Usability with Project Lecture 5 – 23/09/09 © Simeon Keates 2009 Friday’s Exercise – part 1 Work as a group Write a script (task analysis) for how you envisage each of your personas would use your site Try to follow that script using your site Log any problems you encounter Then try another group’s site (more if you have time) Make any changes to your site based on your evaluations Page 2 © Simeon Keates 2009 Heuristics as a design approach Page 3 © Simeon Keates 2009 Setting the scene “Rehabilitation Robotics in Europe” c.1997 EU funded many projects under TIDE initiative LOTS of money!!! Projects generally major disasters Let’s see why… Page 4 © Simeon Keates 2009 An example – The EPI-RAID robot Page 5 © Simeon Keates 2009 EPI-RAID failed because… No in-built market to sell to • Had to sell on its own merits Too expensive • (~5000000DKK) Needed a user-centred design approach! Overtaken by new technology • Internet Not enough consideration of what it was to be used for • Too much focus on the technology Page 6 © Simeon Keates 2009 Question Can we use Nielsen’s heuristic in the design process? i.e. not just for post-hoc testing Page 7 © Simeon Keates 2009 Reminder: The fundamental stages of design STAGE 1 - define the problem user wants/needs system requirements STAGE 2 - develop a solution develop a usable system for “all” users STAGE 3 - evaluate the solution verify/validate for all users Page 8 © Simeon Keates 2009 The fundamentals of interaction Card, Moran and Newell (1983 – “The Psychology of Human-Computer Interaction”) proposed that actions could be described by: Time taken = xp + yc + zm where p = time for one perceptual cycle c = time for one cognitive cycle m = time for one motor function x, y & z are integers Page 9 © Simeon Keates 2009 Putting heuristics into the design process 1 STAGE 1 - Problem specification LEVEL 1 STAGE 2a - Visibility of system status LEVEL 2 • PERCEPTION 2 STAGE 2b - Match between system and real world LEVEL 3 • COGNITION STAGE 2c - User freedom and control LEVEL 4 • MOTOR FUNCTION 3 STAGE 3 - Evaluation/verification LEVEL 5 Also known as the 5-level model See Keates and Clarkson “Countering design exclusion” Page 10 © Simeon Keates 2009 Diagrammatically… From: Keates & Clarkson “Countering design exclusion” Page 11 © Simeon Keates 2009 The IRVIS (Interactive Robotic Visual Inspection System) prototype Page 12 © Simeon Keates 2009 Questions of interest Question 1: Is the robot under-specified or fundamentally “wrong”? Question 2: Can we make it usable? Question 3: Can we make it accessible? Page 13 © Simeon Keates 2009 Level 1 - Problem requirements AIM 1: What are the system requirements? AIM 2: Why did the original interface fail? ASSESSMENT: Verify problem definition Page 14 © Simeon Keates 2009 Level 1 – Understanding the system requirements product objectives potential users specific requirements What are the system requirements? • Understand manual process • User observations Why did the original interface fail? Page 15 © Simeon Keates 2009 The original interface Page 16 © Simeon Keates 2009 Level 1 - Problem specification (cont.) Inspection process requires: • • • • • Translation Rotation Tilting Zooming Focusing Page 17 © Simeon Keates 2009 Developing a solution: the “Variable Fidelity Prototype” Page 18 © Simeon Keates 2009 Level 2 - Output to user – “Visibility of system status” Page 19 © Simeon Keates 2009 Level 3 - User mental model – “Match between system and real world” Page 20 © Simeon Keates 2009 Level 4 - Input from user – “User freedom and control” Page 21 © Simeon Keates 2009 Level 5 – Verifying functional and usability attributes Page 22 © Simeon Keates 2009 Level 5 - Social attributes The design of a new interface has shown significantly increased usability Qualitative user feedback extremely favourable The final interface also showed improved usability for ablebodied users Costly robot re-build avoided Page 23 © Simeon Keates 2009 Features of the 5-level model Iterative approach, with user trials and evaluation at each level Addresses each stage of the interaction process explicitly Guidelines can be incorporated where applicable Clear focus on usability Page 24 © Simeon Keates 2009 Improving the 5-level model… Will be seen a little later… Page 25 © Simeon Keates 2009 Summary Usability and design are closely intertwined Usability needs to consider design perspectives Usability methods used need to complement design process and stage of development lifecycle Page 26 © Simeon Keates 2009 Introducing “inclusive design” Page 27 © Simeon Keates 2009 The need for inclusive design - a “typical” user Page 28 © Simeon Keates 2009 The need for inclusive design - the bigger picture Page 29 © Simeon Keates 2009 What is a good/inclusive interface? Acceptable by the intended user group Need to define: What is the intended user group? What is acceptable? Page 30 © Simeon Keates 2009 Who are the intended users? Typical user stereotypes The “disabled” The “elderly” The “person in the street” The “customer” Page 31 © Simeon Keates 2009 Designing inclusively = design for the disabled (?) Need to adopt inclusive design arises because user capabilities ≠ product demands Thus users with limited or impaired capabilities need a more accessible version to be designed User group most commonly (stereotypically) associated with limited or impaired capabilities is people with disabilities Ergo – designing inclusively is really designing for the disabled Page 32 © Simeon Keates 2009 Inclusive design philosophies Page 33 TOP DOWN Least capable BOTTOM UP Least capable Most capable Most capable © Simeon Keates 2009 Examples of the different approaches TOP DOWN BOTTOM UP AN Other Mouse >€1500 Page 34 <€100 © Simeon Keates 2009 Approaches to “designing for the widest possible range of users” Universal Design Design for All Universal Access Inclusive Design Countering Design Exclusion Design for disability Page 35 © Simeon Keates 2009 Universal Design For a long time the most famous “inclusive design” approach Very popular in Japan and USA Strong association with architectural design • Buildings access Not big in Europe • “Guiding principles” seen as too rigid and too deeply associated with its US heritage Page 36 © Simeon Keates 2009 The 7 guiding principles of Universal Design 1 - Equitable use • The design must be useful and marketable to people with diverse abilities 2 - Flexibility in use • The design accommodates a wide range of individual preferences and abilities 3 - Simple and intuitive • Use of the design is easy to understand, regardless of the user’s experience, knowledge, language skills or current concentration level 4 - Perceptible information • The design communicates necessary information effectively to the user, regardless of the ambient conditions or the user’s sensory abilities Page 37 © Simeon Keates 2009 The 7 guiding principles of Universal Design 5 – Tolerance for error • The design minimises hazards and the adverse consequences of accidental or unintended actions 6 – Low physical effort • The design can be used efficiently and comfortably and with a minimum of fatigue 7 – Size and space and approach for use • Appropriate size and space is provided for approach, reach, manipulation and use regardless of user’s body size, posture or mobility Page 38 © Simeon Keates 2009 Other approaches to designing for the most possible users Design for All • An older approach, very popular at one time Inclusive design • Popular in Europe • More flexible approach than Universal Design Universal Access • “Inclusive design for HCI” Countering design exclusion • Developed by Keates and Clarkson (see book of same name) Page 39 © Simeon Keates 2009 Design for All(?) Synonymous with “one product for all” (note – incorrectly) • Not really a feasible goal (see first lecture) EU eEurope initiative defines DfA as: • “…designing mainstream products and services to be accessible by as broad a range of users as possible.” Page 40 © Simeon Keates 2009 Defining “inclusive design” (source: Keates “Designing for accessibility”) UK Department of Trade and Industry: • Inclusive design is a process whereby “…designers ensure that their products and services address the needs of the widest possible audience.” RSA (Royal Society for the Encouragement of Arts, Manufacture and Commerce): • Inclusive design is “… about ensuring that environments, products, services and interfaces work for people of all ages and abilities.” UK Design Council: • “Inclusive design is not a new genre of design, nor a separate specialism, but an approach to design in general and an element of business strategy that seeks to ensure that mainstream products, services and environments are accessible to the largest number of people.” Page 41 © Simeon Keates 2009 Countering design exclusion (CDE) Defined in BS7000 Part 6: • Design exclusion is the “…inability to use a product, service or facility, most commonly because the needs of people who experience motor, sensory and cognitive impairments have not been taken into account during the design process.” Page 42 © Simeon Keates 2009 CDE philosophy If you can identify who cannot use the product and why, then you know what to focus on fixing More practical approach than “design for a wide variety of users (but we’re not going to tell you who and how many) in a wide variety of circumstances (ditto)” Page 43 © Simeon Keates 2009 What is exclusion? Whole population Increasing motion capability Excluded population Included population Increasing sensory capability Page 44 Increasing cognitive capability © Simeon Keates 2009 Where does exclusion come from? Page 45 © Simeon Keates 2009 Where does design exclusion come from? “Designers design for themselves” Examples to follow… Design trade-offs… Page 46 © Simeon Keates 2009 Limits to inclusion - trade-offs Page 47 © Simeon Keates 2009 An example compromise Page 48 © Simeon Keates 2009 How are people excluded? People are excluded based on their capabilities (DFS) MOTION • • locomotion • reach and stretch • dexterity • intellectual functioning hearing • vision • communication and the demands made by the product Page 49 SENSORY COGNITIVE © Simeon Keates 2009 Quantifying exclusion We will look at how to measure and report exclusion in later lectures You will see examples in the reading material for this week Page 50 © Simeon Keates 2009 Prevalence… © Simeon Keates 2009 Where to look for prevalence data The charities • RNIB, NFB, AFB, RNID, etc. Lots of really useful information and data • e.g. http://www.rnib.org.uk/xpedio/groups/public/documents/publicwebsite/public_researchstats.hcsp Great info about causes and symptoms Question: Are these unbiased sources of data? Page 52 © Simeon Keates 2009 Charities and prevalence data Difficult to tell how unbiased data is Best sites cite independent studies Others mention figures with no (or dubious) attributions Need to treat such data cautiously Better to rely on “official” sources, e.g. government bodies Page 53 © Simeon Keates 2009 Defining “disability” - WHO Page 54 © Simeon Keates 2009 Prevalence of “disability” in US (source: US Census Bureau 1999-2004 American Community Survey) Respondents: 16+ % of Total 220,073,798 Margin of Error ±129,242 With any disability 16.0 ±0.1 With a sensory disability 4.7 ±0.1 With a physical disability 10.6 ±0.1 With a mental disability 5.2 ±0.1 With a self-care disability 3.1 ±0.1 With a go-outside-home disability 4.9 ±0.1 With an employment disability 5.6 ±0.1 Page 55 © Simeon Keates 2009 Multiple capability losses in US (source: US Census Bureau 1999-2004 American Community Survey) Respondents: 5+ % of Total 264,965,834 Margin of Error ±65,181 Without any disability 85.7 ±0.1 With one type of disability 6.7 ±0.1 With 2 or more types of disabilities 7.6 ±0.1 We will look at the implications of multiple impairments later… Page 56 © Simeon Keates 2009 UK Disability Follow-Up Survey Follow-up to 1996/7 Family Resources Survey 7500 respondents 13 separate capabilities identified as important to independent living We will look a lot more closely 7 relevant for product design: • • • • • • • Locomotion Reach and stretch Dexterity Seeing Hearing Communication Intellectual Functioning Page 57 at this next week © Simeon Keates 2009 Mapping to interaction models Motor = locomotion, reach & stretch, dexterity Sensory = seeing, hearing Cognitive = communication, intellectual functioning Page 58 © Simeon Keates 2009 UK Disability Follow-Up Survey (Grundy et al, 1999) Loss of capability No. of GB 16+ population % of GB 16+ population Motor 6 710 000 14.3% Sensory 3 979 000 8.5% Cognitive 2 622 000 5.6% Motor only 2 915 000 6.2% Sensory only 771 000 1.6% Cognitive only 431 000 0.9% 1 819 000 3.9% Sensory and cognitive only 213 000 0.5% Cognitive and motor only 801 000 1.7% Motor, sensory and cognitive 1 175 000 2.5% Motor, sensory or cognitive 8 126 000 17.3% Motor and sensory only Page 59 © Simeon Keates 2009 Disability Follow-up summary 8,582,200 adults in GB have a disability • 17% of the total population (1 in 6) Of these: 34% had mild impairments 45% had moderate impairments 21% percent had severe impairments 49% had more than one impairment type 48% of disabled population is over 65 29% of disabled population is over 75 Page 60 © Simeon Keates 2009 Importance of ageing Population is getting older 60 70 + 50 UK population (millions) 50 - 69 40 30 - 49 30 20 15 - 29 10 0 0 - 14 1901 1931 1961 1991 2021 Year Page 61 © Simeon Keates 2009 It’s not just blindness Traditionally most “accessibility” approaches for HCI have focused on blindness Reasons: Very “visible” difficulty Very easy to simulate • Switch off the monitor Very effective lobbying group Page 62 © Simeon Keates 2009 WCAG 1.0 and 2.0 Look through the WCAG guidelines: How many address vision issues (specifically blindness)? Answer: Most How many address motor issues? Answer: Some How many address cognitive issues? Answer: Few How many address hearing issues? Answer: Few Page 63 © Simeon Keates 2009 Problem with focus on blindness From DFS: 1.93 million people have vision impairment Only 20% of those are “blind” • Need screen readers, etc. 80% are “low vision” • Need screen magnification c.f. 2.9 million people with hearing impairments …and 6.7 million with motor impairments Page 64 © Simeon Keates 2009 Sensory impairments – Classes of impairment Vision • Blindness – cannot see “at all” • Low vision – cannot see well • Colour blindness – cannot see all of the colour spectrum Hearing/auditory • Deafness – cannot hear “at all” • Low hearing – cannot hear well Page 65 © Simeon Keates 2009 Cognitive impairments – Classes of impairment Poor long-term memory Poor short-term memory Dementia – e.g. Alzheimer’s Language “deficits” – e.g. below chronological reading age Reading difficulties – e.g. dyslexia Behavioural/attentional difficulties – e.g. ADD, ADHD Page 66 © Simeon Keates 2009 Motor impairments – Classes of impairment Restricted range of motion Tremor Spasm Poor co-ordination Limited strength Poor fine movement Poor ballistic movement Page 67 © Simeon Keates 2009 Exercise Page 68 © Simeon Keates 2009 Exercise – part 1 Each group will be assigned a type of website • • • • • • • Group 1 – car rental sites (e.g. Avis, hertz, alamo, budget) Group 2 – airline flight booking sites (e.g. flysas, virginatlantic, ba, sterling) Group 3 – travel insurance sites (e.g. columbusdirect) Group 4 – luggage (e.g. tumi) Group 5 – clothing (e.g. versace, lacoste) Group 6 – news sites (e.g. CNN, BBC) Group 7 – social networking sites (e.g. Facebook, Myspace) You must look at a minimum of 3 sites For each website, use CynthiaSays (http://www.contentquality.com/) to examine the reported accessibility of each site (WCAG Priority 1, 2 & 3) Page 69 © Simeon Keates 2009 Exercise – part 2 Use Nielsen’s heuristics from last week’s exercises to estimate the usability of each site Question: Is there any relationship (correlation) between the overall usability and accessibility of the sites (as measured here)? Prepare a 5 minutes presentation for Friday morning with your answer to the above question No report needed for this exercise! Page 70 © Simeon Keates 2009