ISBN:
9780128045121
Language:
English
Pages:
1 Online-Ressource (260 pages)
Parallel Title:
Print version Johnson, Jeff Designing User Interfaces for an Aging Population : Towards Universal Design
DDC:
005.437
Abstract:
Front Cover -- Designing User Interfacesfor an Aging Population -- Designing User Interfaces for an Aging Population: Towards Universal Design -- Copyright -- Contents -- Foreword -- Acknowledgments -- AUTHORS' INDIVIDUAL ACKNOWLEDGMENTS -- 1 - Introduction -- WHAT DOES "AN AGING WORLD" MEAN? -- WHY SHOULD THE AGING OF THE WORLD'S POPULATION MATTER TO DESIGNERS? -- DO WE REALLY NEED YET ANOTHER SET OF DESIGN GUIDELINES FOR YET ANOTHER SUBGROUP? -- A distinguished heritage: other usability guidelines -- What about accessibility guidelines? -- What makes this book's guidelines different? -- MOVING FORWARD -- ORGANIZATION OF BOOK -- NOTE -- Left-to-right languages -- 2 - Meet Some Older Adults -- WHO ARE WE TALKING ABOUT? -- THE NAMING OF THINGS IS A DIFFICULT MATTER -- SOMETIMES, AGE REALLY IS JUST A NUMBER -- CHARACTERISTICS OF SOME OLDER ADULTS -- Online versus offline -- Digital device ownership -- A generation gap, or something else? -- Birth generations -- Digital natives and digital immigrants -- Technology generations -- PERSONAS FOR THIS BOOK -- Carolina -- Hana -- John -- Monika -- Stefano -- Wong -- 3 - Vision -- CHARACTERISTICS OF VISION IN OLDER ADULTS -- Reduced visual acuity -- Farsightedness -- Narrowing of peripheral vision -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 3.1 Maximize legibility of essential text -- 3.2 Simplify: Remove unnecessary visual elements -- 3.3 Visual language: Create an effective graphical language and use it consistently -- 3.4 Use color judiciously -- 3.5 Position important content where users will start looking -- 3.6 Group related content visually -- 3.7 Take care when relying on scrolling -- 3.8 Provide text alternatives for nontext content -- 4 - Motor Control -- MOTOR CONTROL IN OLDER ADULTS -- Reduced manual dexterity (fine motor control) -- Reduced hand-eye coordination
Abstract:
Slower movement -- Increased variance in movements -- Reduced strength and stamina -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 4.1a Make sure users can hit targets(desktop and laptop computers) -- 4.1b Make sure users can hit targets(touch-screen devices) -- 4.2a Keep input gestures simple(desktop and laptop computers) -- 4.2b Keep input gestures simple(touch-screen and touch pad) -- 4.3 Make it obvious when a target has been selected -- 4.4 Minimize the need to use the keyboard -- 4.5 For touch-screen devices, provide within-app training on gestures, if possible -- 4.6 Allow users plenty of time to complete operations -- 4.7 Avoid causing physical strain -- 5 - Hearing and Speech -- AGE-RELATED CHANGES IN HEARING -- Reduced ability to hear low-volume sounds -- Reduced sensitivity to high-frequency sounds -- Reduced ability to localize sounds -- Reduced ability to filter out background noise -- Reduced ability to understand fast speech -- Poor hearing + other deficits = double trouble! -- AGE-RELATED CHANGES IN SPEECH -- Slower, more hesitant speech -- Higher pitched voice -- Reduced articulation -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 5.1 Ensure that audio output is audible -- 5.2 Minimize background noise -- 5.3 Convey important information in multiple ways -- 5.4 Allow users to adjust device output -- 5.5 Make speech output as normal as possible -- 5.6 Provide an alternative data entry method for people who cannot use the main one -- 6 - Cognition -- COGNITION IN OLDER ADULTS -- Reduced short-term (working) memory capacity -- Less effective long-term memory storage and retrieval (i.e., learning) -- Less generalization (skill transfer) between situations -- Diminished ability to ignore distractions and focus attention -- Reduced ability to multitask
Abstract:
Declining spatial memory and control of attention affect ability to navigate -- Increased risk of cognitive "blindness" -- Slower responses -- slower processing speed -- Cognitive interactions -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 6.1 Design for simplicity -- 6.2 Help users maintain focus -- 6.3 Simplify navigation structure -- 6.4 Clearly indicate the progress and status of operations -- 6.5 Make it easy for users to return to aknown and "safe" starting place -- 6.6 Let users see where they are at a glance -- 6.7 Minimize the need for users to manage multiple windows -- 6.8 Avoid burdening users' memory -- 6.9 Minimize impact of errors on users -- 6.10 Use terms consistently and avoid ambiguous terminology -- 6.11 Use strong words to label page elements -- 6.12 Use writing style that is concise, plain, and direct -- 6.13 Don't rush users. Allow them plentyof time -- 6.14 Keep layout, navigation, and interactive elements consistent across pages andscreens -- 6.15 Design to support learning and retention -- 6.16 Help users with input -- 6.17 Provide on-screen help -- 6.18 Arrange information in order of its importance -- 7 - Knowledge -- DIGITAL TECHNOLOGY KNOWLEDGE GAP IN OLDER ADULTS -- Lack of familiarity with digital technology terms and acronyms -- Lack of familiarity with digital technology icons -- Do not know control gestures -- Outdated understanding… -- …But more domain knowledge -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 7.1 Organize content to match users' knowledge and understanding -- 7.2 Use vocabulary familiar to your audience -- 7.3 Don't assume the user has a correct mental model of the device, app, or website -- 7.4 Help users predict what buttons do and where links go -- 7.5 Make instructions easy to understand -- 7.6 Minimize the negative impact on usersof new versions
Abstract:
7.7 Label interactive elements clearly -- 8 - Search -- AGE-RELATED DIFFERENCES IN KEYWORD SEARCH -- Slower entry of search queries -- More repeated searches -- Less successful searches -- But greater knowledge can compensate -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 8.1 Help users construct successful queries -- 8.2 Design search results to be friendlyto users -- 9 - Attitude -- OLDER ADULTS' ATTITUDES TOWARD TECHNOLOGY USAGE -- More risk-averse -- Often get frustrated, give up -- Tendency to assign blame (to self, app, or designers) -- Tendency to not consider oneself "old" and to avoid products designed for "elderly" -- DESIGN GUIDELINES THAT HELP OLDER ADULTS (AND OTHERS!) -- 9.1 Be flexible in how users can enter, save, and view data -- 9.2 Earn users' trust -- 9.3 Make your design appeal to all your users, including older adults -- 9.4 Provide ready access to information users might want -- 10 - Working With Older Adults -- OLDER ADULTS AS PARTICIPANTS IN DESIGN AND EVALUATION -- Older adults may be unfamiliar with usability studies or participatory design -- Recruiting older adults as participants -- Older adults' self-presentation to researchers -- Older adults' behavior during a design or usability evaluation session -- Data collection and evaluation with older adults -- GUIDELINES FOR WORKING WITH OLDER ADULTS -- 10.1 Choose a study design or protocol suited to the population -- 10.2 Identify potential design or usabilitystudy participants -- 10.3 Recruit and schedule participants -- 10.4 Plan the activity with extra attention to older-adult-centric details -- 10.5 Be especially mindful when conductingan activity with older adult participants -- 10.6 Have an ethical "exit strategy" for your older adult participants -- 11 - Case Studies -- OVERVIEW -- ECAALYX TV USER INTERFACE -- Background -- User Research Phase
Abstract:
Prototyping, Evaluation, and Redesign Phase -- EXAMPLE 1. CARD SORTING TO CHOOSE APPROPRIATE ICONS -- Formal usability evaluation -- EXAMPLE 2. TESTING ABILITY TO ACCESS HIDDEN VIDEO CONTROL PANEL ON FULL SCREEN TV -- Current status of eCAALYX -- SMART COMPANION TO GOLIVEPHONE -- Overview -- The COLABORAR user network -- Developing the basic metaphor -- Evolution of the contacts application -- Transformation of the Smart Companion look-and-feel -- Current status -- ASSISTANT, A SUPPORT TOOL FOR ELDERS USING PUBLIC TRANSPORTATION -- Differences between ASSISTANT and other public transit systems -- A phased and iterative approach -- The web-based component -- The Personal Navigation Device screen -- SUBARU AUTO INFOTAINMENT SYSTEM -- Really, just how bad is last place? -- What does "intuitive" mean for Subaru buyers? -- Groundbreaking methodology (at least, for the auto industry) -- An iterative process with constant testing -- Lessons learned from testing -- Basing design decisions on consumer testing -- Recommendations and key findings -- Final remarks -- VIRTUAL THIRD-AGE SIMULATOR FOR WEB ACCESSIBILITY -- Introduction -- Overview of simulator -- Evaluation phase -- 12 - Summary and Conclusions -- COMBINATIONS OF AGE DIFFERENCES -- PARTING WORDS -- Design and test with older adults -- Review and discuss what you have learned -- Appendix: Design Guidelines -- VISION -- MOTOR CONTROL -- HEARING AND SPEECH -- COGNITION -- COGNITION-CONT'D -- KNOWLEDGE -- SEARCH -- ATTITUDE -- WORKING WITH OLDER ADULTS -- References -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K -- L -- M -- O -- P -- S -- T -- U -- W -- Back Cover
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