Designing for differences Dan Smith 2 Designing for Differences - - - PDF document

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Designing for differences Dan Smith 2 Designing for Differences - - - PDF document

1 Designing for differences Dan Smith 2 Designing for Differences - Goals Be familiar with the issues that affect usability and interaction for different individual and groups of people Know the basic tools for designing interactive


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Designing for differences

Dan Smith

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Designing for Differences - Goals

  • Be familiar with the issues that affect

usability and interaction for different individual and groups of people

  • Know the basic tools for designing

interactive interfaces to be suitable for people with specific backgrounds, cultures, and abilities

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Differences

  • Demographics

– Gender, age, education, socio-economic status, …

  • Culture

– Language, religion, ethnic background…

  • Cognitive Style

– Personality type

  • Disability

– Visual, motor, cognitive,…

  • Experience

– Subject domain, systems, …

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How much do you tailor design?

  • Design for the “average” user

– Keeping the range broad

  • Specialised audience design

– Economics of markets – Empathy with the users

  • Universal design

– The kerb cut metaphor

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ERGONOMICS

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Ergonomics

  • ERGONOMICS: The study of people and their

relationship with the environment around them

  • ANTHROPOMETRICS: The study of the human body

and its movements

  • If a number of people are

going to use it – design for the AVERAGE

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Ergonomic measurement

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Ergonomic mice

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Ergonomic keyboards

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Computer screen ergonomics

http://www.riyaz.net/tech/desktop-ergonomics/3126/

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COMPUTERS FOR OLDER PEOPLE

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Computers for older people

  • Over 60s were 21%
  • f UK population

(2001)

  • EU estimate that
  • ver 60s will be

40% of the population by 2050

  • Low usage of all

digital technologies (Internet, digital TV, mobile phone)

(Ofcom, Digital Lifestyles, 2009)

10 20 30 40 50 60 70 All adults

  • ver 60s

60-69 70+

UK Internet access 2009 (%)

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  • Usage related to socio-economic group

– ABC1 groups access is 50% – C2DE groups 21%

  • Disability is important

– 42% of all over 60s have some disability – 29% of 60-69 year olds – 60% of over 70s

Computers for older people

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Computers for older people

  • Use the internet for longer than most

– but there are relatively few of them

  • What they do:

– email (but less than younger users) – blogging – e-commerce (banking, shopping) – read news

  • Less likely to

– visit new websites – check before giving personal details – check information quality, timeliness – trust what they read on the web

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Accessibility for older people

  • Sensory

– Visual: reduction in the width of field, light sensitivity, color perceptions, resistance to glare, dynamic and static acuity, contrast sensitivity, visual search and processing, pattern recognition – Audio: high frequency hearing loss

  • Motor

– Slower motor task response times – Loss of fine motor control

  • Cognitive

– Decline in linguistic and reasoning ability – Impairment of spatial and working memory

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Age differences

  • Alan Kay’s Dynabook or

KiddiComp "a portable, interactive, personal computer, as accessible as a book."

  • Simple enough for a

child to use and yet powerful enough for creative use by anyone.

  • Smalltalk (1970s OO!)
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COMPUTERS FOR CHILDREN

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Computers for children

  • Bold colours
  • Large buttons and text
  • Limited range of options

– reduces the scope for errors and hence frustration

  • Emphasis on visual interaction
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Computers for kids

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Computers for kids

Different ergonomics

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GENDER DIFFERENCES

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Differences in perception

  • Survey of 300 UK secondary school pupils

– Self-perception of competence shows little difference, boys rate themselves very slightly better – Teachers’ perceptions are that boys are a lot better than girls – Common perceptions are not necessarily well founded! – No evidence that much has changed in the last 10 years

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Games: US statistics

  • US computer and video game software sales

– 2006 $7.4 billion – 2011 $24.75 billion – 2013 $21 billion

  • 2015 average game player is 35 years old

(31 in 2013)

  • 2014 48% of all game players are women

(38% in 2006)

  • 53% of gamers play on their smartphones

(33% in 2009)

  • In 2014, 29% of Americans over the age of 50

played video games, (9% in 1999)

  • Caveat – these are from the games manufacturers

http:/ /www.theesa.com 24

Games: UK statistics

  • 69% of population play video games
  • 52% of games players are female
  • Mobile puzzle games most popular

IAB UK survey 2014, based on 4000 interviews

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Game popularity

http://www.theguardian.com/technology/2014/sep/17/women-video-games-iab 26

Gender differences: boys

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Gender differences: girls

  • Mattel Interactive and Electronic Arts' workshop:

"What do software companies believe girls want from computer games, and are their views accurate?"

  • Girls like software with strong characters, such as

Amelia and the Purple Moon characters. Also SIMS

  • Girls like creating rather than destroying in games,

and like to print out their products

  • Girls like to win, but in more cooperative ways than

their male counterparts

  • Girls like problem solving, puzzles, learning in

depth, and working with rich-textured games.

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Gender differences: girls vs. boys

  • Things are changing...
  • Gender of game developers:

male 88.5% female 11.5%

  • Gender of players:

male 53% female 47% BUT … 44% of women in an online media survey said that they owned a games console right now (2007), compared to only 39% of men. A lot of this is being put down to the Nintendo Wii.

  • Half of There.com’s members are women

Girls play games. Girls like pink. Microsoft likes money. You do the maths.

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Gender differences: girls v boys

  • Although people generally conclude that girls don't like

computers, it turns out that they actually just don't like certain aspects of the current use of computers.

  • While boys are often aggressive and competitive,

making the shoot-em-up games perfectly appropriate, girls tend to be more cooperative and communication- based.

  • Girls see computers as a tool with which to accomplish

a goal or serve a purpose, while the process was more important to boys because it allowed them to work with hardware and make things happen

  • Media depicts men as experts in technology - societal

expectations of different goals for boys and girls

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Gender differences: girls

56% of SIMS audience are teenage girls

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CULTURAL DIFFERENCES

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Cultural differences

  • Internationalization

– Language – Script – Icons – formats,…

  • Design style (colours, icons, cuteness ,…)
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International icons

How many of these icons are universally recognisable?

https://developer.apple.com/fonts/tools/tooldir/TrueEdit/Documentation/TE/TE3expression.html

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Cultural differences

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Designing for cultural differences

  • What assumptions are you making?
  • What are the stereotypes?

– Housewife - pink computers? – Grandparent - email machine? – Teenage boys - violent games?

  • How can you know whether they are

accurate?

  • Who can do the design?
  • What is the measure of success?
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Geert Hofstede: Cultural Dimensions

  • Framework describing 5 dimensions of differences or

value perspectives between national cultures: 1. Power distance

– the degree of inequality among people which the population

  • f a country considers as normal
  • 2. Individualism vs. collectivism

– the extent to which people feel they are supposed to take care for or to be cared for by themselves, their families or

  • rganizations they belong to

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Geert Hofstede: Cultural Dimensions

  • 3. Masculinity vs. femininity

– the extent to which a culture is conducive to dominance, assertiveness and acquisition of things, versus a culture which is more conducive to people, feelings and quality of life

  • 4. Uncertainty avoidance

– the degree to which people in a country prefer structured over unstructured situations

  • 5. Long-term versus short-term orientation

– long-term: values orientated towards the future, like saving and persistence - short-term: values orientated towards the past and present, like respect for tradition and fulfilling social obligations

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Web page guidelines

  • Do the research

– Local sites offering similar goods and services – What are the common design values and characteristics?

  • Use any local knowledge you can get

– add specifically local elements if possible

  • Which elements of a global design can be

customised?

– button colours, alignments, fonts, types and content of images, …

  • Test the design before deployment!

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WEB CONTENT ACCESSIBILITY

W3C accessibility initiative WCAG

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Web Content Accessibility Guidelines

  • Aims to provide:

– A single accessibility standard for individuals,

  • rganisations and governments

– A set of guidelines for evaluating the accessibility of web content – Documents explaining how to make web content more accessible

  • Has a set of accessibility principles

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WCAG principles: Perceivable

1. Provide text alternatives for any non-text content so that it can be changed into other forms people need, such as large print, Braille, speech, symbols or simpler language.

  • 2. Provide alternatives for time-based media.
  • 3. Create content that can be presented in different

ways (for example simpler layout) without losing information or structure.

  • 4. Make it easier for users to see and hear content

including separating foreground from background.

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WCAG principles: Operable

  • 5. Make all functionality available from a

keyboard.

  • 6. Provide users enough time to read and use

content.

  • 7. Do not design content in a way that is

known to cause seizures.

  • 8. Provide ways to help users navigate, find

content, and determine where they are.

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WCAG principles: Understandable and Robust

  • 9. Make text content readable and

understandable.

  • 10. Make Web pages appear and operate in

predictable ways.

  • 11. Help users avoid and correct mistakes.
  • 12. Maximize compatibility with current and

future user agents, including assistive technologies.

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Deafness

  • Can’t they read?

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Deafness

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Interfaces for quadriplegics

  • The ERICA System
  • Uses eye tracking technology.

Synthesised and digitised communication

  • Computer controlled by eye

movement

IntegraMouse controlled by lip movements and sip/puff clicking

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Accessibility

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Resources

  • Office ergonomics http://www.office-ergo.com/setting.htm
  • Brewer J. (2005) How people with disabilities use the web,

http://www.w3.org/WAI/EO/Drafts/PWD-Use-Web/

  • Arch A. (2008) Web Accessibility for older users: a literature

review, http://www.w3.org/TR/wai-age-literature/

  • W3C Web Accessibility Initiative: “strategies, guidelines, and

resources to help make the Web accessible to people with disabilities” http://www.w3.org/WAI/gettingstarted/Overview.html

  • AChecker

https://achecker.ca/checker/index.php