Title: Introduction to Universal Design
1Introduction toUniversal Design
- Jan Richards
- Adaptive Technology Resource Centre
- University of Toronto
2Who is the User?
- Our first instinct is to design for ourselves.
- The majority of designers implicitly assume that
users - Are young and able-bodied
- Are well-educated and tech-savvy
- Have access to the newest hardware and software.
- Use products as the designer intends
3Who is the User?
- But in the real world, users of a product may
experience a wide range of circumstances that are
different from those of the designer
4Who is the User?
- Users may have temporary or permanent
disabilities that interfere with or prevent
access to a product. For example - Low vision (need large print, high contrast
colours) - Blindness (need equivalents of information in
images, animation and video, unable to use mouse) - Low hearing (need louder, clear, lower frequency
sounds) - Deaf (need equivalents of information in sounds)
Blind computer users are a minority
5Who is the User?
- Cognitive disabilities (Wide range of conditions
from difficulty learning to difficulty
remembering to reading problems, etc.) - Mobility Disabilities (May affect use of mouse or
keyboard, etc.) - Speech Disabilities (May cause problems with
speech rec.) - Amputation (May make biometric identification
impossible)
but we all grow old.
6Who is the User?
- In addition, users without disabilities may be
using a product in circumstances that cause them
to behave as if they did - Performing simultaneous tasks (such as driving -
reducing attention, memory, reaction time) - Experience level (beginners have less experience
but experts have more expectations) - Environment (temperature, weather)
- Protective gear (reducing dexterity)
- Etc.
7Who is the User?
- Low bandwidth (Interferes with access to images,
video, etc.) - Input limitations (As on a mobile phone with its
limited keyboard and lack of mouse. Many
computers lack a microphone) - Output limitations (Screen that is small or
non-existent, lack of speakers) - Out-dated technology (May not support all the
newest bells and whistles)
8Who is the User?
- What does this mean?
- It means that simplifying assumptions based on
the average user are not sufficient. - Instead, to simplify the design process, the
designer can look for functional commonalities in
the way users in different circumstances use a
product.
9Curbcuts
- Curbcuts are design features required by people
with a specific disability that benefit others
under certain circumstances. - Named for sidewalk ramps built for wheelchair
users, but useful when pushing a baby carriage or
delivering heavy goods. - An example of an electronic curbcut is voice
browsing.
button confirm tickets
10What is Universal Design?
- Universal Design (UD) is a design philosophy that
seeks out such curbcuts. - UD was formulated for architectural
accessibility. But it applies equally to computer
hardware and software - UD is the design of products and environments to
be usable by all people, to the greatest extent
possible, without the need for adaptation or
specialized design.
11What is Universal Design?
- In other words, instead of designing for average
users and making costly retrofits for others,
design for everyone in the first place. - But
- UD is not intended to replace other sets of user
interface design principles, such as Don
Normans. - Instead, UD complements these other sets by
expanding the scope of who to consider as a
potential user.
12Universal Design
- Universal design is often expressed in terms of
seven principles - (1) Equitable Use
- (2) Flexibility in Use
- (3) Simple and Intuitive
- (4) Perceptible Information
- (5) Tolerance for Error
- (6) Low Physical Effort
- (7) Size and Space for Approach and Use
13Principles of Universal Design
- (1) Equitable Use
- The design should usable by and marketable to
people with diverse abilities, not just the
average user. - Ex. Ensure that keyboard accessibility is
standard in software designs. - Benefits people who cant see the cursor, people
who cant control a mouse as well as power users.
14Principles of Universal Design
- (2) Flexibility in Use
- The design should accommodate a wide range of
individual preferences and abilities. - Ex. Customizable key press properties.
- Benefits people with trouble pressing buttons on
a keyboard as well as people wearing bulky hand
protection.
15Principles of Universal Design
- (3) Simple and Intuitive
- Use of the design is easy to understand,
regardless of the user's experience, knowledge,
language skills, or current concentration level. - Related to Normans Principle of Natural
Mapping. - Ex. Simplifying an interface by separating
routine features from advanced ones. - Benefits people using serial access devices as
well as beginner users.
16Principles of Universal Design
- (4) Perceptible Information
- The design communicates necessary information
effectively to the user, regardless of ambient
conditions or the user's sensory abilities. - Related to Normans Principles of Visibility and
Feedback and Constraints. - Ex. Customizable display fonts and colours.
- Benefits people with low vision or colour
blindness as well as people who are pre-occupied
by another task.
17Principles of Universal Design
- (5) Tolerance for Error
- The design minimizes hazards and the adverse
consequences of accidental or unintended actions. - Related to Normans Principle of Design for
Error. - Ex. Including an Undo function.
- Benefits people with mobility disabilities who
may often mistype as well as anyone else who has
ever made a mistake.
18Principles of Universal Design
- (6) Low Physical Effort
- The design can be used efficiently and
comfortably and with a minimum of fatigue. - Ex. Adding keyboard accessibility and minimizing
the number of mouse/keyboard actions required. - Benefits people who tire easily as well as anyone
in a hurry.
19Principles of Universal Design
- (7) Size and Space for Approach and Use
- Appropriate size and space is provided for
approach, reach, manipulation, and use regardless
of user's body size, posture, or mobility. - Ex. Avoid using tiny buttons.
- Benefits people who have difficulty controlling a
mouse and makes operation easier for everyone.
20Case Study 1 Multimedia CD-Rom
- Educators are increasingly reliant on interactive
multimedia educational software for teaching core
content. - These products often make assumptions about the
abilities of the students - Graphics, sound and video used without
alternatives. - Interaction requires a mouse.
21Case Study 1 Multimedia CD-Rom
- But, students with disabilities stand to benefit
more from computer mediated education than other
learners. - Electronic materials may be easily adapted to to
different learning styles, rates, and formats. - Reduces transportation and physical access
issues. - E-text accessible to individuals who are blind,
vision impaired, dyslexic, etc.
22Case Study 1 Multimedia CD-Rom
- The project was for the ATRC to work with a
developer to make an existing educational
multimedia CD-Rom accessible. - Our developer partner was Digital Frog
International and the product wasThe Digital
Field Trip to the Rainforest - Note Whenever possible, Universal Design
should be implemented from the start of a project.
23Case Study 1 Multimedia CD-Rom
- The Digital Field Trip is a popular series for
teaching topics in high school biology. - The accessibility improvements were performed as
part of a pre-planned upgrade. - Students with visual and other disabilities were
included in the user testing. - We used active accessibility.
24Case Study 1 Multimedia CD-Rom
25Case Study 1 Multimedia CD-Rom Original
point-and-click interface
Large buttons (Principle 7 Appropriate Size)
Relatively simple layout (Principle 3
Simple/Intuitive)
Image-rich content
Back Function (Principle 5 Error Tolerant)
Most controls mouse-driven
Text in images
26Case Study 1 Multimedia CD-Rom Keyboard
navigation
Focus indicator (Principle 4 Perceptible)
Voice output of navigation information (Principle
4 Perceptible)
TAB key navigation (Principle 1 Equitable
Use) (Principle 6 Low Physical Effort)
Mouse-only use still available (Principle 2
Flexible Use)
27Case Study 1 Multimedia CD-Rom Panoramic field
trip viewer
Keyboard control and descriptions of
viewer(Principle 1 Equitable Use) (Principle 4
Perceptible) (Principle 6 Low Physical Effort)
Text-to-speech of content (Principle 2 Flexible
Use) (Principle 4 Perceptible)
28Case Study 1 Multimedia CD-Rom Audio
descriptions of images
Descriptions of images (Principle 4 Perceptible)
Keyboard operable controls (Principle 1
Equitable Use) (Principle 6 Low Physical Effort)
29Case Study 1 Multimedia CD-Rom Other
interactive exercises
Keyboard operable (Principle 1 Equitable
Use) (Principle 6 Low Physical Effort)
Keyboard shortcut not listed
30Case Study 1 Multimedia CD-RomVideo
Descriptions added to narration (Principle 4
Perceptible)
Captions (Principle 4 Perceptible)
31Case Study 2 Web-Based App
- The project was to develop an accessible Web-Base
chat application. - The result was A-Chat.
- We recruited user testers who are blind, have low
vision, or who have mobility impairments. - We used passive accessibility.
32Case Study 2 Web-Based App Main Window
Enables keyboard navigation (Principle 1
Equitable Use) (Principle 6 Low Physical Effort)
Simple Layout (Principle 3 Simple/Intuitive)
Screen Reader-Friendly Text and
Controls (Principle 4 Perceptible)
Same product used by everyone. (Principle 1
Equitable Use)
Undo for most functions(not Message
Send) (Principle 5 Error Tolerant)
33Case Study 2 Web-Based App Preferences I
Screen refresh options (Principle 2 Flexible Use)
Preferences (Principle 2 Flexible Use)
Help for AT users (Principle 2 Flexible Use)
New message chime (Principle 4 Perceptible)
34Case Study 2 Web-Based App Preferences II
Order of message can be old to new or new to
old (Principle 2 Flexible use)
New messages only function (Principle 3
Simple/Intuitive)
35Case Study 2 Web-Based App Preferences III
Display preferences (Principle 4
Perceptible) (Principle 7 Appropriate Size)
Navigation Aids (Principle 1 Equitable
Use) (Principle 2 Flexible Use) (Principle 3
Simple/Intuitive)
36Case Study 2 Web-Based App Other interactive
exercises
High contrast colour schemes (Principle 4
Perceptible)
37Conclusion
- Universal Design (UD) is the practice of
designing products so they will be usable by as
many people as possible. - Other design paradigms (user-centred, etc.) are
compatible with UD, as long as the UD goal and
principles are maintained. - The UD principles are a guide, but ensuring a
diverse user test group is even more valuable.
38Reading List
- Background
- An overview of the history of UD
- http//www.design.ncsu.edu8120/cud/univ_design/ud
history.htm - UD in Practice
- Considerations for UD user testing
- http//www.uiaccess.com/upa2001a.html
- Accessibility Guidelines
- General Software Accessibility Guidelines
- http//trace.wisc.edu/docs/software_guidelines/sof
tware.htm - Web Content Accessibility Guidelines
- http//www.w3.org/TR/WCAG10/
39Other Links
- Digital Field Trip to the Rainforest
- http//www.digitalfrog.com/products/rainforest.htm
l - A-Chat
- http//snow.utoronto.ca/cgi/snowchat/login.cgi
- Adaptive Technology Resource Centre
- http//www.utoronto.ca/atrc/research.html
- Trace Centre
- http//www.tracecenter.org/
- Web Access Initiative
- http//www.w3.org/WAI/