Glossary

Ergonomics by Gary Davis

A guide to the terms associated with ergonomics

Accessibility - the ability for people to access and use products, systems and environments whatever their physical, sensory and cognitive abilities and limitations might be.

Affective Design - research and design with specific regard to how products, systems or environments emotionally affect the user.

Anthropometry - the branch of ergonomics which is statistically based and deals with the physical dimensions, proportions and composition of the human body.

Biomechanical ergonomics - application of knowledge of the workings of the human musculoskeletal system to design development and evaluation.

Cognitive ergonomics - the study and application of knowledge about the thought process and reasoning which occur during tasks and in response to systems and products.

Design range - a defined multivariate range of people for whom a design is intended to be usable.

Environmental ergonomics - study of the effects on human beings of thermal, lighting, acoustic and vibration conditions, and specification of optimum conditions for specific tasks.

Experience design - an approach to design which involves analysis of the users' combined physiological, sociological, psychological and ideological feelings when experiencing products, systems and environments.

Human-centred design - an approach to design which focuses on the needs, abilities and limitations of the intended users.

Human-computer interaction (HCI) - the interaction between people and any computer-based system or product.

Human-computer interface - the physical, visual, and auditory contact point via which people and computer-based systems interact and exchange information.

Human factors integration - the structured integration of ergonomics/human factors into design and development projects.

Human sciences - anatomy, physiology and psychology are the key human sciences which are the foundation of ergonomics - both in terms of data and methodology.

Inclusive design - an ergonomics approach to design which seeks to meet the needs of all users, including those with physical, sensory or cognitive impairments due to illness, injury, ageing or circumstance.

Information design - the design of information for effective, efficient and satisfying use, appropriate to the people who use it, and appropriate to the tasks and circumstances in which it is used.

Interaction design - the design of the interface and dialogue between people and the systems and products they use - this can include physical, visual, audio, taste and smell elements.

Latent needs - User needs which the users themselves may not have thought about but which when met, deliver delight and exceed expectations (see also Tacit needs ).

Mental model - a person's internal understanding of an external product, system or environment. We all form mental models based on what we're told, read or experience, and our models can range from the very accurate to the wholly inaccurate.

Percentile - a value representing the percentage of people at or below a certain measurement. For example, an adult of 5th percentile stature is as tall or taller than five per cent of the general adult population. Percentile values can also be applied to non-physical dimensions, eg intelligence.

Sampling - the scientific selection of participants who together form a representative sample of the target user population - for research or product evaluation.

Tacit needs - user needs which are known by and stated by users (see also Latent needs ).

Task analysis - a systematic breakdown of tasks into their manual and cognitive elements - used to define user/system requirements and optimise design solutions.

Usability - the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in specified environments. (ISO DIS 9241-11)

Usability trial - a structured exercise involving a representative sample of users to evaluate existing designs or new concepts, in realistic conditions and scenarios.