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Universal Design
HCI : CHAPTER 4
NORSHADILA BINTI AHMAD BADELA
JABATAN TEKNOLOGI MAKLUMAT & KOMUNIKASI,
POLITEKNIK MERSING
LEARNING OUTCOME
 Understand the universal design
 Understand Multimodal Technology
 Understand accessibility in user interfaces
 Understand emerging technologies in interface design
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
 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
 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
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
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
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
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.
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.
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.
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.
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
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
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.
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
Touch
 Forms an intrinsic part of the operation of many tools
 Cars, musical instruments, pens, anything that requires
holding or moving
Taste and Smell
 Often less appreciated (until they are absent)
 Provide useful information in daily life: checking food,
detecting early sign of fire
Alternative Mode of HCI
 Sound in the interface
 Touch in the interface
 Handwriting recognition
 Gesture recognition
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
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
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
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
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)
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
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.
Narrator
 Narrator may not read words aloud correctly in other
programs.
 Narrator Software :
a. Jenwave
b. Powertalk
c. Speechexpert
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.
Emerging Technologies : Definition
 A novel computer technology with promising properties,
use and significance, for which the implications for
human-computer interaction are still unclear
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
The Burton Amp Jacket
A mobile music system
built into a jacket
User controls MP3
player by touching
specific areas of his
jacket
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.
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
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.
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.
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
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, ..)
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
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
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
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.

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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

  1. 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…