HCI - Accommodating human diversity
From Computing and Software Wiki
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:#Size and space for approach and use | :#Size and space for approach and use | ||
- | :*Equitable use | + | :*Equitable use |
- | + | :Use of the object or software must be as "fair" as possible. This means that regardless of which type of users sits down to use the product, they receive the same benefits as a long time user. | |
- | + | This however seems to be a fairly lofty goal with regards to complicated software. Instead this can be interpreted in the sense that regardless of the type of users, within a certain reasonable amount of time (most likely time to learn) these users will be able to gain the same benefits from the product. | |
:*Flexibility in use | :*Flexibility in use | ||
- | The design should be able to accommodate a wide range of users based on factors such as preference and ability. | + | :The design should be able to accommodate a wide range of users based on factors such as preference and ability.For example expert users should not be held up by an interface designed for beginners, likewise, a beginner should not be expected to use expert style interactions. |
- | For example expert users should not be held up by an interface designed for beginners, likewise, a beginner should not be expected to use expert style interactions. | + | |
:*Simple and intuitive | :*Simple and intuitive | ||
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:*Perceptible Information | :*Perceptible Information | ||
- | Necessary information should be effectively communicated to the user regardless of any disabilities the user may have. Any feedback given to the user should have adequate contrast against the surrounding information. In general elements should be distinguishably different to clearly convey the message of difference to the user. | + | :Necessary information should be effectively communicated to the user regardless of any disabilities the user may have. Any feedback given to the user should have adequate contrast against the surrounding information. In general elements should be distinguishably different to clearly convey the message of difference to the user. |
:*Tolerance for Error | :*Tolerance for Error | ||
- | When designing an interface, or functionality of software, designers should always strive to minimize faults or error that may be caused through inadvertent actions by the user. | + | :When designing an interface, or functionality of software, designers should always strive to minimize faults or error that may be caused through inadvertent actions by the user. There are many techniques to help with this issue. Grouping objects based on functionality or confirmation of action are useful tools. It would be unwise to say, place the "load" and "delete" buttons side by side. |
- | There are many techniques to help with this issue. Grouping objects based on functionality or confirmation of action are useful tools. It would be unwise to say, place the "load" and "delete" buttons side by side. | + | |
:*Low Physical Effort | :*Low Physical Effort | ||
- | Although this principle is stated for real world objects, it carries over quite well. Users should not have to dig through multiple menus or perform an excessive amount of actions to obtain a given functionality. The number of actions required to perform a task should be fairly proportional to how often that action is used. Very common functionality should be readily available to the user at all times, or be made readily accessible with ease. | + | :Although this principle is stated for real world objects, it carries over quite well. Users should not have to dig through multiple menus or perform an excessive amount of actions to obtain a given functionality. The number of actions required to perform a task should be fairly proportional to how often that action is used. Very common functionality should be readily available to the user at all times, or be made readily accessible with ease. |
:*Size and space for approach and use | :*Size and space for approach and use | ||
- | Once again, although this principle is stated for the real world, this principle applies itself very well to HCI. A simply interface is an efficient interface. | + | :Once again, although this principle is stated for the real world, this principle applies itself very well to HCI. A simply interface is an efficient interface.Important elements should be easily visible regardless of the users. Positioning of elements should be intuitive. Grouping of elements and clear separation of the interface based on functionality can help. |
- | Important elements should be easily visible regardless of the users. | + | |
- | Positioning of elements should be intuitive. Grouping of elements and clear separation of the interface based on functionality can help. | + | |
Revision as of 05:06, 17 November 2009
As graphical and general processing capabilities improve, the growing need for research into human computer interfaces becomes more evident. Designers are expected to provide a transparent interface to the core of their software that can facilitate work for all levels of users. When designing a user interface many aspects of human diversity must be taken into account. Depending on the purpose of the software, designer must take into account factors such as but not limited to:
- Age
- Race
- Physical Attributes/Disabilities
- Mental Disabilities
- Educational Background
- Computer Expertise
- Geographical Location
- Cultural Background
Contents |
Universal Design
In general, universal design is a cross discipline approach to design that helps create products that are usable and effective for everyone. The design principles for Universal Design are as follows.R1
- Equitable use
- Flexibility in use
- Simple and intuitive
- Perceptible information
- Tolerance for error
- Low physical effort
- Size and space for approach and use
- Equitable use
- Use of the object or software must be as "fair" as possible. This means that regardless of which type of users sits down to use the product, they receive the same benefits as a long time user.
This however seems to be a fairly lofty goal with regards to complicated software. Instead this can be interpreted in the sense that regardless of the type of users, within a certain reasonable amount of time (most likely time to learn) these users will be able to gain the same benefits from the product.
- Flexibility in use
- The design should be able to accommodate a wide range of users based on factors such as preference and ability.For example expert users should not be held up by an interface designed for beginners, likewise, a beginner should not be expected to use expert style interactions.
- Simple and intuitive
Use of the product is easy to understand, regardless of the users experience level or background. Keep the program simple by reducing unnecessary complexity, and be consistent with users expectations. Offering prompt informative feedback will eliminate frustration as well as reduce learning times.
- Perceptible Information
- Necessary information should be effectively communicated to the user regardless of any disabilities the user may have. Any feedback given to the user should have adequate contrast against the surrounding information. In general elements should be distinguishably different to clearly convey the message of difference to the user.
- Tolerance for Error
- When designing an interface, or functionality of software, designers should always strive to minimize faults or error that may be caused through inadvertent actions by the user. There are many techniques to help with this issue. Grouping objects based on functionality or confirmation of action are useful tools. It would be unwise to say, place the "load" and "delete" buttons side by side.
- Low Physical Effort
- Although this principle is stated for real world objects, it carries over quite well. Users should not have to dig through multiple menus or perform an excessive amount of actions to obtain a given functionality. The number of actions required to perform a task should be fairly proportional to how often that action is used. Very common functionality should be readily available to the user at all times, or be made readily accessible with ease.
- Size and space for approach and use
- Once again, although this principle is stated for the real world, this principle applies itself very well to HCI. A simply interface is an efficient interface.Important elements should be easily visible regardless of the users. Positioning of elements should be intuitive. Grouping of elements and clear separation of the interface based on functionality can help.
8 Golden Rules
Concerns, avoid cultural symbols, use universally understood metaphors. Ex: Don't use stop light. They aren't the same everywhere.
Accessibility
Concerns
Age: Font size , Macular Degeneration
Physical Disabilities: Color Blindness Optical Seizures
Education: Mental Model of the user, What we can assume the user will understand - Time to learn
Language: Terminology, Certain words may have different meaning
Designing for context
Cultural
- Keep in mind the equipment they have been using
- Symbols
- Terminology
- Traditions
- Colors
- Imagery
- Training Techniques - consider the mental strategies which will be adopted by operators and the resources required in terms of background knowledge.
Linguistic