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ERRORS, HCI LAWS, &
ERGONOMICS
Week 4 – What Do We Know About Interaction? Tuesday (7/12)
OVERVIEW OF TODAY’S CLASS
- (^) Ergonomics: A Practical Introduction
- (^) HW#3 – Ergonomics of Computer Usage
- (^) Review
- (^) Errors
- (^) HCI Laws
- (^) Power Law of Practice, Hick’s Law, Fitts’ Law
- (^) Group Activity: Fitts’ Law Quizzo
WHY ERGONOMICS?
- (^) Musculoskeletal disorders (MSDs), often referred to as ergonomic injuries, accounted for 28% of all workplace injuries and illnesses requiring time away from work in 2009. (Occupational Safety and Health Administration, OSHA)
- (^) Ergonomic injuries cost an average of $12.7 billion annually for workers compensation. (Liberty Mutual Insurance, 2008)
- (^) 76% of American households have one or more computers; 52% own a laptop. (Pew Internet & American Life Project, 2010)
ERGONOMIC RISKS
- (^) Computer work presents ergonomic risks due to:
- (^) Fixed and often awkward postures that are often maintained for too long.
- (^) Repetitive and sometimes forceful movements.
- (^) Compression on hard or sharp edges of work surfaces.
- (^) High pace of movements that does not allow sufficient recovery time from the effects of these movements.
- (^) Computer ergonomic hazards are related to workstation design, job design and work practices, repetitive motion, posture, etc.
REDUCE YOUR RISK AND PREVENT INJURY
- (^) Positioning the Screen
- (^) Positioning Reference Documents
- (^) Mouse Use and Position
WORKSTATION SETUP
HW#
- (^) Submit checklist in class on Thursday
- (^) Submit written summary to Blackboard Assignments folder by 9:15am on Thursday (7/14) - (^) Don’t forget the academic honesty statement!
REVIEW What have we learned so far?
WEEK 2: WHAT IS GOOD DESIGN?
- (^) When people make errors with technology, they often blame themselves; in reality, most errors are the result of bad design. - (^) If people can’t figure out what to do, there is a gulf of execution - (^) If people can’t figure out if they did the right thing, there is a gulf of evaluation
- (^) Good design uses knowledge in the world to take advantage of the speed and efficiency of users’ STM and help them recognize what to do.
- (^) However, designers can also use knowledge in the head to take advantage of the storage capacity of users’ LTM and help them recall what to do.
WEEK 3: WHAT DO WE KNOW ABOUT USERS?
- (^) Users’ attention is selective, limited and influenced by the importance of stimuli. - (^) Take advantage of what we know about cognition by using Gestalt Principles of Perception to visually organize information.
- (^) Users develop mental models to represent their underlying understanding of how a system works.
- (^) To help users develop more accurate models, designers can use constraints to limit the number of possibilities.
- (^) Novices become experts via exploratory , automatic , and/or transfer of learning.
TWO TYPES OF ERRORS
- (^) People make errors routinely, especially when it comes to using technology.
- (^) Errors come in two forms:
- (^) Slips result from automatic behavior
- (^) Form the right goal but perform the wrong action
- (^) Mistakes result from conscious deliberations
SLIPS
- (^) You know how to complete the task but you somehow get off track while doing it - (^) Show up frequently in skilled behavior - (^) Typically due to lack of attention - (^) Remember, attention is selective and limited! - (^) Usually easy to detect
- (^) 6 types of slips:
- (^) Capture errors
- (^) Description errors
- (^) Data-driven errors
- (^) Associative activation errors
- (^) Loss-of-activation errors
- (^) Mode errors
SLIPS: DESCRIPTION ERRORS
When the correct action is performed on the wrong object.
- (^) Typically occur when the intended action has much in common with other possible actions, especially when the right and wrong objects are physically near each other.
- (^) Everyday examples:
- (^) Pouring orange juice into your cereal
- (^) Throwing laundry into the toilet
- (^) Technology examples:
- (^) Pressing “Cancel” instead of “OK”
- (^) Putting your password into the username box
SLIPS: DATA-DRIVEN ERRORS
When actions are driven by the arrival of attention-grabbing sensory data.
- (^) Typically occur when an intended action is automatic; external data can be unconsciously processed to interfere with the intended action.
- (^) Everyday example:
- (^) Start going straight when the turn arrow lights up green
- (^) Saying the name of a nearby object instead of what you intended
- (^) Technology example:
- (^) Putting the name of the person you’re talking to in the “to” field instead of the person you’re e-mailing
- (^) Clicking the “OK” button on a pop-up window without reading what it says