MOBILE UI
ERGONOMICS
[Link]
M/BFT/11/20
INTRODUCTION TO SOFT
ERGONOMICS
Soft Ergonomics is the study of designing virtual
interfaces that cater towards the wellness of the
human body, its emotional and cognitive abilities.
Software ergonomics standards establish design
principles for multimedia user interfaces.
They address user interfaces for applications that
incorporate, integrate and synchronize static media
such as text, graphics or images, and dynamic media
such as audio, animation, video or media related to
other sensory modalities.
INTRODUCTION TO SOFT ERGONOMICS
Soft Ergonomics generally takes into account the following human factors when building a
virtual interface:
Physical Limitations: Not all who use a virtual interface are physically equal. If the designed
interface only caters to right-handed individuals, or people within a certain height range then
the interface might need a redesign. One of the leading discussion is with respect to visually
impaired users.
Cognitive Abilities: If the product(software application, website) is designed for any casual
user, then the designer should not expect that all users would be experts, with high cognitive
abilities. The usage of the application should not need the user to know a lot of information
prior to using the interface
Emotional Needs: The interface should be 'designed for the occasion' or context. It should not
leave the user confused, either how to start using the interface or what to do when an error
occurs.
NEED FOR MOBILE PHONE UI ERGONOMICS
Mobile phones are used widely nowadays, and the general UI of an app is
very important in the app selection and adoption process.
An ergonomic, easy to use app is preferred, and often they turn out to be
the most downloaded and used apps.
The figure beside illustrates
the growing rate of time that
smartphone users spend with
their apps over the past year
DIFFERENCE BETWEEN MOBILE & NON-MOBILE UI
There are a few points that create a huge difference between the
designing aspects of a mobile and non-mobile UI.
The differences occur because of the following main reasons:
Change in input method
Change in usage environment
Change in device form factor
THE DIFFERENCE IT IMPLIES
Change in input method
The MIT Touch Lab study of Human
Fingertips to Investigate the Mechanics of
Tactile Sense found that the average
human finger pad is 1014mm and the
average fingertip is 810mm.
iPhone Human Interface
Guidelines, Apple recommends a minimum
target size of 44 pixels by 44 pixels (88px on
retina display) or about 8mm round.
The thumb has limited reach and range,
therefore UIs should be adapted to that
range.
The thumb shouldnt stretch too much
while reaching all areas of the
application.
All the main UI elements should be
placed in the area easily accessed by the
thumb.
Change in usage environment
Desktop devices are used indoors, mobile phones are used in varied
number of areas with variable lighting and other conditions.
Mobile apps should be have contrasting elements and easier to
press buttons with tactile feedback to be able to read in outdoor
conditions.
Change in device form factor
A change in device form factor means a change in how we use our
devices.
Different ways of holding devices prompts new points for reach and
extension, and UIs should be scaled accordingly
GENERAL UI DESIGN GUIDELINES
Consistency
certain aspects of an interface should behave in consistent ways at
all times for all screens
terminology should be consistent between screens
icons should be consistent between screens
colors should be consistent between screens of similar function
Simplicity
break complex tasks into simpler tasks
break long sequences into separate steps
keep tasks easy by using icons, words etc.
use icons/objects that are familiar to the user
Human Memory Limitations
organize information into a small number of "chunks"
try to create short linear sequences of tasks
don't flash important information onto the screen for brief time
periods
organize data fields to match user expectations, or to organize user
input (e.g. autoformatting phone numbers)
provide cues/navigation aids for the user to know where they are in
the software or at what stage they are in an operation
Cognitive Directness
minimize mental transformations of information (e.g. using
'control+shift+esc+8' to indent a paragraph)
use meaningful icons/letters
use appropriate visual cues, such as direction arrows
use 'real-world' metaphors whenever possible (e.g. desktop
metaphor, folder metaphor, trash can metaphor etc.)
Feedback
provide informative feedback at the appropriate points
provide appropriate articulatory feedback - feedback that confirms
the physical operation you just did (e.g. typed 'help' and 'help'
appear on the screen). This includes all forms of feedback, such as
auditory feedback (e.g. system beeps, mouse click, key clicks etc.)
provide appropriate semantic feedback - feedback that confirms
the intention of an action (e.g. highlighting an item being chosen
from a list)
System messages
provide user-centered wording in messages (e.g. "there was a problem in
copying the file to your disk" rather than "execution error 159")
avoid ambiguous messages (e.g. hit 'any' key to continue - there is no 'any' key
and there's no need to hit a key, reword to say 'press the return key to
continue)
avoid using threatening or alarming messages (e.g. fatal error, run aborted, kill
job, catastrophic error)
use specific, constructive words in error messages (e.g. avoid general
messages such as 'invalid entry' and use specifics such as 'please enter your
name')
make the system 'take the blame' for errors (e.g. "illegal command" versus
"unrecognized command")
Modality
use modes cautiously - a mode is an interface state where what the user
does has different actions than in other states (e.g. changing the shape
of the cursor can indicate whether the user is in an editing mode or a
browsing mode)
minimize preemptive modes, especially irreversible preemptive modes a preemptive mode is one where the user must complete one task
before proceeding to the next. In a preemptive mode other software
functions are inaccessible (e.g. file save dialog boxes)
make user actions easily reversible - use 'undo' commands, but use these
sparingly
allow escape routes from operations
Attention
use attention grabbing techniques cautiously (e.g. avoid overusing
'blinks' on web pages, flashing messages, 'you have mail', bold
colors etc.)
don't use more than 4 different font sizes per screen
use serif or sans serif fonts appropriately as the visual task situation
demands
don't use all uppercase letters - use and uppercase/lowercase mix
don't overuse audio or video
don't use more than 4 different colors on a screen
don't use blue for text (hard to read), blue is a good background
color
don't put red text on a blue background
use high contrast color combinations
use colors consistently
use only 2 levels of intensity on a single screen
Use underlining, bold, inverse video or other markers sparingly
on text screens don't use more than 3 fonts on a single screen
Display metrics
maintain display inertia - make sure the screen changes little from one
screen to the next within a functional task situation
organize screen complexity
eliminate unnecessary information
use concise, unambiguous wording for instructions and messages
use easy to recognize icons
use a balanced screen layout - don't put too much information at the top
of the screen - try to balance information in each screen quadrant
Individual differences
accommodate individual differences in user experience (from the
novice to the computer literate)
accommodate user preferences by allowing some degree of
customization of screen layout, appearance, icons etc.
allow alternative forms for commands (e.g. key combinations
through menu selections)
REFERENCES
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[Link]
The Mobile Frontier by Rachel Hinman
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THANK YOU