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Lecture 14 Individual Differences

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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

2
Learning 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

3
Sources 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,

4
How 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

5
Ergonomic Measurement
6
Interfaces 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...
7
Universal 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.

8
Age Differences
  • Example Alan Kay PARC LRG KiddiComp
  • Example Teen use of mobile
  • Example Children Kidpix

Dynabook, 1972
9
Computers for Kids
10
KidPix
11
Gender Differences
  • Example Games for girls
  • Purple Moon
  • SIMS
  • 56 percent of the Sims audience are teenage girls
  • Games for boys

12
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13
Purple 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,

14
Purple Moon Games for Girls
15
Games - 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.

16
What Kinds of Games Sell?
17
Cultural differences
  • Internationalization
  • Language, script, icons, formats,
  • Design style (colors, icons, cuteness ,)
  • Adoption (e.g., SMS outside U.S.)

18
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Internationalization of Icons
23
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24
Designing 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?

25
English-speaking European Adult Male
Intellectual
Marcus, 1993
26
International Style Design
Marcus, 1993
27
White American Women
Marcus, 1993
28
Cultural Dimensions (Hofstede)
  • Power-distance
  • Collectivism vs. individualism
  • Femininity vs. masculinity
  • Uncertainty avoidance
  • Long vs. short-term orientation

29
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32
Design for Disability
  • Universal Design
  • Curb cuts
  • Speech interfaces
  • Accessibility features
  • Example Screen readers for the blind
  • Text, GUI, Screen-scrapers,
  • Web accessibility guidelines

33
Windows Interface
34
Windows Accessibility Options
35
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37
THE 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.

38
Guidelines 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.

39
Stereotypes
  • Housewife pink computers
  • BOB
  • Grandparent email machine
  • Teenage boys violent games
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