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Universal usability refers to the design of information and communications products and services that are usable for every citizen. The concept has been advocated by Professor Ben Shneiderman, a computer scientist at the Human-Computer Interaction Lab at the University of Maryland, College Park. He also provided a more practical definition of universal usability – "having more than 90% of all households as successful users of information and communications services at least once a week." The concept of universal usability ("usable by all") is closely related to the concepts of universal design and design for all. These three concepts altogether cover, from the user's end to the developer's end, the three important research areas of information and communications technology (ICT): use, access, and design.
There are three major challenges[ citation needed ] to universal usability:
The key to universal usability is recognizing the diversity of user population and user needs. There is no "average" user on whom a system should be based. Although in some cases it is possible to accommodate technology variety and individual differences in one system, multi-layer designs are the most promising approach to achieving universal usability. That is, when a single design cannot accommodate a large fraction of the user population, multiple versions or adjustment controls should be available to users. For example, a novice user can be provided with only a few options; after gaining confidence and experience, the user can choose to progress to higher levels of tasks and the accompanying interface.
Sarah Horton has developed a set of universal usability guidelines for web design. The basic principles are:
Harry Hochheiser and Ben Shneiderman have also developed the Universal Usability Statement Template, which describes a Web site's content, browser requirements, network requirements, and other characteristics that may influence its usability.
The analogy "curb-cut" has been used by advocates of universal usability to explain how ICT products designed for disabled users can be beneficial to all users. Sidewalk curb-cuts are added to accommodate wheelchair users, but the benefits extend to baby carriage pushers, delivery service workers, bicyclists, and travelers with roller bags. In the context of ICT design and development, universal usability is often tied to meeting the needs of people with disabilities. The adaptability needed for users with physical, visual, auditory, or cognitive disabilities is likely to benefit users with differing preferences, tasks, hardware, etc. Hence, electronic curb-cuts – system functions that are designed for people with disabilities – may be usable by everyone in various usage situations. It might be expensive to transform an existing system to meet universal usability standards, but the extra cost of integrating electronic curb-cuts into a new system can be minimalized.
Current trends in universal usability research include:
Scholarly papers on these four areas have been presented at the 1st Conference on Universal Usability in Arlington, VA, USA (2000) and the 2nd Conference on Universal Usability in Vancouver, Canada (2003).
Assistive technology (AT) is a term for assistive, adaptive, and rehabilitative devices for people with disabilities and the elderly. Disabled people often have difficulty performing activities of daily living (ADLs) independently, or even with assistance. ADLs are self-care activities that include toileting, mobility (ambulation), eating, bathing, dressing, grooming, and personal device care. Assistive technology can ameliorate the effects of disabilities that limit the ability to perform ADLs. Assistive technology promotes greater independence by enabling people to perform tasks they were formerly unable to accomplish, or had great difficulty accomplishing, by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. For example, wheelchairs provide independent mobility for those who cannot walk, while assistive eating devices can enable people who cannot feed themselves to do so. Due to assistive technology, disabled people have an opportunity of a more positive and easygoing lifestyle, with an increase in "social participation", "security and control", and a greater chance to "reduce institutional costs without significantly increasing household expenses." In schools, assistive technology can be critical in allowing students with disabilities to access the general education curriculum. Students who experience challenges writing or keyboarding, for example, can use voice recognition software instead. Assistive technologies assist people who are recovering from strokes and people who have sustained injuries that affect their daily tasks.
In 1998, the U.S. Congress amended the Rehabilitation Act to require federal agencies to make their electronic and information technology accessible to people with disabilities. Section 508 was enacted to eliminate barriers in information technology, to make available new opportunities for people with disabilities and to encourage the development of technologies that will help achieve these goals. The law applies to all federal agencies when they develop, procure, maintain, or use electronic and information technology. Under Section 508, agencies must give employees with disabilities and members of the public access to information that is comparable to the access available to others.
In the industrial design field of human–computer interaction, a user interface (UI) is the space where interactions between humans and machines occur. The goal of this interaction is to allow effective operation and control of the machine from the human end, while the machine simultaneously feeds back information that aids the operators' decision-making process. Examples of this broad concept of user interfaces include the interactive aspects of computer operating systems, hand tools, heavy machinery operator controls and process controls. The design considerations applicable when creating user interfaces are related to, or involve such disciplines as, ergonomics and psychology.
Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a software can be used by specified consumers to achieve quantified objectives with effectiveness, efficiency, and satisfaction in a quantified context of use.
Accessibility is the design of products, devices, services, vehicles, or environments so as to be usable by people with disabilities. The concept of accessible design and practice of accessible development ensures both "direct access" and "indirect access" meaning compatibility with a person's assistive technology.
A heuristic evaluation is a usability inspection method for computer software that helps to identify usability problems in the user interface design. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles. These evaluation methods are now widely taught and practiced in the new media sector, where user interfaces are often designed in a short space of time on a budget that may restrict the amount of money available to provide for other types of interface testing.
Computer accessibility refers to the accessibility of a computer system to all people, regardless of disability type or severity of impairment. The term accessibility is most often used in reference to specialized hardware or software, or a combination of both, designed to enable the use of a computer by a person with a disability or impairment.
In software engineering, the terms frontend and backend refer to the separation of concerns between the presentation layer (frontend), and the data access layer (backend) of a piece of software, or the physical infrastructure or hardware. In the client–server model, the client is usually considered the frontend and the server is usually considered the backend, even when some presentation work is actually done on the server itself.
Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.
The following outline is provided as an overview of and topical guide to human–computer interaction:
Universal design is the design of buildings, products or environments to make them accessible to people, regardless of age, disability or other factors. It emerged as a rights-based, anti-discrimination measure, which seeks to create design for all abilities. Evaluating material and structures that can be utilized by all. It addresses common barriers to participation by creating things that can be used by the maximum number of people possible. “When disabling mechanisms are to be replaced with mechanisms for inclusion, different kinds of knowledge are relevant for different purposes. As a practical strategy for inclusion UD involves dilemmas and often difficult priorities.” Curb cuts or sidewalk ramps, which are essential for people in wheelchairs but also used by all, are a common example of universal design.
Web accessibility, or eAccessibility, is the inclusive practice of ensuring there are no barriers that prevent interaction with, or access to, websites on the World Wide Web by people with physical disabilities, situational disabilities, and socio-economic restrictions on bandwidth and speed. When sites are correctly designed, developed and edited, more users have equal access to information and functionality.
Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.
Inclusive design is a design process in which a product, service, or environment is designed to be usable for as many people as possible, particularly groups who are traditionally excluded from being able to use an interface or navigate an environment. Its focus is on fulfilling as many user needs as possible, not just as many users as possible. Historically, inclusive design has been linked to designing for people with physical disabilities, and accessibility is one of the key outcomes of inclusive design. However, rather than focusing on designing for disabilities, inclusive design is a methodology that considers many aspects of human diversity that could affect a person's ability to use a product, service, or environment, such as ability, language, culture, gender, and age. The Inclusive Design Research Center reframes disability as a mismatch between the needs of a user and the design of a product or system, emphasizing that disability can be experienced by any user. With this framing, it becomes clear that inclusive design is not limited to interfaces or technologies, but may also be applied to the design of policies and infrastructure.
Ben Shneiderman is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.
Andrew Sears is an American computer scientist. He is a professor and dean of the School of Information Studies at Syracuse University.
Cognitive ergonomics is a scientific discipline that studies, evaluates, and designs tasks, jobs, products, environments and systems and how they interact with humans and their cognitive abilities. It is defined by the International Ergonomics Association as "concerned with mental processes, such as perception, memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. Cognitive ergonomics is responsible for how work is done in the mind, meaning, the quality of work is dependent on the persons understanding of situations. Situations could include the goals, means, and constraints of work. The relevant topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training as these may relate to human-system design." Cognitive ergonomics studies cognition in work and operational settings, in order to optimize human well-being and system performance. It is a subset of the larger field of human factors and ergonomics.
Jock D. Mackinlay is an American information visualization expert and Vice President of Research and Design at Tableau Software. With Stuart Card, George G. Robertson and others he invented a number of information visualization techniques.
Design for All in the context of information and communications technology (ICT) is the conscious and systematic effort to proactively apply principles, methods and tools to promote universal design in computer-related technologies, including Internet-based technologies, thus avoiding the need for a posteriori adaptations, or specialised design.
The Inclusive Design Research Centre (IDRC) is a research and development centre at OCAD University in Toronto, Canada. The centre defines inclusive design as that which "considers the full range of human diversity with respect to ability, language, culture, gender, age and other forms of human difference." The research centre is directed by Jutta Treviranus. In 2011 the centre launched a Master of Design in Inclusive Design.