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Research: Human Factors Research

UXmatters has published 29 articles on the topic Human Factors Research.

Top 3 Trending Articles on Human Factors Research

  1. Design for Fingers, Touch, and People, Part 1

    Mobile Matters

    Designing for every screen

    A column by Steven Hoober
    March 6, 2017

    People have now read and referred to my 2013 column How Do Users Really Hold Mobile Devices? almost too much for my comfort. Why? Because, since I wrote that column, I have continued to do research, put my findings into practice for real products, written additional articles, and presented on that topic. In the years since then, I’ve learned a lot more about how people hold and touch their phones and tablets—a lot of which I did’t expect. And that’s the problem with my old columns. I made some assumptions that were based on observations of the usage of desktop PCs, standards for older types of interactions, and anecdotes or misrepresented data. However, through my later research and better analysis, I’ve been able to discard all of those erroneous assumptions and reveal the truth.

    All too often, I see people referring to my oldest, least-accurate columns on this topic. Sometimes readers combine my obsolete data with other out-of-date information, then draw their own incorrect conclusions. I hope put a stop to that now with this updated overview of everything I know about how people interact with touchscreen devices and how you can use that information to design better digital products. Read More

  2. Designing with the Mind in Mind

    April 5, 2010

    This is a sample chapter from Jeff Johnson’s forthcoming book, Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules. 2010 Morgan Kaufmann.

    Chapter 3: We Seek and Use Visual Structure

    Chapter 2 used the Gestalt principles of visual perception to show how our visual system is optimized to perceive structure. Perceiving structure in our environment helps us make sense of objects and events quickly. Chapter 2 also mentioned that when people are navigating through software or Web sites, they don’t scrutinize screens carefully and read every word. They scan quickly for relevant information. This chapter presents examples to show that when information is presented in a terse, structured way, it is easier for people to scan and understand.

    Consider two presentations of the same information about an airline flight reservation. The first presentation is unstructured prose text; the second is structured text in outline form (see Figure 3.1). The structured presentation of the reservation can be scanned and understood much more quickly than the prose presentation. Read More

  3. Designing with the Mind in Mind

    November 9, 2020

    This is a sample chapter from the 3rd edition of Designing with the Mind in Mind, by Jeff Johnson. 2020 Morgan Kaufmann.

    Chapter 15: We Make Errors

    Cover: Designing with the Mind in MindPeople make mistakes and commit errors; it’s a fact of life. Nobody is perfect. Designers of digital technology have to live with that fact. Actually, good designers do more than live with it; their designs take it into account. They avoid designs that make it likely for users to make errors (Norman, 2014). They create digital products and services that help people avoid and recover from errors.

    Mistakes Versus Slips

    When categorizing the types of errors people make, the first distinction is between mistakes and slips (Norman, 1983a; Reeves, 2010). Read More

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