Human-Machine Interface (HMI) is an area that covers multiple technologies, including human factors engineering, ergonomics, computer science, artificial intelligence, cognitive psychology, philosophy, sociology, and anthropology. , design and engineering, so can not completely observe and study from the perspective of IT technology, even the importance of cognitive psychology may be more important than computer science, but the current research on human-computer interface is often the opposite It is a pity that many useful programs or technologies are buried in the "bad use" voice.
The simplest definition of a human-machine interface is that between a person and a machine, through a certain interface, a person can give instructions to the machine, and the machine can report the execution status and system status to the user through the interface, in other words, The correct communication of messages and instructions between humans and machines is the main definition of the human-machine interface.
Illustration: The human-machine interface needs to consider human needs. For example, condensing complex access control and management signals into a 10-inch screen is easy to understand.
The human-machine interface is designed, and the goals that need to be achieved are not only a single command and feedback, but rather rather complicated, mainly divided into four aspects: 1. To play the functions that the machine itself should have. 2. Improve the efficiency and effectiveness of the machine. 3. Ensure that the machine or system in use is more economical and safer and more prolonged in use. 4, in line with the user's physiological and psychological needs, improve the use of satisfaction.
Careful review of the above definitions and objectives reveals that there is a blur between the two. If it is general IT technology, the input and output are absolute, but the human-machine interface is between the user and the machine, but there is no standard response. mode. In the most important sense, the signal presented by the machine on the interface makes people see the "signal" correctly, but the meaning of this signal, the viewer needs to rely on his personal experience, knowledge and the surrounding environment to explain The image you see.
In other words, a well-designed machine, if not taken into account by the needs of the user object, is often classified as a failed human-machine interface, such as an engineering computer that displays many mathematical symbols for young children who have just learned basic operations. The originally well-designed function has become an obstacle to disturbing young children to find the correct number. As a result, the calculation speed is not as good as that given to a young child.
This simple reason is quite obvious in the above examples, but when the user background and the function of the machine itself become complicated, many ridiculous examples appear, so the design of the human-machine interface is obviously not only from the functional surface of the machine. I want to think about it.
Deconstructing the human-machine interface, the first step to understand users: people
"Understanding people" is the first step in designing a human-machine interface. It seems to be simple and easy to understand, but it is easy to understand because it violates the intuition of many "scientific people" who are designing human-machine interfaces. To the big acceptance training, all people can and must be trained to work and tasks. In fact, the concept of "trained" has proved to be full of loopholes in the Second World War. Even specially trained people cannot operate complex machines or perform tasks that seem to be skilled because of these machines or the work itself. It has exceeded the limits of human ability.
One of the famous examples of World War II, that is, the Nazi Germans invaded France in 1940. The French chariots were far superior to the Germans in terms of armor and firepower, but the battle ended in disastrous defeat. After reviewing, it was discovered that French chariots (such as SOMUA S35) designed almost all functions to the captain, so that the captain must observe the battlefield, judge the war situation, give orders to other members, pay attention to the movements of the enemy and friendly forces, and must also personally Load the hug, aim, and launch. In contrast, the German chariots (such as the No. III chariot) disperse these tasks in the captain, gunner, loader, and radio hand, each performing their duties, and the efficiency is far from the Frenchman who is busy. Chariot.
In exchange for IT terminology, the tactical German chariot defeated the French chariot that can only be simplexed. Of course, the reason is that the French chariot man-machine interface design is bad. The developer forgot to consider the captain, even if the training has Vegetarians also have their physical and psychological limits. Since then, the concept of "understanding human limits rather than testing human limits" has been born, and has become the basic code for human-machine interface design after World War II.
To understand the user as a user, basically starting from the physiological structure and the human body measurement method, firstly to understand the human bone structure, activity patterns and measurement standards, measurement methods, etc., followed by understanding the nervous system, bones and muscles, motion control, Measurement of reaction time and model, etc., to understand the limits of exercise and physical activity in different situations.
Furthermore, it is the human sensory ability, that is, the physiological operation characteristics of sight, hearing, touch, smell, taste, proprioception, movement and balance. Among them, vision is the most important, mainly refers to the cognitive ability of vision, including the length of line of sight, Knowledge of field of view size, color change ability, light and dark adaptability, visual persistence, reading and perceived speed... The secondary is auditory, and it is also necessary to understand the physiological operating characteristics of the auditory system, including the relationship between sound level, pitch, and perception of the timbre and the voice interface.
Then explore human cognition and understand the research theories and results of Cognitive Psychology. This topic includes memory, attention, thinking, problem solving, knowledge representation and message processing. This part seems to be difficult. In fact, cognitive psychology can be said to be reverse engineering of brain thinking: experimenting Method, try the brain's algorithms and data structures. Cognitive psychology habits and representations refer to algorithms and data structures. In the academic training of IT engineers, the terminology can be seen by substituting the nouns.
In addition to the average person, the current human-machine interface is increasingly demanding questions and design considerations for specific users, such as pregnant women, children, the elderly, and the disabled. In addition, some laws and regulations will further limit the physical and chemical constraints that the human body can withstand, such as the impact specifications of vehicles, which need to be understood together.
Introducing human-like human-machine interface design 5 method to break the door to make car jackpot
In practice, there are many ways to break through the dilemma of man-machine interface design and closed doors, so that the designed interface conforms to the aforementioned concept of people-oriented. However, because of the advantages and disadvantages of a single method, it is usually necessary to cross-evaluate in more than three ways.
1. Heuristic Evaluation:
Heuristic evaluation allows the R&D team to quickly and easily identify usability issues in the product's human-machine interface. In the heuristic evaluation process, the evaluator compares the list of usability criteria provided by the researcher to examine the human-machine interface form and operation process of the product, and find out the items that violate the usability criteria. The advantage is that individual usage problems can be found, and the needs of expert users can be listed. The disadvantage is that because the real users are not considered, it is impossible to find the unexpected needs of the experts.
2, observation method (Observation):
Suitable for operational analysis and the bottom-up research phase, usually requires 3 or more users. The advantage is that it is ecologically effective and can clearly indicate the user's work. The disadvantage is that if no experimenter is in control, then The result will be difficult to control.
3. Interviews and Questionnaires:
The interview is applicable to the operational analysis phase and generally requires 5 subjects. The advantage is that this is a flexible, in-depth view and experience survey. The disadvantage is that it takes a long time and the results are very difficult to analyze and compare. The questionnaire is applicable to the analysis of operational analysis and post-mortem review. There must be at least 30 subjects. The advantage is that the subjective preference of the subject can be found and it is easy to repeat. The disadvantage is that in order to avoid misunderstanding, the previous test work is needed.
4. Record the actual use method (Logging actual use):
More than 20 subjects are required to record the complete use results, such as link analysis, layout analysis, and Hierarchical task analysis. The advantage is that high idiom or no The usual type of disadvantage is that the analysis of the content requires a large amount of information, which may infringe the privacy of the user.
5, user direct feedback method (User feedback):
It takes a long time for hundreds of subjects to participate, and it is suitable for post-review research. The advantage is that the requirements and opinions of the sustainable tracking users are changed. The disadvantage is that specific organizations need to perform fixed questions and collect data.
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