Before World\ War\ I (early 1900s)
Dominant mindset: “Fit the human to the machine.”
Little to no consideration of user abilities, limits, or psychology.
Shift during World\ War\ I
Introduction of aviation required untrained soldiers to fly.
Emergence of Aviation Psychology: first systematic attempt to adapt machines (aircraft) to human capabilities.
Technology, however, was still too primitive to fully implement human-centric changes.
Acceleration in World\ War\ II
Massive scale of war effort made it impossible to assign the “perfect” person to each task.
Design necessity: Planes had to accommodate pilots with a wide range of skill levels and experience.
Technological advancements finally allowed meaningful adaptation of cockpit layouts, controls, and feedback to pilots.
Encompasses all variables humans bring to an interaction with a product, service, or system.
Variables include physical limits (reach, vision), cognitive limits (memory, attention), emotional states, cultural expectations, and learned behaviors.
Core idea: Instead of forcing humans to adapt to machines, we design machines (or digital products) around humans.
\textit{Impatience}: Users expect rapid results; latency feels longer than it is.
\textit{Limited\ Memory}: Short-term memory holds roughly 7 \pm 2 items (Miller’s Law) – drives minimalistic UI and chunking.
\textit{Need\ for\ Analogies}: People rely on existing mental models; unfamiliar concepts need metaphors or skeuomorphic cues.
\textit{Limited\ Concentration}: Attention spans are easily disrupted; clear visual hierarchy and progressive disclosure help.
\textit{Changing\ Needs}: Context, goals, and capabilities shift over time or across environments.
\textit{Need\ for\ Motivation}: Rewards, progress bars, and affirming micro-copy keep users engaged.
Prejudice/Bias: Prior beliefs affect interpretation of new information (confirmation bias, status-quo bias).
\textit{Fears}: Security warnings, irreversible actions, or unfamiliar processes can trigger anxiety.
\textit{Propensity\ for\ Errors}: "To err is human"; systems must prevent, detect, and allow recovery from mistakes.
\textit{Misjudgment}: Overconfidence or heuristics (e.g., anchoring) lead to sub-optimal choices.
Acronym stands for “Too Long; Didn’t Read.”
Placed at the top of lengthy emails to provide a concise summary.
Addresses multiple human factors simultaneously:
\textbf{Impatience} → Quickly surfaces key info.
\textbf{Limited\ Concentration} → Reduces cognitive load.
\textbf{Need\ for\ Motivation} → Lowers perceived effort; user feels rewarded by instant clarity.
\textbf{Limited\ Memory} → Highlights must-remember items, letting details be referenced later.
Demonstrates how four little letters turn limitations into a valuable design convention.
Definition: Internal cognitive representations users form to predict how a system works.
Design Implications:
Align interfaces with widely held models (e.g., trash-can icon for delete).
Provide clear cues when the system diverges from expectations.
Definition: The response a system provides after a user action, informing whether the action succeeded or failed.
Basic structure: Action \rightarrow System\ Response \rightarrow User\ Interpretation
Design Implications:
Always supply timely, unambiguous confirmations: sounds, haptic taps, animations, or messages ("File uploaded ✔️").
Lack of feedback breeds uncertainty, errors, and abandonment.
Human constraints can inspire richer, more resonant experiences.
Respect user cognition: Do not exploit biases to manipulate decisions unethically.
Error tolerance: Design safety nets (undo, version history) acknowledging inevitable human mistakes.
Inclusivity: Different populations (age, ability, culture) exhibit varied mental models and limitations; one-size-fits-all fails.
Continuous adaptation: Human factors evolve with technology (e.g., shrinking attention spans with mobile usage).
The human factor shifted design philosophy from machine-centric to user-centric, spurred by wartime necessity.
Understanding psychological traits like impatience and limited memory guides UI decisions.
Core constructs––mental models and feedback loops––must be honored to prevent frustration and build trust.
Human limitations, such as susceptibility to nostalgia, can be reframed as creative opportunities, enriching experiences rather than constraining them.