Page 212 - Design Thinking C11
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Key principles of ergonomics include:
              1.   Anthropometry: Designing for human body measurements. For example, office chairs with
                  adjustable heights and armrests allow for better posture, accommodating different body
                  types and reducing physical strain.
              2.   Biomechanics: Considering physical effort needed to use a product. The OXO Good
                  Grips  kitchen  peeler,  with  its  soft,  cushioned  grip,  reduces  the  strength  required  for
                  peeling, making it accessible to users with limited hand strength.
              3.   Task Design: Simplifying tasks to reduce user effort. ATMs are designed with straightforward
                  controls, allowing even first-time users to complete transactions without confusion.
              4.   Universal Design: Making products accessible for everyone. Many Indian public spaces,
                  like metro stations, are now equipped with tactile paving and ramps, supporting visually
                  impaired and mobility-challenged individuals.

              By integrating ergonomic principles into UX, designers create products that are not only accessible but also
              comfortable and satisfying to use. Ergonomics thus enhances UX, ensuring products are efficient, enjoyable,
              and user-centric, fostering a lasting positive relationship between the product and the user.


                                                                                           21 st   #Critical Thinking
                                                                                          Century
                                                                                          Skills  #Creativity
                            IT’S
                                         Game – 1
                            GAME         Play  the  game  ‘Color’.  Go  to  https://color.method.ac/.  This  game
                              TIME       requires you to recognise hues and saturation, as well as various other
                                         colour  combinations.  The interface displays  an interactive colour
               T                         wheel with a highlighted colour in the centre. You must determine the colour (or
               A
               S                         colours) inside the colour wheel in 10 seconds or less, a task that becomes more
               K                         harder as you try to match colours!
               4












                       Game – 2
                       Play  the  game  ‘It’s  centred  That’  game.  Go  to  https://avark.agency/designers-eye/. Test
                       your abilities and determine whether the dots are truly in the centre of the shapes. There
                       are ten shapes for you to choose from, but you must get all ten correct to win the game.
                       Can you do it?



















                          Design Thinking and Innovation XI
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