Course : Design and ergonomics of software HMIs

Design and ergonomics of software HMIs






INTER
IN-HOUSE
CUSTOM

Practical course in person or remote class

Ref. DHM
  5d - 35h00
Price : Contact us






Teaching objectives
At the end of the training, the participant will be able to:
Understand the purpose and principles of software ergonomics
Design software interfaces that meet ergonomic criteria
Critically analyze an interface and suggest recommendations to improve its ergonomics
Model an application’s user profiles
Create the design and dynamics of a user interface
Model an application’s users in order to design a software interface
Understand the existing standards and different techniques for mastering software interface quality
Create a software HMI model using a design tool
Audit the quality of an existing interface based on the ergonomics criteria presented
Set up a user test scenario, implement it, and analyze its results

Course schedule

1
Introduction: What are ergonomics?

  • Definition of ergonomics and user experience.
  • Why do we need ergonomics?
  • The role of ergonomics. Ergonomics and innovation.
  • Ergonomics at the intersection of multiple disciplines.
  • Fundamentals: Cognitive psychology and organizations, communication, and sociology of uses.
  • Human processing of information.

2
Ergonomics in the development cycle.

  • The V design cycle.
  • Types of intervention, design, or correction.
  • Return on investment from ergonomics.
  • Ergonomics in depth. Design and structure.
  • Overview of different ergonomics methods.
  • Surface ergonomics, presentation, comfort.
  • Incorporating ergonomics into an IT company: What skills, which role.
  • ISO 9241-210 usability standards: Definition of effectiveness, efficiency, and satisfaction.
  • Ergonomics in the context of agile and iterative methods.
  • BtoB and BtoC interfaces: What differences in terms of ergonomics and interface issues.
  • Thick clients and web technologies: What differences in terms of ergonomics?

3
Modeling a program’s end users

  • ISO 9241-210 standard: Modeling users, the task, and the interaction context.
  • What data to collect about users: Anthropometric, sociological, and psychological aspects.
  • Taking into account users with particular needs: Accessibility.
  • Gathering qualitative data: Focus groups, Interviews, Field observations, etc.
  • Gathering quantitative data: Surveys.
  • Knowing the context of interaction with the future product.
  • Formalizing the results: Personas.
  • Information architecture: What wording and what organization?
  • Card sorting.
Role-playing
Building personas for model project offered to participants.

4
Ideation and design: Design Thinking

  • User experience as central to the digital transition strategy.
  • Ergonomics and Change Management.
  • Technology-driven and user-driven innovation.
  • Project Owner and Project User: What are the differences?
  • The double-diamond Service Design model.
  • Design Thinking techniques (“If I were...” list, experience map, user journey, mood board, etc.).
Role-playing
Planning a design thinking session for a model project offered to participants.

5
User-centered design for designing software

  • How do you present information on-screen? Visual organization.
  • Human learning. Gestalt laws.
  • Criteria legibility.
  • Colors. Using images and icons.
  • Managing the display and resizing the windows.
  • Menus, widgets, shortcuts.
  • Fitts’ law and Hick’s law.
  • Human-machine dialogs. Grice’s principles.
  • Contents, semantic aspects. Nielsen’s heuristics.
  • Importance of a home page or dashboard.
  • Graphic design: Skeuomorphism, flat design, material design.
  • Specific features of mobile HMIs: Display and usage.
  • Formalizing user tasks and browsing with Xmind.
Hands-on work
Formalizing the tasks and browsing of the future target users (Personas) using Xmind on a model project

6
Ergonomic prototyping

  • Difference between models and prototypes.
  • Vertical and horizontal modeling.
  • Modeling with low, medium, and high levels of fidelity.
  • Fast modeling tools.
  • Overview of Balsamiq and Axure.
Hands-on work
Creating interface models based on specifications and earlier work (Personas and browsing modeling), using Balsamiq.

7
Basics of the user testing methodology

  • Basics of the experimental method.
  • The difference between experience and testing.
  • How to measure effectiveness, efficiency, and satisfaction.
  • When should you conduct a user test?
  • How do you set up a user test?
  • The pre-test and post-test questionnaire.
  • Data collection: From “discount” methods to eye tracking.
  • Data analysis.
Hands-on work
Setting up a test protocol for the project worked on during the training

8
Heuristic analysis of software

  • Methodology of heuristic analysis: Advantages and limits.
  • Gravity and severity of the problems identified.
  • Existing heuristic analysis grids.
  • The principles of Nielsen, Bastien, and Scapin.
Case study
A software publisher wants to develop CV management software with a revolutionary interface for hiring firms. Suggest an approach and actions to take to create it with “user-centered design” and HMI ergonomic principles.


Customer reviews
4,4 / 5
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Dates and locations
Select your location or opt for the remote class then choose your date.
Remote class