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Design for All
Lecture Four
Vladimir Tomberg, PhD
Permalink to this presentation
http://goo.gl/Bt0o2l
Design for ALL 1
Today’s Plan
1st Part, 45 min.
– Presenting your Personas and Lo-Fi prototypes
– https://goo.gl/DOSRZh
2nd Part, 45 minutes
– Universal Design Principles
Design for ALL 2
Presenting your Personas and Lo-Fi
prototypes
45 minutes
Prototyping 3
Universal Design Principles
Design for All Inclusive Design Universal Design
Equitable use Equitable Equity
Flexibility in use Flexible Flexibility
Simple and intuitive use Straightforward
Perceptible information Perceptible Perception
Informative Cognition
Preventative
Tolerance for error Tolerant Error-management
Efficiency
Stability/predictability
Low physical effort Effortless
ErgonomicSize and space for
approach and use
Accommodating
Consistent
http://www.edf-
feph.org/Page.asp?docid=13390&langue=EN
http://www.sandiwassmer.co.uk/resources/the
-ten-principles-of-inclusive-web-design/
Robert F . Erlandson, Universal and Accessible
Design for Products, Services, and Processes
Design for ALL 5
Principles of UD Illustrated
Design for ALL 6Source link: udlhcpss.files.wordpress.com
The hierarchical structure of the
universal design principles
Transcending principles
•Equity
Process related principles
•Flexibility
•Error-management
•Efficiency
•Stability/predictability
Human factors principles
•Ergonomic
•Perception
•Cognition
Higherlevelplacesdesignconstraintsonthe
lowerlevel
More general
More encompa-
ssing
More detailed
More narrowly
defined
More specific
Design for ALL 7
Equitable Use Principle
• Universally designed entities should be
equitable;
• That is, the entities should provide the same
means of use for all users: identical whenever
possible and equivalent when not possible;
• The products and processes should avoid
segregating or stigmatizing any users, making
the design appealing to all users
Design for ALL 8
Equitable Use
Design for ALL 9Source: livewellcollaborative.org
Equitable Use Strategies
Design entities that are age and context appropriate
Design for ALL 10
Source: kohhranthianghlim.org Source: americanallergysupply.com
Equitable Use Strategies
Design entities that are aesthetically pleasing
(Examples from OXO design)
Design for ALL 11
Source: fastcodesign.com Source: designapplause.com
Equitable Use Strategies
Design entities that are competitively priced
(Examples: Expensive and relatively cheap Optical Image
Stabilization)
Design for ALL 12
Source: amazon.com Source: nextpowerup.com
Equitable Use Strategies
The products and processes should avoid segregating or
stigmatizing any users, making the design appealing to all users
Design for ALL 13Source: designboom.com
Stable and Predictable Principle
• Design entities to reduce common cause
variation. That is, design entities to be stable
and predictable so that users can expect
performance that supports the desired
activity.
Design for ALL 14
Stable and Predictable Principle
Design for ALL 15
Stable and Predictable Principle
This scheme has the highest common cause variability
Design for ALL 16
Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.
Stable and Predictable Principle
This scheme has less common cause variability than Level 1, but still
leaves room for potential errors due to judgments about pointer position
Design for ALL 17
Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.
Stable and Predictable Principle
The vertical orientation of the correct readings increase reliability and
reduces common cause variability if speed is important (e.g., dashboard dials in a racing car).
Design for ALL 18
Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.
Efficiency (Muda Elimination)
Principle
• Muda (無駄) is a Japanese word meaning:
futility;
uselessness;
idleness;
superfluity;
waste;
wastage;
wastefulness
Source: Gemba Kaizen
Design for ALL 19
Efficiency (muda elimination)
• Designed entities need to be efficient in that
they have reduced as much of the non-value-
added activities as possible and/or is
reasonable
• Non-value-added activity (NVAA) is any
activity that does not directly add to the
successful and timely completion of the task
or activity
Design for ALL 20
Efficiency Design Strategies
Reduce or eliminate non-value-added
activity (NVAA)
Design for ALL 21
Efficiency Design Strategies
Make the designed entity as simple and
easy to use as possible
Design for ALL 22Image: crave.cnet.co.uk
Efficiency Design Strategies
Avoid complexity in that it leads to NVAA
Design for ALL 23Image: 2.bp.blogspot.com
Efficiency Design Strategies
Use task analysis techniques to identify tasks or activities that
can be eliminated or redesigned so as to reduce or eliminate
NVAA
Design for ALL 24Image: infoq.com
Error-Managed (Proofed) Principle
• Entities must be designed so that they support
doing the right thing. It is important to create
a design wherein errors can be managed
Design for ALL 25
Error-Managed (Proofed) Principle
My favorite example
Design for ALL 26
Error-Managed Design Strategies
Design for ALL 27
• Use a three-staged approach to error-
proofing:
1. Prevent errors at the source;
2. Provide a warning that an error has or is
about to occur;
3. Provide quick and easy recovery if an error
has occurred
Error-Managed Design Strategies
Prevent errors at the source
Design for ALL 28Image source: blog.crazyegg.com
Error-Managed Design Strategies
Provide a warning that an error has or is about to
occur
Design for ALL 29Image source: designmodo.com
Error-Managed Design Strategies
Provide quick and easy recovery if an error
has occurred
Design for ALL 30Image source: teamwindows8.com
Flexibility Principle
• Design products, systems, and environments
with enough flexibility so that they can be
used and experienced by people of all
abilities, to the greatest extent possible,
without adaptations
Design for ALL 31
Flexibility Principle
Design for ALL 32
Image: ergonomicsolutionsaustralia.com.au
Flexibility Design Strategies
Provide the user with a choice of language (English,
French, etc.)
Design for ALL 33Source: europa.eu
Flexibility Design Strategies
Provide the user with a choice of mode for
communication
Design for ALL 34Source: redorbit.com
Flexibility Design Strategies
Provide adjustability and mobility
Design for ALL 35Image: indiandrives.com
Flexibility Design Strategies
Mobility example:
Wheelchair Accessible Bathroom
Design for ALL 36Source: beyondthescreendoor.com
Flexibility Design Strategies
Provide adjustable response times
Design for ALL 37
Cognition Principle
• The cognitive demands of designed entities
must be within acceptable limits for a wide
range of users
Design for ALL 38
Cognition Principle
Example: Color coding in Wal-Mart
Design for ALL 39
Image: zocalopublicsquare.org Source: google.com
Cognitively Sound Design Strategies
• Build knowledge into the designed entity or
environment strategy:
• Four design elements are generally associated with
good cognitive design:
Affordance
Mapping
Constraints
Feedback
• Each of these design elements can support human
capabilities and hence support universal and accessible
design strategies.
Design for ALL 40
Cognitively Sound Design
Strategies ─ Affordance
Affordance refers to the actual and perceived attributes of a product
or process that suggest its uses
Design for ALL 41
Source: raftfurniture.co.uk Source: blackrocktools.com
Cognitively Sound Design
Strategies ─ Mapping
Use mappings to help users form clear conceptual models
of the entity’s operations and simplify operations
Design for ALL 42
Source: usabilitypost.com
Cognitively Sound Design
Strategies ─ Constraints
Use constraints so as to control the course of actions and prevent or
reduce the possibility of the users doing the wrong thing
Design for ALL 43
Source: globalsources.com Source: eco-drive.co.uk
Cognitively Sound Design
Strategies ─ Feedback
Use feedback to keep the user informed as to the status of the entity’s
operations and the entity’s response to user inputs
Design for ALL 44
Cognitively Sound Design
Strategies
Use universally or globally understood icons, symbols, or pictures for
communications
Design for ALL 45
Source: tema.ru/travel Source: coachhiremanchester.com
Cognitively Sound Design Strategies
Reduce the operational complexity of the entity
Design for ALL 46
Source of images: http://enterprise-dashboard.com
Perception Principle
• Designed entities must effectively
communicate necessary information to the
user, regardless of ambient conditions or the
user’s sensory abilities
Design for ALL 47
Perceptible Design Strategies
Example: Emergency warning systems are prime examples of systems
that must be perceptible by as many people as possible
Design for ALL 48Source: fox6now.com
Perceptible Design Strategies
Provide multisensory options for communications between a
person and the process or product
Design for ALL 49
Source: gaates.org Source: slashgear.com
Perceptible Design Strategies
Design signals so as to maximize the signal-to-noise
ratio
Design for ALL 50Source: zyalt.livejournal.com
Ergonomic Principle
• The physical demands associated with the use
of an entity must be within acceptable limits
for a wide range of users
Design for ALL 51
Ergonomic Design Strategies
• Design to avoid ergonomic risk factors;
• Design for a wide range of body sizes and
shapes;
Design for ALL 52
Ergonomic Design Strategies
Design to avoid ergonomic risk factors
Design for ALL 53Image: Goldsmith , C., UNIVERSAL DESIGN
Ergonomic Design Strategies
Design for a wide range of body sizes and shapes
Design for ALL 54Image source: openplay.co.uk
Ergonomic Design Strategies
Example: Boing 747 economy class interior mockup.
Circa 1965
Design for ALL 55Image source: reddit.com
Ergonomic Design Strategies
Example: Economy class today
Design for ALL 56Image source: dialaflight.com
Home work 4
Evaluation of design
• Task 1, for week one (until Nov. 19)
– Test a prototype from another design team;
– Access the ability level that the prototype
demands in order to use it and draw that on scale;
– Assessing persona’s capability levels and draw that
on scale too;
– Check the prototype against design strategies and
send a report to the team
Design for ALL 57
Design Example
Design for ALL 58User capabilities from inclusive design toolkit
Assessing Person’s Capability Levels or the Ability
Level that a Product Demands in Order to Use it
Vision
Hearing
Thinking
Communication
Locomotion
Reach & stretch
Dexterity
Design for ALL 59User capabilities from inclusive design toolkit
Home work 4
Evaluation of design
• Task 2, for week two (until Nov. 26)
– Improve your design on the base of the feedback
you have received;
– Be ready to present results on the next session
Design for ALL 60
End of the Lecture Four
Permalink to this presentation
http://goo.gl/Bt0o2l
Design for ALL 61

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Design for all 4

  • 1. Design for All Lecture Four Vladimir Tomberg, PhD Permalink to this presentation http://goo.gl/Bt0o2l Design for ALL 1
  • 2. Today’s Plan 1st Part, 45 min. – Presenting your Personas and Lo-Fi prototypes – https://goo.gl/DOSRZh 2nd Part, 45 minutes – Universal Design Principles Design for ALL 2
  • 3. Presenting your Personas and Lo-Fi prototypes 45 minutes Prototyping 3
  • 5. Design for All Inclusive Design Universal Design Equitable use Equitable Equity Flexibility in use Flexible Flexibility Simple and intuitive use Straightforward Perceptible information Perceptible Perception Informative Cognition Preventative Tolerance for error Tolerant Error-management Efficiency Stability/predictability Low physical effort Effortless ErgonomicSize and space for approach and use Accommodating Consistent http://www.edf- feph.org/Page.asp?docid=13390&langue=EN http://www.sandiwassmer.co.uk/resources/the -ten-principles-of-inclusive-web-design/ Robert F . Erlandson, Universal and Accessible Design for Products, Services, and Processes Design for ALL 5
  • 6. Principles of UD Illustrated Design for ALL 6Source link: udlhcpss.files.wordpress.com
  • 7. The hierarchical structure of the universal design principles Transcending principles •Equity Process related principles •Flexibility •Error-management •Efficiency •Stability/predictability Human factors principles •Ergonomic •Perception •Cognition Higherlevelplacesdesignconstraintsonthe lowerlevel More general More encompa- ssing More detailed More narrowly defined More specific Design for ALL 7
  • 8. Equitable Use Principle • Universally designed entities should be equitable; • That is, the entities should provide the same means of use for all users: identical whenever possible and equivalent when not possible; • The products and processes should avoid segregating or stigmatizing any users, making the design appealing to all users Design for ALL 8
  • 9. Equitable Use Design for ALL 9Source: livewellcollaborative.org
  • 10. Equitable Use Strategies Design entities that are age and context appropriate Design for ALL 10 Source: kohhranthianghlim.org Source: americanallergysupply.com
  • 11. Equitable Use Strategies Design entities that are aesthetically pleasing (Examples from OXO design) Design for ALL 11 Source: fastcodesign.com Source: designapplause.com
  • 12. Equitable Use Strategies Design entities that are competitively priced (Examples: Expensive and relatively cheap Optical Image Stabilization) Design for ALL 12 Source: amazon.com Source: nextpowerup.com
  • 13. Equitable Use Strategies The products and processes should avoid segregating or stigmatizing any users, making the design appealing to all users Design for ALL 13Source: designboom.com
  • 14. Stable and Predictable Principle • Design entities to reduce common cause variation. That is, design entities to be stable and predictable so that users can expect performance that supports the desired activity. Design for ALL 14
  • 15. Stable and Predictable Principle Design for ALL 15
  • 16. Stable and Predictable Principle This scheme has the highest common cause variability Design for ALL 16 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press.
  • 17. Stable and Predictable Principle This scheme has less common cause variability than Level 1, but still leaves room for potential errors due to judgments about pointer position Design for ALL 17 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press.
  • 18. Stable and Predictable Principle The vertical orientation of the correct readings increase reliability and reduces common cause variability if speed is important (e.g., dashboard dials in a racing car). Design for ALL 18 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press.
  • 19. Efficiency (Muda Elimination) Principle • Muda (無駄) is a Japanese word meaning: futility; uselessness; idleness; superfluity; waste; wastage; wastefulness Source: Gemba Kaizen Design for ALL 19
  • 20. Efficiency (muda elimination) • Designed entities need to be efficient in that they have reduced as much of the non-value- added activities as possible and/or is reasonable • Non-value-added activity (NVAA) is any activity that does not directly add to the successful and timely completion of the task or activity Design for ALL 20
  • 21. Efficiency Design Strategies Reduce or eliminate non-value-added activity (NVAA) Design for ALL 21
  • 22. Efficiency Design Strategies Make the designed entity as simple and easy to use as possible Design for ALL 22Image: crave.cnet.co.uk
  • 23. Efficiency Design Strategies Avoid complexity in that it leads to NVAA Design for ALL 23Image: 2.bp.blogspot.com
  • 24. Efficiency Design Strategies Use task analysis techniques to identify tasks or activities that can be eliminated or redesigned so as to reduce or eliminate NVAA Design for ALL 24Image: infoq.com
  • 25. Error-Managed (Proofed) Principle • Entities must be designed so that they support doing the right thing. It is important to create a design wherein errors can be managed Design for ALL 25
  • 26. Error-Managed (Proofed) Principle My favorite example Design for ALL 26
  • 27. Error-Managed Design Strategies Design for ALL 27 • Use a three-staged approach to error- proofing: 1. Prevent errors at the source; 2. Provide a warning that an error has or is about to occur; 3. Provide quick and easy recovery if an error has occurred
  • 28. Error-Managed Design Strategies Prevent errors at the source Design for ALL 28Image source: blog.crazyegg.com
  • 29. Error-Managed Design Strategies Provide a warning that an error has or is about to occur Design for ALL 29Image source: designmodo.com
  • 30. Error-Managed Design Strategies Provide quick and easy recovery if an error has occurred Design for ALL 30Image source: teamwindows8.com
  • 31. Flexibility Principle • Design products, systems, and environments with enough flexibility so that they can be used and experienced by people of all abilities, to the greatest extent possible, without adaptations Design for ALL 31
  • 32. Flexibility Principle Design for ALL 32 Image: ergonomicsolutionsaustralia.com.au
  • 33. Flexibility Design Strategies Provide the user with a choice of language (English, French, etc.) Design for ALL 33Source: europa.eu
  • 34. Flexibility Design Strategies Provide the user with a choice of mode for communication Design for ALL 34Source: redorbit.com
  • 35. Flexibility Design Strategies Provide adjustability and mobility Design for ALL 35Image: indiandrives.com
  • 36. Flexibility Design Strategies Mobility example: Wheelchair Accessible Bathroom Design for ALL 36Source: beyondthescreendoor.com
  • 37. Flexibility Design Strategies Provide adjustable response times Design for ALL 37
  • 38. Cognition Principle • The cognitive demands of designed entities must be within acceptable limits for a wide range of users Design for ALL 38
  • 39. Cognition Principle Example: Color coding in Wal-Mart Design for ALL 39 Image: zocalopublicsquare.org Source: google.com
  • 40. Cognitively Sound Design Strategies • Build knowledge into the designed entity or environment strategy: • Four design elements are generally associated with good cognitive design: Affordance Mapping Constraints Feedback • Each of these design elements can support human capabilities and hence support universal and accessible design strategies. Design for ALL 40
  • 41. Cognitively Sound Design Strategies ─ Affordance Affordance refers to the actual and perceived attributes of a product or process that suggest its uses Design for ALL 41 Source: raftfurniture.co.uk Source: blackrocktools.com
  • 42. Cognitively Sound Design Strategies ─ Mapping Use mappings to help users form clear conceptual models of the entity’s operations and simplify operations Design for ALL 42 Source: usabilitypost.com
  • 43. Cognitively Sound Design Strategies ─ Constraints Use constraints so as to control the course of actions and prevent or reduce the possibility of the users doing the wrong thing Design for ALL 43 Source: globalsources.com Source: eco-drive.co.uk
  • 44. Cognitively Sound Design Strategies ─ Feedback Use feedback to keep the user informed as to the status of the entity’s operations and the entity’s response to user inputs Design for ALL 44
  • 45. Cognitively Sound Design Strategies Use universally or globally understood icons, symbols, or pictures for communications Design for ALL 45 Source: tema.ru/travel Source: coachhiremanchester.com
  • 46. Cognitively Sound Design Strategies Reduce the operational complexity of the entity Design for ALL 46 Source of images: http://enterprise-dashboard.com
  • 47. Perception Principle • Designed entities must effectively communicate necessary information to the user, regardless of ambient conditions or the user’s sensory abilities Design for ALL 47
  • 48. Perceptible Design Strategies Example: Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible Design for ALL 48Source: fox6now.com
  • 49. Perceptible Design Strategies Provide multisensory options for communications between a person and the process or product Design for ALL 49 Source: gaates.org Source: slashgear.com
  • 50. Perceptible Design Strategies Design signals so as to maximize the signal-to-noise ratio Design for ALL 50Source: zyalt.livejournal.com
  • 51. Ergonomic Principle • The physical demands associated with the use of an entity must be within acceptable limits for a wide range of users Design for ALL 51
  • 52. Ergonomic Design Strategies • Design to avoid ergonomic risk factors; • Design for a wide range of body sizes and shapes; Design for ALL 52
  • 53. Ergonomic Design Strategies Design to avoid ergonomic risk factors Design for ALL 53Image: Goldsmith , C., UNIVERSAL DESIGN
  • 54. Ergonomic Design Strategies Design for a wide range of body sizes and shapes Design for ALL 54Image source: openplay.co.uk
  • 55. Ergonomic Design Strategies Example: Boing 747 economy class interior mockup. Circa 1965 Design for ALL 55Image source: reddit.com
  • 56. Ergonomic Design Strategies Example: Economy class today Design for ALL 56Image source: dialaflight.com
  • 57. Home work 4 Evaluation of design • Task 1, for week one (until Nov. 19) – Test a prototype from another design team; – Access the ability level that the prototype demands in order to use it and draw that on scale; – Assessing persona’s capability levels and draw that on scale too; – Check the prototype against design strategies and send a report to the team Design for ALL 57
  • 58. Design Example Design for ALL 58User capabilities from inclusive design toolkit
  • 59. Assessing Person’s Capability Levels or the Ability Level that a Product Demands in Order to Use it Vision Hearing Thinking Communication Locomotion Reach & stretch Dexterity Design for ALL 59User capabilities from inclusive design toolkit
  • 60. Home work 4 Evaluation of design • Task 2, for week two (until Nov. 26) – Improve your design on the base of the feedback you have received; – Be ready to present results on the next session Design for ALL 60
  • 61. End of the Lecture Four Permalink to this presentation http://goo.gl/Bt0o2l Design for ALL 61

Editor's Notes

  1. The adjustability features on cars (adjustable seat, steering wheel, floor pedals, and mirrors) allow a variety of users to customize the driver’s seat and control access to their individual needs.
  2. OXO International, Ltd., and its product line clearly demonstrate that products designed using universal design principles can be not only functional, but also aesthetically pleasing and competitively priced.
  3. Expensive and relatively cheap Optical Image Stabilization
  4. If the consuming public perceives the entity as being for the disabled community, the entity will not find widespread acceptance
  5. Gemba Kaizen is a Japanese concept of continuous improvement designed for enhancing processes and reducing waste.
  6.  The interface and user experience of self-checkout systems are really confusing. This is so much information, using different typography, signs everywhere, and many different places to insert and receive money.
  7. Flexibility also derives from adjustability — for example, being able to adjust cell phone or car radio volume, or the television’s color contrast. Automobiles provide adjustable steering wheels, seats, mirrors, dashboard light levels, and floor pedal placements (brakes and accelerator) and thereby make their products accessible to a much wider spectrum of people.
  8. There is a growing demand for hands-free mobile phone operation, especially in the car. The United Kingdom has legislation requiring hands-free mobile phone operations for drivers. A number of companies are selling Bluetooth voice recognition kits for hands-free use
  9. Home automation allows for the customization of the living environment, the distribution of light, music, temperature control, the scheduling of clothes and dishwashing cycles, lawn watering, and home security features
  10. Example – color coding in Wal-Mart
  11. Gibson story about monkey and hammer
  12. Space Shuttle dashboard versus Model T Ford from 1923
  13. Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
  14. Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
  15. Illuminated crosswalk in Brussels
  16. For the person who raises himself from the wc seat to a standing position by pushing on the horizontal side rail, the closer the rail is to the wc the more convenient it is (7.18). A 300 mm dimension from the centre line of the wc to the side wall (7.18c) is more convenient than 400 mm (7.18b), and 400 mm is better than the unsatisfactory 500 mm Part M arrangement
  17. The principles of demand and exclusion can be used to estimate the number of people who would be unable to use the kettle shown opposite. For the sake of simplicity, the results only consider vision and dexterity. The tasks required to use the kettle are identified as: separate kettle from power source, carry to water source, fill the kettle to desired level, re-attach to power source, switch on, and finally, pour the boiling water into mug. The level of design exclusion for an ideal kettle would be no greater than the number of people who would be unable to pick up and drink hot liquid from a mug, which is also analysed for comparison. The revised capability scales were used to assess the demand level for the tasks required to use each product, then the Exclusion calculator (within Inclusive design tools) was used to estimate the proportion of the population that would be unable to perform these tasks. The combined number of people excluded from using the kettle (7.0%) is less than the total for each separate capability (6.5 + 0.9 = 7.4%), because some people have both low dexterity and vision capability, but are counted only once in the combined exclusion estimate.
  18. The seven categories are helpful to measure a person's capability, or assess the ability level that a product demands in order to use it Vision is the ability to use the colour and brightness of light to detect objects, discriminate between different surfaces, or the detail on a surface Hearing is the ability to discriminate specific tones or speech from ambient noise and to tell where the sounds are coming from. Thinking is the ability to process information, hold attention, store and retrieve memories and select appropriate responses and actions. Communication is the ability to understand other people, and express oneself to others (this inevitably overlaps with vision, hearing, and thinking). Locomotion is the ability to move around, bend down, climb steps, and shift the body between standing, sitting and kneeling. Reach & stretch is the ability to put one or both arms out in front of the body, above the head, or behind the back. Dexterity is the ability of one or both hands to perform fine finger manipulation, pick up and carry objects, or grasping and squeeze objects.