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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
Example : In the picture powered doors that close and open
on sensors can be used both by a wheelchair bound person
and by someone that has his hands full.
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
Example : In the picture, a pair of scissor with a large grip
handles can be used by any one whether he is left or right
handed without any inconvenience.
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.
Example : In the picture, the fire alarm uses a push button that
is standard and color red. Even a child can understand that it
is a panic button.
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.
Example : In the picture above a blind individual can use the
cellphone's keypad because of the bump on the pad that will
enable the user without looking at the keypad.
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.
Example : In the picture a nail gun requires a to activate the
safety button before pulling the trigger thereby removing the
risk of accidents while the gun is pointed somewhere else.
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.
Example : In the picture a door level is presented that does
not require grip strength. A close fist or an elbow can offer
the door.
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
Example : In this picture subway gates is easily accessible by
a person in a wheelchair or with a person carrying huge
baggage or even with an obese commuter.
Example :
http://access.ecs.soton.ac.uk/blog/training/files/2011/07/principles1.jpg
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
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.
An immersive theme
park ride
Users steer a
physical boat
through a virtual
environment by
collectively
operating helm and
cannons