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Stream/Area:
-
Subject:
-
Paper ID:
IJSREM49573
Volume:
9 |
6 |
Jun 2025
Pages:
1-19
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Product Design Department
School of Design, Anant National University, Ahmedabad, Gujarat
Product Design Department
School of Design, Anant National University, Ahmedabad, Gujarat
Product Design Department
School of Design, Anant National University, Ahmedabad, Gujarat
The research paper examines and explores the role of Cognitive Ergonomics (CE) in interface design by examining how the integration of digital and physical elements enhances user experience, usability, and accessibility while practicing for academia. The study, conducted as part of a design education module, involved students redesigning interfaces for products like coffee machines, vending machines, induction stove interfaces, digital cameras, and laser-cutting machines’ interfaces. Traditional teaching methods in CE, such as lectures, case studies, and structured instructional design, focus on addressing principles like usability, accessibility, and user-centered design. These methods emphasize theoretical understanding and its application, with students expected to produce diverse deliverables, including improvised prototypes, usability reports, and research papers, to demonstrate their comprehension and ability to apply these principles to redesign (Gruber, C., Vergara, L. G. L., & Gontijo, L. A., 2019). However, students require more qualitative feedback on their outcomes in real-world scenarios. These outputs from students are not entirely appropriate unless they are incorporated with tangible mock-ups that provide the feel of real products. To examine this, we conducted research with students. The research done with a combination of qualitative methodologies, including case studies, user testing, prototyping, and observational analysis. Results reveal that while initial digital prototypes offer a strong foundation, their effectiveness is markedly improved when integrated with physical, tactile models. The hybrid approach (digital + tangible blends) not only uncovers usability issues that may remain hidden in digital-only iterations but also facilitates an interactive, user-centered learning environment. Iterative feedback cycles—bolstered by exhibition-based peer reviews—prove critical in refining design concepts, ultimately leading to more intuitive and accessible interfaces. This study advocates for a balanced, user-centric design strategy that couples digital innovation with tangible interaction. Such an approach effectively lowers cognitive strain, enhances overall product usability, and enriches the design process through active, iterative learning. The evidence supports the broader integration of CE principles in interface development, positioning the synergy of digital and physical modalities as a cornerstone for future advancements in human-computer interaction.
KEYWORDS
This study highlights the importance of CE in creating user-friendly interfaces that effectively blend digital and physical elements. Through hands-on experiments, student observations, and real-world testing, it became clear that relying solely on digital approaches often fails to provide an intuitive and accessible user experience. By integrating tangible components with digital interfaces, designers can reduce cognitive load, enhance usability, and facilitate smoother interactions. A key takeaway from this research is the necessity of an iterative, user-centered design process that continually refines solutions based on user feedback. The presentation of mixed prototypes not only encouraged valuable peer learning but also emphasized the industry relevance of this methodology. Additionally, this study acknowledges the diverse spectrum of users, from beginners to advanced users and those with accessibility needs, each requiring tailored design considerations to optimize interaction efficiency and accessibility. Ultimately, this research advocates for a balanced approach to interface design, where digital innovations are supported by tangible interaction elements.
Gruber, C., Vergara, L. G. L., & Gontijo, L. A. (2019). A review of the application of ergonomics in instructional design. Work (Reading, Mass.), 64(3), 601–611. https://doi.org/10.3233/WOR-193021 Norman, D. A., & Draper, S. W. (1986). User Centered System Design: New Perspectives on Human-Computer Interaction. Lawrence Erlbaum Associates. Shneiderman, B., & Plaisant, C. (2016). Designing the User Interface: Strategies for Effective Human-Computer Interaction (6th ed.). Pearson. Card, S. K., Moran, T. P., & Newell, A. (1983). The Psychology of Human-Computer Interaction. CRC Press. Buxton, B. (2007). Sketching User Experiences: Getting the Design Right and the Right Design. Norman, D. A. (2013). The Design of Everyday Things: Revised and Expanded Edition. Basic Books. Schön, D. A. (1983). The Reflective Practitioner: How Professionals Think in Action. Basic Books. 1. Authors 1* Parag Sarma, Assistant Professor, Department of Product Design, School of Design, Anant National University, Ahmedabad, Gujarat, India [email protected] , [email protected] 2* Nipan Das, Assistant Professor, Foundation Department, Unitedworld Institute of Design, Karnavati University, Gandhinagar, Gujarat [email protected] Dr. Vijay Shah, Professor, Foundation Department, Unitedworld Institute of Design, Karnavati University, Gandhinagar, Gujarat [email protected] 2. Conflict of Interest The authors declare no conflict of interest in the study. 3. Funding No funding has been provided for this study.
Publication Date
6/26/2025
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
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