Title: How can we ensure the usability improves with the next generation of AT products
1How can we ensure the usability improves with the
next generation of AT products
- Sean Loughran
- sloughran_at_enableireland.ie
2DX Rem55 controller
3Content
- Analyse the current design
- Proposal for a redesign
- Key findings from research
4Analyse the current design
- Cognitive Process and relevant cognitive theories
- Input and outputs of the interface
- The interaction style
- Its success for targeted user groups
5Cognitive Process and Relevant cognitive theories
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7Perception
- 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
8Affordance
The psychological idea of affordance says that
things may suggest by their shape and other
attributes what you can do with them.
9Gestalt psychology Objects near each other tend
to be grouped together
10Visual entities must be close together in order
for them to be perceptually grouped.
11Metaphors 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
12Input and outputs of the system
13Inputs
14Output
- Screen
- Tactile feedback from button and Joystick
- Kinesthetic feedback
15Interaction style
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19Success 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
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22Proposal for a redesign
- Usability Engineering lifecycle model
- Prototyping
- Design rules
- Cognitive Walkthrough and a Heuristic evaluation
23Usability 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
24Prototypes low fidelity
25Prototypes high fidelity
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31Design rules
- Smith and Mosier (1986)
- Seven Principles of Universal Design
32Evaluation 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
33Proposal 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
34Proposal for redesign of interface
35Key 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.
36Conclusion
- Ideally have a systematic approach to usability
- Devote time and resources to usability
- We may all have some influence on future product
design.
37Bibliography
- 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.