Title: Lecture 14 Individual Differences
1- Lecture 14 Individual Differences
- Terry Winograd
- CS147 - Introduction to Human-Computer
Interaction Design - Computer Science Department
- Stanford University
- Autumn 2005-2006
2Learning Goals
- Be familiar with the issues that affect the
usability of interaction for different individual
and groups of people - Know the basic tools for designing interactive
interfaces to be suitable for people with
specific backgrounds, cultures, and abilities
3Sources of Difference
- Demographics
- Gender, age, education, Socio-economic status,
- Culture
- Language, Religion, Ethnic background
- Cognitive Style
- Personality type
- Disability
- Visual, dexterity, cognitive,
- Experience
- Subject domain, systems,
4How much do you tailor designs?
- Design for the average user
- Keeping the range broad
- Specialized audience design
- Economics of markets
- Emapthy with the users
- Universal design
- The curb cut metaphor
5Ergonomic Measurement
6Interfaces for the Quadriplegic
The ERICA System by Eye Response Technologies
utilizes the latest in eye tracking technology.
Utilizing both synthesized and digitized
communication, the ERICA System is ideally suited
for users with extremely limited or no extremity
movement...
7Universal Design?
- Matthew Nagle, a 25-year-old quadriplegic, is
the first human fitted with the BrainGate Neural
Interface. He can whip you at Pong without
lifting a finger.
8Age Differences
- Example Alan Kay PARC LRG KiddiComp
- Example Teen use of mobile
- Example Children Kidpix
Dynabook, 1972
9Computers for Kids
10KidPix
11Gender Differences
- Example Games for girls
- Purple Moon
- SIMS
- 56 percent of the Sims audience are teenage girls
- Games for boys
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13Purple Moon (Brenda Laurel, Utopian Entrepreneur)
- Research on girls 8-12
- Literature, focus groups,
- Observations about content
- Girls are competitive, just in a different way
- Dont base the game on what youd like them to
do, but on what they do - Branding, Imaging,
14Purple Moon Games for Girls
15Games - SOME INDUSTRY FACTS
- Seventy-five percent of American heads of
households play computer and video games. - In 2004, more than 248 million computer and video
games were sold, almost two games for every
household in America. - The average game player is 30 years old and has
been playing games for 9.5 years. - The average game buyer is 37 years old. In 2005,
95 percent of computer game buyers and 84 percent
of console game buyers were over the age of 18. - Forty-three percent of all game players are
women. In fact, women over the age of 18
represent a greater portion of the game-playing
population (28 percent) than boys from ages 6 to
17 (21 percent). - In 2004, 19 percent of Americans over the age of
50 played video games, an increase from nine
percent in 1999 - Females spend an average of two hours more per
week playing games now than they did a year ago.
16What Kinds of Games Sell?
17Cultural differences
- Internationalization
- Language, script, icons, formats,
- Design style (colors, icons, cuteness ,)
- Adoption (e.g., SMS outside U.S.)
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22Internationalization of Icons
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24Designing for Cultural Differences
- What assumptions are you making?
- When are they stereotypes?
- How can you know whether they are accurate?
- Who can do the design?
- What is the measure of success?
25English-speaking European Adult Male
Intellectual
Marcus, 1993
26International Style Design
Marcus, 1993
27White American Women
Marcus, 1993
28Cultural Dimensions (Hofstede)
- Power-distance
- Collectivism vs. individualism
- Femininity vs. masculinity
- Uncertainty avoidance
- Long vs. short-term orientation
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32Design for Disability
- Universal Design
- Curb cuts
- Speech interfaces
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- Accessibility features
- Example Screen readers for the blind
- Text, GUI, Screen-scrapers,
- Web accessibility guidelines
33Windows Interface
34Windows Accessibility Options
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37THE PRINCIPLES OF UNIVERSAL DESIGN
- 1 Equitable UseThe design is useful and
marketable to people with diverse abilities. - 2 Flexibility in UseThe design accommodates a
wide range of individual preferences and
abilities. - 3 Simple and Intuitive UseUse of the design is
easy to understand, regardless of the user's
experience, knowledge, language skills, or
current concentration level. - 4 Perceptible InformationThe design
communicates necessary information effectively to
the user, regardless of ambient conditions or the
user's sensory abilities. - 5 Tolerance for ErrorThe design minimizes
hazards and the adverse consequences of
accidental or unintended actions. - 6 Low Physical EffortThe design can be used
efficiently and comfortably and with a minimum of
fatigue. - 7 Size and Space for Approach and
UseAppropriate size and space is provided for
approach, reach, manipulation, and use regardless
of user's body size, posture, or mobility.
38Guidelines from Principle 1 Equitable Use
- The design is useful and marketable to people
with diverse abilities. - 1a. Provide the same means of use for all users
identical whenever possible equivalent when not. - 1b. Avoid segregating or stigmatizing any users.
- 1c. Provisions for privacy, security, and safety
should be equally available to all users. - 1d. Make the design appealing to all users.
39Stereotypes
- Housewife pink computers
- BOB
- Grandparent email machine
- Teenage boys violent games