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Design for All Lecture One Vladimir Tomberg, PhD Design for ALL 1

Design for all 1

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Design for AllLecture One

Vladimir Tomberg, PhD

Design for ALL 1

About myself

• BSc and MSc inInformatics;

• PhD in Education Sciences;

• Researcher and designer in Learning Layers FP7 project;

• Teaching Design for All and Accessibility Workshop in HCI master curricula in TLU

Prototyping 2

Let’s Meet!

Couple words about yourself:

• Your background ── education, interests

• Your motivation ── what you would like to achieve in learning?

Prototyping 3

What is the Course About?

• It is not about Graphic Design

• It is not about Web Design

• It is about Awareness

• It is about Design Thinking

• It is about Tools and Methods

Design for ALL 4

Evaluation Criteria

• Practice workshops – 20%

• Essay – 30%

• The Individual Design Project – 50%

Design for ALL 5

Some Tools and Resources

Design for ALL 6

Slideshare

http://www.slideshare.net/vtomberg

Design for ALL 7

Pinterest

http://www.pinterest.com/vtomberg/universal-design/

Design for ALL 8

Recommended Reading

Design for ALL 9

The Accessible Home Facebook Page

https://www.facebook.com/pages/The-Accessible-Home

Lesson Agenda

• Definitions

• Why Design for All?

• Personal Human Characteristics

• Homework assignments

“We must become the change we want

to see in the world.”

GhandiDesign for ALL 11Image courtesy to http://www.wikipedia.org/

A Soup of the Terms:

Inclusive Design

Design for All

Universal Design

Accessibility

Design for ALL 12

Geography of the Terms

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Inclusive Design

• Defined in 2000 by the UK Government as "products, services and environments that include the needs of the widest number of consumers"

• The social ideals include healthcare and housing for everyone. Inclusive Design is used within Europe and goes beyond older and disabled people to focus on other excluded groups to deliver mainstream solutions

Design for ALL 14

Design For All

• Closely related to Inclusive Design, Design for All started by looking at barrier-free accessibility for people with disabilities but has become a strategy for mainstream, inclusive solutions;

• As highlighted by the European Commission, it is about ensuring that environments, products, services and interfaces work for people of all ages and abilities in different situations and under various circumstances;

• This term is used in continental Europe and Scandinavia

Design for ALL 15

Universal Design

• This term originated in the USA and is now adopted by Japan and the Pacific Rim. It started with a strong focus on disability and the built environment

• Defined by The Center for Universal Design at North Carolina State University as "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"

Design for ALL 16

Classical Example of Universal Design: Curb Cut

(‘Dropped Kerb’ in UK)

Design for ALL 17

Image: courtesy to DINF

Example: Oxo Good Grips

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• In 1990, Oxo International introduced its Good Grips kitchen utensils for people who were limited by arthritis

• Oxo International grew at a 40% to 50% annual rate from 1990 to 1995, to $20 million a year

Image courtesy of www.phaidon.com

Accessible Design

Design for ALL 19

• Accessible design is a design process in which the needs of people with disabilities are specifically considered

• Accessibility sometimes refers to the characteristic that products, services, and facilities can be independently used by people with a variety of disabilities

Difference Between UD and Accessibility

• Universal design strives to integrate people with disabilities into the mainstream and assistive technology attempts to meet the specific needs of individuals

• Accessibility is only slightly different to Universal Design, describing the degree to which a product, service, and/or environment is made available to everyone.

• So whereas the former is a design methodology(similar to user-centered design), the latter is its most commonly associated metric

Design for ALL 20

Other terms that are sometimes used with varying relevance:

People-centered Design

User-focused Design

Transgenerational Design

Design for ALL 21

Why Design for All?

Easiness of Use

Only a small proportion of users find products easy to use

Product Experience

Source: http://www.inclusivedesigntoolkit.com 24Design for ALL

Only a small proportion of users find products easy to use

Product Experience

25Design for ALLSource: http://www.inclusivedesigntoolkit.com

Only a small proportion of users find products easy to use

Product Experience

26Design for ALLSource: http://www.inclusivedesigntoolkit.com

Only a small proportion of users find products easy to use

Product Experience

“2 out of 3 Americans report having lost interest in a technology products because it seemed too complex to set up or operate.” - Philips Index (2004)

27Design for ALLSource: http://www.inclusivedesigntoolkit.com

Features and Complexity

Design for ALL 28

In Microsoft Word 1.0 there were about 100 features. Word 2003 has over 1500

Only 13% of the public believes that in general technology products are “easy to use” Phillips Index Study 2004

9 out of 10 features that customers wanted added to Office were already in the program.

"They simply don't know it's there"Chris Capossela, Microsoft VP

Source: http://www.inclusivedesigntoolkit.com

Features and Complexity Example

Mouse with a label printer on the side

Design for ALL 29

Design can improve product usability and experience

30Design for ALL

Demographic Changes

Impact of ageing

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The Future’s Bright, the Future’s Grey

By 2050

2 Billion

In 2005

673 Million

In 1950 there were

200 Million over 65’s

worldwide

Potential Support Ratio

• Potential Support Ratio (PSR) is the ratio of the number of 15-64 year olds who could support one person 65+

Design for ALL 33Image: courtesy to Youth Connection

The changing world

• In 1950 the PSR was 12:1

Source: http://www.inclusivedesigntoolkit.com 34Prototyping

The changing world

• In 1950 the PSR was 12:1

• In 2000 the PSR was 9:1

Prototyping 35Source: http://www.inclusivedesigntoolkit.com

The changing world

• In 1950 the PSR was 12:1

• In 2000 the PSR was 9:1• In 2050 the PSR will be 4:1

Prototyping 36Source: http://www.inclusivedesigntoolkit.com

The changing world

• In 1950 the PSR was 12:1

• In 2000 the PSR was 9:1• In 2050 the PSR will be 4:1• In 2050 for the developed world it will be 2:1

Prototyping 37Source: http://www.inclusivedesigntoolkit.com

Estimated Population for 2020

Design for ALL 38Image: courtesy to Design for All Foundation

Estimated Population for 2050

Design for ALL 39Image: courtesy to Design for All Foundation

The impact of age

How many people have less than “Full ability”?

Source: 1996/97 Disability follow-up survey

Old People are not the Same

Old People yesterday

Old People today

Old People tomorrow (you)

Design for ALL 41

Wellness and Exceptions

• That is Rene Kari

• He is 64 years old (almost 65 already)

• Obviously, he doesn’t need any support

http://www.renekari.com/index.php

Design for ALL 42

Money to spend and time to spend it

Source: 1996 Family expenditure survey

The impact of age

Personal Human Characteristics

Ordinary Person

• “In the great majority of cases, human-computer interface research seems to assume that “the user” will be an ordinary person with average abilities”

Alistair D. N. Edwards

Extra-ordinary Human-computer Interaction: Interfaces for Users with Disabilities, 1995

Design for ALL 45

One Size Fits All

“… the human interface of some software applications gives the impression that the designer’s model of the user was a 25-year-old male with a doctorate in computer science who is besotted with technology and is more interested in playing with a computer than in completing useful job of work!”

Alistair D. N. Edwards

Design for ALL 46

Typical Persona: no Data About Personal Abilities

Design for ALL 47Image courtesy of http://barnabasnagy.net/

Set of Personas in http://www.inclusivedesigntoolkit.com

Design for ALL 48

Dependency and Autonomy During Life

Design for ALL 49Image courtesy of Design For All Foundation

Persona with Important Personal Factors Listed

• Rose is an 83 year old great grandmother. Although fiercely independent, she struggles with everyday tasks like shopping, cooking and housework. Carol and David need to come round most days to help.

• She still greatly enjoys an active social life - including her regular bridge and quiz night every week and going out for meals with the whole family.

• Unlike David, Rose has come to accept her hearing aid as a necessity. She has worn reading glasses for many years and always carries them with her.

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Diversity of Personal Abilities

Design for ALL 51WHO International Classification of Functioning, Disability and Health (ICF)

Main Body Functions(according to WHO Classification)

• Mental functions• Sensory functions and pain• Voice and speech functions• Functions of the cardiovascular, hematological,

immunological and respiratory systems• Functions of the digestive, metabolic and endocrine

systems• Genitourinary and reproductive functions• Neuromusculoskeletal and movement-related

functions• Functions of the skin and related structures

Design for ALL 52

A Model Of Product Interaction

An interaction with a product involves a cycle where the user’s capabilities are used to perceive, think and then act

Design for ALL 53

User capabilities from inclusive design toolkit

Functions that Participate in Interaction and Affect Design

Vision

Hearing

Thinking

Communication

Locomotion

Reach & stretch

Dexterity

Design for ALL 54User capabilities from inclusive design toolkit

Understanding Vision

We use information from the visual sense in order to move around and interact with objects and environments. The effective design of any product or environment should take into account the range of human visual abilities

Design for ALL 55User capabilities from inclusive design toolkit

Four Functions of Visual System that are Discussed in the Context of Designing Products

1. Visual acuity — the ability to see fine details of objects;

2. Contrast sensitivity — the ability to discriminate between different brightness levels

3. Color perception — the ability to distinguish between different colors

4. Usable visual field — the ability to use the whole of the visual field to perceive detail in the area being looked at and the surrounding area

Design for ALL 56User capabilities from inclusive design toolkit

Visual functions: Visual acuity

Different combinations of font size and style — the top line is a serif font, the middle line a sans serif font, and bottom line a decorative font

Design for ALL 57User capabilities from inclusive design toolkit

Visual functions: Visual acuity

The same images viewed with reduced visual clarity

Design for ALL 58User capabilities from inclusive design toolkit

Visual functions: Contrast sensitivity

In order to determine which color combinations are most effective, try viewing this image at various distances from your eyes and squinting as you read it

Design for ALL 59User capabilities from inclusive design toolkit

Visual functions: Contrast sensitivity

The same image viewed with reduced brightness contrast

Design for ALL 60User capabilities from inclusive design toolkit

Visual functions: Usable visual field

A ticket machine that has poor clarity of layout viewed with normal vision, and the same ticket machine viewed with poor peripheral vision

Design for ALL 61User capabilities from inclusive design toolkit

Visual functions: Usable visual field

This shows a redesigned layout for the same machine, which enables the overall layout to be perceived, even with a peripheral vision loss

Design for ALL 62User capabilities from inclusive design toolkit

Distribution of Vision Ability (UK)

Design for ALL 63User capabilities from inclusive design toolkit

V1 - Cannot tell by the light where the windows are

V2 - Cannot see the shapes of furniture in a room

V3 - Cannot see well enough to recognize a friend if close to his face

V4 - Cannot see well enough to recognize a friend who is at arm's length away

V5 - Cannot see well enough to read a newspaper headline

V6 - Cannot see well enough to read a large print book

V7 - Cannot see well enough to recognize a friend across a room

V8 - Has difficulty recognizing a friend across the road

V9 - Has difficulty reading ordinary newspaper print

V10 - Full vision ability (not shown)

Understanding hearing

Design for ALL 64User capabilities from inclusive design toolkit

Major Hearing Functions that are Considered in Design Applications

1. Sound detection — the ability to detect beeps, tones and other sound output from various products

2. Speech discrimination — the ability to detect and understand speech in quiet and noisy environments

3. Sound localization — the ability to tell which direction a sound is coming from

Design for ALL 65User capabilities from inclusive design toolkit

Sound detection

Design inclusion can be maximized by allowing the user to customize the type and volume of the sounds emitted

Design for ALL 66User capabilities from inclusive design toolkit

Speech discrimination

Following a conversation is more difficult in a noisy environment, especially for those with reduced ability to discriminate speech

Design for ALL 67User capabilities from inclusive design toolkit

Speech discrimination

Products with speech output can be difficult to understand if the ambient noise levels are loud

Design for ALL 68User capabilities from inclusive design toolkit

Sound localization

Reduced sound localization ability could lead to fatal consequences in busy environments

Design for ALL 69User capabilities from inclusive design toolkit

Environmental context

The ability to understand announcements and speech depends on the background noise level

Design for ALL 70User capabilities from inclusive design toolkit

Environmental context

Reverberation in large halls and public spaces can make speech unintelligible

Design for ALL 71User capabilities from inclusive design toolkit

Distribution of Hearing Ability (UK)

Design for ALL 72User capabilities from inclusive design toolkit

H1 - Cannot hear sounds at all

H2 - Cannot follow a TV programme with the volume turned up

H3 - Has difficulty hearing someone talking in a loud voice in a quiet room

H4 - Cannot hear a doorbell, alarm clock or telephone bell

H5 - Cannot use the telephone

H6 - Cannot follow a TV programme at a volume others find acceptable

H7 - Has difficulty hearing someone talking in a normal voice in a quiet room

H8 - Has great difficulty following a conversation against background noise

H9 - Full hearing ability (not shown)

Sensory capability

Prevalence of the population with less than full ability in vision and hearing, where the overlapping circles indicate the population that has capability losses in both categories

Design for ALL 73User capabilities from inclusive design toolkit

Cognitive processes

1. Perceiving involves processing to convert low-level senses, such as light, shade and color into high-level perceptions such as objects, faces, and an overall understanding of the environment

2. Working memory describes the temporary storage used to process and rearrange all information with reference to perceptions of the current environment and long-term stored memories

3. Long-term memory describes the processes through which information encountered repeatedly in working memory can be learnt, stored indefinitely, and retrieved

Design for ALL 74User capabilities from inclusive design toolkit

Cognitive processes

4. Attention can consciously direct the focus of working memory towards specific things in the environment, and affects awareness of the environment by filtering out non-attended things; yet salient or intrusive events can also "grab" attention unconsciously

5. Visual thinking is the ability to perceive and think about visual objects and spatial relationships in two and three dimensions

6. Verbal thinking refers to the conversion of speech, words and symbols into language, and the use of language to store and categorize memories as linked episodes

Design for ALL 75User capabilities from inclusive design toolkit

How the Different Processes Involved with Thinking Relate to Each Other and to a Product in the World

Design for ALL 76User capabilities from inclusive design toolkit

Perceiving

The face on this mould is actually sticking out backwards from the page, but visual processing misinterprets the light and shadow to form a mental construction where the face sticks out forwards. Image source: Wikimedia commons

Design for ALL 77User capabilities from inclusive design toolkit

Working memory

Working memory is involved in the awareness of where objects are in relation to each other, and in the temporary storage of numbers

Design for ALL 78User capabilities from inclusive design toolkit

Long-term Memory

The shape and form of these doors suggests how they should be opened

Design for ALL 79User capabilities from inclusive design toolkit

Long-term Memory

People of different ages have different experience backgrounds, and in most cases the user's past experiences will be different to the designers

Design for ALL 80User capabilities from inclusive design toolkit

Attention

Using products such as car stereos while driving imposes additional load onto attention resources

Design for ALL 81User capabilities from inclusive design toolkit

Attention

Driving a car adds time pressure to crucial decisions, such as whether to turn off on a slip road

Design for ALL 82User capabilities from inclusive design toolkit

Visual Thinking

Careful inspection of this cooker top shows a subtle visual link between each knob and the corresponding burner, thereby reducing the spatial ability required to use it

Design for ALL 83User capabilities from inclusive design toolkit

Verbal Thinking

The icons on the fax machine are reinforced by accompanying text, whereas those on the photocopier are not

Design for ALL 84User capabilities from inclusive design toolkit

Verbal Thinking

A message that uses simple language and gives information in multiple forms is preferable to one that assumes a high level of language skills

Design for ALL 85User capabilities from inclusive design toolkit

Thinking Disabilities• Often loses track of what is being said in the middle of a

conversation• Thoughts tend to be muddled or slow• Often gets confused about what time of day it is• Cannot watch a 30 minute TV programme all the way through, and

tell someone what it was about• Cannot read a short newspaper article• Cannot write a short letter to someone without help• Cannot count well enough to handle money• Cannot remember a message and pass it on correctly• Often forgets to turn things off, such as fires, cookers or taps• Often forgets the names of friends and family that are seen

regularly• Often forgets what was supposed to be doing in the middle of

something

Design for ALL 86User capabilities from inclusive design toolkit

The thinking Ability Level (UK)

• T1 - 11 disabilities• T2 - 10 disabilities• T3 - 9 disabilities• T4 - 8 disabilities• T5 - 7 disabilities• T6 - 6 disabilities• T7 - 5 disabilities• T8 - 4 disabilities• T9 - 3 disabilities• T10 - 2 disabilities• T11 - 1 disability• T12 - Full thinking ability (not

shown)

Design for ALL 87User capabilities from inclusive design toolkit

Communication

• A product interface makes a communication demand on the user. Text and speech can describe what controls do, provide feedback, issue warnings or commands, and provide detailed instructions. Usability is therefore dependent on the capability to:

1. Perceive and understand written words and sentences on their own or in the context of a more complex environment

2. Perceive and understand spoken words and sentences in both quiet and noisy environments

3. Educational levels and social skills will influence a person's communication ability, and therefore affect product interaction.

Design for ALL 88User capabilities from inclusive design toolkit

Communication ability level (in increasing order) (UK)

• C1 Finds it impossible to understand people who knowhim/her well and vice-versa

• C2 Is impossible for strangers to understand. Is very difficult for people who know him/her well to understand and vice-versa

• C3 Is very difficult for strangersto understand. Is quite difficult for people who know him/her well to understand and vice-versa

• C4 Is quite difficult for strangersto understand. Finds it quite difficult to understand strangers and vice-versa

• C5 Other people have some difficulty understanding him/her and vice-versa

• C6 Full communication ability

Design for ALL 89User capabilities from inclusive design toolkit

Cognitive capability

Prevalence of the population with less than full ability in intellectual function and communication, where the overlapping circles indicate the population that has capability losses in both categories

Design for ALL 90User capabilities from inclusive design toolkit

Home work 1 (long)

• Essay (Deadline – December 10, 2015)

• Task description: https://goo.gl/b5vO8S

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Home work 2

• Observation (one month)

• Deadline – October 15th (next lecture)

• Task description: https://goo.gl/Skjscz

Design for ALL 92

End of the Lesson One

Design for ALL 93