Designer’s Toolkit #6 - Ergonomics

Not just office chairs. Not just posture.

You’ve probably heard “ergonomics” thrown around when someone complains about wrist pain or bad chairs.

But ergonomics isn’t just about physical comfort — it’s about aligning design with how humans actually work.

That means designing for fingers, for eyes, for attention spans, for habits. It means reducing friction not just emotionally, but physically. It’s the difference between a flow and a fight.

Whether you’re making a mobile app or a standing desk, ergonomic thinking makes design feel invisible — because it fits the body and the brain.

What is ergonomics in design?

Ergonomics is the science of designing systems, tools, and environments that fit people — rather than forcing people to fit the design.

It started in industrial design and human factors engineering. But it now touches everything: websites, phones, cars, workflows, even menus.

Ergonomics is about usability, safety, comfort — but most of all, effortless use.

5 Key Concepts Designers Can Steal from ergonomics:

  1. Form Follows Feel
    Don’t just ask “Does it look good?” Ask “Does it feel good to use?”


    Ask: Where is friction hiding in this interaction?

  2. Design for Hands, Not Hopes
    Can a thumb reach that button? Can someone with a tremor tap that link? Ergonomics means designing for real bodies, not ideal users.


    Ask: Would this work on the bus? One-handed? Tired?

  3. Repetition Shouldn’t Hurt
    If someone does something 50 times a day, make it ergonomic. Cut the clicks. Shrink the steps.


    Ask: What small pain can I eliminate at scale?

  4. Motion Costs Energy
    Every scroll, tap, twist, or drag requires effort. Be stingy with it.


    Ask: Is this movement meaningful or just ornamental?

  5. Comfort Builds Trust
    A system that feels intuitive makes people feel safe.


    Ask: Does this feel like it’s working with me or against me?

Monkey Brain Takeaway:

Design isn’t ergonomic by default — it becomes ergonomic when you care how something feels to use. Good design doesn’t just “work,” it fits.

Next time you prototype, don’t just test for function. Test for fatigue.


Tags:

industriaL Design • UX/UI • Architecture • ACCESSIBILITY • PRODUCT DESIGN • HUMAN CENTERED DESIGN

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Designer’s Toolkit #5 - Mise-en-Scène