Human Element in Design: How Manage Designer -User Interface

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Human Element in Design:
-How Manage Designer
-User Interface
Model of Human Information Processing
• Cognitive Psychology: the study of human
problem-solving abilities
External Environment
Internal Environment
Short term
memory
Sight
Touch
Long term
memory
Controller
Recorder
Notes and Drawing
Information-Processing System
Take place through the
interaction of 2
environments:
1. The internal environment
(information storage and
processing inside the
human brain)
2. The external
environment. Paper &
pencil catalogs, computer
output (to aid in the
solution of the problem)
Within human mind , 2
different types of memory:
1. Short-term memory =
Random Access Memory
2. Long-term memory =
computer disk storage
Short-term memory
(ex: phone number):
• Quickness (process in 0.1 seconds), the youngest the quickness
• The magical number of 7 plus minus 2
(3 idea with constraint)
• Fading of information there
• Impossible to be aware of what happening there while solving
problem, need long-term memory.
Long term memory:
• For permanent storage
• Has unlimited capacity; as we learned more ,we unconsciously
find more efficient ways to organize the info by reorganizing the
chunks in storage.
• Slow in recording information.
• Speedy recovery of info. Retrieval is much quicker than storage
base on the recency of its use.
• Can be retrieved at different levels of abstraction in different
languages, and with different features.
Experiments
• Power transmission system (shafts, fears,
and bearings) shown to mechanical
engineering students and professional
engineers.
• Result:
– Student  simple drawing and shape
– Professional Engineering: remember d gear,
group together by function. Gear set: meshed
gears, shaft and bearing.
Chunk of Information
• The line segments remembered by the students and the
functional grouping remembered by the expert.
• Type of knowledge in chunk include:
– General Knowledge: info that most people know, & apply
without specific domain. Gained through everyday experience
and basic schooling. Ex:4 >3, red is color.
– Domain specific knowledge: info on the form of function of
individual objects or a class of objects: Ex: all bolts have a
head a threaded body, and a tip; bolts are used to carry
shear or axial stresses; the proof stress of a grade 5
bolts is 85kpsi. This knowledge comes from study and
experience in the specific domain. Formal education sets the
foundation for this knowledge.
– Procedural knowledge: what to do next. Ex: if there isn’t
answer to problem X then decomposing X into two
independent subproblems, X1 and X2.
The Left Brain-Right Brain Model
• Right side of the
Left
body controled
by....
Quantitative
Qualitative
Verbal
Spatial
Reasoning
Intution
Logical
Imagination
• And vice versa
• Left
braintrained,
positive traits
Right
How Manage Designer
Mental Process that Occurs during Design
“Design a joint to fasten together two pieces of 1045 sheet
steel, each 4 mm thick and 6 cm wide, which are lapped over
each other and loaded with 100 N”
1.Understanding the problem, read and chuncked it into
significant packets of info, happen in short term memory then
compared to long term memory info to see if the make sense
then compared it, if not  allowed to fade.Goal: try and retain
ontly the major functions of the needed device. *design
something that will fully understood with minimum bias
Mental Process that Occurs during
Design
2.Generating a Solution. Compare the problem to information
from the long-term memory. To Retrieve, and to index the
knowledge there.
If the problem new (not in long-term memory)?
Use 3 step approach:
–
–
–
Decomposing problem into subproblem
Trying to find partial solution to the subproblems
Finally recombining the subsolution to fashion a total solution
3. Evaluating the Solution. Not every people could do this. Two
actions: comparison and decision making. Compare the performance
of the concept with the laws of nature, the capability of technology,
and the requirements of the design itself. A function of knowledge in
the domain.
4. Controlling the Design Process. The path from initial problem
presentations to solution was not straightforward, like an almost
random process.
Characteristic of Creative Designer
• Creative solution criteria:
– It must solve the problem in question.
– It must be original
• Creativity’s relationship to other
attributes:
1.Creativity and intelligence:
2.Creativity and visualization ability.
Creative engineers have good ability to
visualize, to generate and manipulate visual
images in their heads, through 3 ways:
semantic information (words), graphical
information (visual images), and analytical
information (equations and relationship)
3.Creativity and knowledge. Creative
designer must have a knowledge from the
existing mechanical product.
Characteristic of Creative Designer
4. Creativity and partial solution manipulation.
Since new ideas are born from the combination
of parts of existing knowledge, the ability to
decompose and manipulate this knowledge is
important.
5. Creativity and risk taking. ???
6. Creativity and conformity :Non conformist. 2
types of nonconformists: constructive and
destructive
7. Creativity and technique:????
Design As a Group Effort
Two types of groups found in industry:
• Engineering design team: made up of
designers who are all working on a single
component or separate components in an
assembly. All participants have a similar role to
play in the design process ( the problem is to
large for one individual to complete in reasonable
time)
• Concurrent design team: each member of the
team fills a different role. Composed of
representatives from engineering, marketing, and
production.
User Interface
ABSTRACT
•Interaction with a standard gas-powered lawn mower: in
starting and pushing occupy a workspace, stoop or bend in
the space to reach the starting mechanism. Provide a source
of power to push it. ETC
•4 types of interaction:
As occupant of workspace, as power sources, as sensor,
and as controller.
“Human factor must be taken into account for every
person who comes into contact with the product,
whether during manufacture, operation, maintenance
and repair or disposal”
• The Human in the Workspace:
Anthropometry.
• The Human as Source of Power:
Biomechanics.
User Friendly Product
Tugas
•Buatlah rancangan sebuah tas, untuk
keadaan darurat gempa bumi.
•Jelaskan fungsi design nya:
As occupant of workspace, as power
sources, as sensor, and as controller.
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