UI / UX

Aviation

A typical action sequence is

  1. Reformulation of the mission task
  2. Access desired inputs
  3. Format data for proper input
  4. Find the place where to insert data
  5. Verify and monitor the process

The workload and thus the perceived complexity to perform a task is a function of the volume of memorized action sequences. To keep workload low, it is adviced to perform a mission task analysis as the starting point of the design process. This will enable pilots to access functions easily, which are sometimes not directly implemented in FMS, for example Descent to crossing restriction, Change of departure runway etc. Pilots are well trained for tasks in the pattern "aviate / navigate / communicate" and "manual / tactical / strategical control of the aircraft". Still, these patterns hardly appear as a visual breakdown in FMS.

Links and Articles

Spacial Orientation

Experienced computer game players can perform worse than non-players on tasks in virtual environments that do not resemble typical tasks in computer games.

Web


References

  • Designing user-interfaces for the cockpit: Five common design errors and how to avoid them (Lance Sherry, Peter Polson, Michael Feary)