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Research: Human Factors Research

UXmatters has published 25 articles on the topic Human Factors Research.

Top 3 Trending Articles on Human Factors Research

  1. Design for Fingers, Touch, and People, Part 1

    Mobile Matters

    Designing for every screen

    A column by Steven Hoober
    March 6, 2017

    People have now read and referred to my 2013 column How Do Users Really Hold Mobile Devices? almost too much for my comfort. Why? Because, since I wrote that column, I have continued to do research, put my findings into practice for real products, written additional articles, and presented on that topic. In the years since then, I’ve learned a lot more about how people hold and touch their phones and tablets—a lot of which I did’t expect. And that’s the problem with my old columns. I made some assumptions that were based on observations of the usage of desktop PCs, standards for older types of interactions, and anecdotes or misrepresented data. However, through my later research and better analysis, I’ve been able to discard all of those erroneous assumptions and reveal the truth.

    All too often, I see people referring to my oldest, least-accurate columns on this topic. Sometimes readers combine my obsolete data with other out-of-date information, then draw their own incorrect conclusions. I hope put a stop to that now with this updated overview of everything I know about how people interact with touchscreen devices and how you can use that information to design better digital products. Read More

  2. Common Misconceptions About Touch

    Mobile Matters

    Designing for every screen

    A column by Steven Hoober
    March 18, 2013

    Touchscreens have been with us for decades—and they’ve been the mobile input method of choice for many of us for about 5 years. In fact, many junior designers and developers—or at least those who were late to the mobile party—have never owned a mobile phone for which buttons were the primary input method.

    But there are still very few designers who seem to know how touchscreens actually work or how people really interact with them. In my work as a UX design consultant, working for many different organizations, I’ve encountered lots of myths and half-truths about designing for touchscreens. Read More

  3. Mental Models and User Experience

    May 17, 2016

    Mental models derive from human perceptions. Kenneth Craik hypothesized about mental models in the mid-40s. His goal was a general clarification of human thought, taking into account the way people relate to the world through mental models. Basically, a mental model is a person’s intuitive understanding of how something functions based on his or her past encounters, exposure to information, and sound judgment.

    What people perceive is completely subjective and depends on the way things appear to them. For example, imagine that someone tells a kid a frightening story about swimming. The child will hold that image in his mind for a long time and, thus, think of swimming as a perilous thing—until external forces contradict that idea and he learns to see things differently. Similarly, for some, investing in stocks is a risky affair. A person’s mental model that investing in the stock market is risky guides that person’s decision not to invest in stocks. Read More

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