Lesson 7 Universal Design By Juthawut Chantharamalee Computer
Lesson 7 Universal Design By Juthawut Chantharamalee Computer Science Suan Dusit University 4124404 Human and Computer Interaction
Overview n Universal design is about designing systems so they can be used by anyone in any circumstance. n Multi-modal systems use more than one human input channel. n n Speech & non-speech sound touch handwriting gestures n Universal design means designing for diversity n n n people with sensory, physical or cognitive impairment people of different ages people from different cultures or backgrounds
Universal Design n Practical? n 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. n Does not have to be complex or costly n Many examples take into account diversity n lowered curb with different texture at intersections n n help people in wheelchairs, blind mothers pushing carriages, people lugging suitcases. . .
Seven Universal Design Principles 1. Equitable use - if identical use is not possible. n safety, security and privacy should be available to all. 2. Flexibility in use n provide choice of methods & adapt to user’s pace 3. Simplicity and intuitiveness of use n n n support user’s expectations accommodate different languages and literacy skills provide prompting and feedback
Seven Universal Design Principles 4. Perceptible information n n redundancy of information: use different forms/modes emphasize essential information. 5. Tolerance for error n n n minimize impact caused by mistakes remove potentially dangerous situations or hard to reach hazards should be shielded by warnings.
Seven Universal Design Principles 6. Low physical effort n n comfort; minimize fatigue and effort; repetitive or sustained actions should be avoided 7. Size and space for approach and use n n 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 n Principles 6 and 7 apply less to software
Multi-modal Interaction n Provides access to information through more than one mode of interaction n Sight is predominant and most interactive systems use visual channel as primary presentation graphics n text, n video n animation n
Multi-modal interaction n Sound important n keeps us aware of surroundings n provides clues and cues to switch our attention n music - also auditory n n n convey and alter moods conjure up visual images evoke atmospheres n Touch n tactile feedback to operate tools n hold and move tools, instruments, pens
Multi-modal interaction n Taste and smell n less appreciated n check food if bad, detect early signs of fire, …
Multi-modal interaction n Human-human everyday interaction multi-modal n Each sense provides different information to make whole n Want Human-computer interaction to be multimodal visual channel can get overloaded n provide richer interaction n provide redundancy for an equivalent experience to all n
Sound in the interface n Contributes to usability n Audio confirmation n n changes in key clicks error occurrences n Provide information when visual attention elsewhere n …or environment has visual limitations n Dual presentation through sound and vision supports universal design n enables access to visual and hearing impaired n Two kinds: speech and nonspeech
Sound in the interface: Speech n Language complex n structure n 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 n grammar
Sound in the interface: Speech n Speech recognition n n Useful when hands are occupied Alternative means of input for users with visual, physical and cognitive impairment single-user systems; require training barriers § § § n 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
Sound in the interface: Speech n Speech Synthesis n n n Complementary to speech recognition Problems n monotonic - doesn’t sound natural n canned messages - not too bad, prosody can be hand coded n spoken output cannot be reviewed or browsed easily n intrusive (more noise or equipment) Application areas n blind or partially sighted § accessible output medium (screen readers) n assist those with disabilities affecting their speech § predefined messages can be stored
Sound in the interface: Speech n Un-interpreted speech n n Speech does not have to recognized by computer to be useful Examples: n n 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
Sound in the interface: Non-speech sound n Assimilated quickly n Learned regardless of language n Require less attention n Uses: n n n indications of changes or errors in interactive system provide status changes sound representation of actions and objects provide confirmation give redundant information n Two Kinds - auditory icons and earcons
Sound in the interface: Non-speech sound n Auditory icons n Use natural sounds to represent types of objects and actions n Example: Mac’s Sonic. Finder n crumpling paper when putting file in wastebasket n Problem: Some objects or actions don’t have a natural sound
Sound in the interface: Non-speech sound n Earcons n n n use structure- combinations of notes (motives) to represent actions and objects vary according to rhythm, pitch, timbre, scale and volume hierarchically structured n compound earcons - combine motives § ‘create’ and ‘file’ family earcons - ‘error’ family n makes learning easier n even lack of musical ability has little effect on ability to remember earcons n
Touch in the interface n Touch both sends and receives information n Touch in the interface is haptic interaction n Two areas: n n cutaneous - tactile sensations through skin n vibrations against skin; temperature, texture kinesthetics - perception of movement and position n resistance or force feedback n Entertainment or training n Tactile devices n electronic braille display n force feedback devices in VR equipment
Handwriting Recognition n Handwriting provides textural and graphical input n Technology for recognition n digitizing tablet n sampling problems n electronic paper - thin screen on top n Recognizing handwriting n n n variation among individuals (even day-to-day) co-articulation - letters are different next to others cursive more difficult
Gesture recognition n Subject in multi-modal systems recently n Involves controlling computer with movements n Put that there n Good situations n n no possibility for typing (VR) supports people with hearing loss (sign language n Technology expensive n n computer vision data glove (intrusive)
Gesture recognition n Problems n n Gestures user dependent n variation n co-articulation segmenting gestures difficult
Designing for Diversity n Interfaces usually designed for ‘average’ user n Universal design indicate we take into account many factors (focus on 3) disability n age n culture n
Designing for users with disabilities n 10% population has disability that will affect interaction with computers n Moral and legal responsibility to provide accessible products n Look at following kinds of impairments sensory n physical n cognitive n
Visual impairment n Screen readers using synthesized speech or braille output devices can provide complete access to text-based interactive applications. n Ironically rise in use of graphical interfaces reduces possibilities for visually impaired users. n To extend access use sound n touch n
Visual impairment n Sound n speech n earcons and auditory icons to graphical objects n Example 1: Outspoken n Macintosh application n uses synthetic speech to make other Mac applications available to visually impaired users
Visual impairment n More recent is use of touch in the interface n Tactile interaction n electronic braille displays n force feedback devices n n elements in interface can be touched edges, textures and behavior (pushing a button) requires specialist software n more likely major applications will become ‘haptic enabled’ in future n
Hearing impairment n Hearing impairment may appear to have little impact on use of an interface (or a graphical interface) n To an extent true (but increase in multi-media applications)
Hearing impairment n Computer technology can enhance communication opportunities for people with hearing loss email and instant messaging n gesture recognition to translate signing or speech n caption audio content n n Also enhances experiences of all users - good universal design
Physical impairment n Users with physical disabilities vary in amount of control and movement they have in hands n Precise mouse control may be difficult n Speech input and output is an option (if they can speak without difficulty)
Physical impairment n Alternatives n eyegaze system - tracks eye movements to control cursor n keyboard driver - attaches to user’s head n gesture and movement tracking n predictive systems (Reactive keyboard) can anticipate commands within context
Speech impairment n Multimedia systems provide a number of tools for communication text-based communication and conferencing systems (slow) n synthetic speech n n n predictive algorithms n n can be pre-programmed anticipate words and fill them in conventions can help provide context n smiley face : ) for a joke
Dyslexia n Textual information is difficult for dyslexic users n More severe forms n n n idiosyncratic word construction methods spell phonetically Speech input and output devices can alleviate need to read and write n Less severe forms n spell correction facilities n Consistent navigation structure and clear sign posting cues are important n Use color coding and graphical information
Autism n Affects person’s ability to communicate and interact with people and make sense of environment n Triad of impairments n n n 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
Autism n Universal design can assist in two main areas: n Communication n n computers are motivating (consistent and impersonal) problems with language may be aided by graphical representations of information n Education n n 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
Designing for different age groups n Older people and children have specific needs when it comes to interactive technology n Older people n n n proportion growing have more leisure time and disposable income no evidence they are averse to new technologies
Designing for different age groups: Older people n Requirements: n n proportion of disabilities increases with age n over 50% over age 65 have one failing vision, hearing, speech, mobility age-related memory loss some older users lack familiarity and fear learning n New tools n n email and instant message provide social interaction in cases of mobility or speech difficulties mobile technologies provide memory aids
Designing for different age groups: Older people n Manuals and terminology difficult, so use redundancy and support user of access n Designs must be clear and simple and forgiving of mistakes n Sympathetic and relevant training
Designing for different age groups: Children n Children have specific needs and they are diverse different ages n have own goals and likes and dislikes n n n May not have developed hand-eye coordination and makes keyboards difficult n n n Involve children in design of interactive design (intergenerational design teams) pen-based interfaces multiple modes of input involving touch and handwriting redundant displays
Designing for cultural differences n National n Age n Gender n Race n Sexuality n Class n Religion n Political Persuasion All influence individual’s response to a system, but may not be relevant in design of a given system
Designing for cultural differences n Key factors to consider n language n cultural symbols n gestures n use of color
Designing for cultural differences n Language n n 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 n left to right vs top to bottom n Symbols have different meaning n n ticks and crosses - interchangeable in some cultures rainbow - covenant with God, diversity, hope and peace
Designing for cultural differences n Use of gestures n n common in video and animation more common in virtual reality and avatars in games n Color n n n red for danger n red represents life (India), happiness (China) and royalty (France) difficult to assume universal interpretation of color support and clarify color with redundancy
Q&A End Lesson 7 49
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