Due to the wide variety of available tech-nologies, and due to the fact that most ergonomicsrecommendations for the design of displays and con-trols remain the same regardless of the tec
Trang 11.1.1 Importance and Relevance of Human
Factors Considerations in Manufacturing
Systems Design
The design and operation of manufacturing systems
continue to have great signi®cance in countries with
large and moderate manufacturing base, such as the
United States, Germany, Japan, South Korea,
Taiwan, and Singapore It was widely believed in the
1980s that complete automation of manufacturing
activities through design concepts such as ``lights-out
factories,'' would completely eliminate human
in¯u-ence from manufacturing, and make manufacturing
more productive [1] However, we now see that
com-plete automation of manufacturing activities has not
happened, except in a few isolated cases We see three
basic types of manufacturing systems present and
emergingÐthe still somewhat prevalent traditional
manual manufacturing mode with heavy human
in-volvement in physical tasks, the predominant hybrid
manufacturing scenario (also referred to traditionally
as the mechanical or the semiautomatic systems) with
powered machinery sharing tasks with humans, and
the few isolated cases of what are called
computer-integrated manufacturing (CIM) systems with very
little human involvement, primarily in supervisory
capacities Indeed, human operators are playing, and
will continue to play, important roles in manufacturingoperations [2]
Another important factor that prompts due eration of human factors in a manufacturing system,during its design, is the recent and continuous upwardtrend in nonfatal occupational injuries that has beenobserved in the manufacturing industry in the UnitedStates [3] While these injuries may not be as severe andgrave as the ones due to accidents such as theChernobyl Nuclear Reactor accident (the Three MileIsland nuclear accident prompted an upswing inhuman factors research, especially in nuclear powerplants and in process industry settings), the increasingtrend in injuries leaves the claim that ``automation'' ofmanufacturing has resulted in softer jobs for manufac-turing workers questionable In fact, many manufac-turing researchers and practitioners believe that anincrease in severe injuries in manufacturing is primarilydue to the automation of simpler tasks, leaving thedicult ones for the humans to perform This belief
consid-is logical as the technology to automate dicult tasks
is either unavailable or expensive
The factors discussed suggest that manufacturingsystems (our de®nition of a system is broad; a systemmay thus be a combination of a number of equipment/machines and/or humans) be designed with humanlimitations and capabilities in mind, if the system is
to be productive, error-free, and safe, and result in749
Trang 2quality goods and services, all vital goals for
manufac-turing organizations
1.1.2 The Human±Machine System Framework
for Interface Design
Traditionally, system designers have accounted for
human limitations and capabilities by considering the
human operator as an information processor having
sensory and motor capabilities and limitations
(Fig 1) It can be readily seen from Fig 1 that the
key elements to the ecient and error-free functioning
of a human±machine system are the provision of
infor-mation to human operators in the system, and the
provision for control of the system by humans
Displays provide information about the machine or
the system to human operators, and controls enable
human operators to take actions and change machine
or system states (conditions) Operator feedback isobtained through interaction with the controls (tactilesensing, for instance) Thus, in the classical view,human interaction with automation is mediatedthrough displays and controls for a two-way exchange
of information
The recent view of the human±machine system,resulting out of advances in computerized informa-tion systems, sees the human operator as a super-visory controller [4] responsible for supervisoryfunctions such as planning, teaching, monitoring,intervening, learning, etc (Fig 2) Even though, insuch a view, the human operator has a changed role,displays and controls still provide the fundamentalmedium for human interaction with the system.Indeed, properly designed displays and controls arefundamental to the ecient and error-free functioning
Figure 1 Traditional representation of human interaction with machine
Trang 3of manufacturing systems Ergonomics, which we
de®ne as the study of issues involved in the application
of technology to an appropriate degree to assist the
human element in work and in the workplace, provides
recommendations for interface design based on
research in human sensory and motor capabilities
and limitations
1.1.3 Scope of This Chapter
Even though displays and controls, and their eective
design, are fundamental to the ecient and error-free
operation of the system, a number of important
activ-ities need to be carried out before one can think of
displays and controls These activities stem from the
central need to build systems to suit human
limita-tions and capabilities Some of these activities, such
as ``user needs analysis,'' are relatively new conceptsand form the core of what is called the ``usabilityengineering approach'' to design Techniques asso-ciated with other activities, such as task analysisand function allocation between humans and auto-mated equipment, are an integral part of designing
``good'' jobs, and have been in existence for sometime We present some of these techniques and meth-ods
Inherent throughout our presentation is the essence
of the ``human-centered interface design approach.''
We ®rst present elements of this approach and trast it with the ``system-centered interface designapproach.'' It is recommended that this concept ofhuman-centered design guide the designer at boththe system, as well as at the nuts-and-bolts, designlevels
con-Displays and controls, the selection, design, andevaluation of which will be the theme for the remainder
of the chapter, form a part of aids, equipment, tools,devices, etc., that are necessary for a system to operatesatisfactorily Due to the wide variety of available tech-nologies, and due to the fact that most ergonomicsrecommendations for the design of displays and con-trols remain the same regardless of the technology used(e.g., recommendations on the design of letteringremain the same whether the recommendation is for
a conventional hand-held meter, a visual display unit,
or printed material), we provide only general mendations for dierent types of displays and controls,without reference to commercial products andequipment
recom-A few other notes about the scope of this chapter:due to the vast literature available in the area ofdesign of human±machine systems, our emphasis inthis chapter is on the breadth of coverage ratherthan depth in any area This emphasis is deliberate,and is motivated, in addition, by our intention toprovide the reader a taste of the process of designand evaluation of a modern human±machine system.Readers interested in more detail in any one area ortechnique should refer to our recommended readinglist Also, even though the recommendations andguidelines summarized in this chapter come fromresearch in human±machine settings other than hard-core manufacturing settings, they are equally applic-able to manufacturing systemsÐthe generalframework and the speci®c recommendations wehave collected and provided in this chapter fordesign of human±machine systems are applicableacross systems
Figure 2 The latest notion of human as a supervisory
controller
Trang 41.2 APPROACHES TO DESIGNING
SYSTEMS FOR HUMAN±MACHINE
INTERFACE
1.2.1 The System-Centered Design Approach
The system-centered design approach, as the name
sug-gests, analyzes the system currently in use, designs and
speci®es the new system based on this analysis, builds
and tests the new system, and delivers the system and
makes minor changes to the system (Fig 3) The focus
is on the goals of the system and the goals of the
orga-nization within which the system is to perform
Designers following this approach fail to consider the
users before designing the system As a result, users of
such systems are required to remember too much
infor-mation Also, typically, these systems are intolerant of
minor user errors, and are confusing to new users
More often than not, such systems do not provide
the functions users want, and force the users to
per-form tasks in undesirable ways New systems designed
the system-centered way have also been shown to cause
unacceptable changes to the structure and practices in
entire organizations [5]
1.2.2 The Human-Centered Design Approach
The human-centered design approach to human±
machine interaction, unlike the system-centered
approach, puts the human attributes in the system
ahead of system goals In other words, the entire
system is built around the user of the systemÐthehuman in the system This approach has been var-iously called the ``usability engineering approach,''the ``user-centered approach'' or the ``anthropocentricapproach to production systems,'' etc Figure 4 pro-vides our conception of the human-centered approach
to interface design The ®rst step in this designapproach is information collection Informationabout user needs, information about user cognitiveand mental models, information on task demands,information on the environment in which the usershave to perform, information on the existing interfacebetween the human operator (the user of the system)and the machine(s), requirements of the design, etc.,are some of the more important variables aboutwhich information is collected This information isthen used in the detailed design of the new interface.The design is then evaluated Prototype developmentand testing of the prototype are then performed just as
in any other design process User testing and tion of the prototype, the other important characteris-tic of this design process which calls for input from theend user, is then carried out This results in new input
evalua-to the design of the interface, making the entire designprocess iterative in nature
Even though the human-centered design approach
is intended to take human capabilities and limitationsinto account in system design and make the systemusable, there are a number of diculties with thisapproach The usability of the system is only as good
as its usability goals Thus, if the input from the usersabout the usability goals of the system are inappropri-ate, the system will be unusable One approach to over-come this problem is to include users when settingusability goals; not just when measuring the usabilitygoals Another common diculty with this approach isthe lack of provision to take into account qualitativedata for designing and re®ning the design This is due
to the de®ciency inherent in the de®nition of usabilitywhich calls for quantitative data to accurately assessthe usability of a system There is also the drawbackthat this approach is best suited for designing newsystems, and that it is not as eective for redesign ofexisting systems
Despite these limitations, the human-centereddesign approach merits consideration from designersbecause it proactively takes the user of the product(displays and controls with which we are concerned,and which make up the interfaces for human±machineinteraction, are products) into the system designprocess, and as a result, engineers usability, into theproduct
Figure 3 System-centered approach to design
Trang 51.3 THE PROCESS OF SOLVING HUMAN±
MACHINE INTERFACE PROBLEMS
Even though displays and controls are the ®nal means
of information exchange between humans and
machines in a system, the actual design of the
hard-ware and softhard-ware for displays and controls comes
only last in order, in the process of solving human±
machine interface problems The other key steps in
this process include user-needs analysis, task analysis,
situation analysis, and function allocation decisions,
after which the modes of information presentation
and control can be decided In the following sections,
we discuss each of these steps
1.3.1 User-Needs AnalysisThe goal of user-needs analysis is to collect informa-tion about users and incorporate it into the designprocess for better design of the human±machineinterface User-needs analysis typically involves thefollowing activities: characterization of the user,characterization of the task the user performs, andcharacterization of the situation under which the userFigure 4 Human-centered approach
Trang 6has to perform the task What follows are
guide-lines and methods for performing each of these three
activities prior to designing the system
1.3.1.1 Characterization of the User
Table 1 provides a user characterization checklist
Included in this checklist are questions to elicit
infor-mation about the users, inforinfor-mation about users' jobs,
information about users' backgrounds, information
about usage constraints, and information about the
personal preferences and traits of the users
As is obvious from the nature of the questions in
the checklist, the goal of collecting such information
is to use the information in designing a usable
system
1.3.1.2 Characterization of the Task
Characterization of the tasks users have to perform to
attain system goals is done through task analysis Task
analysis is defned as the formal study of what a human
operator (or a team of operators) is required to do to
achieve a system goal [6] This study is conducted in
terms of the actions and/or the cognitive processes
involved in achieving the system goal Task analysis
is a methodology supported by a number of techniques
to help the analyst collect information about a system,organize this information, and use this information tomake system design decisions Task analysis is anessential part of system design to ensure ecient andeective integration of the human element into thesystem by taking into account the limitations and cap-abilities in human performance and behavior Thisintegration is key to the safe and productive operation
of the system
The key questions to ask when performing task lysis activities are shown inTable 2 The task analysismethodology ®nds use at all stages in the life cycle of asystemÐfrom initial conception through the prelimin-ary and detailed design phases, to the prototype andactual product development, to the storage and demo-lition stage Task analysis is also useful for systemevaluation, especially in situations involving systemsafety issues, and in solving speci®c problems thatmay arise during the daily operations of a system.Task analysis can be carried out by system designers
ana-or by the operations managers who run the system on aday-to-day basis
Table 1 User Characteristics ChecklistData about users What is the target user group?
What proportion of users are male and what proportion are female?
What is average age/age range of users?
What are the cultural characteristics of users?
Data about job What is the role of the user (job description)?
What are the main activities in the job?
What are the main responsibilities of the user?
What is the reporting structure for the user?
What is the reward structure for the user?
What are the user schedules?
What is the quality of output from the user?
What is the turnover rate of the user?
Data about user What is the education/knowledge/experience of the user relevant to the job?
background What are the relevant skills possessed by the user?
What relevant training have the users undergone?
Data about usage Is the current equipment use by users voluntary or mandatory?
constrains What are the motivators and demotivators for use?
Data about user What is the learning style of the user?
personal What is the interaction style of the user?
preferences and What is the aesthetic preference of the user?
traits What are the personality traits of the user?
What are the physical traits of the user?
Adapted from Ref 5.
Trang 7While many dierent task analysis techniques exist
to suit the dierent design requirements in systems, our
primary focus here is on techniques that help in
design-ing the interface The key issues involved in designdesign-ing a
human interface with automated equipment are
asses-sing what will be needed to do a job (the types of
information that human operators will need to
under-stand the current system status and requirements; the
types of output that human operators will have to
make to control the system), and deciding how this
will be provided Table 3provides a summary of the
important activities involved in the process of interface
design and the corresponding task analysis technique
to use in designing this activity We present brief maries of each of these techniques in the followingsections The reader should refer to Kirwan andAinsworth [6], or other articles on task analysis, for adetailed discussion of the dierent task analysis tech-niques
sum-Hierarchical Task Analysis This enables the analyst
to describe tasks in terms of operations performed bythe human operator to attain speci®c goals, and
``plans'' or ``statements of conditions'' when each of
a set of operations has to be carried out to attain anoperating goal Goals are de®ned as ``desired states of
Table 2 Checklist for Task Analysis Activities
Goals What are the important goals and supporting tasks?
For every important task:
Intrinsics of the task What is the task?
What are the inputs and outputs for the task?
What is the transformation process (inputs to outputs)?
What are the operational procedures?
What are the operational patterns?
What are the decision points?
What problems need solving?
What planning is needed?
What is the terminology used for task speci®cation?
What is the equipment used?
Task dependency and What are the dependency relationships between the current task and the other tasks and systems?criticality What are the concurrently occurring eects?
What is the criticality of the task?
Current user problems What are the current user problems in performing this task?
Performance criteria What is the speed?
What is the accuracy?
What is the qualityTask criteria What is the sequence of actions?
What is the frequency of actions?
What is the importance of actions?
What are the functional relationships between actions?
What is the availability of functions?
What is the ¯exibility of operations?
User discretion Can the user control or determine pace?
Can the user control or determine priority?
Can the user control or determine procedure?
Task demands What are the physical demands?
What are the perceptual demands?
What are the cognitive demands?
What are the envirornmental demands?
What are the health and safety requirements?
Adapted from Ref 5.
Trang 8systems under control or supervision'' (e.g., maximum
system productivity) Tasks are the elements in the
method to obtain the goals in the presence of
con-straints (e.g., material availability) Operations are
what humans actually do to attain the goals Thus,
hierarchical task analysis is ``the process of critically
examining the task factors, i.e., the human operator's
resources, constraints and preferencesÐin order to
establish how these in¯uence human operations in
the attainment of system goals.'' System goals can be
described at various levels of detail (or subgoals), and
hence the term ``hierarchical.'' The hierarchical task
analysis process begins with the statement of overall
goal, followed by statements of the subordinate
opera-tions, and the plans to achieve the goal The
subordi-nate operations and the plans are then checked for
adequacy of redescription (of the goal into
subopera-tions and plans) The level of detail necessary to
ade-quately describe a goal in terms of its task elements
determines the ``stopping rule'' to use when
redescrib-ing A possible stopping rule could be when the
prob-ability of inadequate performance multiplied by the
costs involved if further redescription is not carried
out, is acceptable to the analyst
Activity Sampling This is another commonly used
task analysis method for collecting information about
the type and the frequency of activities making up
a task Figure 5 shows the steps involved in activitysampling
Samples of the human operator's behavior at
speci-®ed intervals are collected to determine the proportion
of time the operator spends performing the identi®edactivities Two key factors for the activity samplingmethod to work include the requirements that thetask elements be observable and distinct from oneanother, and that the sampling keep pace with theperformance of the task Typically, the analyst per-forming activity sampling, classi®es the activitiesinvolved, develops a sampling schedule (these twoaspects form the core of the design of activity samp-ling), collects and records information about activities,and analyzes the collected activity samples Activitysampling has its advantages and disadvantages.Objectivity in data recording and collection, ease
of administering the technique, and the ability of thetechnique to reveal task-unrelated activities that needanalysis, are some of the advantages of the method.Requirements of a skilled analyst (for proper identi®-cation and description of the task elements), and theinability of the technique to provide for analysis ofcognitive activities are the main disadvantages of thetechnique
Task Decomposition This is a method used to exactlystate the tasks involved in terms of information con-
Table 3 Summary of Task Analysis Activities and Methods Involved inInterface Design
Gathering task information Hierarchical task analysisrepresenting the activities within the task Activity samplingStating required information, actions, Work study
Decision/action diagramsChecking adequacy of provisions for Table-top analysisinformation ¯ows for successful Simulationcompletion of the task Walk-through/talk-through
Operator modi®cations surveysCoding consistency surveysIdentifying links between attributes Link analysis
(total system check) to ensure system Petri nets
Simulator trialsProvide detailed design Person speci®cation
Modi®ed from Ref 6.
Trang 9tent, and actions and feedback required of the
opera-tor Once a broad list of activities and the tasks
involved have been generated using either hierarchical
task analysis or activity sampling, task decomposition
can be used to systematically expand on the task
descriptions The various steps involved in task
decom-position are presented inFig 6
Decision±Action Diagram This is one of the most
commonly used tools for decision making Figure 7
is an example of a decision±action diagram [7] The
decision±action diagram sequentially proceeds through
a series of questions (representing decisions) and
pos-sible yes/no answers (representing actions that can be
taken) The questions are represented as diamonds,
and the possible alternatives are labeled on the exit
lines from the diamond A thorough knowledge of
the system components, and the possible outcomes of
making decisions about system components is essential
for constructing complete and representative decision±
action diagrams
Table-Top Analysis As the name implies, this is a
technique through which experts knowledgeable
about a system discuss speci®c system characteristics
In the context of interface design, this task analysis
methodology is used for checking if the information
¯ows identi®ed during the initial task analysis andtask description, is adequate for successful task com-pletion Table-top analysis, hence, typically follows theinitial hierarchical or other forms of task analysiswhich yield task descriptions, and provides informa-tion input for the decomposition of the tasks A num-ber of group discussion techniques exist in practice,including the Delphi method, the group consensusapproach, the nominal group technique, etc., for con-ducting table-top analysis, each with its own meritsand demerits
Walk-Through/Talk-Through Analysis These lyses involve operators and other individuals havingoperational experience with the system, walking andtalking the analyst through observable task com-ponents of a system in real time Walk-through isnormally achieved in a completely operational system
ana-or in a simulated setting ana-or even in a mock-up setting.Talk-through can be performed even without a simula-tion of the systemÐthe only requirements are drawingand other system speci®c documentation to enable theanalysts to set system and task boundaries while per-forming the talk-through analysis For more informa-tion on walk-through and talk-through analyses, refer
to Meister [8]
Figure 5 Activities involved in activity sampling
Trang 10Operator Modi®cation Surveys These surveys are
performed to gather input from the actual users,
(i.e., the operators) of the system, to check if there
will be diculties in using the system, and of what
types This checking of the adequacy of the interface
design of the system from the users' perspective is
done through surveys conducted on similar already
operational systems In general, operators and other
users of systems maintain and provide information on
design inadequacies through memory aids, such as
their own labels on displays to mark safe limits,
per-ceptual cues, such as makeshift pointers, and
organi-zational cues, such as grouping instruments through
the use of lines These makeshift modi®cations done
by the operators indicate design de®ciencies in thesystem, and can be planned for and included in theredesign of the existing system or in the design of anew system
Coding Consistency Surveys These surveys are used
to determine if the coding schemes in use in thesystem are consistent with the associated meanings,and if and where additional coding is needed Therecommendation when performing coding consis-tency surveys is to record the description of the loca-tion of the item, a description of the coding used forthat item (intermittent siren sound), a description ofany other coding schemes used for that item (inter-Figure 6 The task decomposition process
Trang 11mittent siren sound accompanied by a yellow
¯ash-ing light), and a complete description of the function
being coded
Link Analysis This is a technique used to identify
and represent the nature, frequency, and/or the
impor-tance of relationships or links existing between
indivi-dual operators and some portion of the system [9]
Link analysis has been found to be particularly useful
in applications where the physical layout of equipment,instruments, etc., is important to optimize the inter-action of the human operator with the system Linkanalysis does not require extensive resources toperform (in fact, paper and pencil are the onlyresources required to perform a link analysis) Linkanalysis proceeds by ®rst collecting informationabout the system components used during task perfor-mance This information is then used to develop acomplete list of links between individual system ele-ments The links thus established are then diagramedand ranked for importance The order of importancemay be determined based on the frequency of activitybetween two links, or based on other appropriate mea-sures decided by the system expert The nature of thelinks to be studied (is it a movement of attention orposition between parts of the system?), and the level ofdetail to include in de®ning each link are importantfactors that determine the overall structure and useful-ness of the links established Link analysis does notneed observational data collection; a mere description
of the procedures in the form of a technical manual issucient for identifying and establishing the links Theextensive graphical and tabular representationsinvolved in link analysis, however, limits the use ofthis technique for large systems with involved linkages
in the system
Simulator Analysis The goal of simulation studies is
to replicate, and observe, system (including operatorand operating environment) performance while mak-ing the performance environment as representative andclose to the real-time environment as possible.Dierent forms of simulations exist depending on theplatform or the simulator used for the simulation: asimple paper-and-pencil simulation, to a mock-up of
a system that may or may not be dynamic, to adynamic simulation which will respond in real time.Whatever the method of simulation used, the key con-sideration in simulation studies is the trade-o betweenthe ®delity of simulation (deciding the features of thesystem that need ®delity is an issue too), and the cost ofinvolved in building high-®delity simulations Despitethis limitation, simulation analysis can be useful whendesigning task situations that are dangerous forhumans to perform, or dicult to observe
Person Speci®cation The goal of person speci®cation
is to detail the key physical and mental capabilities, thekey qualifcations and personality traits, and experi-ence, required of the operator to perform specif edtasks Person speci®cation is similar to the user char-Figure 7 Generic function allocation analysis ¯owchart
Trang 12Figure 7 (continued)
Trang 13Figure 7 (continued)
Trang 14acterization exercise described in Sec 1.3.1.1; the
checklist used for user characterization can be used
for person speci®cation also One of the widely used
techniques for person speci®cation is the position
ana-lysis questionnaire Broadly, position anaana-lysis
ques-tionnaires require the operator to identify for their
speci®ed tasks andjobs, the information input, the
mental processes, the work output, the context of the
job, the relationship with other personnel in the
sys-tem, and any other relevant job characteristics Using
the responses from the operators, the skill content of
tasks and jobs can be determined, and can help in
designing personnel selection and training programs
to ensure optimal human±machine interaction
Ergonomics Checklists These checklists are generally
used to ascertain if a particular system meets
ergo-nomic principles and criteria Ergoergo-nomics checklists
can check for subjective or objective information and
can cover issues ranging from overall system design to
the design of individual equipment Checklists can also
range in detail from the broad ergonomic aspects to
the minute detail Table 4 provides an example of a
checklist for equipment operation A number of
other standard checklists have also been developed
by the ergonomics community Important among
these are the widely used and comprehensive set of
checklists for dierent ergonomics issues by
Woodson [10,11], MIL-STD 1472C [12] which covers
equipment design (written primarily for military
equip-ment, but can be used as a guide to develop checklists),
EPRI NP-2360 [13] which is a checklist for
mainte-nance activities in any large-scale system,
NUREG-0700 [14] which is a comprehensive checklist for
con-trol room design, the HSE checklist [15] which deals
with industrial safety and human error, and the
numer-ous checklists for CRT displays and VDUs [16,17]
1.3.1.3 Characterization of the Situation
Apart from the user and the task variables that could
aect system performance, the external environment in
which the system functions can also in¯uence the
human±system interaction performance.Table 5
pro-vides a representative checklist for the most commonly
encountered situations for which the system analyst
must obtain answers, and attempt to provide for
these situations in design
1.3.2 Allocation of Functions
In designing the human±machine interface, once
com-prehensive information about the users and the
activ-ities/tasks these users will perform is known (throughthe use of tools presented in the earlier sections), thespeci®c activities and tasks need to be assigned either
to the humans or to the machines The allocation offunctions is a necessary ®rst step before any furtherdesign of the interface in the human±machine systemcan be carried out
The need for solving the function allocation blem directly stems from the need to decide the extent
pro-of automation pro-of manufacturing activities This is sobecause, in the present day manufacturing scenario,the decision to make is no longer whether or not toautomate functions in manufacturing, but to whatextent and how
The function allocation problem is perhaps as old asthe industrial revolution itself Fitts' list, conceived in
1951 (Table 6), was the ®rst major eort to resolve thefunction allocation problem
However, while Fitts' list provided fundamental andgeneric principles that researchers still follow forstudying function allocation problems, its failure toprovide quantitative criteria for function allocationresulted in its having little impact on engineeringdesign practices The development of practical andquantitative criteria for allocating functions is com-pounded by an important issue: unless one candescribe functions in engineering terms, it is impossible
to ascertain if a machine can perform the function;and, if one can describe human behavior in engineeringterms, it may be possible to design a machine to do thejob better (than the human) But many functions can-not be completely speci®ed in engineering (numerical)terms This implies that those functions that cannot bespeci®ed in engineering terms should be allocated tohumans, with the rest allocated to the machines Inaddition, for the practitioner, function allocation con-siderations have been limited due to the lack of [19]:
1 Systematic and step-by-step approaches to sion making during function allocation
deci-2 Systematic and concise data for addressingissues such as the capability and limitations ofhumans and automated equipment, and underwhat circumstances one option is preferableover the other
3 Methodology for symbiotic agents such as ufacturing engineers and ergonomists, to inte-grate human and machine behaviors
man-4 Uni®ed theory addressing domain issues such asroles, authorities, etc
5 Integration of other decision-making criteria(such as the economics of the situation) so
Trang 15Table 4 Example of an Ergonomics Checklist for Equipment Operation
Compromise butCharacteristic Satisfactory acceptable UnsatisfactoryConsole shape/size
Desk height, areaControl reachDisplay viewBody, limbclearancePanel locationFrequency of useSequence of useEmergency responseMultioperator usePanel layoutFunctional groupingSequential
organizationIdenti®cationClearance spacingDisplays
Functionalcompatibility forintended purposesIntelligibility ofinformation contentControl interactionLegibility; ®gures,pointers, scalesVisibility;
illumination,parallaxLocationIdenti®cationControlsFunctionalcompatibility forintended purposesLocation, motionexcursion, and forceDisplay interactionSpacing, clearance,size
Identi®cationAdapted from Ref 10.
Trang 16that the function allocation decision is not made
in isolation
6 Easily usable tools to simulate dierent
con®g-urations of humans and machines
In spite of these shortcomings, research on function
allocation has permitted the following general
infer-ences for the practitioner:
1 Function allocation cannot be accomplished
by a formulaÐor example, rules which may
apply in one situation may be irrelevant inanother
2 Function allocation is not a one-shot sionÐthe ®nal assignment depends on activ-ities at the levels of the tasks, the con¯ation
deci-of tasks into jobs, the relationships deci-of jobswithin a larger workgroup, and the likelychanges in the higher level manufacturing pro-cesses themselves
3 Function allocation can be systematizedÐit isclear that there are a number of sequentialsteps that can be taken to best allocate func-tions
4 Both humans and machines can be good orbad at certain tasks
5 Using analogies can facilitate the functionallocation process
6 Function allocation can be targeted to a ci®c time frame
spe-7 Function allocation depends on the nature ofthe taskÐit varies based on whether the task isperceptual, cognitive, or psychomotor
8 Function allocation decisions must be based
on sound economic analyses of options aswell as the capabilities and limitations ofhumans and machines
9 Human and machine performances are notalways antithetical
10 Function allocation decisions must considertechnology advances within a given timeframe
11 In cases where both humans and machines canperform a function, the system should bedesigned in such a way so that humans candelegate the function to machines, or can
Table 5 Checklist for Situation Analysis
What are the likely situations thatcould arise during system use and howwill these aect use of the system?
Equipment Falls short of target performance
Falls short of speci®cationFails
Availability Data is missing
Materials are missingPersonnel are missingSupport is missingOverloads Of people/machines
Of data, information, materials, etc
Interruptions The process breaks down
Complete restart of process requiredEnvironment Changes: in physical or social
environmentPolicy changes Changes in laws, rules, standards and
guidelinesAdapted from Ref 5.
Table 6 Fitts' List
Humans appear to surpass present-day machines with respect to the following:
Ability to detect small amounts of visual or acoustic energy
Ability to perceive patterns of light or sound
Ability to improvise and use ¯exible procedures
Ability to store very large amounts of information for long periods and to recall relevant facts at the appropriate timeAbility to reason inductively
Ability to exercise judgment
Present-day machines appear to surpass humans with respect to the following:
Ability to respond quickly to control signals, and to apply great force smoothly and precisely
Ability to perform repetitive, routine tasks
Ability to store information brie¯y and then to erase it completely
Ability to reason inductively, including computational ability
Ability to handle complex operations, i.e., to do many dierent things at once
Adapted from Ref 18.
Trang 17take over the function when circumstances
demand it
A number of approaches have been suggested in the
literature for solving the function allocation problem
Some of the promising approaches include function
allocation criteria based on speci®c performance
mea-sures (time required to complete tasks, for example)
[20±24], criteria based on comparison of capabilities
and limitations of humans with particular attention
given to knowledge, skills, and information sources
and channels [25±34] criteria based on economics
(allo-cate the function to the less expensive option),
[21,35,36], and criteria based on safety (to the human
operator in the system) [37±39]
Experiments with these approaches suggest that
functions that are well-proceduralized permitting
algo-rithmic analysis, and requiring little creative input, are
prime candidates for automation On the other hand,
functions requiring cognitive skills of a higher order,
such as design, planning, monitoring, exception
hand-ling, etc., are functions that are better performed by
humans The prime requirements for automating any
function are the availability of a model of the activities
necessary for that function, the ability to quantify that
model, and a clear understanding of the associated
control and information requirements Clearly, there
are some functions that should be performed by
machines because of:
1 Design accuracy and tolerance requirements
2 The nature of the activity is such that it cannot
be performed by humans
3 Speed and high production volume
require-ments
4 Size, force, weight, and volume requirement
5 Hazardous nature of the activity
Equally clearly, there are some activities that should be
performed by humans because of:
1 Information-acquisition and decision-making
needs
2 Higher level skill needs such as programming
3 Specialized manipulation, dexterity, and sensing
needs
4 Space limitations (e.g., work that must be done
in narrow and con®ned spaces)
5 Situations involving poor equipment reliability
or where equipment failure could prove
catastrophic
6 Activities for which technology is lacking
Mital et al [7] provide a generic methodology in theform of decision-making ¯owcharts for the systematicallocation of functions between humans and machines
Figure 7, presented earlier is a part of these ¯owcharts.These ¯owcharts are based on the requirements ofcomplex decision making, on a detailed safety analysis,and on a comprehensive economic analysis of the alter-natives These function allocation ¯owcharts are avail-able for dierent manufacturing functions such asassembly, inspection, packaging, shipping, etc., andshould be consulted for a detailed analysis of the ques-tion of manufacturing function allocation
1.3.3 Information Presentation and Control1.3.3.1 The Scienti®c Basis for Information
Input and ProcessingReduced to a fundamental level, human interactionwith automation can be said to be dependent uponthe information processing ability of the human, andupon the exchange of information among the dierentelements in a system Over the years, behavioral scien-tists have attempted to explain human informationprocessing through various conceptual models andtheories One such theory is the information theory[40] Information, according to information theory, isde®ned as the reduction of uncertainty Implicit inthis de®nition is the tenet that events that are highlycertain to occur provide little information; events thatare highly unlikely to occur, on the other hand, pro-vide more information Rather than emphasize theimportance of a message in de®ning information,information theory considers the probability of occur-rence of a certain event in determining if there is infor-mation worth considering For instance, the ``no-smoking'' sign that appears in airplanes before takeo,while being an important message, does not conveymuch information due to the high likelihood of itsappearance every time an aircraft takes o On theother hand, according to information theory, messagesfrom the crew about emergency landing procedureswhen the plane is about to perform an emergency land-ing convey more information due to the small like-lihood of such an event Information is measured inbits (denoted by H) One bit is de®ned as the amount ofinformation required to decide between two equallylikely alternatives
When the dierent alternatives all have the sameprobability, the amount of information (H) is given by
H log2N
Trang 18where N is the number of alternatives For example,
when an event only has two alternatives associated
with it, and when the two alternatives are equally
likely, by the above equation, the amount of
informa-tion, in bits, is 1.0
When the alternatives are not equally likely (i.e., the
alternatives have dierent probabilities of occurrence),
the information conveyed by an event is given by
hi log2 1=pi
where hiis the information associated with event i, and
pi is the probability of occurrence of event i
The average information (Hav conveyed by a series
of events having dierent probabilities is given by
HavXpi log2 1=pi
where pi is the probability of the event i
Just as a bit is the amount of information,
redun-dancy is the amount of reduction in information from
the maximum due to the unequal probabilities of
occurrence of events Redundancy is expressed as a
percentage, and is given by
% Redundancy 1 Hav=Hmax 100
Information theory, while providing insight into
measuring information, has major limitations when
applied to human beings It is valid only for simple
situations which can split into units of information
and coded signals [41] It does not fully explain the
stimulus-carrying information in situations where
there are more than two alternatives, with dierent
probabilities
The channel capacity theory, another theory
explain-ing information uptake by humans, is based on the
premise that human sense organs deliver a certain
quantity of information to the input end of a channel,
and that the output from the channel depends upon the
capacity of the channel It has been determined that if
the input is small, there is very little absorption of it by
the channel, but that if the input rises, it reaches the
threshold channel capacity, beyond which the output
from the channel is no longer a linear function of the
input [41] Experimental investigations have shown
that humans have a large channel capacity for
infor-mation conveyed to them through the spoken word
than through any other medium A vocabulary of
2500 words requires a channel capacity of 34 to 42
bits per second [42] Designers must keep in mind
that in this day and age of information technology,
the central nervous system of humans is subjected to
more information than the information channel can
handle, and that a considerable reduction in theamount of information must be carried out beforehumans process the information
In addition to theories such as the informationtheory and the channel capacity theory that explaininformation uptake, many conceptual models ofhuman information processing have been proposed
by researchers over the last four decades Figure 8
shows one such fundamental model (most othermodels contain elements of this basic model) depictingthe stages involved in information processing [43] Thekey elements of the model are perception, memory,decision making, attention, response execution, andfeedback The following is a brief discussion of each
of these elements
Perception may involve detection (determiningwhether or not a signal is present), or identi®cationand detection (involving detection and classi®cation).The theory of signal detection [43±45] through the con-cept of noise in signals, attempts to explain the process
of perception and response to the perceived signals.Four possible outcomes are recognized in signal detec-tion theory: (1) hit (correctly concluding that there is asignal when there is one), (2) false alarm (concludingthat there is a signal when, in actuality, there is none),(3) miss (concluding that there is no signal when, inactuality, there is one and (4) correction rejection (cor-rectly concluding that there is no signal when there isnone) The fundamental postulate of signal detectiontheory is that humans tend to make decisions based oncriteria whose probabilities depend upon the probabil-ities of the outcomes above The probability of observ-ing a signal, and the costs and bene®ts associated withthe four possible outcomes above, determine theresponses of the human to the signal The resolution
of the human sensory activities (ability to separate thenoise distribution from the distribution of the signal)has also been found to aect the signal detection cap-ability of the human
Memory, in humans, has been conceptualized asconsisting of three processes, namely, sensory storage,working memory, and long-term memory [43].According to this conception, information from sen-sory storage must pass through working memorybefore it can be stored in long-term memory Sensorystorage refers to the short-term memory of the stimu-lus Two types of short-term memory storage are wellknownÐiconic storage associated with visual senses,and echoic storage associated with the auditory senses[46] Sensory storage or short-term memory has beenshown to be nearly automatic requiring no sustainedattention on the part of the human to retain it
Trang 19Information transfer from sensory storage to working
memory is brought about through attention (to the
process) Information from stimuli is believed to be
stored in the working memory primarily in the form
of either visual, phonetic, or semantic codes It is also
believed that the capacity of working memory is ®ve to
nine chunks of information (similar units regardless of
the size) [47] Researchers recommend presenting ®ve
to nine meaningful and distinct chunks of information
for improved recall It has also been determined that
there is a linear relationship between the number of
items in a memorized list and the time required to
search the list of items in the working memory [48]
Also, all items in the working memory are searched
one at a time, even if a match is found early in the
search process The transfer of information from
work-ing memory to the long-term memory is believed to
take place through semantic coding, i.e., by analyzing,
comparing, and relating information in the working
memory to past stores of knowledge in the long-term
memory [46] The extent to which information can be
retrieved from long-term memory depends on the
extent of organization of the information in the
long-term memory
Rational decision making is de®ned as the process
that involves seeking information relevant to the
decision at hand, estimating the probabilities of
various alternatives, and attaching values to theanticipated alternatives A number of biases, however,have been identi®ed to exist among humans that oftenmakes decision making irrational.Table 7lists some ofthese biases
Attention is another key factor in¯uencing humaninformation input and processing Research hasidenti®ed four types of tasks or situations requiringattention These are selective attention, focusedattention, divided attention, and sustained attention.When several information sources are to be monitored
to perform a single task, attention is said to be selective(e.g., a process control operator scanning severalinstrument panels before detecting a deviant value)
Table 8 provides guidelines for improving ances in tasks requiring selective attention When ahuman has to focus attention on one source of infor-mation and exclude all other sources of informationfor task performance, attention is said to be focused.Task performance under focused attention is aected
perform-by the physical proximity of the sources of tion While physical proximity enhances performance
informa-in tasks requirinforma-ing selective attention, it impedesperformance in tasks requiring focused attention
Table 9 provides guidelines for improving ances in tasks requiring focused attention Whenhumans do more than one task at a time, their atten-Figure 8 Fundamental model of human information processing
Trang 20perform-tion is said to be divided (among the tasks) While
much of the theoretical base for explaining
perform-ance of tasks requiring divided attention is still
evol-ving [43,49], some guidelines for designing tasks that
require divided attention are available, and are
pro-vided in Table 10 When humans maintain attention
and remain vigilant to external stimuli over prolonged
periods of time, attention is said to be sustained
Nearly four decades of research in vigilance and
vigi-lance decrement [50±53] has provided guidelines for
improving performance in tasks requiring sustained
attention (Table 11)
In addition to the factors discussed above,
consider-able attention is being paid to the concept of mental
workload (which is but an extension of divided
atten-tion) Reviews of mental workload measurement
tech-niques are available [54±56], and should be consulted
for discussions of the methodologies involved in
men-tal workload assessment
1.3.3.2 The Scienti®c Basis for Human Control
of SystemsHumans respond to information and take controllingactions The controlling actions of the human aremediated through the motor system in the humanbody The human skeletal system, the muscles, andthe nervous system help bring into play motor skillsthat enable the human to respond to stimuli Motorskill is defned as ``ability to use the correct muscleswith the exact force necessary to perform the desiredresponse with proper sequence and timing'' [57] Inaddition, skilled performance requires adjusting tochanging environmental conditions, and acting con-sistently from situation to situation [58] A number
of dierent types of human movements have beenrecognized in the literature [46] These include discretemovements (involving a single reaching movement to atarget that is stationary), repetitive movements (asingle movement is repeated), sequential movements
Table 7 Common Human Biases
Humans attach more importance to early information than subsequent information
Humans generally do not optimally extract information from sources
Humans do not optimally assess subjective odds of alternative scenarios
Humans have a tendency to become more con®dent in their decisions with more information, but do not necessarily becomemore accurate
Humans tend to seek more information than they can absorb
Humans generally treat all information as equally reliable
Humans seem to have a limited ability to evaluate a maximum of more than three or four hypotheses at a time
Humans tend to focus only on a few critical factors at a time and consider only a few possible choices related to these criticalfactors
Humans tend to seek information that con®rms their choice of action than information that contradicts or discon®rms theiraction
Human view a potential loss more seriously than a potential gain
Humans tend to believe that mildly positive outcomes are more likely than mildly negative or highly positive outcomes.Humans tend to believe that highly negative outcomes are less likely than mildly negative outcomes
Adapted from Ref 43.
Table 8 Recommendations for Designing Tasks Requiring Selective Attention
Use as few signal channels as possible, even if it means increasing the signal rate per channel
Inform the human the relative importance of various channels for eective direction of attention
Reduce stress levels on human so more channels can be monitored
Inform the human beforehand where signals will occur in future
Train the human to develop optimal scan patterns
Reduce scanning requirements on the human by putting multiple visual information sources close to each other, and by makingsure that multiple sources of auditory information do not mask each other
Provide signal for a sucient length of time for individual to respond; where possible, provide for human control of signal rate.Adapted from Ref 46.
Trang 21(a number of discrete movements to stationary
targets), continuous movements (involving muscular
control adjustments during movement), and static
positioning (maintaining a speci®c position of a body
member for a speci®ed period of time) In addition,
certain theoretical models of human motor responses
explain the control aspects of human responses based
on only two fundamental types of movementsÐfast
and slow Closed-loop theories [59,60], whether the
movement be fast or slow, use the concept of sensory
feedback (sensory information available during or
after the motor response) to explain motor responses
(to correct/reduce errors obtained through feedback)
The sensory receptors for feedback and feedforward
(sensory information available prior to the action
that regulates and triggers responses), are believed to
be located in the muscle spindles (for sensing the
muscle length and the rate of change of length)
[58,61], tendons (the Golgi tendons inhibit muscle
contraction and regulate muscle action), joints (the
tension in the joints in¯uences the generation of
nerve impulses), cutaneous tissue (skin is believed to
have receptors that aect joint movement), and the
eyes (important for timing of responses) [62]
Open-loop theories, on the other hand, are based on the
belief that there are higher-level structured motor
programs containing information necessary for
patterning the dierent movements [63,64] Dierentde®ciencies, such as the error of selection (where aperson calls the wrong motor program for a control-ling action) and the error of execution (where thecorrect motor program fails during execution ofcontrolling actions) have been identi®ed with motorprograms [65] Much of the development in under-standing human controlling actions in response tostimuli is still in its infancy, but has important practicalconsequences (how to improve skilled performance,for example)
The time it takes for the human to respond to stimuli
is another critical factor that has been studied sively in the literature [46] An understanding ofresponse time of the human is essential for good design
exten-of the tasks involved in human interaction with mated systems Response time is, in general, composed
auto-of reaction time, and movement time Reaction time isde®ned as the time from the signal onset calling for aresponse, to the beginning of the response Simple reac-tion time (reaction time in the presence of a singlesource of stimulus) has been shown to be between0.15 sec and 0.20 sec The mode through which thesingle stimulus occurs (visual, auditory etc.,) thedetectability of the stimulus (intensity, duration, andsize), the frequency, the preparedness (of the humanfor the stimulus), the age, and the location of thestimulus (location in the peripheral ®eld of view, forinstance) are among the factors that have been shown
to aect simple reaction time Choice reaction time(reaction time in the presence of one of several possiblestimuli each with dierent possible responses), is afunction of the probability of a stimulus occurring,i.e., the reaction time is faster for events with greaterprobability It has been shown to increase by about0.15 sec for each doubling of the number of possible
Table 9 Recommendations for Designing Tasks Requiring
Focused Attention
Make the dierent channels of information as distinct as
possible from the channel to which the human must
attend
Physically separate the channel of interest from the other
channels
Reduce the number of competing channels
Make the channel of interest prominent by making it larger
in size, or brighter, or louder, or by locating it centrally
Adapted from Ref 46.
Table 10 Recommendations for Designing Tasks Requiring
Divided Attention
Minimize the potential sources of information
Provide human with a relative priority of tasks to optimize
the strategy of divided attention
Keep the level of diculty of tasks low
Make tasks as dissimilar as possible in terms of task demands
on the human
Adapted from Ref 46.
Table 11 Recommendations for Designing Tasks RequiringSustained Attention
Provide appropriate work±rest schedules
Provide task variation by interpolating dierent activities.Make the signal larger, and/or more intense, and/or longer induration, and/or distinct
Reduce uncertainty in time and place of occurrence of signal.Use arti®cial signals and provide feedback to humans ontheir performance
Reduce the rate of presentation of stimuli if it is high.Provide optimal environmental conditions such as lighting,noise level, etc
Provide adequate training to humans to clarify the nature ofsignals to be identi®ed
Trang 22alternative stimuli [66] Choice reaction time has been
shown to be in¯uenced by a numerous factors,
includ-ing the degree of compatibility between stimuli and
responses, practice, presence or absence of a warning
signal, the type and complexity of the movement
involved in the responses, and whether or not more
than one stimulus is present in the signal Movement
time is defned as the time from the beginning of the
response to its completion It is the time required to
physically make the response to the stimulus
Movements based on pivoting about the elbow have
been shown to take less time, and have more accuracy,
than movements based on upper-arm and shoulder
action Also, it has been determined that movement
time is a logarithmic function of distance of movement,
when target size is a constant, and further that
move-ment time is a logarithmic function of target size, when
the distance of movement is constant This ®nding is
popularly known as Fitts' law [67], and is represented
as
MT a b log2 2D=W
where MT is the movement time, a and b are empirical
constants dependent upon the type of movement, D is
the distance of movement from start to the center of
the target, and W is the width of the target
Human response to stimuli is not only dependent
upon the speed of the response, but also on the
accuracy of the response The accuracy of the human
response assumes special importance when the
response has to be made in situations where there is
no visual feedback (a situation referred to as ``blind
positioning'') Movements that take place in a blind
positioning situation have been determined to be
more accurate when the target is located dead-ahead
than when located on the sides Also, targets below the
shoulder height and the waist level are more readily
reachable than targets located above the shoulder or
the head [68] The distance and speed of movement
have also been found to in¯uence the accuracy of the
response [69,70]
1.3.3.3 Displays
Types of Displays A display is de®ned as any indirect
means of presenting information Displays are
gener-ally one of the following four types: visual, auditory,
tactual, and olfactory The visual and the auditory
modes of displaying information are the most
common Displays based on tactile and olfactory
senses are mostly used for special task or user
situations (e.g., for the hearing impaired)
Selecting the mode of display whether it should bevisual or auditory in nature) is an important factor due
to the relative advantages and disadvantages certainmodes of display may have over other modes, for spe-ci®c types of task situations (auditory mode is betterthan visual displays in vigilance), environment (light-ing conditions), or user characteristics (person's infor-mation handling capacity) Table 12 provides generalguidelines for deciding between two common modes ofinformation presentation, namely, auditory and visual.The types of displays to use to present informationalso depend on the type of information to present.Dierent types of information can be presented usingdisplays when the sensing mode is indirect.Information can either be dynamic or static.Dynamic information is categorized by changesoccurnng in time (e.g., fuel gage) Static information,
Table 12 Guidelines for Deciding When to Use VisualDisplays and When to Use Auditory Displays
Visual AuditoryCharacteristics displays displaysMessage characteristics
Immediacy of actionrequirement of message
events in timeMessage deals with plocations in space
too dark requiringsigni®cant adaptationLocation too noisy pAdapted for Ref 71.
Trang 23on the other hand, does not change with time (e.g.,
printed safety signs) A number of other types of
infor-mation are also recognized in the literature Table 13
provides a list of these types along with a brief
descrip-tion of the characteristics of these types of informadescrip-tion
In the following sections, we discuss
recommenda-tions for the design of dierent types of visual and
auditory displays (we restrict our attention in this
chapter only to these two common modes) We ®rst
provide a brief discussion of the dierent factors
aect-ing human visual and auditory capabilities We then
present speci®c display design issues and
recommenda-tions for these two broad types of displays
Visual displays: factors affecting design
Accommo-dation refers to the ability of the lens in the eye to focus
the light rays on the retina The distance (of the target
object from the eye) at which the image of the object
becomes blurred, and the eye is not able to focus the
image any further, is called the near point There is
also a far point (in®nity, in normal vision) beyond
which the eye cannot clearly focus Focal distances
are measured in diopters One diopter is 1/(distance
of the target in meters) Inadequate accommodation
capacity of the eyes result either in nearsightedness
(the far point is too close) or in farsightedness (the
near point is too close) Literature recommends an
average focusing distance of 800 mm at the resting
position of the eye (also known as the resting
accom-modation) [72] Due to changes in the iris (which
con-trols the shape of the lens), aging results in substantial
receding of the near point, the far point remaining
unchanged or becoming shorter Figure 9 shows how
the mean near point recedes with age It is
recom-mended that the designer use this information whendesigning visual displays
Visual acuity is de®ned as the ability of the eye toseparate ®ne detail The minimum separable acuityrefers to the smallest feature that the eye can detect.Visual acuity is measured by the reciprocal of thevisual angle subtended at the eye by the smallest detailthat the eye can distinguish Visual angle (for anglesless than 108) is given by
Visual angle in minutes 3438H=Dwhere H is the height of the stimulus detail, and D isthe distance from the eye, both H and D measured inthe same units of distance Besides minimum separablevisual acuity, there are other types of visual acuitymeasure, such as vernier acuity (ability to dierentiatelateral displacements), minimum perceptible acuity(ability to detect a spot from its background), andstereoscopic acuity (ability to dierentiate depth in asingle object) In general, an individual is considered tohave normal visual acuity if he or she is able to resolve
a separation between two signs 10 of arc wide Visualacuity has been found to increase with increasing levels
of illumination Luckiesh and Moss [73] showed thatincreasing the illumination level from approximately
10 l to 100 l increased the visual acuity from 100
to 130%, and increasing the illumination level fromapproximately 10 l to 1000 l increased the visualacuity from 100 to 170% For provision of maximumvisual acuity, it is recommended that the illuminationlevel in the work area be 1000 l Providing adequatecontrast between the object being viewed and theimmediate background, and making the signs and
Table 13 Commonly Found Types of Information and Their Characteristics
Quantitative information Information on the quantitative value of a variable
Qualitative information Information on the approximate value, trend, rate of change, direction of change, or other
similar aspects of a changeable variableStatus information Information on the status of a system, information on a one of a limited number of conditions,
and information on independent conditions of some classWarning and signal Information on emergency or unsafe conditions, information on presence or absence of some
Representational Pictorial or graphic representations of objects, areas, or other con®gurations
information
Identi®cation information Information in coded form to identify static condition, situation, or object
Alphanumeric and Information of verbal, numerical, and related coded information in other forms such asSymbolic information signs, labels, placards, instructions, etc
Time-phased information Information about pulsed or time-phased signals
Adapted from Ref 46.
Trang 24characters (in the object being viewed) sharp, will also
increase visual acuity The general recommendation is
to use dark symbols and characters on a bright
back-ground than vice versa, as the former increases the
visual acuity Visual acuity has also been shown to
decrease with age [74] Figure 10 illustrates how visual
acuity decreases with age
Contrast sensitivity is another factor that has
impli-cations for design of the interface It is the ability of the
eye to dierentiate lightness between black and white
Contrast sensitivity is generally expressed as the
reciprocal of the threshold contrast, where the
threshold contrast is the level of contrast that just
stops short of making the colors appear homogeneous
Other measures for contrast sensitivity include
modulation contrast computed as
C Lmax Lmin= Lmax Lmin
where Lmax and Lmin are the maximum and the
mini-mum luminances in the pattern The literature provides
certain general rules to follow when designing displays
in order to provide the best possible contrast
sensitivity Since contrast sensitivity is greater forlarger areas, it is recommended that the viewing area
be made as large as possible Also, making the objectboundaries sharper will increase contrast sensitivity.The surrounding luminance, and the intensity of light(or the level of illumination), have been shown to have
an eect on contrast sensitivity Contrast sensitivityFigure 9 Effect of age on near point for visual accomodation
Figure 10 Effect of age on visual acuity
Trang 25has been determined to be the largest when
the surrounding luminance is within the range of
70 cd/m2, and more than 1000 cd/m2 [75] Also,
Luckiesh and Moss [73] showed that increasing the
illumination level from approximately 10 l to
100 1 increased the contrast sensitivity from 100 to
280%, and increasing the illumination level from
approximately 10 l to 1000 l increased the contrast
sensitivity from 100 to 450% The literature [41] also
recommends that the background be at least 2%
brighter or darker than the target for optimal contrast
sensitivity As brie¯y described above, visual acuity
and contrast sensitivity are aected by a number of
factor, such as luminance level (in general, the higher
the luminance, the more the visual acuity and contrast
sensitivity), contrast, exposure time, motion of the
target, age (there is a decline in both visual acuity
and contrast sensitivity with age), and training
(through surgery of the eye or through corrective
lenses, etc.)
Adaptation is another factor that aects the visual
capability of the human eye It is de®ned as the
changes in the sensitivity of the eye to light A
mea-sure of adaptation is the time it takes for the eye to
adapt to light or dark It has been found that, in
general, adaptation to light occurs more quickly than
adaptation to the dark Darkness adaptation has
been found to be quick in the ®rst 5 min of
expo-sure; nearly 80% of the adaptation to darkness has
been shown to take about 25 min with full
adapta-tion taking as much as one full hour [41]
Adaptation can also be partial (depending on
whether the visual ®eld contains a dark or a bright
area), and can aect the sensitivity of the retina and
the vision For optimal adaptation, the overall
recommendation is to provide the same order of
brightness on all important surfaces, and provide a
stable and non¯uctuating levels of illumination It is
also important to avoid the eects of glare (which is
a process of overloading the adaptation processes of
the eye) This can be achieved by avoiding excessive
brightness contrasts, avoiding excessive brightness in
the light source, and providing for transient
adaptation
The ability of the eye to discriminate between
dif-ferent colors is called color discrimination Color
dis-crimination de®ciency is due to the reduced sensitivity
of the particular (to a color) cone receptors While it is
dicult to measure precisely the type and degree of a
person's color de®ciency, it is important from the
perspective of designing tasks which require perception
of colored targets for task performance
The ability to read, and the ability to perceive ing, are the other key factors that have to be accountedfor when designing visual displays
mean-Design recommendations for visual displays Asalready mentioned, visual displays are classi®ed onthe basis of the type of information they present tothe user Information presented to the user can bestatic or dynamic in nature Display of dynamic infor-mation will require capture of the changing nature ofthe information (for example, continuous changes inspeed indicated by the tachometer in the car) Staticdisplays do not display, in real time, the changes in theinformation content in time (Note that, in static dis-plays, the displays themselves do not change with time.However, static displays can be used to present, in theform of graphs, for example, changes in informationcontent over time, after the event has occurred; staticdisplays do not provide information in real time.)Almost all dynamic visual displays contain elements
of one of the more fundamental forms of static mation displays, namely, textual information, informa-tion in the form of graphical displays, information insome coded form, or symbolic information In the fol-lowing sections, we ®rst brie¯y present recommenda-tions on design of these four forms of static visualdisplays We then provide guidelines on designingdynamic information displays
infor-Static visual displays The literature distinguishesbetween two forms of textual displaysÐtextualdisplays in hardcopy format, and textual displays invisual display terminals or computer screens [46].While there are differences in performance based onwhether the display is in hardcopy form or in a visualdisplay unit, there are three essential characteristics ofany display in the form of text; the textual displayshould be visible, legible, and readable Visibility ofthe text refers to the characteristic that makes acharacter or a symbol distinguishable and separatefrom its surroundings Legibility of the text refers tothe characteristic of alphanumeric characters thatmakes it possible to identify one character from theother The stroke width, the character format, con-trast, illumination etc., in¯uence the legibility of thetext Readability of the text refers to the characteristic
of alphanumeric characters that enables organization
of the content into meaningful groups (of information)such as words and sentences
Various factors in¯uence the visibility, the legibility,and the readability of textual information presented inhardcopy form They are typography, size, case,layout, and reading ease
Trang 26The typography has been found to be especially
important when the viewing conditions are
unfavor-able, or when the information is critical (such as a
sign warning of danger) Typography depends on
factors such as the stroke width of the alphanumeric
character (ratio of thickness of the stroke to height of
the character), the width-to-height ratio of the
character, and the type style
Table 14 also provides accepted guidelines, based on
research, for size of characters, case, layout of
characters, and for reading ease of alphanumeric
characters Some examples of type style and other
aspects in typography of text are given inFig 11
Numerical text can also be represented in graphicalforms Graphs can be in dierent forms such as linegraphs, bar and column graphs, pie charts, etc.Pictorial information such as in the form of graphsimproves the speed of reading, but the general recom-mendation in the literature is to combine pictorialinformation with information in the form of plaintext, improve the accuracy of the information pre-sented [76,77]
The visibility, readability, and legibility of display-terminal-based text has been found to dependupon the typography, the reading distance, the size ofcharacters, and hardware considerations, such as the
visual-Table 14 Recommendations for Design of Hardcopy Text
Typography
Stroke width When the illumination is reasonable, use 1 : 6 to 1 : 8 for black on white and 1 : 8 to 1 : 10 for
white on blackWhen the illumination is reduced, use thick letters than thin letters for greater readabilityWhen illumination is low or with low background contrast, use boldface characters with a lowstroke width±height ratio
When letters are highly luminous, use 1 : 12 to 1 : 20 ratioWhen letters are black on a highly luminous background, use thick strokesWidth±height ratio Use a 3 : 5 ratio for most practical applications; for transluminated or engraved legends, use 1:1Size of character
For close reading When the reading distance is 12 to 16 in.:
Use 0.09±0.11 in or 22 to 270 of visual angle for normal use of alphanumeric charactersWhen the viewing distance is 28 in.:
For critical use under 0.03 fL luminance, and variable position of character, use 020±0.30 in.height
For critical use over 1.0 fL luminance, and variable position of character, use 0.12±0.20 in.height
For critical use under 0.03 fL luminance, and ®xed position of character, use 0.15 to 0.30 in.height
For critical use over 1.0 fL luminance, and ®xed position of character, use 0.10±0.20 in.height
For noncritical use 0.05±0.20 in heightFor distant reading Use Ws 1:45 10 5 S d, and HL Ws=R, where Wsis the stroke width, S is the
denominator of the Snellen acuity score (20/20, 20/40 etc.), d is the reading distance, HListhe height of the letter, and R is the stroke width-to-height ratio of the font
Case In general, use lowercase letters than uppercase letters for better readability
Use initial uppercase for search tasksLayout
Interletter spacing Provide close-set type than regular-set type where possible for easier readability
Interline spacing Increase spacing between lines for better clarity
Reading ease
Type of sentence Use simple, armative, active sentences where possible
Order of words Match order of words in sentence to the order of actions to be taken
Adapted from Ref 46.
Trang 27polarity of the screen, and screen color It is generally
recommended that the size of the dot matrix for
alpha-numeric characters used in visual display terminals be
at least 7 9 for continuous reading of the text The
ANSI recommendation for reading distance is 18±
20 in This distance denotes the distance from the eye
to the screen, and is based on the assumption that the
user is seated in an upright position The ANSI
speci-®cation for the minimum character height for capital
letters is 160 of visual angle for reading tasks where
legibility is important The maximum character height
according to ANSI should be 240of visual angle, with
the preferred character height set at 20±220 of visual
angle As regards polarity of the screen, since the
sen-sitivity to ¯icker is greater when the screen background
is brighter, the literature recommends that display
units with light backgrounds have a higher refresh
rate than display units with dark backgrounds
Information, in the form of stimuli, can be sensedeither through direct observation of the object, orthrough the use of a indirect mediating device.During indirect sensing, the stimuli themselves mostlycome in a coded form (such as a visual or an auditorydisplay), and sometimes in the form of exact ormodi®ed (in size) reproductions of the originalstimulus (such as a picture on a television screen).Coding of information can be along dierent stimulusdimensions; for example, coding can be done based oncolor, shape, size, etc Research has shown that thesuccess of coding in conveying the necessary informa-tion depends on people's ability to distinguish betweentwo or more stimuli which vary along a dimension(e.g., which of the two stimuli is smaller in size), and
on the ability to identify a single stimulus based on themeasure of that stimulus on the dimension scale (e.g.,whether the target is bright or dim) [46] These abilities,Figure 11 Examples of different type styles and type size
Trang 28respectively, are said to be dependent on the relative
(comparing more than one stimulus) and the absolute
judgments (identi®cation of stimulus without the
opportunity to compare) of people It has also been
shown that humans, in general, have the ability to
make better relative judgments than absolute
judg-ments [47,78] This being the case, the orthogonality
or independence of the coding schemes determines how
unique the information provided by a code is, and
results in an increase in the number of stimuli that
can be identifed on an absolute basis [46]; for example,
if size (large and small) and color (black and white)
were orthogonal dimensions of coding, then each of
the possible codes namely, large-black, large-white,
small-black, and small-white, would provide unique
information A number of dierent guidelines also
exist in the literature that can help good coding
prac-tices Table 15 summarizes general guidelines for
designing a good visual coding system In addition,
dierent visual coding methods have their own speci®c
design features that can be exploited by the designer
for speci®c tasks and work situations Using
alpha-numeric characters (which are 0, 1, 2, 3; ; 9
and a; b; c; ; z in the English language), singly and
in combination, for instance, has been found to be
useful for identi®cation purposes, and for situations
with space constraints Color coding of surfaces (24
or more combinations of hues, saturation, and
brightness are possible, though research recommends
use of no more than nine combinations) are useful
for industrial tasks requiring searching and counting
Color-coding surfaces can, however, be ineective if
the worker population is color de®cient [79,80] Color
coding any lights used in the workplace has been
shown to be eective for qualitative reading [81]
The recommendation is to limit the number of lights
coded to three Coding using geomerical shapes
(there are a total of 15 or more geometrical shapes),has been found to be useful in situations using sym-bolic representation of an action or an event Theliterature recommends the use of no more than ®vegeometrical shapes, as using more than ®ve will lead
to diculty in discrimination of the dierent shapes[81] While a total of 24 dierent angles of inclination(of characters) are available if coding is to be done
by using angles of inclination, the recommended limit
is 12 [82] Using this form of coding has been found
to be useful for indicating direction, angle, or tion on round instruments Other commonly usedforms of visual coding include diering brightness
posi-of lights (recommended limit is two levels) [81], anddiering ¯ash rates of lights (recommended limit istwo levels)
Using symbols for coding information is anotherimportant means of representing visual information.The eectiveness of symbolic coding depends on howstrongly the symbol is associated with the concept orobjects it is intended to represent The strength of thisassociation has been shown to depend on any existingand established association [83], and on the ease ofleaming any new associations The normal procedure
in setting up symbolic coding systems in the workplaceshould involve considerable experimentation withexisting and any new proposed symbolic codes Theexperimentation should involve the worker populationfor which the symbolic coding system is intended, andcoding system should be evaluated on the basis of theease of recognition, on matching symbols with whatthey represent (based on reaction time of participants),and based on the preferences and opinions of the users.Figure 12 provides examples of good and bad symboldesigns The symbol labeled ``bad design'' in the ®gurehas too much detail and is not simple in design Thesymbol labeled ``good design'' in the ®gure has all the
Table 15 General Recommendations for Designing a Good
Coding System
Make codes detectable by the human sensory mechanisms
under the given environmental conditions,
Make codes discriminable from each other by providing for a
dierence threshold or a just-noticeable dierence
Make codes meaningful to the user by providing for
conceptual compatibility
Where possible, standardize codes from situation to
situation
Use multidimensional codes to increase the number and
discriminability of coding stimuli used
Adapted from Ref 46. Figure 12 Examples of good and bad symbol design
Trang 29details identifying the symbol within the boundary of
the symbol, and not outside the symbol
Dynamic information displays These displays are
used to present information about variables that are
subject to change in time Depending on the type of
information presented by the display, dynamic displays
can provide quantitative information, qualitative
information, check readings, and information on
situa-tion awareness measures
Quantitative visual displays provide informationabout the quantitative value of a variable of interest.The conventional types of displays used to conveyquantitative information include analog displays(®xed scale and moving pointer, moving scale and
®xed pointer) and digital displays (mechanical typecounters) Figure 13 provides some examples of thethree conventional types of displays Research in ana-log displays has provided certain general guidelines for
Figure 13 Commonly used quantitative displays
Trang 30designing such displays [84] Fixed scale and moving
pointer displays are preferable to moving scale and
®xed pointer displays in most cases This is more so
especially when manual control is used to control the
moving element in the display (since it is better to
control the pointer rather than the scale) Also, any
small variations are better apparent when using a
moving pointer, ®xed scale device However, when
the range of numerical values is too large to be
accom-modated within the scale, the recommendation is to
use a ®xed pointer, moving scale display with
rectan-gular open windows in the scale for easier reference In
general, it has been determined that digital displays
perform better than analog displays where precise
numerical values are needed, and when the presented
numerical values are not continuously changing
In addition to these guidelines for the design of
quantitative displays, research has identi®ed numerous
characteristics that contribute towards making design
of quantitative displays eective and ecient Some of
these characteristics include the design of the scale
range (dierence between the largest and the smallest
scale values), the design of the numbered interval in the
scale (numerical dierence between adj acent scale
numbers), the design of the graduation interval (the
dierence between the smallest scale points), the design
of the scale unit (smallest unit to which the scale can be
read), the numerical progressions used in scales, the
design of scale markers, and the design of scale
pointers [46] The numerical progression by 1's
(0; 1; 2; 3; has been found to be the easiest to use
Decimals in scales, and scales with unusual numerical
progressions such as by 6's and 7's are discouraged
The most common recommendation for the length of
the scale unit is to use values ranging from 0.05 to
0.07 in The key factor in deciding the length of the
scale unit is that the values should be as distinct as
possible to permit easy human reading
Recommendations [81] are also available for design
of scale markers (see Fig 14 for a summary of these
recommendations) Some common recommendations
for design of pointers include having a pointed
(about 208 tip angle) pointers, and having the tip of
the pointer meet the smallest of the scale markers in the
scale Also, to avoid parallax between the scale and the
pointer, it is recommended to have the pointer as close
as possible to the surface of the scale [46]
Qualitative visual displays are used to present
infor-mation on a changing variable based on quantitative
information about a variable The information
presented could be indicative of a trend in the variable,
or a rate of change of the variable Also, qualitative
displays can be used to determine the status of avariable in terms of predetermined ranges (whetherthe fuel tank is empty, full, or half-full), or for main-taining a desirable range of values of a variable (such
as speed) The most common forms of presentingqualitative information through displays is by colorcoding or by using shapes (or areas to representvariables of speci®c interest, such as ``danger'') tocode the information Figure 15 provides an example
of a color- and area-coded qualitative display.Research [85] on check-reading displays (used todetermine if a particular reading is normal or not)has provided the following conclusions about thedesign of such displays:
1 In general, males make fewer errors in reading tasks than females
check-2 The accuracy of check reading is a function ofviewing time; fewer errors will be made if theexposure time is relatively long (greater than0.5 sec); also, check-reading performance dier-ences between males and females become in-signi®cant when exposure time is increased to0.75 sec
3 The selection of background color is importantfor check-reading tasks; for exposure time lessthan 0.75 sec, black dials and pointers with awhite background lead to fewer errors incheck reading than with white dials andpointers on a black background; however, forexposure times greater than 0.75 sec, fewererrors result with a black dial background; the
®nal selection of the background color should
be based on the time routinely available forcheck reading (Fig 16)
4 Both the 9 o'clock and the 12 o'clock pointerpositions in the dial yield acceptableperformances; the actual design has then to bebased on user preferences
5 Check-reading performance is not aected bythe presence of between 1% and 3% deviantdials
6 The normal reading must be coded clearly; ifmany instruments are used in concert, the dis-plays must be con®gured clearly so that thedeviant reading stands out Figure 16 providesexamples of good and bad check reading dis-plays
One other type of qualitative display is statusindicator displays These indicators are usuallyrepresentative of discrete pieces of information such
as whether the condition is normal or dangerous, or
Trang 31if the working surface is hot or cold Colored lights are
the most commonly used form of status indicators
Signal and warning lights are the types of dynamic
information displays that have relevance in the context
of industrial settings Detectability (of such lights) is
the most important design issue related to signal andwarning lights The detectability of signal and warninglights is in¯uenced by factors such as the size of thelight, the luminance, the exposure time, the color oflights, and the ¯ash rate of lights.Table 16 provideswidely accepted guidelines for the design of signal andwarning lights
Auditory displays: factors affecting design.Literature identi®es four different types of tasksinvolved in detection of auditory signals [46]: detection(determining whether or not a signal is present), rela-tive discrimination (differentiating between two ormore close signals), absolute identi®cation (identifying
a particular signal when only one signal is present),Figure 14 Recommendations on scale marker design for normal and low illumination viewing conditions
Figure 15 Example of area coded display
Trang 32and localization (determining the direction of the signal
source) These functions are based upon fundamental
attributes in sound energy propagation, namely, the
frequency of sound, and the intensity of sound The
number of cycles of sound waves produced in one
second is called frequency Frequency of sound is
expressed in hertz (Hz) It is generally true that the
human ear can detect frequencies ranging from 20 to
20,000 Hz A related concept is the pitch of the sound
(pitch denotes the highness or lowness of a sound;
high frequencies result in high pitched tones, and low
frequencies result in low-pitched tones) The intensity
of sound is de®ned as the sound power in one square
meter of area (W/m2) Since it is dif®cult to measure
sound power level directly, the intensity of sound is
measured in terms of the sound pressure level Sound
pressure level, in decibels, is given by 20 log P1=P0;
where P1 is the sound power level corresponding tothe sound to be measured, and P0 is the sound powerlevel corresponding to 0 dB The sound pressure levelscan be directly measured using commercially availablesound level meters
The detectability of auditory signals depends uponthe environmental in¯uences (noise) present in thesignal In the presence of noise in the surroundings,the threshold of detectability of the signal is increased,i.e., the signal intensity must exceed this threshold if it
is to be detected A rule of thumb pertaining toauditory signal detection in the presence of noise ormasking states that the signal intensity (at the outerear) should be midway between the masked threshold
of the signal in the presence of noise and 110 dB Inquiet surroundings, the detectability of the signaldepends upon the frequency and the duration of theFigure 16 Check reading displays
Trang 33signal The standard recommendation is that these
signals should be at least 500 ms in duration; if they
are shorter than this, the recommendation is to
increase the intensity of the signal Dierent
recom-mendations have been made by researchers to improve
the detectability of auditory signals A summary of
these recommendations is provided in Table 17
The relative discriminability of auditory signals also
depends upon the intensity and the frequency of
sound, and the interaction between these two factors
Relative discriminability is usually measured in terms
of the just-noticeable dierence, which is the smallest
change in the intensity or frequency that can be noticed
by humans 50% of the time The smaller the noticeable dierence, the easier it is to detect thedierences in either intensity or frequency of sound.Research has shown that it is easier to detect thesmallest dierences when the intensity of sound ishigher (at least 60 dB above the threshold level).Also, with respect to frequency, it is recommendedthat signals use lower frequencies for higher discrimin-ability However, since ambient noise is also a low-frequency sound, it is advisable to use signals in the500±1000 Hz range Also, it is good to keep signals
just-30 dB or more above the threshold level for ecientfrequency discrimination
It has also been determined that, on an absolutebasis (identi®cation of an individual stimulus presented
by itself), it is possible for the human ear to identifyfour to ®ve levels of intensity, four to seven levels offrequency, two to three levels of duration, and aboutnine levels of intensity and frequency combined.Sound localization is the ability to determine andlocalize the direction of the sound The dierences inthe intensity of sounds, and the dierences in the phase
of sounds are the primary measures by which thehuman auditory system determines the direction ofthe sound source It has been shown that for frequen-cies below 1500 Hz, if the source of the auditory signal
is directly to one side of the head, the signal reaches thenearer ear approximately 0.8 msec before it reaches theother ear Also, localization is dicult at lowfrequencies, since there is very little dierence in thetime it takes for the signal to reach both earssimultaneously However, at high frequencies(generally above 3000 Hz), the presence of the headbetween the ears makes intensity dierences morepronounced resulting in eective localization of thesound source
Design recommendations for auditory displays Asummary of recommendations for the design of audi-tory displays is provided in Table 18 This is inaddition to the recommendations in the table onwhen to use auditory displays, as opposed to visualdisplays
1.3.3.4 ControlsGeneral Considerations in Control Design Controlsare the primary means of transmitting the controllingaction to devices and systems Numerous factors affectthe design of control devices These factors include theease of identi®cation, the size of the control, control±response ratio, resistance of the control, lag, backlash,deadspace, and location In the following paragraphs,
Table 16 Recommendations for Design of Signal and
Warning Lights
Use signal and warning lights to warn of an actual or
potential danger
Use only one light in normal circumstances; if several lights
are used, have a master warning light to indicate speci®c
danger
For commonly encountered danger or warning situations, do
not use a ¯ashing light; use only a steady light For
situations that are new or occasional, use ¯ashing warning
lights
Use four ¯ashes per second when using ¯ashing warning
lights When using dierent ¯ashing rates to indicate
dierent levels of some variable, do not use more than
three such rates with one light
Have the signal or warning light at least twice as bright as the
background
Use red color for these lights and dierentiate danger lights
from other signal lights in the immediate environment
Ensure that the warning lights subtend at least a visual angle
of 18
Adapted from Ref 84.
Table 17 Recommendations for Increasing the Detectability
of Auditory Signals
Reduce the intensity of noise near the frequency of the signal
of interest
Increase the intensity of the signal
Present the signal for at least 0.5±1 sec
Determine the frequency where noise is low, and change the
signal frequency to correspond this frequency
Present noise to both ears and the signal to one ear only
Introduce a phase shift in the signal and present the unshifted
signal to one ear and the shifted signal to the other
Adapted from Ref 86.
Trang 34we will summarize and present recommendations from
research for each of these factors
The ease of identi®cation of controls depends upon
how well the controls have been coded The ecacy of
the coding used can be determined using measures
mentioned in an earlier section, namely, using
detect-ability, discrimindetect-ability, compatibility, meaningfulness,
and the extent of standardization Controls can be
coded using shape, texture, size, location, operational
methods, color, and labels Shape coding uses tactual
sensitivity of the human for discriminating between the
dierent shapes of the controls Figure 17 provides
examples of dierent shapes that are commonly used
in controls Three dierent types of textures have been
identi®ed as being suitable for coding control devices:
smooth surface, ¯uted surface, and knurled surface
The most important consideration when coding by
size is to provide adequate discriminability between the
dierent sizes used For coding based on location of
controls, the recommendation is to use at least 2.5 in
between adjacent vertical controls, and at least 4 in
between adjacent horizontal controls In addition, it
is recommended that the general guidelines provided
in table be followed when coding controls based on
location There are instances when coding is based
on the method of operation of the control
(push-button controls, for example) Table 19 provides the
recommended minimum separation distances when
this is the case Such operational coding, is
undesir-able, however, when operation time or potential
opera-tor errors are considerations Another way to code
controls is by color Meaningful colors (such as redfor a danger button), combined with other codingdimensions such as shape and size, have been shown
to be eective in enhancing the discriminability of thecontrols Color coding, however, cannot eective insituations with poor illumination or in dirty environ-ments One of the most commonly used methods ofcoding controls is by labels In fact, labels areconsidered a minimum requirement in many situations
as they do not place extensive learning demands on theoperators Labels, however, have the disadvantage inthat they take time to read and are not useful as acoding method in situations that have a high operationspeed Also, the placement of the label on the controlhas been shown to pose accessibility problems to thereader Control devices can have unique combinations
of codes, or even redundant codes Considerationssuch as the illumination and the potential visualhandicaps of the operator, maintenance of mechanicalcontrols, and the speed and the accuracy with whichthe controls have to be operated, are other factors toconsider in designing controls for ease of identi®cation.Control±response ratio (denoted by C/R) is the ratio
of the movement of the control device to the ment of the system response By this de®nition, asensitive control will have a low C/R ratio (i.e., theresponse will be large even for a slight change in thecontrol) It is believed that human motor actions takeplace at two levelsÐat a gross-adjustment level, and at
move-a ®ne-move-adjustment level Hence the optimmove-al level of C/Rratio to use in a control device, is generally decided as a
Table 18 Checklist for Designing Auditory Displays
Compatibility Are the signal dimensions and the coded displays compatible with user excectations?
Approximation If the information presented is complex, are the signals attention-getting, and providing precise
information as well?
Dissociability Are the auditory signals of interest clearly discernible from other signals?
Parsimony Do the signals provide the correct amount of information?
Invariance Is a particular signal used for providing the same information every time?
Presentation Are the signals moderate and not extreme?
Is the signal intensity level such that it is not masked by noise?
Has care been taken not to overload the auditory system of operator by presenting too many signals atthe same time?
Installation Has the signal been tested with the target user group?
Are the new signals really new (are they noncontradictory to the existing signals?
If auditory displays are entirely new to the setting, have the operators been given enough time to adjust tothe new type of display?
Note: Answering ``Yes'' to all the above questions in the checklist is the desirable scenario.
Adapted from Refs 46, 87, and 88.
Trang 35tradeo between the time it takes to accomplish the
gross movement and the time it takes for the ®ne
adjustment involved in a controlling action It has
been shown that an optimum C/R ratio is dependent
upon factors including the type of control (lever,
crank, wheel, etc.), the size of the display, and the
tolerance permitted in setting the control
Resistance in a control is responsible for providing
feedback about the controlling action to the operator
In essence, the resistance oered by the control is made
up of two fundamental elements: the force applied to
the control, and the distance to which this force is
applied (or the distance to which the control moves)
Free-position or isotonic controls oer no resistance to
movement, and feedback to the operator is based on
the displacement that occurs Isometric controls, on
the other hand, provide feedback, based only on theforce or the pressure applied to the control Mostcontrols use a combination of both pure displacementand pure force mechanisms for providing operatorfeedback Control resistance can signi®cantly aectoperator performance by aecting the speed andprecision of control operations, by changing the feel
in the control, by changing the smoothness of the trol movement, and by subjecting the control to theeect of shock and vibration It is therefore vital toconsider control resistance when designing or selectingcontrols for a speci®c task Some design guidelinesregarding control resistance are provided inTable 20.Deadspace is de®ned as the amount of movementnear the null position of the control The amount ofdeadspace in a control device has been shown to aectFigure 17 Different shapes that have been commonly used and demonstrated to be effective for coding controls
Trang 36con-the sensitivity, and hence con-the performance, of con-thecontrol system It has been shown by researchers thatdeadspace in a control device can be compensated to acertain extent by making the control-ratio relation-ships less sensitive.
Backlash in a control device is de®ned as the space at any control position Research on backlashshows that systems with high control gain need tohave minimum backlash to reduce system errors Ifthe control system design makes it impossible to reducethe backlash, the recommendation is to make the con-trol gain as low as possible, since humans have beenshown to cope badly with backlash errors
dead-Types of Control Devices Controls can be classi®ed
as being discrete or continuous controls based onwhether they transmit discrete (on and o) orcontinuous (machine speed increase from 0 to
100 km/hr) information Controls are also classi®edbased on the amount of force required to operatethem (small or large) The most common types of con-trol devices used to transmit discrete informationand requiring a small force to operate include pushbuttons, keyboards, toggle switches, rotary selector
Table 19 Recommended Minimum and Maximum Separation for Dierent Control Devices
Recommended separation (in inches)
Sequentially with dierent ®ngers
Sequentially with dierent ®ngers
Pedal Randomly with one foot 4 (between the inner 6 (between the inner
sides of the pedal) sides of the pedal)Randomly with one foot 8 (between the outer 10 (between the outer
sides of the pedal) sides of the pedal)Sequentially with one foot 2 (between the inner 4 (between the inner
sides of the pedal) sides of the pedal)Sequentially with one foot 6 (between the outer 8 (between the outer
sides of the pedal) sides of the pedal)Adapted from Ref 89.
Table 20 Recommendations on Control Resistance and
Control Operation
Control movements should be as short as possible
Positive indication of control activation must be provided to
the operator
Feedback on system response to control activation must be
provided to the operator
Control surfaces should be designed to prevent slippage when
activating
Arm or foot support should be provided to the operator
if precise, sustained positioning of the controls is
required
Controls must be provided with enough resistance to
avoid accidental activation due to the weight of hands or
feet
If a seated operator has to push a force more than 5 lbf on a
one-hand control, a backrest must be provided to the
operator
The operator has to be able to move the trunk and entire
body if both hands are required to exert more than 30 lbf
through more than 15 in in the fore-and-aft plan
The speed, force, and accuracy of controls should ®t most
people, not just the most capable
Adapted from Ref 90.
Trang 37switches, and detent thumb wheels Common control
devices used to transmit discrete information and
requiring a large amount of force include detent levers,
large hand push buttons, and foot push buttons For
transmitting continuous information, the traditional
control devices such as rotary knobs, multirotational
knobs, thumb wheels, levers or joysticks, and small
cranks, require only a small amount force to operate
them On the other hand, other traditional control
devices used to impart continuous information, such
as handwheels, foot pedals, large levers, and large
cranks, need large amounts of force to manipulate
and operate In general, control selection for common
controls, such as toggle switches, rocker switches,
knobs, cranks, handwheels, etc., is based on
opera-tional factors such as speed, accuracy, space
require-ments, and ease of operation With the advent of
information technology, control devices such as
joy-sticks, trackballs, mice, touch tablets, light pens,
touch screens, etc., are becoming popular devices for
transmitting continuous information to the system
Technology has advanced to such an extent that
these modern devices demand only a small amount
of physical force from the human operator Given
the variety of both traditional and modern control
devices in use in industry (see Fig 18 for examples of
some of these control devices), it is beyond the scope of
this chapter to explain the design of each of thesedevices in detail Besides, many excellent design tablesand recommendations already exist in the literature fordesign and selection of control devices, and are widelyavailable The interested reader is referred to thesedesign guidelines Such guidelines can be found inSanders and McCormick [46], Woodson et al [11],Chapanis and Kinkade [91] Salvendy [92], EastmanKodak [90], etc
1.3.3.5 Other Design Considerations in
Information Presentation and ControlBesides the individual design factors aecting thedesign and operation of displays and controls, thereare other general considerations in display and controldesign that aect the overall eectiveness of theinformation presentation and control system as awhole We have chosen to present two such importantfactors They are compatibility, and grouping andlocation of controls
Compatibility This the relationship between theexpectations of the human and the input stimuli andresponses of the system with which the human is inter-acting Any system with human users should be com-patible with the human expectations In general, goodcompatibility will result in fewer user errors, and better
Figure 18 Examples of common control devices
Trang 38human and overall system performance Literature
identi®es four types of compatibility [47] conceptual,
movement, spatial and modality compatibilities
Conceptual compatibility refers to the matching that
should exist between certain forms of stimuli such as
symbols, and the conceptual associations humans
make with such stimuli Movement compatibility (also
commonly referred to as population stereotypes)
denotes the relationship between the movement of
the displays and controls and the output response of
the system being controlled Numerous types of
move-ment compatibilities have been studied by researchers
The most important types of movement compatibilities
include the movement of a control to follow the
move-ment of a display, the movemove-ment of a control to
control the movement of a display, the movement of
a control to produce a speci®c system response, and
the movement of a display without any related
response The common principles of movement
compatibility for various types of displays and control
devices are presented inTable 21
Spatial compatibility refers to the relationship that
should exist between, the physical features, and
arrangement, of the controls and their associated
displays A good example of compatibility in physical
features between the displays and the controls is the
design of the function keys on a keyboard, and the
corresponding labels for these function keys In a
number of experiments with household stove tops,
human factors researchers have demonstrated
conclusively the need for physically arranging displays
and the associated controls in a corresponding and
compatible way
Modality compatibility is a fairly new addition to the
list, and refers to certain stimulus-response
combina-tions being more compatible with some tasks than with
others
Principles of Control-Display Arrangement in a
Workspace The physical location and arrangement
of the displays and controls in a given workspace also
has to be based on the human sensory capabilities, and
the anthropometric, biomechanical, and other
charac-teristics of the human user.Table 22 provides general
guidelines for locating controls in a workspace The
ideal goal of placing each and every display and control
at an optimal location and in an optimal arrangement
with respect to the human user, is dicult, if not
impos-sible, to achieve in practice A few general principles of
control-display location and arrangement are useful in
setting priorities and in determining tradeos for good
design, if not the optimal
According to the importance principle, componentsthat are vital to system goals should be placed inconvenient locations System experts determine whatthese vital goals are According to the frequency-of-use principle, components that are frequently usedshould be placed in convenient locations According
to the functional principle, components that are tionally related in the operation of the overall systemshould be grouped and placed together Figures 19a(before redesign) and 19b (after redesign) illustratethe use of the principle of functional grouping in theredesign of the machining controller of a DynamiteDM2400 bench-top programmable machining center.According to the sequence-of-use principle, componentsshould be arranged in the sequence in which they ®ndfrequent use in the operation of the system or in theperformance of a task Use of one or a combination ofthese principles requires that the system designercollect information about the human users involved(the user characterization step described in Sec 1.3.1
func-as the ®rst step in the process of solving human±machine interaction problems), the tasks involved(the task characterization step using task analysis tech-niques also described in Sec 1.3.1 as the second step inthe process), and the environment in which the userhas to perform the task (characterization of thesituation, again mentioned in Sec 1.3.1 as the thirdstep in the process) Based on extensive research, therecommendations that have been suggested fordesigning workspaces with various forms of displaysand controls are presented inTable 23
1.4 SUMMARYThis chapter presented the overall ``process'' of design-ing and evaluating systems involving humans andautomated devices The key elements involved in thisprocess were brie¯y described, and the essentials ofthese elements were presented in the form of guidelinesand recommendations for practice
Trang 39Table 21 Common Principles and Recommendations for Movement Compatibility for Dierent Displays and ControlsType of display±control relationship Principles of movement compatibility
Rotary displays and rotary controls in same plane For ®xed scale/rotary pointers, ensure that clockwise turn of the
pointer is associated with clockwise tum of the control.For ®xed scale/rotary pointers, clockwise rotation of pointer/display should indicate increase in value and vice versa.For moving scale/®xed pointer, ensure scale rotates in the samedirection as control knob
Ensure scale numbers increase from left to right
Ensure clockwise turn of control increases value
Linear displays and rotary controls in same plane When the control is located to the side of the display, the
common expectation is the display pointer will move in thesame direction of that side of the control which is nearest to it.The common expectation is pointer will move in the samedirection as the side of the control knob on the same side asthe scale markings on the display
The common expectation is a clockwise turn of a rotary controlwill increase the value on the display no matter where thecontrol is located relative to the display
Movement of displays and controls in diernt planes For rotary controls, the common expectation is a clockwise
rotation results in an increase in value
For rotary controls, the common expectation is a clockwiserotation results in movement away from individual and viceversa
For stick-type controls (both horizontally mounted onvertical plane and vertically mounted on horizontal plane), thecommon expectation is an upward movement of controlresults in an increase in value and an upward movement ofdisplay
Movement of power switches U.S system is switch-up is for on, and switch-down is for o
British system is switch-up is for o switch-down is for on.Directional compatibility of operator movement The common expectation is that a control movement in a certain(when operator is not directly facing the control) direction produces a parallel movement of the indicator on the
display, irrespective of the position of the operator
The direction of movement of the display indicator when theindicator is in the visual ®eld of the subject, is the same as thedirection of movement of the controlling limb
The direction of movement of the display indicator when theindicator is in the visual ®eld of the subject, is the same as thedirection of movement of the control relative to the subject'strunk
Adapted from Refs 41, 89, 91, and 93±97