Эргономика для дизайнеров взаимодействия. Часть первая. |
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Ergonomics for Interaction Designers: Part 1 | Эргономика для дизайнеров взаимодействия. Часть первая. | |
Firstly, this is not about adjusting your chair so that you're not slumped over the screen when working on a Flash prototype (although office ergonomics is a very important subject). Rather, the topic of discussion is the increasing value of ergonomics knowledge to the interaction designer. Ergonomics is necessary for 3-dimensional, tangible product design where issues of physical fit and comfort are critical. But for interaction designers in the 2-dimensional world of the display screen, ergonomics has largely been...irrelevant. For example in most cases, interfaces are designed for existing, defined hardware that are out of the control of the interaction designer. But things are changing... | ||
Driving Factors | ||
The continuing convergence of digital interfaces with physical products is putting interaction designers in a position where knowledge of anthropometrics, kinesthetics, and other non-cognitive human capabilities is valuable for creating effective design solutions. | ||
There are several trends contributing to this, including: | ||
The rapid proliferation of touch screen and other gestural interfaces which combine "direct" physical control with digital interface design. If you want to design for a finger, you have to know how a finger works. | ||
The growth of ubiquitous computing leading to an increased range of scale and form factor in devices that contain interfaces, from traditional computers and laptops, to kiosks, tablets, phones, interactive video walls, electronic ink and consumer appliances (to name a few). As a result, people are interacting with interfaces in range of positions and contexts that go beyond simply standing or sitting in front of a screen. So beyond fingertips, knowing how people can reasonably user their bodies to hold, view, reach and interact is valuable. | ||
Computing power and bandwidth across such devices now supports more complex, involved tasks such as data entry, long duration reading and gaming, all of which can lead to risks for repetitive motion injuries, or at least discomfort. Having a knowledge of the types of interactions that can cause such injuries, and how to design around them, is essential. |
