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Meeting #5
Block 1 (Part 6)
Crossing boundaries
1
TM112: Introduction to Computing and
InformationTechnology
OU Materials, PPT prepared by Dr. Ahmad Mikati
14 October 2023 TM112-AOU
Part 6 Crossing boundaries
2
6.1 Introduction
6.2 Face to face
6.3 Emergence of the interface3.3 Compression of digital
files
6.4 Design
6.5 Usability and accessibility
Contents
14 October 2023 TM112-AOU
Learning Outcomes
After studying this part, you should be able to:
• explain the meaning of the term ‘human–computer interaction’ (HCI)
and its importance.
• explain the meaning of key terms in HCI explain what design is and
why it is important
• reflect on the role of user interfaces in the success or failure of a
computer system
• apply design principles of HCI in simple situations
• evaluate an interface using one or more user-evaluation techniques.
3
14 October 2023 TM112-AOU
• Given the range of people using computer-based technologies,
most of whom are unfamiliar with what goes on inside the
computer and given the wide range of uses to which these
technologies are increasingly being put, there is a need to find
new ways to interact with computers. An interface can take
many forms, and a good way to think about an interface is as a
‘shared boundary’ between the computer and the user.
• In this part, you will examine the different ways in which
humans can interact with computers through the interface.
Most importantly, you will learn some of the basic skills and
techniques associated with building good interfaces.
4
Introduction
14 October 2023 TM112-AOU
Face to face
5
Human–computer interaction (HCI)
• HCI is the study of how humans interact with computers and their
applications.
HCI looks at the design of computer systems in which humans and computers
need to work together and tells us how to build user interfaces that are safe,
efficient, easy and enjoyable to use (as well as functional).
• For designers, interaction is not limited to the connection between humans
and computers; rather, it is a way of framing the relationship between
people and the objects that have been designed for them.
• For human–computer interaction (HCI) practitioners, interaction is
generally conceived in terms of the feedback loop arising from the flow of
information between a person and a computer system.
14 October
2023
TM112-AOU
Face to face
6
Users
The term ‘user’, which has its origin in late 1970s engineering,
refers to a person interacting with a computer system in order to
carry out a task in pursuit of a goal.
It is common in HCI literature and the popular computing press to
come across the term ‘the user’ in connection with discussion of
personal and mobile computer-based devices.
However, there are problems with this term.
An interface can take many forms, and a good way to think about an
interface is as a ‘shared boundary’ between the computer and the
user.
14 October 2023 TM112-AOU
Face to face
7
User interfaces (UIs)
• The user interface (UI) is simply that part of a computer
system which enables interaction between the person and the
computer.
• As users of computer-based technologies, we are
generally only concerned with the UI rather than with the
underlying computing system.
• In short, the UI is where we get face to face with the computer,
as shown in the below Figure.
14 October 2023 TM112-AOU
Emergence of the interface
8
• With the command-line interface, human–computer interaction
is textual and language-based – in short, conversational.
• However, this conversational metaphor was retained in the
next phase of interface development, with the focus shifting
to how one might interact in a foreign country when one did
not understand the language spoken.
• This led to a shift from conversational interfaces to graphical user
interfaces (GUIs). One of the consequences of the emergence of
the GUI was the separation of the programmer’s model from the
user’s model, as shown in the Figure.
• Users no longer need to know anything about typography or
graphic design to use a modern word processor or desktop
publishing application.
Graphical User Interfaces (GUIs)
14 October 2023 TM112-AOU
Emergence of the interface
9
• The first graphical web browser made its appearance in 1993 and
introduced an intermediate model between the user and the
programmer.
• With the rise of the web, designers were faced with new
challenges.
• While GUIs required the designer to understand the user, web
user interfaces (WUIs) made any member of the public a
potential user.
Web User Interfaces (WUIs)
14 October 2023 TM112-AOU
Emergence of the interface
10
• The rise of theWUI gave people the freedom to indulge in the
incredible range of activities we see today. Services such as
Facebook, LinkedIn, Flickr andTwitter exist for a variety of
reasons, including fulfilling a more playful and engaging role
rather than achieving a set goal.
• To reflect this shift in the use of computers, HCI came to refer not
only to interactions with a computer but also to using a computer
to interact with other humans, leading to the interaction
situation shown in the below Figure.
Social and mobile interaction
14 October 2023 TM112-AOU
Emergence of the interface
11
• Perhaps the most obvious interaction issue is the small screens of
portable devices. Further problems are caused by our limited ability
to accurately identify and interact with small objects.
• As devices have become smaller, the elements of the interface such
as buttons and menus have become correspondingly larger.
• One way of overcoming these issues is to embed a tangible interface
within, or wrapped around, a computing device such as a smartphone
or a tablet so that the physical device itself becomes the interface
through sensor technologies embedded in it.
• In short, the interface not only becomes distributed over several
programmer models, but also is to be used and shared with several
applications and people, where each person may have their own
model as shown in the Figure (interaction design).
Social and mobile interaction
14 October 2023 TM112-AOU
Design
12
• Design is an activity that refers to the process of originating and
developing a plan for a device, product, service, structure, system or
component on purpose.
• In design disciplines, by contrast, trade-offs are more difficult to
identify and to measure because they rest on human needs, desires
and values.
• One of the basic goals of HCI design is to improve the interactions
between humans and computers by making the computers.
• Presenting data in a way that provides useful information to users
allows them to make sense of their interactions with computers and
to make appropriate decisions in particular situations.
• Depending on the design of the interface, users of a computer
system will determine whether the whole system is usable.
Why design is important
14 October 2023 TM112-AOU
Design
The importance of good user interface design
Bad design can result in loss of business.
• A good UI is:
• One that is easy to use and easy to understand;
• One that meets the needs of the intended users;
• One that supports users in the tasks they wish to
undertake.
• A good UI designer thinks about the users of the UI and pays
great attention to the usability of the UI for users.
• A cardinal rule for good UI design is always to be aware of a
user’s needs.
13
14 October 2023 TM112-AOU
User Interface Essentials
User interface design principles
• There are several UI design principles in the HCI
literature.
• The best known are those applying to visibility,
feedback, affordance, simplicity, structure, consistency
and tolerance of UI designs.
• Each design principle has helpful guidelines associated
with it and their application is described by means of
examples.
14
14 October 2023 TM112-AOU
User Interface Essentials
15
Visibility
• Visibility in the context of UI design means making it clear
what a UI element is used for.
• All UI elements should have good visibility.
• This can be dine by good labeling (text or image).
• Examples:
• In a UI for DVD player, standard recognizable symbols are
used (Figure 19).
• Buttons have labels to make their purpose clear for users
(Figure 20).
Figure 19 Figure 20
14 October 2023 TM112-AOU
User Interface Essentials
16
Feedback
• Feedback in the context of UI design means making it clear what
action has been achieved through the use of the UI element.
• Feedback is used to say that one part of an action has finished,
and another can begin.
• Feedback can be visual, audible or tactile.
• Examples:
• When setting an alarm on your smartphone, a small picture of a bell
appears next to the time display, indicating that an alarm has been
set.
• When pressing any key of a cell phone, a beep is heard.
• When pressing a button on a UI, the button is darkened.
14 October 2023 TM112-AOU
User Interface Essentials
17
Affordance
• Affordance in the context of UI design means making it clear how a UI
element should be used.
• Affordance is concerned with how to use an object, not what the object
is for or whether to use it, which are issues of system functionality and
context of use, respectively.
• At a very simple level, to afford means ‘to give a clue’ of how to interact.
• Examples:
• InWindows OS, buttons are given a shadow which affords pushing.
• The underlining of links on web pages affords clicking.
14 October 2023 TM112-AOU
User Interface Essentials
18
Simplicity
• Simplicity means keeping things as simple as possible.
• To achieve simplicity, employ actions, icons, words and user interface controls
that are natural for the user.
• Examples:
• Use simple language.
• Break complex tasks into simpler subtasks.
• Find out what tasks are most common for your users and make these as short and
simple as possible for the user to achieve.
Tolerance
• Tolerance refers to the ability of a UI to prevent errors if possible, or
to make them easy to recover from, if not.
• Examples:
• To prevent wrong choice of menu item, some items might be grayed out.
• Before deleting a file, a confirm message is displayed.
14 October 2023 TM112-AOU
User Interface Essentials
19
Figure 22
Figure 21
Structure
• A UI needs to be structured in way that is meaningful and useful to user.
• It is important to structure the UI in a way that will be meaningful for the user.
• Example: In MSWord UI, related commands are grouped together (Fig. 21).
Consistency
• Consistency in appearance, positioning and behavior within the UI makes a
system easy to learn and remember.
• Example: Icons in the top bar of different MS Office applications are the same
and function in a similar way (Check Figure 22 and compare it with Figure 21).
14 October 2023 TM112-AOU
User-centered design (UCD)
20
• The separation of models led to a shift in software design.
• The essence of interface design is what is known as user-
centered design (UCD), where users are at the center of the
design model.
• In addition, programmers often make the mistake of thinking
that they are users too, and so they design things around what
is convenient for them.
• The main idea behind UCD is that users know best what their
needs, goals and preferences are.
• The role of designers is to find out these things and then
design with them in mind.
14 October 2023 TM112-AOU
Usability and Accessibility
21
A good interface is one that is easy to use and easy to understand, meets the
needs of the intended users, and supports users in the tasks they wish to
undertake.
A good interface designer thinks about the users of the interface
and pays great attention to the usability of the interface for users.
What is usability?
According to Part 11 of ISO 9241, the international standard ‘Ergonomic
requirements for office work with visual display terminals’, usability refers to:
The extent to which a product can be used by specified users to achieve
specified goals with effectiveness, efficiency, and satisfaction in a specified
context of use.
14 October 2023 TM112-AOU
Usability and Accessibility
22
Usability
The extent to which a product can be used by specified users to achieve
specified goals with effectiveness, efficiency, and satisfaction in a specified
context of use.
 Effectiveness refers to the goals or tasks being achieved accurately and
completely.
 Efficiency refers to the resources expended to achieve the goal or task,
including, for example, time and effort.
 Satisfaction refers to the comfort and acceptability of the computer
system to its user
14 October 2023 TM112-AOU
Usability and Accessibility
23
Usability list of principles: (applies to all types of computer interface,
for example the interfaces to operating systems, word processors,
calculators and so on, not just web interfaces)
 Visibility of system status. Always keep users informed about
what is going on, through providing appropriate feedback within
reasonable time.
 Match between system and the real world. Speak the users’
language, using words, phrases and concepts familiar to the user,
rather than system-oriented terms.
 User control and freedom. Provide ways of allowing users to
easily escape from places they unexpectedly find themselves, by
using clearly marked ‘emergency exits’.
 Consistency and standards. Avoid making users wonder whether
different words, situations, or actions mean the same thing.
14 October 2023 TM112-AOU
24
Usability and Accessibility
• Help users recognize, diagnose, and recover from errors. Use plain
language to describe the nature of the problem and suggest a way of
solving it.
• Error prevention.Where possible prevent errors occurring in the
first place.
• Recognition rather than recall. Make objects, actions, and options
visible.
• Flexibility and efficiency of use. Provide accelerators [for example,
keyboard shortcuts] that are invisible to novice users, but allow more
experienced users to carry out tasks more quickly.
• Aesthetic and minimalist design. Avoid using information that is
irrelevant or rarely needed.
• Help and documentation. Provide information that can be easily
searched and provides help in a set of concrete steps that can easily
be followed.
14 October 2023 TM112-AOU
Usability and Accessibility
25
Accessibility
• Accessibility means having equal access to products,
information and services regardless of people’s physical or
developmental abilities or impairments.
• This means that people with different abilities can perceive,
understand, navigate and interact with computer systems.
• A key point to remember is that accessibility is about
considering the wide spectrum of human physical and
cognitive abilities.
• These different abilities can sometimes be temporary, for
example, difficulty in using a keyboard due to a broken arm.
14 October 2023 TM112-AOU
Usability and Accessibility
26
Accessibility
• It is important to appreciate that if something is universally
usable, it will be universally accessible.
• This means that some products designed specifically for
disabled users can be beneficial to all users.
14 October 2023 TM112-AOU
Usability and Accessibility
27
Accessibility- Examples
 Some users need to be able to adjust font sizes, screen
resolution, and so on.
 Other users might find combinations of foreground and
background color make text hard to read.
 Some users have a screen reader, which uses a synthesized voice
to read on-screen text aloud.
 Other users have a speech-driven web browser, in which
commands are spoken into a microphone.
 Screen reader and speech-driven web browser are examples of
adaptive technology or assistive technology
14 October 2023 TM112-AOU
Evaluation with users
28
• Earlier in this lecture, you learned that one of the principles on which
UCD is based is iterative design, which involves researching user
requirements and then following a design, build, evaluate and then
redesign loop.
• User evaluation is a critical activity within the design process since it
allows feedback to be incorporated so as to improve the design of the
system.
• The following methods are often used at the start of a design or
redesign process in order to establish initial requirements, as well as at
stages during the iterative design process.
 User observation
 Interviews
 Questionnaires
14 October 2023 TM112-AOU
Evaluation with users
29
Questionnaires: As with interviews, questionnaires can be distributed to
users both before and after they have interacted with a system.
They offer less scope for exploration and obtaining open-ended feedback
from users than interviews because they are usually completed in the
absence of the person who constructed them
User observation: User observation involves watching what users do
and listening to what they say when carrying out tasks.
Interviews: Interviews involve asking users a series of questions, which
can be closed, open-ended or a combination of the two, and making a
note of their responses.
14 October 2023 TM112-AOU

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TM112 Meeting5-Crossing boundaries.pptx

  • 1. Meeting #5 Block 1 (Part 6) Crossing boundaries 1 TM112: Introduction to Computing and InformationTechnology OU Materials, PPT prepared by Dr. Ahmad Mikati 14 October 2023 TM112-AOU
  • 2. Part 6 Crossing boundaries 2 6.1 Introduction 6.2 Face to face 6.3 Emergence of the interface3.3 Compression of digital files 6.4 Design 6.5 Usability and accessibility Contents 14 October 2023 TM112-AOU
  • 3. Learning Outcomes After studying this part, you should be able to: • explain the meaning of the term ‘human–computer interaction’ (HCI) and its importance. • explain the meaning of key terms in HCI explain what design is and why it is important • reflect on the role of user interfaces in the success or failure of a computer system • apply design principles of HCI in simple situations • evaluate an interface using one or more user-evaluation techniques. 3 14 October 2023 TM112-AOU
  • 4. • Given the range of people using computer-based technologies, most of whom are unfamiliar with what goes on inside the computer and given the wide range of uses to which these technologies are increasingly being put, there is a need to find new ways to interact with computers. An interface can take many forms, and a good way to think about an interface is as a ‘shared boundary’ between the computer and the user. • In this part, you will examine the different ways in which humans can interact with computers through the interface. Most importantly, you will learn some of the basic skills and techniques associated with building good interfaces. 4 Introduction 14 October 2023 TM112-AOU
  • 5. Face to face 5 Human–computer interaction (HCI) • HCI is the study of how humans interact with computers and their applications. HCI looks at the design of computer systems in which humans and computers need to work together and tells us how to build user interfaces that are safe, efficient, easy and enjoyable to use (as well as functional). • For designers, interaction is not limited to the connection between humans and computers; rather, it is a way of framing the relationship between people and the objects that have been designed for them. • For human–computer interaction (HCI) practitioners, interaction is generally conceived in terms of the feedback loop arising from the flow of information between a person and a computer system. 14 October 2023 TM112-AOU
  • 6. Face to face 6 Users The term ‘user’, which has its origin in late 1970s engineering, refers to a person interacting with a computer system in order to carry out a task in pursuit of a goal. It is common in HCI literature and the popular computing press to come across the term ‘the user’ in connection with discussion of personal and mobile computer-based devices. However, there are problems with this term. An interface can take many forms, and a good way to think about an interface is as a ‘shared boundary’ between the computer and the user. 14 October 2023 TM112-AOU
  • 7. Face to face 7 User interfaces (UIs) • The user interface (UI) is simply that part of a computer system which enables interaction between the person and the computer. • As users of computer-based technologies, we are generally only concerned with the UI rather than with the underlying computing system. • In short, the UI is where we get face to face with the computer, as shown in the below Figure. 14 October 2023 TM112-AOU
  • 8. Emergence of the interface 8 • With the command-line interface, human–computer interaction is textual and language-based – in short, conversational. • However, this conversational metaphor was retained in the next phase of interface development, with the focus shifting to how one might interact in a foreign country when one did not understand the language spoken. • This led to a shift from conversational interfaces to graphical user interfaces (GUIs). One of the consequences of the emergence of the GUI was the separation of the programmer’s model from the user’s model, as shown in the Figure. • Users no longer need to know anything about typography or graphic design to use a modern word processor or desktop publishing application. Graphical User Interfaces (GUIs) 14 October 2023 TM112-AOU
  • 9. Emergence of the interface 9 • The first graphical web browser made its appearance in 1993 and introduced an intermediate model between the user and the programmer. • With the rise of the web, designers were faced with new challenges. • While GUIs required the designer to understand the user, web user interfaces (WUIs) made any member of the public a potential user. Web User Interfaces (WUIs) 14 October 2023 TM112-AOU
  • 10. Emergence of the interface 10 • The rise of theWUI gave people the freedom to indulge in the incredible range of activities we see today. Services such as Facebook, LinkedIn, Flickr andTwitter exist for a variety of reasons, including fulfilling a more playful and engaging role rather than achieving a set goal. • To reflect this shift in the use of computers, HCI came to refer not only to interactions with a computer but also to using a computer to interact with other humans, leading to the interaction situation shown in the below Figure. Social and mobile interaction 14 October 2023 TM112-AOU
  • 11. Emergence of the interface 11 • Perhaps the most obvious interaction issue is the small screens of portable devices. Further problems are caused by our limited ability to accurately identify and interact with small objects. • As devices have become smaller, the elements of the interface such as buttons and menus have become correspondingly larger. • One way of overcoming these issues is to embed a tangible interface within, or wrapped around, a computing device such as a smartphone or a tablet so that the physical device itself becomes the interface through sensor technologies embedded in it. • In short, the interface not only becomes distributed over several programmer models, but also is to be used and shared with several applications and people, where each person may have their own model as shown in the Figure (interaction design). Social and mobile interaction 14 October 2023 TM112-AOU
  • 12. Design 12 • Design is an activity that refers to the process of originating and developing a plan for a device, product, service, structure, system or component on purpose. • In design disciplines, by contrast, trade-offs are more difficult to identify and to measure because they rest on human needs, desires and values. • One of the basic goals of HCI design is to improve the interactions between humans and computers by making the computers. • Presenting data in a way that provides useful information to users allows them to make sense of their interactions with computers and to make appropriate decisions in particular situations. • Depending on the design of the interface, users of a computer system will determine whether the whole system is usable. Why design is important 14 October 2023 TM112-AOU
  • 13. Design The importance of good user interface design Bad design can result in loss of business. • A good UI is: • One that is easy to use and easy to understand; • One that meets the needs of the intended users; • One that supports users in the tasks they wish to undertake. • A good UI designer thinks about the users of the UI and pays great attention to the usability of the UI for users. • A cardinal rule for good UI design is always to be aware of a user’s needs. 13 14 October 2023 TM112-AOU
  • 14. User Interface Essentials User interface design principles • There are several UI design principles in the HCI literature. • The best known are those applying to visibility, feedback, affordance, simplicity, structure, consistency and tolerance of UI designs. • Each design principle has helpful guidelines associated with it and their application is described by means of examples. 14 14 October 2023 TM112-AOU
  • 15. User Interface Essentials 15 Visibility • Visibility in the context of UI design means making it clear what a UI element is used for. • All UI elements should have good visibility. • This can be dine by good labeling (text or image). • Examples: • In a UI for DVD player, standard recognizable symbols are used (Figure 19). • Buttons have labels to make their purpose clear for users (Figure 20). Figure 19 Figure 20 14 October 2023 TM112-AOU
  • 16. User Interface Essentials 16 Feedback • Feedback in the context of UI design means making it clear what action has been achieved through the use of the UI element. • Feedback is used to say that one part of an action has finished, and another can begin. • Feedback can be visual, audible or tactile. • Examples: • When setting an alarm on your smartphone, a small picture of a bell appears next to the time display, indicating that an alarm has been set. • When pressing any key of a cell phone, a beep is heard. • When pressing a button on a UI, the button is darkened. 14 October 2023 TM112-AOU
  • 17. User Interface Essentials 17 Affordance • Affordance in the context of UI design means making it clear how a UI element should be used. • Affordance is concerned with how to use an object, not what the object is for or whether to use it, which are issues of system functionality and context of use, respectively. • At a very simple level, to afford means ‘to give a clue’ of how to interact. • Examples: • InWindows OS, buttons are given a shadow which affords pushing. • The underlining of links on web pages affords clicking. 14 October 2023 TM112-AOU
  • 18. User Interface Essentials 18 Simplicity • Simplicity means keeping things as simple as possible. • To achieve simplicity, employ actions, icons, words and user interface controls that are natural for the user. • Examples: • Use simple language. • Break complex tasks into simpler subtasks. • Find out what tasks are most common for your users and make these as short and simple as possible for the user to achieve. Tolerance • Tolerance refers to the ability of a UI to prevent errors if possible, or to make them easy to recover from, if not. • Examples: • To prevent wrong choice of menu item, some items might be grayed out. • Before deleting a file, a confirm message is displayed. 14 October 2023 TM112-AOU
  • 19. User Interface Essentials 19 Figure 22 Figure 21 Structure • A UI needs to be structured in way that is meaningful and useful to user. • It is important to structure the UI in a way that will be meaningful for the user. • Example: In MSWord UI, related commands are grouped together (Fig. 21). Consistency • Consistency in appearance, positioning and behavior within the UI makes a system easy to learn and remember. • Example: Icons in the top bar of different MS Office applications are the same and function in a similar way (Check Figure 22 and compare it with Figure 21). 14 October 2023 TM112-AOU
  • 20. User-centered design (UCD) 20 • The separation of models led to a shift in software design. • The essence of interface design is what is known as user- centered design (UCD), where users are at the center of the design model. • In addition, programmers often make the mistake of thinking that they are users too, and so they design things around what is convenient for them. • The main idea behind UCD is that users know best what their needs, goals and preferences are. • The role of designers is to find out these things and then design with them in mind. 14 October 2023 TM112-AOU
  • 21. Usability and Accessibility 21 A good interface is one that is easy to use and easy to understand, meets the needs of the intended users, and supports users in the tasks they wish to undertake. A good interface designer thinks about the users of the interface and pays great attention to the usability of the interface for users. What is usability? According to Part 11 of ISO 9241, the international standard ‘Ergonomic requirements for office work with visual display terminals’, usability refers to: The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use. 14 October 2023 TM112-AOU
  • 22. Usability and Accessibility 22 Usability The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use.  Effectiveness refers to the goals or tasks being achieved accurately and completely.  Efficiency refers to the resources expended to achieve the goal or task, including, for example, time and effort.  Satisfaction refers to the comfort and acceptability of the computer system to its user 14 October 2023 TM112-AOU
  • 23. Usability and Accessibility 23 Usability list of principles: (applies to all types of computer interface, for example the interfaces to operating systems, word processors, calculators and so on, not just web interfaces)  Visibility of system status. Always keep users informed about what is going on, through providing appropriate feedback within reasonable time.  Match between system and the real world. Speak the users’ language, using words, phrases and concepts familiar to the user, rather than system-oriented terms.  User control and freedom. Provide ways of allowing users to easily escape from places they unexpectedly find themselves, by using clearly marked ‘emergency exits’.  Consistency and standards. Avoid making users wonder whether different words, situations, or actions mean the same thing. 14 October 2023 TM112-AOU
  • 24. 24 Usability and Accessibility • Help users recognize, diagnose, and recover from errors. Use plain language to describe the nature of the problem and suggest a way of solving it. • Error prevention.Where possible prevent errors occurring in the first place. • Recognition rather than recall. Make objects, actions, and options visible. • Flexibility and efficiency of use. Provide accelerators [for example, keyboard shortcuts] that are invisible to novice users, but allow more experienced users to carry out tasks more quickly. • Aesthetic and minimalist design. Avoid using information that is irrelevant or rarely needed. • Help and documentation. Provide information that can be easily searched and provides help in a set of concrete steps that can easily be followed. 14 October 2023 TM112-AOU
  • 25. Usability and Accessibility 25 Accessibility • Accessibility means having equal access to products, information and services regardless of people’s physical or developmental abilities or impairments. • This means that people with different abilities can perceive, understand, navigate and interact with computer systems. • A key point to remember is that accessibility is about considering the wide spectrum of human physical and cognitive abilities. • These different abilities can sometimes be temporary, for example, difficulty in using a keyboard due to a broken arm. 14 October 2023 TM112-AOU
  • 26. Usability and Accessibility 26 Accessibility • It is important to appreciate that if something is universally usable, it will be universally accessible. • This means that some products designed specifically for disabled users can be beneficial to all users. 14 October 2023 TM112-AOU
  • 27. Usability and Accessibility 27 Accessibility- Examples  Some users need to be able to adjust font sizes, screen resolution, and so on.  Other users might find combinations of foreground and background color make text hard to read.  Some users have a screen reader, which uses a synthesized voice to read on-screen text aloud.  Other users have a speech-driven web browser, in which commands are spoken into a microphone.  Screen reader and speech-driven web browser are examples of adaptive technology or assistive technology 14 October 2023 TM112-AOU
  • 28. Evaluation with users 28 • Earlier in this lecture, you learned that one of the principles on which UCD is based is iterative design, which involves researching user requirements and then following a design, build, evaluate and then redesign loop. • User evaluation is a critical activity within the design process since it allows feedback to be incorporated so as to improve the design of the system. • The following methods are often used at the start of a design or redesign process in order to establish initial requirements, as well as at stages during the iterative design process.  User observation  Interviews  Questionnaires 14 October 2023 TM112-AOU
  • 29. Evaluation with users 29 Questionnaires: As with interviews, questionnaires can be distributed to users both before and after they have interacted with a system. They offer less scope for exploration and obtaining open-ended feedback from users than interviews because they are usually completed in the absence of the person who constructed them User observation: User observation involves watching what users do and listening to what they say when carrying out tasks. Interviews: Interviews involve asking users a series of questions, which can be closed, open-ended or a combination of the two, and making a note of their responses. 14 October 2023 TM112-AOU