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ERGONOMICS
S.Banerjee
M/BFT/11/20
INTRODUCTION TO SOFT
ERGONOMICS
Physical Limitations: Not all who use a virtual interface are physically equal. If the designed
interface only caters to right-handed individuals, or people within a certain height range then
the interface might need a redesign. One of the leading discussion is with respect to visually
impaired users.
Cognitive Abilities: If the product(software application, website) is designed for any casual
user, then the designer should not expect that all users would be experts, with high cognitive
abilities. The usage of the application should not need the user to know a lot of information
prior to using the interface
Emotional Needs: The interface should be 'designed for the occasion' or context. It should not
leave the user confused, either how to start using the interface or what to do when an error
occurs.
Mobile phones are used widely nowadays, and the general UI of an app is
very important in the app selection and adoption process.
An ergonomic, easy to use app is preferred, and often they turn out to be
the most downloaded and used apps.
Desktop devices are used indoors, mobile phones are used in varied
number of areas with variable lighting and other conditions.
Different ways of holding devices prompts new points for reach and
extension, and UIs should be scaled accordingly
Consistency
Simplicity
don't flash important information onto the screen for brief time
periods
provide cues/navigation aids for the user to know where they are in
the software or at what stage they are in an operation
Cognitive Directness
Feedback
System messages
avoid ambiguous messages (e.g. hit 'any' key to continue - there is no 'any' key
and there's no need to hit a key, reword to say 'press the return key to
continue)
avoid using threatening or alarming messages (e.g. fatal error, run aborted, kill
job, catastrophic error)
make the system 'take the blame' for errors (e.g. "illegal command" versus
"unrecognized command")
Modality
use modes cautiously - a mode is an interface state where what the user
does has different actions than in other states (e.g. changing the shape
of the cursor can indicate whether the user is in an editing mode or a
browsing mode)
minimize preemptive modes, especially irreversible preemptive modes a preemptive mode is one where the user must complete one task
before proceeding to the next. In a preemptive mode other software
functions are inaccessible (e.g. file save dialog boxes)
make user actions easily reversible - use 'undo' commands, but use these
sparingly
Attention
use serif or sans serif fonts appropriately as the visual task situation
demands
don't use blue for text (hard to read), blue is a good background
color
Display metrics
maintain display inertia - make sure the screen changes little from one
screen to the next within a functional task situation
use a balanced screen layout - don't put too much information at the top
of the screen - try to balance information in each screen quadrant
Individual differences
REFERENCES
http://ergo.human.cornell.edu/ahtutorials
http://www.forbes.com/sites/ewanspence/2014/09/16/newapplications-struggle-as-smartphone-users-spend-more-timewith-their-favorite-apps/
http://www.umpcportal.com/2011/08/a-critical-look-at-theinterface-and-ergonomics-of-android/
http://uxmag.com/articles/
THANK YOU