9. Innovative back and seat "flexors" track
with your natural movements and respond
intuitively
Clean, streamlined design
Environmentally friendly design
Pneumatic seat height
Fully adjustable arms (height, width,
depth, pivot)
Optional back lumbar and headrest
available for added ergonomic support
Human Factors for Designers - space and environments
10. Flexibility redefined. Simple to install, expand, shrink and reconfigure,
Answer easily adapts as your organization changes.
It's this flexibility that has helped Answer become one of the best-selling systems in the market.
Human Factors for Designers - space and environments
20. Human-Centered
The Resolve design is based on the size, reach, and
movements of people.
And Resolve creates friendly work spaces; its shapes
and openness encourage people
to connect, interact, and collaborate.
Air and light pass through; people can see in and
out and don't feel confined.
Acoustical inserts absorb and block sound,
and Qt Quiet technology reduces noise distractions.
Screens and canopies define personal territory;
rolling screens let people control privacy.
Human Factors for Designers - space and environments
23. Average prison cell: 8 feet wide, 8 feet high,and 12 feet long.
Environments
Human Factors for Designers - space and environments
24. Average prison cell: 8 feet wide, 8 feet high,and 12 feet long.
Human Factors for Designers - space and environments
25. A prison should be designed to;
* For the effective management of prisoner’s liberties
* For economical and easy maintenance
* To provide strong limitations for hiding contraband & manufacturing weapons
* To make vandalism difficult and minimise fire risk
* With simplicity and security in mind
* Bearing in mind all the wide ranging systems and services it needs to facilitate
* To design-out as many core problems prisoners and prison staff face as possible
Human Factors for Designers - space and environments
26. A prison should be designed;
* For the effective management of prisoner’s liberties
* For economical and easy maintenance
* To provide strong limitations for hiding contraband & manufacturing weapons
* To make vandalism difficult and minimise fire risk
* With simplicity and security in mind
* Bearing in mind all the wide ranging systems and services it needs to facilitate
* To design-out as many core problems prisoners and prison staff face as possible
Human Factors for Designers - space and environments
28. Assignment
Human Factors for Designers - space and environments
29. MULTIdesk
The MULTIdesk is a single unit desk system that has its own rechargable power source so it can be moved around within
an of ce space without having to remain close to an outlet. The MULTIdesk can be arranaged several different ways
depending on the available space of an of ce as well as to accomodate individual work, group work, presentations and
one on one meetings. The large screens allow for the projection of presentations and interactive whiteboards, which are
essential technologies in collaborative work. The MULTIdesk’s power source provides a fun way to keep active at work,
you can recharge the battery and store electricity by using the bike pedals located under the desk.
Kate Mitchell
Human Factors
February, 2010
Human Factors for Designers - space and environments
30. MULTIdesk Features
Light or projector mount
Possible Materials Shelf that can be lowered into desk using
- recycled plastic board or the button on the power box
timber
- recycled newsprint board Box containing rechargable battery and wiring to allow
(makes a good sound barrier) the desk to be wireless duing the day. Plugged in at
- renewable bio-based core night to recharge
- bamboo veneer Bicycle pedals save energy by manually recharging the
- recycled glass power source and provide a way of keeping active at
- recycled metal work
Pull out privacy screen
Multi-purpose, movable
detached screen can
function as divider,
projection surface, and Glass surface that can
bulletin board. Several be set at an incline and
can be used as a large functions as a light
presentation area or room desk (LEDs set into
divider. Magnetizes to desk surface)
edge of desk
Light switch and crank
to incline the light desk
(below desk surface)
Magnetized edge
Storage for large
folders, papers, cutting
Power outlet cover mats, rulers, etc.
Supply and le
drawers
Pull out keyboard shelf Wheels allow the whole unit
or extra work surface to be moved around the
of ce space
Human Factors for Designers - space and environments
31. Desk and Space Layout 5 feet
Flat Desktop View
5 feet
Plan View
1.5 feet
Possible Layouts
Human Factors for Designers - space and environments
32. The invariant right", ”
The butt brush"
"The decompression zone"
”Contact"
Human Factors for Designers - space and environments
33. Paco Underhill's shopping surveillance findings include:
* 65 per cent of men who try on jeans buy them - 25 per cent of women do
* 86 per cent of women check price tags while shopping - 72 per cent of men do
* two-thirds of supermarket purchases are unplanned
* men are more likely to cave in to kids' pleas for impulse items
What shoppers love
* Touch: most unplanned purchases follow touching, tasting, smelling or hearing something in the store
* Mirrors: women and men
* Discovery: too many signs take the adventure out of shopping
What shoppers hate
* Lineups
* Out of stock merchandise
* Too many mirrors
* Hard to find price tags
Human Factors for Designers - space and environments
* Intimidating service
36. Three Psychological Factors to Consider in Merchandising Stores
• Value/fashion image
– Trendy, exclusive, pricey vs value-oriented
• Angles and Sightlines
– Customers view store at 45 degree angles from the path they travel as
they move through the store
– Most stores set up at right angles because it’s easier and consumes
less space
• Vertical color blocking
– Merchandise should be displayed in vertical bands of color wherever
possible – will be viewed as rainbow of colors if each item displayed
vertically by color
– Creates strong visual effect that shoppers are exposed to more
merchandise (which increases sales)
Human Factors for Designers - space and environments
43. When our customers feel this sense of belonging, our stores become a haven,
a break from the worries outside, a place where you can meet with friends.
It’s about enjoyment at the speed of life—sometimes slow and savored, sometimes faster.
Always full of humanity.
Human Factors for Designers - space and environments
44. New Global Store Design Strategy
Amplifies the Company’s Focus on Coffee Heritage, Local Relevance and Environmental Responsibility
Core characteristics:
* Celebration of local materials and craftsmanship;
* Focus on reused and recycled elements;
* Exposure of structural integrity and authentic roots;
* Elevation of coffee and removal of unnecessary distractions;
* Storytelling and customer engagement through all five senses; and
* Flexibility to meet the needs of many customer types – individual readers and computer users,
as well as work, study and social groups.
Human Factors for Designers - space and environments
51. Alphabet of retail space design
Human Factors for Designers - space and environments
52. A
Aisle Order – Some customers, particularly men, tend to simply shop for what they want,
walking down an aisle grabbing what they want, turning back and walking the way they
came, this is called the 'Boomerang Effect'.
In order to maximise shopper and produce contact time, shops therefore place major
items and brands in the middle of aisles ensuring that from any direction the customer
has to walk the furthest to reach them.
Human Factors for Designers - space and environments
53. B
Baby Powder – Some UK baby shops now add Baby Powder to the air conditioning to
remind people of new-born’s and relax them.
Baskets – Shops will actively hand out baskets and trolleys to customers, as people then
feel embarrassed taking a basket with one item to the counter, and it increases the
chances of multiple purchases.
You will often find baskets to the right just after the Transition Zone.
Human Factors for Designers - space and environments
54. C
Canned Smell – Most Supermarkets bake their bread early in the morning, however to
entice more custom some have resorted to pumping out the smell of fresh baking bread
to add to the illusion that it is constantly baked through the day. Go into Niketown on
Oxford Street and smell the deodorant
like pong they pump into the air!
Curved Aisle Ends – A lot of supermarkets now curve the ends of their aisles, this is to
ensure your eye never strays from the goods on display.
Human Factors for Designers - space and environments
55. D
Displays – Displays are now regularly put at the end of aisles so that your eyes need
never be taken from the merchandise. These are places where retailers will promote
certain items as the customer walking down an aisle will approach an end display head
on as opposed to at right angles as with the rest
of the aisle
Human Factors for Designers - space and environments
56. E
Escalators – Multi-level Department stores often use their escalators to encourage you
to see more of the store. Travelling either up or down the store you will find you have to
walk half way around the level in order to find your next connecting escalator, as opposed
to it being the one next to you. This has not happened by accident
Human Factors for Designers - space and environments
57. F
Flooring – Types of flooring are often used to direct customers as a retailer wants around
the store. Department stores make great use of the difference between carpet and
linoleum to subtly steer customers around and hold them in certain places. Occasionally
you will find random rugs and mats laid out in aisles of supermarkets to slow traffic.
Human Factors for Designers - space and environments
58. G
Go To The Back –Supermarkets hit upon the idea of placing the essentials, such as
bread and milk, at the back of the shop. This is in order to make people have to walk past
the rest of the produce, and heighten the possibility of impulse buys, in order to get their
necessities.
Changing rooms in clothes shops are almost always situated at the rear of the shop.
Human Factors for Designers - space and environments
59. HI
Hopscotch – One American supermarket chain hit upon the idea of drawing a hopscotch
in the aisle next to the children’s cereal in order to make the children play and thus pin
Mum & Dad to a point where the children could hassle them for treats.
I
Irrational Pricing - Irrational pricing is putting the price of items at say 4.99 instead of 5.
Obvious as it may seem, apparently "The reason offered for not instead rounding $4.99
to $5.00 is based on memory processing time. Rounding upward involves an additional
decision compared with storing the first digits. Furthermore, due to the vast quantity of
information available for consumers to process, the information on price must be stored
in a very short interval.
The cheapest way to do so, in memory and attention terms, is by storing the first digits.
" Therefore customers perceive to be getting a better deal than they infact are.
.
Human Factors for Designers - space and environments
60. JKL
J
Jumble Sale –Retailers use the effect of a Jumble Sale on some displays, messing them
up slightly to make them look as if other customers have been rooting through them.
Shoppers are instinctively hesitant to mess up pristine displays.
K
Kitchen Fans – Several Fast Food restaurants have been known to re-direct the
extractor fans from their kitchens (at the back) to the street at the front of the building.
Thereby filling the surrounding area with the smell of fast food and enticing more
customer.
L
Line Of Sight – Advertisers make great use of line of sight, by working out, or
subliminally pushing, a customer to a particular position. The customer will then find
promotional material or displays directly between them and where they wish to go, the
stairs, exit, cashier etc.
.
Human Factors for Designers - space and environments
61. M
Mirrors.
N
Not Closing Down
O
Order Of Price
Human Factors for Designers - space and environments
62. M
Mirrors – Mirrors slow people down. Due to humans vain nature mirrors are regularly used on the front
of shops in shopping centres and high streets to slow down the traffic and make people spend time in
front of the shop. This is particularly true if they are next to Banks which speed people up.
N
Not Closing Down – There is a shop on Oxford Street in London which has been having a closing down
sale for the last 6 years! Advertising last minute discounts to be made, the retailers rely upon people's
instincts to catch those bargins before the shop closes. Using our fear of missing out on a deal, they
add a sense of urgency to what is in effect a selling off of cheap stock.
O
Order Of Price - Shops will often be laid out in order of price with the most expensive items being
encountered at the beginning of your visit and the cheapest at the end. This is done to play on our
sense of comparison, we are much more likely to spend money on accessories etc if we have just
agreed to buy an expensive item, as in comparison they will seem cheaper than had we encountered
them first.where they wish to go, the stairs, exit, cashier etc.
Human Factors for Designers - space and environments
63. P
Point Of Sale - Whilst you are waiting to pay retailers often install Point Of Sale displays, this is
especially prevalent in Supermarkets who install racks of chocolate to tempt bored children waiting
with their parents.
Power Display – Right inside the door at Gap & Old Navy, you will find a ‘power display’, a huge
horizontal bank of clothes, designed to act as a barrier to slow shoppers down. Functioning as a speed
bump this is to shorten the length of the Transition Zone and make people start shopping earlier.
Purple - Apparently the colour Light Purple is most likely to make customers feel like spending money!
Human Factors for Designers - space and environments
64. P
Point Of Sale - Whilst you are waiting to pay retailers often install Point Of Sale displays, this is
especially prevalent in Supermarkets who install racks of chocolate to tempt bored children waiting
with their parents.
Power Display – Right inside the door at Gap & Old Navy, you will find a ‘power display’, a huge
horizontal bank of clothes, designed to act as a barrier to slow shoppers down. Functioning as a speed
bump this is to shorten the length of the Transition Zone and make people start shopping earlier.
Purple - Apparently the colour Light Purple is most likely to make customers feel like spending money!
Human Factors for Designers - space and environments
65. Q
Queues – Queues are a great place for retailers to add impulse buys to your basket. Point Of Sale displays,
magazine racks, chocolate and other low cost items are often put here within easy reach of bored customers
to pick up. This is also a great place for advertisers to ply you with information on their products as you are a
captive bored market. This is used to effect anywhere a queue may form for example by the tills, changing
rooms or toilets.
R
Right – Upon walking through the Transition Zone most customers will veer to the right (US research).
Some think it is because the majority of people are right handed. You will therefore find a prominent display
just to the right after the Transition Zone. - As most people are right handed, you will also find that merchandise
a store is trying to promote will be positioned just to the right of major items to that it is within easy and natural
reach.
Human Factors for Designers - space and environments
66. S
Seats – Whilst installed to aid the shopper, benches also enable people to spend more time shopping in
a store, 100% of benches will be facing the merchandise. Even within shopping centres you will find
benches face shops and not the outside world, customers must remain focussed on the shopping experience.
Shuffle – Many shops have a policy of regularly rotating the stock, this happens especially in supermarkets
where people regularly shop for the same items. The idea obviously is to confront customers with a variety
of items aside from their regulars and encourage them to explore areas of the shop they may not usually visit.
T
Tiles – Supermarkets used to have a trick placing slightly smaller tiles on the floor in the more expensive
aisles of the shop. When a customer entered on of these aisles their trolley would click faster making them
think they were travelling faster and thereby subconsciously slow down and spend more time in that aisle.
Time – The longer customers spend in a shop the more they are likely to spend. Therefore shops work to
make sure customers have to spend the maximum amount of time in their stores, placing obstacles
constantly in the way of efficient shopping.
U
Upstairs – Shops will encourage you to enter the stores, and offer escalators up to the floors at the front,
however in order to leave you will often find that the only route down is via stairs at the back of the store.
This is to maximise shopping time. In clothing shops, men are generally sent upstairs, and then have to
find their way back through the women’s floor to get to the front door, usually being placed downstairs in
the lingerie dept, the one place men will impulse buy for their partners.
Human Factors for Designers - space and environments
67. S
Seats – Whilst installed to aid the shopper, benches also enable people to spend more time shopping in
a store, 100% of benches will be facing the merchandise. Even within shopping centres you will find
benches face shops and not the outside world, customers must remain focussed on the shopping experience.
Shuffle – Many shops have a policy of regularly rotating the stock, this happens especially in supermarkets
where people regularly shop for the same items. The idea obviously is to confront customers with a variety
of items aside from their regulars and encourage them to explore areas of the shop they may not usually visit.
T
Tiles – Supermarkets used to have a trick placing slightly smaller tiles on the floor in the more expensive
aisles of the shop. When a customer entered on of these aisles their trolley would click faster making them
think they were travelling faster and thereby subconsciously slow down and spend more time in that aisle.
Time – The longer customers spend in a shop the more they are likely to spend. Therefore shops work to
make sure customers have to spend the maximum amount of time in their stores, placing obstacles
constantly in the way of efficient shopping.
Human Factors for Designers - space and environments