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.