On National Teacher Day, meet the 2024-25 Kenan Fellows
Chapter 4 universal design
1. Universal Design
HCI : CHAPTER 4
NORSHADILA BINTI AHMAD BADELA
JABATAN TEKNOLOGI MAKLUMAT & KOMUNIKASI,
POLITEKNIK MERSING
2. LEARNING OUTCOME
Understand the universal design
Understand Multimodal Technology
Understand accessibility in user interfaces
Understand emerging technologies in interface design
3. 4.1 Universal Design
Universal Design is about designing systems so that
they can be used by anyone in any circumstance
Universal Design is the process of designing products so
that they can be used by as many people as possible in as
many situations as possible
4. In reality, we may not be able to design everything to be
accessible to everyone
We certainly cannot ensure that everyone has the same
experience of using a product
But we can work toward the aim of universal design and
try to provide an equivalent experience
5. Universal Design is primarily about trying to ensure that
you do not exclude anyone through the design choices
you make but, by giving thought to these issues, you will
invariably make your design better for everyone
Universal design means designing for diversity
people with sensory, physical or cognitive impairment
people of different ages
people from different cultures or backgrounds
6. 4.1 Seven Principles of universal
design of interactive system
1. Equitable use
2. Flexibility in use
3. Simple and intuitive to use
4. Perceptible information
5. Tolerance for error
6. Low physical effort
7. Size and space for approach and use
7. 1. Equitable use
The design is useful to people with range of ability
and appealing to all
No user is excluded or stigmatized
Access should be the same for all
Safety, security and privacy should be available to all
8. 2. Flexibility in use
The design allows for range of ability and
preference, through choice of methods of
use and adaptively to the user’s pace,
precision and custom
9. 3. Simple and intuitive to use
Simple and intuitive to use regardless of knowledge, experience,
language or level of concentration of the user.
The design needs to support the user’s expectations and
accommodate different language and literacy skills.
Provide prompting and feedback.
10. 4. Perceptible information
Design should provide effective communication of
information regardless of the environmental condition or
the user’s abilities.
Essential information should be emphasized and
differentiated clearly from the peripheral content.
11. 5. Tolerance for error
Minimizing the impact and damage caused by mistakes
or unintended behavior.
Potentially dangerous situations should be removed or
made hard to reach.
Potential hazards should be shielded by warnings.
12. 6. Low physical effort
System should be designed to be comfortable to use,
minimizing physical effort and fatigue.
The physical design of the system should allow the user
to maintain a natural posture with reasonable operating
effort.
13. 7. Size and space for approach
and use
The placement of the system should be such that it can
be reached and used by any user regardless of body size,
posture and mobility.
Allow for variation in hand size
Provide room for assistive devices
14. Multi-Modal Technology
Providing access to information through more than
one mode of interaction is an important principle of
universal design.
The design known as multi-modal interaction
There are five senses:
– Sight
– Sound
– Touch
– Taste
– Smell
15. Sight
Sight is the predominant sense for majority
people, most interactive systems consequently use the
visual channel as their primary means of presentation,
through graphics, text, video and animation.
16. Sound
Important channel
Keeping us aware of our surroundings, monitoring
people and events around us, reacting sudden noises,
providing clues and cues that switch our attention from
one thing to another.
Providing emotional effect on us – music
17. Touch
Forms an intrinsic part of the operation of many tools
Cars, musical instruments, pens, anything that requires
holding or moving
18. Taste and Smell
Often less appreciated (until they are absent)
Provide useful information in daily life: checking food,
detecting early sign of fire
19. Alternative Mode of HCI
Sound in the interface
Touch in the interface
Handwriting recognition
Gesture recognition
20. 1. Sound in the interface
Sound – important contributor to usability
Experimental evidences:
– Addition of audio confirmation of modes, in form of changes in key clicks, reduces errors
– Video games: Experts tend to score less well when the sound is turned off than when it is on
Dual presentation of information through sound and vision supports universal design, by enabling
access for users with visual and hearing impairments respectively.
Two general types:
– Speech
– Non Speech
Examples:
Speech-based word processors
Telephone-based system
Interactive systems that give feedback
21. 2. Touch in the interface
Touch is the only sense that can be used to both send and receive information
Used of touch in the interface is known as haptic interaction
Haptics is a generic term relating to touch, but it can be roughly divided into two areas:
– Cutaneous perception
Concerned with tactile
sensations through skin
– Kinesthetic
Perception of movement and
position
Tactile devices:
Electronic braille display
Force feedback devices in VR equipment
22. 3. Handwriting Recognition
Handwriting – natural form of communication
Using digitizing tablet, refined by incorporating a thin
screen on top to display the information, producing
electronic paper
Example:
Digitizing tablet
Electronic paper
23. 4. Gesture Recognition
Being able to control the computer with certain
movement of the hand would be advantageous in many
situations where there is no possibility of typing.
Could also support communication for people who have
hearing loss
Technology of capturing gestures is expensive
Examples:
Data glove
Computer vision
24. Accessibility in User Interfaces
The needs of the accessibility guidelines and standards
Accessibility features in user interfaces :
Biometric Access Control (e.g: Fingerprint,Palm Scan,Hand Geometry, Iris Scan,
Signature Dynamics,Keyboard Dynamics, Voice Print, Facial Scan, Hand
Topography)
Narrator (e.g : Jenwave, Powertalk,Speechexpert)
25. Biometric Access Control
Verifies an identity by analyzing a unique person
attribute or behavior (e.g., what a person “is”).
Most expensive way to prove identity, also has
difficulties with user acceptance.
Access Controls: The security features that control
how users and systems communicate and interact
with one another.
Access: The flow of information between subject
and object
Subject: An active entity that requests access to
an object or the data in an object
Object: A passive entity that contains information
26. Narrator
Narrator is a Text-to-Speech utility for users who are
blind or have impaired vision.
Narrator reads what is displayed on your screen: the
contents of the active window, menu options, or the text
that you type.
Narrator is designed to work with the Notepad, WordPad,
Control Panel programs, Microsoft Internet Explorer, the
Windows desktop, and Windows Setup.
27. Narrator
Narrator may not read words aloud correctly in other
programs.
Narrator Software :
a. Jenwave
b. Powertalk
c. Speechexpert
28. Emerging Technology Overview
Emerging technologies are those which are just
beginning to be adopted or are at the initial acceptance
stage, and are expected to make a significant
contribution to the world of IT and the businesses that
implement them.
29. Emerging Technologies : Definition
A novel computer technology with promising properties,
use and significance, for which the implications for
human-computer interaction are still unclear
30. Emerging Technologies: Examples
The Burton Amp Jacket
BMW Assist
Disney’s Pirates of the Caribbean
• Are different from desktop computers in physical apperance use contexts
• All represent different directions of development
• Mobility
• Immersion
• Context-awareness
• Multi-modality…
top 10 emerging technologies of 2016 – world
economic forum
31. The Burton Amp Jacket
A mobile music system
built into a jacket
User controls MP3
player by touching
specific areas of his
jacket
32. BMW Assist
A context-aware car
navigation system
User drives the car and
receives route planning
information based on
the car’s location
through a mix of text,
graphics and speech.
33. Disney’s Pirates of the Caribbean
An immersive theme
park ride
Users steer a
physical boat
through a virtual
environment by
collectively
operating helm and
cannons
34. Input and Output Technologies
Input technologies allow people and other technologies to put data
into a computer. The two main types of input devices are:
a. Human Data Entry devices include keyboards, mouse, trackball,
joystick, touch screen, stylus and voice recognition;
b. Source-data automation devices input data with minimal human
intervention (e.g. barcode reader).
Speed up data collection
Reduce errors
Gather data at the source of a transaction or other event.
35. Input Devices
Input devices are used to get data into a system.
They should be able to do this as accurately and quickly
as possible, and with the minimum of human
intervention.
36. Output Devices
Output generated by a computer can be transmitted to
the user over several output devices and media.
Includes monitors, printers, plotters and voice
37. Introduction of Mobile Computing &
Wearable Computing
Mobile Computing
paradigm in which users carry their personal computers and retain
connectivity to other machines
Handheld computing (use PDAs, iPhones)
Wearable Computing
paradigm where users carry wearable computing devices on their
person (clothes, watches, rings, ..)
38. Mobile Computer System
Systems running on small, lightweight
computing devices
Technology so small it fits in one‟s hand
or pocket
Facilitates high level of mobility
Portability-are fundamentally different
from stationary machines such as desktop
computers
Small Storage Capacity
Low Power
Small User Interface
Risks to Data-more prone to complete
data loss
Allows user to access information while
moving through physical space
39. Wearable Computing
A wearable computer „facilitates a new
form of human-computer interaction‟ that
isn‟t possible with even today‟s most
sophisticated devices.
This means that the computer is always
with the user and always interacting,
completely intertwined with the user.
A wearable computer should be a
continuation of its user, working like a
natural part of the body, not an external
apparatus.
Example : Augmented Reality, VR
40. Differences Between Mobile
Computing & Wearable Computing
Mobile Computing Wearable Computing
Systems running on small,
lightweight computing devices
Facilitates high level of mobility
Portability
Small Storage Capacity
Low Power
Small User Interface
Risks to Data
Allows user to access information
while moving through physical space
the computer is always with the
user and always interacting,
completely intertwined with the user.
should be a continuation of its
user, working like a natural part of
body, not an external apparatus
Facilitates high level of immersion
into virtual space and mobility
Allows the user to explore virtual
environments and see the real world
with virtual objects superimposed
41. Impact of Emerging Technologies
Some emerging technologies may result in the lengthening of
human life, the development of artificial intelligence and the
enhancement of human sensory perception.
Such results can be controversial and can inspire debates about
ethical use, topics that organizations such as the Institute for Ethics
and Emerging Technologies seek explicitly to address.
The effect that emerging technologies have on the world can vary
greatly depending on the type of technology.
The National Science Foundation examines the effects of
nanotechnology and biotechnology on the environment with
programs such as sensor networks to measure and monitor the
environmental impact of nanoparticles.
At the same time, regulatory entities such as the Federal Trade
Commission monitor the financial impact of emerging technologies
on consumers.
Notes de l'éditeur
What is an emerging technology? => examples…
The Burton Amp Jacket
User controls MP3 player by touching specific areas of his jacket
Disney’s Pirates of the Caribbean
Users steer a physical boat through a virtual environment by collectively operating helm and cannons
BMW Assist
User drives the car and receives route planning information based on the car’s location through a mix of text, graphics and speech.
These technologies…
Are different from desktop computers in physical apperance use contexts
All represent different directions of development
Mobility
Immersion
Context-awareness
Multi-modality…