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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.