The document discusses universal design and accessibility in user interfaces, defining universal design as designing systems that can be used by anyone in any circumstance. It covers the principles of universal design, multi-modal technologies that incorporate different senses, and accessibility features in user interfaces such as biometric access control and screen reading software.
The document discusses universal design and accessibility in user interfaces, defining universal design as designing systems that can be used by anyone in any circumstance. It covers the principles of universal design, multi-modal technologies that incorporate different senses, and accessibility features in user interfaces such as biometric access control and screen reading software.
The document discusses universal design and accessibility in user interfaces, defining universal design as designing systems that can be used by anyone in any circumstance. It covers the principles of universal design, multi-modal technologies that incorporate different senses, and accessibility features in user interfaces such as biometric access control and screen reading software.
- Define Universal Design - Seven Principles of universal design of interactive system 4.2 Multi-Modal Technology 4.3 Accessibility in user interfaces 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 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 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. 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 is can be reached and used by any user regardless of body size, posture or mobility. QUIZ 1) What is Universal Design?
2) How many principles of Universal Design.
a) 5 b) 6 c) 9 d) 7 4.2 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: 1. Sight 2. Sound 3. Touch 4. Taste 5. Smell 1. 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. 2. 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 3. 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 Exercise • What is Multi-Modal Technology? • List FIVE senses in Multi-Modal Technology. 4.2.1 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: – 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 2. Touch in the interface • Touch is the only sense that can be used to both send and receive information • Concerned with tactile sensations through skin • Eg: Braille display, – Kinesthetic • Perception of movement and position • 3D Feedback allowing user to feel resistance, textures, friction 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
“NOKIA HANDWRITING CALCULATOR”
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 Exercise • List FOUR Alternative Mode of HCI. 4.2.2 DIFFERENCES BETWEEN MOBILE COMPUTING AND WEARABLE COMPUTING
MOBILE COMPUTING WEARABLE COMPUTING
Systems running on small Systems always with the computing devices user and always interacting Allows user to access Allows the user to explore information while moving virtual environments and through physical space see the real world with virtual objects superimposed
Facilitates high level of Facilitates high level of
mobility immersion into virtual space and mobility MOBILE COMPUTING
ClearBlack Get super Nokia Drive, Nokia Talk face-to-face
touchscreen and speedy updates Maps, App Highlights with the front- smooth one-piece on Live Tiles. and more are facing camera and polycarbonate included for free. Tango Video Calls body software. Get more time between charges to stay social, surf the web, and stay entertained. WEARABLE COMPUTING Sony Wearable Wrist Computer Concept – Bracelet Style Designed by Hiromi Kiriki.
Sony flexible touchscreen display as a wearable wrist computer
concept prepared for 2020.
The Sony Wearable Wrist Computer Concept comes with a
holographic projector for the screen and pull-out style for keyboard panels and social networking buttons.
Read more: http://thecoolgadgets.com/
Sony Wearable Wrist Computer Concept – Bracelet Style 4.3 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) 1. 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 2. 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 may not read words aloud correctly in other programs.