How the design of a WWII plane led to the concept of user friendliness (2019)
wired.com
wired.com
Eventually, it turns out that pilots got confused as to which horn meant what. Something had to be done! The solution was ridiculously obvious - the horn sounds were speech saying what is wrong, like "stall! stall!" instead of "toot! toot!".
I think about that whenever I deal with a piece of machinery that emits random beeps to warn me about something. Like my car. Really, how hard is it to say "ya left ya lights on, ya fakking slagger!" so I would know what to do. At least my navigator says "recalculating" when I screw up, although I prefer "ya shoulda turned back yonder, ya witless wanker!"
Though I do wonder why they never put me in charge of the warning horn design.
With cars, I've had the privilege of driving cars with automatic lights for a while now, I don't have to think about it anymore. On older cars, my dad used to fiddle with the wiring a bit and install an alarm if he turned the engine off or opened the door with the lights still on. That was just the one alarm though.
And you’d need to ensure it‘a compatible with the letter of every law and regulation whether you are marketing your vehicle.
I don't see any way a tone is better than a voice yelling at me in a language I don't understand.
Perhaps the brain has an easier time distinguishing between a reasonable number of distinct simple tones rather than between complex words you do not understand and can more easily be confused. If you have to deal with 2-3 alarms then tones are pretty intuitive, reliable, and very simple to implement even with century old tech. If you have 50 critical alarms then you probably want them explicitly informative, words in your own language.
Today the need for complexity and the fact that we have advanced, reliable technology for alerts already made voice warnings standard especially in complex systems operated by well trained individuals (pilots on a plane).
A loudspeaker is ancient technology and trivial.
So imagine a 1983 K-car saying "The door is ajar. The door is ajar. The door is ajar. The door is ajar," until you went insane. I think the option only lasted for a year or two and then was buried very deeply.
I suppose my point is the idea of "this plane is going to crash" demands a bit more clarity for users than "you left your lights on," which probably contributes to why tones are more common in the car.
The concept of "user friendliness" dates back a lot longer in ww2. During the industrial revolution industry went on a binge of making things more "user friendly" because it reduced human error and reduced downtime spent fixing machines and hosing former workers out of them. This is why, for example, on a lathe you traditionally have different shaped Z and X handles. It prevents you from crashing the machine by having your hand on the wrong handle when you go to make a rough adjustment.
A bored journalist could write the same article about user friendliness in the early industrial workplace, it would just be harder because there's no one big story to base your article around and the sources are harder to find.
"He saw, instead, the impossibility of flying these planes at all." Really! B-17's completed hundreds of thousands of missions.
And pilots still land modern planes "wheels up", so modern UI design has not eliminated the problem.
And presumably every one of those dials corresponds to something important the pilot has to be monitoring and controlling.
There aren't many vehicles with an interface that complex.
Also, you can halve the count in most cockpits, as they'll be redundancy duplicates or co-pilot duplicates. Cognitive load during flight is pretty low, too, so plenty of time to keep an eye on things. Landings and take offs are prepared for with plenty of time ahead (at least they should be) so again, plenty of time to check and configure.
Numeric displays require a lot more conscious effort to read a number, decode it , decide if it is an acceptable value. This is why the steam gauge style remains popular, even if it is a digital render now.
When riding horses with two sets of reins, they have a tactile distinction, so one can sort them out without having to visually check which reins go where.
https://en.wikipedia.org/wiki/Turk%27s_head_knot says "A notable practical use for the Turk's head is to mark the "king spoke" of a ship's wheel; when this spoke is upright the rudder is in a central position." and presumably a helmsman could be steering in the dark in inclement weather and still feel it.
Yes, good design is an old phenomenon - such is the nature of technology. But the article didn't make the claim that design started after WW2 - just that the importance of the designer / user relationship became better coded in the language of industry which followed the post-war period.
We had generational shifts in UI design pre-war. But we didn't have computers, which have manifested every design flaw ever, and still are pretty crap to use.
The point of this article is not to make boisterous claims about contemporary design - but to point out that the user / designer relationship is still more relevant than ever. Also, people are still crashing planes, metaphorically in their user interface designs. The age of dark patterns is upon us.
The B17 crashed because of dark patterns.
I'm not aware of any major controller that has done this outside of the GameCube controller.
The A/B/X/Y aren't distinguished between each other, but I suspect the four throttles for a B-17 aren't either.
Sure they are - their layout is distinct and doesn't alighn with any other buttons on the controller. It's very easy to distinguish which one you are hitting even though their shape and size are identical.
Maybe this is reaching but my natural thumb position over the ABXY set of buttons does result in a different perceived texture based on what part of my thumb is resting on each button. So that might be enough since we typically don't stray far from the cluster.
This has become a real problem with newer cars where everything has been replaced by a touchscreen.
Even to the point that I swear people designing cars don’t factor in 100% tactile any more.
For example my Skoda has a full 360 degree knob for changing aircon vent position with no detents. There is literally no way of changing from defog to face without looking down and adjusting.
My Mazda on the other hand is more mechanical which may at first seem “clunkier”, but it has stops on either end for face (fat counter clockwise) and defog (full clockwise) so you can instantly choose the most common settings. The in-between settings have large and small detents as you cycle through so I can go 50% feet, 50% defog by going hard right then one click back without looking.
Sorry, couldn’t resist
(Not meant as affirmation of touchscreens especially in an auto context, meant to provoke reflection about the term "modern".)
I've driven a Volvo once, it has so many buttons it's kinda ridiculous: http://www.frontseatdriver.co.uk/wp-content/uploads/2013/02/.... Mind you that's mainly the keypad, which I don't recall ever having used.
While reading I had a feeling Fitts was well known for something!
On an orthogonal note, I smiled when I read this paragraph about excuses from the manufacturers:
> When airplane manufacturers first heard this new mandate, they balked, insisting it would be too expensive and take years to solve the relevant engineering problems. But the military refused to budge, and then — to everyone’s surprise — aeronautical engineers rather quickly came up with solutions that were both cheap and easy to implement. They designed adjustable seats, technology now standard in all automobiles. They created adjustable foot pedals. They developed adjustable helmet straps and flight suits.
Also the greatest contribution towards reduced curiosity, inquisitiveness, and the hacker ethos.
Now that's something you don't see these days! I wonder what has slowed development so much, is it more complexity? It seems like a B-17 would be considered extremely complex in 1940.
But yeah, fast design + construction is still a thing; think startup hackathons / POCs, 24-hour game jams, prefab high-rise buildings, Coronavirus vaccines, etc.
If you wanted more on HOW they fixed the bomber. That part was fascinating.
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The MD-11 had a whole range of issues that added up to a poor design.
McDD did the development of the MD-11 on the cheap, led by their illustrious leader HS who did everything for minimum cost. It really needed a clean sheet design wing rather than just adapting the DC-10 one (which had never been got right in the first place and had excessive drag). But the money was not provided to do this.
Madcap idea was to reduce the size of the horizontal stabiliser (the "tail") compared to the DC-10 (despite the greater size), to reduce its drag. That makes it more difficult to control. To then overcome this a computer called the Longitudinal Stability Augmentation System was devised. We're speaking about 25-30 year old computer technology here. This was meant to enhance the way the tailplane worked. Another was that MD-11 pilots were to receive "additional training", that euphemism for handling something difficult and not intuitive.
Various outcomes ensued, particularly on landing. One is the MD-11 got the universal nickname of "The Scud" in the pilot world because "you never know where it's going to land" (remember the MD-11 came into service at the time of the first Gulf War). Hence the "additional training" which concentrates on landing aspects. The second was its propensity to then drag a wing in landings that became unstable. This revealed a further poor (and cheap) piece of wing design, as the wing will tend to break at the attachment, which then leads to the aircraft cartwheeling on touchdown. For a type where only 200 were built, the number which have been destroyed in these cartwheeling accidents (which have never once happened to their Boeing or Airbus rivals) is just unacceptable.
Now the MD-11 had other poor aspects. It didn't meet its performance guarantees, which allowed a number who ordered it to walk away from it. The Pratt & Whitney engined version in particular were unreliable. But more than anything else Boeing came up with an aircraft of remarkably similar size which used just two engines, not three, and yet delivered not only equal performance but everything the MD-11 had claimed to do but didn't. Boeing spent the R&D money on the 777, and got their return.
The worth of the MD-11 didn't quite fall to scrap value, however, as the three-engined approach made it suitable for those who move high weight a medium distance - the cargo airlines. And so FedEx, UPS, and some others would pay reasonable secondhand prices for them.
The original buyers thus sold them off, and bought 777s instead. Yes, there were a range of reasons. But in the background, quietly, the Chief Pilot is telling the Chairman of the Board "that thing is an accident waiting to happen for us". As, I regret to say, the cargo airlines continue to find out. I suspect the airline's insurers had something to say as well.
McDD just didn't get their Return on Investment, and the same thing happened with the MD90 and MD95, two more adaptations done on the cheap. Out of cash, they had to be absorbed by Boeing, and their vast assembly plant area in Long Beach is now condos and shopping malls. The most extraordinary part about this is that HS got himself accepted and pushed up to the very top of the Boeing hierarchy, where his extreme cost cutting some years ago did the same again - this time going for a real all-whiz new design, new materials, plus all subcontracted out (to the low bidder of course) rather than use the traditional workforce, etc,etc. Everything different, all at once. Roll on several years from his time there, and we all know what's happened to that new Boeing type, don't we ...... ?
As was said 20-30 years ago : "The best aircraft would be - designed by Lockheed, built by Boeing, sales & markeing team from McDonnell Douglas". Notable which of the three skills eventually came out on top.
Basically as you say planes were designed to be user friendly --vs insisting on the user/pilot becoming an expert. New recruits were given comparatively little training before going on missions. That same viewpoint was implemented in Macs where the computer accommodated the user rather than have a new user get to know arcane systems.