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Margherita Antona Concept and history of Design4All

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Page 1: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Margherita Antona

Concept and history of Design4All

Page 2: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

The Information Society

Information/Entertainmentindustries• Information• servers/services• Audio-visual products• Films• Music, & Photos

Telecoms industry• PSTN• Cable networks• Satellite networks• Broadcasting• Mobile networks

IT Industry• Computers• Software• Interfaces

FUSION

InformationSociety

Page 3: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Information Society for AllAccess by anyone – anywhere - anytime

Usage type InteractionUsers’ community

Specialists, scientific community

ProgrammingLarge Scale Computations

Productivity Enhancement

Direct manipulation

Computer as a tool for business work

Intelligent environments

Intuitive Information Processing

Everyday life activities Social interaction

Citizens of the IS

People in the environment

Multimodal Interfaces

80s

90s

21st century

Page 4: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Current challenges

The Information Society has the potential to improve the quality of life of citizens, the efficiency of our social and economic organisation and to reinforce cohesion

But also,o May lead to the creation of a two-tier society

of “have” and “have-nots”, in which only a part of the population has access to the new technology, is comfortable using it and can fully enjoy the benefits

o There is a danger that ordinary citizens may reject the new information culture and its instruments

Page 5: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Design of interactive technologies

Traditionallyo Assumptions about:• average «typical» users• the device is typically a desktop PC• the context of use was the business environment

oMethodological focus on:• productivity enhancement• how tasks should be carried out rather than how they

are being carried out

Page 6: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

The problem today

The user is no longer a tractable element to be studied in a laboratory

The device is no longer the traditional PC with a keyboard, mouse and a VDU

The context of use is no longer bound to the business environment

Furthermore:o Interaction becomes a more complex and multi-faceted

phenomenono Its social dimension adds to the complexity

Page 7: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Acceptability of the Information Society

Acceptability of the emerging Information Society to all citizens ultimately depends on its accessibility and usability

Therefore, it is important:o to develop high quality user interfaces, accessible

and usable by a diverse user population with different abilities, skills, requirements and preferences

o in a variety of contexts of use, and through a variety of different technologies

Page 8: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Dimensions of Diversity

Diversity arises from o variety in the user population

o variety in the nature of work

o variety in the context of use

o variety in technological platforms

Page 9: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

User diversity factors (1/2) Disabilities and Impairments

o Physical disabilitieso Sensory impairmentso Learning disabilities and

Developmental Disorderso Situationally-induced

impairments Cognitive Factors

o Memoryo Intelligence

Skill Levelo Novice userso Expert userso Designers

Page 10: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

User diversity factors (2/2)

Social Issueso Socio-economic factorso Globalization

Cultural and Linguistic Issueso Languageo Cultural Interpretations

Ageo Children (<18)o Older users (>65)

Page 11: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Variety in the nature of work

Business vs. residential vs. mobile activities Collaborative tasks New virtualities:

o Digital librarieso Virtual citieso Virtual university o Electronic market placeso Digital moneyo etc.

Page 12: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Variety in the context of use

Laboratory Business Home Public use Mobile use

Page 13: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Variety in technological platforms

Plethora of platforms and access terminals:o Desktop PCo Information kioskso Mobile deviceso Wearable deviceso Embedded deviceso Intelligent environments

Page 14: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

The origins of Universal Access are to be identified in:1. Providing access to computer-based applications by

users with disabilities Which in turn originates from architects and interior

designers providing accessibility in public buildings, workplaces, housing and public terminals

2. Human-centered approaches to Human-Computer Interaction Focus on usability, placing the user at the center of design

and development process (aka user-centered design)

Universal Access Origins

CS564: Advanced Issues in Human – Computer Interaction Slide 14

Page 15: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

The case of people with disabilities

Traditionally under-served by technological developments

Early accessibility efforts were largely based on a reactive approach:Post-development modificationsAd-hoc adaptationsNo possibility for generalisation or reusabilityHigh costs in terms of development

Page 16: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Prevalent approaches to accessibility (1/2)

Accessibility refers to the extent to which the use of an application or service is affected by the user’s particular functional limitations or abilities (permanent or temporary), as well as by other contextual factors (e.g., characteristics of the environment)

Usually focuses on users with disabilities and their right to access interactive applications and services, mainly through Assistive Technologies

In many countries it is regulated by law in specific circumstances (e.g., public procurement, work environment)

Page 17: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Prevalent approaches to accessibility (2/2)

Conventional approacheso Accessibility as a posteriori concern• Modifications over existing technology, to overcome

accessibility problemso Apply accessibility guidelines

Current thinking challenges the reactive approach and calls for generic solutions to the problem of accessibility

Page 18: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Assistive Technologies

Assistive or Adaptive Technology commonly refers to "...products, devices or equipment, whether acquired commercially, modified or customized, that are used to maintain, increase or improve the functional capabilities of individuals with disabilities...“

Assistive Technology Act of 1998

Page 19: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Popular Assistive Technologies

Screen readers and Braille displays for blind users Screen magnifiers for users with low vision Alternative input and output devices for motor

impaired users (e.g., adapted keyboards, mouse emulators, joystick, binary switches)

Specialized browsers Text prediction systems

Page 20: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Shortcomings (1/2)

Reproducing, instead of redesigning Requires extensive configuration of

physical interaction parameters Implementation barriers (e.g., cannot

reproduce graphical images in a non-visual form)

Design conflicts (e.g., reproducing drag & drop dialogues for blind users)

No upward compatibility

Page 21: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Shortcomings (2/2) Despite progress, Assistive Technologies

and dedicated design approaches have been criticized for their essentially reactive nature

Traditional efforts to provide accessibility for users with disabilities were based on the product-level and environment-level adaptation of applications and services, originally developed for able-bodied users

The need for more systematic and proactive approaches to the provision of accessibility has emerged, leading to the concepts of Universal Access and Design for All

Page 22: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Universal Access definition

Universal Access: accessibility and usability (and, ultimately, acceptability) of Information Society Technologies by anyone, anywhere, anytime and through any media and device

Universal Access embraces theoretical, methodological, and empirical research, of both technological and non-technological nature

Addresses all dimensions of diversity in the Information Society

Page 23: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Universal Access

Universal Access concerns the right of all citizens to obtain and maintain access to a society-wide pool of information resources and interpersonal communication facilities, given the varieties of context of use

To this end, Human-Computer Interaction (HCI) has a critical and catalytic role to play

Page 24: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Accessibility versus Universal Access

Shift from accessibility, as traditionally defined in the assistive technology sector, to universal access, due to:o developments in technology o increased social interest for people at risk of

exclusion, including not only people with disabilities, but any person who may differ with respect to language, culture, computer literacy, etc.

Page 25: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

User– centered design versus Universal Access

Universal Access goes well beyond current approaches stating the centrality of the human element in the design and development process (Norman and Draper 1986)

Introduces a new and challenging dimension:the consideration and valorization of human diversity

Page 26: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Multidisciplinary nature

The field of UA displays a conscious effort to ensure:o a broad scope of research and development

activitieso empowered with new concepts, tools and

techniqueso from diverse scientific disciplines, technological

strands, and socio-economic and policy perspectives

Page 27: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Focus on Design

Universal Access has a focus on design, as it entails a forward-looking proactive attitude towards shaping new generations of technology, rather than short- or medium-term interventions on the present technological and market situation

Innovation in design is invested with a central role, in terms of methodological frameworks, processes, techniques, tools and outcomes

Page 28: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

History of Design for All

Early adopterso architectso interior designers

Application in landscape designo Public buildingsoWorkplaceso Housingo Public terminals

Page 29: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Design for All

Design for all in the Information Society has been defined as a general framework catering for conscious and systematic efforts to proactively apply principles, methods and tools, in order to develop IST products and services that are accessible and usable by all citizens, thus avoiding the need for a posteriori adaptations, or specialized design

Page 30: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Design for All synonyms

Design for All (Europe) either subsumes, or is a synonym of, terms such as

accessible design, inclusive design, barrier-free design, universal design (USA), each highlighting different aspects of the

concept

Page 31: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Accessibility and Usability

AccessibilityFor any individual user, for each user task, there is a sequence of accessible input actions and associated feedback for successful accomplishment

UsabilityFor any individual user, for each user task, there is at least one path for optimal accomplishment

Given the aboveo accessibility becomes a fundamental prerequisite of usability

o it is unrealistic to expect that a single interface design will ensure high-quality

interaction for diverse user groups and contexts of use

Page 32: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Design for All main connotations

Design of interactive products, services and applicationso Suitable for most of the potential users without any modificationso Related efforts mainly aim to formulate accessibility guidelines and

standards in the context of international collaborative initiatives Design of products which have standardized interfaces,

capable of being accessed by specialized user interaction devices (e.g., Zimmermann, Vanderheiden, and Gilman 2002)

Design of products which are easily adaptable to different users by incorporating adaptable or customizable user interfaces (Stephanidis 2001b)

Page 33: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Adaptation-based approaches

Foster a conscious and systematic effort to proactively apply principles and methods, and employ appropriate tools, in order to develop interactive products and services which are accessible and usable by all citizens in the Information Society, thus avoiding the need for a posteriori adaptations, or specialized design

This entails an effort to build access features into a product starting from its conception, throughout the entire development life-cycle

Page 34: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Coping with Diversity

User profileo Age, cultural / educational background, mental /

sensory / motor skills, specific purpose of use, etc Context of use profile

o Environment (e.g., noise, terminal position, lighting)

o Technological platform (e.g., presence or absence of particular I/O devices, network bandwidth, etc)

Page 35: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Implications of considering diversity

Designing for Universalaccess

=

Understanding the user and the context

+

Managing the design of interactive artifacts suitable for different users and contexts

Page 36: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Everybody, everywhere, anytime (1/2)

it is difficult to use a keyboard when walking it is difficult and dangerous to use visual

displays when driving a car speech input and output, which work great in

a car, may not be usable in a shared environment, in a noisy mall, in the midst of a meeting, or while in the library

Page 37: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Everybody, everywhere, anytime (2/2)

When we create interfaces that will work well in noisy environments such as prop airplanes, construction sites, or shopping malls at holiday time, or for people who have to be listening to something else while they use their device, we will have created interfaces that work well for people who cannot hear

When we create interfaces that will work well for people who are driving a car or doing something else, where it is not safe to look at the device, we will have created interfaces that can be used by people who cannot see

When we create interfaces that can be used by people doing something that occupy their hands, we will have systems that can be used by people who do not have use of their hands

When we create interfaces for individuals who are very tired, under a lot of stress, or in the midst of a traumatic event or emergency, and have little ability to concentrate or deal with complexity, we will have interfaces that can be used by people who have naturally reduced abilities to concentrate or deal with complexity

Page 38: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Remarks

Adaptation & personalization become increasingly important

Today, the field has demonstrated the technical feasibility of universal access

The mainstream industry has responded to the challenge to a certain extento Active X, Java Accessibility, W3C Working Groups,

etc Benefits not yet fully appropriated

Page 39: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Universal Access challenges (1/2)

The development of the Information Society is not likely to be characterized by a linear technological progression, but rather through the often competing forces of innovation, competitive advantage, human agency and social resistance

‘Inclusion’ must be a process which is the result of the ‘human agency’ of the many diverse individuals and cultural or national groups who should help shape and determine, and not merely ‘access’, technological outcomes”

Page 40: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Universal Access challenges (2/2)

At the scientific level, this amounts to a need of establishing cross-discipline collaborative views, based on synergies amongst relevant disciplines, in order to bring about a new conceptualization of computer-mediated human activities within the Information Society

Page 41: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

What is still needed?

Additional R&D to facilitate a sound research base for universal access in the Information Society

Support measures which ensure diffusion and adoptiono Examples of universal access good practiceo Guidelines and recommendations

International collaboration to facilitateo knowledge exchangeo experience sharing

Page 42: Margherita Antona. Information/Entertainment industries Information servers/services Audio-visual products Films Music, & Photos Information/Entertainment

Thank you!