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UNIVERSAL DESIGN
Universal Design
• the process of designing product.
• usable by anyone, any range of abilities
and any platform.
• compatible with assistive technologies.
universal design principles
- NCSW
1. equitable use
2. flexibility in use
3. simple and intuitive to use
4. perceptible information
5. tolerance for error
6. low physical effort
7. 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
h
r
ah æ
p d
s
iy
j
g
ø
tk
v m 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
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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POLITEKNIK MALAYSIA

  • 2. Universal Design • the process of designing product. • usable by anyone, any range of abilities and any platform. • compatible with assistive technologies.
  • 3. universal design principles - NCSW 1. equitable use 2. flexibility in use 3. simple and intuitive to use 4. perceptible information 5. tolerance for error 6. low physical effort 7. size and space for approach and use
  • 4. 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
  • 5. 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
  • 6. 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
  • 7. 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
  • 8. 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.
  • 9. 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
  • 10. 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
  • 11. 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
  • 12. 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 v m 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
  • 13. 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
  • 14. 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
  • 15. 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
  • 16. 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
  • 17. 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.
  • 18. 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
  • 19. 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
  • 20. 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
  • 21. 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
  • 22. 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
  • 23. 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
  • 24. 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!
  • 25. 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
  • 26. 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
  • 27. … 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