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CHAPTER 9
UNIVERSAL DESIGN
UNIVERSAL DESIGN PRINCIPLES
• equitable use
• flexibility in use
• simple and intuitive to use
• perceptible information
• tolerance for error
• low physical effort
• size and space for approach and use
MULTI-SENSORY SYSTEMS
• More than one sensory channel in interaction
• e.g. sounds, text, hypertext, animation, video, gestures,
vision
• Used in a range of applications:
• particularly good for users with special needs, and virtual
reality
• Will cover
• general terminology
• speech
• non-speech sounds
• handwriting
• considering applications as well as principles
USABLE SENSES
The 5 senses (sight, sound, touch, taste and smell) are used by
us every day
• each is important on its own
• together, they provide a fuller interaction with the
natural world
Computers rarely offer such a rich interaction
Can we use all the available senses?
• ideally, yes
• practically – no
We can use • sight • sound • touch (sometimes)
We cannot (yet) use • taste • smell
MULTI-MODAL VS. MULTI-MEDIA
• Multi-modal systems
• use more than one sense (or mode ) of interaction
e.g. visual and aural senses: a text processor may speak
the words as well as echoing them to the screen
• Multi-media systems
• use a number of different media to communicate information
e.g. a computer-based teaching system:may use video,
animation, text and still images: different media all using
the visual mode of interaction; may also use sounds, both
speech and non-speech: two more media, now using a
different mode
SPEECH
Human beings have a great and
natural mastery of speech
• makes it difficult to appreciate the complexities
but
• it’s an easy medium for communication
STRUCTURE OF SPEECH
phonemes
• 40 of them
• basic atomic units
• sound slightly different depending on the context
they are in, these larger units are …
allophones
• all the sounds in the language
• between 120 and 130 of them
• these are formed into …
morphemes
• smallest unit of language that has meaning.
SPEECH (CONT’D)
Other terminology:
• prosody
• alteration in tone and quality
• variations in emphasis, stress, pauses and pitch
• impart more meaning to sentences.
• co-articulation
• the effect of context on the sound
• transforms the phonemes into allophones
• syntax – structure of sentences
• semantics – meaning of sentences
SPEECH RECOGNITION PROBLEMS
• Different people speak differently:
• accent, intonation, stress, idiom, volume, etc.
• The syntax of semantically similar sentences may vary.
• Background noises can interfere.
• People often “ummm.....” and “errr.....”
• Words not enough - semantics needed as well
• requires intelligence to understand a sentence
• context of the utterance often has to be known
• also information about the subject and speaker e.g. even if “Errr....
I, um, don’t like this” is recognised, it is a fairly useless piece of
information on it’s own
THE PHONETIC TYPEWRITER
• Developed for Finnish (a phonetic language, written as it is
said)
• Trained on one speaker, will generalise to others.
• A neural network is trained to cluster together similar
sounds, which are then labelled with the
corresponding character.
• When recognising speech, the sounds uttered are
allocated to the closest corresponding output, and the
character for that output is printed.
• requires large dictionary of minor variations to correct general
mechanism
• noticeably poorer performance on speakers it has not been
trained on
THE PHONETIC TYPEWRITER (CTD)
a a a
aa
a
o
oo
o o
ol
l u
m
v
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r
ah æ
p d
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iy
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vm hj
hi
u
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v
vv
v
. .
..
ma
r r
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h æ
æ
r
m
p p p
pp
d
k
k
pt t t
t
ø
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e
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e e
l
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hnn
SPEECH RECOGNITION: USEFUL?
• Single user or limited vocabulary systems
e.g. computer dictation
• Open use, limited vocabulary systems can work
satisfactorily
e.g. some voice activated telephone systems
• general user, wide vocabulary systems …
… still a problem
• Great potential, however
• when users hands are already occupied
e.g. driving, manufacturing
• for users with physical disabilities
• lightweight, mobile devices
SPEECH SYNTHESIS
The generation of speech
Useful
• natural and familiar way of receiving information
Problems
• similar to recognition: prosody particularly
Additional problems
• intrusive - needs headphones, or creates noise in the
workplace
• transient - harder to review and browse
SPEECH SYNTHESIS: USEFUL?
Successful in certain constrained applications
when the user:
• is particularly motivated to overcome problems
• has few alternatives
Examples:
• screen readers
• read the textual display to the user
utilised by visually impaired people
• warning signals
• spoken information sometimes presented to pilots whose
visual and haptic skills are already fully occupied
NON-SPEECH SOUNDS
boings, bangs, squeaks, clicks etc.
• commonly used for warnings and alarms
• Evidence to show they are useful
• fewer typing mistakes with key clicks
• video games harder without sound
• Language/culture independent, unlike speech
NON-SPEECH SOUNDS: USEFUL?
• Dual mode displays:
• information presented along two different sensory channels
• redundant presentation of information
• resolution of ambiguity in one mode through information
in another
• Sound good for
• transient information
• background status information
e.g. Sound can be used as a redundant mode in the Apple
Macintosh; almost any user action (file selection, window active,
disk insert, search error, copy complete, etc.) can have a different
sound associated with it.
AUDITORY ICONS
• Use natural sounds to represent different types of
object or action
• Natural sounds have associated semantics which can
be mapped onto similar meanings in the interaction
e.g. throwing something away
~ the sound of smashing glass
• Problem: not all things have associated meanings
• Additional information can also be presented:
• muffled sounds if object is obscured or action is in the
background
• use of stereo allows positional information to be added
SONICFINDER FOR THE
MACINTOSH
• items and actions on the desktop have associated
sounds
• folders have a papery noise
• moving files – dragging sound
• copying – a problem …
sound of a liquid being poured into a receptacle
rising pitch indicates the progress of the copy
• big files have louder sound than smaller ones
EARCONS
• Synthetic sounds used to convey information
• Structured combinations of notes (motives ) represent
actions and objects
• Motives combined to provide rich information
• compound earcons
• multiple motives combined to make one more complicated
earcon
EARCONS (CTD)
• family earcons
similar types of earcons represent similar classes of action or
similar objects: the family of “errors” would contain syntax and
operating system errors
• Earcons easily grouped and refined due to compositional
and hierarchical nature
• Harder to associate with the interface task since there is
no natural mapping
TOUCH
• haptic interaction
• cutaneous perception
• tactile sensation; vibrations on the skin
• kinesthetics
• movement and position; force feedback
• information on shape, texture, resistance, temperature, comparative
spatial factors
• example technologies
• electronic braille displays
• force feedback devices e.g. Phantom
• resistance, texture
HANDWRITING RECOGNITION
Handwriting is another communication mechanism which we are
used to in day-to-day life
• Technology
• Handwriting consists of complex strokes and spaces
• Captured by digitising tablet
• strokes transformed to sequence of dots
• large tablets available
• suitable for digitising maps and technical drawings
• smaller devices, some incorporating thin screens to display
the information
• PDAs such as Palm Pilot
• tablet PCs
HANDWRITING RECOGNITION
(CTD)
• Problems
• personal differences in letter formation
• co-articulation effects
• Breakthroughs:
• stroke not just bitmap
• special ‘alphabet’ – Graffeti on PalmOS
• Current state:
• usable – even without training
• but many prefer keyboards!
GESTURE
• applications
• gestural input - e.g. “put that there”
• sign language
• technology
• data glove
• position sensing devices e.g MIT Media Room
• benefits
• natural form of interaction - pointing
• enhance communication between signing and non-signing users
• problems
• user dependent, variable and issues of coarticulation
USERS WITH DISABILITIES
• visual impairment
• screen readers, SonicFinder
• hearing impairment
• text communication, gesture, captions
• physical impairment
• speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive
keyboard)
• speech impairment
• speech synthesis, text communication
• dyslexia
• speech input, output
• autism
• communication, education
… PLUS …
• age groups
• older people e.g. disability aids, memory aids,
communication tools to prevent social isolation
• children e.g. appropriate input/output devices, involvement
in design process
• cultural differences
• influence of nationality, generation, gender, race, sexuality,
class, religion, political persuasion etc. on interpretation of
interface features
• e.g. interpretation and acceptability of language, cultural
symbols, gesture and colour

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Chapter 9 Universal Design

  • 2. UNIVERSAL DESIGN PRINCIPLES • equitable use • flexibility in use • simple and intuitive to use • perceptible information • tolerance for error • low physical effort • size and space for approach and use
  • 3. MULTI-SENSORY SYSTEMS • More than one sensory channel in interaction • e.g. sounds, text, hypertext, animation, video, gestures, vision • Used in a range of applications: • particularly good for users with special needs, and virtual reality • Will cover • general terminology • speech • non-speech sounds • handwriting • considering applications as well as principles
  • 4. USABLE SENSES The 5 senses (sight, sound, touch, taste and smell) are used by us every day • each is important on its own • together, they provide a fuller interaction with the natural world Computers rarely offer such a rich interaction Can we use all the available senses? • ideally, yes • practically – no We can use • sight • sound • touch (sometimes) We cannot (yet) use • taste • smell
  • 5. MULTI-MODAL VS. MULTI-MEDIA • Multi-modal systems • use more than one sense (or mode ) of interaction e.g. visual and aural senses: a text processor may speak the words as well as echoing them to the screen • Multi-media systems • use a number of different media to communicate information e.g. a computer-based teaching system:may use video, animation, text and still images: different media all using the visual mode of interaction; may also use sounds, both speech and non-speech: two more media, now using a different mode
  • 6. SPEECH Human beings have a great and natural mastery of speech • makes it difficult to appreciate the complexities but • it’s an easy medium for communication
  • 7. STRUCTURE OF SPEECH phonemes • 40 of them • basic atomic units • sound slightly different depending on the context they are in, these larger units are … allophones • all the sounds in the language • between 120 and 130 of them • these are formed into … morphemes • smallest unit of language that has meaning.
  • 8. SPEECH (CONT’D) Other terminology: • prosody • alteration in tone and quality • variations in emphasis, stress, pauses and pitch • impart more meaning to sentences. • co-articulation • the effect of context on the sound • transforms the phonemes into allophones • syntax – structure of sentences • semantics – meaning of sentences
  • 9. SPEECH RECOGNITION PROBLEMS • Different people speak differently: • accent, intonation, stress, idiom, volume, etc. • The syntax of semantically similar sentences may vary. • Background noises can interfere. • People often “ummm.....” and “errr.....” • Words not enough - semantics needed as well • requires intelligence to understand a sentence • context of the utterance often has to be known • also information about the subject and speaker e.g. even if “Errr.... I, um, don’t like this” is recognised, it is a fairly useless piece of information on it’s own
  • 10. THE PHONETIC TYPEWRITER • Developed for Finnish (a phonetic language, written as it is said) • Trained on one speaker, will generalise to others. • A neural network is trained to cluster together similar sounds, which are then labelled with the corresponding character. • When recognising speech, the sounds uttered are allocated to the closest corresponding output, and the character for that output is printed. • requires large dictionary of minor variations to correct general mechanism • noticeably poorer performance on speakers it has not been trained on
  • 11. THE PHONETIC TYPEWRITER (CTD) a a a aa a o oo o o ol l u m v h r ah æ p d s iy j g ø tk vm hj hi u u v vv v . . .. ma r r r h h h æ æ r m p p p pp d k k pt t t t ø ø e n e e l g n j j j j j i i i s s y y h r k hr hnn
  • 12. SPEECH RECOGNITION: USEFUL? • Single user or limited vocabulary systems e.g. computer dictation • Open use, limited vocabulary systems can work satisfactorily e.g. some voice activated telephone systems • general user, wide vocabulary systems … … still a problem • Great potential, however • when users hands are already occupied e.g. driving, manufacturing • for users with physical disabilities • lightweight, mobile devices
  • 13. SPEECH SYNTHESIS The generation of speech Useful • natural and familiar way of receiving information Problems • similar to recognition: prosody particularly Additional problems • intrusive - needs headphones, or creates noise in the workplace • transient - harder to review and browse
  • 14. SPEECH SYNTHESIS: USEFUL? Successful in certain constrained applications when the user: • is particularly motivated to overcome problems • has few alternatives Examples: • screen readers • read the textual display to the user utilised by visually impaired people • warning signals • spoken information sometimes presented to pilots whose visual and haptic skills are already fully occupied
  • 15. NON-SPEECH SOUNDS boings, bangs, squeaks, clicks etc. • commonly used for warnings and alarms • Evidence to show they are useful • fewer typing mistakes with key clicks • video games harder without sound • Language/culture independent, unlike speech
  • 16. NON-SPEECH SOUNDS: USEFUL? • Dual mode displays: • information presented along two different sensory channels • redundant presentation of information • resolution of ambiguity in one mode through information in another • Sound good for • transient information • background status information e.g. Sound can be used as a redundant mode in the Apple Macintosh; almost any user action (file selection, window active, disk insert, search error, copy complete, etc.) can have a different sound associated with it.
  • 17. AUDITORY ICONS • Use natural sounds to represent different types of object or action • Natural sounds have associated semantics which can be mapped onto similar meanings in the interaction e.g. throwing something away ~ the sound of smashing glass • Problem: not all things have associated meanings • Additional information can also be presented: • muffled sounds if object is obscured or action is in the background • use of stereo allows positional information to be added
  • 18. SONICFINDER FOR THE MACINTOSH • items and actions on the desktop have associated sounds • folders have a papery noise • moving files – dragging sound • copying – a problem … sound of a liquid being poured into a receptacle rising pitch indicates the progress of the copy • big files have louder sound than smaller ones
  • 19. EARCONS • Synthetic sounds used to convey information • Structured combinations of notes (motives ) represent actions and objects • Motives combined to provide rich information • compound earcons • multiple motives combined to make one more complicated earcon
  • 20. EARCONS (CTD) • family earcons similar types of earcons represent similar classes of action or similar objects: the family of “errors” would contain syntax and operating system errors • Earcons easily grouped and refined due to compositional and hierarchical nature • Harder to associate with the interface task since there is no natural mapping
  • 21. TOUCH • haptic interaction • cutaneous perception • tactile sensation; vibrations on the skin • kinesthetics • movement and position; force feedback • information on shape, texture, resistance, temperature, comparative spatial factors • example technologies • electronic braille displays • force feedback devices e.g. Phantom • resistance, texture
  • 22. HANDWRITING RECOGNITION Handwriting is another communication mechanism which we are used to in day-to-day life • Technology • Handwriting consists of complex strokes and spaces • Captured by digitising tablet • strokes transformed to sequence of dots • large tablets available • suitable for digitising maps and technical drawings • smaller devices, some incorporating thin screens to display the information • PDAs such as Palm Pilot • tablet PCs
  • 23. HANDWRITING RECOGNITION (CTD) • Problems • personal differences in letter formation • co-articulation effects • Breakthroughs: • stroke not just bitmap • special ‘alphabet’ – Graffeti on PalmOS • Current state: • usable – even without training • but many prefer keyboards!
  • 24. GESTURE • applications • gestural input - e.g. “put that there” • sign language • technology • data glove • position sensing devices e.g MIT Media Room • benefits • natural form of interaction - pointing • enhance communication between signing and non-signing users • problems • user dependent, variable and issues of coarticulation
  • 25. USERS WITH DISABILITIES • visual impairment • screen readers, SonicFinder • hearing impairment • text communication, gesture, captions • physical impairment • speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive keyboard) • speech impairment • speech synthesis, text communication • dyslexia • speech input, output • autism • communication, education
  • 26. … PLUS … • age groups • older people e.g. disability aids, memory aids, communication tools to prevent social isolation • children e.g. appropriate input/output devices, involvement in design process • cultural differences • influence of nationality, generation, gender, race, sexuality, class, religion, political persuasion etc. on interpretation of interface features • e.g. interpretation and acceptability of language, cultural symbols, gesture and colour