Human Factors and Ergonomics, STEM | Danielle Ishak — Mavenly + Co.

Ishak — Mavenly + Co.

It’s not necessarily unique to wonder about human interaction and why people do the things they do, but for Danielle Ishak, her curiosity went a bit further than a day dream. Working in the area of Human Factors and Ergonomics, Danielle studies humans interacting with synthetic humans. Yep, she works with robots. Find out how Danielle discovered the industry, fell in love with it, and what advice she would give women looking into careers in STEM.

Occupation: Work at SAP as a Human-Factors Professional investigating software interfaces and Human-Robot Interaction

Last Thing You Read: Quantifying the User Experience by Jeff Sauro and James R Lewis

How did you get started?

My story follows that  generic narrative of students in college getting inspired by their professors. In undergrad, I studied interactive media and one of my professors introduced us to the concept of the user experience when interacting with tangible things such as robots. I always knew that I was interested in humans and why they act or respond in certain ways, but I didn’t know how to apply this to a real occupation that was not pure psychology. I did some research and then came across the discipline of Human Factors and Ergonomics and realized that my interest was a field that was actually fairly high in demand in the economy. My interest grew tremendously when I realized I could investigate humans interacting with synthetic humans (aka humanoid robots). That concept simply blew my mind so I applied for a master’s program shortly after my discovery. This process took me two whole years after college, so in the meantime, I gained some experience through working various marketing jobs. I think it was great to work in other environments to figure out not necessarily what I wanted to do, but more about what I didn’t want to do.

Proust Was a Neuroscientist – Jonah Lehrer – Book Review – The New York Times

Proust Was a Neuroscientist – Jonah Lehrer – Book Review

At 25, he has already been a Rhodes scholar, worked in the lab of a Nobel Prize-winning neuroscientist and been a line chef in the kitchens of Le Cirque 2000 and Le Bernardin. He writes a blog on science issues affiliated with Seed magazine, where he is an editor, and now has written “Proust Was a Neuroscientist,” a precocious and engaging book that tries to mend the century-old tear between the literary and scientific cultures.

In college, Lehrer did a double major in neuroscience and English. One day, during a break in molecular experiments on the nature of memory, which involved “performing the strange verbs of bench science: amplifying, vortexing, pipetting,” he picked up “Swann’s Way.” “All I expected from Proust was a little entertainment, or perhaps an education in the art of constructing sentences,” he writes. What he got instead was the surprise Virgil gave Dante: Proust had already discovered what Lehrer was trying to find out. He knew 1) that smell and taste produce uniquely intense memories, and 2) that memory is dependent on the moment and mood of the individual remembering. These were facts scientists didn’t establish until a few years ago. And here was Proust making the same point in 1913.

A Brief History of Hackerdom

A Brief History of Hackerdom.

Prologue: The Real Programmers

In the beginning, there were Real Programmers.

That’s not what they called themselves. They didn’t call themselves `hackers’, either, or anything in particular; the sobriquet `Real Programmer’ wasn’t coined until after 1980, retrospectively by one of their own. But from 1945 onward, the technology of computing attracted many of the world’s brightest and most creative minds. From Eckert and Mauchly’s first ENIAC computer onward there was a more or less continuous and self-conscious technical culture of enthusiast programmers, people who built and played with software for fun.

The Real Programmers typically came out of engineering or physics backgrounds. They were often amateur-radio hobbyists. They wore white socks and polyester shirts and ties and thick glasses and coded in machine language and assembler and FORTRAN and half a dozen ancient languages now forgotten.

From the end of World War II to the early 1970s, in the great days of batch processing and the “big iron” mainframes, the Real Programmers were the dominant technical culture in computing. A few pieces of revered hacker folklore date from this era, including various lists of Murphy’s Laws and the mock-German “Blinkenlights” poster that still graces many computer rooms.

Some people who grew up in the `Real Programmer’ culture remained active into the 1990s and even past the turn of the 21st century. Seymour Cray, designer of the Cray line of supercomputers, was among the greatest. He is said once to have toggled an entire operating system of his own design into a computer of his own design through its front-panel switches. In octal. Without an error. And it worked. Real Programmer macho supremo.

The `Real Programmer’ culture, though, was heavily associated with batch (and especially batch scientific) computing. It was eventually eclipsed by the rise of interactive computing, the universities, and the networks. These gave birth to another engineering tradition that, eventually, would evolve into today’s open-source hacker culture.

Complete Beginner’s Guide to Design Research – UX Booth | UX Booth

via Complete Beginner’s Guide to Design Research – UX Booth | UX Booth.

Research actually begins the moment we learn about a project, whether we acknowledge it or not. As user experience designers we aren’t content simply designing to specification. Instead, we ask questions. We take notes. We learn everything we can about our client and their audience—and that’s before we even begin! In this article, we explore the (purported) method to this (seeming) madness, appropriately known as design research.

A NOTE ON USER-CENTERED DESIGN

Design research is an integral part of the oft–misunderstood user–centered design process. This process, employed by user experience designers, is both iterative and cyclical. Its outputs serve as its inputs. Initially, solutions are proposed based on embodied, observable phenomena related to the problem space. Next, a design solution is agreed upon and then prototyped. Eventually, it’s tested against its target audience. Finally, the process repeats itself.

Design research, as described in this article, assumes the reader follows a user–centered design process.

What is design research?

Design research describes any number of investigative techniques used to add context and insight to the design process. Although this article discusses research in the context of contemporary UX/Interaction Design for websites, Design Research has been practiced for decades (since the 1960s) in the architectural, industrial, and academic communities. For a deeper look into this industry, check out publications like Design Research Quarterly, or consider attending the Design Research Conference.

Design Research techniques can be incorporated before, during, or after the design solution is established. If done before or during the design phase, these techniques are collectively known as user research; if after, they’re known as user testing. User research attempts to answer questions like “whowill use this design?” and “how does this concept work in the context of our users’ workflow,” whereas user testing seeks to answer: “how effective is this design?”

The diagram below provides an overview of user–centered design techniques,highlighting research activities in red.

A constellation of design techniques.

Young, Indi. 2008. Mental Models: Aligning Design Strategy with Human Behavior. New York: Rosenfeld Media.

PURPOSE

As previously mentioned, Design Research is conducted to add context to the design process.

It’s also used to combat the natural tendency to design for ourselves (or our stakeholders) rather than designing for our target audience. Don Norman, cognitive psychologist and author of The Design of Everyday Things, explains: “We tend to project our own rationalisations and beliefs onto the actions and beliefs of others.”
Without design research we tend towards a self–serving, uninformed design process.

ANALYSIS

The design team is ultimately responsible for analysis of user research. Analysis turns the data collected during research into actionable information. Prominent analysis techniques include (the creation of): personas, mental models, storyboards, nomenclature etc. Although the techniques described here will guide you in conducting research, the presentation and discussion of that data is more important.

MALLEABILITY

Design Research is littered with unanswered questionsHow many usersshould we interview (before we can decisively conclude what’s wrong)? What kind of research should I conduct? Should I conduct qualitative or quantitative research? etc. No one technique or approach is correct. It all depends on the fidelity of the technique and the context in which it is applied.

How is user research done?

User Research has the potential to be a sizable undertaking, depending on whether or not the client is iterating on an existing website or commissioning a new one. Regardless, it’s the researcher’s job to explain to their clients what the project’s goals and budget imply for the forthcoming research initiative.

Fortunately, all signs point toward a more casual, habitual approach to user research. Many of today’s practitioners eschew expensive laboratory or field research for rapid behavioral observation.

The following tools and their “plain–English” descriptions are based heavily on the article Can You Say That in English? Explaining UX Research to Clients first run on A List Apart in November, 2009. Although this list is far from comprehensive, it’s enough to get your team started conducting user research.

On a final note, if you need more comprehensive user research, I highly recommend following Indi Young’s Mental Models.

How is user testing done?

As previously mentioned, user testing involves asking potential users of your product or service to complete a (set of) task(s) using a version—ideally a prototype—of your product or service in order to determine its utility and its usability.

Thanks to the Internet, the practice of user testing has seen a dramatic shift over the past few years; despite the fact that it’s less than 50 years old. Nate Bolt and Tony Tulathimutte describe the prevalence of user testing in large organizations in their book Remote Research:

In-person lab research procedures were developed, refined, and standardized, and then became entrenched in the corporate R&D product development cycle. Practically everything gets tested in a lab nowadays: commercial Web sites, professional and consumer software, even video games.

Fortunately, user testing is becoming increasingly prevalent in smaller organizations.

TESTING PROTOCOL

Regardless of where it’s conducted, user testing always follows a similartesting protocol:

  1. Identify potential users (ideally done during user research, see above)
  2. Recruit potential users
  3. Create test guidelines
  4. Schedule test sessions with potential users
  5. Administer the test
  6. Analyze the results

A super–simple method for doing just this is explained in Steve Krug’s new book Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems.

The names of the various methods in which user testing is done depend largely on the relationship of the proctor to the participant:

  • Lab research

    A Usability lab circa 1987

    A modern usability lab circa 1987

    Lab research describes usability tests conducted in a highly–produced, simulated environment. Researchers typically observe the test behind a one–way mirror and employ screen–capturing software, video cameras, etc. to document the test.

  • Guerrilla research

    Guerrilla research is a modern, lightweight take on lab research. Instead of renting a lab, guerrilla research is typically done on the spot; users are simply asked to complete basic tasks with a website or service, and the entire operation is recorded for later use.

    More informationWatch Steve Krug administer a simple test.

  • Remote research

    On Bolt|Peters‘ website Remote Usability, they define remote research as “any kind of research where the user and research moderator aren’t interacting face–to–face.” Remote research is the answer to the increasing cost and hassle of earlier research endeavors juxtaposed with iterative, agile development. Ideally, users are both recruited online and tested online, so that the entire feedback loop is handled at both parties’ convenience.

    More informationremoteusability.com.

Design research luminaries

The following people have contributed greatly to the field of experience design research. Follow the related links to see what they’re currently up to.

NATE BOLT

After pioneering and directing the User Experience department at Clear Ink in 1999, which included the construction of Natural Environment and Remote Observation laboratories, Nate co-founded Bolt | Peters. He now serves as el presidente, where he has overseen hundreds of user research studies for Sony, Oracle, HP, Greenpeace, Electronic Arts, and others. Beginning in 2003, he led the creation of the first moderated remote user research software, Ethnio.

Read Nate’s Blog

MIKE KUNIAVSKY

Mike Kuniavsky is a user experience design, process, and strategy consultant. He’s created successful and innovative user-centered digital technology for more than twenty years and for dozens of the world’s biggest companies. His typical work involves partnerships with senior level executives who want to create more successful products and a more compelling user experience.

Read Mike’s Blog

STEVE PORTIGAL

Steve is fascinated by the stuff of a culture—its products, companies, consumers, media, and advertising. All these artifacts and the relationships between them are the rules that define a culture—the stuff makes the culture, but it is the culture that makes the stuff.

Learn more about Steve

DAN SAFFER

Dan is a founder and principal of Kicker Studio, a design consultancy for consumer electronics, appliances, devices, and interactive environments, specializing in touchscreens and interactive gestures. When he’s not researching the latest and greatest in interface design, he works as an interaction designer.

Learn more about Dan

JARED SPOOL

Jared founded User Interface Engineering in 1988. He has more than 15 years of experience conducting usability evaluations on a variety of products, and is an expert in low-fidelity prototyping techniques. Jared is on the faculty of the Tufts University Gordon Institute and teaches seminars on product usability. He is a recognized authority on user interface design and human factors in computing.

Learn more about Jared

INDI YOUNG

Indi is an applications and navigation guru who began her work in Web applications in 1995. Her clients range from technology start-ups to large financial institutions. Projects include global corporate intranets, consumer finance and investment tools, enterprise software lead generation sites, knowledge management tools, workflow applications, and business-to-business e-commerce.

Learn more about Indi

ON TWITTER

@boltron

@mikekuniavsky

@steveportigal

@odannyboy

@jmspool

@IndiYoung

Tools of the trade

Much of design research is actually done in a question-and-answer sense; researchers ask questions, record responses, and analyze the results. As a consequence, the tools they use are mostly communicative or illustrative:

Sticky Notes

While you’re researching users, illustrating ideas, or performing a card sort, consider separating and physically playing with your ideas using sticky notes.

Notecards

When you don’t want your notes to be sticky, but still want to allow people the flexibility to move them around and play with them, use these. They’re a cheap, worthwhile addition to any research meeting.

Moleskine

Like the other “analog” tools listed here, Moleskines are great for jotting down and exploring ideas with users and stakeholders alike. Invest in a few of these notebooks and then bring them along to any collaborative session.

Flip Video Camera

Although any video camera will do, the Flip is great because its small, lightweight, and convenient. Researchers conducting interviews or contextual observations will quickly put them through their paces. Consider buying a couple (and sometripods) for your team.

Ethnio

Need to get in touch with potential users? If you’ve already tried Twitter or bugged enough of your Facebook friends, consider sourcing users from your existing website usingEthnio. Ethnio works well because it gets users actually in the act of doing something with your website before you ask them questions about their experience.

Skype

Combined with an application such as Audio Hijack Pro, researchers can conduct audio (and video) chats with users and record their responses. Grab a copy.

Silverback

Spontaneous, unobtrusive usability testing software for designers and developers. Nothing like bringing users to your laptop and asking them for feedback on the spot. Learn more about Silverback.

Related Resources

Introductory Letter to the Participant

This letter helps prepare research participants for the questions that you might ask of them.

Printing Template for 3M Printable Post-It Notes

Use this Microsoft Word template to print anything on 3×4 Post-It Notes. For example, copy quotes to the template and print them out for sorting on the wall. Or, during analysis of one transcript, assign one team member the job of typing up the verb+noun phrases you shout out, to print every 10 minutes or so.

EightShapes Unify

EightShapes Unify is a collection of templates, libraries, and other assets that enable user experience designers to create more consistent, effective deliverables faster. Useful for generating documentation after you’ve conducted your research.

Sample Usability Test Script

A six–page script that walks proctors through administering a hypothetical user test. This is a direct excerpt from Steve Krug’s Rocket Surgery Made Easy.

Usability Testing Checklist

Another excerpt from Steve Krug’s book, this guide explains what to do in the weeks, days, and hours leading up to guerilla usability tests.

Larry Constantine – Wikipedia, the free encyclopedia

Larry Constantine – Wikipedia, the free encyclopedia

Structured Design

Constantine, who learned programming at the Massachusetts Institute of Technology, began his professional career in computers with a summer job at Scientific Computing, at the time a subsidiary of Control Data Corporation, in Minneapolis. He went on to full-time work at MIT’s Laboratory for Nuclear Science, where he wrote routines for analyzing spark chamber photographs, and then to C-E-I-R, Inc., where he worked on economics simulations, business applications, project management tools, and programming languages.

While still an undergraduate at MIT he began work on what was to become structured design, formed his first consulting company, and taught in a postgraduate program at the University of Pennsylvania Wharton School. The core of structured design, including structure charts and coupling and cohesion metrics, was substantially complete by 1968, when it was presented at the National Symposium on Modular Programming. He joined the faculty of IBM’s Systems Research Institute the same year, where he taught for four years and further refined his concepts.

As part of Structured Design, Constantine developed the concepts of cohesion (the degree to which the internal contents of a module are related) and coupling (the degree to which a module depends upon other modules).[7] These two concepts have been influential in the development of software engineering, and stand alone from Structured Design as significant contributions in their own right. They have proved foundational in areas ranging from software design to software metrics, and indeed have passed into the vernacular of the discipline.

Constantine also developed methodologies that combine human-computer-interaction design with software engineering. One methodology, usage-centered design, is the topic of his 1999 book with Lucy Lockwood, “Software For Use”. This is a third significant contribution to the field, being both well used in professional practice and the subject of academic study, and taught in a number of human-computer interface courses and universities around the world. His work on Human-Computer Interaction was influential for techniques like essential use cases and usage-centered design, which are widely used for building interactive software systems.

 

Harold Innis – Wikipedia, the free encyclopedia

Innis’s writings on communication explore the role of media in shaping the culture and development of civilizations.

Innis’s writings on communication explore the role of media in shaping the culture and development of civilizations.

Harold Innis – Wikipedia, the free encyclopedia.