Sei sulla pagina 1di 54

Please check, just in case…

Chapter 4: Universal Design


4.1 Understand Universal Design
4.2 Understand Multi-Modal Technology
4.3 Understand Accessibility in user interfaces
4.4 Understand Emerging technologies in
interface design
LEARNING OUTCOME
CLO2
Organize a presentation that involves
interaction of software & hardware products
using various styles of interfaces.
CLO3
Develop appropriate interface design and
evaluation techniques for a interactive system
effectively in real life.
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

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

 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…

Prepared by Mdm PYTan


The Burton Amp Jacket

 A mobile music system


built into a jacket
 User controls MP3
player by touching
specific areas of his
jacket

Prepared by Mdm PYTan


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.

Prepared by Mdm PYTan


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

Prepared by Mdm PYTan


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,  the computer is always with the


lightweight computing devices user and always interacting,
 Facilitates high level of mobility completely intertwined with the user.
 Portability
 Small Storage Capacity  should be a continuation of its user,
 Low Power working like a natural part of the body,
 Small User Interface not an external apparatus
 Risks to Data
 Allows user to access information  Facilitates high level of immersion
while moving through physical space 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.
Thank You…

Prepared by Mdm PYTan

Potrebbero piacerti anche