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Design for All @ FORTH-ICS

Design for All @ FORTH-ICS. Margherita Antona. Human – Computer Interaction Laboratory. User Interface software technologies Design methodologies and tools for the design, implementation and evaluation of user interfaces Interaction in Ambient Intelligence Environments

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Design for All @ FORTH-ICS

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  1. Design for All @ FORTH-ICS MargheritaAntona

  2. Human – Computer Interaction Laboratory User Interface software technologies Design methodologies and tools for the design, implementation and evaluation of user interfaces Interaction in Ambient Intelligence Environments Centre for Universal Access & Assistive Technologies

  3. Centre for Universal Access & Assistive Technologies (1/2) • The main objective of the Centre is • to support the equal participation and socio-economic integration of people with various types of disability in the emerging Information Society, by developing accessible applications and services based on the principles of Universal Access • to facilitate independent living, self-care and health, interpersonal communication, education, vocational training, employment, etc.

  4. Centre for Universal Access & Assistive Technologies (2/2) • The activities of the Centre include: • Technology development and applications in a variety of domains • Studies on eAccessibility and eInclusion, accessibility guidelines and policy interventions at national as well as at European level • Technical development and consulting services to user organizations, industrial organizations government agencies and non-market institutions

  5. Brief History

  6. eAccessibility, Design for All and Universal Access (1/2) • The overall goal is to support and facilitate the adoption and application of the principles of Design for All and Universal Access in the context of the Information Society and to consolidate the necessary knowledge, instruments and building blocks for ensuring that interactive applications and services are designed and developed in such a way as to preliminarily take into account the needs and requirements of diverse target user groups in diverse contexts of use

  7. eAccessibility, Design for All and Universal Access (2/2) • Consolidation of Design for All approaches and methods • Methods, techniques and tools for the development of user interfaces that exhibit intelligent adaptation to the characteristics of diverse target user groups, technological platforms and contexts of use • Design and development of appropriate interaction techniques, supported through user interface toolkits, for user groups with specific interaction requirements, such as, for example, non visual interaction for blind users and scanning based interaction for users with upper limbs motor impairments • Methods, techniques and instruments for usability evaluation involving users with different characteristics and abilities

  8. Concepts, frameworks and methods • Universal Access in the Information Society • Design for All in HCI • Unified User Interface Design Method: a design method that facilitates the design of interfaces that exhibit automatic adaptation behaviour based on user and context related diversity factors • Unified User Interface Software architecture: an architectural framework facilitating the development of interfaces that exhibit automatic adaptation behaviour

  9. Interaction techniques and toolkits • Scanning • Fast Scanner: a tool based on Microsoft Active Accessibility providing accessible interaction with interactive applications through the automatic "on-the-fly" activation of hierarchical scanning facilities • Non visual interaction • Hawk : a non-visual interface development toolkit that enables the programming of genuine non-visual interfaces embodying non-visual interaction metaphors

  10. Interaction for motor- impaired: keyboard layouts that speed up interaction (e.g. by following letter- frequency criteria) Interaction for motor- impaired: on-screen keyboard for text input Interaction for motor- impaired: automatically scanned window manipulation toolbar Interaction for motor- impaired: automatically scanned HTML elements (including image-maps) Interaction for motor- impaired: all GUI objects accessible through automatic scanning Accessible Web Browsers (1/2) • AVANTI browser • a universally accessible web browser with a unified user interface Feedback on operation completion (here, bookmark addition) Links presented as buttons Link enumeration and structure overview pane

  11. Accessible Web Browsers (1/2) • ARGO • a public system that integrates a Web browser with off-screen non-visual display transformation and delivery (for blind people) and a Web browser that supports the scanning technique through the use of binary switches(for people with motor impairments)

  12. Accessible Information Systems • PALIO • a system that supports the provision of tourist web-based services exhibiting automatic adaptation behaviour based on user and context characteristics, as well as the user current location

  13. Inclusive Online Communities Universally Accessible Games and Educational Applications Inclusive Interaction in Ambient Intelligence and Smart Environments Research AREAS

  14. Inclusive Online Communities (1/2) • Provision of universally accessible and usable online communities • New tools and services for promoting online communication and collaboration (web portals, digital libraries, eServices, etc.), as well as user needs and requirements for accessing inclusive online communities and web-based services, both with and without the use of assistive technologies

  15. Inclusive Online Communities (2/2) • Development of methods, platforms and tools for supporting the accessibility of online communities to users with diverse needs, abilities and requirements, beyond web accessibility • Investigation and design of novel visualization and navigation techniques, intuitive metaphors and user empowering concepts for online communities and web-based services • Development of universally accessible web portals • Development of methods and instruments targeted towards assessing the inclusiveness of online communities and related tools

  16. eGovernment Web Portal for disabled people • The web applications that are available through the Portal include • the Online Citizen Service Center, a one-stop-shop service for information retrieval and application submission to public administration bodies • Job Finding Service, supporting people with disabilities in searching on – line for jobs, eliminating the need for their physical presence in the workspace in order to conduct any preliminary negotiations with employers • Digital library of assistive technology product and services, addressing individual users as well as public bodies and organizations • Voice Portal, as an alternative means to access the content available through the Online Citizen Service Center with the use of telephone

  17. EDeAN Portal (1/3) • An adaptable portal for the support of the activities of the EDeAN Network Various layouts

  18. EDeAN Portal (2/3) • Quick access links at the top and bottom of the page • Links are displayed as buttons • Text boxes provide feedback on focus • A software keyboard is provided for text entry • A window with the favorite navigation options is displayed (for novice user) Motor Impaired, two Switches, Low Expertise

  19. EDeAN Portal (3/3) Colour blind, low expertise • Links are displayed with pink color • The background color is set to black • Buttons use yellow color for background, red for border and black for text • Charts are rendered using an appropriate color palette

  20. AmeAnet • Targeted to promote the equal participation of people with disabilities in e-government services • Accessible web portal for the provision of informative e-services • available through mobile devices as well as traditional desktop PCs equipped with assistive technology • Comply with WCAG 1.0 levels AAA , and with MWBP 1.0

  21. Development Tools (1/2) • EAGER • a development toolkit that allows Web developers to build adaptive applications using facilities similar to those offered by commonly user frameworks • It is a developer framework build over ASP.NET providing adaptation-enabled ready to use dialogs • By means of EAGER, a developer can produce Web portals that have the ability to adapt to the interaction modalities, metaphors and user interface elements most appropriate to each individual user, according to profile information containing user and context specific parameters

  22. Development Tools (2/2) • Web content should be available for everyone and anywhere • And so its construction should also be accomplishable by anyone • Current Web authoring practices • are based on the WYSIWYG design metaphor • heavily relay on client scripting technologies • do not produce accessible outcomes • can be used effectively only by “able-bodied” authors • Web Hyperspace of Accessible Resources for iMplementingpersONalised and Interoperable Applications – WebHarmonia • an accessible authoring environment with necessary mechanisms for Web accessibility support and content creation (accessible authoring) • fully conformance with ATAG 1.0 as well as with WCAG 2.0 • supporting authoring when using assistive technology solutions

  23. Browser Add-ons • FireScanner • a Firefox browser add-on which provides access to the web for people with hand motor impairments, through the scanning technique

  24. Assessment methods and tools (1/3) • ACCESSIBLE: access to a suite of accessibility assessment facilities • Assessment tools for developers • A User Interface Portal and a Stand Alone tool • Support for state of the art assessment such as WCAG2.0 • One stop shop for accessibility (web, web services, embedded systems, etc)

  25. Assessment methods and tools (2/3) • Specifically designed for developers • Using metaphors familiar to them • No training or guideline knowledge is needed • An accessibility error is just another error in the source code • Evaluation • Personas based : Select among a number of predefined personas the ones that match the target user population of the application under development • Ontology based : • Select among a number of settings from the ontology (disabilities, functional limitations, device and software usage etc.) • Select categories (for example all disabilities, all functional limitations, all personas etc.). • Select to assess all the guidelines contained in a standard (all WCAG2 guidelines, all MWBP etc.). • Guidelines based : Manually select the guidelines to assess from the collection of the available accessibility guidelines

  26. Assessment methods and tools (3/3) • ORIENT • a tool for the walkthrough-based assessment of eServices • ORIENT is based on a new methodology which combines the evaluation of accessibility and usability, and more in general the user experience, throughout the usage lifecycle of eSevices, taking into account different user needs and requirements and different environments of use

  27. Universally Accessible Games and Educational Applications • Methods and concepts for the development of Universally accessible games and educational applications that follow the principles of Design for All, being proactively designed to optimally fit and dynamically adapt to different user characteristics • Design and development of universally accessible games, including design rationale, game mechanics, software architectures, etc.

  28. Education and Training Applications for disabled people • FORTH Editor • a text processor designed for users with motor impairment of upper limps, and users with learning or cognitive difficulties • SEW Trainer • a vocational training application for disabled people, specifically developed in order to provide cognitive impaired users with support for developing and enhancing the vocational skills required for table and bed linen production • Canteen Manager • a specifically designed application for users with learning difficulties and intellectual disabilities, providing cognitive impaired users with support for developing and enhancing the vocational skills required for the management of a refectory

  29. Starlight • A novel software platform for developing and interacting with multimodal interactive electronic textbooks that provide a Dual User Interface, i.e., an interface concurrently accessible by visually impaired and sighted persons • Starlight Reader • It is specifically designed for non-visual interaction and can be fully used without the need of a screen or a mouse. Interaction is accomplished through synthetic speech, the Braille display and the keyboard • Starlight Writer: Writing Software • Allows for the creating, editing and storing of electronic educational textbooks. It supports the writing and structuring of educational content in chapters, subchapters, paragraphs, etc. Each section can contain notes/comments as well as references to other sections of the book. At the end of each section exercises using an automated correction mechanism can be added for student to practice

  30. Copypoint • Electronic version of the Copypoint game for children with learning and cognitive disabilities • hand-eye coordination • skills in distinguishing colors and shapes • ability to understand an image and copy it • spatial orientation • Game modes • single player game • two players in collaboration • two players in competition • two-mice mode • User Profiles • Trainers’ tool

  31. UA-Chess • UA-Chess can be played through a standard Web browser • Its distinctive characteristic is that it is designed to be Universally Accessible, i.e., it can be concurrently played by people with different abilities and preferences, including people with disabilities (e.g., low-vision, blind and hand-motor impaired) • This is achieved by supporting alternative input and output modalities and interaction techniques that can co-exist and co-operate in the game's user interface, combined with fully customizable player profiles http://www.ics.forth.gr/hci/ua-games/ua-chess/play.html

  32. Access Invaders • It can be concurrently played by individuals with different abilities and preferences, including people with disabilities, e.g., low-vision, blind and hand-motor impaired • The game can be played using the keyboard, the mouse, a joystick, and one, two or three switches (or even more). It also features spatial (3D) sound and a screen reader (for presenting textual information), so that it can be played by blind people too Basic profile Single switch profile

  33. Game Over! • The world's first (and hopefully only) universally inaccessible game • The goal is to be used as an educational tool for disseminating, understanding and consolidating game accessibility guidelines • The theme of the game is a reversal of the stereotypical space invaders scenario • The game comprises twenty-one levels, each of which violates a fundamental game accessibility guideline. At the end of each level, a famous quote related to the level's content is recited (a "punch line") and the guideline that was violated is displayed

  34. A-Cross • An Accessible Crossword Puzzle for Visually Impaired Users • Clues are not only classified in two dimensions (across / down), but also presented according to their relevance to the currently solved clue • The next most “relevant” to the current word clue is automatically suggested • Automatic announcement of the number of letters constituting the corresponding answer, when a clue is announced and announcement of the letters that have been already completed for a clue, by solving other related clues • Audio feedback for the correct answer to a clue and for correctly typed letters

  35. 5Cards • 5Cards: Poker game designed for older people • 2 - 4 players • Automatically adaptable user interface • based on user profile and context • Game Features: • Easy to use • Betting system using chips • Context-related help system, including hints for playing

  36. Inclusive Interaction in Ambient Intelligence and Smart Environments • The main goal of research in this domain is to support seamless, high-quality, unobtrusive, inclusive and fault-tolerant interaction in Ambient Intelligence Environments • Novel software development frameworks and methods, and future ambient interactive systems targeted to enabling natural and intuitive interaction of people with the intelligent environment via multiple modalities and coupled devices • Scenarios and methodological approaches for universal access in ambient intelligence environments • Methods and tools for user interface development in Ambient Intelligence • Development of prototype applications that demonstrate the potential, added value and benefits of ambient intelligence technologies to end-users

  37. CAMILE • An interactive application that supports accessible lighting control through multiple modalities • touch-screen-based, for sighted users with no motor impairments • remote controlled operation in combination with speech and sound for visually impaired users or tele-operation by sighted users • switch-based scanning for motor-impaired users • speech-based interaction for all users

  38. Control Home Easily • Control appliances with • simple touch • from all interactive devices • Touch screens • PCs • Mobile Phones • for all rooms • in an enjoyable enjoyable way

  39. Design-and-play tools • AmIDesigner • graphical design environment for GUIs in smart environments • easy and quick development of user interfaces • automatic integration of the developed interfaces in smart environments • accessibility features: speech and audio, scanning, compatibility with various input/output devices • AmIPlayer • support tool for automatic Flash GUIs generation

  40. JMorph UI development &use lifecycle Design Time Execution Time

  41. MAID • A Multi-platform Accessible Interface Design Framework • MAID allows designers to produce ready-to-deploy UIs • by constructing the User Interface design in an abstract XML format • the actual interface instances are automatically generated at runtime by an accessibility-aware multiplatform translation engine • In addition, MAID facilitates the development of reusable custom widgets

  42. Universal Access in AmI (1/2) • Support every day activities by integrating, augmenting or substituting (limited) human abilities with the intelligence spread in the environment • built-in facilities for multimodal interaction and alternative input/output • “accessories” that facilitate alternative ways of use

  43. Universal Access in AmI (2/2) • Ultimate criterion for public acceptance and use • the extent to which people feel safe and comfortable using AmI environments • AmI should integrate Universal Access in a mainstream fashion • Need for • large scale experimentation • close and continuous collaboration of researchers and practitioners

  44. Implementing accessible AmI environments • Equivalent access to content and functions for users with diverse characteristics, not necessarily through the same devices, but through a set of dynamic interaction options integrated in the environment • Two levels • accessibility of individual devices • accessibility of the environment as a whole • Inclusive mainstream product design • Gradual transition form assistive technologies to products accessible ‘by design’ • multimodality

  45. Open issues • Methods for eliciting the requirements of diverse target user groups with different characteristics, abilities, needs and preferences • Methods for understanding the context of use • Design guidelines (and possibly technical standards) for the accessibility and usability of Ambient Intelligence environments • Design-oriented methods to address intelligent interaction and adaptation, as well as critical design for all targets • Evaluation instruments to analyse the extent to which design for all targets have been met • Computer-based design tools

  46. Thank you

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