1. 1. Physical Ergonomics
1.1. Biomechanics
1.1.1. Study of how human movements
1.1.2. Measurement of Movement
1.1.2.1. Motion Capture
1.1.2.1.1. Recording the movement of the human body by attaching a sensor to the body
1.1.2.2. Electromyography
1.1.2.2.1. Recording the electrical activity that occurs in the context of the skeleton
1.2. Anthropometry
1.2.1. Study of understands the characteristics of the human body dealing with the size or shape of the body
1.2.2. Mesurement of Body size
1.2.2.1. 3D scanning
1.2.2.1.1. A process of collecting data on shapes by analyzing real objects or environments in three dimensions.
1.2.2.1.2. Measuring size of every part at once.
1.2.2.1.3. Virtual Ergonimics
1.2.2.2. Direct measurement
1.2.2.2.1. Measuring each body area by tools
2. 3. Emotional Ergonomics
2.1. Ergonomics reflects the characteristics and emotions of the human body
2.2. Emotion
2.2.1. sensation that occurs throughout the body in response
2.2.1.1. Threat
2.2.1.2. Reward
2.2.2. Emotional intelligence
2.2.2.1. the ability to recognize, control, and manage emotions and feelings
2.2.3. Measurement of Emotion
2.2.3.1. Electroencephalogram (EEG)
2.2.3.2. GSResponse
2.2.3.3. Electrocardiogram
2.2.3.4. Body temperature
2.2.3.5. Affecting computing
2.2.3.5.1. analyzes a person's facial structure and facial muscle movement and derives the learned results from the data of the emotions according to the facial expression
2.2.4. Three levels of processing
2.2.4.1. Visceral
2.2.4.1.1. To recognize the situation
2.2.4.2. Behavioral
2.2.4.2.1. The site of most human behavior
2.2.4.3. Reflective
2.2.4.3.1. To reflect on and promote the level of behavior.
2.3. Emotional design
2.3.1. Not just making functional products, but creating products that are enjoyable to use
2.3.2. Kansei Engineering
2.3.2.1. Grasping human emotions in order to create user-centered product
2.3.3. Positive-emotional design
2.3.3.1. Makes a person self-confident and believe in natural abilities
2.3.3.2. increasing the user's sense of connection to the product
2.3.3.3. Solving many problems related to usability by increasing attention
2.3.4. UX
2.3.4.1. An experience that a user feels when something is shown to the user through an action
3. 2. Cognitive Ergonomics
3.1. Information Processing Model
3.1.1. A Framework to explain and describe mental processes
3.1.2. Stages
3.1.2.1. 1. Sensation&Perception
3.1.2.1.1. Bringing information into the body and the brain
3.1.2.2. 2. Attention
3.1.2.2.1. Selective Attention
3.1.2.2.2. Divided Attention
3.1.2.3. 3. Memory
3.1.2.3.1. Short-term Memory
3.1.2.3.2. Long-term Memory
3.1.3. Condition of Multitasking
3.1.3.1. Multitasking
3.1.3.1.1. automatic process
3.1.3.2. Attention-shifting
3.1.3.2.1. Priming
3.2. Human Error
3.2.1. Categories
3.2.1.1. Lapse
3.2.1.1.1. Remembering incorrectly or not remembering due to a working memory mistake
3.2.1.2. Mode Error
3.2.1.2.1. Errors in a system while it is a mistake set to another mode
3.2.1.3. Mistake
3.2.1.3.1. Without knowing that it is wrong in the process of detecting and processing information
3.2.1.4. Slip
3.2.1.4.1. Action that is different from the intention at the stage of action
3.2.2. Prevention
3.2.2.1. User-centered design
3.2.2.2. Understanding human interaction
3.3. Cognitive skills
3.3.1. Functions of Processing information
3.3.1.1. Reading
3.3.1.2. Learning
3.3.1.3. Remembering
3.3.1.4. Attention
3.3.2. How to improve Cognitive skills
3.3.2.1. Enough sleep
3.3.2.2. Enough water
3.3.2.3. Management of Stress
3.3.2.4. Less sugar
3.3.2.5. Less alcohol
3.4. Cognitive Stress
3.4.1. Fight or flight resonse
3.4.1.1. a physical and physiological response to how to react in an emergency or stress
3.4.2. Cognitive overload
3.4.2.1. Cognitive workload
3.4.2.1.1. the total amount of mental effort required to store or process information in working memory
3.4.2.2. Stress that arise when trying to process more information beyond the capacity that working memory can allocate.