1. System
: System refers to the activites to achieve a specific goal, linking various components to each other. If achieve a goal of system, there is "input, output, and feedback" with environment.
[ input->system->output->feedback->input ]
- Types of system
Open-looped
: If it is activated, it can no longer be controlled such like gun.
Closed-looped
: If it is activated, it can be controlled such like missile.
2. Man-Machine System
: Man-machine system is a sturcture to allocate roles organically between humans and machines in a master-slave relationship to collectively perform functions.
- passive system, mechanized system, automated system
- man-machine system proceeds sequentially “detection -> saving information -> information processing and decision making -> behavioral function
3. Man-Machine Interaction
: Man-machine interaction is the process involving actions and reactions between humans and machines aimed at achieving the system's goals.
4. Man-Machine Interaction Framework
: Man-machine interaction is the process involving actions and reactions between humans and machines aimed at achieving the system's goals.
5. Usability
: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. (ISO9241-11)
6. User Experience
: A person's perceptions and responses that result form the use or anticipated use of a product, system of service. (ISO/DIS 9241-210)
: User experience encompasses all aspects of the end-user's interaction with the company, its services, and its product. (Nielsen-Norman Group)
7. Interaction and UI/UX
Interface
: The contact surface for interaction between users and products, essentailly serving the tool role for interaction.
Interaction
: The interaction between users and products, which involves the exchange of informaiton between the user and the product.
User experience
: The comprehensive expereicne gained by using a product.
It is a goal that users aim to achieve through the product.
8. For good user experience
- For good user experience, it is necessary to improve the usability of the product. In order to achieve this, the user interface design should take into account the ergonomic facters of user, including cognitive, physical, emotional aspects.
- The cognitive aspect refers to the characteristics related to the user’s information processing, the physical aspect pertains to the user’s body size and biomechanical features. The emotional aspect entails the user’s emotional experiences in response to stimulus.
9. User’s congitivie characteristic
: The design of warning displays, control interfaces, and colors should consider the characteristics of user sensing, perception, and cognition.
- In the navagation, road colors should be used to help drivers easily understand the degree of traffic congestion.
- The form of emergency lights should be easily understood by drivers, and the color of these lights should be designed to convey meaningful information. For example, red indicateds danger, yellow - caution, and green indicated normal functioning display.
10. User’s physical characteristic
: The design of product’s size, placement of control mechanisms, button dimensions, and utilization of space should consider the characteristics of user physical size and biomechanical features.
11. User’s emotional characteristic
: The design of a product's form, color, material (texture), vibration, and sound should be aimed at satisfying the emotional needs of users during product use.
- The car is designed to satisfy users emotionally through preferred forms and colors.
- The form, size, texture, and cushioning of the seat affect the driver's comfort.
12. The evaluation criteria of man-machine system
: The criteria for evaluating how effectively the system achieves its goals in the user's perspective.
Type of the evaluation criteria
- Machine criteria : A scale indicating how well the machine has achieved its intended purpose (e.g., machine functionality, machine reliability, etc.)
- Usability criteria: A measure of efficiency in use (e.g., number of tasks completed per minute, task completion time, user errors, etc.)
- Usability criteria: A human performance scale measured by using machines, indicating human behavior and reaction (reaction time, maximum muscle activity, etc.), physiological indicators (heart rate, electromyography, etc.), and subjective responses (subjective evaluations on design preference, etc.)
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