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Mental Workload
DEFINITION: The feeling of mental
effort or the level of use of the human
operators limited resources.
As task demand increases, resources left in
reserve decreases.
When attentional resources are exceeded,
further increases in task demand will reduce
performance.
New airplanes and military systems are
analyzed in terms of mental workload.
Measuring or Predicting
Workload
Time-Line Analysis:
Measure amount of time
spent on task relative to amount of time
available.
○ 100% is all time available is being used.
○ Gives estimate of how time use changes during
course of task, e.g. flying.
Dual Task Experiments
○ Primary Task measure: Change the nature of the
main task and see how performance changes.
○ Secondary Task measure: Give a secondary task.
Measure changes in its performance as the
primary task is changed in difficulty.
Subjective Measures: self-report of users.
These measures do not always correlate well.
Beginning a Task Analysis
All designs begin with the goals and
purposes of the overall system.
There are different levels of goals:
○ The function: an airplane moves things great
distances in a relatively short time.
○ The job of the system: fighter vs. passenger jet.
○ The level of technology: mechanical vs. electronic
instruments.
○ The cost of the finished system.
These types of questions provide and overview
and set up constraints.
Beginning a Task Analysis - 2
Relevant questions to keep in mind
Kantowitz and Sorkin, 1983
What inputs and outputs must be provided to satisfy
system goals?
What operations are required to produced system
outputs?
What functions should the person perform within the system?
What are the training and skill requirements for the
operators?
Are the tasks compatible with human capabilities?
What equipment interfaces does the human need to
perform the job?
Does the human help or hurt the machine, vice versa?
Analysis of an Existing Job
Process Analysis
Derived from the beginning of industrial
engineering from the beginning of century.
Major goal: improve efficiency.
○ issues of safety and human need are not
important here.
Specifics:
○ Each act, movement of the human, is identified as
a therblig.
○ The therbligs necessary for the job are identified.
This technique allows for identification of wasted
movements that can be combined or eliminated.
Analysis of an Existing Job - 2
Principles of Motion Economy
A list of principles for job and workspace
design to increase movement efficiency.
Examples:
○ Use of Human Body:
Eye fixations should be as few as possible.
○ Layout of Workplace:
Tools, materials and controls should be located close
to the point of use.
Materials and tools should be located for best
sequence of movement.
Analysis of and Existing Job 3
Link Analysis
Analysis of sampling pattern of displays and
controls
Goal: to arrange elements to make moving from
one display or control to another display or
control more efficient and effective.
Collect Sampling Data:
○ List of which elements are used or viewed in
which order
○ Frequency Data: how often each display is
viewed.
○ Conditional Probabilities: given one display is
viewed, what is the probability that another display
will be viewed next.
Analysis of an Existing Job - 4
Link Analysis (continued)
The probabilities can assist layout.
○ If probability is high and element is important,
the display or control should be centrally
placed.
○ If a probability is high and importance is low
(that is, the designer wishes to reduce the
probability) the element should be moved to
the periphery.
○ If two displays or controls are used in
sequence, that is their conditional probabilities
are high, they should be next to each other.
Analysis of an Existing Job - 5
Critical Incident Technique
Essentially errors or near errors are
recorded
○ journals or interviews are used.
Since errors are often the result of design
flaws, recording the errors can help analysis.
The record must be detailed or it will not be
useful.
A large sample is necessary to see if errors
are systematic, indicating a design flaw, or
random, indicating human inattention.
Analysis of Job in Design
Stage
Hopkin’s Approach - a general plan
Analyze goals of job in terms of:
○ purpose
○ assumptions and constraints
Allocate functions
○ general refers to assigning tasks to humans
and machines
○ not easy.
Too much to human overloads
Too little to human bores and dehumanizes
○ Determine displays and controls
Analysis of Job in Design
Stage - 2
Timeline Analysis
same as for determining workload.
Failure Task Analysis
Analyze all anticipated failures to ensure
that humans will be able to handle.
e.g. MD-11
In many cases, it is advisable to perform
more than one of these analyses.
Analysis of Job in Design
Stage - 3
Types of Design Relative to Errors
Exclusion
○ Design to make it impossible to commit errors
○ Doubt this is really possible
Prevention
○ Design to minimize the possibility of errors
Fail Safe
○ Design to minimize the effects of errors
You can combine the last two
Anthropometry
DEFINITION:
measurement of the
human body and its
biomechanical
characteristics (Adams,
1989).
Biomechanical refers to
the mechanical (machinelike) capabilities of the
human skeleto-muscular
systems.
Thus, this field measures
our sizes and how we
move and move easily.
Anthropometry - 2
The Need for Anthropometry
We are not all the same size.
○ If systems were designed to fit only one person,
the few if any would be able to use the system.
Poor design for mechanical abilities of the
human body can lead to discomfort or injury,
e.g., the height of keyboard for a computer.
Sources of Anthropometry Data
Text
Tables in books on reserve
○ McCormick and Sanders
○ Kantowitz and Sorkin
Examples of Anthropometric
Data
Static Measures
Passive measures of the dimensions of the
human body.
These measures are used to determine size
and spacing requirements of work space.
Example Measures
○ height
○ weight
○ wing span
○ seat to elbow height.
Examples of Anthropometric
Data - 2
Dynamic Measures
Measures of the dynamic properties of the
human body, such as strength and
endurance.
These measures are used to match the
dynamic characteristics of controls to user.
Measures
○ range of motion for various joints
○ force of leg pushes
○ strength of fingers
How to Use Anthropometric
Data
Know your population
If your measures are from a different group than
your users are from problems could result.
○ Women are different from men.
○ Asians are different from Americans.
Use Recent Data
Changes in diet and habit lead to changes in
size and fitness of population
○ Try on old suit of armor
Most size measures are done on nudes.
clothes change our sizes
○ think of seat belts in summer vs. winter.
How to Use Anthropometric
Data - 2
Techniques of Design
Design for extremes
○ A standard is to design to fit 5th to 95th percentiles
of the population
○ The chair is a common example.
Make the design adjustable
○ Ideally this is optimal, especially if adjustment only
needs to be done once.
○ If the adjustment is hard or must be done
frequently, the user may not do them.
○ Airline pilots are require to do this for cockpit.
The techniques can be combined
Always test the design
Requirements for Task
Analysis
Background Research
Determine Goals
Interview potential users to gain insight into their
needs
Library Research on Design Issues
Structure of Task Analysis
Determine flow of activity
Determine Possible Sources of Error/Frustration
Paper
Background and Task Analysis
Give Citations
Human Computer Interaction
Issues to Cover
The Workstation
The Dialogue
The User Environment
The Workstation
Perceptual Issues (The Visual Display Unit
or VDU)
Luminance (Foreground - 35 cd/m2)
Refresh Rate (Flicker)
Contrast (Minimum ratio of 3/1)
Legibility (Size, height/width ratio, and stroke
width)
Polarity (Dark on Light is recognized easier,
Bauer and Cavonius, 1980)
Chromatic Discrimination
Visual Fatigue (e.g., due to blurry letters)
The Workstation
Antrhopometric issues
Display level
○ We like to look down a little
○ If we don’t, we can get neck strain and back strain.
Keyboard layout, level, and shape
○ Stuck with QWERTY
○ Angle of hands can cause problems. It is worse if
the keyboard is too high
○ Split can help. Angle each of the hands out.
Mouse (and other related pointing devices
○ Gain (movement of mouse relative to movement
on screen)
Work area (e.g., place for papers books)
The Dialogue
Mental representation of action of
computer
from rules to models
from specific steps to general expectations of
behavior
User Interface
commands vs. menus
recall vs. recognition
Menus
○ Chunking and organization
○ More organization vs. fewer substeps
○ Flexability of use
The Dialogue - 2
Help and aiding interaction
Help vs. tutorials
During use vs. before
Online analysis of use with hints
Skill of User
Menus, help, etc. are slow and relatively inflexible but easy
to learn
○ Menus vs Ribbons vs Breadcrumbs
○ Image (Icon) vs. Text
Commands (shortcut keys) are faster and more flexible but
harder to learn
Thus skill level interacts with interface
Hypertext - Embedded Commands
Icons
The User Environment
Lighting (internal and external)
Glare, and contrast and saturation reduction
Adaptation related problems
Noise (from computer and others)
Loss of concentration or disruption o f others
Masking of computer sounds
Support of use
Training and innovation
Unwilling users
Assuming the environment is dependent on
computer skill and use
Influence of the Web
Factors to consider
Similar to All programs
○ Distance
How provide help?
○ Variation of environment
Room and other conditions very
Unique to Web
○ Variation of Setup, e.g. different browsers
○ Limitations in Interface
○ Loss of standardization