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Universal Design and User Support

Designing for the widest range of users (including disabilities and special needs) and providing effective help, plus cognitive models of the user that predict and explain performance.


Universal Design Principles

Universal design = designing products usable by the widest possible population, to the greatest extent possible, without specialised adaptation.

  1. Equitable use — useful and marketable to people with diverse abilities.
  2. Flexibility in use — accommodates a wide range of preferences and abilities.
  3. Simple and intuitive — easy to understand regardless of experience, literacy, language.
  4. Perceptible information — communicates necessary information regardless of ambient conditions or sensory abilities.
  5. Tolerance for error — minimises hazards and adverse consequences of accidental/unintended actions.
  6. Low physical effort — can be used efficiently and comfortably with minimum fatigue.
  7. Size and space for approach and use — appropriate size/space for reach, manipulation, and use regardless of body size/posture.

Multi-Sensory Systems

  • The 5 senses (sight, sound, touch, taste, smell) give a fuller interaction with the natural world, but computers rarely offer such richness.
  • Usable today: sight, sound, touch (sometimes). Not yet: taste, smell.
  • Multi-modal vs multi-media:
    • Multi-modal = more than one sense/mode of interaction (e.g. a text processor speaks words and echoes them to the screen).
    • Multi-media = several media to communicate information, possibly using the same mode (video + animation + text + still images all use the visual mode; plus speech/non-speech sound = two more media, a different mode).

Speech

  • Structure of speech: phonemes (basic atomic units; sound varies with context) → allophones (all sounds in the language) via co-articulation (context transforms phonemes) → morphemes (smallest meaningful unit); plus syntax (sentence structure) and semantics (meaning).
  • Speech recognition problems: different speakers (accent, intonation, stress, idiom, volume); syntax of similar sentences varies; background noise; "um/err" filler; words alone insufficient — semantics/context needed; requires intelligence to understand.
  • The Phonetic Typewriter (Finnish, phonetic language): trained on one speaker, generalises; a neural network clusters similar sounds labelled with characters; needs a large dictionary of minor variations; poorer on untrained speakers.
  • When speech works: single-user / limited-vocabulary (dictation, voice-activated phone systems); hands occupied (driving, manufacturing); physical disabilities; lightweight mobile devices. General wide-vocabulary open use remains problematic.
  • Speech synthesis (generation): natural/familiar but intrusive (needs headphones / creates workplace noise) and transient (harder to review/browse). Successful in constrained, motivated contexts — screen readers for visually impaired; warning signals for pilots whose visual/haptic channels are full.

Non-Speech Sounds

  • Boings, bangs, squeaks, clicks — commonly used for warnings/alarms; evidence they help (fewer typing mistakes with key clicks; video games harder without sound); language/culture independent (unlike speech).
  • Dual-mode displays: information presented along two sensory channels — redundant presentation resolves ambiguity in one mode through another.
  • Auditory icons: natural sounds mapped to object/action meanings (e.g. smashing glass ≈ throwing something away). Problem: not everything has an associated natural meaning.
  • SonicFinder (Mac): folders = papery noise; moving = dragging sound; copying = liquid-pour sound with rising pitch for progress; bigger files = louder.
  • Earcons: synthetic structured sounds (motives) representing actions/objects; family earcons group similar classes (e.g. "errors" family contains syntax + OS errors). Easy to group/refine due to compositional/hierarchical nature, but harder to associate with interface tasks (no natural mapping).

Touch, Handwriting, Gesture

  • Touch / haptic: cutaneous perception (tactile, vibrations) + kinesthetics (movement/position, force feedback). Gives info on shape, texture, resistance, temperature, spatial factors. Technologies: electronic Braille displays, force-feedback devices (e.g. Phantom).
  • Handwriting recognition: complex strokes captured by digitising tablet → sequence of dots; breakthroughs via stroke (not bitmap) analysis and special alphabets (Graffiti on PalmOS); usable even without training, but many still prefer keyboards.
  • Gesture: gestural input ("put that there"), sign language; technology: data gloves, position sensing (MIT Media Room). Natural for pointing; enhances communication between signing and non-signing users; but user-dependent/variable and suffers co-articulation issues.

Users with Disabilities and Differences

ImpairmentSupport techniques
Visualscreen readers, SonicFinder, auditory icons
Hearingtext communication, gesture, captions
Physicalspeech I/O, eyegaze, gesture, predictive systems (Reactive keyboard)
Speechspeech synthesis, text communication
Dyslexiaspeech input/output
Autismcommunication, education
  • Age groups: older people (disability/memory aids, communication tools against social isolation); children (appropriate devices, involvement in design).
  • Cultural differences: nationality, generation, gender, race, class, religion, etc. affect interpretation of language, symbols, gesture, and colour.

User Support

  • Types of support at different times: quick reference, task-specific help, full explanation, tutorial.
  • Help vs documentation: help is problem-oriented and specific; documentation is system-oriented and general. Same design principles apply to both.
  • Requirements for good support: availability (continuous, concurrent with the main app), accuracy/completeness (matches actual behaviour), consistency (within help and with docs), robustness (error handling, predictable), flexibility (suits experience/task), unobtrusiveness (doesn't block work).

Approaches to User Support

  • Command assistance (UNIX man, DOS help) — good for quick reference; assumes the user knows what to look for.
  • Command prompts — info on correct usage when an error occurs; good for simple syntactic errors; still assumes command knowledge.
  • Context-sensitive help — request interpreted by context (e.g. tooltips).
  • On-line tutorials — work through basics in a test environment; useful but often inflexible.
  • On-line documentation — paper docs on computer; continually available; hard to browse → hypertext helps.
  • Wizards — task-specific tool leads the user step-by-step using answers; good for safe completion of complex/infrequent tasks; constrained (limited flexibility); must allow going back.
  • Assistants — monitor behaviour and offer contextual advice (e.g. MS paperclip); can be irritating; must be under user control (e.g. XP smart tags).

Adaptive Help Systems

Use knowledge of context, individual user, task, domain, and instruction to adapt help. Problems: large knowledge requirements; who controls the interaction; what/how much to adapt; scope of adaptation.

  • User modelling:
    • single generic user (non-intelligent);
    • user-configured model (adaptable);
    • system-configured model (adaptive).
  • Knowledge representation:
    • quantification — user moves between expertise levels (numeric measure of what they know);
    • stereotypes — user classified into a category;
    • overlay — idealised expert model constructed, actual use compared to ideal (model holds commonality or difference; special case: behaviour compared to a known error catalogue).
  • Domain/task modelling: common errors/tasks, current task; usually via command-sequence analysis; problems: representing tasks, interleaved tasks, user intention.
  • Advisory strategy: choosing the right style of advice (reminder, tutorial, …) for a situation.
  • Techniques: rule-based (logic/production rules; large domains), frame-based (semantic networks; small domains), network-based (relationships between facts), example-based (implicit in decision structure; trained, little knowledge acquisition).
  • Issues in adaptive help: initiative (user vs system control; can system interrupt?); effect (what is adapted; model only what is needed); scope (application vs system level — latter more complex).

Designing User Support

  • User support is not an "add-on" — design it integrally with the system; concentrate on content and context, not technology.
  • Presentation: how help is requested (command/button/function/separate app) and displayed (new window/whole screen/split/pop-up/hint icons); use clear, familiar, consistent language; instructional (not descriptive); avoid text blocks; indicate summary vs example.
  • Implementation: is help an OS command, a meta command, or an application? Structure of help data (single file / hierarchy / database)? Resources (screen space, memory, speed)? Flexibility/extensibility, hard copy, browsing.

Cognitive Models

Cognitive models represent aspects of the user: understanding, knowledge, intentions, processing. Common categorisation: competence vs performance; computational flavour; no clear divide.

Goal and Task Hierarchies

  • Goals = intentions (what you'd like to be true); tasks = actions (how to achieve it).
  • GOMS (Goals, Operators, Methods, Selection) — goals are internal; models routine learned behaviour, not problem solving.
  • HTA (Hierarchical Task Analysis) — actions are external; tasks are abstractions (covered in Ch7).
  • Example GOMS (close window):
    GOAL: CLOSE-WINDOW
      [select GOAL: USE-MENU-METHOD
         MOVE-MOUSE-TO-FILE-MENU
         PULL-DOWN-FILE-MENU
         CLICK-OVER-CLOSE-OPTION
       GOAL: USE-CTRL-W-METHOD
         PRESS-CONTROL-W-KEYS]
    Rule 1: Select USE-MENU-METHOD unless another rule applies
    Rule 2: If application is GAME, select CTRL-W-METHOD
  • Issues for goal hierarchies: granularity (where to start/stop); routine learned behaviour; the unit task; conflict (multiple ways to a goal); error.

Cognitive Complexity Theory (CCT)

  • Parallel description: user production rules + device generalised transition networks.
  • Production rules: if condition then action; stored in LTM. Working memory modelled as an attribute–value mapping; rules pattern-matched to working memory.
  • Models novice vs expert style rules; error behaviour can be represented.
  • Measures: depth of goal structure; number of rules; comparison with device description.

Linguistic Notations

  • BNF (Backus–Naur Form): a syntactic view of dialogue.
    nonterminal ::= expression   (expression = terminals + nonterminals, + for sequence, | for alternatives)
    draw line ::= select line + choose points + last point
    Measurements: number of rules, number of +/| operators. Complications: same syntax for different semantics; no reflection of user perception; minimal consistency checking.
  • TAG (Task–Action Grammar): makes consistency explicit via semantic features/parameters. Example — consistency of argument order made explicit:
    file-op[Op] ::= command[Op] + filename + filename | command[Op] + filenames + directory
    command[Op = copy] ::= cp ; command[Op = move] ::= mv ; command[Op = link] ::= ln
    Also models user's world knowledge and congruence between features/commands (derived rules).

Physical and Device Models

  • KLM (Keystroke Level Model): the lowest level of (original) GOMS. Six execution-phase operators:
    • K keystroking, P pointing, H homing, D drawing (physical/motor);
    • M mental preparation;
    • R system response.
    • T_execute = T_K + T_P + T_H + T_D + T_M + T_R (times empirically determined).
    • Complementary with goal hierarchies; used to compare alternatives (e.g. Ctrl-W method ≈ 2.03 s vs menu method ≈ 3.75 s, starting hand on mouse).
  • Buxton's 3-state model: a descriptive model of GUI interaction in three states — State 0 (out of range), State 1 (tracking), State 2 (dragging).

Architectural Models

  • All cognitive models make assumptions about mind architecture: LTM/STM, problem spaces, interacting cognitive subsystems, connectionist models.
  • Most models do not handle perception/observation well; some extended (BNF with sensing terminals, Display-TAG) but problems persist. Display-based interaction distinguishes exploratory interaction vs planning.

Summary

  • Universal design principles push interfaces toward equitable, flexible, simple, perceptible, error-tolerant, low-effort, accessible designs.
  • Multi-sensory and alternative inputs (speech, sound, touch, handwriting, gesture) extend access, especially for disabilities.
  • User support must be integral, with help/documentation, wizards, assistants, and adaptive help built on user/domain models.
  • Cognitive models (GOMS, CCT, BNF/TAG, KLM, Buxton) let us predict performance and diagnose interaction difficulty before building.