Lesson 1: Introduction To Cognitive Ergonomics COGNITIVE ERGONOMICS-is A Specialty Area of
Lesson 1: Introduction To Cognitive Ergonomics COGNITIVE ERGONOMICS-is A Specialty Area of
ERGONOMICS
COGNITIVE ERGONOMICS- is a specialty area of best practices promote improving the quality of the
ergonomics that seeks to understand the thought user’s interaction with and perceptions of your
processes involved in human performance. This product and any related services.
studies the combined effect of
information-processing characteristics, task
constraints, and task environment on human FACETS OF USER EXPERIENCE
performance and applies the results of such studies ● Useful. Product designers and developers
to the design and evaluation of work systems. must have the courage and creativity to ask
whether their products and systems are
This domain of ergonomics is concerned with useful, and to apply their knowledge of craft
mental processes, such as perception, memory, and medium to define innovative solutions
reasoning, and motor response, as they affect
that are more useful.
interactions among humans and other elements of
a system. ● Usable. Ease of use remains vital, and yet
the interface-centered methods and
DEFINITION: perspectives of human-computer interaction
Cognitive ergonomics mainly focuses on work do not address all dimensions of web
activities which: design.
A. have an emphasized cognitive component (e.g., ● Desirable. The quest for efficiency must be
calculation, decision-making)
tempered by an appreciation for the power
B. are in safety-critical environments
C. are in a complex, changeable environment (i.e., and value of image, identity, brand, and
where tasks cannot be predetermined) other elements of emotional design.
● Findable. Practitioners must strive to
The first domains investigated by cognitive design navigable web sites and locatable
ergonomics were nuclear power plants, air traffic objects, so users can find what they need.
control systems, and medical anesthetics. Those
● Accessible. Just as buildings have
situations feature complex environments (e.g.,
where there are many controls and switches—or elevators and ramps, web sites should be
many factors—coming into play) and where accessible to people with disabilities (more
exceptional focus is needed so as to make than 10% of the population).
decisions in potentially life-threatening situations. ● Credible. Designers and developers should
understand the design elements that
In the years following, many studies were influence whether users trust and believe
conducted in “softer” domains such as banking,
what they tell them.
office work and leisure activities.
● Valuable. Sites must deliver value to their
PHYSICAL VS COGNITIVE ERGONOMICS sponsors. For non-profits, the user
Physical ergonomics focuses on our bodies while experience must advance the mission. With
cognitive ergonomics is interested in what goes on for-profits, it must contribute to the bottom
in our brains which include the way our senses line and improve customer satisfaction.
perceive information, the way in which we
understand and interpret it, and what determines Disciplines Related to Building the User
the decisions we make. Experience
1. Project Management focuses on planning
USER EXPERIENCE (UX) and organizing a project and its resources.
User experience (UX) focuses on having a deep This includes identifying and managing the
understanding of users, what they need, what they lifecycle to be used, applying it to the
value, their abilities, and also their limitations. It user-centered design process, formulating
also takes into account the business goals and the project team, and efficiently guiding the
objectives of the group managing the project. UX team through all phases until project
completion.
2. User Research focuses on understanding The basic elements of any general communications
user behaviors, needs, and motivations system include:
through observation techniques, task
analysis, and other feedback A. a source of information which is a
methodologies. transmitting device that transforms the
3. Usability Evaluation focuses on how well information or "message" into a form
users can learn and use a product to suitable for transmission by a particular
achieve their goals. It also refers to how means.
satisfied users are with that process. B. the means or channel over which the
4. Information Architecture (IA) focuses on message is transmitted.
how information is organized, structured, C. a receiving device which decodes the
and presented to users. message back into some approximation of
5. User Interface Design focuses on its original form.
anticipating what users might need to do D. the destination or intended recipient of the
and ensuring that the interface has message
elements that are easy to access, E. a source of noise (i.e., interference or
understand, and use to facilitate those distortion) which changes the message in
actions. unpredictable ways during transmission
6. Interaction Design (IxD) focuses on creating
engaging interactive systems with well
thought out behaviors.
7. Visual Design focuses on ensuring an
aesthetically pleasing interface that is in line
with brand goals.
8. Content Strategy focuses on writing and
curating useful content by planning the
creation, delivery and governance behind it.
INFORMATION PROCESSING THEORY- is an
9. Accessibility focuses on how a disabled
approach to cognitive development studies that
individual accesses or benefits from a site,
aims to explain how information is encoded into
system or application.
memory. It is based on the idea that humans do not
10. Web Analytics focuses on the collection,
merely respond to stimuli from the environment.
reporting, and analysis of website data.
Instead, humans process the information they
receive. This theory not only explains how
LESSON 2: Human Information Processing
information is captured, but how it is stored and
Model & Information Theory
retrieved as well.
INFORMATION- defined as the knowledge about
KEY ELEMENTS OF INFORMATION
facts or ideas gained through investigation,
PROCESSING THEORY
experience, or practice.
ATTRIBUTE OF CODES
ORGANIZATIONAL BENEFITS OF
INFORMATION PROCESSING THEORY -Detectability
-Storage -Compatibility
-Transformation -Meaningfulness
-Transmission -Standardization
D. Correct rejection – stimulus is not present
LESSON 3: SIGNAL DETECTION and observer responds, “No”
The level of noise may change from instant to 1. Increased duration of signal - Human
instant; however, it has an average effect on any sensory system do not respond immediately
sense and is distributed normally over time. to signals. Naturally, in normal-use
conditions, signal duration should be
This theory makes a distinction between an increased many times to allow the user to
observer’s ability to perceive a signal and their carry out multiple activities.
willingness to report it. 2. Enhanced signal-to-noise ratio - The
higher the signal-to-noise ratio, the more
HISTORY OF SIGNAL DETECTION THEORY detectable the signal is.
Signal detection theory is a body of concepts and 3. Multichannel presentation of data - In
techniques from communication theory, electrical addition to improving detectability,
engineering, and decision theory that were applied presentation of information to multiple
during World War II to the detection of radar signals channels (visual, auditory, tactual, etc.)
in noise. These concepts were applied to auditory enhances processing of information in
and visual psychophysics in the late 1950s and are background noise.
now widely used in many areas of psychology. 4. Multichannel monitoring of data -
Perception is more efficient when data are
SENSITIVITY AND CRITERION monitored by multiple input channels.
Sensitivity refers to the capacity of a person to 5. Optimal signal presentation rate (neither
detect and discriminate or how well the observer too slow nor too fast) - naturally, the best
perceives stimuli. This is the value that defines the rate of signal presentation depends largely
ease with which an observer can tell the difference on the tasks demands and other existing
between the presence and absence of a stimulus, stress.
or the difference between two stimuli.