Low Vision and the Visual Interface for Interactive Television Mark Rice Deborah Fels University of Brighton United Kingdom Ryerson University Information Technology Management 350 Victoria St. Toronto Canada M.D.Rice@bton.ac.uk dfels@ryerson.ca Faculty of Information Technology Lewes Road, BN2 4BR Abstract Viewers with vision impairments often have difficulty seeing all of the content on television and now they have the added task of seeing and interpreting interactive elements that are primarily image or graphics based. We carried out two studies to examine the difficulties partially sighted and blind users have with current interface designs for interactive television. Results indicate that people’s visual acuity, contrast sensitivity and colour perception differences affected their ability to comprehend the displayed information making it difficult to have a standard set of interface designs that would accommodate the large variety of needs. A series of guidelines to accommodate such a heterogeneous user group are thus provided. Keywords Interactive television, visual impairment, accessibility, visual design, interactive elements. Barriers of Interactive Television While the development of digital interactive television has the potential to improve television viewing, many issues as well as unique opportunities for users with reduced physical and cognitive disabilities, such as the elderly and visually impaired arise. In the UK, people with vision impairments represent a substantial viewing audience, with 94% watching TV on a regular basis [9]. Yet poor interactive executions in the user centered experience, negative pre-conceptions and comfort with existing television viewing patterns presents barriers to iTV access for people with low vision [8]. The feasibility of this medium in providing greater social independence through public and education services are being challenged because of the difficulties caused by lack of appropriate user interface modalities (e.g., audio description, text and enhanced closed captioning or subtitles, and customizable properties of interactive elements) that suit a highly diverse and heterogeneous viewer population. An important factor in the development of iTV is the lack of adaptive technologies, or compensatory tools that can support people with visual, auditory, cognitive and manual disabilities in the acquisition of interactive television information. In the computing world, there are many available adaptive technologies such as screen readers, voice recognition systems, and adaptive handheld/keyboard device for people with vision impairments [1]. However, far fewer adaptive technologies are available for television likely because analogue television technology is so limited. For example, adaptive technologies for people with vision impairments are limited to a series of lens systems, which include hand-held stand magnifiers, telescopic lenses and front screen magnifying displays and tactile indicators for remote control devices. Presently, interactive television uses a high level of visual elements assuming that users have significant visual competence to be able to recognize the graphical information presented on-screen. If they do not, there is little available to support the need for alternative methods information. of presenting this There has been some research carried out to determine visual properties of computing displays and preferences for people with vision impairments [3, 11,]. The results of these studies provide design recommendations to improve navigational access within computer interfaces. However, they were carried out with high resolution screens in productivity or searching types of tasks. In this paper, we will provide research that attempts to analyze defining factors in image size and icon presentation that influences successful interaction for visually impaired users of interactive television. Goals of the Research The first study in our research had three goal: 1) to determine the ease or difficulty of registering graphically based information on digital television screens, through a range of sight conditions; 2) to understand the problem solving techniques used by people with vision impairments to determine what is displayed; and 3) to evaluate the optimal quantity and size of interactive elements and information, recommending accessibility guidelines for content designers. Two studies using a common set of participants and room design that addressed these goals are reported. Participants Twelve participants were recruited with the help of local disability organizations within the East Sussex area (UK). These participants took part in two separate studies designed to address our research goals. Ages ranged from 19 to 87, with an average age of 38 years old. There were five female and eight male participants. This may not be truly representative of the national visual impaired age, because approximately three quarters of all visually impaired people are over the age of retirement [3]. Table 1 provides a distribution of vision impairments of the studied participants1. All participants were encouraged to bring a sighted friend or relative for support, although only three people did this. In addition, two people also had hearing impairments and one person experienced dexterity difficulties using the handset control. Following consent to participate, users were asked questions about their television viewing habits, visual disabilities and accessibility restrictions in using television in an interview form. Diagnosis Number of Subjects Glaucoma 1 Diabetic Retinopathy 4 (one had cataracts) Macular Degeneration (MD) 2 (one was blind in left eye) Retinoblastoma 1 Nystagmus + Cataracts 2 (one had cataracts) Congenital Rubella 1 Lebers Optic Atrophy 1 Table 1: Distribution of vision impairments of participants. Room Design Two studies were set up using the facilities in Brighton University’s usability laboratory. The laboratory consists of a 4 X 3 meter room, fitted out as a domestic lounge or living room. It contains two sofas, a coffee table, standard lamp and a wide screen domestic television. Set in a side wall is a two-way mirror that enabled the occupants of the room to be observed without distraction. Close-circuit television cameras on motorized mounts within the room enabled recording of activities by the occupants. The television display could also be recorded directly. A microphone in the room picked up conversation. The content displays were created as HTML web pages and broadcast through a Bush Internet box. This set-top box allows web pages to be accessed from the television using an ASDL telephone line. Information was displayed on a 26” television monitor, using a 16:9 display format. In two cases, participants requested a 4:3 format, as it provided them with a better screen resolution size. To prevent unnecessary glare and light reflection on-screen, the room was dimly light, with one overhead 60 watt lamp placed 0.7 meters above the sofas. During testing, the recorded videos were formatted in MPEG, and transferred to CDROM for further evaluation. Study 1: Icons (size, color and shape) The purpose of this study was to identify the visual properties of icons (color, size, and location) necessary to make them legible on television for visually impaired audiences. This study is an adaptation from a previously published experiment that examined the visual performance of low sighted users’ ability to recognize graphical elements within a traditional windows desktop environment [3]. The entire study procedure was verbally explained to all participants in the experiment in advance. For training on the study protocol, users were asked to recognize a stimulus icon that was randomly displayed on the television monitor for two seconds. The size of the icon was large (180 mm x 120 mm) as recommended by Jacko et. al., [3] to maximize the probability of detection. Users’ tasks where to match the original stimulus icon to a target icon, on a second presentation screen, by verbally indicating its position by number, from a maximum of six horizontal positioned icons (far left: 1, to far right: 6) For the study, a sample of six different icons was taken from present designs in interactive services in the UK (Sky, BBC Freeview), in order to replicate a realistic user experience (see Table 2). 24, and 54 x 36 mm). All the icons on the single screen were the same size, through randomly displayed. The coloured background on which the icons were presented was also manipulated from five different saturated colours - black (#000000), white (#FFFFFF), red (#CC0000), blue (#000066) and green (# 39900). Viewing distance to screen, icon size preference and reaction time, recognizing the original stimulus on-screen and then verbally locating the target icon from the stimulus were recorded. Noldus behavioral software was used to determine the exact reaction time from the video and audio recordings. Results Recognition of icons varied largely depending on the number, shape, color and size of each icon displayed. No visual cues or prompts were used during this experiment. Two people did indicate that they might use a visual aid, such as a handheld screen magnifier to assist in the access of similar sized icon sets on interactive services. Table 3 presents the mean reaction times for the various icon types selected by the participants. In all instances, the smaller size resulted in slower reaction times. Icon type 1 2 3 4 5 6 25 x 16 6.8 8.8 9.7 9.8 10.2 7.1 36 x 24 6.3 8.7 9.5 9.2 9.9 6.3 54 x 36 5.7 8.3 7.9 8.9 8.7 5.4 Table 3. Mean reaction times per icon type Icon type 1 2 3 4 5 6 Table 2: The six icon types used in study 1. Using a 3 x 5 x 5 repeated factorial design three independent variables were examined - icon size (3), background colour (5) and set size (5), totaling 75 conditions. Users were asked to select an icon from the set displayed on the target presentation screen and match the stimulus icon presented on the first screen. Following the same design strategy, sets of two to six icons were systematically presented on the target screen. On each trial, the target icons varied over three different sizes, (25 x 16, 36 x 1.Shape A defining characteristic for visual acuity is the shape of the icon [4]. Nine (88.7%) of the participants indicated that shape was important to them in icon recognition although icons were repetitively misunderstood. Of the six icon shapes presented during this experiment, the two axed, diamond-shaped icons (colored blue and yellow) seen in Fig. 1 caused the greatest visual comprehension difficulties. as the stimulus icon (individually) in the five set than any other set size. When they were both paired in the target screen they appeared almost identical, and became very difficult to differentiate between. Figure 1: Horizontal and vertical chevron icons. People indicated that the 2 to 12 mm (depending on the icon size) space or line in the center separating the directional arrows in the blue and yellow icons was too narrow making the chevrons look fused together as one shape. The result was that both icons looked identical as seen in Fig. 2. This problem was amplified as the icon size decreased. The results illustrate the importance in providing enough distinction between opposing shapes, through appropriate color difference and spatial layout, if understanding functional meaning is to be afforded by icons on television, particularly when these icons appear in sets of icons as there must be enough distance separating them to make them distinguishable. However, the optimal distance between opposing icons or between unique icons remains to be determined and will depend on the display size intended for that icon. Figure 2: Horizontal and vertical chevron icons. Participants had to expend much perceptual effort on trying to distinguish the differences and meaning of these two icons as illustrated by the following participant comments: “It’s such a thin line between the two triangles, you have to look harder to see what way that line is going”. “The diamond was harder because it was more to look at...without a struggle I can’t see whether I have to go left right, up or down” “I find that one very hard to distinguish if I was not concentrating on the vertical, horizontal split”. The understanding of the fused diamond icon was largely unknown by most participants. Few recognized that the icons used might represent directional arrows. When one or more of the directional arrow icon designs was used within icon sets with two or more elements, recognition and separation became particularly confusing for people with low vision. The recognition difficulty translated into increased reaction times as seen in Fig. 3. For example, in five icon set, two similar style icons presented (type 3 and 4) were the most difficult to interpret, mainly because overall they were displayed more times Time frequency (sec.) 12 10 8 6 4 2 0 2 3 4 5 6 Icon set type 1 type 2 type 3 type 4 type 5 type 6 Figure 3: Mean reaction times per icon set. (See table 1 for definitions of icon type.) 2. Color In addition to shape, color highly influenced the legibility of the icons presented. Figure 4 shows the color combinations used in this study along with the mean reaction times. There was a significant difference in the mean reaction times between using white (11.0), green (5.9), blue (7.0.), black (6.1) and red (7.9) backgrounds. High luminance background colors (such as white at 100% luminance) were reported to cause excess glare making it difficult for people to see. Participants also had difficulties with red (luminance 30%) and reported icons with red in them as being too bright. This caused similar inference to the visibility of graphical information on-screen as white. As seen in Table 4, the fastest reaction times in finding the target icon were found with colors that gave strong overall contrast to the icons selected (e.g. black and green). Icon recognition was further complicated for people with congenital color defects, as indicated by the following participant comments: “It looks like a black cross, with a white background, or a funny puzzle, or it’s two chevrons”. “That blue virtually turns to black when you look at a white screen”. With foreground colour combinations, not all colours were equally distinguishable. Using a parallel analysis of Murch’s [6] colour guidelines, a series of comparisons were found, in choosing foreground and background combinations. The two most striking similarities included: The careful grouping of screen elements, so that background colours do not change the element in the group. With evidence that lighter backgrounds make elements smaller and darker, while darker backgrounds make elements appear larger and lighter. The avoidance of red in the periphery display, as the retinal periphery is less sensitive to detect this colour. Time frequency (sec.) 25 20 15 10 5 0 black white blue green red Screen background colour Mean Max duration Min duration included white on black, yellow on blue and yellow on purple. Differences in color perception attributable to abnormalities in color vision effects approximately 10% of males and 0.5% of the females [2]. It is important and simple from a design perspective to alter color combinations used in icon design to address this difficulty [4]. As mentioned above, background contrast made the same icons on different screens appear lighter or darker. In particular, dark backgrounds, such as black increased the image colorfulness, while white, red and blue appeared to reduce it. Relying on color only to convey representational meaning should also be avoided. While appropriate color consistency and contrast differentiation between icon sets can aid in the visual recognition of the icons, content designers should ensure that icons have enough contrast or lightness to separate them from the background television display. 3. Size Overall, 25% of participants could not recognise sufficient detail in the smallest icon size to distinguish the target. Reaction times did improve with larger sizes (>36 x 24 mm). Nevertheless, 16.6 % of users struggled to locate the appropriate icon even with in the largest icon size (54 x 36 mm). During the study each person were tested using all the three target sizes. While there is evidence that larger sizes improve icon legibility and reduce reaction times (See table 3), variations in screen proximity during the study means that further research is necessary to verify the effects of size on peripheral and central vision loss. 4. Speed of display Three participants found that the stimulus icon was too briefly displayed on-screen. Overall, for the user group to recognize the stimulus from the target icon a mean time of 6.7 seconds was recorded. Longer reaction times were caused by physical eye strain, attributed to the repetitive nature of the experiment. Figure 4: Mean reaction times per background color. Study 2: Images Selection of foreground colour is highly dependable on the background colour. The most legible combinations in this study appeared to be those with good contrast, these Study 1 showed the importance of shape, and color for icon design and acquisition for people with low vision. However, we also wanted to determine the effect of size and icon design on viewers’ ability to understand the purpose of each icon. The purpose of the second experiment was to examine the effect of size, contrast and image representation on the visual comprehension of viewers with low vision. each image and the physical tiredness the observer. Design Participants were first presented with fifteen numbers displayed on-screen and instructed to select one. Each number revealed a JPEG image selected from three common scenes, landscape, portrait or simply-shaped objects (flowers, balls, sign posts), each displayed in the top right-hand side of the screen, sized 38 x 68 mm. After selecting the number, participants were instructed to verbally describe the image (i.e., what they could recognize and distinguish in the picture). After this initial description, the image size was doubled (i.e., from 38 x 68 mm to 76 x 134 mm) (see Figure 4 for an example). The participants were then asked to elaborate on the description of the image. This process was repeated by enlarging the image seven times, each time increasing the linear size by 38 x 68 mm, as seen in Table 4. Image Display 1 2 3 4 5 6 7 Size (mm) 38 x 68 76 x 134 114 x 200 152 x 266 190 x 332 228 x 398 266 x 464 Table 4: Progressive images sizes viewed by participants. During this study, participants were asked to describe what they could recognize, were uncertain about, or had difficulty understanding. They were prompted with questions from the researcher on the pictorial content, and asked to indicate when they thought the image was large enough to completely comprehend its contextual meaning. For example, if the image was a portrait of two people, the researcher would ask questions regarding the sex and age of people, to describe appearances, location, and actions (i.e. what the people in the portrait were doing). Four to eight different images were used per trial. The number of images participants described was dependent on the amount of time taken to view 38 x 68 152 x 266 266 X 464 Figure 5: Illustration of the image enlargement process. Results Interpretation of image meaning A preliminary review by one independent rater on a general scale of closeness to an original description of the content was carried out, evaluating several important categories, e.g., description of people, scenery and general attention to detail. A series of striking observations were made between size, familiarity, movement, distortion and contrast of the images displayed. 1. Image size For 11 (91.6 %) of the participants, the first size (38 x 68 mm) was very poorly interpreted. Often participants could only recognize two or three color combinations, or singular shaped objects such as rectangles or squares. Comprehension improved with larger image sizes (>190 x 332 mm), particularly with higher image resolution, as detail became more apparent. Not surprising, the best image size was 266 x 464 mm. Nevertheless, even at the largest size there was still considerable variation between the interpreted meanings of the images and the intended meaning. It also became apparent that many of the variations were due to higher visual processing demands amongst subjects. Greater sensory and information processing demands were apparent for observers with low visual acuity. Even with the display of a full screen image (266 x 464 mm), substantial detail was misinterpreted or left out of the verbal analysis (e.g., recognizing a persons approximate age or sex). Perceptual difficulties included reading text (dependent on size); identifying objects (balls, clothes, and trees) and information processing difficulties included understanding context cues. As the image was enlarged, participants were able to provide descriptions with increasing amounts of detail. However, 10 people (83.3%) were still unable to provide complete details. This is because images appeared fragmented along many dimensions (e.g. color, orientation, motion factors) affecting participants’ ability to decipher the number of picture elements and degree of detail on screen. Furthermore, picture processing is dependent on a variety of conditions, requiring both environmental and contextual knowledge of the user to render a complex understanding of image learning [10]. Clearly there were too few subjects for each type to diagnosis an optimum image size. The difficulty in determining the optimal image size remains dependent on many design factors. For example, in some cases, doubling the image size did not necessary help to verify a clearer interpretation of the image, in other instances, substantial enlargement significantly aided in bringing greater contextual understanding. Variations in attention span, and participants’ ability to comprehend pictorial information, in relation to their visual profile weighed heavily on their perceptual understanding. Common sitting patterns emerged, where viewers were observed to physically move around the television screen, tracing the compositional arrangement of the image displayed. Although a finer grain analysis remains to be carried out to understand what specific parts of the content cause the greatest difficulties to the most number of people with vision impairments, it has been found that image size is not the only influential screen variable. 2. Familiarity and recognition During the study, one participant with Nystagmus (a condition that causes involuntary and oscillated movement of the eye) explained how he was able to interpret what he described as a ‘green blob’ in the background of the picture as grass. He did this by deducing from what was visible in the foreground of the image. Recognizing that there was a car, a fence and a series of trees, he logically deduced that the green shape had to be grass. Similarly, another observer understood that the person was likely to be a male, simply because he was wearing a tie. Awareness to the characteristics of surrounding or relative objects, from the information available, helped decipher the missing information. In both cases, participants were able to extrapolate from recognized contextual cues to help interpret something that was either too small or too obscure to comprehend without image-enhancing, low vision aids. The degree of extrapolation varied depending on the certainty of what was understood in the picture. As one participant indicated: “You hypothesize when you are trying to recognize something, and then you look for confirmation of the hypothesis”. The amount of image searching required also had an impact on the search time required to discover the image’s meaning. Participants with central and peripheral vision loss took substantially longer deducing an image than is expected from a normally sighted person. Familiarity with the image seems to help reduce reaction time, particularly if it is something the person is used to seeing. “Once you know that its water, then it as case of what sort of water is it. What kind of beach is it? What kind of shore is it? Most things I get tend to be big, broad brush strokes. Once you’ve worked out what the picture is, it’s a case of pulling out the detail”. For others too much detail created confusion and ambiguity in visual representation. Audio therefore becomes fundamental in depicting and interpreting the pictorial context on-screen. In addition, 33.3% of the group reported a preference for subdued or dimmed lighting to avoid glare and excess light. Participants reported preferring the cinema to home viewing because of the large screen size and darkness of the space. Low light conditions reduce difficulties of glare and excess light as well as high environmental contrast. 3. Movement Two observers commented that movement helped in the comprehension of detail on screen, particularly in recognising people. Motion drew attention to prominent visual characteristics, such as colour and shape, which could be tracked in ‘short bursts’, (depending on velocity and size). A prime example of this was one observer who was able to recognise the red shirts worn by a football team. By tracking the clusters of red shapes, he was able to gain some valuable insight into the direction of the ball. 4. Distortion Blurring or defocusing of an image can distort parts of the picture, causing confusion and uncertainty. For low sighted participants this caused an additional level of unnecessary abstraction and ambiguity. 5. Contrast Objects with similar hue combinations did cause differentiation difficulties, particular for people with central field defects. Many people with low vision have a reduction in contrast sensitivity. Previous psychophysical research has reported that contrast reduction effects people with both central and peripheral vision loss in the performance of reading tasks [5]. Contrast discrimination in image representation has been reported to be effected by luminance and variations in spatial frequency [7]. While there is evidence that adjacent objects with similar hue levels add obscurity, or lose of information, high contrast, particularly between the foreground and background display may help to emphasis the shape of an object, but also reduce the ability of some individuals to see a high level of detail in the image. 6. Screen proximity and physical movement Common sitting patterns emerged, where viewers were observed to physically move around the television screen, tracing the arrangement of the image displayed1. This affected their search strategy and time in determining an image’s meaning. Participants with central and peripheral vision loss took substantially longer deducing an image than is expected from a normally sighted person mostly due to the amount of searching and moving a person required. As seen in Figure 6, 58.3% sat within approximate distance of 30 cm of the screen (measured from the eye). Close proximity to the screen was reported as a normal occurrence, and depending on the activity, users often had a designated chair or beanbag allocated next to the television screen. For many participants, televisions and computer monitors at home were often situated at a height that was far more accessible for them to view content: “Both my television and computer screen are not this wide, and my computer screen I have right in front of me, close over the keyboard, and therefore it does not take more movement then the head then that (indicating a slight jolt to the head)”. Participants favored images to be displayed higher on screen because it meant less head or body movement that may cause strain problems such as back strain from bending in front of the screen for too long. Close proximity to screen reduced the field of vision, causing more intense attention to the screen. Longer reaction times arose from fixation problems, and higher cognitive workloads caused by the small amount of on-screen information seen at any one time. Viewing a small section of the screen at once raises questions to the viability of understanding the relationship between objects, and objects that are location sensitive, such as the menu bars and navigational menus. To compensate for this, two users’ suggested placing visual information within a centralized screen area. Figure 6: Sample screen shot of a participant’s close proximity to screen. Discussion From the research results, it became evident that there are significant limitations in the access of interactive television for vision impaired users. Realistically, optimizing parameters for a single screen user are potentially problematic due to the high number of variables and user requirements that can considerably affect screen interaction, and customized interface design strategies are still being debated. Furthermore, interaction 1 Please note that distance to screen was not controlled factor during the study, primarily due to the range of differences in visual acuity. between multiple factors must be accounted for, such as proximity, colour and shape of graphical elements displayed. Nevertheless, taking this into consideration, there are some general design guidelines that can enhance the usability of interactive services for wider audience groups: Color: Colored icons should be placed on a neutral or desaturated colored background in order to ensure maximum legibility. Recommended combinations, yellow on blue, white on black, yellow on purple. Exaggerate lightness between the foreground and background display. Avoid pairing red, green, and blue (difficult to register for color blind users). Shape: Keep the shape and design of the icon simple and yet functional. Question whether the shapes are distinguishable in icon sets and if differences between icons in sets can be distinguished even in smaller sizes. Position: Ensure icons are consistently positioned throughout the screen design. Avoid placing them directly next to text dialogue boxes, and menus to prevent them from being obscured, or partially hidden. Provide sufficient spacing between each icon. Visibility: Bright backgrounds increase the likelihood of screen flicker. Consider the use of highlighting to draw attention to active elements, such as icons on screen. Consistency mapping: Reduce the cognitive load of the user. Make sure graphical elements are consistently positioned in the same location across screen pages, ensuring their functionality remains the same. Ambiguity: Ensure meaningful to the user. the icons are For images, many users expressed an interest in being able to ‘click on’ and enlarge the pictorial image to full screen within interactive television in order to clarify the meaning of the image. Others suggested text attributes for images similar to web-based applications so that users have an alternative to graphical information. Consider therefore: Alternative text: Appropriate textual description of the content that would fit the representation of the image or icon. Similar to web based applications; alternative (ALT) image tags could mark up the application coding. Alternative image enlargement: The possibility of allowing on-screen image magnification functionality to compensate for low vision We advocate for having both methods of accessing additional or enhanced content. The user could then select which option was more appropriate for them in a specific content context. For example, if the user had a good understanding of what the image represented, such as in a news programme, alternative text may not be necessary for that individual and could be deselected. Conclusion and further work We have presented some of the limitations of interactive television interface designs for people with vision impairments. New design strategies and models of interaction are necessary to ensure that interactive television is inclusive of this population of users. All viewers including those with vision impairments need to maintain a high level of control of the digital broadcasting content viewed, irrespective of physical restrictions, and enjoy the experience on an equivalent playing field as much as possible. Further work on designing new interfaces that can support skills, abilities and personal preferences for a dynamic range of audience groups is an important research direction. This includes developing adaptive technologies to provide greater access to interactive content, and understanding how the content itself may actually shape the interface design. Our challenge for visually impaired audiences is to develop design principles similar to those found in computing and the human computer interaction field that can support and accommodate a large range of needs and user requirements. References 1. Cunningham, C., and Coombs, N., 1997. Information access and adaptive technology. Phoenix, Arizona: The Oryx Press 2. Gill, J., 2000. 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