HCI Lecture 4: Introduction to User-Centered Design

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Questions and Answers

Which of the following examples is a demonstration of Cultural Inclusivity in HCI?

  • Developing a mobile app with large font sizes for visually impaired users
  • Making a game available in multiple languages (correct)
  • Offering a free version of a software application to low-income users
  • Designing a website with keyboard navigation and screen reader support

Which option best describes the core difference between Accessibility and Inclusiveness in HCI?

  • Accessibility focuses on creating systems for people with disabilities, while inclusiveness focuses on creating systems for a diverse range of users.
  • Accessibility is about making systems usable by everyone, regardless of their abilities, while inclusiveness is about making systems adaptable for specific user needs.
  • Accessibility is a subset of inclusiveness, focusing on the needs of users with disabilities. (correct)
  • Accessibility is about improving user experience, while inclusiveness is about ensuring fair access to technology.

Which of the following is an example of Technological Inclusivity in HCI?

  • Designing a website with a simplified layout for users with cognitive impairments
  • Creating a public kiosk with adjustable height for users with mobility impairments
  • Developing a web application that works efficiently on low-powered devices (correct)
  • Developing a mobile app with a high-contrast theme for users with visual impairments

Which of the following is an example of Age Inclusivity in HCI?

<p>Using simple language and clear instructions in a mobile app for elderly users (C)</p>
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What is the primary objective of the Web Content Accessibility Guidelines (WCAG)?

<p>To ensure that all websites are usable and accessible to people with disabilities (C)</p>
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How does the concept of Inclusiveness go beyond Accessibility in HCI?

<p>Inclusiveness addresses usability issues beyond accessibility, focusing on broader user needs. (B)</p>
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Which of the following is NOT an example of how inclusiveness is implemented in gaming?

<p>Including in-game tutorials and guidance to assist new players with understanding the game mechanics (C)</p>
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Which of the following statements best describes the relationship between accessibility and inclusiveness in HCI?

<p>Accessibility is a subset of inclusiveness, focusing on the needs of users with disabilities. (B)</p>
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What are the 2 fatal mistakes mentioned in the content when designing for users?

<p>Assuming all users have the same needs (A), Assuming users are like the designer (C)</p>
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Which of the following is NOT a principle of accessibility in HCI?

<p>Affordable (B)</p>
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What is the goal of "Know the User" in the UCD process?

<p>To understand user's physical abilities, personality, knowledge, and motivation (B)</p>
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What is the primary focus of the "Implement Prototype" step in the UI design/develop process?

<p>Creating a working model of the design for testing and evaluation (D)</p>
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Which of the following options best describes the "Refine" step in the UI design/develop process?

<p>Addressing user feedback and making necessary improvements (A)</p>
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What is an example of "Operable" accessibility in HCI?

<p>Designing buttons that can be activated with a keyboard shortcut (D)</p>
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Which of the following is an example of "Visual Accessibility" in HCI?

<p>Using a screen reader for visually impaired individuals (B)</p>
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What is the difference between "Accessibility" and "Inclusiveness" in HCI?

<p>Accessibility focuses on removing barriers for users with disabilities, while inclusiveness aims to cater to all users, regardless of their abilities. (A)</p>
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Flashcards

Motor Accessibility

Tools for users with limited mobility or motor impairments.

Cognitive Accessibility

Interfaces that simplify tasks for neurodiverse users.

Cultural Inclusivity

Design accommodating diverse cultural contexts and languages.

Technological Inclusivity

Design for varying levels of digital literacy and tech access.

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Socioeconomic Inclusivity

Ensuring low-cost access for economically disadvantaged users.

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Age Inclusivity

Design systems suitable for users of all ages.

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Web Accessibility

Adhering to WCAG for website usability by all.

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Gaming Accessibility

Features in games that accommodate players with disabilities.

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User-Centered Design (UCD)

A design process that factors in user goals and tasks for creating effective interfaces.

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Key Principles of Accessibility

Guidelines ensuring all users can perceive, operate, and understand technology.

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Perceivable

Information and UI components must be presented in a perceivable way for all users.

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Operable

Interactive elements should be usable with various input methods.

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Understandable

Content and interface need to be comprehensible to users.

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Visual Accessibility

Design solutions for users with blindness or low vision.

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Two Fatal Mistakes in HCI

Assuming all users are alike or that they are like the designer.

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Inclusiveness in HCI

Ensuring that digital systems are usable by individuals of all backgrounds and abilities.

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Study Notes

Human Computer Interaction (HCI)

  • CSBP 316 course at UAE University
  • Lecture 4 focused on Introduction to HCI

User-Centered Design

  • Systematic approach to consider human factors in design
  • Reduces design decisions made impulsively
  • Helps document and defend design decisions

UI Design/Develop Process

  • Principle of User-Centered Design
    • Analyze user goals and tasks (user and designer collaborate)
    • Design alternatives (designer focused)
    • Evaluate design (user and designer collaborate)
    • Develop prototype (designer focused)
    • Test prototype (user focused)
    • Refine design (designer focused)
  • Design > Implement > Use & Evaluate is the cyclical process.

Above UCD Values

  • Importance of knowing the user
    • Physical abilities
    • Personality & cultural background
    • Knowledge and skills
    • Motivation
  • Two common design mistakes:
    • Assuming all users are alike
    • Assuming all users are like the designer

Stop Looking at User as a Perfect User

  • Designers' desire to create perfect users
  • Focus on different user abilities and functionalities
    • Navigation skills
    • Memory
    • Visual acuity
    • Stamina or endurance
    • Dexterity
  • Reality: acknowledging a diverse user base

UCD: 9 Step Overview

  • A cyclical workflow
    • Define the context (understanding users' tasks & environment)
    • Describe the users (characteristics)
    • Task Analysis (observe tasks)
    • Function allocation (assign specific tasks to specific components)
    • System layout / Basic design (design based on the allocated functions)
    • Mockups & Prototypes (rapidly mock interfaces)
    • Usability Testing (evaluate prototypes)
    • Iterative Test & Redesign (continuous improvement from feedback)
    • Updates & maintenance (plan and implement features for ongoing support)

UCD: Define the Context & Describe the User

  • Defining the Context: Understanding the specific uses and applications of a system (life-critical, industrial, commercial, scientific, consumer, office, home, entertainment, exploratory, creative, cooperative, market)

  • Describing the User: Characterizing users through their physical attributes (age, gender, reach), perceptual abilities (hearing, vision), cognitive abilities, and physical work environments.

  • Also considering personality, social traits, cultural and international diversity, special populations and their (dis)abilities.

UCD: Task Analysis & Function Allocation

  • Task Analysis: Observing and documenting user tasks to understand how they interact with the system.
  • Function Allocation: Assigning specific components or elements to specific tasks or subtasks within the system. Example: user vs. system memory of login id

UCD: System Layout / Basic Design, Mockups & Prototypes

  • Summary of system components is crucial
  • Designs must follow requirements for hardware, specs, and regulations
  • Focus on the aspects of verification and validation
  • Rapidly mock up user interfaces for testing with real people
  • Iterate on design, focus on function, increasingly detail in prototypes

UCD: Usability Testing

  • Using real users to test prototypes, and identifying their insights on functionality and features.
  • Focus on rigorous tests and feedback.
  • Using feedback for continuous evaluation and redesign.
  • "Discount" testing approaches can be effective for rapid results.

UCD: Iterative Test & Redesign & Updates & Maintenance

  • Iterative testing and redesign is a cyclical process to refine and rework the system
  • Focus on functionality, plan for evolving system versions
  • Conduct in the field testing to get feedback and make iterative changes
  • Create detailed update and maintenance plan

Accessibility and Inclusiveness

  • Fundamental design principle for ensuring usability for all users regardless of ability

    • Key principles of accessibility: Perceivable, Operable and Understandable design
    • Areas of accessibility in HCI: Visual, Hearing, Motor and Cognitive accessibility
  • Inclusiveness: Extending beyond accessibility to cater to diverse cultural background, linguistic, socioeconomic need, and age

    • Key aspects of inclusiveness: Cultural, Technological, Socieconomic, Age inclusiveness
  • Practical examples of accessibility: web accessibility, mobile design, gaming and public kiosks

  • Essential for design Tuesday 28-01-2025

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