What are Human Standards?
Human Standards — also known as Human Factors and Ergonomics (HF/E) — is the discipline focused on designing systems that fit human capabilities and limitations: physical, cognitive, and organizational.
The term “Human Standards” emphasizes our goal: clear, actionable, machine-readable principles for building technology that truly serves people — and that AI agents can use to validate and improve interface designs.
Why “Human Standards”?
Section titled “Why “Human Standards”?”The Problem We’re Solving
Section titled “The Problem We’re Solving”Technology is built by people who deeply understand their systems but often overlook the humans who use them. The result:
- Interfaces that work for experts, confuse newcomers
- Features that assume perfect attention, memory, and motor control
- Designs that exclude people with disabilities
- Error-prone systems that blame users for predictable mistakes
Human Factors research has generated decades of evidence about human capabilities and limitations. But this knowledge is scattered across academic papers, expensive consultancies, and tribal knowledge within organizations.
Our Approach
Section titled “Our Approach”Human Standards makes this knowledge:
| Property | Traditional HF/E | Human Standards |
|---|---|---|
| Accessible | Academic papers, expensive training | Free, searchable documentation |
| Actionable | Principles and theories | Specific implementation guidance |
| Machine-readable | Prose descriptions | YAML validation rules, JSON tokens |
| Current | Published research (months/years lag) | Continuously updated |
| Integrated | Separate from development | MCP server for AI-assisted design |
Definition
Section titled “Definition”Human Factors and Ergonomics (HF/E) is the scientific discipline concerned with understanding interactions among humans and other elements of a system, and the profession that applies theory, principles, data, and methods to design in order to optimize human well-being and overall system performance.
— International Ergonomics Association
In simpler terms: designing things so people can use them effectively, safely, and comfortably.
Core Goals
Section titled “Core Goals”1. Reduce Errors and Harm
Section titled “1. Reduce Errors and Harm”Design systems that:
- Prevent predictable errors before they occur
- Tolerate mistakes without catastrophic consequences
- Enable easy recovery when errors happen
2. Improve Performance and Efficiency
Section titled “2. Improve Performance and Efficiency”Enable people to:
- Complete tasks faster and more accurately
- Learn systems with minimal training
- Maintain performance over extended use
3. Increase Accessibility and Inclusion
Section titled “3. Increase Accessibility and Inclusion”Ensure systems work for people with:
- Visual differences (blindness, low vision, color blindness)
- Motor differences (limited mobility, tremors, missing limbs)
- Cognitive differences (attention, memory, processing speed)
- Hearing differences (deafness, hearing loss)
- Temporary impairments (injury, environment, situational)
4. Enhance Satisfaction and Trust
Section titled “4. Enhance Satisfaction and Trust”Create experiences that:
- Feel natural and intuitive
- Build confidence through appropriate feedback
- Respect users with honest, transparent design
- Support wellbeing rather than exploit vulnerabilities
The Three Domains
Section titled “The Three Domains”Physical Ergonomics
Section titled “Physical Ergonomics”How human bodies interact with systems.
| Factor | Design Consideration |
|---|---|
| Anthropometrics | Body measurements for sizing and reach |
| Biomechanics | Movement patterns, force requirements |
| Posture | Sustainable body positions |
| Environment | Lighting, noise, temperature |
| Touch | Target sizes, spacing, haptic feedback |
Cognitive Ergonomics
Section titled “Cognitive Ergonomics”How human minds process information and make decisions.
| Factor | Design Consideration |
|---|---|
| Perception | How we see, hear, and feel interfaces |
| Attention | What we notice, what we miss |
| Memory | What we can hold in mind (7±2 chunks) |
| Learning | How we build mental models |
| Decision-making | How we choose under uncertainty |
| Error | Slips, mistakes, and their prevention |
Organizational Ergonomics
Section titled “Organizational Ergonomics”How human systems and workflows operate.
| Factor | Design Consideration |
|---|---|
| Communication | Information flow between people |
| Collaboration | Multi-user coordination |
| Teamwork | Roles, responsibilities, handoffs |
| Training | Skill development and maintenance |
| Culture | Norms, expectations, safety climate |
Current Project Scope
Section titled “Current Project Scope”What’s Included
Section titled “What’s Included”This documentation currently focuses on digital interfaces:
| Domain | Coverage |
|---|---|
| Web applications | Full guidance, code patterns, validation |
| Mobile apps | Touch targets, gestures, responsive design |
| Desktop software | Keyboard shortcuts, window management |
| Digital accessibility | WCAG 2.2 compliance, ARIA patterns |
| Cognitive principles | For screens and digital interaction |
| Input ergonomics | Keyboard, mouse, touch, stylus |
What’s Coming
Section titled “What’s Coming”On the roadmap but not yet covered:
| Domain | Planned Coverage |
|---|---|
| Voice interfaces | Conversational design, speech recognition |
| VR/AR | Spatial computing, immersive UX |
| AI systems | Human-AI interaction, explainability |
| IoT/Ambient | Smart environments, multimodal |
| Wearables | Body-worn devices, health tech |
| Automotive HMI | In-vehicle interfaces, driving context |
| Physical products | Industrial design ergonomics |
See Scope & Roadmap for expansion plans.
How Human Standards Work
Section titled “How Human Standards Work”1. Principles
Section titled “1. Principles”Foundational concepts from human factors research, expressed as clear guidelines:
Miller’s Law: People can hold approximately 7±2 chunks of information in working memory. Keep menus, options, and steps to 7 or fewer items where possible.
2. Specifications
Section titled “2. Specifications”Concrete, measurable requirements for implementation:
| Specification | Value | Source |
|---|---|---|
| Minimum touch target | 44×44px (iOS), 48×48dp (Android) | Platform guidelines |
| Maximum response time | 100ms for perceived instant | Nielsen research |
| Minimum contrast ratio | 4.5:1 (AA), 7:1 (AAA) | WCAG 2.2 |
3. Validation Rules
Section titled “3. Validation Rules”Machine-readable rules that AI agents and linters can apply:
rules: - id: touch-target-minimum severity: error check: "Interactive elements are at least 44×44px" wcag: "2.5.5 AA"
- id: contrast-ratio-text severity: error check: "Text contrast ratio is at least 4.5:1" wcag: "1.4.3 AA"4. Code Patterns
Section titled “4. Code Patterns”Implementation examples showing how to apply principles:
/* Touch target sizing */.button { min-width: 44px; min-height: 44px; padding: 12px 24px;}
/* Safe spacing between targets */.button + .button { margin-left: 8px; /* Prevent accidental activation */}5. Decision Logic
Section titled “5. Decision Logic”Pseudo-code showing when and how to apply guidelines:
FUNCTION evaluateTouchTarget(element): IF element.width < 44 OR element.height < 44: RETURN error("Touch target too small")
IF nearbyTargets.any(distance < 8): RETURN warning("Targets too close together")
RETURN passFor Humans and AI Agents
Section titled “For Humans and AI Agents”For Human Readers
Section titled “For Human Readers”This documentation provides:
- Explanations of why design decisions matter
- Examples showing good and bad practices
- Research citations for deeper learning
- Checklists for practical implementation
For AI Agents
Section titled “For AI Agents”This documentation provides:
- Structured data (tables, YAML) for parsing
- Validation rules for automated checking
- Decision logic for design recommendations
- Specifications for code generation
- MCP server integration for real-time guidance
Relationship to Other Disciplines
Section titled “Relationship to Other Disciplines”User Experience (UX) Design
Section titled “User Experience (UX) Design”Human Standards provides the evidence base for UX design:
- UX designers create specific designs
- Human Standards ensures those designs fit human capabilities
Accessibility (A11y)
Section titled “Accessibility (A11y)”Accessibility is a subset of Human Standards:
- All accessibility is human factors
- Not all human factors is accessibility
Usability
Section titled “Usability”Usability is one measure of success:
- Human Standards addresses effectiveness, efficiency, and satisfaction
- Plus safety, wellbeing, and inclusion
Ergonomics
Section titled “Ergonomics”Ergonomics and Human Factors are largely synonymous:
- “Ergonomics” emphasizes physical factors (common in Europe)
- “Human Factors” emphasizes cognitive factors (common in US)
- Both terms describe the same discipline
Key Outputs
Section titled “Key Outputs”| Output Type | Description | Example |
|---|---|---|
| Principles | Foundational concepts | ”Recognition over recall” |
| Guidelines | Specific recommendations | ”Use 44×44px minimum targets” |
| Patterns | Reusable solutions | Modal dialog ARIA pattern |
| Tokens | Design values | Color, spacing, typography |
| Validation | Automated checks | Contrast ratio linter |
| Evaluation | Assessment methods | Usability testing protocols |
References
Section titled “References”Foundational:
- ISO 9241-210 — Human-Centred Design
- IEA Definition of Ergonomics
- HFES — Human Factors & Ergonomics Society
Accessibility:
History:
See Also
Section titled “See Also”- Why Human Constraints Matter — The case for human-centered design
- Key Principles & Laws — Foundational design principles
- Getting Started — Where to begin
- Scope & Roadmap — Future expansion plans