760 likes | 1.35k Vues
Chapter-10 Universal design. Human Computer Interaction. Universal design. 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
E N D
Chapter-10 Universal design Human Computer Interaction
Universal design • 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 • This means particularly designing interactive systems that are usable by anyone, with any range of abilities using any technology platform
Universal design • 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 principles • equitable use: • flexibility in use: • simple and intuitive to use: • perceptible information: 5) tolerance for error: 6) low physical effort: 7) size and space for approach and use:
Universal design principles • equitable use: the design is useful to people with a range of abilities and appealing to all • flexibility in use: the design allows for a range of ability and preference through choice of methods of use • simple and intuitive to use: the design needs to support users expectations and accommodate different language and skills • perceptible information: the design should provide effective communication of information
universal design principles 5) tolerance for error: minimizing the impact and damage caused by mistakes or unintended behavior 6) low physical effort: systems should be designed to be comfortable to use, minimizing physical effort and fatigue 7) size and space for approach and use: the placement of system should be such that it can be reached and used by any user regardless of body size and mobility
Multi-modal interaction • Providing access to information through more than one mode of interaction • e.g. sounds, text, animation, video • Used in a range of applications: • particularly good for users with special needs • These system may, for example, use: • general terminology • speech • non-speech sounds • handwriting
Sound • Sound is an important contributor to usability • There is experimental evidence to suggest that addition of audio confirmation of modes, in the form of changes in keyclicks reduces error • Video games offer further evidence • Sound can convey transient information and does not take up screen space, making it potentially useful for mobile applications
Speech • Human beings have a great and natural mastery of speech • makes it difficult to appreciate the complexities but • it’s an easy medium for communication
Speech Recognition Problems • Different people speak differently: • accent, intonation, stress, idiom, volume, etc. • Background noises can interfere. • People often “ummm.....” and “errr.....” • Words not enough - semantics needed as well • requires intelligence to understand a sentence • also information about the subject and speaker e.g. even if “Errr.... I, um, don’t like this” is recognised, it is a fairly useless piece of information on it’s own
The Phonetic Typewriter • One early successful speech-based system is the phonetic typewriter • Developed for Finnish (a phonetic language, written as it is said) • Trained on one speaker, will generalise to others • When recognising speech, the sounds uttered are allocated to the closest corresponding output, and the character for that output is printed
Speech Recognition: useful? • using knowledge of how sounds make up words Open use, limited vocabulary systems can work satisfactorily e.g. some voice activated telephone systems • general user, wide vocabulary systems …… still a problem
Speech Recognition: useful? • Great potential, however • when users hands are already occupied e.g. driving, manufacturing • for users with physical disabilities • lightweight, mobile devices • The mobile phone: spoken to text • …with SMS • Sidekicks, Blackberry, etc. – extremely popular
Speech Synthesis • Utterances in spoken language are produced from text (text-to-speech systems) Useful • natural and familiar way of receiving information Problems • similar to recognition Additional problems • intrusive - needs headphones, or creates noise in the workplace
Speech Synthesis: useful? Successful in certain constrained applicationswhen the user: • is particularly motivated to overcome problems • has few alternatives Examples: • screen readers • read the textual display to the user utilised by visually impaired people • warning signals • spoken information sometimes presented to pilots whose visual and haptic skills are already fully occupied
Minicoms • “Universal” telephone technology • Text terminal (keyboard, LED display, modem) • Deaf relay centers • TypeTalk • Automation?
Non-Speech Sounds boings, bangs, squeaks, clicks etc. • commonly used for warnings and alarms • Evidence to show they are useful • fewer typing mistakes with key clicks • video games harder without sound
Non-Speech Sounds: useful? • Dual mode displays: • information presented along two different sensory channels • extra presentation of information • resolution of ambiguity in one mode through information in another • Sound good for • background status information e.g. Sound can be used as a redundant mode in the Apple Macintosh; almost any user action (file selection, window active, disk insert, search error, copy complete, etc.) can have a different sound associated with it.
Auditory Icons • Use natural sounds to represent different types of object or action • Natural sounds have associated semantics which can be mapped onto similar meanings in the interactione.g. throwing something away ~ the sound of smashing glass • Problem: not all things have associated meanings • Additional information can also be presented: • muffled sounds if object is obscured or action is in the background
SonicFinder • SonicFinder for the Macintosh was developed from these ideas, to enhance the interface through redundancy • Natural sounds used because people recognize source of sound • items and actions on the desktop have associated sounds • e.g; folders have a papery noise and throwing something in wastebasket by sound of smashing • moving files – dragging sound • big files have louder sound than smaller ones
touch • The use of touch in interface is know as haptic interaction • cutaneous perception • tactile sensation; vibrations on the skin • kinesthetics • movement and position; force feedback • Touch is the only sense that can be used to both send and receive information
Handwriting recognition Handwriting is another communication mechanism which we are used to in day-to-day life • Technology • smaller devices, some incorporating thin screens to display the information • PDAs • Apple Newton was first popular pen-based computer
Handwriting recognition • There are no systems in use today that are good at general cursive script recognition • However when letters are individually written with small separation the success of systems becomes more respectable , although they have to be trained to recognize the characteristics of different users • Current state: • usable – even without training • but many prefer keyboards!
Gesture recognition • Gesture is a component of human-computer interaction that become the subject of attention in multi-modal system • To control computer with certain movements of hand would be advantageous in many situations where there is no possibility of typing • It support communication who hearing loss
Designing for users with disabilities • It is estimated that at least 10% of population of every country has a disability that will affect interaction with computers • In many countries, legislation now demands that the workplace must be designed to be accessible or at least adaptable to all
We’re all disabled • Environment • Fatigue • Injury • Aging • Changing role of information technology
Example • Sheila the programmer. She was diagnosed with muscular dystrophy in her early 20's. This condition, which results in progressive loss of muscular strength, means that she works from her motorized wheelchair, and is unable to sit upright for more than a brief time. As a result, she works in a reclined position, leaning back almost horizontally. Her vision problems limit the amount of time she can focus on the screen, and her muscular weakness prevents her from handling paper manuals
Users with disabilities • visual impairment • hearing impairment • physical impairment • speech impairment • dyslexia (Impaired ability to learn to read) • speech input, output • autism • communication, education • paralysis – usually due to spinal injury, the higher the damage the greater the degree of paralysis
The “Aware ‘Chair” Integrated communication and environmental control • Intelligent, neurally controlled wheelchair • Conversation and environmental control prediction • Learns users habits and context • Provides emotional expression
Designing for different age groups • We have considered how people differ along a range of sensory, physical and cognitive abilities • There are some other areas of diversity that impact upon the way we design interfaces. One of these is age • In particular, older people and children have specific needs when it comes to interactive technology
Doll Web Sites Drive Girls to Stay Home and Play • Webkinz • Club Penguin • etc
Designing for different age groups • age groups • older people e.g. disability aids, memory aids, communication tools to prevent social isolation • children e.g. appropriate input/output devices, involvement in design process • cultural differences • influence of nationality, generation, gender, race, class, religion, political persuasion etc. on interpretation of interface features • e.g. interpretation and acceptability of language, cultural symbols, gesture and colour
Take home points • Think about universal design principles – helps all users, not just disabled • Technology can help provide access and control of computer • Technology can also help people function better in everyday world • Solutions include wide range of physical and software solutions • Work with users!