IE 361 – HUMAN
FACTOR ENGINEERING
Lecturer Set 2 – Research Methods in HF
University of Engineering and Technology, Peshawar
DESIGN AND
EVALUATION
Human Factors Engineering
SKILLS
AFTER THIS LECTURE YOU WILL BE ABLE TO:
Brief Review:: Areas of research in field of Human Factor
Engineering
Understand the relationship between causal independent
variables
LEARNING OBJECTIVES
CASE – THOMAS EDISON
Great Inventor and a Poor Businessman
Phonograph vs Cylinder
A Technology-Centre Device
Case :: Disc of Un-Known Artist Vs Known ????
BEING FIRST, BEING BEST AND
EVEN BEING RIGHT DOES NOT
MATTERS
What matters is what your customers wants
HUMAN FACTORS DESIGN
ACTIVITIES
Design product/system interfaces
Modify designs/correct design flaws
Safety activities (warnings, analyses)
Develop training programs/materials
COST/BENEFIT ANALYSIS
COSTS BENEFITS
• HF personnel salaries • More effective product
• Extended time to product release • Safer product
• Analysis tools (software, video) • Cheaper to change design early in development
• Prototyping • Higher sales
• Increased development cost • Fewer liability suits
What other costs and benefits of HF activity in product/system
design can you think of?
SYSTEM DEVELOPMENT AND HF ACTIVITIES
• Stage 1. Front-End Analysis*
• user analysis • Stage 4. Design of Support Materials
• function analysis • develop manuals
• preliminary task analysis • Stage 5. System Production
• environmental analysis • Stage 6. Implementation and Evaluation
• system specifications • experiments to evaluate system
• Stage 2. Conceptual Design* • Stage 7. System Operation/Maintenance
• function allocation • monitor system performance
• (also known as task allocation) is a classic • Stage 8. System Disposal
human factors method for deciding whether
a particular function will be accomplished
by a person, technology (hardware or
software) or some mix of person and
technology
• support conceptual design
• Stage 3. Iterative Design and Testing*
• task analysis
• interface design & prototyping
• heuristic evaluation
• cost/benefit analysis of alternatives
• workload analysis (simulation & modeling)
• safety analysis
ROLE OF HUMAN FACTORS
User-Centered Design: To Centre the design around the user
Systems designed to fit people (not vice-versa).
Reduces training time.
Minimizes human error.
Improves comfort, safety, and productivity.
USER-CENTERED DESIGN
1. Early focus on the user and tasks
2. Empirical measurements
questionnaires, usability studies, data collection
3. Iterative design
prototyping of interface
4. Participatory design
user input to design, preferences
SOURCES FOR DESIGN DATA
Data Compendiums
Engineering Data Compendium: Human Perception and Performance
Published 4 Vol Publication by Boff and Lincoln (1988)
Human Factors Design Standards
MIL-STD-1472D (MILITARY anthropometry, ergonomic specs)
ANSI/HFES-100 (VDT specs)
ANSI/HFES-200 (software specs)
OSHA standards
General HF Principles/Guidelines
Textbooks (by topic: interface design, aviation, software)
Research Journals (Human Factors, Ergonomics, Applied Ergonomics)
Handbooks (Handbook of Human Factors)
Conferences (CHI, HFES, IEA)
Workshops (U of Mich)
HUMAN FACTORS RESEARCH JOURNALS
Human Factors
Proceedings of Human Factors and Ergonomics Society
Annual Conference
Proceedings of Interservice/Industry Training Systems and Education
Conference
Ergonomics
Applied Ergonomics
Human Factors and Aerospace Safety
The International Journal of Aviation Psychology
Human Performance
Transportation Research
IEEE
And more
FRONT-END ANALYSIS
ANSWERS THE FOLLOWING QUESTIONS:
1. Who are the users?
Consumers, trainers, maintainers, etc.
2. What functions are performed by system?
Allocate functions to machine or person
3. What are the environmental conditions where system will be used?
Noise, temperature, pressures, etc.
4. What are users’ preferences/requirements?
Color, functions, shape, etc.
5. What are constraints to design of the system?
Space, regulations, costs, resources
6. What are the HF criteria for design solutions?
Shorter training time, less accidents, higher performance
FRONT-END ANALYSIS
USER ANALYSIS
Who are the intended users?
Age
Experience level
Intellectual level
Anthropometrics (size & shape)
Strength
Culture & Language
Disabilities (sight, hearing, mobility)
Why does the drive- thru ATM have Braille on its controls?
What are the characteristics of Cell Phone consumers?
FRONT-END ANALYSIS
ENVIRONMENT ANALYSIS
Where will the tasks be completed and under what conditions?
Indoors/outdoors
Temperature/humidity
Lighting levels
Noise levels
Vibration
Gravity
Special clothing/gear requirements
• How would the design of a radio transmitter differ if the intended
users were researchers in Antarctica?
• Would a standard vending machine work on the space station? If
not, how would you design a vending machine for that purpose?
FRONT-END ANALYSIS
FUNCTION/PRELIMINARY TASK ANALYSIS
Function Analysis: What are the basic functions of the system?
Example: The function of a wheel barrow is to move objects to the
work site.
Preliminary Task Analysis: What are the jobs, duties, tasks, and
actions that user will be performing?
Example: Tasks to be performed with a wheel barrow include
loading it with dirt/building materials,
transporting,
mixing,
dumping materials,
cleaning,
maintaining, and
storing wheel barrow.
FRONT-END ANALYSIS
PRELIMINARY TASK ANALYSIS
Preliminary Task Analysis Methods:
• Interviews
• Focus Groups
• Observation
• Questionnaires
Used prior to design to learn how intended users perform their jobs.
What method(s) would you use if you were designing a new library
cataloguing system?
FRONT-END ANALYSIS
USER PREFERENCES & REQUIREMENT’S
When different design options are available, must determine the
intended users preferences and needs (perhaps determined
through focus groups).
User preference issues include:
What components are automated
Color features/aesthetics
Balance between performance and preference
What makes other products popular/unpopular
What can be made adjustable and what cannot
Feasibility of user’s demands
CONCEPTUAL DESIGN ACTIVITIES
FUNCTION ALLOCATION
Function Allocation: the assigning of tasks to humans or machine taking into
account human vs. machine capabilities and limitations
Fitt’s List (1951)
Things Humans Do Well Things Machines Do Well
Ability to: Ability to:
• Detect small amounts of visual or acoustic • Respond quickly to control signals, and to
energy apply great force smoothly and precisely
• Perceive patterns of light or sound • Perform repetitive, routine tasks
• Improvise and use flexible procedures • Store information briefly and then to erase
• Store very large amounts of information it completely
for long periods and to recall relevant • Reason deductively, including
facts at the appropriate time computational ability
• Reason inductively • Handle highly complex operations, i.e., to
• Exercise judgment do many different things at once
Is Fitt’s list still appropriate 50+ years later?
CONCEPTUAL DESIGN ACTIVITIES
DECISION/ACTION & FUNCTIONAL FLOW ANALYSES
Decision/Action and Functional Flow Analyses: Procedures for
identifying and depicting the sequence of functions, actions, and (See homework
decisions made by the system (user included as part of system). assignment)
Example: Programming your TV BOX to record a show
Thursday night at 7:30 on NEWS Network
Access “use up & down Determine
Press input arrows to When show
“Program” menu indicate selection” airs
Hit arrow Press Box accepts Hit arrow Press Box accepts
to indicate “Enter” Input, moves to indicate “Enter” Input, moves
day button to next field time button to next field
“Program complete Yes No
Hit arrow Press Select another Press
Box accepts or
to indicate “Enter” program or press “End”
Input No
channel button End to finish”
Yes
CONCEPTUAL DESIGN ACTIVITIES
TYPICAL DESIGN MEETING
Brainstorming
Story-Boarding
ITERATIVE DESIGN AND TESTING
ITERATIVE DESIGN AND TESTING
TASK ANALYSIS (DETAILED)
Once the Front End Analysis has been performed the designers
have an understanding of user’s needs.
Purpose of Detailed Task Analysis is to identify:
User goals and activities
Tasks required to achieve goals
Conditions under which task is performed
Expected outcomes of tasks
Equipment needed to perform tasks
Complex decision making, problem solving, diagnoses*
Complex rule structures dependent on situation*
* Part of Cognitive Task Analysis
TASK ANALYSIS METHODS
INTERVIEWS
Interviews: Questioning subject matter experts to get them to explain what they
do on the job.
Tries to answer questions such as:
How do you perform the task?
Why do you perform the task?
Under what conditions do you perform the task?
What happens before and after performing the task?
What are the consequences of performing or not performing the task?
Advantage: simple to use
Disadvantage: SMEs may not be good at describing tasks
TASK ANALYSIS METHODS
OBSERVATION
Observation: Watch and take notes of people performing the task
Suggestions:
Be unobtrusive
Use video if possible and with approval
Review observations with SMEs
Advantages: See what workers do, not what they say they do.
Disadvantages: Does not capture cognitive processes.
TASK ANALYSIS METHODS
THINK-ALOUD VERBAL PROTOCOL
Think-Aloud Verbal Protocol: Worker state what they are thinking as
they perform the task
Concurrent – verbalize as performing the task
Retrospective – verbalize what they were doing as they view a
Think,
videotape of themselves think, think!
Prospective – verbalize as they imagine performing a hypothetical
task
Advantage: Can get info regarding thought processes and decisions
of experts performing the task.
Disadvantage: Doing concurrently can interfere with the task, and
doing retrospectively relies too heavily on memory
TASK ANALYSIS METHODS
HIERARCHICAL TASK ANALYSIS
Hierarchical Task Analysis: Graphical (chart or diagram such as QFD) depiction
of task analysis
Example: Table 3.5 from Wickens, Gordon, & Liu
Hierarchical task analysis for using a lawnmower
Step 1. Examine Lawn
a. Make sure grass is dry
b. Look for any objects laying in the grass
Step 2. Inspect Lawnmower
a. Check components for tightness
1. Make sure grass bag handle is securely fastened to grass bag support
2. Make sure grass bag connector is securely fastened to bag adapter
3. Make sure the deck cover is in place
4. Check for any loose parts (such as oil cap) and blade
Advantage: Allows to conceptualize task sequences
Disadvantage: May not accurately represent true parallel nature of task
ITERATIVE DESIGN AND TESTING
LINK ANALYSIS
Link Analysis: A data analysis technique which Shows the
relationships between components of a system (e.g.,
communication, control, movements)
For determining:
layout of related workstations
placement of controls Link Analysis of CIC of USS Louisville
communication patterns
frequency of equipment use
Advantage: Graphic depiction of relationships among system
features
Disadvantage: Shows frequency of use, not importance, and
may vary by situation
ITERATIVE DESIGN AND TESTING
FLOW DIAGRAMS
Operational Sequence Diagram: Graphically depicts
the sequence and timing of activity, and shows the
interactions between individuals and equipment
Advantage: Connects actions to time and component
Disadvantage: Does not lend itself easily to interface
design
Diagram for a collision avoidance system
ITERATIVE DESIGN AND TESTING
INTERFACE DESIGN PRINCIPLES
1. Provide a good conceptual model
2. Make things visible
3. Use natural mappings
4. Provide feedback
ITERATIVE DESIGN AND TESTING
INTERFACE DESIGN PRINCIPLES
Provide a good conceptual model:
When things are designed to be consistent with our mental models of
how they should work (expectancies) then
it is easier to predict what will happen when we use them.
In this metronome, the tempos are arranged around a circle with a knob
and arrow in the middle.
Most people would expect to twist the knob until the arrow points to the
desired tempo.
Actually the arrow is a button that you push if you want the tempo to
increase and the knob is not a knob at all.
A metronome is a device that produces an audible beat—a click or other sound—at regular, stable intervals that the user can
set in beats per minute. Musicians use the device to practice playing to a regular pulse.
ITERATIVE DESIGN AND TESTING
INTERFACE DESIGN PRINCIPLES
Make things visible:
It is easier to operate a system when the features are clearly
visible
Starting this Patrol pump is more difficult than it sounds
because the start button is hidden among the other sea of
information and does not “pop out” at you as a start button either
figuratively or literally.
Additionally, the use of red usually signals something other than
start.
ITERATIVE DESIGN AND TESTING
INTERFACE DESIGN PRINCIPLES
Use natural mappings:
Actions should correspond to the system’s state.
To make something go up, the action should be up, to make
it go right, the action should be to the right
This STOVETOP makes good use of natural mappings. The
burners are arranged in the same pattern as the controls.
Push and Pull DOOR sides
ITERATIVE DESIGN AND TESTING
INTERFACE DESIGN PRINCIPLES
Provide feedback:
Feedback is important because it allows one to see whether
the intended actions have taken place. (like hourglass icon on
computer software)
In this example the feedback is confusing. The light on the
bottom signifies that the smaller quantity of coffee was
requested. The light does not go on when the larger quantity
is requested.
(read “Set Phasers to Stun” in Casey book for another example).
ITERATIVE DESIGN AND TESTING
INTERFACE DESIGN PRINCIPLES
Other Design Principles (Norman, 1992):
Simplify the structure of tasks
Make alternative actions and knowledge of results visible
Make it easy to determine what actions are possible
Make it easy to evaluate current system state
Exploit the power of constraints (remove possibility of error)
Design for easy error recovery (undo)
When all else fails, standardize.
ITERATIVE DESIGN AND TESTING
PROTOTYPING
Prototypes or Mockups:
Used to test features of the interface prior to
production
- may be anything from crude cardboard cut-
outs to realistic models
Example of Rapid Prototyping
Software used to model different
phone interfaces
ITERATIVE DESIGN AND TESTING
EVALUATIVE STUDIES
Types of evaluative studies:
Cost/Benefit Analysis for Design Alternatives
QFD identifies the relative importance of potential system features
based on how well they serve user’ goals
These important features serves as input to COST/Benefit analysis
Trade-Off Analyses
To study the alternate design for best performance
Safety Analysis
Workload Analysis
Simulation & Modeling
EVALUATIVE STUDIES
SIMULATION & MODELING
Modeling programs:
MicroSAINT
Mannequin Cognitive Biomechanical
Modeling Modeling
COMBIMAN
HUMANCAD
ANYBODY and more
Mathematical Modeling
EVALUATIVE STUDIES
USABILITY TESTING
Usability Testing:
Ease of use (user-friendly)
May test for:
Learnability
Efficiency
Memorability
Errors
Satisfaction
FINAL TEST AND EVALUATION
FIELD STUDIES
Design: between vs. within subjects
Test Participants: user population
Proximal Measures:
satisfaction
usability
performance
errors
Distal Measures:
manufacturing costs
personnel costs
number of accidents/disability claims
ALTERNATIVES TO HF DESIGN AND
DEVELOPMENT
Training
To use system capabilities
Methods to make task safer
Modifying Current Equipment
Equipment Replacement
Ergonomic Aids
Wrist pads
Foot stools
Anti-fatigue mats
Job Rotation (and other admin approaches)
Vary tasks
Rest periods
COW FACTORS IN DESIGN
This is what happens when you fail to consider the user in the design
CONCLUSION
Some Techniques HF Engineer use
to Understand user need and
to Design
Technology-Centered Design
User-Centered Design
Human Factor Criteria for Design
Many of these depends upon
Perceptual
Cognitive and
Control Characteristics