DESIGN
100
Percent of Usability Problems Found
80
60
40
20
0
0 2 4 6 8 10 12 14 16
Usability Metrics
• Effectiveness
• Efficiency
• User Satisfaction
Usability Testing
• Best to use 5-6 people to identify problems.
• Make changes (refine the interface) and test again.
• The maximum benefit/cost ratio occurs with
approximately 5 evaluation and redesign cycles.
• Even as many as 60 cycles can produce a benefit/cost
ratio greater than one.
• Have programmers observe the users.
• Pitfalls
- Testing with prototypes not grounded in an
understanding of user tasks and HF guidelines will
produce flawed refinements
a u d i t o r-y Fixation
, t a c t i l e a on
n d vartificial
e s t i b u l a r controlled
system environment (lab) 90 of 62