The document discusses human factors and ergonomics, which aims to optimize human well-being and system performance by understanding the interaction between humans and elements of a system. It covers cognitive ergonomics and how people process information. It also discusses human-centered design and how to design interactive systems based on user needs through methods like contextual design. Finally, it discusses cognitive biases, mental models, memory, perception and various laws and principles of human factors like Fitts' law.
by Samantha Adams, Met Office.
Originally purely academic research fields, Machine Learning and AI are now definitely mainstream and frequently mentioned in the Tech media (and regular media too).
We’ve also got the explosion of Data Science which encompasses these fields and more. There’s a lot of interesting things going on and a lot of positive as well as negative hype. The terms ML and AI are often used interchangeably and techniques are also often described as being inspired by the brain.
In this talk I will explore the history and evolution of these fields, current progress and the challenges in making artificial brains
From the FreshTech 2017 conference by TechExeter
www.techexeter.uk
by Samantha Adams, Met Office.
Originally purely academic research fields, Machine Learning and AI are now definitely mainstream and frequently mentioned in the Tech media (and regular media too).
We’ve also got the explosion of Data Science which encompasses these fields and more. There’s a lot of interesting things going on and a lot of positive as well as negative hype. The terms ML and AI are often used interchangeably and techniques are also often described as being inspired by the brain.
In this talk I will explore the history and evolution of these fields, current progress and the challenges in making artificial brains
From the FreshTech 2017 conference by TechExeter
www.techexeter.uk
Artificial Intelligence is advancing throughout the world. According to a study by Creative Strategies, 95% of mobile users are using AI-enabled voice assistance. It is hard to seek out a society that doesn’t use AI techniques. This technique brings numerous uses in a number of ways. It includes decision-making capabilities, diagnosis generation, identifying the connection between causes and consequences, forecasting events, controlling devices like smart sensors, mechanical arms, etc.
https://takeoffprojects.com/ai-based-projects
Describe what is Artificial Intelligence. What are its goals and Approaches. Different Types of Artificial Intelligence Explain Machine learning and took one Algorithm "K-means Algorithm" and explained
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
Artificial Intelligence is advancing throughout the world. According to a study by Creative Strategies, 95% of mobile users are using AI-enabled voice assistance. It is hard to seek out a society that doesn’t use AI techniques. This technique brings numerous uses in a number of ways. It includes decision-making capabilities, diagnosis generation, identifying the connection between causes and consequences, forecasting events, controlling devices like smart sensors, mechanical arms, etc.
https://takeoffprojects.com/ai-based-projects
Describe what is Artificial Intelligence. What are its goals and Approaches. Different Types of Artificial Intelligence Explain Machine learning and took one Algorithm "K-means Algorithm" and explained
Document with the most important design principles in the field of HCI.
It lists HCI principles in a quick way with examples of the real world, and links to research for further information. Use it to guide and base your decision rationale, wether you're designing software apps, websites, physical objects, marketing, etc.
“Progress and Challenges in Interactive Cognitive Systems”diannepatricia
A presentation by Pat Langley, University of Auckland, Director for Institute for the Study of Learning and Expertise, and 35 year contributor to Artificial Intelligence - his presentation to Cognitive Systems Institute Speaker Series on December 3, 2015.
Cognitive Science Perspective on User eXperience!Hamed Abdi
How can we use research and knowledge about the brain, the visual system, memory and Emotion to design more effective products, services and systems?
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You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
3. What is Human Factors?
or
What is Ergonomics?
Vitruvian Man, Leonardo da Vinci
Question
4. Human Factors or Ergonomics is the scientific discipline
concerned with the understanding of interactions among
humans and other elements of a system [humans, services,
processes, things], and the profession that applies theory,
principles, data and methods to design to optimize human
well-being and overall system performance.
International Ergonomics Association
5. HFES (Human Factors and Ergonomics Society) has developed a technical standard
in conjunction with the American National Standards Institute:
• ANSI/HFES 100-2007, Human Factors Engineering for Computer Workstations
• HFES 200, Human Factors Engineering of Software User Interfaces
• HFES 200.1: Introduction
• HFES 200.2: Accessibility
• HFES 200.3: Interaction Techniques
• HFES 200.4: Interactive Voice Response
• HFES 200.5: Visual Presentation and Use of Color
• HFES 300, Guidelines for Using Anthropometric Data in Product Design
6. Cognitive Ergonomics
Cognitive ergonomics (Cognetics) studies cognition
or mental processes, such as:
• Attention
• Perception
• Memory
• Reasoning
• Prediction
• Learning
• Motor Response
• Decision Making
• Problem Solving
• etc.
8. Human[User]-centered design is an approach to interactive
systems development that aims to make systems usable and
useful by focusing on the users, their needs and
requirements, and by applying human factors/ergonomics,
usability knowledge, and techniques.
ISO 9241-210:2010
17. Common Cognitive Biases
UX Designer
ConfirmationBias
Observer-Expectancy
Effect
Participants
SocialDesirability
Bias
HawthorneEffect
Research Design
WordingBias
SamplingBias
18. “
“To break a mental model is harder than splitting the
atom.”
• Albert Einstein (Scientist & Theoretical Physicist)
19.
20.
21. Mental Models
Mental models are knowledge structures that
individuals construct to understand and explain their
experiences. The models are constrained by the
individuals’ implicit theories about these experiences,
which can be more or less accurate.
(Johnson-Laird, 2001)
• A mental model is based on belief, not facts.
• Individual users each have their own mental model.
How People Form Mental Models
• Observation
• Immersive Experience Emotion
• Culture
25. Counterfactual Thinking
Counterfactual thoughts are mental representations of
alternatives to past events, actions, or states.
Why do we have counterfactual thoughts?
• Risk Aversion
• Behavior Intention
• Goal-Directed Activity
• Collective Action
• Benefits and Consequences
Platonia (Multiverse Theory)
30. Why cognitive load matters in web design?
• Raise of bounce rate
• Shallow depth of user visits
• Raise of time per visit without raise of conversion
• Decrease of conversion
• Decrease of the number of returning users
How to reduce cognitive load?
• Be Predictable
• Use schemes that already exist and users know them
• Make instructions simple (Content Strategy)
• Design mindful of how users read online
• Reduce visual clutter
• Reduce number of tasks user has to perform
• Reduce amount of information user has to keep in mind
• etc.
31.
32.
33. “
“I hear and I forget. I see and I remember. I do and I
understand.”
• Confucius (Philosopher)
48. “
“Where there is no law, there is no freedom.”
• John Locke (Philosopher)
49. 01. Doherty Threshold
Productivity soars when a computer and its users
interact at a pace (<400ms) that ensures that neither
has to wait on the other.
• Provide system feedback within 400ms in order to keep users’
attention and increase productivity.
50. 02. Fitts’s Law
The time to acquire a target is a function of the
distance to and size of the target.
• Make elements you wish to be easily selectable large and
position them close to users.
• This law especially applies to buttons, which the purpose of
these elements is to be easy to find and select.
51. 03. Hick’s Law
The time it takes to make a decision increases with the
number and complexity of choices.
• More choices results in longer to think about these choices
and make a decision.
• Simplify choices for the user to ensure by breaking complex
tasks into smaller steps.
• Avoid overwhelming users by highlighting recommended
options.
52. 04. Jakob’s Law
Users spend most of their time on other sites. This
means that users prefer your site to work the same
way as all the other sites they already know.
• You can simplify the learning process for users by providing
familiar design patterns.
53. 05. Law of Common Region
Elements tend to be perceived into groups if they are
sharing an area with a clearly defined boundary.
• Adding borders (creating common regions) around an
element or group of elements is an easy way to create
separation from surrounding elements.
54. 06. Law of Pragnanz
People will perceive and interpret ambiguous or
complex images as the simplest form possible,
because it is the interpretation that requires the least
cognitive effort of us.
• The human eye likes to find simplicity and order in complex
shapes because it prevents us from becoming overwhelmed
with information.
55. 07. Law of Proximity
Objects that are near, or proximate to each other, tend
to be grouped together.
• The law of proximity is useful by allowing users to group
different clusters of content at a glance.
56. 08. Law of Similarity
The human eye tends to perceive similar elements in a
design as a complete picture, shape, or group, even if
those elements are separated.
• Ensure that links and navigation systems are visually
differentiated from normal text elements, and are
consistently styled.
57. 09. Law of Uniform Connectedness
Elements that are visually connected are perceived as
more related than elements with no connection.
• Group functions of a similar nature so they are visually
connected via colors, lines, frames, or other shapes.
58. 10. Miller’s Law
The average person can only keep 7 (plus or minus 2)
items in their working memory.
• Chunking is an effective method of presenting groups of
content in a manageable way. Organize content in groups of
5-9 items at a time.
59. 11. Occam’s Razor
Among competing hypotheses that predict equally
well, the one with the fewest assumptions should be
selected.
• Analyze each element and remove as many as possible,
without compromising the overall function.
60. 12. Pareto Principle
The Pareto principle states that, for many events,
roughly 80% of the effects come from 20% of the
causes.
• Focus the majority of effort on the areas that will bring the
largest benefits to the most users.
61. 13. Parkinson’s Law
Any task will inflate until all of the available time is
spent.
• Focus the majority of effort on the areas that will bring the
largest benefits to the most users.
62. 14. Serial Position Effect
Users have a propensity to best remember the first
and last items in a series.
• Placing the least important items in the middle of lists can be
helpful because these items tend to be stored less frequently
in long-term and working memory.
• Positioning key actions on the far left and right within
elements such as navigation can increase memoriziation.
63. 15. Tesler’s Law
Tesler's Law, also known as The Law of Conservation of
Complexity, states that for any system there is a
certain amount of complexity which cannot be
reduced.
64. 16. Von Restorff Effect
The Von Restorff effect, also known as The Isolation
Effect, predicts that when multiple similar objects are
present, the one that differs from the rest is most
likely to be remembered.
• Make important information or key actions visually
distinctive.
65. 17. Zeigarnik Effect
People remember uncompleted or interrupted tasks
better than completed tasks.
• Use progress bars for complex tasks to visually indicate when
a task is incomplete, and thus increase the likelyhood it will
be completed.
66. “
“We become what we behold. We shape our tools
and then our tools shape us.”
• Marshall McLuhan (Philosopher)
67.
68. Eye Tracking
Eye tracking is the process of measuring either the point of gaze
(where one is looking) or the motion of an eye relative to the head.
The most commonly visualizations methods are:
• Animated representations of a point on the interface
• Static representations of the saccade path
• Heat maps
• Blind zones maps, or focus maps
69.
70.
71. Eye Tracking Metrics
Engagement
• Number of Fixation
• Total dwell time
• Percentage of time on an area
Processing
• Fixation
• Duration
Findability
• Time to first fixation
• Number of fixations
• Prior to first fixation
Processing Order
• Gaze path
Comprehension
• Repeat fixations
Workload/Excitement
• Pupil dilation