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Human Factors: HUFIT Tool. Implimentation of a Route Guidance System in Heavy Goods Vehicles of a Distribution Company Table of Contents APPENDIX A – Common characteristics of route guidance systems This report investigates the human factors issues related to the introduction of a route guidance system for HGVs travelling across Europe. The investigation will utilise methods based on the HUFIT tool and from this product specifications will be derived. 1.2 Assumptions Current responsibility for route planning In large organisations the responsibility for route planning lies in the main with clerks in the head office. En Route Procedure Drivers do have some leeway in terms of where and when they stop along the way (toilet/ rest breaks, food stops, asking for directions) Drivers have the discretion to change the route if appropriate (avoiding an accident, congestion The route guidance system itself Other 2.1 Summary of current comparable products (Not available online) (Not available online) Cost/ benefit 4. 5.1 Issues arising.

Gestalt Theory: Society for Gestalt Theory and its Applications (GTA) - Welcome. The Society for Gestalt Theory and its Applications (GTA) is an international scientific association established for the purpose of promoting the Gestalt theoretical perspective in research and practice. In May 2015 the GTA will organize the 19th international Gestalt theory conference in Parma, Italy, hosted by the Dipartimento di Antichistica, Lingue, Educazione, Filosofia (ALEF) of the University of Parma. The conference theme will be: Body, Mind, ExpressionContact: gta2015@gestalttheory.net In April 2013 the GTA invited to the 18th international Gestalt theory conference, hosted by the University of Education in Karlsruhe (Germany).

Creative Processes – Gestalt theory in the context of learning and education and other fields of human life (18th GTA Convention April 11-14, 2013) 100 Years Gestalt Psychology - an international GTA Symposium took place in Helsinki, Finland, in September 2012 in cooperation with the Finnish Society for Natural Philosophy (LFS). Click he. Attention Spans Have Dropped from 12 Minutes to 5 Minutes — How Social Media is Ruining Our Minds [Infographic] Low-Literacy Users: Writing for a Broad Consumer Audience. DESIGNING *for humans. Www.jucs.org/jucs_14_16/cognitive_ergonomics_in_interface_design/jucs_14_16_2614_2629_veer.pdf. Ergonomics for Interaction Designers: Part 1 - DESIGNING *for humans. 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 FactorsThe 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. Part 1 Takeaways: Discussion on Theory of Human Behaviour and Interactive Systems Design.

I·bug - home. Stadium.open.ac.uk/berrill/documents/2008_02_14_Maja Pantic.pdf. The Psychology of Everyday Things. The Bactra Review: Occasional and eclectic book reviews by Cosma Shalizi Basic Books, 1988 Fools Can Be So Ingenious Cognitive science (a.k.a. cognitive psychology, a.k.a. cognitivism) is one of the most recent worthy of the name, the product of a strange union, after the second world war, of psychologists fed up with behaviorism, and electrical engineers and mathematicians filled with along with sundry linguists and neurologists. Many of its founders are still among us, breathing and no more senile than is typical of eminent men: Noam Chomsky , Herbert Simon, George Miller, Its basic insight (some would say dogma, others fallacy) is that cognition is a sort of --- not quite the sort of computation our boxen usually do, but like those computations, the manipulation of according to definite .

This doesn't sound like much on the face of it, and it's reasonable to ask what Cog. An example which may serve to illustrate the method. Simplify the structure of tasks. Get the mappings right. 03_norman_01.pdf (application/pdf Object) Donald Norman - Seven stages of Action - what are norman's seven stages. Norman's Gulfs of Execution and Evaluation.

This lecture explores a very influential view of human problem solving which has been applied extensively to human-computer interface design. "The basic idea is simple. To get something done, you have to start with some notion of what is wanted—the goal that is to be achieved. Then, you have to do something to the world, that is, take action to move yourself or manipulate someone or something. Finally, you check to see that your goal was made. The Seven Stages of Action 1 Forming the Goal Something to be achieved. Execution 2 Forming the Intention Goals must be transformed into intentions, i.e., specific statements of what has to be done to satisfy the goal. 3 Specifying an Action Sequence What is to be done to the World. 4 Executing an Action Actually doing something. Evaluation 5 Perceiving the State of the World Perceiving what has actually happened. 6 Interpreting the State of the World Trying to make sense of the perceptions available. 7 Evaluating the Outcome Both Gulfs as a Single Diagram.

Cs3724-stagesofaction.pdf (application/pdf Object) Mental Models. Movie wheel intro. Instructions for the movie wheel Back to sciencetoymaker main page. Great news: Lots of new movie wheel patterns! This is a rotating cube. The heavy lines make it easy to view. ROTATING CUBE PATTERN This one is is of a bounding cat. I...um...liberated it from a fantastic Howtoons page about making a related device, the zoetrope. Blank pattern, make your own movie!

Shortcut to the instructions, click here. They say that, "Seeing is believing. " It takes little more than half an hour to make a movie wheel out of a recycled cereal box. Eyes can see still images seem to come alive. Click here for the instructions for making your own movie wheel. Click here for instructions for an even simpler "persistence of vision" toy, a Thaumatrope (not in instructional video format yet). Click here for a start in making your own movie wheel patterns and also good links with examples of patterns . Back to the sciencetoymaker home page. contact. 0205183468.pdf (application/pdf Object) Andi Bell explains the `link method` memory technique [2/2] Buzan Tony How your Brain Thinks. On Cognitive Factors in Design.pdf. The Gestalt Laws of Perception and how to use them in UI design | Architecting Usability.

The Gestalt Laws of Perception help explain how humans perceive and make sense of visual information. As user interface designers, the laws are interesting to us because they can help us better communicate concepts and relationships that exist in our underlying conceptual model for the application. Gestalt (pronounced ge-SHTALT) is a German word that means roughly means “shape”, “form”, “essence”, or “whole”. Gestalt psychology is based on the idea that, when the human mind perceives the world, it seeks to recognize some kind of structure or order. Specifically, the Gestalt effect suggests that, when we are presented with a complex visual image, our minds recognize coherent, whole forms, rather than individually perceiving all of the smaller constituent parts that make up the image.

That might sound pretty heavy and abstract, so let’s take a closer look to understand what all of that really means. Wertheimer’s laws Law of Prägnanz The Law of Prägnanz is a bit like Occam’s Razor. Summary. Study of Memory in Psychology. By Saul McLeod published 2013 “Memory is the process of maintaining information over time.” (Matlin, 2005)“Memory is the means by which we draw on our past experiences in order to use this information in the present’ (Sternberg, 1999). Memory is the term given to the structures and processes involved in the storage and subsequent retrieval of information. Memory is essential to all our lives.

Without a memory of the past we cannot operate in the present or think about the future. We would not be able to remember what we did yesterday, what we have done today or what we plan to do tomorrow. Without memory we could not learn anything. Memory is involved in processing vast amounts of information. For psychologists the term memory covers three important aspects of information processing: 1. When information comes into our memory system (from sensory input), it needs to be changed into a form that the system can cope with, so that it can be stored. 1. 2. 3. 2. 3. Criticisms of Memory Experiments. Working Memory. By Saul McLeod published 2008, updated 2012 Atkinson’s and Shiffrin’s (1968) multi-store model was extremely successful in terms of the amount of research it generated. However, as a result of this research, it became apparent that there were a number of problems with their ideas concerning the characteristics of short-term memory.

Building on this research, Baddeley and Hitch (1974) developed an alternative model of short-term memory which they called working memory (see fig 1). Baddeley and Hitch (1974) argue that the picture of short-term memory (STM) provided by the Multi-Store Model is far too simple. According to the Multi-Store Model, STM holds limited amounts of information for short periods of time with relatively little processing. Fig 1. Working memory is short-term memory. Central Executive: Drives the whole system (e.g. the boss of working memory) and allocates data to the subsystems (VSS & PL). O Articulatory control process (inner voice) – Linked to speech production. Fig 2. Understanding Memory. Hop onboard an HGV and see what they can't see | Bike blog | Environment.

For most cyclists, HGVs are the thing most feared on urban roads. Despite only comprising 5% of traffic, they are involved in about 50% of cyclist deaths each year, and many more serious injuries. When I sat in the driver's seat of an HGV this week, I realised that fear can be a good thing. The Metropolitan police's Traffic Cycle Team are currently running safety events called Exchanging Places, which give cyclists the chance to see exactly what a lorry driver can – and can't – see. Sergeant Simon Castle, in charge of the Cycle Team, said: "The old message is 'share the road' but it is difficult to do that if you can't see the other point of view. " The driver's seat of this particular HGV was above my head.

The cyclist was clearly visible in my mirrors until he moved to the nearside door. When positioned at the front-left corner and directly in front of the cab, he disappeared altogether. "It's harder to run someone over once they've looked you in the eye," says Burridge. Human Factors and Ergonomics Society. Suit lets medical students experience symptoms of old age | Society. The Age Man Suit, which has ear-protectors that stifle hearing and a yellow visor that blurs eyesight.

It's nothing if not depressing. I drop a coin on the floor and bend down to pick it up. The bending is laborious and with it comes the risk of toppling over. My head is heavy and moving it causes dizziness. "Welcome to old age," says Rahel Eckardt, a senior physician at Berlin's Evangelical Geriatrics Centre (EGZB) who has just helped me climb into an industrial-style futuristic boiler suit which should give the wearer the sense of what it's like to be old. Consisting of ear-protectors that stifle hearing, a yellow visor that blurs eyesight and makes it hard to distinguish colours, knee and elbow pads which stiffen the joints, a Kevlar-jacket-style vest which presses uncomfortably against my chest, and padded gloves, the Age Man Suit, which weighs around 10kg, has been custom-made to simulate the physical consequences of old age.

CHI 97: Cognitive Factors in Design: Basic Phenomena in Human Memory and Problem Solving. CHI 97 Electronic Publications: Tutorials This tutorial provides a "hands-on" (actually, "minds-on") exploration of several basic processes and phenomena of human memory, and problem solving. The emphasis is on developing both intuitive and formal knowledge which can serve as background knowledge which will be useful in interpreting design guidelines and in making educated design judgments when design guidelines fail, conflict, or are nonexistent.

The demonstrations used emphasize basic general phenomena with which any theory of memory or problem solving must deal. In addition, the tutorial suggests some of the implications of these phenomena for designing interactive computing systems. Memory, Problem Solving, Design, Models of the User © 1997 Copyright on this material is held by the authors. LTM has a large capacity for storage of information for long periods of time. An alternative model of human memory holds that there is no need to postulate a STM. Anderson, J.