Human Interf C: Scanned With Cams
Human Interf C: Scanned With Cams
1. The design team: engineers, software developers, industrial and graphic de-
signers, model makers, and writers
2. Stakeholders: end users, influencers, customers, and clients
3. Repeated discovery, development, and delivery
4. Early model, concepts
In general, don't just design features; design a product with its whole purpose
and function in mind. Don't fall in love with your ideas; users can have very differ-
ent ideas about what is important. Consequently, you must integrate users into the
design process to understand their needs, wants, and desires.
~Yo.:_ceed ~oknow th~~~se for your device before knowing how to implement
::. 1ce desires, capabilities, and expectations of users, customers, and influencers
...~ define the purpose for your device. Don Norman (1986) gives the followins
~.eK::ip:ion for design: -
• roo user-centered design: Start with the needs of the user. From the
cser's point of view, the interface is the system, ... User-centered design
emphasizes that the purpose of the system is to serve the user, 00£ to use
2 specific technology, notto be an elegant piece of programming" (p. 61).
4.2.3 Analysis
Refining the human interface requires analyzing the t~sk, understanding the users,
and te ring prototypes. Analysis may take the following forms:
• Task analysis
• Questionnaires
• Informal and formal interviews
• Focus groups
• Alpha test sites
• Beta test sites
Begin development of the human interface by performing a task analysis. Get
to know potential users through questionnaires and interviews. Early on you can
use informal sessions to define the interface. Later in development you will want
to formalize the interviews to compile useful statistics.
Focus groups are a good source of primary research to set direction for prod-
uct development. A focus group has a moderator leading a group of potential users
in a free-form discussion of the product's utility. An impartial moderator will have
wide latitude, steering away from the how, and focusing on the what.
Alpha test sites allow close interaction between designer and potential users
to refine designs. Beta test sites require potential users to evaluate the function of
devices in nearly finished form, with little or no interaction with the designer.
Rapid prototyping and field testing are two methods that implement the interaction
and collaboration between designers and users, Rapid prototyping allows the
interactive development of rudimentary functions by the designer and user in an
operational environment. A graphical interface may be simulated with screens that
represent. but do not implement certain functions, thereby speeding development
and isolating problems early. Field testing involves more mature products, takes
longer. and allows users to examine functional products,
Example 4.2.4.1 J drove a car that had a control knob for the dashboard
lights mounted on the upper edge of the dash near the rim of the steering
wheel. When I made left turns, my knuckles would occasionally rake
across the knob and shut off the dash lights even though my hands were
gripping the steering wheel properly. Thorough prototype and field test-
ing would have revealed that the knob location was poor and needed to
be moved.
R aptid prototypmg
. an d fiIe.ld testing are absolutely necessary
~, to the successful
d eve Iopment 0 f anan imstrumen t . Rapid protot)lping and field testing,. can speed
D theid
d eve Iopment process b y revea ling 1
problems and illustrating applications, aVI
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FIG, 4.1 Five clements of 1\ luunun lntcrfuce liN viewed hy tho unor nmt rho de IIHI!'1,
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Loarnlno Information
Fit Form
Uso Function
Perception r go Senses
Fh~.4.1 Five elements of a human interface as viewed by the user and the designer.
16 .~
~Ltr;.. -- _1=' - ~ - .. - _ T A~" Anh~nrp. nwners hiD. Whil1 e ernOnOmlCS
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v\."ClI-I'rIC;U VVIII I va m S
FI~.4.2 Panel from a remote control for a stereo system. The buttons are small, identical in shape,
an regular in layout. Consequently, operation is confusing, and mistakes are frequent