Human Factors Design OWEN
Human Factors Design OWEN
Human Factors Design OWEN
The goal is to reduce the number of mistakes that users make and produce
more comfortable interactions with a product. Human factors design is about
understanding human capabilities and limitations and then applying this
knowledge to product design. It’s also a combination of many disciplines,
including psychology, sociology, engineering, and industrial design.
So, when we talk about human factors design, is it the same as UX design?
Not necessarily.
Human factors design has roots in ergonomics, and it’s primarily focused on
how people interact with technology. It’s about making a system usable,
especially when it comes to human-computer interaction (HCI).
User experience (UX), on the other hand, encompasses everything that users
go through when they interact with a product. The goal of UX design is to
make a system both useful and pleasurable to interact with.
When people evaluate a product, they usually judge it on both usability and
likeability. The human factors that make a product usable are a part of the
larger user experience. Thus, UX designers should have a good
understanding of human factors design so they can create a great product.
Most of the human factors principles listed below come from the ISO
9241 standards for ergonomics of human-computer interaction. The principles
mentioned in this section have one goal: helping the user engage with a
product and get into a state of ‘flow’ when using it.
Physical ergonomics
Specific operations that users complete with the product (for example,
entering text into a web form)
Physical characteristics of the product (for example, a mobile phone’s
size, shape, and weight)
Context of use, or how users interact with information on this device
Human factors design takes into account how a user interacts with the
product, including using properly sized buttons versus buttons that are too
small. Image credit Apple.
User testing will give you significant insight into correct ergonomics. In your
user testing, for example, you can ask users to interact with the product and
measure the error rate. You might find out that your users have trouble hitting
specific buttons that are too small, so then you’d know to make them larger.
Consistency
This principle states that a system should look and work the same throughout.
Consistency in design plays a key role in creating comfortable interactions. If
a product uses consistent design, a user can transfer a learned skill to other
parts of the product.
Familiarity
Designers who reinvent the wheel and introduce unusual concepts increase
the learning curve for their users. When the usage isn’t familiar, users have to
spend extra time learning how to interact with your product. To combat this,
strive for intuitiveness by using patterns that people are already familiar with.
Sense of control
Users should be able to complete their tasks in the shortest possible time. As
a designer, it’s your job to reduce the user’s cognitive load—-that is, it
shouldn’t require a ton of brain power to interact with the product.
Break down complex tasks into simple steps. By doing that, you can
reduce the complexity and simplify decision-making.
Reduce the number of operations required to complete the
task. Remove all extra actions and make navigation paths as short as
possible. Make sure your user can dedicate all their time (and
brainpower) to the task at hand, not the interface of a product.
Guide the user. Guide your user to learn how to use the system by
giving them all information upfront. Anticipate places where users might
need extra help.
Group related information together. For example, when your product
uses a graphical user interface, you can place UI elements in a way that
draws attention to the most important information. Use the Gestalt
Principles to organize information on screens.
Offer shortcuts. For seasoned users, it’s important to offer shortcuts
that can improve their productivity. An example would be keyboard
shortcuts that help users complete certain operations without using a
mouse.
Error management
To err is human. But that doesn’t mean your users like it! The way a system
handles errors has a tremendous impact on your users. This includes error
prevention, error correction, and helping your user get back on track when an
error does occur.
Roberto Pesce
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6 min read
Why psychology?
The HCD is the bias of design, the theory, that places the
user in the center of any development process. Users’ needs,
capabilities and behaviors come first, before any
development. The development comes, actually, to
accommodate all this. By placing the users in the center, the
team make sure that all the necessary communication will be
designed to improve the ease of use, making sure the users
will understand what to do. The process described by the
author to ensure a good HCD is:
Observe: The team observe to get the specifications of
what will be designed;