Xenoergonomics: Difference between revisions

From FrathWiki
Jump to navigationJump to search
(Created page with "Xenoergonomics is ergonomics applied for and by nonhumans, especially nonanthropomorphic creatures. It has many parallels with accessibility, as both involve designing things for people who may look, think, move, and perceive differently from a typical human.")
 
No edit summary
 
Line 1: Line 1:
Xenoergonomics is ergonomics applied for and by nonhumans, especially nonanthropomorphic creatures. It has many parallels with [[wikipedia:accessibility|accessibility]], as both involve designing things for people who may look, think, move, and perceive differently from a typical human.
Xenoergonomics is ergonomics applied to and by nonhumans, especially nonanthropomorphic creatures. It has many parallels with [[wikipedia:accessibility|accessibility]], as both involve designing things for people who may look, think, move, and perceive differently from a typical human.
 
Something as simple as a chair is designed with very human needs in mind. A chair is designed to support the weight of the average human. It's a certain height off the ground to allow the knees to be bent at a comfortable angle while allowing the feet to rest flat on the ground. Deviate from the human body plan in any significant way, and that chair becomes unusable.
 
Or consider the working principles of the screen you're using to read this article. The mixture of red, green, and blue light to reproduce color isn't based on physics but human biology. Each red, green, and blue subpixel is designed to stimulate one of the three kinds of cone cells in the human retina in different proportions to create the illusion of spectral colors. A creature whose eyes are built differently may have a hard time using a computer monitor.
 
A staircase assumes a working pair of human-sized legs, a door assumes a free prehensile extremity with the strength to push or pull the weight of the door. Expanding further to include infrastructure, what is considered a comfortable walking distance relies on the fact that humans have a certain level of endurance, a certain walking speed, and so on. The height of a room's interior is designed to accommodate the bipedal human form. Examples can be produced ad infinitum.
 
Xenoergonomics has far-reaching consequences for [[conworld]]s, as it's difficult to imagine differently-shaped people would develop tools and architecture similar to humans. This is part of the reason why the human body plan with two legs, two arms with grasping hands, and a head on top is encountered so often in speculative fiction. It allows the author and the audience to make assumptions about the shape of things used by a particular species. Most people don't read books or watch movies to learn about how aliens build their mundane tools and structures. Conworlders, on the other hand, revel in that minutia.

Latest revision as of 05:06, 19 June 2025

Xenoergonomics is ergonomics applied to and by nonhumans, especially nonanthropomorphic creatures. It has many parallels with accessibility, as both involve designing things for people who may look, think, move, and perceive differently from a typical human.

Something as simple as a chair is designed with very human needs in mind. A chair is designed to support the weight of the average human. It's a certain height off the ground to allow the knees to be bent at a comfortable angle while allowing the feet to rest flat on the ground. Deviate from the human body plan in any significant way, and that chair becomes unusable.

Or consider the working principles of the screen you're using to read this article. The mixture of red, green, and blue light to reproduce color isn't based on physics but human biology. Each red, green, and blue subpixel is designed to stimulate one of the three kinds of cone cells in the human retina in different proportions to create the illusion of spectral colors. A creature whose eyes are built differently may have a hard time using a computer monitor.

A staircase assumes a working pair of human-sized legs, a door assumes a free prehensile extremity with the strength to push or pull the weight of the door. Expanding further to include infrastructure, what is considered a comfortable walking distance relies on the fact that humans have a certain level of endurance, a certain walking speed, and so on. The height of a room's interior is designed to accommodate the bipedal human form. Examples can be produced ad infinitum.

Xenoergonomics has far-reaching consequences for conworlds, as it's difficult to imagine differently-shaped people would develop tools and architecture similar to humans. This is part of the reason why the human body plan with two legs, two arms with grasping hands, and a head on top is encountered so often in speculative fiction. It allows the author and the audience to make assumptions about the shape of things used by a particular species. Most people don't read books or watch movies to learn about how aliens build their mundane tools and structures. Conworlders, on the other hand, revel in that minutia.