ERGONOMICS
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Introduction to Ergonomics.

This is a brief introduction to ergonomics, with some guidance on how to set about adding ergonomics into a design project. 

A key principle is that ergonomics is objective, and uses data. We need data because it is almost impossible to imagine what it is like to be someone else, so your own subjective judgements can be completely wrong. Most of the techniques therefore entail acquiring data about people.

The other key principle is the user is always right - there is no such thing as "human error". It's up to the design to take account of the way people are and serve its users as they are, rather than impose requirements on them.  Obviously to some extent this is impossible to achieve and so instructions and training are sometimes necessary, but this is the mindset that ergonomics advocates.

If you're starting out on a design project, here are some ergonomics questions to find answers to...

1. Who will be using the design? It's unlikely to be 'everyone', or people like you.

Ideally, you would use data such as market research demographics to identify age, sex, and social aspects. Then among the characteristics you might want to define are:

  • Physical size
  • Strength
  • Flexibility
  • Skills like eyesight and coordination

Also cognitive capabilities like:

  • Familiarity with similar designs
  • Ease of learning
  • Vocabulary
  • Familiarity with concepts and metaphors used in the design

All these factors will influence basic aspects of the design, including its scope, complexity, display size etc. etc.

If the users are not well known to you as a group, it may be a good idea to involve some representatives very early in the process, to make sure that your design does not set off in an unsuitable direction at the outset.

2. What do its users want to achieve with it?

This is something to think about because it may not be quite obvious. For example the act of using the design may not form any part of the user's objectives, or it may be secondary.

For many designs it can be helpful to set a testable criterion for design success, such as a percentage of users who can achieve their objective within a certain time.

Then it follows that you consider what happens to those people who cannot achieve their objectives, and how serious that is.

3. What percentiles are appropriate?

This follows from the previous question, and the answer is different for every project. It is best to see it in terms of excluding a percentage of users from the design, then you can formally consider:

  • What happens for excluded users - discomfort, inconvenience, danger etc.
  • Do the excluded users expect this (e.g. a very tall person may be used to being cramped in an aircraft seat, but not in a luxury car).
  • Can you warn the excluded users.
  • Are there degrees of exclusion that you should consider, beyond the basic target.
4. Where will it be used?

Putting the design in its context can reveal key factors such as

  • How much time people have to learn.
  • If they will be distracted or under stress (which can decimate the ability to learn).
  • If reading instructions is really likely.
  • What the users will be wearing.
  • Things users may be carrying or holding.
  • What happens to it while it is not being used.
  • Temperature, humidity, wind, light.
5. The Golden Rule If you were going to pick one golden rule it would be: Test.