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HMI Interface Design Principles

The document discusses Human-Machine Interfaces (HMI), emphasizing the importance of effective design that considers user, programmer, and designer models. It outlines key design principles such as cognitive psychology, reducing user memory load, and maintaining consistency across the interface. Additionally, it provides guidelines for task analysis and design considerations to enhance usability and user experience.
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0% found this document useful (0 votes)
14 views11 pages

HMI Interface Design Principles

The document discusses Human-Machine Interfaces (HMI), emphasizing the importance of effective design that considers user, programmer, and designer models. It outlines key design principles such as cognitive psychology, reducing user memory load, and maintaining consistency across the interface. Additionally, it provides guidelines for task analysis and design considerations to enhance usability and user experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Interface Design

Man - Machine (HMI)


WHAT IS HMI?
The HMI is the moment when humans and computers begin to
interact, transmitting information, orders, and data.

In the middle of the two lies the interface

INTERFACE

The interface is based on an environment


All information or action that
it may not be possible to express to cultural, physical and social factors
through the human relationship - what should be taken into account for
computer, does not exist. a design.
MODELS
There are three exclusive HMI models for each character that interacts, such as:
the user, the programmer, and the designer.

User model: The user has their vision.


system personnel, and expects it to
behave in a certain way. The interface must
create an effective mental model. To do this, one
they imitate situations in which the user already
has developed, such as the
words and images.
Programmer model: The model of
programmer is constituted by the objects that
the programmer manipulates it like the database of
data. These objects are located in
tools that only the programmer knows

Designer model: The model of the


designer mixes the needs of others
two models. This model has three parts:
presentation, interaction and relationships between the
objects.

Presentation: It is the first object that guides the


user attention
Interaction: Various devices used by the
user.
Relationships between objects: Where the
designer determines the relationship between image and
word
ASPECTS OF PSYCHOLOGY
HUMAN
When designing HMI, cognitive and perception skills must be taken into account.
the people, and adapt the program to them.
Rules for interface design
Proper use of work modes
Allow the use of the keyboard or mouse

1
3. Allow the interruption of the task and be able to continue it.
GIVE CONTROL TO
later
USER
4. Use descriptive messages and texts
5. Allow undoing actions and report on their
Possibility that the result
user do your job. 6. Allow comfortable navigation within the product and
an easy exit
Sufficiently interface
7. Allow different levels of use for users with
flexible to adapt to
different levels of experience
different demands.
8. Transparent interface, so that the user has the impression
to directly manipulate the objects with which it is
working
9. Allow customization of the interface
10. Allow the user to directly manipulate the objects of
the interface
2 REDUCE LOAD OF
USER MEMORY
1.

2.
Alleviate

Rely on
the burden

recognition
of

rather
short-term

than
memory

recall

3. Provide visual cues of where it is


Avoiding the user
user, what is he doing and what can he do to
have to store and
continuation
remember information
4. Provide undo, redo, and actions for
defect

5. Provide keyboard shortcuts

6. Associate actions with objects

7. Use real-world metaphors

8. Present the user only with the information they need

9. Make the visual presentation clear


3 CONSISTENCY 1. Consistency in task execution: Provide
instructions on the process that is being followed by the
user

● Allow to use 2. Consistency within one's own product and another


knowledge acquired in producto: Se aplica en la presentación, el
other programs. behavior and interaction

3. Consistency in the results of interactions:


Same answers to the same action

4. Consistency of aesthetic appearance

Encourage free exploration of the interface


Design guidelines
Interface design guidelines affect the presentation, behavior, interaction of
los elementos de la interfaz, son reglas e indicaciones a seguir en cuanto a la apariencia y al
behavior of these.
Three areas of interface design are covered.

Physics It is the hardware of the interface, which allows the user to exchange data.
with the machine, introducing them or reading them.

Syntactic It is the presentation of information, sequence, and order of


the actions when performing a task.

Semantics It is the meaning of objects and actions

Design guidelines are recommendations, and what is truly important is that the
the usability of the program is adequate.
Analysis and modeling of tasks

The interface designer must know and understand the tasks that humans perform in
the environment, in order to transform them into a similar set of tasks to implement them
in the HMI.
An approach to task analysis is the object-oriented one, which is to observe the objects.
physical objects used by the user and the actions that are applied to each object.

1. Establish objectives and intentions for each task


2. Assign a sequence of specific actions to each objective
3. Specify the sequence of actions on how they will be executed in the interface.
4. Indicate the state of the system, the appearance of the interface at the moment of which it is
execute an action of the sequence
5. Define control mechanisms, devices, and actions accessible to the user for
modify the system
6. Indicate how the control mechanisms affect the state of the system.
7. Indicate how the user interprets the system's status based on the information.
supplied
Design considerations

Too many objects should not be placed on the screen.


Each visual element influences the user
Too much symmetry can make screens harder to read.
If objects are placed unaligned, do it drastically.
● Asimetría= Activo, Simetría= Sereno
Elements of similar sizes and colors are perceived as belonging to a
group
● Assume errors in user input
Design for the user
Some graphics do not save a bad interface.

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