Cognitive ergonomics

Last updated

Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. [1] The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design." [2] Cognitive ergonomics studies cognition in work and operational settings, in order to optimize human well-being and system performance. It is a subset of the larger field of human factors and ergonomics.

Contents

Goals

Cognitive ergonomics (sometimes known as cognitive engineering though this was an earlier field) is an emerging branch of ergonomics. It places particular emphasis on the analysis of cognitive processes required of operators in modern industries and similar milieus. This can be done by studying cognition in work and operational settings. It aims to ensure there is an appropriate interaction between human factors and processes that can be done throughout everyday life. [3] This would include everyday life such as work tasks. Some cognitive ergonomics aims are: diagnosis, workload, situation awareness, decision making, and planning. CE is used to describe how work affects the mind and how the mind affects work. Its aim is to apply general principles and good practices of cognitive ergonomics that help to avoid unnecessary cognitive load at work and improves human performance. In a practical purpose, it will aid in human nature and limitations through additional help in information processing. Another goal related to the study of cognitive ergonomics is correct diagnosis. Because cognitive ergonomics is a small priority for many, it is especially important to diagnose and help what is needed. A comparison would be fixing what does not need to be fixed or vice-a-versa.[ citation needed ] Cognitive ergonomics aims at enhancing performance of cognitive tasks by means of several interventions, including these:

History

The field of cognitive ergonomics emerged predominantly in the 70's with the advent of the personal computer and new developments in the fields of cognitive psychology and artificial intelligence. It studied how human cognitive psychology works hand-in-hand with specific cognitive limitations. This could only be done through time and trial and error. CE contrasts the tradition of physical ergonomics because "cognitive ergonomics is...the application of psychology to work...to achieve the optimization between people and their work." [4] Viewed as an applied science, the methods involved with creating cognitive ergonomic design have changed with the rapid development in technological advances over the last 27 years. In the 80's, there was a worldwide transition in the methodological approach to design. According to van der Veer, Enid Mumford was one of the pioneers of interactive systems engineering, and advocated the notion of user-centered design, wherein the user is considered and "included in all phases of the design". [5] Cognitive ergonomics as defined by the International Ergonomics Association "is concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system". It studies the cognition in work to help with the human well-being in system performances.

There are several different models which describe the criteria for designing user-friendly technology. A number of models focus on a systematic process for design, using task analysis to evaluate the cognitive processes involved with a given task and develop adequate interface capabilities. Task analysis in past research has focused on the evaluation of cognitive task demands, concerning motor control and cognition during visual tasks such as operating machinery, or the evaluation of attention and focus via the analysis of eye saccades of pilots when flying. [5] Neuroergonomics, a subfield of cognitive ergonomics, aims to enhance human-computer interaction by using neural correlates to better understand situational task demands. Neuroergonomic research at the university of Iowa has been involved with assessing safe-driving protocol, enhancing elderly mobility, and analyzing cognitive abilities involved with the navigation of abstract virtual environments." [6] Now, cognitive ergonomics adapts to technological advances because as technology advances new cognitive demands arise. This is called changes in socio-technical context. For example, when computers became popular in the 80's, there were new cognitive demands for operating them. Meaning, as new technology arises, humans will now have to adapt to the change leaving a deficiency somewhere else.

Human Computer Interaction has a huge part in cognitive ergonomics because we are in a time period where most of life is digitalized. This created new problems and solutions. Studies show that most of the problems that happen are due to the digitalization of dynamic systems. With this it created a rise in the diversity in methods on how to process many streams of information. The changes in our socio-technical contexts adds to the stress of methods of visualization and analysis, along with the capabilities regarding cognitive perceptions by the user.

Methods

Successful ergonomic intervention in the area of cognitive tasks requires a thorough understanding not only of the demands of the work situation, but also of user strategies in performing cognitive tasks and of limitations in human cognition. In some cases, the artifacts or tools used to carry out a task may impose their own constraints and limitations (e.g., navigating through a large number of GUI screens). Tools may also co-determine the very nature of the task. [5] In this sense, the analysis of cognitive tasks should examine both the interaction of users with their work setting and the user interaction with artifacts or tools; the latter is very important as modern artifacts (e.g., control panels, software, expert systems) become increasingly sophisticated. Emphasis lies on how to design human-machine interfaces and cognitive artifacts so that human performance is sustained in work environments where information may be unreliable, events may be difficult to predict, multiple simultaneous goals may be in conflict, and performance may be time-constrained. [7]

A proposed way of expanding a user's effectiveness with cognitive ergonomics is to expand the interdisciplinary connections related to normal dynamics. The method behind this is to transfer the pre-existing knowledge of the various mechanics in computers into structural patterns of cognitive space. This would work with human factors in developing an intellectual learning support system and applying an interdisciplinary methodology of training, helping the effective interaction between the person and the computer with the strengthening of critical thinking and intuition. [8]

Disability

Accessibility is important in cognitive ergonomics because it is one pathway to build better user experience. The term accessibility refers to how people with disabilities access or benefits from a site, system, or application. Section 508 is the founding principle for accessibility . [9] In the U.S., Section 508 of the Rehabilitation Act is one of several disability laws and requires federal agencies to develop, maintain, and use their information and communications technology (ICT) accessible to people with disabilities, regardless if they work for the federal government or not. Section 508 also implies that any people with disabilities applying for a federal government job or any person using the website to get general information about a program or completing an online form has access to the same information and resources that are obtainable by anyone. [10] Accessibility can be implemented by making sites that can present information through multiple sensory channels with sound and sight. The strategic multi-sensory approach and a multi-interactivity approach allows disabled users to access the same information as nondisabled users. This allows for additional means of site navigation and interactivity beyond the typical point-and-click-interface: keyboard-based control and voice-based navigation. Accessibility is very valuable because it ensures that all potential users, including people with disabilities have a good user experience and can easily access information. Overall, it improves usability for all people that use a site. [11]

Some of the best practices for accessible content include: [11]

User interface modeling

Cognitive task analysis

Cognitive task analysis is a general term for the set of methods used to identify the mental demands and cognitive skills needed to complete a task. [12] Frameworks like GOMS provide a formal set of methods for identifying the mental activities required by a task and an artifact, such as a desktop computer system. By identifying the sequence of mental activities of a user engaged in a task, cognitive ergonomics engineers can identify bottlenecks and critical paths that may present opportunities for improvement or risks (such as human error) that merit changes in training or system behavior. [13] It is the whole study of what we know, how we think, and how we organize new information.

Applications

As a design philosophy, cognitive ergonomics can be applied to any area where humans interact with technology. Applications include aviation (e.g., cockpit layouts), [14] transportation (e.g., collision avoidance), the health care system (e.g., drug bottle labelling), mobile devices, appliance interface design, product design, and nuclear power plants.

The focus of cognitive ergonomics is to be simple, clear and "easy to use" and accessible to everyone. Softwares are designed to help make better use of this. Its aim is to design icons and visual cues that are "easy" to use and function by all.

See also

Related Research Articles

Usability engineering is a professional discipline that focuses on improving the usability of interactive systems. It draws on theories from computer science and psychology to define problems that occur during the use of such a system. Usability Engineering involves the testing of designs at various stages of the development process, with users or with usability experts. The history of usability engineering in this context dates back to the 1980s. In 1988, authors John Whiteside and John Bennett—of Digital Equipment Corporation and IBM, respectively—published material on the subject, isolating the early setting of goals, iterative evaluation, and prototyping as key activities. The usability expert Jakob Nielsen is a leader in the field of usability engineering. In his 1993 book Usability Engineering, Nielsen describes methods to use throughout a product development process—so designers can ensure they take into account the most important barriers to learnability, efficiency, memorability, error-free use, and subjective satisfaction before implementing the product. Nielsen’s work describes how to perform usability tests and how to use usability heuristics in the usability engineering lifecycle. Ensuring good usability via this process prevents problems in product adoption after release. Rather than focusing on finding solutions for usability problems—which is the focus of a UX or interaction designer—a usability engineer mainly concentrates on the research phase. In this sense, it is not strictly a design role, and many usability engineers have a background in computer science because of this. Despite this point, its connection to the design trade is absolutely crucial, not least as it delivers the framework by which designers can work so as to be sure that their products will connect properly with their target usership.

<span class="mw-page-title-main">Usability</span> Capacity of a system for its users to perform tasks

Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.

Activity theory is an umbrella term for a line of eclectic social-sciences theories and research with its roots in the Soviet psychological activity theory pioneered by Sergei Rubinstein in the 1930s. It was later advocated for and popularized by Alexei Leont'ev. Some of the traces of the theory in its inception can also be found in a few works of Lev Vygotsky. These scholars sought to understand human activities as systemic and socially situated phenomena and to go beyond paradigms of reflexology and classical conditioning, psychoanalysis and behaviorism. It became one of the major psychological approaches in the former USSR, being widely used in both theoretical and applied psychology, and in education, professional training, ergonomics, social psychology and work psychology.

The following outline is provided as an overview of and topical guide to human–computer interaction:

Distributed cognition is an approach to cognitive science research that was developed by cognitive anthropologist Edwin Hutchins during the 1990s.

Neville A. Stanton is a British Professor Emeritus of Human Factors and Ergonomics at the University of Southampton. He is a Chartered Engineer (C.Eng), Chartered Psychologist (C.Psychol) and Chartered Ergonomist (C.ErgHF) and has written and edited over sixty books and over four hundred peer-reviewed journal papers on applications of the subject. Stanton is a Fellow of the British Psychological Society, a Fellow of The Institute of Ergonomics and Human Factors and a member of the Institution of Engineering and Technology. He has been published in academic journals including Nature. He has also helped organisations design new human-machine interfaces, such as the Adaptive Cruise Control system for Jaguar Cars.

Task analysis is a fundamental tool of human factors engineering. It entails analyzing how a task is accomplished, including a detailed description of both manual and mental activities, task and element durations, task frequency, task allocation, task complexity, environmental conditions, necessary clothing and equipment, and any other unique factors involved in or required for one or more people to perform a given task.

GOMS is a specialized human information processor model for human-computer interaction observation that describes a user's cognitive structure on four components. In the book The Psychology of Human Computer Interaction. written in 1983 by Stuart K. Card, Thomas P. Moran and Allen Newell, the authors introduce: "a set of Goals, a set of Operators, a set of Methods for achieving the goals, and a set of Selections rules for choosing among competing methods for goals." GOMS is a widely used method by usability specialists for computer system designers because it produces quantitative and qualitative predictions of how people will use a proposed system.

Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.

In cognitive psychology, cognitive load refers to the amount of working memory resources used. However, it is essential to distinguish it from the actual construct of Cognitive Load (CL) or Mental Workload (MWL), which is studied widely in many disciplines. According to work conducted in the field of instructional design and pedagogy, broadly, there are three types of cognitive load: intrinsic cognitive load is the effort associated with a specific topic; extraneous cognitive load refers to the way information or tasks are presented to a learner; and germane cognitive load refers to the work put into creating a permanent store of knowledge. However, over the years, the additivity of these types of cognitive load has been investigated and questioned. Now it is believed that they circularly influence each other.

Use-centered design is a design philosophy in which the focus is on the goals and tasks associated with skill performance in specific work or problem domains, in contrast to a user-centered design approach, where the focus is on the needs, wants, and limitations of the end user of the designed artifact.

Ecological interface design (EID) is an approach to interface design that was introduced specifically for complex sociotechnical, real-time, and dynamic systems. It has been applied in a variety of domains including process control, aviation, and medicine.

Neuroergonomics is the application of neuroscience to ergonomics. Traditional ergonomic studies rely predominantly on psychological explanations to address human factors issues such as: work performance, operational safety, and workplace-related risks. Neuroergonomics, in contrast, addresses the biological substrates of ergonomic concerns, with an emphasis on the role of the human nervous system.

Augmented cognition is an interdisciplinary area of psychology and engineering, attracting researchers from the more traditional fields of human-computer interaction, psychology, ergonomics and neuroscience. Augmented cognition research generally focuses on tasks and environments where human–computer interaction and interfaces already exist. Developers, leveraging the tools and findings of neuroscience, aim to develop applications which capture the human user's cognitive state in order to drive real-time computer systems. In doing so, these systems are able to provide operational data specifically targeted for the user in a given context. Three major areas of research in the field are: Cognitive State Assessment (CSA), Mitigation Strategies (MS), and Robust Controllers (RC). A subfield of the science, Augmented Social Cognition, endeavours to enhance the "ability of a group of people to remember, think, and reason."

Engineering psychology, also known as Human Factors Engineering or Human Factors Psychology, is the science of human behavior and capability, applied to the design and operation of systems and technology. As an applied field of psychology and an interdisciplinary part of ergonomics, it aims to improve the relationships between people and machines by redesigning equipment, interactions, or the environment in which they take place. The work of an engineering psychologist is often described as making the relationship more "user-friendly."

<span class="mw-page-title-main">Human–computer interaction</span> Academic discipline studying the relationship between computer systems and their users

Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface (HCI)".

<span class="mw-page-title-main">Ergonomics</span> Designing systems to suit their users

Ergonomics, also known as human factors or human factors engineering (HFE), is the application of psychological and physiological principles to the engineering and design of products, processes, and systems. Primary goals of human factors engineering are to reduce human error, increase productivity and system availability, and enhance safety, health and comfort with a specific focus on the interaction between the human and equipment.

Thomas R. G. Green is a British cognitive scientist, and Visiting Professor at the University of York, known for his contribution to cognitive modelling and the development of the concept of cognitive dimensions of notations.

Human performance modeling (HPM) is a method of quantifying human behavior, cognition, and processes. It is a tool used by human factors researchers and practitioners for both the analysis of human function and for the development of systems designed for optimal user experience and interaction. It is a complementary approach to other usability testing methods for evaluating the impact of interface features on operator performance.

Cognitive systems engineering (CSE) is a field of study that examines the intersection of people, work, and technology, with a focus on safety-critical systems. The central tenet of cognitive systems engineering is that it views a collection of people and technology as a single unit that is capable of cognitive work, which is called a joint cognitive system.

References

  1. Hollnagel, Erik (10 November 2010). "Cognitive Ergonomics: it's all in the mind". Ergonomics. 40 (10): 1170–1182. doi:10.1080/001401397187685.
  2. What is Ergonomics? International Ergonomics Association
  3. Kalakoski, Virpi (2019). Cognitive Ergonomics is a Matter of Cognitive Ergonomics. pp. 46–51.
  4. "Cognitive ergonomics - past, present, future: 10 lessons learned (10 lessons remaining) Proceedings of the Human Factors and Ergonomics Society ... Annual Meeting". human factors and ergonomics society. June 6, 2010. Retrieved November 26, 2011.
  5. 1 2 3 van der veer GC (2008). "Cognitive Ergonomics in Interface Design – Discussion of a Moving Science". Journal of Universal Computer Science . 14 (16): 2614–2629.
  6. Division of Neuroergonomics Archived 2011-04-26 at the Wayback Machine University of Iowa Division of Neuroscience
  7. Lee JD (2001). "Emerging challenges in cognitive ergonomics: managing swarms of self-organizing agent-based automation". Theoretical Issues in Ergonomics Science. 2 (3): 238–250. doi:10.1080/14639220110104925. S2CID   17588386.
  8. "Cognitive and Ergonomic Aspects Human Interactions with a Computer" . Retrieved 2020-12-06.
  9. "Cognitive Ergonomics 101: Definition and Applications". ErgoPlus. 2019-03-15. Retrieved 2020-12-09.
  10. US EPA, OMS (2013-09-26). "What is Section 508?". US EPA. Retrieved 2020-12-09.
  11. 1 2 "Accessibility Basics". usability.go. 2015-02-26. Retrieved 2020-12-09.PD-icon.svg This article incorporates text from this source, which is in the public domain .
  12. Hutton RJB, Militello LG (1998). "applied cognitive task analysis (ACTA): a practitioner's toolkit for understanding cognitive task demands". Ergonomics. 41 (11): 1618–1641. CiteSeerX   10.1.1.411.4813 . doi:10.1080/001401398186108. PMID   9819578.
  13. Wilson, K. M., Helton, W. S., & Wiggins, M. W. (2013). Cognitive engineering. Wiley Interdisciplinary Reviews: Cognitive Science, 4(1), 17-31. doi : 10.1002/wcs.1204
  14. Baxter, Gordon; Besnard, Denis; Riley, Dominic (July 2007). "Cognitive mismatches in the cockpit: Will they ever be a thing of the past?". Applied Ergonomics. 38 (4): 417–423. CiteSeerX   10.1.1.739.6207 . doi:10.1016/j.apergo.2007.01.005. PMID   17448437. S2CID   2002290.

Organizations

Publications