E.1.3, E.1.4, E.1.5


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Describe why feedback, mapping, affordance are important considerations in human factors design

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E.1.3, E.1.4, E.1.5

  1. 1. Option E Human Factors Design Human Factors Design E.1.3 E.1.4 E.1.5
  2. 2. E.1.3 Describe why feedback is an important consideration in human factors design <ul><li>What is feedback? And why is it important in human factors design? </li></ul><ul><li>Give three further examples of feedback  </li></ul><ul><li>Examples of feedback such as the audible tone used when you depress the keys on a telephone keypad </li></ul>
  3. 3. E.1.4 Describe why mapping is an important consideration in human factor design <ul><li>Mapping relates to the correspondence between the layout of the controls and their required action, for example the layout of the controls on a cooker hob can take advantage of physical analogies and cultural standards to facilitate a users understanding of how it works </li></ul>
  4. 4. Ceramic Hob with Touch Controls
  5. 5. Car Park Ticket Payment
  6. 6. Task <ul><li>Describe three other instances where mapping is used and how the design can effect how the users uses them. </li></ul><ul><li>Intuitive design, explain what is meant by this. </li></ul><ul><li>Other terms used for mapping are ‘user interface design’ and ‘interaction design’. Are these valid descriptions? Discuss. </li></ul>
  7. 7. E.1.5 Describe why affordance is an important consideration in human factors design <ul><li>The word &quot;affordance&quot; was originally invented by the perceptual psychologist J. J. Gibson (1977, 1979) to refer to the actionable properties between the world and an actor (a person or animal). To Gibson, affordances are a relationship. They are a part of nature: they do not have to be visible, known, or desirable. </li></ul><ul><li>In product design, where one deals with real, physical objects, there can be both real and perceived affordances, and the two need not be the same. </li></ul>
  8. 8. <ul><li>In graphical, screen-based interfaces, all that the designer has available is control over perceived affordances. </li></ul><ul><li>The computer system, with its keyboard, display screen, pointing device (e.g., mouse) and selection buttons (e.g., mouse buttons) affords pointing, touching, looking, and clicking on every pixel of the display screen. </li></ul><ul><li>Most of this affordance is of no value. Thus, if the display does not have a touch-sensitive screen, the screen still affords touching, but it has no result on the computer system. </li></ul><ul><li>Essay by Donald A. Norman at http://www.jnd.org/dn.mss/affordances_and.html </li></ul>
  9. 9. Task <ul><li>Give four examples of affordance, and why it is so important in human factors design </li></ul><ul><li>Discuss why “the key point in product liability is that these affordances may invite actions that the manufacturer had not intended or foreseen.” and give an example </li></ul>Virtual Keyboard
  10. 10. Links <ul><li>http://www.williamson-labs.com/480_ergo.htm </li></ul><ul><li>http://www.williamson-labs.com/480_ergo.htm </li></ul><ul><li>http://acm.org/sigchi/chi96/proceedings/desbrief/Oosterholt/rho_txt.htm </li></ul><ul><li>http://www.infotech.monash.edu.au/units/ims5302/ </li></ul><ul><li>http://www.visualexpert.com/Resources/affordances.html </li></ul><ul><li>http://www.jnd.org/dn.mss/affordances_and.html </li></ul>