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Design for All
Lecture Four
Vladimir Tomberg, PhD

Design for ALL

1
Lesson Agenda
• Basic Principles
• Presenting results of the homework:
– Finding the good HCI examples
– Opportunities and Threats workshop (if ready)

• Filling in a closing survey
• Finishing Design workshop based of the first
assignment
The Overview

UNIVERSAL DESIGN PRINCIPLES
AND STRATEGIES
Source Book
• Erlandson, R. F. (2010). Universal
and accessible design for
products, services, and processes.
CRC Press.

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4
Higher level places design constraints on the
lower level

The hierarchical structure of the
universal design principles
Transcending principles
• Equitable Use

More general
More encompassing

Process related principles
• Flexibility
• Error-management
• Efficiency
• Stability/predictability

Human factors principles
More detailed
More narrowly
defined
More specific

• Ergonomic
• Perception
• Cognition

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Transcending principle
• Equitable Use Principle

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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
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Equitable Use

Source: livewellcollaborative.org

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Equitable Use Strategies
• Design entities that are age and context
appropriate;
• Design entities that are aesthetically pleasing;
• Design entities that are competitively priced;
• Market the entity for as broad a demographic
and socioeconomic base as reasonable and
possible;

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Equitable Use Strategies

Source: kohhranthianghlim.org

Source: americanallergysupply.com

Design entities that are age and context appropriate
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Equitable Use Strategies

Source: fastcodesign.com

Source: designapplause.com

Design entities that are aesthetically pleasing
(Examples from OXO design)
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Equitable Use Strategies

Source: amazon.com

Source: nextpowerup.com

Design entities that are competitively priced
(Examples: Expensive and relatively cheap Optical Image
Stabilization)
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Equitable Use Strategies

The products and processes should avoid segregating or
stigmatizing any users, making the design appealing to all users
Source: designboom.com

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Process Related Principles
•
•
•
•

Stable and Predictable Principle
Efficiency (Muda Elimination) Principle
Error-Managed (Proofed) Principle
Flexibility Principle

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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.

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Stable and Predictable Principle

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Stable and Predictable Design
Strategies
• Work to establish national and international
standards for products, processes, and services
so as to reduce their common cause variability
• Reduce the common cause variability associated
with the person’s interaction with the product or
process
• Reduce common cause variability using quality
control and reliability engineering techniques to
ensure proper functioning of the product
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Stable and Predictable Principle

This scheme has the highest common cause variability

Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.

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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
Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.

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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).
Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.

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Efficiency (Muda Elimination)
Principle
• Muda (無駄) is a Japanese word meaning:
futility;
uselessness;
idleness;
superfluity;
waste;
wastage;
wastefulness
Source: Gemba Kaizen

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Efficiency (muda elimination)
• Designed entities need to be efficient in that
they have reduced as much of the non-valueadded 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
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Efficiency (muda elimination)
• Muda elimination would include providing
doors, walkways, elevators, and escalators so
as to allow an efficient flow of people for
normal operations.

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Efficiency Design Strategies
• Reduce or eliminate non-value-added activity
(NVAA);
• Make the designed entity as simple and easy
to use as possible;
• Avoid complexity in that it leads to NVAA;
• Use task analysis techniques to identify tasks
or activities that can be eliminated or
redesigned so as to reduce or eliminate NVAA
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Efficiency Design Strategies

Reduce or eliminate non-value-added
activity (NVAA)
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Efficiency Design Strategies

Make the designed entity as simple and
easy to use as possible
Image: crave.cnet.co.uk

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Efficiency Design Strategies

Avoid complexity in that it leads to NVAA
Image: 2.bp.blogspot.com

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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
Image: infoq.com

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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

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Error-Managed (Proofed) Principle

My favorite example
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Error-Managed Design Strategies
• Use a three-staged approach to errorproofing:
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

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Error-Managed Design Strategies

Prevent errors at the source
Image source: blog.crazyegg.com

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Error-Managed Design Strategies

Provide a warning that an error has or is about to
occur
Image source: designmodo.com

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Error-Managed Design Strategies

Provide quick and easy recovery if an error
has occurred
Image source: teamwindows8.com

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Error-Managed Design Strategies

Provide quick and easy recovery if an error
has occurred
Image source: teamwindows8.com

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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

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Flexibility Principle

Image: ergonomicsolutionsaustralia.com.au

Image: indiandrives.com
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Flexibility Design Strategies
• Provide the user with choices;
• Provide adjustability and mobility
• Build flexibility into service delivery systems
and work processes

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Flexibility Design Strategies

Provide the user with a choice of language (English,
French, etc.)
Source: europa.eu

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Flexibility Design Strategies

Provide the user with a choice of mode for
communication
Source: redorbit.com

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Flexibility Design Strategies

Provide adjustability and mobility
Source: toyota.com.au

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Flexibility Design Strategies

Mobility example:
Wheelchair Accessible Bathroom
Source: beyondthescreendoor.com

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Flexibility Design Strategies

Provide adjustable response times
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Flexibility Design Strategies
Time

Times for starting and finishing a service

Content

B. Collis and J. Moonen, Flexible Learning in a Digital World. London, U.K.: Kogan, 2001.

Flexibility dimensions
Times for submitting transactions and interacting with the service provider
Tempo/pace of conducting transactions
Content, type, and quality of service provided
Sequence of transactions and services provided
Orientation of the service (sales, information)

Requirements

Instructional material, users manuals, guidelines, and procedures
Conditions for participation

Delivery and logistics Time and place where contact with service provider occurs
Methods and technology for obtaining support and making contact
Types of help, communication available, and technology required
Location and technology for participating in various aspects of service
delivery
Delivery channels for information, content, and communication

Build flexibility into service delivery systems and
work processes
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Human Factors Principles
• Cognition Principle
• Perception Principle
• Ergonomic Principle

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Cognition Principle
• The cognitive demands of designed entities
must be within acceptable limits for a wide
range of users

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Cognition Principle

Image: zocalopublicsquare.org

Source: google.com

Example: Color coding in Wal-Mart
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Cognitively Sound Design Strategies
• Build knowledge into the designed entity or
environment;
• Use universally or globally understood icons,
symbols, or pictures for communications;
• Reduce the operational complexity of the
entity

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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.
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Affordance

Source: raftfurniture.co.uk

Source: blackrocktools.com

Affordance refers to the actual and perceived attributes of a product
or process that suggest its uses
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Mapping

Source: usabilitypost.com

Use mappings to help users form clear conceptual models
of the entity’s operations and simplify operations
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Constraints

Source: globalsources.com

Source: eco-drive.co.uk

Use constraints so as to control the course of actions and prevent or
reduce the possibility of the users doing the wrong thing
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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
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Cognitively Sound Design
Strategies

Source: tema.ru/travel

Source: coachhiremanchester.com

Use universally or globally understood icons, symbols, or pictures for
communications
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Cognitively Sound Design Strategies

Source: darkroastedblend.com

Reduce the operational complexity of the entity
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Perception Principle
• Designed entities must effectively
communicate necessary information to the
user, regardless of ambient conditions or the
user’s sensory abilities

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Perceptible Design Strategies

Example: Emergency warning systems are prime examples of systems
that must be perceptible by as many people as possible
Source: fox6now.com

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Perceptible Design Strategies
• Provide multisensory options for
communications between a person and the
process or product;
• Design signals so as to maximize the signal-tonoise ratio;
• Provide the ability for a person to increase or
decrease the signal strength so as to increase
the signal-to-noise ratio
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Perceptible Design Strategies

Source: gaates.org

Source: slashgear.com

Provide multisensory options for communications between a
person and the process or product
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Perceptible Design Strategies

Design signals so as to maximize the signal-to-noise
ratio
Source: zyalt.livejournal.com

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Perceptible Design Strategies

Source: www4.gira.com

Source: cdrinfo.com

Provide the ability for a person to increase or decrease the
signal strength so as to increase the signal-to-noise ratio
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Ergonomic Principle
• The physical demands associated with the use
of an entity must be within acceptable limits
for a wide range of users.

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Question:
Whom this ramp is for?

The source is unknown
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I guess this is the only one
possible answer

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Ergonomic Design Strategies
• Design to avoid ergonomic risk factors;
• Design for a wide range of body sizes and
shapes;

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Ergonomic Design Strategies

Design to avoid ergonomic risk factors
Image: Goldsmith , C., UNIVERSAL DESIGN

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Ergonomic Design Strategies

Design for a wide range of body sizes and shapes
Image source: openplay.co.uk

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Ergonomic Design Strategies

Example: Boing 747 economy class interior mockup.
Circa 1965
Image source: reddit.com

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Ergonomic Design Strategies

Example: Economy class today
Image source: dialaflight.com

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1.
2.

Finding the good HCI examples
Opportunities and Threats workshop

PRESENTING RESULTS OF
HOMEWORK
Design for ALL

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Please complete a survey!
(15 minutes)

HTTP://GOO.GL/FULNT9

Design for ALL

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Continuation of Workshop on TLU Building Accessibility Report

HTTP://GOO.GL/4MD8FQ
(OR FIND IT IN YOUR GOOGLE DRIVE)
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End of the Course

Design for ALL

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Design for all. Lecture 4

  • 1. Design for All Lecture Four Vladimir Tomberg, PhD Design for ALL 1
  • 2. Lesson Agenda • Basic Principles • Presenting results of the homework: – Finding the good HCI examples – Opportunities and Threats workshop (if ready) • Filling in a closing survey • Finishing Design workshop based of the first assignment
  • 3. The Overview UNIVERSAL DESIGN PRINCIPLES AND STRATEGIES
  • 4. Source Book • Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press. Design for ALL 4
  • 5. Higher level places design constraints on the lower level The hierarchical structure of the universal design principles Transcending principles • Equitable Use More general More encompassing Process related principles • Flexibility • Error-management • Efficiency • Stability/predictability Human factors principles More detailed More narrowly defined More specific • Ergonomic • Perception • Cognition Design for ALL 5
  • 6. Transcending principle • Equitable Use Principle Design for ALL 6
  • 7. 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 7
  • 9. Equitable Use Strategies • Design entities that are age and context appropriate; • Design entities that are aesthetically pleasing; • Design entities that are competitively priced; • Market the entity for as broad a demographic and socioeconomic base as reasonable and possible; Design for ALL 9
  • 10. Equitable Use Strategies Source: kohhranthianghlim.org Source: americanallergysupply.com Design entities that are age and context appropriate Design for ALL 10
  • 11. Equitable Use Strategies Source: fastcodesign.com Source: designapplause.com Design entities that are aesthetically pleasing (Examples from OXO design) Design for ALL 11
  • 12. Equitable Use Strategies Source: amazon.com Source: nextpowerup.com Design entities that are competitively priced (Examples: Expensive and relatively cheap Optical Image Stabilization) Design for ALL 12
  • 13. Equitable Use Strategies The products and processes should avoid segregating or stigmatizing any users, making the design appealing to all users Source: designboom.com Design for ALL 13
  • 14. Process Related Principles • • • • Stable and Predictable Principle Efficiency (Muda Elimination) Principle Error-Managed (Proofed) Principle Flexibility Principle Design for ALL 14
  • 15. 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 15
  • 16. Stable and Predictable Principle Design for ALL 16
  • 17. Stable and Predictable Design Strategies • Work to establish national and international standards for products, processes, and services so as to reduce their common cause variability • Reduce the common cause variability associated with the person’s interaction with the product or process • Reduce common cause variability using quality control and reliability engineering techniques to ensure proper functioning of the product Design for ALL 17
  • 18. Stable and Predictable Principle This scheme has the highest common cause variability Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press. Design for ALL 18
  • 19. 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 Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press. Design for ALL 19
  • 20. 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). Erlandson, R. F. (2010). Universal and accessible design for products, services, and processes. CRC Press. Design for ALL 20
  • 21. 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 21
  • 22. Efficiency (muda elimination) • Designed entities need to be efficient in that they have reduced as much of the non-valueadded 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 22
  • 23. Efficiency (muda elimination) • Muda elimination would include providing doors, walkways, elevators, and escalators so as to allow an efficient flow of people for normal operations. Design for ALL 23
  • 24. Efficiency Design Strategies • Reduce or eliminate non-value-added activity (NVAA); • Make the designed entity as simple and easy to use as possible; • Avoid complexity in that it leads to NVAA; • 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 24
  • 25. Efficiency Design Strategies Reduce or eliminate non-value-added activity (NVAA) Design for ALL 25
  • 26. Efficiency Design Strategies Make the designed entity as simple and easy to use as possible Image: crave.cnet.co.uk Design for ALL 26
  • 27. Efficiency Design Strategies Avoid complexity in that it leads to NVAA Image: 2.bp.blogspot.com Design for ALL 27
  • 28. 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 Image: infoq.com Design for ALL 28
  • 29. 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 29
  • 30. Error-Managed (Proofed) Principle My favorite example Design for ALL 30
  • 31. Error-Managed Design Strategies • Use a three-staged approach to errorproofing: 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 Design for ALL 31
  • 32. Error-Managed Design Strategies Prevent errors at the source Image source: blog.crazyegg.com Design for ALL 32
  • 33. Error-Managed Design Strategies Provide a warning that an error has or is about to occur Image source: designmodo.com Design for ALL 33
  • 34. Error-Managed Design Strategies Provide quick and easy recovery if an error has occurred Image source: teamwindows8.com Design for ALL 34
  • 35. Error-Managed Design Strategies Provide quick and easy recovery if an error has occurred Image source: teamwindows8.com Design for ALL 35
  • 36. 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 36
  • 38. Flexibility Design Strategies • Provide the user with choices; • Provide adjustability and mobility • Build flexibility into service delivery systems and work processes Design for ALL 38
  • 39. Flexibility Design Strategies Provide the user with a choice of language (English, French, etc.) Source: europa.eu Design for ALL 39
  • 40. Flexibility Design Strategies Provide the user with a choice of mode for communication Source: redorbit.com Design for ALL 40
  • 41. Flexibility Design Strategies Provide adjustability and mobility Source: toyota.com.au Design for ALL 41
  • 42. Flexibility Design Strategies Mobility example: Wheelchair Accessible Bathroom Source: beyondthescreendoor.com Design for ALL 42
  • 43. Flexibility Design Strategies Provide adjustable response times Design for ALL 43
  • 44. Flexibility Design Strategies Time Times for starting and finishing a service Content B. Collis and J. Moonen, Flexible Learning in a Digital World. London, U.K.: Kogan, 2001. Flexibility dimensions Times for submitting transactions and interacting with the service provider Tempo/pace of conducting transactions Content, type, and quality of service provided Sequence of transactions and services provided Orientation of the service (sales, information) Requirements Instructional material, users manuals, guidelines, and procedures Conditions for participation Delivery and logistics Time and place where contact with service provider occurs Methods and technology for obtaining support and making contact Types of help, communication available, and technology required Location and technology for participating in various aspects of service delivery Delivery channels for information, content, and communication Build flexibility into service delivery systems and work processes Design for ALL 44
  • 45. Human Factors Principles • Cognition Principle • Perception Principle • Ergonomic Principle Design for ALL 45
  • 46. Cognition Principle • The cognitive demands of designed entities must be within acceptable limits for a wide range of users Design for ALL 46
  • 47. Cognition Principle Image: zocalopublicsquare.org Source: google.com Example: Color coding in Wal-Mart Design for ALL 47
  • 48. Cognitively Sound Design Strategies • Build knowledge into the designed entity or environment; • Use universally or globally understood icons, symbols, or pictures for communications; • Reduce the operational complexity of the entity Design for ALL 48
  • 49. 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 49
  • 50. Affordance Source: raftfurniture.co.uk Source: blackrocktools.com Affordance refers to the actual and perceived attributes of a product or process that suggest its uses Design for ALL 50
  • 51. Mapping Source: usabilitypost.com Use mappings to help users form clear conceptual models of the entity’s operations and simplify operations Design for ALL 51
  • 52. Constraints Source: globalsources.com Source: eco-drive.co.uk 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 52
  • 53. 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 53
  • 54. Cognitively Sound Design Strategies Source: tema.ru/travel Source: coachhiremanchester.com Use universally or globally understood icons, symbols, or pictures for communications Design for ALL 54
  • 55. Cognitively Sound Design Strategies Source: darkroastedblend.com Reduce the operational complexity of the entity Design for ALL 55
  • 56. 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 56
  • 57. Perceptible Design Strategies Example: Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible Source: fox6now.com Design for ALL 57
  • 58. Perceptible Design Strategies • Provide multisensory options for communications between a person and the process or product; • Design signals so as to maximize the signal-tonoise ratio; • Provide the ability for a person to increase or decrease the signal strength so as to increase the signal-to-noise ratio Design for ALL 58
  • 59. Perceptible Design Strategies Source: gaates.org Source: slashgear.com Provide multisensory options for communications between a person and the process or product Design for ALL 59
  • 60. Perceptible Design Strategies Design signals so as to maximize the signal-to-noise ratio Source: zyalt.livejournal.com Design for ALL 60
  • 61. Perceptible Design Strategies Source: www4.gira.com Source: cdrinfo.com Provide the ability for a person to increase or decrease the signal strength so as to increase the signal-to-noise ratio Design for ALL 61
  • 62. 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 62
  • 63. Question: Whom this ramp is for? The source is unknown Design for ALL 63
  • 64. I guess this is the only one possible answer Design for ALL 64
  • 65. Ergonomic Design Strategies • Design to avoid ergonomic risk factors; • Design for a wide range of body sizes and shapes; Design for ALL 65
  • 66. Ergonomic Design Strategies Design to avoid ergonomic risk factors Image: Goldsmith , C., UNIVERSAL DESIGN Design for ALL 66
  • 67. Ergonomic Design Strategies Design for a wide range of body sizes and shapes Image source: openplay.co.uk Design for ALL 67
  • 68. Ergonomic Design Strategies Example: Boing 747 economy class interior mockup. Circa 1965 Image source: reddit.com Design for ALL 68
  • 69. Ergonomic Design Strategies Example: Economy class today Image source: dialaflight.com Design for ALL 69
  • 70. 1. 2. Finding the good HCI examples Opportunities and Threats workshop PRESENTING RESULTS OF HOMEWORK Design for ALL 70
  • 71. Please complete a survey! (15 minutes) HTTP://GOO.GL/FULNT9 Design for ALL 71
  • 72. Continuation of Workshop on TLU Building Accessibility Report HTTP://GOO.GL/4MD8FQ (OR FIND IT IN YOUR GOOGLE DRIVE) Design for ALL 72
  • 73. End of the Course Design for ALL 73

Notas do Editor

  1. The adjustability features on cars (adjustable seat, steering wheel, floorpedals, and mirrors) allow a variety of users to customize the driver’s seatand control access to their individual needs.
  2. 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.
  3. Expensive and relatively cheap Optical Image Stabilization
  4. If the consuming public perceives the entity as being for the disabled community, the entity will not find widespread acceptance
  5. Gemba Kaizen is a Japanese concept of continuous improvement designed for enhancing processes and reducing waste.
  6.  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.
  7. 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 therebymake their products accessible to a much wider spectrum of people.
  8. 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
  9. Home automation allows for the customization of the living environment, the distribution of light, music, temperature control, the schedulingof clothes and dishwashing cycles, lawn watering, and home security features
  10. Example – color coding in Wal-Mart
  11. Gibson story about monkey and hammer
  12. Space Shuttledashboard versus Model T Ford from 1923
  13. Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
  14. Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
  15. Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
  16. Illuminated crosswalk in Brussels
  17. Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
  18. 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