Design Guidelines and the Human Factors of Interface Design

1986 ◽  
Vol 30 (14) ◽  
pp. 1358-1362 ◽  
Author(s):  
Louis Tijerina

The proliferation of computer systems in recent years has prompted a growing concern about the human factors of interface design. Industrial and military organizations have responded by supporting studies in user-computer interaction and, more recently, products which might aid in the design of interfaces. One type of design aid which attempts to make findings of user-computer interface (UCI) research available to the system designer is the interface design guidelines document. This paper reviews literature about the design process and how design guidelines or standards might fit into that activity. Suggestions are offered about where future research and development might be directed in order to enhance the use of guidelines in the interface design process and so enhance the final product as well.

Author(s):  
Rich Picking ◽  
Vic Grout ◽  
John McGinn ◽  
Jodi Crisp ◽  
Helen Grout

This paper describes the user interface design, and subsequent usability evaluation of the EU FP6 funded Easyline+ project, which involved the development of ambient assistive technology to support elderly and disabled people in their interaction with kitchen appliances. During this process, established usability design guidelines and principles were considered. The authors’ analysis of the applicability of these has led to the development of a new set of principles, specifically for the design of ambient computer systems. This set of principles is referred to as SCUFF, an acronym for simplicity, consistency, universality, flexibility and familiarity. These evaluations suggest that adoption of the SCUFF principles was successful for the Easyline+ project, and that they can be used for other ambient technology projects, either as complementary to, or as an alternative to more generic and partially relevant principles.


1986 ◽  
Vol 30 (11) ◽  
pp. 1072-1072
Author(s):  
Walter E. Gilmore

The use of computer systems are becoming increasingly prominent as process control and information management tools in nuclear facilities. Eventually, it is believed that almost all plant processes will be controlled and monitored via some type of computer interface. The human factors data base of design guidelines, criteria and methods for evaluating the person-process interface is far from complete. Over the past four years, the Idaho National Engineering Laboratory (INEL) has been examining certain aspects of computer technology for process control functions to supplement the human factors data base and design practices. A major objective of this symposium is to introduce these findings in a cohesive set of four papers which address related UCI issues. An evaluation of the findings will be made from different viewpoints provided by a panel of experts. The case study approach is used in the first paper to describe the process and benefits obtained from incorporating human factors guidelines and methods in the design of a complex CRT display system for process control applications. Five different methodologies are summarized for usefulness in evaluating the effectiveness of CRT generated displays in the second paper. The methodologies are (1) psychophysics, (2) multidimensional rating, (3) checklist evaluation, (4) non-interactive evaluation, and (5) interactive evaluation. The third paper reports on the diagnostic and recovery performance of nuclear power plant operators with and without a response tree computer-based aid. Identification of technological changes in control room operations are described in the fourth paper. A modified Delphi approach was combined with the Analytical Hierarchical Process to categorize and relate technology advances and to determine the relative likelihood of achieving these conceptual changes in person-process interface systems in the near term.


Author(s):  
Yilu Sun ◽  
Gourab Kar ◽  
Andrea Stevenson Won ◽  
Alan Hedge

Virtual Reality-based Learning Environments (VRLEs) are an emerging tool for classroom teaching. While VRLEs are increasingly in use, little attention has been paid to ergonomic challenges in use of VRLEs. This study compared two 3D interface designs of a VRLE created to teach the phases of the Moon. Participants ( N = 16) were randomly assigned to either a Hand or Toggle interface design. The interface designs were compared in terms of postural risk (REBA score), task completion time, user experience and environmental presence. Results indicate no significant difference between the Hand and Toggle interface designs for the outcome variables; however, environmental presence was marginally higher in the Hand interface. REBA scores for Hand (3.56 ± 0.89) and Toggle (3.79 ± 1.14) indicate low to medium level of postural risks. Future research should focus on development of 3D interface design guidelines to ensure safe, comfortable and effective use of VRLEs.


1985 ◽  
Vol 16 (4) ◽  
pp. 137-138
Author(s):  
Thomas Moran ◽  
Judith Reitman Olson ◽  
Dennis Wixon ◽  
John Whiteside ◽  
Robert Mack

1983 ◽  
Vol 27 (11) ◽  
pp. 892-895
Author(s):  
David M. Gilfoil ◽  
J. Thomas Murray ◽  
John Van Praag

There exists a voluminous body of human factors literature pertaining to various aspects of human/computer interface design. This literature is frequently reviewed and cited as source documentation by human factors industry professionals. Traditional “hard copy” methods of storage/retrieval of this information are inefficient because of people, resource, and location constraints. The Ergonomics department at Exxon Office Systems has developed a preliminary version of a computerized information storage and retrieval system. Using this Ergonomic Design Guidelines and Rules (E.D.G.A.R.) system, department members develop and maintain a closer working knowledge of the human factors research literature. They are also able to quickly and accurately retrieve and apply guidelines to a variety of human/computer design situations. The design objectives of the EDGAR system, details of the system itself, and a preliminary evaluation are presented in this paper.


Author(s):  
Juhee Park ◽  
Woojin Park

Automotive head-up displays (HUDs) have the advantage of allowing drivers to keep their eyes forward while driving by superimposing visual information on top of the drivers’ forward field of view (FoV). In order to provide the intended advantage, HUDs must be designed such that they respect the characteristics and capacities of the human information processing system and accommodate the specific contexts of information use. Poorly designed HUDs indeed can adversely affect driving safety by creating new sets of problems, including visual clutter, information overload, inattentive blindness and cognitive capture (Gish and Staplin, 1995; Pauzie, 2015; Tufano, 1997; Ward and Parkes, 1994). During the last few decades, various research studies have proposed different HUD displays that present HUD information in particular styles. However, it is not well understood what type of display would be most advantageous or adequate for effectively communicating each information type and thus best serve drivers in performing the associated driving task. Relatively little research has been conducted to evaluate the available HUD displays in the interface design. As an initial effort towards addressing the knowledge gap, the objective of the current study was to provide a review of the existing HUD displays focusing on the interface design. Among the variety of HUD information types, the current review was intended to cover different types of safety information. For each type of safety information, the HUD displays proposed by the automobile industry and academic research were examined, in terms of their structures and behaviors and also related human factors display design principles. On the basis of the review results, this study suggests some future research directions that would help develop useful and effective HUD displays. This study conducted two literature searches, one for documents describing existing commercial HUD displays, and, the other one for research articles proposing or evaluating automotive HUD displays for communicating safety-related information. Thirteen major automobile manufacturers providing HUD systems, such as Audi, BMW Group, Ford, General Motors, Honda, Hyundai/KIA, Jaguar Land Rover, Mercedes-Benz, PSA Peugeot Citroen, Renault, SAAB, Toyota, and Volvo, were considered. The details of the interface designs of the manufacturers’ HUD displays were examined using the information provided in the vehicle manuals. Research articles were searched by utilizing terms describing four concepts: (1) head-up display (head up display(s), head-up display(s), HUD(s)), (2) automobiles (automotive, vehicle(s), car(s), automobile), (3) interface design (display, design, interface, augmented reality, human factors, system), and (4) safety information (safety, warning, alert). As a result, a total of 15 studies were included in this review. The review results indicated that safety-related HUD displays proposed by academic research studies were mostly AR-based and contact-analog. On the other hand, all of the commercial safety-related HUD displays were of the unregistered type and did not utilize the AR technology. It is not clear why the existing commercial HUD displays did not adopt the AR technology. Perhaps, it may be due to some technological challenges in incorporating the AR technology into the automotive HUD system. Alternatively, it may be that the efficacy of the AR HUD technology has not been confirmed for creating safety-related HUD displays. This study examined the HUD displays in terms of the human factors display design principles (Wickens et al., 2003). Many of the proposed displays indeed were based on some of the well-known display design principles, such as the principles of proximity compatibility, information access cost minimization, predictive aiding, color coding and consistency. However, the display proposed by George et al. (2012) seemed to provide a relatively large amount of information in one display. In this case, the legibility of the display may decrease and cause confusion in terms of discriminability. In addition, visual complexity may increase, which may degrade information processing. In dangerous situations, displays should be simple and should not require too much perception or interpretation. Future research will need to determine to what degree the complexity of the display is acceptable in hazardous or safety-critical driving situations. Research is also needed to identify the individual differences in the acceptance levels of visual complexity. On the basis of the review results, some future research directions were identified: • Research should attempt to develop design principles/guidelines that help designers identify an appropriate user interface type when given an information characteristic and its usage context.  • What are the information characteristics suitable for contact-analog and unregistered display formats? Which of the two display formats would be more effective, under various circumstances, especially in situations where nearby hazards must be detected quickly? • Research is needed to investigate how to design and evaluate HUDs taking into account the drivers’ information processing capabilities under safety critical driving situations.  • How many HUD displays can be presented without exceeding the drivers’ information processing capabilities under safety-critical driving situations? In this regard, what are the priority levels of different HUD displays and how can they be determined?  • What is the acceptable level of visual complexity of a single or multiple displays within the drivers’ information processing capabilities? What are the individual differences in the acceptance levels of visual complexity?


Author(s):  
Katsuhiko Ogawa

Many human-computer interface design guidelines have been developed to design good interfaces for various kinds of software. Database systems have been also developed for accessing the guidelines. This paper considers the role of the design guidelines, rather than the role of the database, in improving interface designs. Sixteen software designers, who have no human factors experience, participated in a typical design review task. They were provided with a representation of a bad interface design. Eight designers (the UG participants) were instructed to individually improve the design by using the guidelines. The other designers (the NG participants) were instructed to improve it unaided (without the guidelines). The results indicated that both groups made similar numbers of improvements, but the UG participants produced higher quality improvements. Quality was evaluated using a goodness measure defined in this paper. The NG participants made good improvements but also bad ones that conflicted with the guidelines because only the designers' knowledge, experience and preference were used. On the other hand, the UG participants made fewer bad proposals because they could refer to the guidelines. Guidelines can work as a filter to eliminate inappropriate or false improvements from the designers' original proposals. There is a possibility that the guidelines may hinder the designer from developing new and interesting proposals. Their value is, however, very clear for novice designers who have no human factors experience; they can easily develop high quality proposals.


1987 ◽  
Vol 17 (1) ◽  
pp. 25-43 ◽  
Author(s):  
Frederick R. Chang

This article describes a computer-based writing assistant called REVISE, which implements some “Plain English” guidelines in an easy-to-use, efficient computerized tool. Some existing computer-based writing systems are reviewed and some problems with these systems are discussed, particularly in the area of the human-computer interface. The article describes the design principles that formed the basis of REVISE and how REVISE improves upon some of the difficulties noted in the existing systems. A preliminary evaluation of the effectiveness of REVISE is described. Some limitations of REVISE are discussed as are directions for future research and development on computer-based writing aids.


2010 ◽  
Vol 2 (3) ◽  
pp. 40-49 ◽  
Author(s):  
Rich Picking ◽  
Vic Grout ◽  
John McGinn ◽  
Jodi Crisp ◽  
Helen Grout

This paper describes the user interface design, and subsequent usability evaluation of the EU FP6 funded Easyline+ project, which involved the development of ambient assistive technology to support elderly and disabled people in their interaction with kitchen appliances. During this process, established usability design guidelines and principles were considered. The authors’ analysis of the applicability of these has led to the development of a new set of principles, specifically for the design of ambient computer systems. This set of principles is referred to as SCUFF, an acronym for simplicity, consistency, universality, flexibility and familiarity. These evaluations suggest that adoption of the SCUFF principles was successful for the Easyline+ project, and that they can be used for other ambient technology projects, either as complementary to, or as an alternative to more generic and partially relevant principles.


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