Human factors psychologists contribute in many ways to improving human-computer interaction. One contribution involves evaluating existing or prototype systems, in order to assess usability and identify problems. Another involves contributing more directly to the design of systems in the first place: that is, not only evaluating systems but bringing to bear empirical methods and theoretical considerations that help specify what are plausible designs in the first place. The goal of this panel is to discuss four case studies emphasizing this role of cognitive human factors, and identify relevant methods and theoretical considerations. The panelists will present examples of prototypes or products to whose design they contributed, with the aim of characterizing the problem (or problems) they tried to solve, the approach to identifying a design solution for that problem, and evidence that the approach was useful. Robert Mack will discuss an editor prototype designed to get novices started doing meaningful work quickly and helping them to continue acquiring new skills, with virtually no explicit instruction. The prototype is being designed in large part by identifying key novice problems and expectations, and trying to design the interface to better accommodate these expectations. The first goal of getting novices started relatively quickly has been achieved but problems remain as novices try to acquire further text-editing skill. These problems — and solutions to them — are being identified through a process of iterative design and evaluation. Dennis Wixon will discuss implications for designing usable interfaces of the User-Derived-Interface project (Good, M., Whiteside, J., Wixon, D. and Jones, S., 1984). The project involved a simulation of a restricted natural language interface for an electronic mail system. The design process was driven by the behavioral goal of getting users started relatively quickly with little or no instruction or interface aids. Actual user interaction with the simulation coupled with iterative design and evaluation provided interface specifications. This prototype illustrates a number of techniques for bringing usability into the software engineering process. These presentations will discuss the role of empirical methods such as verbal protocol techniques for identifying user problems with existing computer systems (e.g., Lewis, 1982; Mack, Lewis & Carroll, 1983; Douglas & Moran, 1983), including variations aimed at identifying user expectations that may be able to guide design (e.g., Mack, 1984); interface simulations for studying user interactions again with the aim of letting user behavior guide interface design (e.g., Kelley, 1984; Good, Whiteside, Wixon & Jones, 1984), and iterative design and evaluation of interfaces, aimed at achieving behavioral goals (e.g., Carroll & Rosson, 1984; Gould & Lewis, 1983).