Appendix 1 - Informative Appendix on Human Factors Research Supporting Standardization Design Principles
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Statutory Documents - IMO Publications and Documents - Circulars - Maritime Safety Committee - MSC.1/Circular.1609 - Guidelines for the Standardization of User Interface Design for Navigation Equipment – (14 June 2019) - Appendix 1 - Informative Appendix on Human Factors Research Supporting Standardization Design Principles

Appendix 1 - Informative Appendix on Human Factors Research Supporting Standardization Design Principles

 Introduction

1 This appendix supports the Guidelines for the standardization of user interface design for navigation equipment by explaining the application of human factors and cognitive science during the design of navigation systems. This appendix also provides relevant information on human factors and human error and how they relate to system design. It also discusses human factors research relating to icons and display design, the presentation and processing of information and their effect on decision-making, the effects automation can have on human performance, and how a ship's systems, information displays and the human element form a distributed cognition team.

Human factors research

2 Display technology has markedly changed and improved, providing an operator with an array of multimedia formats for the presentation of information. The effective design of new types of work systems has required the application of knowledge regarding human information processing capabilities. This knowledge requirement has created a greater emphasis on the issues relating to human cognition, leading to an increased application of cognitive sciences, cognitive psychology and other discipline knowledge to the design of work environments.

3 Adding to the original complexity of this domain is the fact that most complex systems have multiple actors with multiple information requirements (e.g. a master, pilot, OOW, helmsman and look-out on the bridge of a ship entering a busy port).

4 Well-designed displays should provide support to the front-end of decision processes (e.g. to an operator attending to and evaluating whether a cue or piece of information is significant and salient, the operator then formulating a diagnosis and assessing the situation).footnote Therefore, the proximity of objects on a display screen becomes important to effective front-end decision-making. Display principles such as proximity and emergent features help ensure that sources of information that need to be integrated for the purposes of diagnosing a problem are displayed simultaneously (not sequentially) to ensure rapid processing with minimal effort.footnote

5 Well-designed systems have the propensity to support effective back-end decision-making as well. Decision processes from the back-end of the decision cycle concern the culmination in a final decision given information processing and the response to the situation presented. Examples of back-end processes can include retrieving an appropriate course of action from memory, locating a prescribed response in the appropriate manual or procedures, adapting a known response to the specific demands of the current situation, mentally simulating a possible response, planning a sequence of actions or evaluating alternatives.footnote.

6 From a human-centred perspective, one of standardization's principal benefits, if designed and implemented properly, is in the reduction of the user's physical and mental workload. Reduction in mental workload has been identified as beneficial in areas such as decision choice (e.g. high-risk decision-making under conditions of uncertainty in unfamiliar situations), and information acquisition and analysis (e.g. the cost of scanning a cluttered display for information or mentally adding two numbers).

Icon usability

7 A great deal of research has been conducted to identify the factors that are important in determining the usability of icons. An examinationfootnote of icon recognition tasks identified the following effects:

  • .1 The extent to which an icon depicts a real-life object as opposed to a more abstract representation denotes its concreteness. Although a very important usability trait for when an icon is unfamiliar, concreteness effects diminish over time as an operator gains experience. Therefore, an icon should be designed to be as concrete as possible to provide heightened usability for novice operators. Usability testing is very important for determining the transferability of these types of icons.

  • .2 An icon's level of detail or intricacy is defined as its visual complexity. A seafarer will be able to infer meaning from an icon more quickly if it depicts a real-life object in detail. This is due to the seafarer's understanding of the object via their pre-existing knowledge. Increased detail in icons also increases visual search times, even following considerable training. Icons should represent, as far as practical, the real-life object while taking into account that less detailed icons decrease visual search times. Icons should be designed to look like the objects, processes, or operations they represent, by use of literal, functional or operational representations.

  • .3 How close the relationship is between the icon and its meaning is termed its semantic distance. Semantic distance has been shown to be an important determinant of novel icon usability.

  • .4 A user's level of experience with the object depicted and the icon itself denotes its familiarity. Familiarity is as important an effect on icon usability as semantic distance but has been found to be longer lasting, due mainly to an individual's experience level with an object coming via access to long-term memory.

Information location

8 Good display design follows the principles that provide for global or holistic information processing. This type of processing reduces the attentional demand on the individual because it is preattentive (e.g. organized into objects or groups of objects) and automatic. This lowering of attentional demand (and therefore the lowering of fatigue-inducing attentional effort) will occur under two conditions. First, Gestalt principles, such as proximity and symmetry, and other attention principles, such as redundancy (e.g. knowing where one item is will lead the operator to look for a similar or related item in the same location) should be used to produce groupings of display icons and readout information (e.g. course, heading, speed, etc.). Second, the organization formed by the spatial proximity of differing elements on a navigation display must be compatible with the physical entities they represent, and the seafarer's mental representation of those entities.footnote

9 For example, the essential information available to the navigator from an ECDIS display should be easily accessed, easily cognitively processed and expected. Then, it can be combined with what is observed out of the bridge window, the environmental conditions and other available information, to build a mental model of where the ship is and where it is heading – in other words, the navigator's situation awareness. By applying proven display design principles to the proximity, redundancy and grouping of icons and information readouts on the ECDIS or radar equipment display, their mental model, and thus their situation awareness, will be enhanced.

10 When the seafarer needs to take information from two or more information sources but they are required to be mapped onto a single task, the information needs to be mentally integrated.

11 The designer has several ways to manipulate display proximity to help this cognitive activity take place. Display proximity can be improved by placing readouts closer to each other on the screen and thus reducing cognitive effort in the act of integration. This same effect can be achieved through using similar-coloured objects, cognitively linking two objects by drawing a line between them or abutting two objects.

12 Research has shown that the closer the proximity of two objects in a display, the better the seafarer's performance in integrating the information provided by the two objects. However, there will also be a higher likelihood that performance will be disrupted on a focused attention task. If a seafarer needs to focus on a readout in a display and another readout or object is too close, it can act as a distractor and slow their information processing. This has been identified as a property of display clutter and this type of minimal separation or partial masking of one item over another has been seen to be a design issue.footnote

Distributed cognition

13 The function of display icons and information is to enhance team situation awareness. A navigator will use the physical world, the ship's systems and members of the bridge team as sources of information and as extensions of their own knowledge and reasoning systems. They can operate as a type of distributed intelligence where much of their intelligent behaviour results through the interaction of cognitive processes with bridge systems and the environment outside the bridge window. Researchers have found that cognition may not necessarily be confined to an individual's grey matter.footnote

14 The information and knowledge required to complete tasks is available in the systems, resources, environment and other individuals they have at their disposal – whether these artefacts are collocated, transmitted via voice/text or viewed on a high definition display. When a seafarer's intellect is tightly coupled to their windows on the world (e.g. their displays, their automation, the symbols and icons that access the information they require and the bridge window), decision-making and action can take place within the context established by the physical environment, where the structures put in place can often take some of the memory and computational burden off the human.

Projection to the real world

15 Sound navigational principles have been built on using a chart oriented to North up. Information processing research and literature related to chart orientation has shown that a seafarer may find navigational performance improvements by using a chart which is oriented to the direction of travel (e.g. Heading or Course up). When a frame of reference is not aligned (i.e. what is seen out the window is not a direct representation of what they see on the chart – such as, they are heading south using a North-up chart), the seafarer will need to mentally transform their frame of reference. Research indicates that this requires cognitive processing and an increase in mental workload, which may increase the likelihood of errors. Thus, a frame of reference transformation from true to relative reference of a situation can have an impact on human performance.

16 If the chart is an electronic display and can automatically rotate in the direction of travel (e.g. "track up" or "heading up"), mental rotation effort is minimized because text and symbols will rotate too, however, three other human performance costs may be encountered:

  • .1 It becomes more difficult for a user to build a mental model (or an "understanding") of the environment. Research has shown people are less able to reconstruct the environment after having operated with a rotating chart.

  • .2 There are substantial individual differences in mental rotation ability. Some people will have no difficulty navigating with a north-up chart, with minimal human performance costs in maintaining an awareness of the greater spatial environment.

  • .3 When communication is required between operators (e.g. between ships, and ship to shore, such as VTS) who may not share the same momentary frames, world referenced (exocentric or north-south-east-west) language is more universal and less ambiguous than relative referenced (port, starboard, ahead and astern) information. It is for these reasons that electronic charts with a fixed north-up orientation mode are included as a standard.footnote

17 The ability to orient to head or course up provides a benefit to navigation in some situations (i.e. operating at high speeds or in littoral waters), but primacy of a North-up chart orientation is in keeping with the fundamental principles of navigation. Future research in this area is required to ascertain whether training in the use of head up/course up charts in conjunction with North-up charts can provide improved navigational performance.

Human factors methods for engineering and design

18 Navigational operators, who are the main users of navigational equipment, should find that their displays provide a natural and intuitive interface between the equipment, the tasks they need to perform and themselves. There are many comprehensive methods for measuring and evaluating the cognitive, ergonomic and organizational elements of system design and manufacture. Research into such areas as human capabilities and limitations, human-machine interaction, teamwork, interface design and organizational design spanning back over many decades has provided the evidence for the validity of these methods and they continue to be used widely. Evaluating new interface designs using the methods outlined in human factors referencesfootnote and ergonomic standards,footnote in conjunction with the guidance of a human factors/ergonomic expert/practitioner, is recommended.


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