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Human Factors: An Authentic Learning Mobile Application Design Project in a Higher Education and Industry Context

Human Factors: An Authentic Learning Mobile Application Design Project in a Higher Education and Industry Context

Emily Cooney, Nicole Martonik, Lauren Kolber, Emalee Sekely, William J. Gibbs
Copyright: © 2021 |Pages: 30
ISBN13: 9781799864530|ISBN10: 1799864537|ISBN13 Softcover: 9781799864547|EISBN13: 9781799864554
DOI: 10.4018/978-1-7998-6453-0.ch003
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MLA

Cooney, Emily, et al. "Human Factors: An Authentic Learning Mobile Application Design Project in a Higher Education and Industry Context." Human Factors Issues and the Impact of Technology on Society, edited by Heather Lum, IGI Global, 2021, pp. 48-77. https://doi.org/10.4018/978-1-7998-6453-0.ch003

APA

Cooney, E., Martonik, N., Kolber, L., Sekely, E., & Gibbs, W. J. (2021). Human Factors: An Authentic Learning Mobile Application Design Project in a Higher Education and Industry Context. In H. Lum (Ed.), Human Factors Issues and the Impact of Technology on Society (pp. 48-77). IGI Global. https://doi.org/10.4018/978-1-7998-6453-0.ch003

Chicago

Cooney, Emily, et al. "Human Factors: An Authentic Learning Mobile Application Design Project in a Higher Education and Industry Context." In Human Factors Issues and the Impact of Technology on Society, edited by Heather Lum, 48-77. Hershey, PA: IGI Global, 2021. https://doi.org/10.4018/978-1-7998-6453-0.ch003

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Abstract

Human factors are integral to applied academic programs such as interaction design. In this chapter, the authors begin by reviewing precepts of authentic, “real-world” learning. From a human factors and interaction design viewpoint, they then describe an authentic learning project—a mobile application design—that was done by university students in collaboration with a leading global specialty retailer. Specifically, in terms of the project, the chapter reviews the following: 1) benefits and challenges of academic and industry collaborations; 2) human factors and interaction design processes, methods, and principles used throughout the authentic project; 3) anthropometric features of the project prototype and their implications for usability; 4) precepts of cognitive information processing (i.e., human attention, perception, and memory) and their importance for the design and usability of the project's interface; 5) insights and lessons learned about the use of authentic learning experiences in teaching human factors and interaction design.

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