This document summarizes a lecture on universal design principles. It discusses 10 key principles: equitable use, flexibility in use, simple and intuitive use, perceptible information, tolerance for error, low physical effort, size and space for approach and use, a community of users of mixed abilities, and equitable use. For each principle, the document provides definitions, examples, and strategies for applying the principle in design. The goal of universal design is to create products, environments and systems that can be used by people of all abilities to the greatest extent possible without need for adaptation.
Universal design: Make one design that fits everyoneJoakim Bording
A talk about how and why universal design is a better approach than traditional accessibility. Given as a keynote at UXCamp Copenhagen 2016. http://uxcampcph.org
Inclusive Design Practices: Strategies and Skills for Museum PractitionerCorey Timpson
This hands‐on workshop invites participants to learn about inclusive design principles and develop basic accessibility assessment skills. In the first half, participants will employ accessibility standards developed at the Canada Science and Technology Museum and the Canadian Museum for Human Rights to evaluate various exhibits. Findings and ideas for remediation will be shared in small group discussions. In the second half of the workshop, participants will use interactive design process to develop an inclusive exhibit or activity. This will include idea generation, mock‐ups, testing, and re‐ 5 designs. The workshop will close with a roundtable discussion focusing on best practices for museums hoping to improve their site’s accessibility and capacity to work inclusively. Throughout the morning, participants will be encouraged to ask questions, work collaboratively, and solicit feedback on their ideas.
UX STRAT Online 2021 Presentation by Paul-Jervis Heath, Modern HumanUX STRAT
These slides are for the following session presented at the UX STRAT Online 2021 Conference:
"Finding a Compelling Value Proposition for Emerging Technologies"
Paul-Jervis Heath
Modern Human: Chief Creative Officer & Founding Partner
Universal design: Make one design that fits everyoneJoakim Bording
A talk about how and why universal design is a better approach than traditional accessibility. Given as a keynote at UXCamp Copenhagen 2016. http://uxcampcph.org
Inclusive Design Practices: Strategies and Skills for Museum PractitionerCorey Timpson
This hands‐on workshop invites participants to learn about inclusive design principles and develop basic accessibility assessment skills. In the first half, participants will employ accessibility standards developed at the Canada Science and Technology Museum and the Canadian Museum for Human Rights to evaluate various exhibits. Findings and ideas for remediation will be shared in small group discussions. In the second half of the workshop, participants will use interactive design process to develop an inclusive exhibit or activity. This will include idea generation, mock‐ups, testing, and re‐ 5 designs. The workshop will close with a roundtable discussion focusing on best practices for museums hoping to improve their site’s accessibility and capacity to work inclusively. Throughout the morning, participants will be encouraged to ask questions, work collaboratively, and solicit feedback on their ideas.
UX STRAT Online 2021 Presentation by Paul-Jervis Heath, Modern HumanUX STRAT
These slides are for the following session presented at the UX STRAT Online 2021 Conference:
"Finding a Compelling Value Proposition for Emerging Technologies"
Paul-Jervis Heath
Modern Human: Chief Creative Officer & Founding Partner
This is take two of the presentation, some things added, some removed, but still the regurgitation is best..
The purpose is to raise your awareness of software architecture in light of modern day agile development. Disciplines to incorporate and reconsider
Release Engineering Downstream of an OpenStack ProjectRainya Mosher
Presentation given at OSCON 2015 Open Cloud Day on 7/21/2015
For open source projects such as OpenStack, being able to effectively build, release, and deploy upstream code into a production environment is as much art as science. Using the experience gained from more than three years in OpenStack operations, we will share best practices and tools to create a sustainable and repeatable release engineering process for your own open source development needs.
http://www.oscon.com/open-source-2015/public/schedule/detail/44790
Interaction Design and Development TechnologiesItamar Medeiros
A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.
Presentation for the Turkey Innovation Week in Istanbul on December 4th 2015, on the topic of how design can contribute to solving future cities' challenges.
From project to product mindset and onwards to product platform architecturesJorn Bettin
Is it possible to stay innovative and economically manage many hundreds or even thousands of products or product variants?
Organisations interested in benefiting from a product line and product platform approach must adopt values and organisational principles that encourage the development of deep domain expertise. This includes a deep understanding of the forces that continuously change the environment of the product line. These forces can then be harnessed as part of the architectural foundation for the product line.
The pervasive digitisation of services and the desire to create and operate platforms that can support large digital service ecosystems that include many organisations, have put the spotlight on design principles for product lines, product platforms, and related organisational structures.
These slides relate to a talk at ProductTank Auckland (https://www.meetup.com/ProductTank-Auckland/events/252496542/). The video recording is available at https://twitter.com/pmauckland/status/1021272934416109568.
Bridging the Gap: from Data Science to ProductionFlorian Wilhelm
A recent but quite common observation in industry is that although there is an overall high adoption of data science, many companies struggle to get it into production. Huge teams of well-payed data scientists often present one fancy model after the other to their managers but their proof of concepts never manifest into something business relevant. The frustration grows on both sides, managers and data scientists.
In my talk I elaborate on the many reasons why data science to production is such a hard nut to crack. I start with a taxonomy of data use cases in order to easier assess technical requirements. Based thereon, my focus lies on overcoming the two-language-problem which is Python/R loved by data scientists vs. the enterprise-established Java/Scala. From my project experiences I present three different solutions, namely 1) migrating to a single language, 2) reimplementation and 3) usage of a framework. The advantages and disadvantages of each approach is presented and general advices based on the introduced taxonomy is given.
Additionally, my talk also addresses organisational as well as problems in quality assurance and deployment. Best practices and further references are presented on a high-level in order to cover all facets of data science to production.
With my talk I hope to convey the message that breakdowns on the road from data science to production are rather the rule than the exception, so you are not alone. At the end of my talk, you will have a better understanding of why your team and you are struggling and what to do about it.
Webinar - Design Thinking for Platform EngineeringOpenCredo
Design Thinking is revolutionising the delivery of next-level digital services with best-of-breed product design and user interface principles ensuring close alignment with users and making services a joy to use.
While much of this success has been in the delivery of customer-facing services, there is untapped potential when it comes to delivering frictionless experiences for the internal users of your infrastructure services – promising business value through increased productivity and reduced frustration in your development and operations teams.
Check out the slides from our webinar on approaching platform engineering with a design thinking mindset.
CodeValue Architecture Next 2018 - Executive track dilemmas and solutions in...Erez PEDRO
Moderen Software projects are challenging to develop. Eran Stiller, Ronen Rubinfeld, and Erez Pedro from CodeValue show a method for conducting multidisciplinary product discovery.
This is take two of the presentation, some things added, some removed, but still the regurgitation is best..
The purpose is to raise your awareness of software architecture in light of modern day agile development. Disciplines to incorporate and reconsider
Release Engineering Downstream of an OpenStack ProjectRainya Mosher
Presentation given at OSCON 2015 Open Cloud Day on 7/21/2015
For open source projects such as OpenStack, being able to effectively build, release, and deploy upstream code into a production environment is as much art as science. Using the experience gained from more than three years in OpenStack operations, we will share best practices and tools to create a sustainable and repeatable release engineering process for your own open source development needs.
http://www.oscon.com/open-source-2015/public/schedule/detail/44790
Interaction Design and Development TechnologiesItamar Medeiros
A lecture on the 6 (six) stages of the Logical User-Centered Interactive Design Methodology -- LUCID --, from Cognetics Corporation, Princeton Junction, NJ, USA.
Presentation for the Turkey Innovation Week in Istanbul on December 4th 2015, on the topic of how design can contribute to solving future cities' challenges.
From project to product mindset and onwards to product platform architecturesJorn Bettin
Is it possible to stay innovative and economically manage many hundreds or even thousands of products or product variants?
Organisations interested in benefiting from a product line and product platform approach must adopt values and organisational principles that encourage the development of deep domain expertise. This includes a deep understanding of the forces that continuously change the environment of the product line. These forces can then be harnessed as part of the architectural foundation for the product line.
The pervasive digitisation of services and the desire to create and operate platforms that can support large digital service ecosystems that include many organisations, have put the spotlight on design principles for product lines, product platforms, and related organisational structures.
These slides relate to a talk at ProductTank Auckland (https://www.meetup.com/ProductTank-Auckland/events/252496542/). The video recording is available at https://twitter.com/pmauckland/status/1021272934416109568.
Bridging the Gap: from Data Science to ProductionFlorian Wilhelm
A recent but quite common observation in industry is that although there is an overall high adoption of data science, many companies struggle to get it into production. Huge teams of well-payed data scientists often present one fancy model after the other to their managers but their proof of concepts never manifest into something business relevant. The frustration grows on both sides, managers and data scientists.
In my talk I elaborate on the many reasons why data science to production is such a hard nut to crack. I start with a taxonomy of data use cases in order to easier assess technical requirements. Based thereon, my focus lies on overcoming the two-language-problem which is Python/R loved by data scientists vs. the enterprise-established Java/Scala. From my project experiences I present three different solutions, namely 1) migrating to a single language, 2) reimplementation and 3) usage of a framework. The advantages and disadvantages of each approach is presented and general advices based on the introduced taxonomy is given.
Additionally, my talk also addresses organisational as well as problems in quality assurance and deployment. Best practices and further references are presented on a high-level in order to cover all facets of data science to production.
With my talk I hope to convey the message that breakdowns on the road from data science to production are rather the rule than the exception, so you are not alone. At the end of my talk, you will have a better understanding of why your team and you are struggling and what to do about it.
Webinar - Design Thinking for Platform EngineeringOpenCredo
Design Thinking is revolutionising the delivery of next-level digital services with best-of-breed product design and user interface principles ensuring close alignment with users and making services a joy to use.
While much of this success has been in the delivery of customer-facing services, there is untapped potential when it comes to delivering frictionless experiences for the internal users of your infrastructure services – promising business value through increased productivity and reduced frustration in your development and operations teams.
Check out the slides from our webinar on approaching platform engineering with a design thinking mindset.
CodeValue Architecture Next 2018 - Executive track dilemmas and solutions in...Erez PEDRO
Moderen Software projects are challenging to develop. Eran Stiller, Ronen Rubinfeld, and Erez Pedro from CodeValue show a method for conducting multidisciplinary product discovery.
Integration data models, Learning Layers project meeting in BremenVladimir Tomberg
Report on process of building common semantic core for data from several Learning Layers applications for an integrated solution supported by Social Semantic Server
Слайды к моему короткому выступлению на круглом столе конференции ПрофсоUX в Санкт-Петербурге, 26 апреля 2014 года. Круглый стол был посвещен UX образованию.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
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
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
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
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
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
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
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
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
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
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
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
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.
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.
Expensive and relatively cheap Optical Image Stabilization
If the consuming public perceives the entity as being for the disabled community, the entity will not find widespread acceptance
Gemba Kaizen is a Japanese concept of continuous improvement designed for enhancing processes and reducing waste.
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.
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.
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
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
Example – color coding in Wal-Mart
Gibson story about monkey and hammer
Space Shuttle dashboard versus Model T Ford from 1923
Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
Illuminated crosswalk in Brussels
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
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.
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.