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HCI guidelines - use and misuse. Susan Turner. Now and next in MSD. This week - guidelines week 10 - case study & exam question week 11 - your turn research either HCI issues in the design & evaluation of virtual reality HCI issues in the design & evaluation of small mobile devices.
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HCI guidelines - use and misuse Susan Turner
Now and next in MSD... • This week - guidelines • week 10 - case study & exam question • week 11 - your turn • research either • HCI issues in the design & evaluation of virtual reality • HCI issues in the design & evaluation of small mobile devices
Today’s lecture • Using guidelines and standards sensibly • Guidelines exercise • Guidelines for universal access
Guidelines and standards • Guidelines • general purpose ‘rules’ in HCI texts and websites • most useful when include explanatory text • in-house and proprietary style guides • Standards • have formal authority
From Smith & Mosier (1986) ftp://archive.cis.ohio-state.edu/pub/hci/Guidelines/guidelines
Shneiderman’s 8 golden rules of dialogue design • Strive for consistency • Enable frequent users to use shortcuts • Offer informative feedback • Design dialogs to yield closure • Offer simple error handling • Permit easy reversal of actions • Support internal locus of control • Reduce short-term memory load
Guidelines for web design • www-3.ibm.com/ibm/easy/eou_ext.nsf/Publish/572 • try also www.useit.com (Jakob Nielsen’s site)
Using Guidelines • guidelines often conflict in specific instances • helps to understand the underlying reasoning • consider the requirements of the situation and decide which aspects are most important • basis of ‘heuristic evaluation’ (more in later lecture) • a collection of guidelines links • www.ida.liu.se/~miker/hci/guidelines.html
Standards • Set by (inter)national standards bodies, but often industry driven • International Standards Organisation (ISO) • International Telegraph and Telephone Consultative Committee (CCITT) • British Standards Institute (BSI) • American National Standards Institute (ANSI) • prescriptive, rather than advisory
For example • ISO 9241 Ergonomics for Office Work with Visual Display Terminals • ISO 14915 Ergonomics for Multimedia User Interface Design • BSEN ISO 13407 ‘Human Centred Design for Interactive Systems’ • conformance usually by process not product • also European directives (e.g.90/270/EEC)
General introduction Guidance on task requirements VDU requirements Keyboard requirements Workstation layout and postural requirements Environmental requirements Display requirements with reflections Requirements for displayed colours Requirements for non-keyboard input devices Dialogue principles Guidance on usability specification and measures Presentation of information User guidance Menu dialogues Command dialogues Direct manipulation dialogues Form-filling dialogues ISO 9241
European directive of 29.5.90 • minimum health & safety requirements for employees who work with display screens • wide exceptions • employers’ obligations
In summary • Guidelines can be useful, but need thought in their application • Be aware of HCI standards
Universal design “Universal design for telecommunications and information systems means designing products which can be effectively and efficiently used by people with a wide range of abilities or in a wide range of situations.” Universal Access Project, University of Wisconsin, 1995 • need to be aware • as users • as designers and implementers • as support engineers
Justification for universal design • Legal and ethical rights • e.g. Disability Discrimination Act (UK) • Contribution to a more open society • move away from ‘disability products’ • Broader market • expansion of technology into new domains and for new users • aging population • Broader application area • not just people with special needs, but ordinary people in special circumstances (low light, wearing gloves, noise…)
Relevant human abilities & design • Think about abilities, not types of people • vision • hearing • cognition • mobility and dexterity • designing for the elderly and children • some or all of these may be relevant • design proactively • avoid inadvertent exclusion • design to be accessible, usable and and acceptable
Ways of widening access • New features for hardware and operating systems • features universally available for compliant applications • Assistive technologies • enhance accessibility, but must be moved between computers • cost issues • Specialised applications • e.g. browsers which read pages • but people with special needs often work alongside others with standard applications • Usability features for mainstream applications • e.g. customisable colours to maximise contrast & therefore readability
Some assistive technologies • Screen enlargers • like a magnifying glass • can set and move area of focus • Screen reviewers or readers • make text available as speech or as Braille • graphics only included if alternative text provided • Voice input • not just text, but also as substitute for mouse/keyboard control • On-screen keyboards • select keys using alternative input devices • keyboard filters • compensate for tremor, erratic motion, slow response time...
Did you know? • Windows Accessibility Options (under control panel) • keyboard • sound • visual warnings & captions for sounds • display • high contrast options • mouse
A general approach • Requirements/specification • include people with special needs in requirements analysis and testing of existing systems • consider whether new features affect users with special needs (positively or negatively) and note this in specification • Design • take account of guidelines • Testing • include evaluation against guidelines • include special needs users in usability testing and beta tests • Implementation • make sure programming team are aware of guidelines • if prioritising bugs for fixing, consider that some may have disproportionately more impact on users with special needs
Basic principles of accessible design • Flexibility • customisable user interface to accommodate preferences • e.g. font size, menu arrangement • Choice of input and output methods • e.g. keyboard as well as mouse • redundant combinations of sound, graphics and text • Consistency • within and between applications
Prioritise • Number of users • give higher priority to features that affect more users • e.g. more people view documents than author them • Frequency of use • Necessity of use • give priority to features which are central to the product
Some useful links www.microsoft.com/enable* • detailed guidelines for Microsoft applications and more general advice www.abilitynet.co.uk • general advice on computing and related technologies for people with special needs www.cast.org.uk/bobby • web site checking service - also provides guidelines *acknowledgment: much of previous material derived from here
A specific example - designing for low vision (1) • Key principles - redundancy and flexibility • Keep to standard menu and dialogue box layouts • helps to memorise position of options • Provide keyboard alternatives • Use audio ‘tooltips’ • Supplement visual prompts with audible signals (or vibration or tactile output, such as to Braille display) • Use shading and patterns for visual items to supplement colour
Designing for low vision (2) • Use characters of at least 7.5 mm or 16 point on screen • Use San Serif font for labels, etc., Serif font for text • Generally, dark letters on light background are preferable • Allow messages to remain on the screen until dismissed by the user • Allow text to be enlarged and colours, contrast and brightness to be adjusted • Provide documentation in media which will allow users to listen to it
In summary • Be aware that guidelines and accesibility aids exist • Wherever possible, design for inclusion rather than exclusion