Wanted: Mobile Dev with 40 Years Experience


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The interfaces we've come to depend on for mobile UX (onscreen keyboards, pinch and zoom, speech recognition, etc.) have come directly from technology meant to make connecting even possible for people with disabilities. By learning the background behind these tools, we can make products more usable to everyone.

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  • $1800. AAC devices can run up to $15k.
  • Wanted: Mobile Dev with 40 Years Experience

    1. 1. Wanted: Mobile Dev with 40 Years ExperienceProven expert at human factors, interactive design, andtechnologies that don’t yet exist. Experience in branding & mind-reading a plus. Apply today at any startup or consulting firm. Matt May (@mattmay), 07.07.2012 1
    2. 2. 2
    3. 3. Gregg
    4. 4. The last 40 years• 1971: Trace R&D Center founded – Focus on augmentative communication• 1980s – 90s: Desktop OS/software accessibility• 1990s – present: Web and mobile accessibility
    5. 5. AugmentativeCommunication
    6. 6. From the people who brought you… who brought you…• Pinch/zoom• Onscreen keyboards• Text-to-speech• Voice recognition• OCR• High contrast• Find as you type• Camera tracking (Kinect)
    7. 7. • First mainstream use of pinch/zoom• First free built-in screen reader• Supports braille displays• Closed captioning• TTY support• Hearing aid compatibility• AssistiveTouch
    8. 8. Aren’t humans interesting?• Traditional concepts of disability – Blindness (.5%) – Deafness (.1% deaf in both ears) – Colorblindness (1-12% depending on race/gender)• Things that are left out or minimized – Low vision (10 for every 1 who’s blind) – Poor hearing (90 for every 1 who’s deaf) – Limited mobility (36.5 million in the US) – Limited capacity to read (25-50% of US adults) 9
    9. 9. Situational disability disability
    10. 10. Type n Walk app 11
    11. 11. Mobile problems are user problems are user problems• Low vision• Poor hearing• Limited mobility• Limited capacity to read text• Limited capacity to type
    12. 12. What we’ve learned• Start early• Focus on the people• Build on what works• Anticipate breakpoints – not just the media-query kind
    13. 13. Accessibility problems Usability problems
    14. 14. Problems mobile users Problems people with disabilities can have can have Problems you’re totally screwed if you don’t solve
    15. 15. PleasantInconvenient Frustrating Limiting ExclusionaryDiscriminatory
    16. 16. Gregg
    17. 17. How can I do this...• In other languages – And from right to left• Securely – Client, server, protocol… – Preserving user privacy• For the greatest possible audience – With various physical capabilities – In various environments
    18. 18. How can I do this?
    19. 19. How can I do this well?• By not repeating the same mistakes• By remembering: – That your users are human – That you can’t anticipate all their problems • but you can try
    20. 20. 21
    21. 21. “The universal design concept increases the supply of usable housing by including universal features in as many houses as possible, and allows people to remain in their homes as long as they like.” – Ron Mace 22
    22. 22. Seven Principles of Universal Design Universal Design• Equitable use• Flexibility in use• Simple and intuitive• Perceptible information• Tolerance for error• Low physical effort• Size and space for approach and use 23
    23. 23. Principle 1: Equitable useThe design is useful and marketable to people with diverse abilities.• Provide the same means of use for all users: identical whenever possible; equivalent when not.• Avoid segregating or stigmatizing any users.• Provisions for privacy, security, and safety should be equally available to all users.• Make the design appealing to all users. 24
    24. 24. Principle 2: Flexibility in useThe design accommodates a wide range of individual preferences and abilities.• Provide choice in methods of use.• Accommodate right- or left-handed access and use.• Facilitate the users accuracy and precision.• Provide adaptability to the users pace. 25
    25. 25. Principle 3: Simple and intuitive use Simple and intuitive useUse of the design is easy to understand, regardless of the users experience, knowledge, language skills, or current concentration level.• Eliminate unnecessary complexity.• Be consistent with user expectations and intuition.• Accommodate a wide range of literacy and language skills.• Arrange information consistent with its importance.• Provide effective prompting and feedback during and after task completion. 26
    26. 26. Principle 4: Perceptible information Perceptible informationCommunicate effectively to the user, regardless of ambientconditions or the users sensory abilities.•Use different modes (pictorial, verbal, tactile) for redundantpresentation of essential information.Provide adequate contrastbetween essential information and its surroundings.Maximize"legibility" of essential information.Differentiate elements inways that can be described (i.e., make it easy to giveinstructions or directions).Provide compatibility with a variety oftechniques or devices used by people with sensory limitations. 27
    27. 27. Principle 5: Tolerance for error Tolerance for errorMinimize hazards and adverse consequencesof accidental or unintended actions.•Minimize hazards and errors: most usedelements, most accessible; hazardouselements eliminated, isolated, or shielded.•Provide warnings of hazards and errors.•Provide fail safe features.•Discourage unconscious action in tasks that 28
    28. 28. Principle 6: Low physical effort Low physical effortThe design can be used efficiently andcomfortably and with a minimum of fatigue.•Allow user to maintain a neutral bodyposition.•Use reasonable operating forces.•Minimize repetitive actions.•Minimize sustained physical effort. 29
    29. 29. Principle 7: Size and space for approach and useAppropriate size and space is provided for approach, reach, manipulation, and use regardless of user’s body size, posture, or mobility.• Provide a clear line of sight to important elements for any seated or standing user.• Make reach to all components comfortable for any seated or standing user.• Accommodate variations in hand and grip size.• Provide adequate space for the use of assistive devices or personal assistance.• Provide adequate space for click/tap targets. 30
    30. 30. Going native• Your stuff isn’t getting any better• OS controls may improve• Choose OS native controls where possible
    31. 31. Photo: Jeremy Keith (cc-by)
    32. 32. Designing for devices• 1995: 640×480, 800×600, 1024×768• 1999: HTML for computers, WML for phones• 2002: @media: screen, handheld, tv...• 2007: Desktop, iPhone• 2010: Desktop, iPhone, iPad• 2011: RWD, “breakpoints”• 2012: Vendor prefixes, 2× images...
    33. 33. Designing for humans• Don’t assume you know the user – Allow desktop experiences on mobile – Provide common URLs for all users• Don’t limit the user unnecessarily• Keep your markup clean – Including framework code
    34. 34. Demo: Adobe Shadow
    35. 35. The new professionalismEngineers have vitalized and turned to practical use the principles of science and the means of technology.Were it not for this heritage, my efforts would be feeble. Obligation of the Engineer 36
    36. 36. Thanks! @mattmaymattmay@gmail.commattmay@adobe.com 37