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How can we ensure the usability improves with the next generation of AT products

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How can we ensure the usability improves with the next generation of AT products Sean Loughran sloughran_at_enableireland.ie Bibliography Dix, A., Finlay, J. & Abowd, G ... – PowerPoint PPT presentation

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Title: How can we ensure the usability improves with the next generation of AT products


1
How can we ensure the usability improves with the
next generation of AT products
  • Sean Loughran
  • sloughran_at_enableireland.ie

2
DX Rem55 controller
3
Content
  • Analyse the current design
  • Proposal for a redesign
  • Key findings from research

4
Analyse the current design
  • Cognitive Process and relevant cognitive theories
  • Input and outputs of the interface
  • The interaction style
  • Its success for targeted user groups

5
Cognitive Process and Relevant cognitive theories
6
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7
Perception
  • User may have a difficulty with seeing the screen
    (2 ¼ inch)
  • No auditory feedback
  • Tactile feedback from the buttons on the
    controller and on the Joystick itself

8
Affordance
The psychological idea of affordance says that
things may suggest by their shape and other
attributes what you can do with them.
9
Gestalt psychology Objects near each other tend
to be grouped together
10
Visual entities must be close together in order
for them to be perceptually grouped.
11
Metaphors used
  • The controller has five profiles. In general the
    higher the profile numbers the greater the max
    speed
  • Deflection of the joystick is proportional to the
    speed of the chair
  • An arc is displayed with its length directly
    proportional to the speed
  • All are metaphors, mirroring the controls in most
    vehicles eg the gear stick with 5 gears, the
    accelerator pedal and the speedometer

12
Input and outputs of the system
13
Inputs
14
Output
  • Screen
  • Tactile feedback from button and Joystick
  • Kinesthetic feedback

15
Interaction style
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Success of joystick for targeted user groups
  • Input and outputs are appropriate for the user
  • Good metaphors chosen
  • Objects on the screen are too small
  • Button position is poor
  • Inconsistency of joystick operation and
    inconsistency of symbols in menu making the
    system difficult to learn

20
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22
Proposal for a redesign
  • Usability Engineering lifecycle model
  • Prototyping
  • Design rules
  • Cognitive Walkthrough and a Heuristic evaluation

23
Usability Engineering lifecycle model
  • A set of usability activities that are performed
    at different stages of the lifecycle of a product
  • One should not rush into the design
  • Usability activities include visits to user sites
    to get to know the user, prototyping, heuristic
    evaluation

24
Prototypes low fidelity
25
Prototypes high fidelity
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31
Design rules
  • Smith and Mosier (1986)
  • Seven Principles of Universal Design

32
Evaluation Methods
  • Heuristic evaluation
  • Look at the interface and see what is good or bad
    in relation to a set of usability principles or
    guidelines.
  • Cognitive Walkthrough

33
Proposal for redesign of interface
  • Keypad buttons need to be closer to the area that
    represents their function on the LCD display
  • Move the On/Off and the Indicator buttons closer
    to the joystick
  • Replaced accessory buttons with a single
    accessory button
  • Consistency in joystick operation.
  • Consistency in symbols used within menu

34
Proposal for redesign of interface
35
Key findings from research
  • Most usability activities are straight forward to
    implement.
  • Users can point out usability issues that you
    cannot see.
  • Usability issues are not always immediately
    obvious.

36
Conclusion
  • Ideally have a systematic approach to usability
  • Devote time and resources to usability
  • We may all have some influence on future product
    design.

37
Bibliography
  • Dix, A., Finlay, J. Abowd, G.D., 2004.
    Human-computer interaction, Pearson Education.
  • Nielsen, J., 1993. Usability engineering, Morgan
    Kaufmann.
  • Shneiderman, B. Plaisant, C., 2010. Designing
    the user interface strategies for effective
    human-computer interaction, Addison-Wesley.
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