Introduction to Universal Design - PowerPoint PPT Presentation

1 / 39
About This Presentation
Title:

Introduction to Universal Design

Description:

... (May not support all the newest 'bells and whistles') Who is the User? ... Our developer partner was 'Digital Frog International' and the product was: ... – PowerPoint PPT presentation

Number of Views:43
Avg rating:3.0/5.0
Slides: 40
Provided by: janric
Category:

less

Transcript and Presenter's Notes

Title: Introduction to Universal Design


1
Introduction toUniversal Design
  • Jan Richards
  • Adaptive Technology Resource Centre
  • University of Toronto

2
Who 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

3
Who 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

4
Who 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
5
Who 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.
6
Who 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.

7
Who 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)

8
Who 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.

9
Curbcuts
  • 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
10
What 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.

11
What 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.

12
Universal 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

13
Principles 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.

14
Principles 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.

15
Principles 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.

16
Principles 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.

17
Principles 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.

18
Principles 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.

19
Principles 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.

20
Case 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.

21
Case 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.

22
Case 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.

23
Case 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.

24
Case Study 1 Multimedia CD-Rom
25
Case 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
26
Case 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)
27
Case 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)
28
Case 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)
29
Case Study 1 Multimedia CD-Rom Other
interactive exercises
Keyboard operable (Principle 1 Equitable
Use) (Principle 6 Low Physical Effort)
Keyboard shortcut not listed
30
Case Study 1 Multimedia CD-RomVideo
Descriptions added to narration (Principle 4
Perceptible)
Captions (Principle 4 Perceptible)
31
Case 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.

32
Case 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)
33
Case 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)
34
Case 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)
35
Case 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)
36
Case Study 2 Web-Based App Other interactive
exercises
High contrast colour schemes (Principle 4
Perceptible)
37
Conclusion
  • 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.

38
Reading 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/

39
Other 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/
Write a Comment
User Comments (0)
About PowerShow.com