1. Design for All
Lecture Four
Vladimir Tomberg, PhD
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Design for ALL 1
2. Today’s Plan
1st Part, 45 min.
– Presenting your Personas and Lo-Fi prototypes
– https://goo.gl/DOSRZh
2nd Part, 45 minutes
– Universal Design Principles
Design for ALL 2
5. Design for All Inclusive Design Universal Design
Equitable use Equitable Equity
Flexibility in use Flexible Flexibility
Simple and intuitive use Straightforward
Perceptible information Perceptible Perception
Informative Cognition
Preventative
Tolerance for error Tolerant Error-management
Efficiency
Stability/predictability
Low physical effort Effortless
ErgonomicSize and space for
approach and use
Accommodating
Consistent
http://www.edf-
feph.org/Page.asp?docid=13390&langue=EN
http://www.sandiwassmer.co.uk/resources/the
-ten-principles-of-inclusive-web-design/
Robert F . Erlandson, Universal and Accessible
Design for Products, Services, and Processes
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6. Principles of UD Illustrated
Design for ALL 6Source link: udlhcpss.files.wordpress.com
7. The hierarchical structure of the
universal design principles
Transcending principles
•Equity
Process related principles
•Flexibility
•Error-management
•Efficiency
•Stability/predictability
Human factors principles
•Ergonomic
•Perception
•Cognition
Higherlevelplacesdesignconstraintsonthe
lowerlevel
More general
More encompa-
ssing
More detailed
More narrowly
defined
More specific
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8. 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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10. Equitable Use Strategies
Design entities that are age and context appropriate
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Source: kohhranthianghlim.org Source: americanallergysupply.com
11. Equitable Use Strategies
Design entities that are aesthetically pleasing
(Examples from OXO design)
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Source: fastcodesign.com Source: designapplause.com
12. Equitable Use Strategies
Design entities that are competitively priced
(Examples: Expensive and relatively cheap Optical Image
Stabilization)
Design for ALL 12
Source: amazon.com Source: nextpowerup.com
13. Equitable Use Strategies
The products and processes should avoid segregating or
stigmatizing any users, making the design appealing to all users
Design for ALL 13Source: designboom.com
14. 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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16. Stable and Predictable Principle
This scheme has the highest common cause variability
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Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.
17. 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
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Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.
18. 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).
Design for ALL 18
Erlandson, R. F. (2010). Universal and accessible
design for products, services, and processes. CRC
Press.
19. 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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20. Efficiency (muda elimination)
• Designed entities need to be efficient in that
they have reduced as much of the non-value-
added 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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24. 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
Design for ALL 24Image: infoq.com
25. 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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27. Error-Managed Design Strategies
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• Use a three-staged approach to error-
proofing:
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
31. 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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40. 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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41. Cognitively Sound Design
Strategies ─ Affordance
Affordance refers to the actual and perceived attributes of a product
or process that suggest its uses
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Source: raftfurniture.co.uk Source: blackrocktools.com
42. Cognitively Sound Design
Strategies ─ Mapping
Use mappings to help users form clear conceptual models
of the entity’s operations and simplify operations
Design for ALL 42
Source: usabilitypost.com
43. Cognitively Sound Design
Strategies ─ Constraints
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 43
Source: globalsources.com Source: eco-drive.co.uk
44. Cognitively Sound Design
Strategies ─ 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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45. Cognitively Sound Design
Strategies
Use universally or globally understood icons, symbols, or pictures for
communications
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Source: tema.ru/travel Source: coachhiremanchester.com
46. Cognitively Sound Design Strategies
Reduce the operational complexity of the entity
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Source of images: http://enterprise-dashboard.com
47. 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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48. Perceptible Design Strategies
Example: Emergency warning systems are prime examples of systems
that must be perceptible by as many people as possible
Design for ALL 48Source: fox6now.com
49. Perceptible Design Strategies
Provide multisensory options for communications between a
person and the process or product
Design for ALL 49
Source: gaates.org Source: slashgear.com
51. 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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52. Ergonomic Design Strategies
• Design to avoid ergonomic risk factors;
• Design for a wide range of body sizes and
shapes;
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57. Home work 4
Evaluation of design
• Task 1, for week one (until Nov. 19)
– Test a prototype from another design team;
– Access the ability level that the prototype
demands in order to use it and draw that on scale;
– Assessing persona’s capability levels and draw that
on scale too;
– Check the prototype against design strategies and
send a report to the team
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59. Assessing Person’s Capability Levels or the Ability
Level that a Product Demands in Order to Use it
Vision
Hearing
Thinking
Communication
Locomotion
Reach & stretch
Dexterity
Design for ALL 59User capabilities from inclusive design toolkit
60. Home work 4
Evaluation of design
• Task 2, for week two (until Nov. 26)
– Improve your design on the base of the feedback
you have received;
– Be ready to present results on the next session
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61. End of the Lecture Four
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Editor's Notes
The adjustability features on cars (adjustable seat, steering wheel, floor pedals, and mirrors) allow a variety of users to customize the driver’s seat and control access to their individual needs.
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.
Expensive and relatively cheap Optical Image Stabilization
If the consuming public perceives the entity as being for the disabled community, the entity will not find widespread acceptance
Gemba Kaizen is a Japanese concept of continuous improvement designed for enhancing processes and reducing waste.
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.
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 thereby
make their products accessible to a much wider spectrum of people.
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
Home automation allows for the customization of the living environment, the distribution of light, music, temperature control, the scheduling
of clothes and dishwashing cycles, lawn watering, and home security features
Example – color coding in Wal-Mart
Gibson story about monkey and hammer
Space Shuttle dashboard versus Model T Ford from 1923
Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
Emergency warning systems are prime examples of systems that must be perceptible by as many people as possible
Illuminated crosswalk in Brussels
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
The principles of demand and exclusion can be used to estimate the number of people who would be unable to use the kettle shown opposite. For the sake of simplicity, the results only consider vision and dexterity.
The tasks required to use the kettle are identified as: separate kettle from power source, carry to water source, fill the kettle to desired level, re-attach to power source, switch on, and finally, pour the boiling water into mug. The level of design exclusion for an ideal kettle would be no greater than the number of people who would be unable to pick up and drink hot liquid from a mug, which is also analysed for comparison.
The revised capability scales were used to assess the demand level for the tasks required to use each product, then the Exclusion calculator (within Inclusive design tools) was used to estimate the proportion of the population that would be unable to perform these tasks.
The combined number of people excluded from using the kettle (7.0%) is less than the total for each separate capability (6.5 + 0.9 = 7.4%), because some people have both low dexterity and vision capability, but are counted only once in the combined exclusion estimate.
The seven categories are helpful to measure a person's capability, or assess the ability level that a product demands in order to use it
Vision is the ability to use the colour and brightness of light to detect objects, discriminate between different surfaces, or the detail on a surface
Hearing is the ability to discriminate specific tones or speech from ambient noise and to tell where the sounds are coming from.
Thinking is the ability to process information, hold attention, store and retrieve memories and select appropriate responses and actions.
Communication is the ability to understand other people, and express oneself to others (this inevitably overlaps with vision, hearing, and thinking).
Locomotion is the ability to move around, bend down, climb steps, and shift the body between standing, sitting and kneeling.
Reach & stretch is the ability to put one or both arms out in front of the body, above the head, or behind the back.
Dexterity is the ability of one or both hands to perform fine finger manipulation, pick up and carry objects, or grasping and squeeze objects.