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Universal Design Material from Authors of Human Computer Interaction Alan Dix, et al
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Overview Universal design is about designing systems so they can be used by anyone in any circumstance. Multi-modal systems use more than one human input channel. Speech & non-speech sound touch handwriting gestures Universal design means designing for diversity people with sensory, physical or cognitive impairment people of different ages people from different cultures or backgrounds
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Universal Design Practical? May not be able to design everything to be accessible to everyone so they have the same experience, but we try to provide equivalent experience. Does not have to be complex or costly Many examples take into account diversity lowered curb with different texture at intersections help people in wheelchairs, blind mothers pushing carriages, people lugging suitcases...
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Seven Universal Design Principles 1. Equitable use - if identical use is not possible. safety, security and privacy should be available to all. 2. Flexibility in use provide choice of methods & adapt to user’s pace 3. Simplicity and intuitiveness of use support user’s expectations accommodate different languages and literacy skills provide prompting and feedback
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Seven Universal Design Principles 4. Perceptible information redundancy of information: use different forms/modes emphasize essential information. 5. Tolerance for error minimize impact caused by mistakes remove potentially dangerous situations or hard to reach hazards should be shielded by warnings.
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Seven Universal Design Principles 6. Low physical effort comfort; minimize fatigue and effort; repetitive or sustained actions should be avoided 7. Size and space for approach and use placement of system should be reachable by all users consider line of sight for standing and sitting user allow for variation in hand size provide room for assistive devices Principles 6 and 7 apply less to software
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Multi-modal Interaction Provides access to information through more than one mode of interaction Sight is predominant and most interactive systems use visual channel as primary presentation graphics text, video animation
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Multi-modal interaction Sound important keeps us aware of surroundings provides clues and cues to switch our attention music - also auditory convey and alter moods conjure up visual images evoke atmospheres Touch tactile feedback to operate tools hold and move tools, instruments, pens
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Multi-modal interaction Taste and smell less appreciated check food if bad, detect early signs of fire, …
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Multi-modal interaction Human-human everyday interaction multi-modal Each sense provides different information to make whole Want Human-computer interaction to be multi- modal visual channel can get overloaded provide richer interaction provide redundancy for an equivalent experience to all
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Sound in the interface Contributes to usability Audio confirmation changes in key clicks error occurrences Provide information when visual attention elsewhere …or environment has visual limitations Dual presentation through sound and vision supports universal design enables access to visual and hearing impaired Two kinds: speech and nonspeech
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Sound in the interface: Speech Language complex structure pronunciation phonemes - atomic elements of speech (40 in English) prosody - alteration in tone and quality co-articulation - phonemes sound different next to others allophones - differences in sound in phonemes morphemes - smallest unit of language that has meaning grammar
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Sound in the interface: Speech Speech recognition Useful when hands are occupied Alternative means of input for users with visual, physical and cognitive impairment single-user systems; require training barriers background noise redundant and meaningless noise (‘uh’) variations between individuals and regional accents Examples speech-based word processors telephone -based systems interactive systems that give feedback
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Sound in the interface: Speech Speech Synthesis Complementary to speech recognition Problems monotonic - doesn’t sound natural canned messages - not too bad, prosody can be hand coded spoken output cannot be reviewed or browsed easily intrusive (more noise or equipment) Application areas blind or partially sighted accessible output medium (screen readers) assist those with disabilities affecting their speech predefined messages can be stored
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Sound in the interface: Speech Un-interpreted speech Speech does not have to recognized by computer to be useful Examples: Fixed pre-recorded messages human prosody and pronunciation quality is low example: announcements in airport Voice mail Audio annotations Can be digitally sped up without changing pitch
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Sound in the interface: Non-speech sound Assimilated quickly Learned regardless of language Require less attention Uses: indications of changes or errors in interactive system provide status changes sound representation of actions and objects provide confirmation give redundant information Two Kinds - auditory icons and earcons
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Sound in the interface: Non-speech sound Auditory icons Use natural sounds to represent types of objects and actions Example: Mac’s SonicFinder crumpling paper when putting file in wastebasket Problem: Some objects or actions don’t have a natural sound
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Sound in the interface: Non-speech sound Earcons use structure- combinations of notes (motives) to represent actions and objects vary according to rhythm, pitch, timbre, scale and volume hierarchically structured compound earcons - combine motives ‘create’ and ‘file’ family earcons - ‘error’ family makes learning easier even lack of musical ability has little effect on ability to remember earcons
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Touch in the interface Touch both sends and receives information Touch in the interface is haptic interaction Two areas: cutaneous - tactile sensations through skin vibrations against skin; temperature, texture kinesthetics - perception of movement and position resistance or force feedback Entertainment or training Tactile devices electronic braille display force feedback devices in VR equipment
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Handwriting Recognition Handwriting provides textural and graphical input Technology for recognition digitizing tablet sampling problems electronic paper - thin screen on top Recognizing handwriting variation among individuals (even day-to-day) co-articulation - letters are different next to others cursive more difficult
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Gesture recognition Subject in multi-modal systems recently Involves controlling computer with movements Put that there Good situations no possibility for typing (VR) supports people with hearing loss (sign language Technology expensive computer vision data glove (intrusive)
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Gesture recognition Problems Gestures user dependent variation co-articulation segmenting gestures difficult
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Designing for Diversity Interfaces usually designed for ‘average’ user Universal design indicate we take into account many factors (focus on 3) disability age culture
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Designing for users with disabilities 10% population has disability that will affect interaction with computers Moral and legal responsibility to provide accessible products Look at following kinds of impairments sensory physical cognitive
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Visual impairment Screen readers using synthesized speech or braille output devices can provide complete access to text-based interactive applications. Ironically rise in use of graphical interfaces reduces possibilities for visually impaired users. To extend access use sound touch
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Visual impairment Sound speech earcons and auditory icons to graphical objects Example 1: Outspoken Macintosh application uses synthetic speech to make other Mac applications available to visually impaired users
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Visual impairment: Example 2 Soundtrack (wordprocessor) tones help users move navigate around system clicking on a cell on screen, make its speak its name double-clicking on cell, causes submenu to appear which can be navigated with tones text entry by speaking words or characters Specialized software, could not augment other commercially available software
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Visual impairment: Example 3 Mathematics for Blind Solve 3(x - 2) + 4 = 7 - 2(3 - x) Do it in your head or on paper? Blind children have to do it their heads Mathtalk - system developed in Europe uses speech synthesis to speak formulae keyboard input to navigate and manipulate them
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3 + x = 7 4 Visual impairment: Example 3 Say 3x + 4 = 7. Say 3 (x + 4) = 7 without saying parentheses. time pitch time pitch 3 = 7 x + 4 Several cues: longer and shorter gaps between terms, and prosody: rising and falling pitch
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Visual impairment: Example 3 Reading equations usually includes regressions: eyes move backwards and forwards through text Also first glance at equation to see symbols (graphical) Mathtalk supports rapid keyboard-based navigation within each equation and algebra earcons Mathtalk uses keyboard input and speech output. Speech input is slow and error-prone braille output could be used, but small number read braille
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Visual impairment More recent is use of touch in the interface Tactile interaction electronic braille displays force feedback devices elements in interface can be touched edges, textures and behavior (pushing a button) requires specialist software more likely major applications will become ‘haptic enabled’ in future
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Hearing impairment Hearing impairment may appear to have little impact on use of an interface (or a graphical interface) To an extent true (but increase in multi-media applications)
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Hearing impairment Computer technology can enhance communication opportunities for people with hearing loss email and instant messaging gesture recognition to translate signing or speech caption audio content Also enhances experiences of all users - good universal design
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Physical impairment Users with physical disabilities vary in amount of control and movement they have in hands Precise mouse control may be difficult Speech input and output is an option (if they can speak without difficulty)
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Physical impairment Alternatives eyegaze system - tracks eye movements to control cursor keyboard driver - attaches to user’s head gesture and movement tracking predictive systems (Reactive keyboard) can anticipate commands within context
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Speech impairment Multimedia systems provide a number of tools for communication text-based communication and conferencing systems (slow) synthetic speech can be pre-programmed predictive algorithms anticipate words and fill them in conventions can help provide context smiley face :) for a joke
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Dyslexia Textual information is difficult for dyslexic users More severe forms idiosyncratic word construction methods spell phonetically Speech input and output devices can alleviate need to read and write Less severe forms spell correction facilities Consistent navigation structure and clear sign posting cues are important Use color coding and graphical information
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Autism Affects person’s ability to communicate and interact with people and make sense of environment Triad of impairments Social interaction - relating to others and responding appropriately to social situation Communication - problems in understanding verbal and textual language (including gestures and expressions) Imagination - rigidity of thought processes
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Autism Universal design can assist in two main areas: Communication computers are motivating (consistent and impersonal) problems with language may be aided by graphical representations of information Education enables autistic person to experience (VR and games) social situations and learn appropriate responses provides a secure and consistent environment where they are in control
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Designing for different age groups Older people and children have specific needs when it comes to interactive technology Older people proportion growing have more leisure time and disposable income no evidence they are averse to new technologies
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Designing for different age groups: Older people Requirements: proportion of disabilities increases with age over 50% over age 65 have one failing vision, hearing, speech, mobility age-related memory loss some older users lack familiarity and fear learning New tools email and instant message provide social interaction in cases of mobility or speech difficulties mobile technologies provide memory aids
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Designing for different age groups: Older people Manuals and terminology difficult, so use redundancy and support user of access Designs must be clear and simple and forgiving of mistakes Sympathetic and relevant training
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Designing for different age groups: Children Children have specific needs and they are diverse different ages have own goals and likes and dislikes Involve children in design of interactive design (intergenerational design teams) May not have developed hand-eye coordination and makes keyboards difficult pen-based interfaces multiple modes of input involving touch and handwriting redundant displays
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Designing for cultural differences National Age Gender Race Sexuality Class Religion Political Persuasion All influence individual’s response to a system, but may not be relevant in design of a given system
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Designing for cultural differences Key factors to consider language cultural symbols gestures use of color
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Designing for cultural differences Language Toolkits for designing systems provide language resource databases to translate menu items, text, error messages, etc. Layouts for languages that don’t read the same are a problem left to right vs top to bottom Symbols have different meaning ticks and crosses - interchangeable in some cultures rainbow - covenant with God, diversity, hope and peace
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Designing for cultural differences Use of gestures common in video and animation more common in virtual reality and avatars in games Color red for danger red represents life (India), happiness (China) and royalty (France) difficult to assume universal interpretation of color support and clarify color with redundancy
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