HCI - Accommodating human diversity
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Revision as of 03:42, 21 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
- Use of the object or software must be as "fair" as possible. This means that regardless of user type, they can all perform the same actions and receive the same benefits form the product. 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, given a reasonable amount of time, they will gain the same benefits from the product. Software and it's interface should provide all the necessary tools to aid beginners in reaching an adequate level competency within a reasonable amount of time.
- 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 user's experience level or background. Keep the interface simple by reducing unnecessary complexity, and be consistent with user's 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 or importance 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, it applies very well to HCI. A simple interface is an efficient interface. Important elements should be easily visible regardless of the user's physical abilities. Positioning of the elements should also be intuitive. Grouping of elements and clear separation of the interface based on functionality can help with this.
8 Golden Rules
The 8 Golden Rules proposed by Ben Shneiderman also provide a very good basis when thinking about interaction design.R2
- Strive for consistency Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent commands should be employed throughout.
- Enable frequent users to use shortcuts As the frequency of use increases, so do the user's desires to reduce the number of interactions and to increase the pace of interaction. Abbreviations, function keys, hidden commands, and macro facilities are very helpful to an expert user.
- Offer informative feedback For every operator action, there should be some system feedback. For frequent and minor actions, the response can be modest, while for infrequent and major actions, the response should be more substantial.
- Design dialog to yield closure Sequences of actions should be organized into groups with a beginning, middle, and end. The informative feedback at the completion of a group of actions gives the operators the satisfaction of accomplishment, a sense of relief, the signal to drop contingency plans and options from their minds, and an indication that the way is clear to prepare for the next group of actions.
- Offer simple error handling As much as possible, design the system so the user cannot make a serious error. If an error is made, the system should be able to detect the error and offer simple, comprehensible mechanisms for handling the error.
- Permit easy reversal of actions This feature relieves anxiety, since the user knows that errors can be undone; it thus encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data entry, or a complete group of actions.
- Support internal locus of control Experienced operators strongly desire the sense that they are in charge of the system and that the system responds to their actions. Design the system to make users the initiators of actions rather than the responders.
- Reduce short-term memory load The limitation of human information processing in short-term memory requires that displays be kept simple, multiple page displays be consolidated, window-motion frequency be reduced, and sufficient training time be allotted for codes, mnemonics, and sequences of actions.
Although some of these principles cross over, they lend themselves to universal design with regards to software.
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
User Type: Expert, Occasional , Novice Language: Terminology, Certain words may have different meaning
Designing for context
avoid cultural symbols, use universally understood metaphors. Ex: Don't use stop light. They aren't the same everywhere.
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