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Lesson%207%20Universal%20Design

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Title: Lesson%207%20Universal%20Design


1
Lesson 7Universal Design
  • By Juthawut Chantharamalee
  • Computer Science Suan Dusit University

4124404 Human and Computer Interaction
2
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

3
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4
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 ...

5
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 users pace
  • 3. Simplicity and intuitiveness of use
  • support users expectations
  • accommodate different languages and literacy
    skills
  • provide prompting and feedback

6
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.

7
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

8
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

9
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

10
Multi-modal interaction
  • Taste and smell
  • less appreciated
  • check food if bad, detect early signs of fire,

11
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

12
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

13
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

14
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

15
Sound in the interface Speech
  • Speech Synthesis
  • Complementary to speech recognition
  • Problems
  • monotonic - doesnt 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

16
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

17
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

18
Sound in the interface Non-speech sound
  • Auditory icons
  • Use natural sounds to represent types of objects
    and actions
  • Example Macs SonicFinder
  • crumpling paper when putting file in wastebasket
  • Problem Some objects or actions dont have a
    natural sound

19
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

20
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

21
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

22
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)

23
Gesture recognition
  • Problems
  • Gestures user dependent
  • variation
  • co-articulation
  • segmenting gestures difficult

24
Designing for Diversity
  • Interfaces usually designed for average user
  • Universal design indicate we take into account
    many factors (focus on 3)
  • disability
  • age
  • culture

25
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

26
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

27
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

28
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

29
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

30
Visual impairment Example 3
  • Say 3x 4 7.
  • Say 3 (x 4) 7 without saying parentheses.

3 x
7 4
3
7 x 4
pitch
pitch
time
time
Several cues longer and shorter gaps between
terms, and prosody rising and falling pitch
31
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

32
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

33
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)

34
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

35
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)

36
Physical impairment
  • Alternatives
  • eyegaze system - tracks eye movements to control
    cursor
  • keyboard driver - attaches to users head
  • gesture and movement tracking
  • predictive systems (Reactive keyboard) can
    anticipate commands within context

37
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

38
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

39
Autism
  • Affects persons 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

40
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

41
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

42
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

43
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

44
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

45
Designing for cultural differences
  • National
  • Age
  • Gender
  • Race
  • Sexuality
  • Class
  • Religion
  • Political Persuasion
  • All influence individuals response to a system,
    but may not be relevant in design of a given
    system

46
Designing for cultural differences
  • Key factors to consider
  • language
  • cultural symbols
  • gestures
  • use of color

47
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 dont 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

48
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

49
  • Q A
  • End Lesson 7
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