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Tallinn winterschool 11.01.2016

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Experimental Interaction Design workshop

Publicado en: Diseño
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Tallinn winterschool 11.01.2016

  1. 1. Universal Design as a Design Framework Winter school January 11, 2016 Tallinn University Vladimir Tomberg, Ph.D. 1
  2. 2. What we can say about this design? 2Image:
  3. 3. 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 3
  4. 4. Typical Persona: no Data About Personal Abilities 4Image courtesy of
  5. 5. What is the difference? Dependency and Autonomy During Life 5Image courtesy of Design For All Foundation
  6. 6. Functions that Participate in Interaction and Affect Design Vision Hearing Thinking Communication Locomotion Reach & stretch Dexterity 6User capabilities from inclusive design toolkit
  7. 7. Set of Personas in 7
  8. 8. 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. 8
  9. 9. Good Design Addresses Multitude of Abilities 9
  10. 10. How to address needs of everyone? The answer is − Universal Design 10
  11. 11. The History of Design by Sooshin Choi 11 Source:
  12. 12. The Classic UD Example − a Ramp or Curb Cut 12Source:
  13. 13. The Origins of Influences and Ideas 13 John Clarkson, P., Coleman, R., History of Inclusive Design in the UK, Applied Ergonomics (2013)
  14. 14. Universal Design Example 14Image:
  15. 15. Another Example 15Image:
  16. 16. One More Example 16Image:
  17. 17. The hierarchical structure of the universal design principles Transcending principles •Equity Process related principles •Flexibility •Error-management •Efficiency •Stability/predictability Human factors principles •Ergonomic •Perception •Cognition 17 Higherlevelplacesdesignconstraintsonthe lowerlevel More general More encompa- ssing More detailed More narrowly defined More specific
  18. 18. Universal Design Strategies 18
  19. 19. Equitable Use 19Source:
  20. 20. Stable and Predictable Principle 20 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press.
  21. 21. Stable and Predictable Principle 21 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press.
  22. 22. Stable and Predictable Principle 22 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press.
  23. 23. Efficiency Design Strategies Make the designed entity as simple and easy to use as possible Design for ALL 23Image:
  24. 24. Efficiency Design Strategies 24 Reduce or eliminate non-value-added activity (NVAA)
  25. 25. Error-Managed (Proofed) Principle 25
  26. 26. Flexibility Design Strategies Provide the user with a choice of language (English, French, etc.) Design for ALL 26Source:
  27. 27. Error-Managed Design Strategies 27 Prevent errors at the source Image source:
  28. 28. Cognition Principle Example: Color coding in Wal-Mart 28 Image: Source:
  29. 29. Feedback Use feedback to keep the user informed as to the status of the entity’s operations and the entity’s response to user inputs 29
  30. 30. Perception Principle 30Source: somewhere in Internet
  31. 31. Something about Memory and Universal Design 31Source: Facebook
  32. 32. To make really Universal Design think about diverse audience! 32
  33. 33. Empathic Modeling by Wiseman (1996) “A concept analysis of empathy” • See the world as others see it; • Be nonjudgmental; • Understand another's feelings; • Communicate the understanding 33
  34. 34. Case of Empathic Modeling in TLU • The experimental DfA course (16 hours in class, four home tasks); • 16 HCI curricula master students; • 8 women and 8 men; • Software developers (3 persons), usability engineers (3), designers (5), QA specialists (2), marketing (3) or HR (1) specialists and managers (4), no previous ICT education (2) 34
  35. 35. The Task: Go from point A to point B by simulating some form of deterioration 35
  36. 36. Chosen Disabilities • Person in a wheelchair; • With a pushchair; • With limited vision; • With limited dexterity; • With osteoporosis; • With broken leg; • Without arms; • Foreigner 36
  37. 37. A student with tied arms simulating a person without arms (left) and a student with a handicap in a backpack simulating osteoporosis (right) 37
  38. 38. Identified Obstacles In a wheelchair With a pushchair Limited vision Limited dexterity Broken leg Without arms Foreigner Heavy doors, difficult to open X X X X Dustbins under Elevator Button X X X Buttons are too close to each other X X X Security button in an elevator is located too high X Absence of lifts X X X X Confusing navigation x X X X X X X Absence of ramps X X X Understanding the instructions and signs X 38
  39. 39. Student One "This exercise was a new experience for me, because I have never put myself in the position of an old or disabled person before and have not thought of all the possible constraints and obstacles that they may meet on their way" 39
  40. 40. Student Two “I could never imagine how really hard it can be for a person that is limited in motion to get from point A to B in our university. After walking around the university I really understood how necessary it is to communicate to people, while designing for them and to test the creations with them in order to make the design actually usable. Apparently, this principle is fair for every design field, including HCI” 40
  41. 41. Go Out of your Comfort Zone Thomas & McDonagh emphasize that a young designer needs to be taken outside of his comfort zone and away from his references in terms of experiences to be empathic towards users Thomas, J. & D. McDonagh. (2013). Empathic design: Research strategies. Australasian Medical Journal. 6(1), 1-6. 41
  42. 42. The task for home • Come up with at least one problem and be ready to present it tomorrow • Try to find a problem for people who are different to you in age and personal abilities • Think about your grandma, grandpa or other relative. Try to remember, which problems they meet on everyday base? • Consider, that these problems could have solution with computing devices and services 42
  43. 43. Thank you! 43