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Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects environmental
aspects-marketing aspects-team aspects-legal
aspects-presentation aspects.
UNIT
4
Human Factors in Design
• A person provides energy to the system by applying
forces and torques with human muscle power
• People also provide signal information through their
senses of sight, hearing, touch
Human Factors in Design
Human factors Engineering is the scientific discipline
concerned with the understanding of interactions among
humans and other elements of a system.
It is a profession that applies theory, principles and data
to design in order to optimize human well-being and
overall system performance.
Human Factors in Design
It is important to consider the below human factors while
designing the product
• Human physical effort
• Sensory Input
• Reaction time
• Anthropometric data
• Human Physical effort
• Human muscle output is typically applied to a machine at a control interface,
like a brake pedal, switch, handwheel, knob, lever, handle etc
• The above device should be studied for the force, moment needed for the
operation
• Awkward and extreme motions should be avoided for the user
• Location of the controls should be such that bending and movement of spine
are not required
Human Factors in Design
• Sensory Input
• Sense of hearing could be used to indicate trouble
• In visual displays provide sufficient illumination
• Tactile stimulation could be used to feel the surface characteristics (rough,
smooth, hot, cold, sharp, blunt)
Human Factors in Design
• Reaction time
• The reaction time is made up of several actions. We receive information in the
form of a sensory signal, interpret it in the form of a set of choices, predict the
outcomes of each choice, evaluate the consequence of each choice, and then
select the best choice.
Human Factors in Design
• Anthropometric data
• Anthropometrics is the field of human factors that deals with the
measurements of the human body. Humans vary in size.
• Variations in such factors as height when standing, shoulder width, length and
width of fingers, arm reach and eye height on sitting need to be considered
when designing products.
Human Factors in Design
• Design for Serviceability
• Serviceability is concerned with the ease with which maintenance can be
performed on a product
Human Factors in Design
What is Ergonomics?
Prof. Wojciech Jastrzebowski
in Poland in 1857:
From two Greek words
Ergon meaning work
and
Nomos meaning principles or laws
Ergonomics = The Science of Work
Common Definitions
“Ergonomics is essentially fitting the workplace to the
worker. The better the fit the higher the level of
safety and worker efficiency.” Fitting the Task to the
Human ~ Grandjean 1990
“Ergonomics removes barriers to quality, productivity
and human performance by fitting products, tasks,
and environments to people.” ErgoWeb.com
What is Ergonomics?
from Mike Mandel, Making Good Time (CMP Bulletin vol. 8 no. 2, California
Museum of Photography, UC California, Riverside, 1989)
First Mouse (Douglas Engelbart and William English,
1964)
Modern Input Devices
Aspects of Ergonomics
Safety
Comfort
Ease of use
Productivity/performance
Physical Ergonomics
It is concerned with human anatomical, physiological and
biomechanical characteristics.
It deals with the below items
Work postures
Material Handling
Repetitive movements
Workplace layout
Safety and Health
Cognitive Ergonomics
It is concerned with mental processes, such as perception, memory,
reasoning, and motor response.
It deals with
Decision Making
Human reliability
Work Stress
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects environmental
aspects-marketing aspects-team aspects-legal
aspects-presentation aspects.
UNIT
4
User-Friendly Design
• Simplify tasks
• Make the controls and their functions obvious
• Make controls easy to use
• Match the intentions of the human with the actions required by the
system
• Use mapping
• Displays should be clear, visible, large enough to read easily, and
consistent in direction
• Provide feedback
• Utilize constraints to prevent incorrect action
• Standardize
User-Friendly Design
• Simplify tasks
• The product should look simple to operate, with a minimum number of
controls and indicators.
User-Friendly Design
• Simplify tasks
• The product should look simple to operate, with a minimum number of
controls and indicators.
User-Friendly Design
• Make the controls and functions obvious
• Place the controls for a function adjacent to the device that is controlled.
• Make controls easy to use
• Place the controls left to right in the sequence they are used.
• Key controls should be located near the operator right hand
• Shape knobs and handles of controls differently so they are distinguishable by
look and by touch
User-Friendly Design
• Match the intentions of the human with the actions required by the
system:
• The design should be such that when a person interacts with it there is only
one obviously correct thing to do.
User-Friendly Design
• Use mapping:
• Make the control reflect, or map, the operation of the mechanism. For
example, the seat position control in an automobile could have the shape of a
car seat, and moving it up should move the seat up. Place the controls left to
right in the sequence they are used.
User-Friendly Design
• Displays should be clear, visible, large enough to read easily, and
consistent in direction:
• Analog displays are preferred for quick reading and to show changing
conditions. Digital displays provide more precise information. Locate the
displays where viewing would be expected.
User-Friendly Design
• Provide feedback:
• The product must provide the user with a clear, immediate response to any
actions taken. This feedback can be provided by a light, a sound, or displayed
information. The clicking sound and flashing dashboard light, in response to
actuating an automobile turn signal, is a good example.
User-Friendly Design
• Utilize constraints to prevent incorrect action:
• Do not depend on the user always doing the correct thing. Controls should be
designed so that an incorrect movement or sequence is not possible. An
example is the automatic transmission that will not go into reverse when the
car is moving forward.
User-Friendly Design
• Standardize:
• It pays to standardize on the arrangement and operation of controls because
it increases the users knowledge. For example, in early days the placement of
the brake, clutch, and accelerator pedals in an automobile was arbitrary, but
once standardized they become part of the user knowledge base and should
not be changed.
What is Human Factors?
Applications of Human
Factors:
• Computer Technology
• Hardware
• Software
• Consumer Electronics
• Televisions
• Audio
• Integrated Solutions
• Cell Phones
• Appliances
• Tools
• Vehicular
• Marine
• Aviation
• Space
• Everything people interact with!
General Human Factors Application
• HF is applied to Human Machine Systems:
• Manual Systems
• Mechanical Systems
• Automated Systems
• HF focuses upon human interaction with:
• Products
• Equipment
• Facilities
• Procedures
• Environments
• Emphasis is on human beings, and on engineering to
meet the capabilities of humans
Human Factors Application
This innovative office design improves
productivity and efficiency by 4.35%
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects
environmental aspects-marketing aspects-team
aspects-legal aspects-presentation aspects.
UNIT
4
Aesthetics
• Aesthetics is something that appeals to the senses.
• It relates to our emotions.
• Someone’s aesthetics has to do with her perceptual judgement
Aesthetics
• Industrial design deals with aesthetic appeal of the product and ergonomics.
• Engineers work from inside out whereas industrial designers work from
outside in.
VISUAL ASPECTS OF AESTHETICS
• Visual aesthetics can be considered as hierarchy of human response to
stimuli. There are three levels in visual aspects.
• First level deals with visual neatness.
• Shape
• symmetry
• Color
VISUAL ASPECTS OF AESTHETICS
• Second level is about recognition of functionality or utility of the design.
• Examples
• Broad base suggest stability
• Streamlined shape suggest speed
• Visual separation from base suggest motion or action
VISUAL ASPECTS OF AESTHETICS
• Third level in is about prevailing fashion, taste or culture.
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects
environmental aspects-marketing aspects-team
aspects-legal aspects-presentation aspects.
UNIT
4
Design for Environment
Examine all the ways that the product negatively impacts the
environment and eliminate or minimize them using design.
Design for Environment
• Design for the minimal use of materials and energy
• Achieve minimum weight without affecting quality and performance
• Avoid overdesigning
• Reduce waste
• Scrap
• Defective components
• Goods damaged in shipping
• Use packing materials that can be recovered, recycled and reused
Design for Environment
• Design for disassembly
• Remanufacture, reuse, and recycling of components require the ability to
economically remove the most valuable components when the product
reaches the end of its useful life.
Design for Environment
• Design for recycling
• Many metals and polymers can be recycled and put back into the materials
stream, thereby saving raw materials and energy. However, most of these
materials can be readily contaminated by the presence of even a relatively
small amount of another material.
• For example, only about 0.5% of copper in a heat of steel will embrittle it and
make the steel useless as an engineering material.
Design for Environment
• Design for waste reduction in processing
• Wastes are produced when materials are processed
• Amount of waste produced depend on the manufacturing process
• Select appropriate material and manufacturing for reducing waste in
processing
Design for Environment
• Design for workplace hazards
• The overall design should consider the people who work on the production
line to make the product. They should not be put at risk by environmental
hazards. This includes such harmful effects as exhaust gases from machines,
smoke, exposure to very high or very low temperatures, noise, or radiation.
• Allowable workplace conditions are spelled out by government regulations.
Design for Environment
• Avoid using hazardous or undesirable materials
• Example - Avoid use of CFC
Design for Environment
• Increase the useful lifetime of the product
Design for Environment
• Minimize emissions
• A polluting product is a defective product
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects environmental
aspects-marketing aspects-team aspects-legal
aspects-presentation aspects.
UNIT
4
MARKETING ASPECTS
Marketing is concerned with the interaction between the
corporation and the customer.
Customers for a product are called a market
MARKETING ASPECTS
Market Segmentation
In developing a product, it is important to have a clear understanding
of which segments of the total market the product is intended to
serve.
There are many ways to segment a market
• Sociological factors—age, gender, income, occupation
• Location—urban, suburban, rural; regions of the country or world
• attitudes, values, and lifestyles of potential customers
• Loyalty: to your brand; to competitor’s brand; indifferent
MARKETING ASPECTS
Functions of Marketing department
Marketing assessment
Scoping of potential sales
Market study (face to face interview, focus group, etc)
Customer tests
Preparing of user manual and documentation
Advising on advertising
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects environmental
aspects-marketing aspects-team aspects-legal
aspects-presentation aspects.
UNIT
4
Team members taking on different tasks and responsibilities, the work
gets finished more quickly
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects environmental
aspects-marketing aspects-team aspects
-legal aspects-presentation aspects.
UNIT
4
LEGAL AND ETHICAL ASPECTS
The following are the examples where an engineer is concerned with
legal and ethical issue
Preparation of contract
Review of contract
Reverse engineering the product
Protecting the intellectual property
Product liability
• Breach of contract
• Negligence
• Fraud
Human factors in design, ergonomics, user friendly
design-Aesthetics and visual aspects environmental
aspects-marketing aspects-team aspects-legal
aspects-presentation aspects.
UNIT
4
Product presentation
Things to consider when preparing for a presentation
• Objective of the presentation
• Target audience
• Orientation
Product presentation
Outline of presentation
• Introduction about the speaker and objective of the presentation
• Agenda
• Company Information
• Positioning
• Product description
• Benefits
• Examples/Successes
• Summary

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Human and societal aspects

  • 1. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 2. Human Factors in Design • A person provides energy to the system by applying forces and torques with human muscle power • People also provide signal information through their senses of sight, hearing, touch
  • 3. Human Factors in Design Human factors Engineering is the scientific discipline concerned with the understanding of interactions among humans and other elements of a system. It is a profession that applies theory, principles and data to design in order to optimize human well-being and overall system performance.
  • 4. Human Factors in Design It is important to consider the below human factors while designing the product • Human physical effort • Sensory Input • Reaction time • Anthropometric data
  • 5. • Human Physical effort • Human muscle output is typically applied to a machine at a control interface, like a brake pedal, switch, handwheel, knob, lever, handle etc • The above device should be studied for the force, moment needed for the operation • Awkward and extreme motions should be avoided for the user • Location of the controls should be such that bending and movement of spine are not required Human Factors in Design
  • 6. • Sensory Input • Sense of hearing could be used to indicate trouble • In visual displays provide sufficient illumination • Tactile stimulation could be used to feel the surface characteristics (rough, smooth, hot, cold, sharp, blunt) Human Factors in Design
  • 7. • Reaction time • The reaction time is made up of several actions. We receive information in the form of a sensory signal, interpret it in the form of a set of choices, predict the outcomes of each choice, evaluate the consequence of each choice, and then select the best choice. Human Factors in Design
  • 8. • Anthropometric data • Anthropometrics is the field of human factors that deals with the measurements of the human body. Humans vary in size. • Variations in such factors as height when standing, shoulder width, length and width of fingers, arm reach and eye height on sitting need to be considered when designing products. Human Factors in Design
  • 9. • Design for Serviceability • Serviceability is concerned with the ease with which maintenance can be performed on a product Human Factors in Design
  • 10.
  • 11.
  • 12. What is Ergonomics? Prof. Wojciech Jastrzebowski in Poland in 1857: From two Greek words Ergon meaning work and Nomos meaning principles or laws Ergonomics = The Science of Work
  • 13. Common Definitions “Ergonomics is essentially fitting the workplace to the worker. The better the fit the higher the level of safety and worker efficiency.” Fitting the Task to the Human ~ Grandjean 1990 “Ergonomics removes barriers to quality, productivity and human performance by fitting products, tasks, and environments to people.” ErgoWeb.com What is Ergonomics?
  • 14. from Mike Mandel, Making Good Time (CMP Bulletin vol. 8 no. 2, California Museum of Photography, UC California, Riverside, 1989)
  • 15.
  • 16. First Mouse (Douglas Engelbart and William English, 1964)
  • 18.
  • 19. Aspects of Ergonomics Safety Comfort Ease of use Productivity/performance
  • 20. Physical Ergonomics It is concerned with human anatomical, physiological and biomechanical characteristics. It deals with the below items Work postures Material Handling Repetitive movements Workplace layout Safety and Health
  • 21. Cognitive Ergonomics It is concerned with mental processes, such as perception, memory, reasoning, and motor response. It deals with Decision Making Human reliability Work Stress
  • 22. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 23. User-Friendly Design • Simplify tasks • Make the controls and their functions obvious • Make controls easy to use • Match the intentions of the human with the actions required by the system • Use mapping • Displays should be clear, visible, large enough to read easily, and consistent in direction • Provide feedback • Utilize constraints to prevent incorrect action • Standardize
  • 24. User-Friendly Design • Simplify tasks • The product should look simple to operate, with a minimum number of controls and indicators.
  • 25. User-Friendly Design • Simplify tasks • The product should look simple to operate, with a minimum number of controls and indicators.
  • 26. User-Friendly Design • Make the controls and functions obvious • Place the controls for a function adjacent to the device that is controlled. • Make controls easy to use • Place the controls left to right in the sequence they are used. • Key controls should be located near the operator right hand • Shape knobs and handles of controls differently so they are distinguishable by look and by touch
  • 27. User-Friendly Design • Match the intentions of the human with the actions required by the system: • The design should be such that when a person interacts with it there is only one obviously correct thing to do.
  • 28. User-Friendly Design • Use mapping: • Make the control reflect, or map, the operation of the mechanism. For example, the seat position control in an automobile could have the shape of a car seat, and moving it up should move the seat up. Place the controls left to right in the sequence they are used.
  • 29. User-Friendly Design • Displays should be clear, visible, large enough to read easily, and consistent in direction: • Analog displays are preferred for quick reading and to show changing conditions. Digital displays provide more precise information. Locate the displays where viewing would be expected.
  • 30. User-Friendly Design • Provide feedback: • The product must provide the user with a clear, immediate response to any actions taken. This feedback can be provided by a light, a sound, or displayed information. The clicking sound and flashing dashboard light, in response to actuating an automobile turn signal, is a good example.
  • 31. User-Friendly Design • Utilize constraints to prevent incorrect action: • Do not depend on the user always doing the correct thing. Controls should be designed so that an incorrect movement or sequence is not possible. An example is the automatic transmission that will not go into reverse when the car is moving forward.
  • 32. User-Friendly Design • Standardize: • It pays to standardize on the arrangement and operation of controls because it increases the users knowledge. For example, in early days the placement of the brake, clutch, and accelerator pedals in an automobile was arbitrary, but once standardized they become part of the user knowledge base and should not be changed.
  • 33. What is Human Factors? Applications of Human Factors: • Computer Technology • Hardware • Software • Consumer Electronics • Televisions • Audio • Integrated Solutions • Cell Phones • Appliances • Tools • Vehicular • Marine • Aviation • Space • Everything people interact with!
  • 34. General Human Factors Application • HF is applied to Human Machine Systems: • Manual Systems • Mechanical Systems • Automated Systems • HF focuses upon human interaction with: • Products • Equipment • Facilities • Procedures • Environments • Emphasis is on human beings, and on engineering to meet the capabilities of humans
  • 35. Human Factors Application This innovative office design improves productivity and efficiency by 4.35%
  • 36. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 37. Aesthetics • Aesthetics is something that appeals to the senses. • It relates to our emotions. • Someone’s aesthetics has to do with her perceptual judgement
  • 38.
  • 39. Aesthetics • Industrial design deals with aesthetic appeal of the product and ergonomics. • Engineers work from inside out whereas industrial designers work from outside in.
  • 40. VISUAL ASPECTS OF AESTHETICS • Visual aesthetics can be considered as hierarchy of human response to stimuli. There are three levels in visual aspects. • First level deals with visual neatness. • Shape • symmetry • Color
  • 41. VISUAL ASPECTS OF AESTHETICS • Second level is about recognition of functionality or utility of the design. • Examples • Broad base suggest stability • Streamlined shape suggest speed • Visual separation from base suggest motion or action
  • 42. VISUAL ASPECTS OF AESTHETICS • Third level in is about prevailing fashion, taste or culture.
  • 43. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 44. Design for Environment Examine all the ways that the product negatively impacts the environment and eliminate or minimize them using design.
  • 45. Design for Environment • Design for the minimal use of materials and energy • Achieve minimum weight without affecting quality and performance • Avoid overdesigning • Reduce waste • Scrap • Defective components • Goods damaged in shipping • Use packing materials that can be recovered, recycled and reused
  • 46. Design for Environment • Design for disassembly • Remanufacture, reuse, and recycling of components require the ability to economically remove the most valuable components when the product reaches the end of its useful life.
  • 47. Design for Environment • Design for recycling • Many metals and polymers can be recycled and put back into the materials stream, thereby saving raw materials and energy. However, most of these materials can be readily contaminated by the presence of even a relatively small amount of another material. • For example, only about 0.5% of copper in a heat of steel will embrittle it and make the steel useless as an engineering material.
  • 48. Design for Environment • Design for waste reduction in processing • Wastes are produced when materials are processed • Amount of waste produced depend on the manufacturing process • Select appropriate material and manufacturing for reducing waste in processing
  • 49. Design for Environment • Design for workplace hazards • The overall design should consider the people who work on the production line to make the product. They should not be put at risk by environmental hazards. This includes such harmful effects as exhaust gases from machines, smoke, exposure to very high or very low temperatures, noise, or radiation. • Allowable workplace conditions are spelled out by government regulations.
  • 50. Design for Environment • Avoid using hazardous or undesirable materials • Example - Avoid use of CFC
  • 51. Design for Environment • Increase the useful lifetime of the product
  • 52. Design for Environment • Minimize emissions • A polluting product is a defective product
  • 53. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 54. MARKETING ASPECTS Marketing is concerned with the interaction between the corporation and the customer. Customers for a product are called a market
  • 55. MARKETING ASPECTS Market Segmentation In developing a product, it is important to have a clear understanding of which segments of the total market the product is intended to serve. There are many ways to segment a market • Sociological factors—age, gender, income, occupation • Location—urban, suburban, rural; regions of the country or world • attitudes, values, and lifestyles of potential customers • Loyalty: to your brand; to competitor’s brand; indifferent
  • 56. MARKETING ASPECTS Functions of Marketing department Marketing assessment Scoping of potential sales Market study (face to face interview, focus group, etc) Customer tests Preparing of user manual and documentation Advising on advertising
  • 57. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 58. Team members taking on different tasks and responsibilities, the work gets finished more quickly
  • 59.
  • 60.
  • 61.
  • 62.
  • 63. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects -legal aspects-presentation aspects. UNIT 4
  • 64. LEGAL AND ETHICAL ASPECTS The following are the examples where an engineer is concerned with legal and ethical issue Preparation of contract Review of contract Reverse engineering the product Protecting the intellectual property Product liability • Breach of contract • Negligence • Fraud
  • 65.
  • 66. Human factors in design, ergonomics, user friendly design-Aesthetics and visual aspects environmental aspects-marketing aspects-team aspects-legal aspects-presentation aspects. UNIT 4
  • 67. Product presentation Things to consider when preparing for a presentation • Objective of the presentation • Target audience • Orientation
  • 68. Product presentation Outline of presentation • Introduction about the speaker and objective of the presentation • Agenda • Company Information • Positioning • Product description • Benefits • Examples/Successes • Summary