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

Design for all. Lecture 2

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Page 1: Design for all. Lecture 2

Design for ALL 1

Design for AllLecture Two

Vladimir Tomberg, PhD

Page 2: Design for all. Lecture 2

Lesson Agenda

• Presenting results of homework: Observation• Personal human characteristics (continuation)• Design Guidance• Assessing levels of person’s capability or the

ability that a product demands in order to use it

• Design for All examples• Homework assignments

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Reach and Stretch

Reach & stretch covers the ability for one or both arms to reach out in front, above the head, or behind the back.

User capabilities from inclusive design toolkit

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Reach and Stretch Functions

A person's range of motion is characterized by the ability to reach out in front, above the head and to the sides

User capabilities from inclusive design toolkit

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Environmental Context

The context of use may restrict the ability to move one or both arms

User capabilities from inclusive design toolkit

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Environmental Context

The ability to reach may be restricted by heavy clothing

User capabilities from inclusive design toolkit

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Distribution of Reach & Stretch Ability (UK)

R1 Cannot hold out either arm in front to shake hands

R2 Cannot put either arm up to head to put a hat on

R3 Cannot put either hand behind back to put jacket on or tuck shirt in

R4 Cannot raise either arm above head to reach for something

R5 Has difficulty holding either arm in front to shake hands with someone

R6 Has difficulty putting either arm up to head to put a hat on

R7 Has difficulty putting either hand behind back to put jacket on or tuck shirt in

R8 Has difficulty raising either arm above head to reach for something

R9 Cannot hold one arm out in front or up to head (but can with other arm)

R10 Cannot put one arm behind back to put on jacket or tuck shirt in (but can with other arm).

R11 Full reach & stretch abilityUser capabilities from inclusive design toolkit

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Dexterity

Dexterity covers the ability to grasp and hold objects, and to perform fine finger movements to manipulate small objects

User capabilities from inclusive design toolkit

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Dexterity functions• Push force using any part of the hand• Pinch grip using the index finger and thumb

to generate opposing forces• Power grip using the palm and thumb

together with all four fingers

User capabilities from inclusive design toolkit

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Pushing

The simplest dexterity function is when the fingers or palm are used to exert forces without grasping

User capabilities from inclusive design toolkit

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Pushing

Pushing forces can be generated more comfortably if the surface allows for a neutral wrist position

User capabilities from inclusive design toolkit

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Pinch Gripping

Satisfying products can be operated with a loose grip, and both of these controls could be manipulated with alternative grips

User capabilities from inclusive design toolkit

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Pinch Gripping

Frustrating products require a tight pinch grip to operate, and the shape and texture on these controls are not well matched to the direction and magnitude of the forces that are required

User capabilities from inclusive design toolkit

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Power Gripping

Careful shaping of objects can maximize the effectiveness of a power grip

User capabilities from inclusive design toolkit

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Power Gripping

A knob is frustrating to use if the lock is stiff or the hands are sweaty, whereas a handle generates the rotational force more effectively

User capabilities from inclusive design toolkit

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Two-Handed Tasks

A cordless kettle reduces the dexterity ability required to use it

User capabilities from inclusive design toolkit

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Two-Handed Tasks

Remote controls can usually be operated with one or two hands

User capabilities from inclusive design toolkit

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Dexterity Ability Levels (UK)

D1 Cannot pick up and hold a mug of coffeeD2 Cannot turn a tap or control knobs on a cooker with

either handD3 Cannot pick up and carry a pint of milkD4 Cannot pick up a small object such as a safety pin

with either handD5 Has difficulty picking up and pouring from a full

kettle or serving food from a pan using a spoon or ladle

D6 Has difficulty unscrewing the lid of a coffee jar or using a pen and pencil

D7 Cannot pick up and carry a 5 lb bag of potatoes with either hand

D8 Has difficulty wringing out light washing or using a pair of scissors

D9 Can pick up and hold a mug of tea or coffee with one hand but not with the other

D10 Can turn a tap or control knob with one hand but not with the other.

D11 Can pick up a small object such as a safety pin with one hand but not with the other.

D12 Full dexterity abilityUser capabilities from inclusive design toolkit

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Locomotion

Locomotion, also known as mobility, is the ability to move and walk around in the environment. Activities such as walking, getting in and out of vehicles, moving on and off furniture and maintaining balance are affected by loss of locomotion ability.

User capabilities from inclusive design toolkit

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Walking

Positions of the legs during a gait cycle for normal walking

User capabilities from inclusive design toolkit

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Walking

Examples of locomotion aids

User capabilities from inclusive design toolkit

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Getting around

Climbing stairs is easier if hand rails are provided to assist strength and balance

User capabilities from inclusive design toolkit

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Getting around

Getting out of a seat is easier if the upper body can assist

User capabilities from inclusive design toolkit

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Dexterity Ability Levels (UK)L1 Cannot walk at allL2 Can only walk a few steps without stopping or

severe discomfortL3 Has fallen 12 or more times in the last yearL4 Always needs to hold on to something to keep

balanceL5 Cannot walk up and down a flight of 12 stairsL6 Cannot walk 45 meters without stopping or severe

discomfortL7 Cannot bend down far enough to touch knees and

straighten up againL8 Cannot bend down and pick up something from the

floor and straighten up againL9 Cannot walk 180 meters without stopping or severe

discomfort. Can only walk up and down a flight of 12 stairs if holds on and takes a rest. Has fallen 3 or more times in the last year

L10 Can only walk up and down a flight of twelve stairsL11 Cannot bend down to sweep up something from the

floor and straighten up againL12 Can only walk up and down a flight of stairs if goes

sideways or one step at a timeL13 Cannot walk 400 yards without stopping or severe

discomfortUser capabilities from inclusive design toolkit

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Motor Capability

Prevalence of the population with less than full ability in locomotion, reach & stretch, and dexterity, where the overlapping circles indicate the population that has capability losses in one or more categories

User capabilities from inclusive design toolkit

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It is normal to be different

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DESIGN GUIDANCE

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Design Guidance: Vision

• Consider potential issues with glare, based on– The surface finish of the item being looked at– The intensity of the light source– The spatial position of the surface, the viewer, and

the light source with respect to the angle of view• Contemplate enabling users to control the

intensity, position, and angle of the lighting sources to best suit their own vision ability and the task

User capabilities from inclusive design toolkit

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Design Guidance: Vision

Shiny paper can cause glare problems, but matte paper finishes reduce problems with glare

User capabilities from inclusive design toolkit

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Design Guidance: Vision

• Think about using colors to help convey information but ensure they are supplemented by presenting the information in alternative ways (e.g. use shapes and text)

User capabilities from inclusive design toolkit

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Design Guidance: Vision

Comparison of mobile phones viewed with color blindness - note how shape can be used so that the "start call" and "end call" buttons remain distinguishable

User capabilities from inclusive design toolkit

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Design Guidance: Vision• Consider using color contrast to help make things stand

out, but ensure there is also sufficient brightness contrast

• Check that a product remains usable when its image is converted to grey scale

• Think about assisting those with vision impairments by supplementing information through auditory or tactile means, with due consideration for information overload

• Think about minimizing exclusion by ensuring the design remains usable while wearing a vision impairment simulator

User capabilities from inclusive design toolkit

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Design guidance: Text

• Choose text of suitable size, font and brightness contrast for comfortable reading given the likely viewing distance and potential difficulties caused by ambient lighting

• Be careful with the use of text on a patterned or picture background, with due consideration for legibility

User capabilities from inclusive design toolkit

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Design guidance: Text

Comparison of text sizes and contrast for some different telephones

User capabilities from inclusive design toolkit

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Design Guidance: Text

Comparison of different contrast levels for the instructions on medicine bottles

User capabilities from inclusive design toolkit

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Design Guidance: Text

• Avoid italicized or decorative font styles for blocks of text or signs

• Carefully consider the line thickness, line spacing and overall size when designing graphical symbols or logos

• Note that common practice is to use a serif font for large blocks of text, and a sans serif font for signs, labels or headings

User capabilities from inclusive design toolkit

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Design Guidance: Text

http://www.digitalmediacomputing.org.uk

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Design Guidance: Text

An article in Smashing Magazine on combining font styles

http://www.digitalmediacomputing.org.uk

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Design Guidance: Hearing

• Provide adjustable volume levels where possible, failing that, ensure sufficient loudness for the ambient noise level

• Ensure that the frequencies of beeps and tones are within the range 800 to 1000 Hz in order to maximize the number of people able to detect them

• Use natural recorded speech in preference to synthesized speech, and avoid high pitch speech

• Use intonation, an appropriate word rate and clear pronunciation to help speech recognition

• Think about assisting those with hearing impairments by supplementing information through visual or tactile means, with due consideration for information overload

User capabilities from inclusive design toolkit

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Design Guidance: Hearing

The phone has inductive couplers for hearing aids, while the crossing unit uses sound and light to alert the user, in addition to a vibrating cone underneath the unit

User capabilities from inclusive design toolkit

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Design Guidance: Hearing

• Think about enabling the user to customize the tone and volume of auditory outputs

• Consider using sounds that contain multiple frequencies to help people determine where the sound is coming from

• Think about providing inductive couplings to assist communication with hearing aids

• Contemplate sound reflection and reverberation when designing environments and spaces

• Ensure that systems that transmit and reproduce speech do so with sufficient clarity

User capabilities from inclusive design toolkit

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Design Guidance: Hearing

Systems that transmit speech need to do so with sufficient loudness and clarity

User capabilities from inclusive design toolkit

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Design Guidance: Perception and attention

• Use shapes, colors and alignment to assist visual grouping of features that share some kind of similarity, thereby reducing the time and working memory required to locate a desired feature

User capabilities from inclusive design toolkit

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Composition showing the Gestalt Principles

Image :Wikipedia

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Design Guidance: Perception and attention

• Align controls in a spatial orientation that matches the devices they affect, or provide an obvious link between controls and the corresponding devices

• Consider the increased demand on spatial ability if left and right are used to represent up and down (or vice versa), and avoid this situation wherever possible

User capabilities from inclusive design toolkit

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Design Guidance: Perception and attention

A cooker top that has its controls aligned in a spatial orientation which matches the corresponding devices, compared to one that does not

User capabilities from inclusive design toolkit

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Design Guidance: Perception and attention

• Use the visual form of the device to help users understand what areas they can interact with, and the correct way to interact with them

• Try to use simple language, and supplement textual information with images and icons

• Be wary of potential problems that can result if multiple actions have to be completed within a certain time period

• Try to ensure that attention is only required to be directed in one place at any one time

User capabilities from inclusive design toolkit

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Memory and Learning

Source: Facebook

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Design Guidance: Memory and Learning

• Use structure to assist memory and learning• Reduce the number of information chunks that need

to be kept in mind at any given time, and try not to exceed 5 as the best practice

• Where hierarchy is used, ensure the current location within the overall hierarchy is always evident and try not to exceed three levels

• Assist learning and recall through distinctive spatial positions for menu options, and be wary of the potential confusion if these positions change

User capabilities from inclusive design toolkit

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Design Guidance: Memory and Learning

Source: somewhere in Internet

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Design Guidance: Memory and Learning• Provide an obvious mechanism that allows users to get

back to their previous location or home when navigating any menu structure

• Consider the memory implication of unseen content if scrolling is required to obtain more menu items

• Try to ensure all actions are easily and immediately reversible, and try to constrain the availability of actions that would result in undesirable or irreversible outcomes

• Support learning by ensuring that all possible actions generate suitable feedback that guides the user

User capabilities from inclusive design toolkit

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Design Guidance: Memory and Learning

Helpful feedback is provided if the user attempts to press buttons while the keylock on this phone is active

User capabilities from inclusive design toolkit

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Design Guidance: Reach and Stretch

User capabilities from inclusive design toolkit

• Provide the option to operate a product by either reaching out the left or right arm, and try to avoid requiring both arms to be reached out at the same time

• Ensure that products or services requiring public access are able to cope with the range of heights that people can reach to, including those in wheelchairs

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Design Guidance: Reach and Stretch

A variety of heights can account for the needs of different users

User capabilities from inclusive design toolkit

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Design Guidance: Reach and Stretch

User capabilities from inclusive design toolkit

• Avoid requiring users to reach above their head, where possible, and note that the ability to exert forces will be greatly diminished when the arms are in this position

• Consult ergonomic data sources

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Ergonomic Data Sources Example

Goldsmith , C., UNIVERSAL DESIGN, A Manual of Practical Guidance for ArchitectsArchitectural PressWoburn, 2000

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Example: Able-Bodied Women, Age 18–60

Image: Goldsmith , C., UNIVERSAL DESIGN

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Example: Wheelchair Users

Men with unimpaired upper limbs

Image: Goldsmith , C., UNIVERSAL DESIGN

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Ergonomic Data Sources Example

Kodak’s Ergonomic Design for People at WorkJohn Wiley & Sons, Inc., Hoboken, New Jersey2004

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Example: Design of Stair Ladders and Ladders

Men with unimpaired upper limbsImage: Kodak’s Ergonomic Design for People at Work

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Design Guidance: Reach and Stretch

Providing plug sockets above desks makes them significantly easier to reach

User capabilities from inclusive design toolkit

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Design Guidance: Dexterity• Try to facilitate product interaction that only requires

the user to generate pushing forces• Carefully consider the force and precision

requirements for gripping operations, and ensure that these are appropriate given the size and shape of the surface together with the type of grip that will be used

• Note that controls requiring simultaneous movements in different directions (such as combined pushing and twisting) are particularly difficult for those with reduced motor control

User capabilities from inclusive design toolkit

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Design Guidance: Dexterity

Alternative packaging solutions present different challenges for the user

User capabilities from inclusive design toolkit

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Design Guidance: Dexterity• Enable easier gripping by providing a slightly

deformable surface, and maximizing the available contact area where possible

• Try to ensure the product can be used left or right handed, and one or two-handed

• Arrange gripping tasks so that they can be performed with the wrist in a neutral and straight position in order to improve user comfort, and minimize pain for those with conditions such as arthritis

User capabilities from inclusive design toolkit

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Design Guidance: Dexterity• Provide loops, handles or sudden changes in

surface contours to help minimize the gripping strength required

• Avoid connection slots that require both vision and dexterity to align

User capabilities from inclusive design toolkit

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Design Guidance: Dexterity

The phone charger on the left has connection slots that require aligning, while the charger on the right is simpler and easier to insert

User capabilities from inclusive design toolkit

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Design Guidance: Locomotion

Consider the use of locomotion aids such as walkers, wheelchairs and scooters when setting the dimensions of doorways and passages

Image: Goldsmith , C., UNIVERSAL DESIGN

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Locomotion Aid Example: Scooter

Image: elitescooters.co.nz

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Design Guidance: Locomotion

Provide adequate seating at regular intervals in public spaces such as parks, airports and shopping centers

Image: Goldsmith , C., UNIVERSAL DESIGN

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Design Guidance: Locomotion

Provide handles or surfaces so that the arms can be used to assist transferring the body between different positions (such as sitting and standing)

Image: antimicrobialcopper.com

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Design Guidance: Locomotion

Large doors on taxis allow easier access, and many buses can be lowered to curb level making them easier to enter

User capabilities from inclusive design toolkit

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Design Guidance: Locomotion

User capabilities from inclusive design toolkit

• Reduce the need to bend the back or reach below waist level

• Assist balance by ensuring that something is available to hold on to, especially for any situation involving steps, or standing for a long period

• Be wary of the exclusion that results from requiring the user to ascend even one step

• Ensure that devices to assist locomotion are integrated with the overall design aesthetic

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Design Guidance: Locomotion

Provision of adequate seating at regular intervals is important for public spaces

User capabilities from inclusive design toolkit

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ASSESSING LEVELS OF PERSON’S CAPABILITY OR THE ABILITY THAT A PRODUCT DEMANDS IN ORDER TO USE IT

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Assessing Person’s Capability Levels or the Ability Level that a Product Demands in Order to Use it

Vision

Hearing

Thinking

Communication

Locomotion

Reach & stretch

Dexterity

User capabilities from inclusive design toolkit

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DESIGN FOR ALL EXAMPLES

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Talking books

You don’t need to be able to read, see or even hold a talking book and you can do other things while you listen, like driving a car, walking or washing the dishes

Picture New York State Education Department

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The X60 Commuter

All the train’s doors are at the same level as the station platform. There is flex-room for wheelchairs, baby buggies and bicycles in every carriage. The seats are ergonomically shaped

Image: busspojken.com

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Automatic Door Openers

Automatic doors enable everyone to access a building easily, even in a wheel chair, pushing a baby buggy or simply loaded with packages

Image: collectionscanada.gc.ca

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Single-Head Mixer Taps

Single-head mixer taps were at first a product developed for the disabled but now have become standard equipment in many modern bathrooms and kitchens. They make it easy to use the tap and to get the water temperature right straight away.Image: tapsuk.com

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The Egg Carton

The fragile eggs can be kept in relative safety. The packaging can be grasped, opened and closed with one hand or with hands that for some reason have difficulties grasping objects. It is also easily identified by people with sight impairmentImage: fslocal.com

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Homework

1. Finding the good examples around (two weeks)

2. Essay (Deadline – December 10, 2013)3. The Individual/pair Design Project –

Opportunities and Threats workshop (Deadline – December 10, 2013)

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End of the Lesson