Lori Pajerek
Lockheed Martin
We have all heard some human factors horror stories, and as consumers, most of us
have had numerous personal experiences with products that are difficult, dangerous, or
annoying to use. Their designers did not seem to have humans in mind. Poor human factors
designs are the result of oversight or ignorance. The designers did not do enough work to
ensure that the demands placed on the humans are not onerous. To address this shortcoming,
all types of design engineers should learn to apply a systems perspective to their part of
a system.
hich is bettermouse or keyboard? For
example, since the introduction of the computer mouse, numerous interactive computer
operations are now "point and click" even though the mouse is the slowest
interface for performing many operations. It takes time to move the mouse into position
and click it, especially when it must point to a relatively small area on the screen (such
as a "soft button"). Although older technology than a mouse, using a function
key when possible is not only much quicker, it also puts less wear and tear on your body.
This became apparent to me last winter when I used a new software
tool intensively for extended periods. A certain operation required three mouse clicks
every time: one to select the item on the screen to be acted upon, one to click the button
bar to indicate the desired operation, and one to close a dialog box that asked, "Are
you sure?" The three mouse clicks were in widely diverse areas of the screen, each
required precise placement of the cursor in a tiny spot on the screen, and the computer
took a lot of time to process each click.
Since I was performing this operation on many hundreds of
individual items during the course of a day, I could not help but notice how slow the
"mouse clicking" process was. Also, my fingers, wrist, arm, and shoulder ached
at the end of the day. It was much more time-consuming than performing the same operation
on a competing vendor's tool, which took only one mouse click. Additionally, for most
operations, the other tool often gave me a choice between using the mouse or a function
key. Having found that my wrist and arm got more tired and painful from repeatedly using
the mouse, I prefer the function key when given the choice. Chalk one up for the
competition.
This story illustrates how my personal experience led me to
conclude the fewer mouse clicks, the better. But this is nothing more than a subjective
opinion. The world loves mice. I may be the only person in the world complaining about too
many mouse clicks. However, I recently saw some hard data from an internal IBM human
factors study that empirically demonstrates that the mouse is the slowest of several
common data entry devices. Yet, most software designers do not know thisthey are
often not aware that such studies exist. Because the mouse is newer technology than the
keyboard, many of today's designerswho grew up using a mouseassume it is
better. Even though graphical user interfaces (GUIs) invite the use of a mouse, it may not
always be the optimal choice.
Human factors is an area where applying the systems perspective
to engineering is key. The systems perspective requires looking at all parts of a system
throughout all phases of system development and deployment and questioning how a system
will be used. For human factors considerations, this means performing operational
scenarios early in the system development to determine human interaction with the system,
specifying human factors requirements, reviewing designs for human factors impacts, and
modeling the user interface in mock-ups. This activity should continue through system
verification to validate assumptions, scenarios, and data. At this point in development,
it is usually too late and too expensive to reverse any adverse design
decisionsunless they seriously detract from the usability of the system.
The vendors of the "slow" tool described above may have
developed operational scenarios, but unless they tested them with users under loaded
network conditions, they would not have discovered what the implications were for the
human using the system to perform the operation hundreds of times in a row. Nonetheless,
it is a highly likely operational scenario for that particular tool.
The Personnel Subsystem
Recently, I learned a term that I had never heard, but one that I immediately liked, the
"Personnel Subsystem." Engineers have become better at remembering the human in
the system. The user interface on any system usually has ergonomics requirements applied
to it, and conceptual diagrams of systems often have a stick figure or clip art of a
person representing the user(s). We know they are there, and we acknowledge their
existence to some degree.
Specifications usually contain a section called "Personnel
and Training"it was required by MIL-STD-490. Generally, there are some
requirements in the specifications; usually high-level statements that specify education,
training, and skills for different users (operators, maintainers, etc.). But while I have
often seen an architectural element called "Training" in system architectures, I
have yet to see a personnel subsystem, beyond the stick figure or clip art variety. It is
the forgotten subsystem.
We know there are requirements that should be allocated to a
personnel subsystem, yet we design this subsystem by default. Every time you specify or
design a human interface, you are also implicitly specifying or designing the expected
characteristics and behavior of the human half of the interface. Humans must perform to
this implicit specification, but there is never a requirements review or design review of
the personnel subsystem. Unless your system is never touched by human hands (a rarity),
you have a personnel subsystem, whether you identify it explicitly or not. Just because
you do not have to manufacture it does not mean it does not exist; it is a real part of
the system integration picture.
By including a personnel subsystem in your system architecture,
you are more likely to achieve the objective of looking at all parts of the system through
all phases, including the people part of the system. Though we sometimes assign a few
requirements to users, we often do not follow through. How do we know if we have
"specified" a user with inappropriate or inconsistent requirements? You treat
the personnel subsystem like other subsystemsreview the requirements and verify the
design.
It also is important to remember that consideration for the
personnel subsystem is not limited to physical ergonomics. There are other factors
involved that relate to the users' mental processes. These range from straightforward
things such as consistent menu design to more subtle intangibles such as impact on job
satisfaction.
Conclusion
Human factors is following a path that has been experienced in a number of other
traditional engineering disciplines. Concepts like quality control, configuration
management, and plug-and-play interfaces were all institutionalized in hardware
engineering long before they were applied to software. Ergonomics has become a serious
consideration for all types of hardware items. We have furniture, CRTs, keyboards, mice,
wrist rests, and all kinds of other things that feature ergonomic design. In software, we
now have windows and GUIs, but these features merely scratch the surface of what is
possible. However, the systems perspective is what motivates someone to investigate the
effects of the combined interaction of the ergonomic hardware and the user-friendly
software with the personnel subsystem. What happens when a human sits for hours in the
ergonomic chair, using the ergonomic mouse to click thousands of times on the
software-generated GUI? All the pieces were designed to be kind to humans, but the
integrated system still causes the user to go home in the evening with eyestrain and a
sore neck. When designers think like users, the result is a system that is truly user
friendly.
About the Author
Lori Pajerek is an advisory systems engineer in the Systems Engineering Technology
department at Lockheed Martin Federal Systems in Owego, N. Y. With over 15 years
experience in systems and software engineering for defense-related industries, her
specific area of interest and expertise is requirements engineering and requirements
management. Prior to joining Lockheed Martin, she was employed at Link Flight Simulation
(now part of Raytheon), the world's leading manufacturer of flight simulation devices. She
has a bachelor's degree in mathematical sciences from Binghamton University and is a
member of the International Council on Systems Engineering.
Lockheed Martin Federal Systems
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E-mail: lori.pajerek@lmco.com