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Universal design for touch

Universal design for touch

from Katja Forbes, at UX Australia 2013. The touch device landscape is diverse, fast paced and changing every week, providing new challenges to designers with each new incarnation of device or operating system. But there's more to challenge designers… thinking about inclusion of people who may have visual, cognitive, hearing, motor or speech impairments…or some of all of them due to age. So what do we mean when we say "designing for all" in the world of touch devices, what makes it so darn hard to do and how can we create user experiences that are inclusive for this hugely diverse group of people?

uxaustralia

August 29, 2013
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  1. @inclusiveux    What do we mean by ‘universal design’?  People

    using touch devices are as diverse as the devices themselves  There are easy things you can do to make a touch experience universal & inclusive  Look at some new things coming up in the future! 4 things in 20 minutes
  2. @inclusiveux   Universal design is the concept of designing all

    products and the built environment to be aesthetic and usable to the greatest extent possible by everyone, regardless of their age, ability, or status in life - Wikipedia “ ”  
  3. @inclusiveux   1.  Equitable use 2.  Flexibility in use 3. 

    Simple and intuitive 4.  Perceptible information 5.  Tolerance for error 6.  Low physical effort 7.  Size and space for approach and use - Center for Universal Design at North Carolina State University Universal Design Principles
  4. @inclusiveux   There is nothing that you can do on

    the iPhone or iPad that I can’t do “ ”  
  5. @inclusiveux    Our Australian population is aging.  Our respected elders

    (people aged 65 to 84 years) are expected to more than double between now and 2050   Our really venerated elders (people 85 and over) is expected to more than quadruple  Older people are most likely going to have to manage with a bit of all the disabilities Respect our elders
  6. @inclusiveux   Mobile, by definition, is disabling. Poor light, small

    keyboards, glare, touch, etc. – Henny Swan, Senior Accessibility Specialist, BBC “ ”  
  7. @inclusiveux    If we try to design for all these

    different operating systems then we just end up designing for mobile diversity, not for inclusion.  Design for the human capabilities, not the device Focus on inclusion and people
  8. @inclusiveux   There is no Mobile Web. There is only

    The Web, which we view in different ways. There is also no Desktop Web. Or Tablet Web. Thank you. – Stephen Hay “ ”  
  9. @inclusiveux    A well-executed responsive design should solve a lot

    of our challenges.  If a website is already inclusive via the desktop then it’s most likely to be touch friendly as well.  Responsive design is the very definition of ‘flexible in use’ Responsive design is #1 Flexible  
  10. @inclusiveux    An app or site is not a book

     People listen to enough to orientate themselves and then move on.  There are different modes  Not just for visually impaired. People with dyslexia also use text to speech to read digital written content. Think about text to speech
  11. @inclusiveux    The language used in labeling is really important.

     Don’t be bossy.  Don’t double up. Design with text to speech in mind Percep=ble   Low   Physical   Effort   Equitable  
  12. @inclusiveux    Inform events in multiple ways.  Don’t just have

    one way of achieving a task There’s more than one way to do things Percep=ble   Low   Physical   Effort   Equitable   Simple  &   Intui=ve   Tolerance   for  error  
  13. @inclusiveux    There is a lot of video available on

    mobile and its one of the most consumed types of content.  People who are deaf or have hearing loss want to access all this content accessibly, which is tough on mobile devices. Mobile video? Make sure its captioned Percep=ble   Equitable  
  14. @inclusiveux    Make sure the touch targets are big enough

    for people with dexterity challenges.  Allow tolerance for error.  Use alternate methods to input information & exploit device capabilities Supporting dexterity challenges Flexible   Low   Physical   Effort   Equitable   Simple  &   Intui=ve   Tolerance   for  error   Size  
  15. @inclusiveux    The less choices, the less movements required to

    make them.  Remember choices the person has made before. Choose smart defaults Low   Physical   Effort   Equitable   Simple  &   Intui=ve  
  16. @inclusiveux    If you have a smart phone, you have

    a screen reader. Test your designs. There is no excuse.  Test with real people who have real impairments Test, test, test
  17. @inclusiveux   Open MI Tours from ACE  Open MI tours

    replaces the museum or gallery audio guide with a smartphone app.  Leverages existing technology  It delivers audio, audio and captions, Audio Description, Auslan and foreign languages.
  18. @inclusiveux   1.  Open  the  app   download  content  

      2.  Choose  your  venue   3.  Go  to  scan  mode  
  19. @inclusiveux   4.  Tap  play  when  the   image  is

     recognised   5.  You  content  is  played   in  the  format  you’ve   selected  
  20. @inclusiveux   This design benefits…  The 1 in 6 Australians

    who have some level of hearing loss  The 1.2 million Australians who are blind or have a vision impairment  International tourists and people for whom English is their second language  Children  Actually…..all visitors!
  21. @inclusiveux   The Future…might not even be touch MYO  

    Leap  Mo=on   images:  h1p://www.geek.tv  
  22. @inclusiveux    Universal design benefits…EVERYBODY!  The mobile landscape is extremely

    diverse and complex to navigate  We have to stay focused on inclusion, not mobile diversity  The future of our touch devices is awesomely uncertain. GET EXCITED! So, to sum up…