universal design (web accessibility)

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universal design (web accessibility) chapter 10 universal design (web accessibility)

Universal design principles equitable use flexibility in use simple and intuitive to use perceptible information tolerance for error low physical effort size and space for approach and use

Multi-Sensory Systems More than one sensory channel in interaction e.g. sounds, text, hypertext, animation, video, gestures, vision Used in a range of applications: particularly good for users with special needs, and virtual reality  considering applications as well as principles

Usable Senses The 5 senses (sight, sound, touch, taste and smell) are used by us every day each is important on its own together, they provide a fuller interaction with the natural world Computers rarely offer such a rich interaction Can we use all the available senses? ideally, yes practically – no We can use • sight • sound • touch (sometimes) We cannot (yet) use • taste • smell

Multi-modal vs. Multi-media Multi-modal systems use more than one sense (or mode ) of interaction e.g. visual and aural senses: a text processor may speak the words as well as echoing them to the screen Multi-media systems use a number of different media to communicate information e.g. a computer-based teaching system:may use video, animation, text and still images: different media all using the visual mode of interaction; may also use sounds, both speech and non-speech: two more media, now using a different mode

Speech Human beings have a great and natural mastery of speech makes it difficult to appreciate the complexities but it’s an easy medium for communication

Speech Recognition Problems Different people speak differently: accent, intonation, stress, idiom, volume, etc. The syntax of semantically similar sentences may vary. Background noises can interfere. People often “ummm.....” and “errr.....” Words not enough - semantics needed as well requires intelligence to understand a sentence context of the utterance often has to be known also information about the subject and speaker e.g. even if “Errr.... I, um, don’t like this” is recognised, it is a fairly useless piece of information on it’s own

Speech Recognition: useful? Single user or limited vocabulary systems e.g. computer dictation Open use, limited vocabulary systems can work satisfactorily e.g. some voice activated telephone systems general user, wide vocabulary systems … … still a problem Great potential, however when users hands are already occupied e.g. driving, manufacturing for users with physical disabilities lightweight, mobile devices

Auditory Icons Use natural sounds to represent different types of object or action Natural sounds have associated semantics which can be mapped onto similar meanings in the interaction e.g. throwing something away ~ the sound of smashing glass Problem: not all things have associated meanings Additional information can also be presented: muffled sounds if object is obscured or action is in the background use of stereo allows positional information to be added

touch haptic interaction cutaneous perception tactile sensation; vibrations on the skin kinesthetics movement and position; force feedback information on shape, texture, resistance, temperature, comparative spatial factors example technologies electronic braille displays force feedback devices e.g. Phantom resistance, texture

Users with disabilities visual impairment screen readers, SonicFinder hearing impairment text communication, gesture, captions physical impairment speech I/O, eyegaze, gesture, predictive systems (e.g. Reactive keyboard) speech impairment speech synthesis, text communication autism communication, education

… plus … age groups cultural differences older people e.g. disability aids, memory aids, communication tools to prevent social isolation children e.g. appropriate input/output devices, involvement in design process cultural differences influence of nationality, generation, gender, race, sexuality, class, religion, political persuasion etc. on interpretation of interface features e.g. interpretation and acceptability of language, cultural symbols, gesture and colour

Design Principles for Web Accessibility (WWW Consortium, www.w3.org) Content must be perceivable. Interface elements in the content must be operable. Content and controls must be understandable. Content must be robust enough to work with current and future technologies.

Principle 1: Content must be perceivable. Guideline 1.1 Provide text alternatives for all non-text content. Guideline 1.2 Provide synchronized alternatives for multimedia. Guideline 1.3 Ensure that information, functionality, and structure are separable from presentation. Guideline 1.4 Make it easy to distinguish foreground information from background images or sounds.

Principle 2: Interface elements in the content must be operable. Guideline 2.1 Make all functionality operable via a keyboard or a keyboard interface. Guideline 2.2 Allow users to control time limits on their reading or interaction. Guideline 2.3 Allow users to avoid content that could cause photosensitive epileptic seizures. Guideline 2.4 Provide mechanisms to help users find content, orient themselves within it, and navigate through it. Guideline 2.5 Help users avoid mistakes and make it easy to correct them.

Principle 3: Content and controls must be understandable. Guideline 3.1 Ensure that the meaning of content can be determined. Guideline 3.2 Organize content consistently from "page to page" and make interactive components behave in predictable ways.

Principle 4: Content must be robust enough to work with current and future technologies. Guideline 4.1 Use technologies according to specification. Guideline 4.2 Ensure that user interfaces are accessible or provide an accessible alternative(s)

Homework Investigate Penn State accessibility site: http://accessibility.psu.edu/ Identify at least 3 important issues mentioned on the site. Continue to work on your final project