978 1 4471 2867 0
978 1 4471 2867 0
978 1 4471 2867 0
Ann Heylighen
Editors
123
Patrick Langdon Jonathan Lazar
Department of Engineering Universal Usability Laboratory
Cambridge Engineering Design Centre Department of Computer and Information
University of Cambridge Sciences
Trumpington Street Towson University,York Road 8000 Towson,
Cambridge CB2 1PZ, UK MD 21252, USA
John Clarkson Ann Heylighen
Department of Engineering Department of Architecture
Cambridge Engineering Design Centre Urbanism and Planning
University of Cambridge Katholieke Universiteit Leuven
Trumpington Street Kasteelpark Arenberg 1/2431
Cambridge CB2 1PZ, UK 3001 Leuven, Belgium
Peter Robinson
Computer Laboratory
University of Cambridge
JJ Thomson Avenue, Madingley Road William
Gates Building 15
Cambridge CB3 0FD, UK
Cover Photography: Matt Willox in Design Futures, part of Sheffield Hallam University
Packaging Accessibility Analysis, Dr Alaster Yoxall: Lab4living, Sheffield Hallam Universit
Museum M in Leuven, Belgium designed by Stéphane Beel Architecten: Peter-Willem Vermeersch
v
vi Preface
ix
x Contents
xiii
xiv List of Contributors
affect them most. Certain themes frequently return in the conversations, yet the
goal at this stage in our research is not so much to obtain valid information, but
rather to explore the possibilities of using participant collected material to facilitate
the interviews.
In the first months of our research we conducted interviews with various actors
in the field (medical staff, patients, technical directors of hospitals, hospital
architects) to obtain a profound understanding of the meaning of the bed in the
hospital (Annemans et al., 2011). Each interviewee shed light on the topic from
his/her specific perspective. This resulted in a good understanding of the
complexity of hospital design. Although our research focuses on the experience of
(lying) patients, this background makes us aware of the importance of reflecting on
and taking into account certain undeniable technical and organisational realities.
During these interviews it became clear that people find it hard to talk about their
spatial experience, especially those unfamiliar with the design and construction
process. This lack of conversation skills about the research topic makes it hard to
obtain the rich empirical material we are looking for. Part of the difficulty can be
explained by a lack of vocabulary when talking about space (Franck and von
Sommaruga Howard, 2009). Additionally, due to the complexity of experience, it
is not easy to ensure that it is explored throughout the entire range of its various
articulations (Throop, 2003). These obstacles force us to look for a suitable
research approach that can give us access to patients’ personal ways of
experiencing a hospital environment.
For this reason we decided to explore alternative interviewing techniques.
Aware of the difficulty for patients of expressing their spatial experience and given
the explorative phase of the research, we opted to ask the participating patients
only one, very broad question: “Can you document the hospital experience from a
lying perspective?” After a short introduction patients are then invited to document
their spatial experience in any way that pleases them. They are provided with pens,
pencils, note block, drawing paper and a camera (with the possibility of recording
sound and movies), or they can use their own camera. Afterwards the material
produced during this process is used to facilitate a semi-structured interview with
the participating patient about the spatial qualities of the building.
As already pointed out, we experience the built environment through all our
senses. For this reason we looked into the use of sensory methods. Visual
techniques like photo-elicitation where people are interviewed using photographs
are not new (Collier, 1967). Over the years the technique has gained popularity in
various fields such as visual ethnography, visual anthropology, visual sociology,
and visual cultural studies (Pink, 2007). A sensory method does not guarantee
access to sensory realms; for example, the visual is not necessarily best accessed
by a visual method (Mason and Davies, 2009). Nevertheless, introducing
photography can be seen as a first contribution to a more ‘sensually complete’
methodology (Warren, 2002). In order to capture the real-life experience instead of
a fictive reality constructed by the researcher, however, we shifted our focus
beyond photo-elicitation to photo-production (Radley, 2010). In line with the work
of other researchers (Herssens and Heylighen, 2009; Radley, 2010), our interest
lies not so much in the meaning of pictures, we want to gain a good understanding
not only of what has been made visible, but also why, and how.
Indeed, how images are recorded may also tell us something about the hospital
experience of the participating patients. As taking pictures in hospitals is not
always appropriate or allowed (Radley and Taylor, 2003), we did not provide the
patients with a camera only, and limit their way of expression to photographs, but
6 Annemans et al.
also gave them the opportunity to take notes or make a drawing. This approach
yields richer empirical material, which initiates different topics in the interviews.
In the elicitation process, there is no reason why the drawings and plans should be
treated any differently to the photographs (Harper, 2002).
As one patient points out, sketching an awkward situation afterwards is much less
confronting for the people involved than taking a picture as it unfolds. Another
patient does not see the point of taking pictures of a building that the researcher can
observe herself, however he does have some suggestions on how a future hospital
setting should be designed. Whereas, for him, a photograph just shows an existing
situation, drawing provides the opportunity to manipulate reality.
Since we use the recorded images as a base for interviews, it does not come as a
surprise that also this kind of material serves as an interesting source of information
about how the hospital building is perceived, or which aspects are appreciated or
considered problematic. Often just starting the conversation is enough to divert to
aspects not, or only slightly, related to the collected material. As if enabling
participants to start the conversation from their viewpoint is enough to open the door
to unexpected insights.
Figure 1.1. Difference between what you see through the window when lying down versus
sitting in bed
8 Annemans et al.
The iconographic meaning can only be discovered when both the image and the
narrative are combined. Indeed, the same object can be pictured for a completely
different reason. One of the pictures made by Mrs A shows a window as well.
However, this window does not represent fresh air or daylight. The window in the
picture is located in an inner wall around the atrium accommodating the cafeteria.
Through the window the sound of chattering people and laughing children enters
the room. Although Mrs A describes this as a pleasant sound when in a different
setting, she finds it quite disturbing while being in the hospital and trying to
recover from surgery.
Fairly banal objects can be icons of less tangible aspects that have a strong
impact on the experience of the hospital. Mrs A photographs the little table and the
chairs in her room while having visitors. Because of the table’s presence, the
people in the chairs do not seem to be visiting in a hospital so much as just being at
home. As she puts it:
‘I think it has a more homelike atmosphere when people can be sitting on a chair, at
a table, where you can put something on, than when you would just have a row of
chairs, then it would feel like they were watching me.’
(Mrs A, interview transcript)
Figure 1.2. Iconographic images: left: Window photographed to illustrate the sound that
enters through it; right: The presence of a table changes the perception of visitors on the
chairs.
Mrs B made a set of two photos and a drawing, picturing the transportation of
a(n unknown) patient in bed. In this trilogy she combines a reflection on her own
experiences while transported through the hospital in a bed and the observations
from the bed.
Hospital Reality from a Lying Perspective 9
Figure 1.3. Nurse connecting a patient’s bed to a wagon, a view of the ceiling while
travelling through the hospital, setup of how the bed is transported through the hospital
The first picture shows the hallway in the basement of the hospital. Mrs B
mainly wants to point out how she felt when she was transported through it during
an earlier stay. It is a very functional hallway, used as a storage space for carts,
bicycles, obsolete beds and so on. It seems as if no one ever thought about the fact
that patients who have to go to the nuclear department are transported through it.
As Mrs B explains, “the lighting is not pleasant, and all the stuff that is stored
there makes you feel uncomfortable”. The nurse in the picture is attaching a bed to
a cart, used to pull the beds when large distances have to be covered. Mrs B
reflects on how the patient in the bed must feel, being handled like that. Since she
did not feel comfortable taking a picture while the patient could see her, she drew
the setup, explaining how the bed is attached to the cart, how the patient does not
have any contact with the nurse involved, and what s/he must perceive and feel
while being towed like that. To illustrate that, Mrs B also took a picture of the
ceiling a little further down the hall and concluded that seeing all those pipes, and
the rags in between, is not how a disconcerted patient is comforted. The dust
between the technical equipment on the ceiling makes her wonder about hospital
hygiene. Although these pictures might seem a little banal at first, how they come
together and are used as a backbone for the narrative provides new opportunities to
talk about spatial experience. We do not just learn about Mrs B’s experience while
visiting the hospital this time, but are also provided with a reflection on previous
visits and when and why you feel most vulnerable as a patient, which she uses to
explain her reluctance to take a picture. Even movement and time are touched upon
during the conversation. The length of the travel through the hall, how the patient
must undergo the transportation not knowing where he/she is going, it all adds to
10 Annemans et al.
Figure 1.4. Left: existing situation, right: how Mr C would organise the ward
Figure 1.5. Left: open doors, giving a view into the room at the other side of the hall, right:
opening the bathroom door can create a second barrier without closing the door of the room
Hospital Reality from a Lying Perspective 11
1.6 Acknowledgements
Margo Annemans’ research is funded by a PhD grant from the Baekeland program
from the Institute for the Promotion of Innovation through Science and Technology
in Flanders (IWT-Vlaanderen). The Baekeland program gives researchers the
opportunity to complete a PhD in close collaboration with the industry, in this case
Osar Architects nv provided this opportunity. Ann Heylighen received support
form the European Research Council under the European Community’s Seventh
12 Annemans et al.
1.7 References
Annemans M, Van Audenhove C, Vermolen H, Heylighen A (2011) Lying architecture:
Experiencing space from a hospital bed. In: Proceedings of the 1st International
Conference Exploring the Multi-dimensions of Well-being (Well-being 2011),
Birmingham, UK
Cbz (2008) Kwaliteit van de fysieke zorgomgeving, stand van zaken onderzoek
omgevingsvariabelen en de effecten op de (zieke) mens, College bouw zorginstellingen,
Utrecht, The Netherlands
Collier J (1967) Visual anthropology: Photography as a research method, Holt Rinehart and
Winston, NY, US
Devlin AS, Arneill AB (2003) Health care environments and patient outcomes: A review of
the literature. Environment and Behavior, 35(5): 665-694
Dijkstra K, Pieterse M, Pruyn A (2006) Physical environmental stimuli that turn healthcare
facilities into healing environments through psychologically mediated effects: Systematic
review. Journal of Advanced Nursing, 56(2): 166-181
Franck K, von Sommaruga Howard T (2010) Design through dialogue: A guide for clients
and architects, Wiley, Chichester, UK
Harper D (2002) Talking about pictures: A case for photo elicitation. Visual Studies, 17(1):
13-26
Herssens J, Heylighen A (2009) A lens into the haptic world. In: Proceedings of the
International Conference on Inclusive Design and Communications (INCLUDE 2009),
London, UK
Ingold T (2000) The perception of the environment: essays on livelihood, dwelling and skill,
Routledge, London, UK
Mason J, Davies K (2009) Coming to our senses? A critical approach to sensory
methodology. Qualitative Research, 9(5): 587-603
Pallasmaa J (2005) The eyes of the skin: Architecture and the senses, John Wiley & Sons,
NY, US
Pink S (2007) Doing visual ethnography: Images, media, and representation in research, 2nd
edn. Sage Publications, London, UK
Radley A (2010) What people do with pictures. Visual Studies, 25(3): 268-279
Radley A, Taylor D (2003) Images of recovery: A photo-elicitation study on the hospital
ward. Qualitative Health Research, 13(1): 77-99
Rasmussen SE (1964) Experiencing architecture, MIT Press, Cambridge, MA, US
Rubin HR, Owens AJ, Golden G (1998) An investigation to determine whether the built
environment affects patients’ medical outcomes, Center for Health Design, Martinez, CA,
US
Throop CJ (2003) Articulating experience. Anthropological Theory, 3(2): 219-241
Ulrich RS, Zimring C, Joseph A, Quan X, Choudhary R (2004) The role of the physical
environment in the hospital of the 21st century: A once-in-a-lifetime opportunity, Centre
for Health Design, Concord, CA, US
Van den Berg AE (2005) Health impacts of healing environments: A review of evidence
for benefits of nature, daylight, fresh air, and quiet in healthcare settings. University
Hospital Groningen, Groningen, The Netherlands
Warren S (2002) ‘Show me how it feels to work here’: Using photography to research
organisational aesthetics. Ephemera Critical Dialogues on Organisations, 2(3): 224-245
Chapter 2
2.1 Introduction
2.1.1 Public Transport - The New Climate
Public transport is facing major challenges in the current economic and social
climate; a considerable rise in demand for public transport and an ageing
population that is mainly dependant on public transport and is increasingly in need
of specialised and door-to-door services. The above challenges double when one
considers the raised public awareness and the pressure from user organisations to
improve the equality and quality of public transport for all.
Public transport providers need to respond to increasing demand for service
provision, both in terms of volume and diversity of service users. Transport for
London (TfL), a major public transport provider in UK, is currently facing over-
subscribed door-to-door services and an increasing demand for accessible and
usable public transport by conventionally marginalised groups such as older people
and people with disabilities. Issues of accessibility, reliability and quality of
service are key indicators that are sometimes in conflict and need to be revisited.
There is a need to keep the quality of service consistent and at the same time
redefine and prioritise the areas of focus and improvement.
service proves to be the single most powerful transport tool in terms of inclusivity
and equality potential and provision in a mega-city like London.
There have been great improvements in terms of making buses fully accessible.
In London, all buses are now low-floor vehicles and have a space for one
wheelchair (Transport for London, 2011). However, an ‘accessible bus’ does not
necessarily guarantee an ‘accessible bus service’. An accessible bus service
requires not only an accessible bus and an accessible bus stop but also an empathic
well-trained driver and a user-friendly environment. As well as improving
inclusivity, making local bus services more accessible brings wider benefits
including facilitating social inclusion in the local community, making bus travel
easier and more pleasurable for every member of the local community and
reducing the need for dedicated services (e.g. Dial a Ride) which are not cost-
effective.
restrictions that may make it more difficult to use public transport are: older
people, blind or visually-impaired people, deaf people or people with hearing
difficulties, those with learning difficulties or social phobias, and guardians with
buggies.
2.2.2 Methods
A wide range of methods were used in order to collect first-hand information
regarding the existing barriers and issues regarding accessibility and inclusiveness
of bus services. All primary research was undertaken in the local London borough.
In some cases, similar services were observed in other London boroughs as well.
Due to space limitation, specific details in terms of participants’ process of
16 Nickpour et al.
selection, age, demographics, position, etc. are not included here. More detail on
the above is provided in a technical report (Nickpour and Jordan, 2011).
2.2.2.4 Observations
Two major observation sessions were held. One session focused on special services
aimed at mobility-challenged passengers; the project team spent a day working
with the Dial-a-Ride service that provided door to door transport for mobility-
challenged people. Another observation session took place at Bus Mentoring Day -
Inclusive Bus Travel - A Psychosocial Approach 17
a training day aimed at helping those who assist mobility challenged people with
their travels.
2.3 Findings
Based on the access audits conducted, the journey was broken down into the stages
shown in Figure 2.1.
The findings are presented under three key categories; physical, psychosocial
and operational issues. Due to the length available for this paper, only a summary
of findings is presented here. Detailed breakdown and analysis of findings can be
found in the ‘Inclusive Bus Travel in Hillingdon: Assessing Accessibility’ report
(Nickpour and Jordan, 2011).
From a physical accessibility point of view, users tended to find the most
problematic part of the journey was getting from home to the bus stop and getting
from the bus to their final destination. Examples of problems here included: narrow
pavements, loose paving stones, steep roads and difficult crossings. There were
also accessibility difficulties at some bus stops - for example, the positioning of
litter bins and other street furniture sometimes made deploying and using the ramp
somewhat inconvenient.
18 Nickpour et al.
2.3.2.1 Uncertainties
There were many aspects to this including uncertainties as to whether users would
be able to get on and off the bus OK, whether they would have a long wait at the
stop and whether their interactions with others would be positive.
2.3.2.2 Overcrowding
The start and end of the school day are times when the bus gets particularly
crowded. This can sometimes mean that the bus is too crowded to let a wheelchair
on. Even if it is possible to board, overcrowding can make it difficult for
wheelchair users to get to the wheelchair bay and to move their chair into the
proper position within it. Overcrowding is becoming an increasingly problematic
issue as more and more people are using buses. This is due in part to the difficult
economic conditions that we have had recently (bus travel tends to increase in
times of financial hardship) and in part to the issuing of free bus passes to
schoolchildren and older people.
shoving and people not waiting their turn in the queue. Other users had reported
that they are wary of using buses in the evening or night because of the risk of
encountering drunk or threatening people.
2.4 Discussion
2.4.1 Physical Versus Psychosocial Issues
Overall the research suggested that good progress had been made in terms of
addressing the physical issues. There could be problems getting to and from the
bus stop and sometimes there were problems with ramps and small wheelchair
spaces. However, it was generally the case that it was physically possible to
complete a journey without excessive difficulties.
Perhaps the most striking issue to emerge from the research was the role that
psycho-social factors played in affecting mobility-challenged people’s quality of
experience of using public buses, in particular, the impact of the attitudes and
behaviour of the driver and of other passengers.
Bad experiences of this nature were the most frequently cited reasons for not
enjoying a bus journey or for not using the bus at all. Previously, the emphasis of
accessibility research and improvements schemes has been on the physical
elements of accessibility. While these are certainly extremely important, the
outcomes of our research suggest that psychosocial issues are equally, perhaps
20 Nickpour et al.
even more, so. This observation mirrors those within the field of design generally
where there has been increasing attention in recent years on psychosocial issues
and their emotional consequences (Norman, 2005).
Ensure that key aspects of the bus are fully operational. The aspects of the bus
that affect accessibility should be fully operational at all times. Mobility challenged
people should be confident that their journey will run smoothly and efficiently.
Ensure that all users have a safe and comfortable space. All mobility
challenged users should have a safe and comfortable space in which to complete
their journey. They should be able to move into and out of this space easily.
Welcome mobility challenged people aboard. Drivers should warmly welcome
mobility challenged people aboard the bus. They should communicate clearly and
cheerfully with them throughout the journey.
Set off and drive smoothly. Ensure that mobility challenged people are settled
before moving off. Make sure that this is done smoothly and that the drive is
smooth and controlled throughout the journey.
Provide information clearly through multiple channels throughout the journey.
Mobility challenged people should be clear about when the bus is approaching
their stop and have plenty of time to prepare to exit.
2.6 Acknowledgements
This research project was commissioned by London Borough of Hillingdon and
Transport for London. The authors would like to thank all local participants in the
project and the user research team including Murtaza Abidi, Penelope Bamford,
Thomas Wade and Jennifer McCormack.
2.7 References
Dray SM (1997) Structured observation: Practical methods for understanding users and their
work in context. In: Proceedings of CHI 97 Workshop on Human Factors in Computer
Systems, SIGCHI, Atlanta, GA, US
GLA (2010) Accessibility of the transport network. Greater London Authority, London, UK
London TravelWatch (2009) TfL performance report. London TravelWatch, London, UK
London TravelWatch (2010) Bus passengers’ priorities for improvement in London.
London TravelWatch, London, UK
Moore P, Conn CP (1985) Disguised: A true story. Word Books, Waco, TX, US
Nickpour F, Jordan PW (2011) Inclusive bus travel in Hillingdon: Assessing accessibility.
Technical Report, Brunel University, Brunel, UK
Norman DA (2004) Emotional design: Why we love (or hate) everyday things. Basic Books,
Basic Books, NY, US
Transport for London (2011) TfL accessibility guide. Available at:
http://www.tfl.gov.uk/gettingaround/transportaccessibility/1171.aspx (Accessed 13
August 2011)
Chapter 3
3.1 Introduction
The focus of this paper is upon the application of both safe and inclusive design to
equipment used by operational and maintenance personnel in mining. It begins by
introducing the minerals industry and outlining two important human-related issues
that will greatly impact upon the design of future mining equipment. The paper
then focuses on the importance of safe and inclusive design in this domain, and
outlines a task-orientated risk assessment and design process called ‘OMAT’ that
was developed by the authors. A series of semi-structured interviews with
designers of mining equipment are then presented: they focus in particular on how
designers currently obtain user-centred input and how the OMAT process might be
integrated into their design practices. Finally, conclusions regarding the future safe
and inclusive design of equipment (especially automated equipment) in this
domain and why user-centred design processes should be of central importance to
mining are presented.
Looking in more depth at the elements of the minerals industry system, there is
no ‘typical’ arrangement that is used at the majority of mine sites (Sanders and
Peay, 1988). Instead, it is a complex sociotechnical system where people,
procedures, environments and equipment need to interact safely and efficiently.
The main elements here include (Horberry et al., 2010):
• an increasingly diverse group of people employed;
• a wide assortment of different jobs, tasks and roles;
• many different equipment manufacturers and suppliers;
• different worldwide mining companies;
• a wide array of national laws, regulations, and guidelines;
• different procedures, rules, practices and cultures at individual mine sites;
• differences in the built environment and precise mining method used;
• uncertainties in the natural environment.
“Safe Design is a design process that eliminates OHS hazards, or minimises potential
OHS risk, by involving decision makers and considering the life cycle of the designed-
product.”
3.2.2 Method
A series of semi-structured interviews were held with personnel employed by a
major manufacturer of mining equipment. Fourteen people who worked for the
manufacturer were interviewed; all interviews took place in Finland. The
participants worked in a variety of design-related roles including design engineers,
project managers, safety experts and user interface specialists.
Safe and Inclusive Design of Equipment Used in the Minerals Industry 29
Rather than asking a rigid set of pre-defined questions, the interviews were
topic based, allowing the interviewer to prompt, clarify and further probe the
thoughts and practices of those being interviewed. Three topic areas were covered:
Topic 1: The current design situation. Interviewees asked about the formal and
informal human-related methods used to create and assess safety of the equipment.
Specifically, they were asked to consider methods that considered end-user
interaction. For each method noted, the interviewees were asked to describe the
strengths and weaknesses of that technique.
Topic 2: OMAT review. The OMAT process was then described to the participants
(many already had a basic knowledge of OMAT). The participants were asked to
judge and predict the strengths and weaknesses of this technique, and to state how
it might be integrated within their overall design processes.
Topic 3: End-user input. Of course, gaining end-user input is a common theme in
safe, participatory and inclusive design. However, this has increasingly become
difficult as the design, manufacture and use of equipment commonly occurs in
different countries across varying cultural and language barriers. As an example of
this, the interviews were conducted in Finland for equipment that would be used
ultimately in Australia or elsewhere.
This topic explored the currently-used methods of gaining end-user input into
their design processes, especially as there was no homogeneous end-user group. It
then explored two practices that could be used within the overall OMAT
methodology to potentially gain more comprehensive end-user feedback: the
inclusion of more (and varied) end-users in the OMAT workshops and the
collection of video footage of tasks being performed with current equipment.
3.2.3 Results
The results are described in terms of the three topics mentioned above. For reasons
of space, only summary findings are reported here.
Topic 1: The current design situation. The interviewees reported a large number of
broadly human-centred methods to improve the safety of their equipment. They
also reported that considering the end-user was a constant informal consideration.
However, only four methods were noted that specifically included some
consideration of the end-user.
Two of these methods were only used by specific design specialists. The first
was an “Ergonomic Checklist for the Operator’s Cabin”. This primarily involved
ensuring that the adjustability of elements like reach distances to controls and chair
design for weight of operator was accounted for using anthropometric data. The
second method was in-field usability observation. However, this was limited to
new digital controls used during operation (primarily of automated equipment).
The interviewees thought that these methods were potentially useful; however, the
scope and application of them was extremely limited.
30 Horberry and Cooke
The third method involved direct customer feedback from the use of current
products. This was noted to be beneficial as many issues only emerged during
equipment use. However, the major issue related to the ‘voice of the customer’
was that the input was only text-based and needed to pass through many hands
before it reached the appropriate designer. By this stage it was commonly difficult
to understand the precise issue and the person who raised it was not contactable.
Therefore, only easily explainable and understandable issues fed through the
current system with consistent success.
The fourth, and most noted, method was that of a risk assessment workshop
using qualitative risk matrices. The issues primarily came from equipment
standards and were a mix of hazards and requirements. The primary positive issue
noted about this method was that the workshop forced conversation amongst the
stakeholders. The most significant negative issue noted was that the discussion
focused only on the rather restrictive set of issues mentioned in existing standards.
This commonly did not involve the end-user but, rather, ‘have we met the
standard?’ This meant that significant issues related to operator interaction could
be missed, and innovation might be stifled. Furthermore, the interviewees noted
that extremely rarely did the method actually lead to design changes. As such, the
interviewees mostly viewed this method as a legal cover rather than a useful design
method.
Topic 2: OMAT review. Despite the potential bias that might have been present
(where one of the originators of the process was conducting the interviews), the
interviewees’ opinions of OMAT were largely positive. In particular:
• they welcomed the task-based, user-centred approach;
• they found the whole OMAT process to be easy to understand;
• it was viewed as comprehensive;
• they predicted that it might encourage innovation in design solutions.
However, some of the more negative features noted were:
• the OMAT process might take a long time (especially in workshops);
• it might be difficult to maintain/update this method;
• some concerned was expressed that it does not link sufficiently to
standards. Although this was not fully articulated, there was more of a
general feeling of unease about how much it became the workshop’s
judgement (rather than an ‘objective’ standard) and having that judgement
documented for a lawyer to subsequently investigate.
Topic 3: End-user input. The inclusion of a variety of end-users in design
workshops (whether using OMAT or other methods) was reasonably positively
received. This was because operational knowledge was seen to offer valuable
design opportunities by knowing ‘what really happens’. However, there were also
significant negative issues noted (that are also applicable to many other
participatory, inclusive or safe design processes):
• the end-user inputs received are limited to the knowledge of that person;
• legal issues (‘what happens if we don’t take their advice?’);
Safe and Inclusive Design of Equipment Used in the Minerals Industry 31
3.3 Conclusions
Including end-user input in some form in the design of equipment is a laudable
goal in virtually any domain. As indicated in other domains that have successfully
integrated automation (e.g. aviation), unless new technology in mining takes into
account the human element that will ultimately operate or maintain the systems,
then it is unlikely that such technology will flourish (c.f. Sheridan, 2002).
This paper has hopefully shown some of the challenges and opportunities for
those mining equipment designers who have a human-centred focus. Some of the
challenges include designers actually getting access to mine sites, and obtaining
appropriate end-user input, due to the widely diverse workforce involved. Not
surprisingly, a disjointed group of user-centred methods currently exists, and these
are employed to varying degrees by mining equipment designers. Despite this, safe
design in some guise is certain to become more firmly entrenched in the design
practices of larger OEMs. Consequently, it is anticipated that the task-based nature
of OMAT will result in it being more widely accepted and deployed, especially for
high frequency/high hazard tasks. A criticism of OMAT was that the method could
be quite time-intensive, especially when involving extensive end-user workshops
that needed to be formally documented. One way to address such a criticism would
be to employ a streamlined version of the method that is still task-based and
participatory, but only focuses on design issues of the highest priority tasks in a
less formally documented workshop-style setting. Also, obtaining end-user inputs
32 Horberry and Cooke
by means of video recording of current tasks with the equipment is another way of
streamlining the OMAT method whilst still retaining its task-based approach.
Inclusive design of mining equipment is far less well-developed and well-
accepted than safe design. Indeed, philosophically, it might be maintained that
specialised and hazardous mining equipment should not be designed for universal
use unless reasonable controls (including training and following site procedures)
are deployed. Still, designing accessible and usable mining equipment without
excessive adaptations for the worldwide minerals industry user-group is certainly
of importance for both safety and productivity. It is anticipated that user-centred
design tools such as OMAT can be expanded and further employed to help achieve
this goal.
3.4 References
Burgess-Limerick R, Straker L, Pollock C, Dennis G, Leveritt S, Johnson S (2007)
Participative ergonomics for manual tasks in coal mining. International Journal of
Industrial Ergonomics, 37: 145-155
Cooke T, Horberry T (2011) The operability and maintainability analysis technique:
Integrating task and risk analysis in the safe design of industrial equipment. In:
Proceedings of the International Conference on Ergonomics and Human Factors 2011,
Stoke Rochford, UK
EMESRT (2011) Earth moving equipment safety round table. Available at:
http://www.mirmgate.com/index.php?gate=emesrt (Accessed 8 August 2011)
Horberry T, Burgess-Limerick R, Steiner L (2010) Human factors for the design, operation
and maintenance of mining equipment. CRC Press, Boca Raton, FL, US
Horberry T, Sarno S, Cooke T, Joy J (2009) Development of the operability and
maintainability analysis technique for use with large surface haul trucks. Australian Coal
Association Research Program report. Available at: http://www.acarp.com.au/
abstracts.aspx?repId=C17033 (Accessed 8 August 2011)
Komljenovic D, Kecojevic V (2007) Risk management programme for occupational safety
and health in surface mining operations. International Journal of Risk Assessment and
Management, 7(5): 620-638
Lynas D, Horberry T (2011) Human factors issues with automated mining equipment.
Ergonomics Open, 4(Suppl 2-M3): 74-80
Safe Work Australia (2011) What is safe design? Available at:
http://www.safeworkaustralia.gov.au/SafetyInYourWorkplace/SafeDesign/Understanding
/Pages/WhatIs.aspx (Accessed 8 August 2011)
Sanders MS, Peay JM (1988) Human factors in mining (IC 9182). Department of the
Interior, Bureau of Mines, Pittsburgh, PA, US
Sheridan T (2002) Humans and automation. John Wiley, New York, US
Simpson G, Horberry T, Joy J (2009) Understanding human error in mine safety. Ashgate
Press, Farnham, UK
Chapter 4
4.1 Introduction
Cerebral Palsy (CP) is the commonest cause of disability among children in Europe
(Johnson, 2002). Its effects and severity can be extremely varied, but a
combination of arm impairments through weakness or spasticity and sensory
deficits is common and can (i) significantly impair the ability of individuals with
CP to carry out daily activities and (ii) create significant social barriers (Imms,
2008). Therapy is often used to aid the acquisition of motor skills, particularly in
childhood, but a lack of physiotherapy resources means that this is often delivered
through a self-managed home exercise programme. Exercises are frequently dull
and repetitive, and children often lack the motivation to carry out these exercises,
leading to poor compliance with the prescribed plan (Chappell and Williams,
2002).
One solution to this is the use of Interactive Computer-Play (ICP)-based
therapy (Sandlund et al., 2009), where therapy is delivered as a game through a
computer-interface. Prior research at the University of Leeds has led to the
development of a game-based system for home rehabilitation of upper limb
impairment (Weightman et al., 2011). However, feedback from the participants in
that project indicated that they preferred to play games with friends and suggested
that this would improve their motivation further. Accordingly, a multiplayer ICP-
based therapy system for upper limb rehabilitation intended for use in schools has
been developed, and this paper describes both the system and the results of its
initial deployment in a school environment. A brief overview of the background to
ICP-based therapy and arm rehabilitation is given, followed by a description of the
system itself, and finally the outcomes of deploying the system in a school
environment for an eight-week period, including the amount of usage, feedback on
the games used, and user comments received.
4.2 Background
ICP-based therapy has been growing in popularity in recent years, particularly with
the advent of home computers and videogame consoles and the growing popularity
of videogaming as a pastime in the last few decades. The development of consoles
which use movement-based interaction in videogames, most notably the Nintendo
WiiTM, has led to great interest in their use as a means of encouraging physical
activity among children and making rehabilitation enjoyable (Deutsch et al., 2008;
Lanningham-Foster et al., 2009). The use of off-the-shelf videogame consoles in
rehabilitation has many benefits, as they enjoy the economies of scale of mass
production, do not require specialist development, and games are already designed
first and foremost to be enjoyable. However, they also have limitations: they are
not necessarily accessible to players with more significant arm impairments; they
do not provide the assistive force that a physiotherapist would provide (which is
important in extending a patient’s capabilities); the games are not necessarily
designed to provide therapeutic benefits; and these systems do not enforce
compliance with a therapeutically desirable trajectory, which means that players
can get away with making motions that are successful in the game, but do not
provide therapeutic benefit.
Research at the University of Leeds has promoted the use of Assisted
Movement Devices as an adjunct to therapy, whereby a robotic system is used to
provide both the assistive force and to encourage compliance with therapeutically
desirable trajectories. Previous research has developed systems that use this
approach with stroke patients in a clinical environment (Jackson et al, 2007) and
for children with in a home environment (Weightman et al, 2011). In response to
feedback gathered from the latter project, a two-player system has been developed,
with the aim of deploying it in a school environment, where it would be easier to
find multiple players. Social interaction such as co-operation and competition in
games has long been identified as a motivator for playing (Malone and Lepper,
1987), and continues to be recognised as an important aspect of making games
enjoyable (Sweetser and Wyeth, 2005). However, it does raise significant
challenges in ICP-based therapy, as different players will have different levels of
impairment (and in some cases, none at all), making it difficult to create a level
playing field. The next section reviews the system developed, and how it addresses
some of these issues.
To address the need for a level playing field between different players, an
Adaptation to Player Performance Algorithm (APPA) was developed. Four games
were developed, representing different combinations of competitive and
collaborative, sequential and simultaneous play. They all centred around the same
premise, delivered through simple cut scenes: the players are monkeys trying to
rescue their friends from a hungry crocodile in order to provide elements of fantasy
36 Holt et al.
and curiosity as recommended by Malone and Lepper (1987) and Sweetser and
Wyeth (2005); and all were based around the simple back-and-forth movement of a
conventional reach/retrieve exercise. The APPA first involved the players carrying
out a simple single-player assessment task at the start of each session, in which
each player guided their ‘monkey’ around the screen and tried to collect as many
‘bananas’ as possible in the time available. The system then adjusted the amount of
assistance provided based on their performance in this task. The four actual games
were developed with a user group of children with cerebral palsy who had
participated in the previous home-based project (Weightman et al., 2011). These
children gave feedback and made comments on early iterations, evaluating the
initial concepts and gameplay proposals, giving feedback on early prototypes and
testing the near final games for usability. The final four games selected were:
1. Van Game (Simultaneous, Cooperative): Players work together to collect
bananas and destroy the crocodile’s van before s/he escapes with their
monkey friends.
2. River Game (Simultaneous, Competitive): Players race against each other
to collect the most bananas as they race along a winding river.
3. Chase Game (Sequential, Competitive): Players take it in turns to find
their way through a maze, one playing as the crocodile, the other as a
monkey - the player with the fastest time wins.
4. Maze Game (Sequential, Cooperative): Players work together to find a way
through a maze before time runs out, as each player collects bananas so
new paths open to the other player.
Screenshots from these games are shown in Figure 4.2. Each game also had a
single player variant, in which the player raced against the clock, rather than the
other player.
4.4.1 Process
A total of four systems were built. The systems were deployed into schools for two
periods of four weeks, with a one-week “washout” period in between. In one
period, the system was used in a single-player mode; in the other, it was used in a
multiplayer mode. Half the schools were randomly assigned to use the single
player mode first, while the other half used the system in multiplayer mode first.
Deploying a Multiplayer System for Arm Rehabilitation in Schools 37
As there were seven schools and just four systems, the systems were deployed in
four schools first (Schools A, B, C and D) and in the remaining schools thereafter.
The research team delivered the system to each participating school, explained
to the member of staff who would be given responsibility for the system how to set
it up and play the games, and then left the system under the supervision of the
school for the four-week period. Teachers were introduced to the goals of the
research project, made aware that the system was intended as a way of delivering
therapy through gameplay and informed that the version of the system delivered
was a prototype for evaluation with the aim of assessing the feasibility of its use in
a school environment. The initial explanation was supplemented by an instruction
manual, and a contact number to call in case of significant problems. The aim was
to see whether and how each school would use the system in practice, without the
research team’s input, so they were permitted to make whatever use of the system
they saw fit.
The systems gathered details of the amount that each child played, and a
feedback questionnaire based on Read’s (2008) Smileyometer was used for each
child to rate each of the games and the assessment task. Finally, a debriefing
38 Holt et al.
questionnaire was used to capture the views of adults and children about the
system, any problems or benefits they encountered, and what might be done to
improve it in the future. As a result of difficulties in getting time in teachers’
diaries for interviews in the early phase of the project, it had been agreed that the
most effective way of gathering information was to provide paper feedback
questionnaires with a stamped self-addressed envelope that the school could return
to the researchers at their convenience, rather than attempting to arrange formal
feedback interviews.
4.4.2 Usage
Table 4.1 records the amount of usage made of the system for each child at each
school (note that School C had two children), in terms of the number of days upon
which the system was used, and the mean length of play on those days. In addition,
it shows the mean number of days on which the system was used across all the
children, and the mean length of all their sessions. Data were only recorded for
children with cerebral palsy as they were the target users of the system: the project
was not concerned with the amount of therapy delivered to children who did not
require it.
School Child Days Used Mean Session Days Used Mean Session
Single Length Single Multi- Length Multi-
Player (of Player (mins) player (of player (mins)
possible 20) possible 20)
A 1 10 6.68 19 9.38
B 2 5 5.26 13 10.2
C 3 15 21.5 19 17.2
C 4 15 17.7 16 19.0
D 5 12 8.71 10 9.51
E 6 15 3.38 12 6.20
F 7 13 15.5 10 9.70
G 8 10 13.3 16 20.5
Overall Mean 11.9 12.7 14.4 13.4
All the children made some use of the system and with just one exception
(Child 2’s single player phase), it was used on at least half the available days. In
some phases, days were lost owing to school closures in bad weather and bank
holidays, but these were accepted as part of a realistic snapshot of how much use
the system received in practice (as these were all factors that might limit its use
they are not corrected for in the table above). On average, multiplayer mode was
Deploying a Multiplayer System for Arm Rehabilitation in Schools 39
played more often and for longer than the single player mode, despite the difficulty
in having to take children without arm impairments out of lessons to accommodate
this - though with such a small sample, the difference was not statistically
significant.
Figure 4.3. Smileyometer ratings for the four games and assessment tasks
40 Holt et al.
Overall, the two co-operative games - the Van and Maze Games - proved most
consistently popular, with the Maze Game receiving no negative ratings (Not Very
Good or Awful), and the Van Game receiving just one not very good. The River
Game caused the greatest split in opinion, receiving the most Brilliants, but also
receiving the most negative ratings of the four games. The Chase Game also
received mixed feedback, but with a more even split across the ratings. The
Assessment Task also split opinion, receiving more negative ratings than any of the
games, but also surprisingly receiving a large number of positive ratings, with only
the River Game receiving more positive ratings. It is worth noting that the ordering
of the games varied from child to child quite significantly as well: each game was
most popular for at least two children, and least popular for at least two others. On
the whole, this suggests that the games were well-received, although there were
substantial variations in individual preferences, and several children did suggest
that more games would be welcome to provide greater variety.
4.6 References
Chappell F, Williams B (2002) Rates and reasons for non-adherence to home physiotherapy
in paediatrics. Physiotherapy, 88(3): 2-11
Deutsch JE, Borbely M, Filler J, Huhn K, Guarrera-Bowlby P (2008) Use of a low-cost,
commercially available gaming console (Wii) for rehabilitation of an adolescent with
cerebral palsy. Physical Therapy, 88(10): 1196-1207
Imms C (2008) Children with cerebral palsy participate: A review of the literature.
Disability and Rehabilitation, 30(24): 1867-1884
Jackson AE, Holt RJ, Culmer PR, Makower SG, Levesley MC, Richardson RC et al. (2007)
Dual robot system for upper limb rehabilitation after stroke: the design process.
Proceedings of the Institution of Mechanical Engineers Part C: Journal of Mechanical
Engineering Science, 221(7): 845-857
Johnson A (2002) Prevalence and characteristics of children with cerebral palsy in Europe.
Developmental Medicine and Child Neurology, 44(9): 633-640
Lanningham-Foster L, Foster RC, McCrady SK, Jensen TB, Mitre N, Levine JA (2009)
Activity-promoting video games and increased energy expenditure. Journal of Pediatrics,
154(6): 819-823
Malone TW, Lepper MR (1987) making learning fun: A taxonomy of intrinsic motivations
for learning In: Snow RE, Farr MJ (eds.) Aptitude, learning and instructions, Vol. 3:
Cognitive and affective process analyses. Laurence Erlbaum Associates, Hillsdale, NJ,
US, pp 223-253
Read JC (2008) Validating the fun toolkit: An instrument for measuring children’s opinions
of technology. Cognition, Technology and Work, 10(2): 119-128
Sandlund M, Mcdonough S, Hager-Ross C (2009) Interactive computer play in
rehabilitation of children with sensorimotor disorders: A systematic review.
Developmental Medicine and Child Neurology, 51(3): 173-179
Sweetser S, Wyeth P (2005) Gameflow: A model for evaluating player enjoyment in games.
ACM Computers in Entertainment, 3(3): 3A
Weightman APH, Preston N, Levesley MC, Holt RJ, Mon-Williams M, Clarke M et al.
(2011) Home based computer-assisted upper limb exercise for young children with
cerebral palsy: A feasibility study investigating impact on motor control and functional
outcome. Journal of Rehabilitation Medicine, 43(4): 359-363
Chapter 5
5.1 Introduction
Web-based social media have become a dynamic way of allowing the inclusive
communication of many perspectives from diverse backgrounds. In a recent survey
from WebAIM, blogging was noted to be the dominant form of social media
according to screen reader users (WebAIM, 2010). Social media and other forms of
technology can provide a platform for users with disabilities to interact and
communicate on a level playing field with anyone else throughout society. It is the
responsibility of application designers to follow established standards of
accessibility and usability in order to provide equal access to this dynamic
technology.
blog web page. For Task 2, participants were asked to post a comment about the
article on the blog web page. The tasks with the results are illustrated in Table 5.1.
Blogger had a higher rate of completion for Task 1, but the task took longer to
complete than it did in WordPress. No participants were able to complete Task 2 in
Blogger due to a usability problem which is described later.
Table 5.1. Tasks and the completion rate, mean time, and SD for successful tasks
Task Blog Completion Mean Standard
Platform Percentage Time Deviation
1: Read a comment Blogger 80% (12 out of 15) 144.3 sec. 75.2 sec.
1: Read a comment WordPress 67% (10 out of 15) 126.8 sec. 36.1 sec.
2: Post a comment Blogger 0% - -
2: Post a comment WordPress 53% (8 out of 15) 129 sec. 54.3 sec.
The impact that previous experience with reading and posting comments had
on the results of this usability testing is illustrated in Table 5.2. It is important to
note that this does not reflect previous experience with a particular interface but
rather previous experience with either reading a blog comment or posting a blog
comment on any blog interface. For task 1 on the Blogger interface, it appears that
there is an improvement in usability based on prior familiarity, but it is important
to note that there were only a small number of users (three) who were
inexperienced with task 1. Task 2 in WordPress does seem to indicate a usability
curve based on experience, since the number of experienced to inexperienced users
was much closer, yet the task completion rate was heavily weighted towards
experienced users. In addition, the mean time to complete successful tasks was
higher for inexperienced users for Blogger task 1, and for WordPress tasks 1 and 2.
Table 5.2. Previous experience and mean completion rate/time for successful tasks
Task/Interface Users with Experienced Inexperienced
Experience Users Users
Task 1, Blogger 12 out of 15 92% (11/12) 33%. (1/3)
135.6 sec. 217.7 sec.
Task 1, WordPress 12 out of 15 67% (8/12) 67% (2/3)
119.6 sec. 155.5 sec.
Task 2, Blogger 7 out of 15 0% 0%
- -
Task 2, WordPress 7 out of 15 71% (5/7) 38% (3/8)
113 sec. 155.7 sec.
In Figure 5.1, there is a screen shot of the “Post a Comment” form for the
Blogger interface. While this should be a simple, straightforward process, when a
user (blind or sighted) selects the “Post Comment” button, the action is not
performed, and instead the user is redirected back to the same page, and the
comment is not posted. It takes several attempts before the user is directed to the
login prompt for account credentials. This does not occur if a user is already
logged into a Google Account. While this is frustrating for any user, the problem is
not immediately evident to a blind user. The only indication that this is occurring is
the small red image that is shown in the screenshot above. One user, who tried this
process repeatedly and did reach the next step, was taken to a prompt for a
CAPTCHA. Figure 5.2 illustrates the traditional CAPTCHA screenshot for the
Blogger interface with a symbol indicating an audio option for accessibility. The
alternate text for the audio option says “Listen and type the words you hear.” The
problem is that the user was unable to proceed because the CAPTCHA did not rely
on embedded audio but on a particular format of audio which required a plug-in for
use.
Usability problems with WordPress included a link that directs users to the
wrong field in a form, and an error message that could be improved for usability.
When a user selects the reply link to add a comment, the focus of the cursor goes to
the “Comment” field on the form. For a sighted user, it would be evident that
“Name” and “Email” are required fields, but for a user relying on a screen reader
and keyboard navigation, the usability problem with the “Reply” link is confusing
and could prevent a successful post unless the user realises what the problem is.
Table 5.3. Description of each of the 16 paragraphs of the Section 508 web guidelines
(a) Text Equivalent (have a text equivalent for any graphical elements)
(b) Synchronised Equivalent Alternatives (have captioned video, transcripts of any audio, or
other alternatives for multimedia)
(c) Use of Color (color should not be used as the only method for identifying elements of the
web page or any data)
(d) Organisation (style sheets are encouraged, but users should still be able to utilise a web
page when style sheets are turned off)
(e) Redundant Text Links on Server-Side Image Map and (f) Client-Side Image Maps
(redundant clickable links for server-side image maps, and accessible client-side image
maps are preferred)
(g) and (h) Row and Column Headers (use appropriate headers and markup to allow easy
navigation of a table)
(i) Frames (title all frames and label all frames for easy identification and navigation, e.g.,
use “navigation” “main content” and “search” rather than “top” or “bottom”)
(j) Screen Flicker Frequency (limit or eliminate the use of flickering, which can provoke
seizures)
(k) Text-Only Page Default (if a web page cannot be made accessible, provide an equivalent
text-only page, and make sure it is kept up to date)
(l) Scripting Languages (make sure that equivalents for any non-accessible scripting are
included, e.g., for those who are not using pointing devices)
(m) Linked Plug-In or Applet (if any plug-ins are required, make sure to provide a link to an
accessible version of the plug-in)
(n) Online Electronic Forms (all forms must be properly labeled and accessible)
(o) Method to Skip Repetitive Navigation Links (all web pages should have a link which
allows a user to skip directly to the main content, bypassing any site navigation information)
(p) Alerts on Timed Responses (if any page responses are timed, the user should be given
the opportunity to indicate that more time is needed)
For this evaluation, we selected the pages used to create a blog as well as the
main interface for managing the blog in both Blogger and WordPress (refer to
Table 5.4).
Table 5.4. Web pages on blogger and WordPress selected for evaluation
Blogger.com Web Pages: WordPress.com Web Pages:
Home page Home page
“Get started” page to create an account Page to create an account
Page to name the blog Blog management page
Page to choose the template
Blog management page
For each web page, four individuals did a separate inspection using a screen
reader, followed-up by a code inspection. After doing an individual inspection, the
four individuals met, discussed the differences between their individual
evaluations, interpreted, re-inspected the pages, and then agreed upon one common
50 Wentz et al.
evaluation for each web page. This is a common approach to provide a higher level
of validity than a single individual review (Nielson and Mack, 1994).
5.4 Discussion
The major usability problems discovered during the usability testing process of the
Blogger and WordPress interfaces are primarily simple issues that could easily be
corrected by developers and could have been avoided through some basic usability
evaluations of these interfaces. As far as the audio CAPTCHA plug-in problem
with Blogger, it is ironic that Google owns both Blogger and reCAPTCHA, which
is a company that develops CAPTCHAs for commercial use. The audio
CAPTCHAs produced by reCAPTCHA use embedded audio, and while they may
have usability problems related to audio CAPTCHAs in general (Lazar et al.,
2010b), at least the external plug-in to play the CAPTCHA could be avoided.
The accessibility problems identified during the accessibility evaluations of the
Blogger and WordPress registration and management processes were also
problems that could easily be corrected. Adding alternate text, adding labels to
form fields, adding skip navigation links, and adding headers to tables are all very
simple tasks for web designers. A basic accessibility evaluation would reveal these
problems, and evaluations at regular intervals could prevent problems like these
from occurring in the future.
Companies who provide products such as Blogger and WordPress, and anyone
who uses these products should be aware of these accessibility and usability
problems. The impact of web-based blogs is far-reaching, and simply paying
attention to the design of these common templates could significantly improve the
online experience of millions of users.
5.5 Conclusions
A few of the problems uncovered in this study could affect both blind and sighted
users to some extent (such as the “Post Comment” problem in WordPress):
however, navigating with only a keyboard and screen reader causes many of these
problems to become significant. Designers should carefully follow national
guidelines such as those set forth in US Section 508 and international guidelines
such as the Web Content Accessibility Guidelines. Regular accessibility
evaluations and usability testing would ensure that these popular blogging
platforms are equally accessible to all users.
5.6 References
American Foundation for the Blind (2010) Is blogging accessible to people with vision loss?
Available at: http://www.afb.org/Section.asp?SectionID=57&DocumentID=2753 (Accessed 13
December 2010)
Lazar J, Beavan P, Brown J, Coffey D, Nolf B, Poole R et al. (2010a). Investigating the
accessibility of state government web sites in Maryland. In: Langdon PM, Clarkson PJ,
Robinson P (eds.) Designing inclusive interactions. Springer, London, UK, pp 69-78
52 Wentz et al.
Lazar J, Feng J, Adelegan O, Giller A, Hardsock A, Horney R et al. (2010b) Assessing the
usability of the new radio clip-based human interaction proofs. In: Poster Presentation at
the 6th Symposium on Usable Privacy and Security (SOUPS 2010), Redmond, WA, US
Mankoff J, Fait H, Tran T (2005) Is your web page accessible? A comparative study of
methods for assessing web page accessibility for the blind. In: Proceedings of the 23rd
ACM Conference on Human Factors in Computing Systems, Portland, OR, US, pp 41-50
National Federation of the Blind (2011) How many children in America are not taught to
read? Available at: http://www.nfb.org/nfb/braille_initiative.asp (Accessed 5 May 2011)
Nielson J, Mack R (1994) Usability inspection methods. John Wiley and Sons, NY, US
Peltier J (2009) Which blogging platform do you use? Available at:
http://peltiertech.com/WordPress/which-blogging-platform-do-you-use/ (Accessed 5
December 2010)
US Government (2010) Section 508 standards guide. Available at: http://www.section508.gov/
index.cfm?fuseAction=stdsdoc#Web (Accessed 5 May 2011)
WebAIM (2010) Screen reader user survey #3 results. Available at:
http://webaim.org/projects/screenreadersurvey3/ (Accessed 5 January 2011)
Accessibility (2011) WordPress.org. Available at: http://codex.WordPress.org/Accessibility
(Accessed 15 January 2011)
World Health Organization (2011) Visual impairment and blindness. Available at:
http://www.who.int/mediacentre/factsheets/fs282/en/ (Accessed 5 May 2011)
Part II
Measuring Demand
and Capabilities
Chapter 6
6.1 Introduction
For design to be truly inclusive, it needs to take into account the range of users’
capabilities. To do this appropriately, good data on those capabilities is needed.
This paper reports on results from a postcode sampled survey of 362 people. The
survey examined a wide range of user capabilities and characteristics, but the paper
focuses on just a few of the survey measures. These measures examine some of the
component activities involved in using mobile telephones: selection of a menu item
via two different interaction patterns, use of differing sized pushbutton controls and
insertion of two different types of electrical connector. These results can help to
inform more inclusive design of mobile phones by examining how people’s
capability to perform these activities varies across different activities and by age
and gender.
The survey from which this paper draws its data, aimed to test methods and
materials in preparation for a follow-up survey with a bigger sample. Although the
data in this paper was taken from a preparatory survey, there were 362 participants,
and this sample size is big enough to achieve statistical significance for the
conclusions drawn.
Further details of how the survey was designed and conducted are now
presented, followed by details of the specific tests that are reported here. Related
research is also presented for each specific test.
6.2 Method
The survey examined a wide range of human capabilities and characteristics related to
product use. It was part of the i~design research programme (i~design, 2011). It was
designed by the i~design research team, and conducted by the National Centre for
6.2.1 Sample
The sample was recruited through random selection of private-household postcodes in
England and Wales. Invitation letters were sent out to 990 postcode addresses, and each
property was subsequently visited by one of the interviewers. At households that
consented to take part, the interviewer selected a single occupant at random from those
aged 16 and over, and the participants were not paid. 362 responses were obtained, and
53.6% of these were female. 23% of the sample were aged 16-34, 29% were aged 35-
49, 24% were aged 50-64 and 23% were aged over 65.
(a) (b)
Figure 6.1. Mock-up paper prototype mobile phone interfaces used to assess (a) Select and
confirm (b) Number navigation interaction styles
The ‘select and confirm’ style is more common in mobile telephones, but previous
studies have indicated that some users experience problems with it. Lindholm and
Keinonen (2003) describe how novice users can initially struggle with the concept of
soft keys in interfaces of this type but this can be overcome through practice. The
widespread adoption of this interface style for technology products means that many
younger people are familiar with it, but many older users may still have limited or no
experience with it. These older users are therefore more likely to struggle with this
menu style. This difficulty was specifically observed for older users in digital set-boxes
for television (Clarkson and Keates, 2003), which often have ‘select and confirm’
menus. Clarkson and Keates recommended the use of number lists as an alternative
approach.
Our study thus investigated whether the ‘number navigation’ approach could
overcome the problems that some users experience with ‘select and confirm’. We
expected that younger users would be experienced and proficient at using ‘select and
confirm’ menus and that many older users (aged 65+) would not. The more direct
interaction of ‘number navigation’, which requires only one key press to select a menu
item, could be advantageous for such novices.
These interaction styles were presented to users using a simplified paper
prototyping method (Snyder, 2003). Respondents were shown images of mobile
telephones with these interfaces (Figure 6.1), and were asked to indicate which buttons
they would press to see what information is in the calendar. The order in which the
interfaces were presented was counter-balanced. The interviewer scored whether the
correct buttons were pressed in the correct order.
The ‘number navigation’ interface requires fewer physical buttons to implement
than the ‘select and confirm’ interface, and this reduction of complexity represents a
confounding variable. However, the decision was made to present both types of user
interface with the minimum number of buttons required to implement basic phone
functionality. If this test revealed a useful performance difference, this could offer real-
world benefit for the user.
The test was limited by using a simplified paper prototyping method, where the
participant was not given any feedback on button presses. This was necessitated by
practical constraints; the survey was conducted by 30 different interviewers and with
only one day of training to cover the whole survey, it was not feasible to train them to
58 Bradley et al.
reliably run any type of interactive prototyping. This limitation should be taken into
account in interpreting the results, as failure rates on the tasks are likely to be higher
without feedback to the user. However, the method was intended to measure whether,
on first sight of an interface, the user’s first attempt to plan and execute the task would
involve any incorrect or unnecessary actions. Even if a user could eventually succeed in
a goal through trial, error and recovery, an interface that allows users to get it right first
time is preferable.
Another factor that should be taken into consideration is that ‘number navigation’
requires fewer key presses, and thus presents fewer opportunities for the user to make a
mistake. This is a potential confounding variable which is hard to eliminate in a simple
experiment of this type. The decision was made to present the user interfaces in a form
that is likely to be used in practice. This has the advantage that, if there is a useful
performance difference, then the improved interface can be incorporated in an actual
mobile phone, even if there is potential uncertainty about the underlying reason for the
benefit.
Large
Five way outer
keypad buttons
Figure 6.2. LG KP170 mobile phone showing the buttons used in the study
A Population Perspective on Mobile Phone Related Tasks 59
Figure 6.3. MP3 player showing headphone jack and mini-USB sockets and plugs
We expected participants to perform better with the headphone jack than with the
mini-USB cable because the jack on the mini-USB needs to be rotated to the correct
orientation before insertion, but the headphone jack can be inserted in any orientation.
As explained in Section 6.2.3, we expected that younger users would perform better
with the ‘select and confirm’ interface than older users. This was supported by the
results, with 72% of people under 65 using ‘select and confirm’ successfully, and 61%
using ‘number navigation’ successfully (p<0.001, McNemar’s). We also expected that
older users (65+) would perform better with the ‘number navigation’ style than with
‘select and confirm’. The results indicate that 28% of over 65s used ‘select and
confirm’ successfully, and 33% used ‘number navigation’ successfully, but this was not
statistically significant (p>0.05, McNemar’s), possibly due to only having 38 people in
this age group. Further analysis and research is needed to better understand how
different kinds of participants use different interface styles.
80
60
40
20
0
18-24
25-34
35-44
45-54
55-64
65-74
18-24
25-34
35-44
45-54
55-64
65-74
75+
75+
Figure 6.4. Percentage of male and female participants succeeding in the menu selection
tasks, by age category
As explained in Section 6.2.3, we expected that younger users would perform better
with the ‘select and confirm’ interface than older users. This was supported by the
results, with 72% of people under 65 using ‘select and confirm’ successfully, and 61%
using ‘number navigation’ successfully (p<0.001, McNemar’s). We also expected that
older users (65+) would perform better with the ‘number navigation’ style than with
‘select and confirm’. The results indicate that 28% of over 65s used ‘select and
confirm’ successfully, and 33% used ‘number navigation’ successfully, but this was not
statistically significant (p>0.05, McNemar’s), possibly due to only having 38 people in
this age group. Further analysis and research is needed to better understand how
different kinds of participants use different interface styles.
In fact, the success rates for both menu selection styles were low overall, with only
61.8% of the sample using the ‘number navigation’ style successfully, and 73.4%
succeeding with ‘select and confirm’. These rates are even lower for older age groups,
with over 50% of participants aged over 75 failing on both tasks. It should be
remembered that the partial paper prototyping method used is likely to give lower
success rates than use in practice. Nevertheless, the success rates are sufficiently low to
raise serious concerns about both menu selection styles. It seems that, although number
navigation may perform slightly better with older people, it is not effective enough to
work as an alternative. Other interface styles for selecting menu options are needed,
and more work is required. Some possibilities are provided by touchscreen interfaces,
A Population Perspective on Mobile Phone Related Tasks 61
which allow menu options to be selected more directly. However, this technology may
have other usability issues including those arising from the lack of tactile feedback.
80
% of age band
60
40
20
0
18-24
25-34
35-44
45-54
55-64
65-74
18-24
25-34
35-44
45-54
55-64
65-74
75+
75+
(a) (b)
Figure 6.5. Percentage of male and female participants succeeding in the button pressing
tasks, by age category
partial insertion point. Some participants may have believed that they had completed
the task at that point and not thought to push the jack harder to insert it fully. This
appeared to be more problematic for the female participants (p<0.001, Fisher’s exact),
but it is unclear why. This may be due to muscle strength differences or a difference in
prior experience such that participants did not know that the plug needed to be inserted
further.
Other age and gender differences are shown in Figure 6.7. Success on the
headphone jack task decreased with age (p<0.01, Pearson’s chi-squared), as did success
on the mini-USB task (p<0.05, Pearson’s chi-squared), although the latter may be
affected by ceiling effects. There was no significant difference between genders for the
mini-USB task, with almost all participants successfully completing this task.
80
% of age band
60
40
20
0
18-24
25-34
35-44
45-54
55-64
65-74
18-24
25-34
35-44
45-54
55-64
65-74
75+
75+
Figure 6.6. Percentage of male and female participants rating the task as ‘very easy’ or
‘easy’ for the five way keypad (small) and outer large button tasks, by age category
80
% of age band
60
40
20
0
18-24
25-34
35-44
45-54
55-64
65-74
18-24
25-34
35-44
45-54
55-64
65-74
75+
75+
Figure 6.7. Percentage of male and female participants succeeding in the cable insertion
tasks, by age category
Participants also rated how easy they found each task (see Figure 6.8). Although
almost all (over 99% of) participants completed the mini-USB task successfully, they
considered it to be more difficult than the headphone jack task (p<0.001, Marginal
Homogeneity). This agrees with our expectation that this task would be more difficult.
It may be because participants needed to orient the plug with the socket in this task.
A Population Perspective on Mobile Phone Related Tasks 63
80
% of age band
60
40
20
18-24
25-34
35-44
45-54
55-64
65-74
18-24
25-34
35-44
45-54
55-64
65-74
75+
75+ age band
age band
Figure 6.8. Percentage of male and female participants rating the task as ‘very easy’ or
‘easy’ for the cable insertion tasks, by age category
6.4. Conclusions
This study examined 362 participants’ performance in and ratings of ease of use for
some component activities of mobile phone use. Across the activities, older users had
markedly lower success rates and generally lower ratings for ease of use.
In particular, the menu selection methods tested in the study had low success rates
overall and particularly for older users. This raises concerns about the suitability of these
common interface styles, and highlights the need for further research to develop new
methods of selecting menu items on mobile devices. In addition, the button pressing
tasks indicated that small buttons in the fiveway keypad were difficult for older users to
press accurately. Yet buttons of this size and type are commonly used in mobile
telephones. Somewhat, surprisingly, many participants also struggled with correctly
inserting the headphone jack. Although most people did successfully insert the mini-
USB cable, many people did not consider this task to be easy.
Overall, these results indicate that current mobile phone designs are not meeting the
needs and capabilities of older users. More detailed analysis and study are needed to
illuminate some of the fundamental issues, and further work is needed to produce more
inclusive mobile phone designs.
6.5 Acknowledgements
The survey was conducted as part of the inclusive design research programme (i~design,
2011), funded by EPSRC. As well as the authors of this paper, several others made
substantial contributions to the design and analysis of this survey, including Felicia
Huppert, Kai Ruggeri, Eddy Elton, Jose Liht and John Ryan. Mike Bradley’s time was
partly funded via the RCUK Digital Economy Programme’s BRIDGE project.
64 Bradley et al.
6.6 References
Clarkson PJ, Keates S (2003) Digital television for all. A report on usability and accessible
design. Appendix E - investigating the inclusivity of digital television set-top receivers.
Department of Trade and Industry, UK
Fitts PM (1954) The information capacity of the human motor system in controlling the
amplitude of movement. Journal of Experimental Psychology, 47(6): 381-391
i~design (2011) Available at: www-edc.eng.cam.ac.uk/idesign3/ (Accessed 31 August 2011)
Lindholm C, Keinonen T (2003) Mobile usability: How Nokia changed the face of the mobile
phone. McGraw-Hill, New York, US
Snyder C (2003) Paper prototyping: The fast and easy way to design and refine user interfaces.
Morgan Kaufmann Publishers, San Francisco, US
Chapter 7
7.1 Introduction
Modern technological products, working and living environments, are ever more
rich in potential functionalities for end-users (e.g. communication support,
facilitation of physical actions, etc.). The increasing functionalities make these
products complex to develop. Research efforts are focused on the development of
highly usable products and environments that should be easily and intuitively used
by a wide range of people (children, elderly, disabled, etc.). User-centred design
approaches have to be adopted. This is not easy to handle when complex
environments populated by different products have to be conceived, analysed and
evaluated. In this scenario, the aim of the present work is to study a user-centred
design method in relation to the kitchen environment. It has been developed in the
context of an Italian National Research Programme, called “e-kitchen: smart and
highly usable kitchen”, started in April 2011. The project involves 16 important
Italian and international companies (e.g. Indesit, Lube Industries, Telecom Italia,
Faber-Franke), seven SMEs and five research centres, under the coordination of
Università Politecnica delle Marche. The project aims to achieve a complete
rethinking of the kitchen environment taking into account safety, comfort, eco-
sustainability and energy efficiency. One of the main goals is the improvement of
its usability for aged and disabled people. In this context it is essential to manage
and optimise the interaction between the user and the different devices so as to let
the individual live in an environment offering well-being, safety and new
intelligent functionalities. The interaction studied involves three elements: human,
machines and environment.
Multi-sensory Virtual Reality and Augmented Reality techniques are used to
support the inclusive design of all target devices and of the kitchen environment as
a whole. These technologies give the advantage of simulating user interaction from
the first conceptual design stages and hence of evaluating different design
technologies and to its ability to enhance the real scene with computer graphics and
emerging tactile and auditory displays (Zhou et al., 2004).
Many different solutions have been proposed in literature with the intent of
providing devices to interact with the AR environment in a more intuitive way.
Some researchers integrate handheld haptic technologies to reproduce the real
contact with objects during the exploration of virtual space (Bordegoni et al.,
2009). Others try to eliminate the gap between the interaction with a natural
environment and the interaction with a computer system by adopting Tangible
Augmented Reality (TAR) techniques (Park et al., 2008).
A lot of studies have been carried out in order to analyse how VR interfaces are
able to support elderly people to improve rehabilitation involvement (Flores et al.,
2008; Alankus et al., 2010). These studies can be useful for the development of
products and services tailored to elderly people with cognitive issues, in order to
support them in their daily lives (Pittarello and De Faveri, 2006; Kim and Dey,
2009). However, no studies have been conducted yet to assess what the optimum
VR technology is for the involvement of elderly people in design solutions
evaluation. Most of the projects which aim to address the relationship between
older people and technology, including PERSONA (2007) and UTOPIA (2011),
have been limited in their development of a new methodological approach only to
design for elderly people, without taking into consideration design-oriented
technologies issues. However, this aspect is becoming highly important to really
implement a UCD approach whilst reducing development costs. This is
demonstrated by two integrated projects of the 7th Framework Programme, which
are VAALID (2011) and VERITAS (2011).
take into consideration the fact that elderly people present a very diverse range of
abilities. This diversity of abilities exists not only within groups, but also among
individuals. Therefore, it is impossible to draw up a simple profile, or to identify a
single stereotypical user. In this context, the International Classification of
Functioning, Disability and Health (ICF) is a valuable tool for understanding the
abilities of a user, depending on his/her characteristics.
Functional
Modelling
Figure 7.3. On the left the TAR prototype (A) the RP model with AR and Optitrack IR
marker and (B) the augmented image of interface. On the right the HF prototype.
out considering five main activities in prototyping as listed in Table 7.2. A total
time comparison shows that TAR sensibly reduces the time for prototype
development and testing. While previous results show the reliability of usability
assessment on virtual prototypes instead of high fidelity ones, Table 7.2
demonstrates that designers do not require extra work to build them. Both
achievements are fundamental to increase the use of these technologies in industry.
Table 7.1. One-way ANOVA results for satisfaction, task completion time and errors
Table 7.2. Design process performance resulting from the different prototyping techniques
(evaluation in time)
ACTIVITIES TAR prototype High-fidelity Prototype
1. Modelling of the design alternatives 4 days 10 days
CAD modelling 2 days 4 days
GUI modelling 2 days 6 days
2. Prototyping 5 days 20 days
File import/export 1 day 1 day
Setting (machine, rendering scene, 3 days -
etc.) 1 days 18 days
Prototype generation - 1 day
Finishing
3. Experimental design 0.5 hour -
4. Pre-testing (users’ training, etc.) 1 hour -
5. Testing 3 hours 2.5 hours
TOTAL TIME 9 days 4.5 hours 30 days 2.5 hours
7.5 Conclusions
The use of VR/AR technologies can successfully support the design and evaluation
of Ambient Assisted Living environments. They can facilitate the assessment of user
interfaces from both a cognitive and a physical point of view. In this context an
Inclusive design approach has been defined in the scenario of a funded National
project called e-kitchen. A part of this approach addressed to the VR/AR technology
choice to virtually test different software user interfaces. In this case the technology
assessment has to be properly correlated to a specific class of users (aged people).
Experimentation highlights that Tangible AR is the best system to allow subjects to
experience the interaction. Future work will be focused on a deep analysis of the
usability of the deployed TAR technologies with specific attention elderly people and
people with disabilities.
7.6 References
VAALID (2011) Accessibility and usability validation framework for AAL interaction design
process. Available at: http://www.vaalid-project.org/ (Accessed 4 November 2011)
Alankus G, Lazar A, May M, Kelleher C (2010) Towards customizable games for stroke
rehabilitation. In: Proceedings of the 28th ACM Conference on Human Factors in Computing
Systems (CHI 2010), Atlanta, GA, US
Bordegoni M, Cugini U, Caruso G, Polistina S (2009) Mixed prototyping for product assessment:
A reference framework. International Journal on Interactive Design and Manufacturing, 3(3):
177-187
Flores E, Tobon G, Cavallaro E, Cavallaro FI, Perry JC, Keller T (2008) Improving patient
motivation in game development for motor deficit rehabilitation. In: Proceedings of the
International Conference on Advances in Computer Entertainment Technology (ACE 2008),
Yokohama, Japan
Hall R (2001) Prototyping for usability of new technology. International Journal of Human-
Computer Studies, 55(4): 485-501
74 Ceccacci et al.
ISO 13407 (1999) Human-centred design processes for interactive systems. International
Organization for Standardization. Available at: http://www.iso.org/iso/catalogue_detail.
htm?csnumber=21197 (Accessed 4 November 2011)
ISO 9241-11 (1998) Ergonomic requirements for office work with visual display terminals
(VDTs) - Part 11: Guidance on usability. International Organization for Standardization.
Available at: http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnum
ber=16883 (Accessed 4 November 2011)
ISO/IEC TR 9126-4 (2004) Software engineering - product quality- Part 4: Quality in use metrics.
Available at: http://www.iso.org/iso/iso_catalogue/catalogue_tc/catalogue_detail.htm?csnumber
=39752 (Accessed 4 November 2011)
Kim S, Dey AK (2009) Simulated augmented reality windshield display as a cognitive mapping
aid for elder driver navigation. In: Proceedings of the 27th ACM Conference on Human
Factors in Computing Systems (CHI 2009), Boston, MA, US
Kuijt-Evers LFM, Groenesteijn L, De Looze MP, Vink P (2004) Identifying factors of comfort in
using hand tools. Applied Ergonomics, 35(5): 453-458
Kuutti K, Battarbee K, Sade S, Mattelmaki T, Keinonen T, Teirikko T et al. (2001) Virtual
prototypes in usability testing. In: Proceedings of the 34th Hawaii International Conference on
System Sciences (HICSS 2001), Maui, Hawaii, US
Mengoni M, Peruzzini, M, (2010) Usability assessment method to improve interaction design:
How to get it. In: Fisher X, Coutellier D (eds.) Research in Interactive Design, Springer-Verlag,
Paris, France
Milgram P, Takemura H, Utsumi A, Kishino F (1994) Augmented reality: A class of displays on
the reality-virtuality continuum. In: Proceedings of SPIE, Telemanipulator and Telepresence
Technologies.
Nielsen J (2000) Why you only need to test with 5 users. Alertbox. Available at:
http://www.useit.com/alertbox/20000319.html (Accessed 4 November 2011)
Nielsen J, Landauer TK (1993) A mathematical model of the finding of usability problems. In:
Proceedings of the ACM INTERCHI’93 Conference, Amsterdam, The Netherlands
Park H, Moon HC, Lee JY (2008) Tangible augmented prototyping of digital handheld products.
Computers in Industry, 60(2): 114-125
Park YS, Han HS (2010) Touch key design for one-handed thumb interaction with a mobile
phone: Effects of touch key size and touch key location. International Journal of Industrial
Ergonomics, 40(1): 68-76
PERSONA (2007) Perceptive spaces promoting independent aging. Available at: http://www.aal-
persona.org/index.html (Accessed 4 November 2011)
Pittarello F, De Faveri A (2006) Improving access of elderly people to real environments: a
semantic based approach. In: Proceedings of the Working Conference on Advanced Visual
Interfaces (AVI 2006), Venezia, Italy
Sonderegger A, Sauer J (2010) The influence of design aesthetics in usability testing: Effects on
user performance and perceived usability. Applied Ergonomics, 41(3): 403-410
UNI EN ISO 10075-2 (2002) Ergonomic principles related to mental workload - design
principles. Italian Organization for Standardization. Available at: http://www.uni.com/en/
(Accessed 4 November 2011)
UTOPIA (2011) Usable technologies for older people: Inclusive and appropriate. Available at:
http://www.dcs.gla.ac.uk/utopia/default.html (Accessed 4 November 2011)
VERITAS (2011) Virtual and augmented environments and realistic user interactions to achieve
embedded accessibility designs. Available at: http://veritas-project.eu/ (Accessed 4 November
2011)
Virzi RA (1992) Refining the test phase of usability evaluation: how many subjects is enough?
Human Factors, 34(4): 457-468
Wilson JR, D’Cruz M (2006) Virtual and interactive environments for work of the future.
International Journal of Human-Computer Studies, 64(3): 158-169
Zhou Z, Cheok AD, Yang X, Qiu Y (2004) An experimental study on the role of 3D sound in
augmented reality environment. Interacting with Computers, 16(6): 1043-1068
Chapter 8
8.1 Introduction
In recent years there have been significant advances in developing websites that are
accessible for individuals with disabilities. In particular, the Web Content
Accessibility Guidelines (WCAG) from the Web Accessibility Initiative
(http://www.w3.org/wai) provide clear standards for developing accessible web
based content, and have been the foundation for legal guidelines developed in
many countries (Meiselwitz et al., 2010). However, a challenging aspect of
accessible web design is developing equivalents of data visualisations for blind
users, since data visualisations are often used to allow quicker comprehension of
large and complex data sets (Fritz and Barner, 1999). In this research we
investigate the potential use of sonification for presenting weather data to blind
users. At this juncture we would like to emphasise that that the term “blind users”
has different meanings depending on context and country. For instance, in the US,
“blind users” refers to anyone with any type of visual loss, whereas in the UK,
“visually impaired” is often used to describe people with low vision, and “blind”
is used to describe someone with no useful residual vision.
Maps represent a very common visualisation approach on web pages. Figure
8.1 (adapted from www.recovery.gov) shows a typical example of map based data
visualisation. This map of demographic data allows the user to quickly reach a
conclusion that southwestern states in the USA have a higher percentage of
residents under 18 through an interpretation of the colour coding in the map.
Equivalents of visualisations for blind users tend to be simple tabular
representations of the same data (Plaisant, 2004). While this is technically
equivalent, it does not provide an “overview of data” that is the key first step of
usage of information visualisations.
Previous research has addressed this problem through the development of sonified
maps, which used non-textual audio output to allow users to comprehend detailed
as well as trend data rendered within maps (Zhao et al., 2008; Walker and Mauney,
2010). In this investigation, we build on existing research to investigate the
potential use of sonification to represent weather map data for blind users. The rest
of the article is organised as follows. First we describe existing research and
applications related to sonified maps. Next we describe our methodological
approach in developing and evaluating a sonified solution for providing accessible
weather map based data for blind users. Finally, we discuss the implications and
future research directions.
map views of data that include a broader regional view and also a view down to the
state level and associated counties. Earth+ (developed by NASA in 2005) is
another tool that was evaluated. Earth+ provides accessible map interpretation for
blind users. Unfortunately, the Earth + application is limited in its functionality.
The application allows a user to load an image and provides a piano note with a
pitch unique to the colour of the image based on the position of the cursor.
Therefore, we chose to focus our work on using iSonic, and received permission
from the University of Maryland to continue building onto the iSonic application.
out how a user would go through the program for related tasks, what these tasks
would show, and what types of outputs they would have. Special care was taken to
explicitly include features and capabilities identified in the user interviews and
surveys while developing the user scenarios. The scenarios proved to be helpful in
narrowing down and creating a focus for what the application should do and how.
Based on the requirements gathering and the user scenarios, it was possible to
identify an initial set of specifications for the sonified weather map application.
These specifications are described as follows:
• provide weather information related to a) current and future temperature b)
precipitation and c) wind speed;
• allow the users to obtain discrete weather related information for a
geographical location (e.g. temperature in a particular city);
• allow the users to obtain trends with regards to weather related information
for a geographical region (e.g. change of temperature within a state);
• provide the users with a sense of the physical geographical reference
within the context of the map;
• allow the user to choose a) the nature of weather information and b) the
level of detail for the weather information;
• provide the user with means for multimodal interaction to enable
perception of information through multiple senses;
• be easy to use for users without access to sophisticated assistive
technology;
• be easy to use for users with minimal experience with assistive technology.
The above list of specifications provided the basis for the design of the sonified
weather map application. In addition a decision was taken to develop the initial
prototype only for the state of Maryland and the 24 counties within Maryland
(Baltimore City is not in a separate county, and demographically is usually counted
as the 24thcounty of Maryland). The specifics of the design are described in the
next section.
pages. The weather data for the different counties within Maryland was retrieved
through the manipulation of the longitude and latitude values in the data retrieval
queries. This allowed the importing of weather data for multiple points in
Maryland into the excel sheet. The particular data points were developed through
the compilation of a list of cities that were completely within the boundaries of
each county, usually the county seat. The assumption was that these cities would
be representative of the weather within the county in most instances, since most of
these counties are not geographically large.
A second Excel sheet was created and formatted appropriately to make it
readable by the iSonic application. The cells of the two excel sheets were linked so
that the second excel sheet could automatically pull data from the first excel sheet
containing imported weather data from NOAA’s web page. A small java program
was developed that that allowed automatic storing of the data from the second
excel sheet as a CSV file. In addition VBA macros were created for both excel
sheets that initiate a refresh, save, close window sequence. Finally a batch file was
created so that, the weather data is automatically updated and converted into a file
readable by the application. A system architecture schematic for the data retrieval
process is shown in Figure 8.2.
Supplies Supplies
NOAA Web Server Master Data Excel Sheet
Converts to
Is read by
Sonic Map Interface
CSV File
level of experience. Of the five participants, only one had previously used any type
of sonification software (for computer gaming).
As the software was being set up before the usability evaluation, there turned
out to be technical problems. Due to some security patches recently installed at the
International Braille and Technology Centre computers, the sonification tones
would not work on any of the computers there. The researchers made a last minute
decision to use the Macbook laptop (booted in Windows mode) that they brought
with them to take notes, to have the participants evaluate instead the keyboard
version (including the sonification tones), and then used a PC in the International
Braille and Technology Centre (without the sonification tones) to evaluate the
effectiveness of the touch screen and the touch screen with tactile overlay. This
was not ideal, but since the usability evaluation was formative and qualitative, it
allowed for a lot of feedback from users and discussion. The researchers explained
to users how the software worked and demonstrated it using keyboard and
touchscreen, gave the participants a few minutes to play around with it, and then
asked the participants to attempt some tasks. In general, all five participants liked
the application, and were able to figure out how to use it, to successfully complete
a few tasks, within a few minutes of first using the application.
User 1 spent several minutes trying to get a feel for the program, and initially
said that they liked the keyboard application but they wanted to be able to feel the
edges of a tactile map. When using the touchscreen, the user perceived the
touchscreen as being a little bit jumpy and stated that they didn’t like a touchscreen
without a tactile overlay, preferably on the touchscreen, as compared to the
keyboard. User 1 also noted that they listened more to the speech than to the tones.
One interesting challenge is that user 1 assumed that the touchscreen was a multi-
touch screen, which it was not.
User 2 did not like using the keyboard to navigate around the Maryland state
map, but quickly got comfortable with the application and noted points like
“central Maryland is definitely hotter” and “there’s a weather front somewhere
here.” User 2 said that they didn’t like the tones, because “I’m not musically
inclined, so I like numbers, not sounds, it’s my learning style.” User 2 also
expressed a strong preference for the tactile overlay on the touchscreen. User 2 also
felt there could be more clarity in the feedback provided for navigating off the map
and suggested, “You have entered Virginia” or something similar. User 2 felt that
the irregular shapes of the counties made it difficult to navigate on the keyboard
but suggested that the software would be good for geography lessons.
User 3 also stated that they listened more to the speech data than the tones, but
that they could understand there was a difference in the tones, and they wondered
if headsets would be more useful to perceive stereophonic sounds. When using the
touchscreen, the user stated that they preferred this method, as it enabled non-
sequential navigation. User 3 didn’t seem to have a preference as to the
touchscreen with or without the tactile overlay.
User 4 had a good sense of the different tones and their correlations with the
data and understood the trends. Unlike the other users, user 4 seemed to find the
tones to be very useful. Like user 2, they noted that this application would really be
useful for learning the geography of a new area. User 4 wondered why, when you
cross the Chesapeake Bay, a large body of water, it didn’t make a “splash” sound,
Development and Evaluation of Sonified Weather Maps for Blind Users 83
instead of a “chirp” sound (which is the current sound for crossing a body of
water). Using the tones, user 4 could immediately determine that the west side of
Maryland had the highest chance of precipitation, and wondered if the researchers
could add “elevation” to the software application, to help them learn more about
the geography of Maryland. When user 4 started using the touchscreen, the
application crashed, and while it rebooted, user 4 had to leave for a work-related
appointment. Therefore, user 4 was the only one who was not able to evaluate the
touchscreen interaction with the application.
User 5 liked being able to hear the trends using the sonified tones, and
immediately picked up important trends, for instance, the chance of rain was higher
in the northern and western parts of the state. User 5 really enjoyed using the
application, and wondered how much data you could present to a user before they
became overwhelmed: over-time comparisons (e.g. checking the data at 7AM and
again at 11AM) might be most useful. User 5 was equally enthusiastic about the
tactile map over the touchscreen, and was able to easily complete tasks using both
approaches, commenting “now it starts to mean something, because now I’m
touching it on the map.” User 5 further noted “Now, I get the information that I
don’t normally get. This is a very different sense than I get from using the Braille
note. This is exactly what I have been looking for!” User 5 further noted “I’ve
always had to calculate the weather trends in my mind, until today!”
In summary, while the usability evaluation was formative and qualitative, there
were some clear trends. The users clearly preferred the tactile map over the
touchscreen, as compared to either the touchscreen alone, or keyboard alone. While
some users found the sonification tones useful, other users did not. Two users who
had recently moved to Maryland thought that this software application would be
very useful for learning state geography, which was not a stated scenario or
development goal for the project, but could be a potential goal. Suggestions for
improvement included a textual notification when you left a state border (such as
text saying, “You are now in Virginia”), a splash sound instead of a bird chirp to
notify you when you are crossing a body of water, and headsets to get a better
spatial sense of where the sounds are coming from.
learning not only weather, but also geography. Furthermore, because mobile
phones and tablet devices are increasingly using multi-touch screens, and weather
information is often needed on-the-go, it is important to investigate in the future
how these applications could be used in portable devices such as Droid Phones and
the Apple iPad. Touchscreens can be fully accessible to blind users (by using
speech output, touchscreen gesturing, and Braille overlays to indicate where the
visual keyboard appears), and it seems that a next step for research might be to
make the application more robust, and determine how it might be implemented on
a mobile or tablet device.
8.7 References
Fritz JP, Barner KE (1999) Design of a haptic data visualization system for people with
visual impairments. IEEE Transactions on Rehabilitation Engineering, 7(3): 372-384
Lazar J, Feng J, Hochheiser H (2010) Research methods in human-computer interaction.
John Wiley and Sons, Chichester, UK
Meiselwitz G, Wentz B, Lazar J (2010) Universal usability past, present and future.
Foundations and Trends in Human Computer Interactions, 3(4): 213-333
Pauletto S, Hunt A (2009) Interactive sonification of complex data sonic interaction design.
International Journal of Human-Computer Studies, 67(11): 923-933
Plaisant C (2004) The challenge of information visualization evaluation. In: the
Proceedings of the Working Conference on Advanced visual interfaces, Gallipoli, Italy
Shneiderman B, Plaisant C (2010) Designing the user interface: Strategies for effective
human-computer interaction, 5th edn. Addison-Wesley, Boston, MA, US
Walker BN, Mauney LM (2010) Universal design of auditory graphs: A comparison of
sonification mappings for visually impaired and sighted listeners. ACM Transactions on
Accessible Computing, 2(3): 12
Wall S, Brewster S (2006) Feeling what you hear: Tactile feedback for navigation of audio
graphs. In: Proceedings of CHI 96 Workshop on Human Factors in Computer Systems,
SIGCHI, Montreal, Quebec, Canada
www.recvery.gov. (Accessed on 28 November 2011)
Zhao H, Shneiderman B, Plaisant C, Lazar J (2008) Data sonification for users with visual
impairments: A case study with geo-referenced data. ACM Transactions on Computer
Human Interactions, 15(1): 4
Chapter 9
9.1 Introduction
Designing inclusive spaces can be seen as a response to accommodate diverse
people within the built environment as efficiently, effectively, and satisfactorily as
possible, regardless of health, body size, strength, experience, mobility and/or age.
Although technological innovation has brought many benefits into architecture and
planning, it is still difficult to embed inclusive design into real-world applications.
Reviewing the literature on inclusion in the architectural design context indicates
that an in-depth understanding to the diverse user of matching marketing purposes
is lacking. Consequently, defining the user in the built environment as an ‘average
person’ creates user-unfriendly public spaces. “Design exclusion does not come
about by chance: it comes about through neglect, ignorance and a lack of adequate
data and information” (Cassim et al., 2007). One of the main reasons for that is:
most design practitioners are unable to take inclusive design into account during
the initial phases of the design process, which leads to wrong decisions that can
have a large impact on the overall design success and cost. The second reason is
related to theory-practice inconsistency (Afacan and Erbug, 2009). Although there
are guidelines and accessibility standards, designers have difficulty in utilising this
academic source of information (Gregor et al., 2005). However, Nicolle et al.
(2003) added, “Designers are under a great deal of time pressure: if knowledge is
not presented in a usable format, it will be either discarded or ignored.” Therefore,
although most designers are aware of universal design, problems appear in the
integration of theories and guidelines into design practice (Demirkan, 2007).
Despite the extensive literature on inclusive design, it is not easy to navigate
the mass of data and interpret it into the cultural context. In Turkey, in the last
decade, there has been a rise in the number of elderly and disabled people. It is
traditional in Turkey to give a place of respect to the aging population in public
spaces. However, compared to Europe and the US, there are still problems of
integration of elderly and disabled people into social life because of environmental
barriers, such as lack of ramps, disabled toilets, and inaccessible entrances to
buildings. According to the Turkey Disability Survey (2002), most disabled people
are still excluded in public spaces because designs do not provide the same
opportunities of use for all users. Although the Turkish government realised the
importance of inclusion within built environments and is developing policies
(Republic of Prime Ministry Administration for Disabled People, 2011), still there
is a need of studies to promote a positive attitude to inclusive design in the public,
to encourage designers to design inclusively, and to make society sensitive and
informed about diverse user needs, capabilities and expectations.
This study is a further step of the previous study by Afacan and Erbug (2009),
which promoted an interdisciplinary heuristic evaluation process for the universal
usability of shopping malls. Afacan and Erbug (2009) highlighted the importance
of working together with various design professions to lead to inclusion in real
applications. According to this study, the lack of empathy for the requirements of
diverse users is one of the three critical issues that make it difficult to integrate the
inclusive design into current design practice. So, this study now delves deeper into
how to include shopping malls from the user perspective. The aim of the study is
not to evaluate the building performance of the case building, rather to focus on
what makes a shopping mall more inclusive and how important each of the
universal design criteria is in defining a mall as a user-friendly public space.
productive spheres of society (Haque, 2005). Moreover, the changing leisure and
consumption patterns of Turkish people have made shopping malls among the
most important additions to urban life in Turkey (Erkip, 2003). Within ten years
(from 2000 to 2010), the number of shopping malls in Turkey has increased
tremendously due to structural reforms and the introduction of foreign capital.
“Crowding, traffic problems, and lack of pedestrian safety in the city centre served
to create demand for these new areas” (Erkip, 2003). Although these malls
currently provide a modern well-maintained atmosphere, their spatial and social
characteristics still leave much to improve in terms of common activities, social
participation, independence and well-being. As Lebbon and Hewer (2007) say,
researching inclusion in those spaces is divided between three broad communities:
business, design professionals and design education. However, the user is always at
the heart of these three paths. Thus, seeing user issues from a wider perspective
will not only encourage designers to design for inclusion, but also help society to
increase awareness about enabling environments and develop empathy with others.
Therefore, this study does not limit the impact of a shopping mall to the field of
consumption only, but also highlights its importance in supporting inclusion as part
of social and environmental considerations.
9.3 Methodology
9.3.1 Data Collection
This exploratory study on investigating diverse users’ needs, capabilities and
expectations was carried out in a shopping mall in Ankara, Turkey. The selected
building is one of the biggest of six shopping centres in Ankara. It has an indoor
area of 12.70m2 over nine storeys (five storeys for leisure facilities and four storeys
for car parking) and was built in 2007. It also includes a hypermarket, 195 shops,
nine cinemas, cafes, food court, an entertainment centre and offices.
A survey instrument with a comprehensive list of 110 items was developed to
gather data. It is based on a structured questionnaire format with close-ended
questions. As in Afacan and Erbug’s study (2009), the questions in the survey
instrument were grouped under five categories with reference to the seven
universal design principles. Based on Danford and Tauke’s (2001) definitions these
five essential design elements of a universal city, which should be considered when
applying the seven principles of universal design in built environments, are as
follows:
1. circulation systems: ramps, elevators, escalators, hallways, and corridors;
2. entering and exiting: identifying and approaching the entrance and exit and
manoeuvring through them;
3. wayfinding: paths/circulation, markers, nodes, edges, and zones/districts;
and graphical wayfinding: text, pictogram, map, photograph, and diagrams;
4. obtaining product/services: service desks, waiting areas, and shops;
5. public amenities: public telephones, restrooms (toilets), and seating units.
88 Afacan
9.3.2 Procedure
A total of 120 randomly selected users participated in the survey, including 40
adults (between ages 25-55), 40 elderly (between ages 56-85) and 40 adult with
impairments including 20 physically impaired adults (between ages 28 and 51)
using wheelchairs (n = 13), prostheses (n = 7) as mobility aids and 20 visually
impaired adults (between ages 30 and 59) having total loss of sight (n = 7) and
mild loss of sight (n = 13). The data were collected during face-to-face surveys
with all the participants in a café of the mall. At the beginning, a brief summary of
the procedure and the aim of the study was explained. In the survey, participants
were asked to rate their importance level for each item on a scale of 1-5, (1 being
the least important and 5 the most important) and to mark the appropriate boxes to
identify how important each features is in spending time satisfactorily and
comfortably in a inclusive public space. The items that may not have been clear to
participants were explained as part of the questionnaire. Further information was
obtained through an unstructured interview. Further, to avoid any biases,
participants were not allowed to listen to others while they were being surveyed.
The study defined factor loadings in excess of 0.55 as suitable and excluded
factors with factor loading values below 0.55. Total variance of factors was
calculated. “Total variance shows all the factors extracted from the analysis along
with their eigenvalues, the percentage of variance attributable to each factor, and
the cumulative variance of the factor” (Mieczakowski et al., 2010). So, factor
analysis resulted in a five-factor solution that accounted for 54.646% of the total
variance, 110 items had 54.646% variances in common, so they correlated highly
with five common themes; each theme was considered to be a factor (Table 9.1.).
The inclusive meanings assigned to the five factors are explained below:
1. Factor 1, ‘circulation consistency with user expectations’ is defined by
equitable and simple use of the stairs, moving ramps, elevators and escalators. The
appropriate uses of the tactile, aural, visual design features to maximise their
legibility are as important as ease of use of circulation elements. Variables on this
factor also include provision of clear surfaces for effective manoeuvring, which is an
essential design consideration of public spaces for physically disabled people.
2. Factor 2, ‘ease of access to services’, deals with using shops, waiting desks and
other public services with low physical effort and equitably. Walking along
unimpeded should be a consideration for all people. Any level changes can create
barriers for all disabilities and should be avoided or replaced by gentle slopes.
3. Factor 3, ‘multiple path of travel’, is defined by flexibility and simplicity of
circulation, entering/exiting and way finding. Diverse choices of these elements help
create inclusion in public spaces. Variables on this factor also include entering and
exiting with low physical effort.
4. Factor 4, ‘comfortable use of services’, is defined as being use with low
physical effort. Comfort in the public spaces can be achieved with lighting, public
seating and sheltering structures. A calm, welcoming, user-friendly atmosphere of the
shops and urban facilities is required by everyone (Burton and Mitchell, 2006). All
components of the services should be designed to be comfortable and safe to reach.
5. Factor 5, ‘Appropriate use of tactile and audio-visual design features’, is
defined by the provision of perceptible information. Public space should help all
people regardless their ability to understand where they are and guide them the way
they need to go. Legible spaces with clear signs and tactile surfaces are easy to
navigate.
90 Afacan
Most of the participants had lots of interesting and useful ideas and comments on
how to improve a shopping mall and public space. Table 9.2. lists commonly made
suggestions.
and exiting. For visually impaired, it was difficult to use elevators without audio-
visual systems, so they found legibility more important. During the unstructured
interviews regarding circulation, the elderly participants stated that they have a fear
of falling and getting lost while they are spending time in a public space. For factor
5, most of the visually impaired participants emphasised the importance of having
perceptible information for the use of public space elements (toilets, public phones,
and doors). Since most of the services do not make use of a variety of techniques,
such as colour-contrasts, Braille markings, large-print readouts, 16 of 20
participants with visual limitations had difficulties in knowing where and how to
use what. However, the others (adults, elderly and physically impaired) considered
safety features and warning of hazards more important. Furthermore, all
participants regardless of their ability or disability found equitable use of public
amenities very important.
9.5 Conclusions
This study shed light on the needs, capabilities and expectations of diverse user
groups in a shopping mall. The majority of the participants (regardless of their
ability) stated that current real-world applications do not consider diverse user
expectations and public spaces are designed for an average person which leads to
exclusion. The most commonly offered improvements are understandable signs
and ease of navigation. The graphics in signs are small to read for the elderly and
difficult to understand for visually impaired people. Regarding navigation, all
people experience problems because of obstructions and level changes.
The results of the study relate highly to the design principles and
recommendations that have been explained by Burton and Mitchell (2006) for
inclusive urban design. According to Burton and Mitchell, there are six key design
principles; (1) familiarity, (2) legibility, (3) distinctiveness (4) accessibility, (5)
comfort, (6) safety, which make urban life more inclusive, easy and enjoyable for
all members of society. Although these six principles are suggested for ‘streets for
life’, both they and the factors developed in the study emphasise the urgent
necessity of allowing equal access and opportunity regardless of ability and size.
The results of this study also provided an understanding of the importance levels
and attitudes of users towards inclusive environments that maximise quality of life.
The developed factors highlight the significance of a user-friendly public space,
which provides many ways of contact for elderly and disabled people. Since high
quality in public space design is also a key consideration for sustainable
communities both in Turkey and all over the world, equality of access and
opportunity should be achieved to meet inclusion targets and to eliminate the
disabling effects of built environments. However, more analysis should be
conducted in other public spaces and outdoor areas, such as restaurants, cafes,
museums, theatres, libraries and parks. Future research will continue to develop
methods and tools to help designers achieve inclusion in public spaces.
92 Afacan
9.6 References
Afacan Y, Erbug C (2009) Application of heuristic evaluation method by universal design
experts. Applied Ergonomics, 40(4): 731-744
Argyrous G ( 2005) Statistics for research. Sage Publications, London, UK
Build for all Manual (2006) Promoting accessibility for all to the built environment and
public infrastructure. Available at: http://www.build-for-all.net/en/reference/ (Accessed
on 28 October 2011)
Burton E, Mitchell L (2006) Inclusive urban design: Streets for life. Elsevier, Oxford, UK
Cassim J, Coleman R, Clarkson PJ and Dong H (2007) Why inclusive design? In: Coleman
R, Clarkson PJ, Dong H and Cassim J (eds.) Design for inclusivity: A practical guide to
accessible, innovative and user-centred design. Gower Publishing Ltd, Hampshire
Danford GS, Tauke, B (eds.) (2001) Universal design: New York. Mayor's Office for People
with Disabilities, NY, US
Demirkan H (2007) Housing for the aging population. European Review of Aging and
Physical Activity, 4(1): 33-38
Erkip F (2003) The shopping mall as an emergent public space in Turkey. Environment and
Planning, A 35(6): 1073-1093
EIDD (2004) European Institute for Design and Disability. The EIDD Stockholm
Declaration. Stockholm, Sweden
Gregor P, Sloan D, Newell A (2005) Disability and technology: Building barriers or creating
opportunities. In: Zelkowitz M (ed.) Advances in computers. Elsevier, Amsterdam
Grosbois LP (2001) The evolution of design for all in public buildings and transportation in
France. In: Preiser WFE, Ostroff E (eds.) Universal Design Handbook. McGraw-Hill,
MA, US
Haque S (2005) Accessibility for all: Role of architects to make a barrier free environment.
In: Proceedings of UIA Region IV Work Programme ‘Architecture for All’
UIA/ARCASIA Workshop, Istanbul, Turkey
Lebbon C, Hewer S (2007) Where do we find out? In: Coleman R, Clarkson PJ, Dong H and
Cassim J (eds.) Design for inclusivity: A practical guide to accessible, innovative and
user-centred design. Gower Publishing Ltd, Hampshire
Mieczakowski A, Langdon PM, Clarkson PJ (2010) Investigating designers’ cognitive
representations for inclusive interaction between products and users. In: Langdon PM,
Clarkson PJ and Robinson P (eds.) Designing inclusive interactions, Springer-Verlag,
London
Nicolle C, Rundle C, Graupp H (2003) Towards curricula in design for all for information
and communication products, systems and services. In: Proceedings of the International
Conference on Inclusive Design and Communications (INCLUDE 2003), London, UK
Republic of Prime Ministry Administration for Disabled People (2011) Available at:
http://www.ozida.gov.tr/ENG/ (Accessed on 27 October 2011)
Resolution ResAP 3 (2001) Towards full citizenship of persons with disabilities through
inclusive new technologies. Available at: http://www.coe.int/t/e/social_cohesion/soc-
sp/ResAP(2001)3E.pdf (Accessed on 14 July 2011)
Turkey Disability Survey (2002) Available at: http://www.ozida.gov.tr/ENG/ (Accessed on
28 June 2011)
Chapter 10
on rods since birth, peripheral vision only, long sight and reasonable visual acuity
24/60, and another person with wet macular disease. There were no participants from
V1, V7 and V9 (V1 has no possible perception of light).
Phase 2 was conducted in a controlled laboratory testing Software ‘A’ predictions
(Dalke et al., 2010). Each participant was logged as lowest VA group self-defined that
ensured a margin of error for the algorithm. This phase tested distances at which VIPs
were able to see the contrast difference between 2187 greyscale patches, presented in
three different sized patches of ten grey LRVs on ten grey LRV backgrounds of pre-
mixed NCS colours (see Figure 10.1); 150mm2, 300mm2 and 750mm2 patches on a
1800mm by 2400mm background, from up to 10 metres distance away were tested
(Figure 10.2). The LRVs of backgrounds and patches were 5, 10, 21, 27, 40, 53, 62, 71,
82 and 93% LRV positioned randomised at eye level. All greyscales were measured
with a spectrophotometer (xyY) and each test conducted in a daylit room; the distance
on the grid at which the participant observed the patch was recorded.
Testing found unacceptable margins of error for small and large objects and the
data was used to assess the accuracy of predictions from Software ‘A’. Software ‘B’
was developed - in the form of spreadsheet 2D ‘lookup’ charts with data lines for all
contrasts that predicted visibility.
2010 Phase 3 was conducted in a lab and explored the boundaries of Software ‘B’.
It extended the data range of the Phase 2, with two participants of V4 and V8 and a new
test distance was added of 20m. Two extra size patches were tested, 1000mm2 and
50mm2 of identical LRVs to Phase 2 which were presented on backgrounds of grey
with an increased test course of 20m. Participants observed the patches placed on three
1500mm2 backgrounds of 5%, 53% and 93% LRV, in randomised sequences. Each test
was in a controlled environment of a lux level range of 200-400 lux (see Figure 10.3).
The distance the patch was observed by the participant on the background was recorded
(see Figure 10.4).
96 Dalke et al.
Figure 10.3. 1000mm2 patch on 1500mm2 background (left). 50mm2 patch on 1500mm2
background (right).
The results for this phase can be seen (see Figure 10.5a) where a 50mm2 object
of 90 points of contrast did not achieve better than 5m distance perception for a V4
participant, and a V8 perception improved significantly after 20 points of contrast
difference (see Figure 10.5b).This phase of testing informed Software ‘C’, a PC
based DOS program that encompassed the lookup charts developed in Software ‘B’.
Software ‘C’ with six participants V2 to V8. Previous lab tests Phase 2 and Phase 3
had all variables carefully controlled and measured - that is lux levels, dimension,
distance and contrast. Phase 4 test was set in an environment with a mix of visual
noise and stimuli - The Food Store at Kingston University. The six chosen
participants’ visual abilities were logged as self-defined on the visual acuity scale
(Grundy et al., 1999) and were V2, V4, V4, V4, V5 and V8 with a V10 control.
Five locations were selected for testing. Participants were asked to stand at marked
and measured predetermined locations, established by using the Software ‘C’.
Objects at each location were listed on a record sheet with their data, e.g. distance
and lux. The following were noted: smallest dimension of the object, LRV
difference between object and background, lux level. At each location, the
participants were invited to begin by observing the environment in front of them
and move forward and ‘describe their view’. The target object was not singled out
by the researcher; the researcher recorded the distance at which an object in the
environment was clearly perceived by a participant (Figure 10.6).
Software ‘D’ predictions were validated and established the V4+ boundary (V4
to V9 is 93% of VIP) as the software’s minimum default. Final tuning of the charts
from a comparison of Phase 3 and 4 test results, for the algorithm used in Software
‘C’, then ‘D’ was used for an iPhone App, released in November 2010
(www.cromocon.com).
(a) (b)
Figure 10.7. Test results from Phase 2 and 3, participant A05 (V4), for all contrast points.
Adjusted test data for participant A05 (V4) extended to range of 20m, for all contrast points.
Figure 10.8. Lux-distance lines plotted using data points from Software ‘A’, V4 contrast of
50 and object dimensions of 150, 300, and 750mm. (a) - Phase 2 data point from participant
A05 (V4) at contrast 50, dimension 300mm, and lux of 240 (b) - Data point (a) adjusted for
lux, from 240 to 400 using linear trend-line (distance, contrast 50, and dimension 300mm).
Figure 10.9. Results for participant A05(V4) at 150mm, 300mm, and 750mm dimensions,
adjusted from 240 to 400 lux
In averaging results from Phase 2 and 3 to find a Typical Data Set for Software
‘B’ we focused on the VA 4 level. Results from Phase 2 and 3 were averaged across
all VA levels. A large number of results were used without having to rely on V4 data
sets and allowed us to attenuate the visual anomalies to give a better typical visual
impairment prediction. The visual range was guaranteed by averaging across VA
levels (2+3+6+4+6+3+4+5+8) / 9 = 4.55. Measures of central tendency were
investigated with results from Phase 2, a geometric mean was used; extreme
100 Dalke et al.
anomalous points did not skew these. Central tendency measures were found to have
a geometric mean that gave the best representation for each contrast data set.
(a) (b)
Figure 10.10. NURB interpolated curves showing all contrasts for a typical V4 subject (a)
and (b) adjusted NURB interpolated contrast curves for a typical V4 subject
the revised algorithm into the app for the iPhone with a graphical user interface,
labelled Software ‘D’.
(a) (b)
Figure 10.11. Comparison of Software ‘D’, typical V4 predictions with Phase 4 test results
at contrast 60 points (a) and comparison of Software ‘D’, typical V4 predictions with Phase
4 test results at contrast 30 points (b)
102 Dalke et al.
10.3 Conclusions
The studies highlighted the inconsistency of participants’ self defined VA level, the
range of particular vision impairments (no two people with identical impairments),
and the unpredictable impact of each individual eye condition on the observation of
targets tested in the ‘real-world’. Not surprisingly participants performed much
worse in busy real-world test locations (Figure 10.6) proving the danger of relying
solely on lab testing for the development of assistive models of visual perception.
However, a secure model has now been synthesised and developed through the
investigation of the broad range of variables for perception. Five factors were
explored and integrated into a practical tool, the app (www.cromocon.com), which
is proving to be a robust and valuable tool for the design of inclusive
environments. Further work is being undertaken with a large cohort of visually
impaired people to extend the empirical work of the study.
10.4 References
ADA (1991) Americans with Disabilities Act. ADA Standards for accessible design.
Accessibility guidelines for buildings and facilities. U.S. Department of Justice
ANSI/IESNA (2007) Lighting and the visual environment for senior living, IES RP-28-07.
New York, US
Barten PGJ (1999) Contrast sensitivity of the human eye and its effects on image quality.
SPIE Press, Bellingham, WA, US
Dalke H, Conduit GJ, Conduit B, Cooper R, Corso A, Wyatt DF (2010) A colour contrast
assessment system: Design for people with visual impairment. In: Langdon PM, Clarkson
PJ, Robinson P (eds.) Designing inclusive interactions. Springer, London, UK
Dalke H (2011) The contrast guide. Cromocon, London, UK
DDA (2004) Disability Discrimination Act. Her Majesty’s Stationery Office, London, UK
Douglas G, Corcoran C, Pavey S (2006) Network 1000: Opinions and circumstances of VIP
people in Great Britain. Visual Impairment Centre for Teaching and Research (VICTAR),
University of Birmingham, Birmingham, UK
EHRC (2010) European Human Rights Commission Equality Act. HMSO London, UK
Goldsmith S (1967) Designing for the disabled. RIBA Publications Ltd, London, UK
Grundy E, Ahlburg D, Ali M, Breeze E, Sloggett A (1999) Disability in Great Britain:
Results from the 1996/97 disability follow-up to the family resources survey. Technical
Report 94. Department of Social Security, Leeds, UK
Harle J, McLannahan H (2008) Visual impairment: A global view. Oxford University Press,
UK
Piegl LA, Tiller W (1997) The NURBS book, 2nd edn. Springer-Verlag, New York, NY, US
Pullin G (2009) Design meets disability. MIT Press, Cambridge, MA, US
Rogers-Ramachandran DC, Ramachandran VS (1998) Psychophysical evidence for boundary
and surface systems in human vision. Vision Research, 38(1): 71-77
Williams W (1999) Footcandles and lux for architectural lighting. An introduction to illuminance,
2nd edn. Available at: http://www.mts.net/~william5/library/illum.htm (Accessed on 28
November 2011)
Part III
Designing Cognitive
Interaction with Emerging
Technologies
Chapter 11
11.1 Introduction
In many countries around the world, the average of the population is rapidly
increasing (OECD, 2006). On average, people require more healthcare as they age
(Blaschke et al., 2009), meaning that in a population in which more people are of
an advanced age, there will need to be a higher level of healthcare provision (Gray,
2005). However, existing medical systems have neither the finances nor capacity to
insure a high standard of care for older individuals (Rechel et al., 2009).
Information and Communication Technology (ICT) systems provide an
increasingly promising platform with which to improve the efficiency and
effectiveness of healthcare, particularly in a preventative context (Blaschke et al.,
2009; Gupta et al., 2009; Rechel et al., 2009). For example, ICT can enable better
communication with carers and medical professionals, allow individuals to better
manage their own care, increase independence for older individuals, and reduce
some of the problems of social isolation associated with old age (Chaffin and
Harlow, 2005; Blaschke et al., 2009). Unfortunately, older people have persistently
been slow to adopt ICT and consequently miss out on many of the benefits that
could drastically improve their well-being (Mynatt et al., 2004; Czaja and Hiltz,
2005; Czaja et al., 2006; Wagner et al., 2010). Poor user interface (UI) design is
partially responsible for some of the problems with ICT adoption in the ageing
population (Hawthorn, 2000, 2007; Dickinson et al., 2005; Czaja et al., 2006).
The problems with interface adoption and use in the ageing population are
partially problems of motivation: older adults are not necessarily motivated to learn
to use existing or new ICT interfaces (OFCOM, 2006). However, while both
motivation in older adults (Lawton et al., 2002; Melenhorst et al., 2006) and the
application of motivation theory to UI design (Williams et al., 2007; Jung et al.,
2010) have been studied to some extent, the direct application of motivation theory
to UI design for the ageing population has not.
Because ICT will continue to present opportunities for improved healthcare and
independence for the ageing population, motivating them to use it is essential. The
11.3.4 Summary
In addition to Zhang’s design recommendations and the concepts of Funology and
Gamification, four theories relating to intrinsic motivation were presented above:
Self-Determination Theory, Flow, the Theory of Intrinsically Motivating
Interfaces, and the 2 x 2 Achievement Motivation Theory. Interestingly, these
theories all relate to and inform one another to some extent. Figure 11.1 shows the
relationships between the different aspects of each theory.
Intrinsic Motivation and Design of ICT for the Ageing Population 111
Figure 11.1. How the intrinsic motivation theories relate to each other
There are many features of these theories that prove incredibly useful for design,
particularly as variables that can be manipulated within experiments. Most
importantly, the idea of competence and challenge is present in all four theories,
although it is expressed and broken down differently in all of them. This is useful
because it is the most relatable to interface design and the varying of challenge
level is one of the most salient features of computer games, which have been
studied extensively. Because of this, because the absence of feelings of
competence has been shown to be one of the primary barriers to the adoption of
ICT, and because feelings of competence have been shown to have effects such as
increasing exploratory behaviour in users (Chaffin and Harlow, 2005) competence
generation must be a primary focus of future UI design research.
11.5 Acknowledgements
The authors are grateful for the help of Dr Andrew Przybylski in providing and
discussing many valuable sources of information and ideas regarding intrinsic
motivation.
11.6 References
Bandura A (1977) Self-efficacy: Toward a unifying theory of behavioral change.
Psychological Review, 84(2): 191-215
Blaschke C, Freddolino P, Mullen E (2009) Ageing and technology: A review of the
research literature. British Journal of Social Work, 39(4): 641-656
Carstensen LL, Isaacowitz DM, Charles ST (1999) Taking time seriously - a theory of
socioemotional selectivity. American Psychologist, 54(3): 165-181
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Chapter 12
12.1 Introduction
Cognitive impairment is an exceptionally complicated phenomenon, for which no
simple solutions exist. There is no unified definition of what constitutes cognitive
impairment and the terminology is varied. There is no uniform pattern of
impairment occurring with any one medical condition and individual differences
are significant: the same disease can affect people in different ways and the same
condition can cause diverse patterns of impairment in different individuals. Some
medical conditions causing cognitive impairment are chronic, others progressive,
which adds to the difficulty of assessing their impact. In addition, the co-morbidity
of certain medical conditions causes unexpected patterns of impairment. With
certain conditions, such as brain injury, the impact of the impairment depends
entirely on the location and extent of brain damage. (Groome et al., 2006)
Furthermore, the number of people living with cognitive disability is growing due
to population ageing and the improved survival rates for trauma patients (Ghajar,
2000; WHO, 2008). Neuropsychiatric illnesses and traumatic brain injury are
among the leading causes of disability (WHO, 2008).
It is perhaps due to these complicating factors that cognitive impairment has
not been adequately addressed in current research. Related research conducted in
the field of assistive technology has given valuable insight into the design of
devices for specific medical conditions and impairment types (e.g. Gartland, 2004;
LoPresti et al., 2004; Cohene et al., 2007). Design guidelines also exist to outline
some general aspects of product usability, partly aiming to minimise the cognitive
load to users (e.g. Centre for Universal Design, 1997; W3C, 2008).
However, there is no systematic and comprehensive review of design issues
relating to cognitive impairment. Assistive technology products tend to be
developed for a very specific purpose and tailored to each individual, whereas
design guidelines are often too general and fail to provide justification or deeper
understanding of the needs of the people with cognitive impairment. In addition, it
is not easy to estimate the number of people excluded from using a product, as
there are no comprehensive statistical data available about the prevalence and
incidence of cognitive impairment.
Understanding users and knowing their needs and requirements is vitally
important to the success of inclusive design (Carlsson et al., 2002). Still, as
important as user involvement is in the design process, there are particular
challenges when involving users with cognitive impairment. Designers need
support if they are to make design inclusive of such people. One way of supporting
them is to provide information that is accurate, relevant, offers them insight and
inspiration and is presented in a way that makes it easy to apply. This paper reports
the first stage of a study that seeks to develop a model of cognitive impairment
providing such design guidance.
In this first stage, a framework for studying cognitive impairment is developed.
This framework aims to identify those key aspects of cognitive impairment that
designers need to acknowledge whilst also capturing the complexity of the
phenomenon. The purpose of this study is a) to define the cognitive functions
which are relevant to design; b) to categorise the medical conditions which can
cause impairment in these functions; and c) to develop a framework which can be
used to systematically collect information about cognitive impairment as it applies
to design. This is the first stage of a larger study which aims to model cognitive
impairment in a way that translates medical and psychological information into
design guidance.
This paper is organised as follows: Firstly, the research method is described
briefly. Then the development of categories for both cognitive impairment and the
medical conditions causing it is presented, followed by a description of the
framework created based on these categories. Next an example of using the
framework is given. The paper concludes with a discussion of the work so far and
future steps of the research.
was covered during the interview to explore the issues of interest. The interview
outline is presented in Table 12.1. Each interview lasted for about one hour. The
interviews were recorded using a voice recorder and then transcribed. A consent
form was signed by all interviewees.
What do you think of these categories of medical conditions? What do you think of
these categories of cognitive functions?
How would you assess the strength of the link between the medical condition and the
cognitive functions? You can think of the strength in terms of how often do these co-
occur or how typical it is for a person who has this disorder to have this cognitive
problem.
What is the most representative/most characteristic disease/disorder of each disease
category? What are the most debilitating functions/conditions? Other diseases typical
of the category?
Is it possible to categorise disorders based on impaired cognitive functions?
Is it possible to describe the strength of the link between a disease and a function?
Is it possible to link brain areas to specific functions?
12.2.2 Participants
Altogether four people were interviewed: two neuropsychiatrists with both clinical
and academic experience and two occupational therapists specialising in cognitive
impairment. The interviewees were chosen based on their relevant expertise in both
academic and clinical settings. Each of them had over 10 years of experience of
working with people with cognitive impairment.
Participant 1 was a specialist in developmental neuroscience. His area of
expertise covered different forms of learning disabilities and included Alzheimer’s
disease, autism and depressive disorders as well as birth defects and congenital,
developmental intellectual disabilities. He also had an interest in the citizenship of
people with learning disabilities and their role in the society.
Participant 2 was a neuropsychiatrist specialising in epilepsy and autism. His
research interests included neuropsychiatric features and symptoms of neurological
diseases as well as the biological processes and brain areas associated with certain
neuropsychiatric diseases.
Participants 3 and 4 were occupational therapists. They were interviewed
simultaneously. One of them was an expert in traumatic brain injury, the other in
learning disability.
118 Jokisuu et al.
Table 12.2. Developing a categorisation of cognitive functions based on ICF (WHO, 2001)
Language
Attention
Learning
Thinking
Memory
Psycho-
motor
Down’s syndrome
Dyslexia
Autism
Brain injury
Schizophrenia
Figure 12.1. Example of using the framework (from the study data). The darker the shade,
the more significant the impairment.
12.7 Conclusions
The framework presented in this paper can be used to systematically analyse the
various types of cognitive impairment and the medical conditions that cause them.
It is based on medical and disability classifications which were modified according
to experts’ opinions. Through interviewing the experts, it became evident that there
is a need for an information tool which would translate the sometimes complicated
medical material into a more accessible format that would be relevant to designers.
However, there are several potential problems with the framework which were
highlighted during the study. The individual differences and varying levels of
impairment, particularly in progressive diseases, are extremely difficult to capture
with the framework. Terminology is not clear and the definitions of functions and
disorders are not understood the same way, even when a well-established
international classification is used. It should also be noted that impairment in a
function does not necessarily result in an inability to perform an action; people
develop compensatory strategies to cope in everyday life. These are not captured
by a somewhat simplistic theoretical model. In addition, at this first stage of the
study, only four people participated in the development of the framework, which
might limit the validity of the work; however, this issue will be addressed in later
stages when the framework is further developed and applied in a larger-scale study.
The strength of the framework is that it offers designers a multifaceted view of
the complexity of cognitive impairment: an overview of the general issues as well
as the details and background. In the next stages of the study, the framework will
be used to collect information that will provide a more complete picture of
cognitive impairment, including examples of assistive technology and existing
design guidance, stories of people living with cognitive impairment as well as a
general idea of the number of people affected by various types of impairment. The
framework will then be further developed with designers to see which elements are
most useful and applicable to them.
12.8 References
APA (1994) Diagnostic and statistical manual of mental disorders, 4th edn. American
Psychiatric Association, Washington DC, WA, US
Carlsson G, Iwarsson S, Stahl A (2002) The personal component of accessibility at group
level: Exploring the complexity of functional capacity. Scandinavian Journal of
Occupational Therapy, 9(3): 100-108
Centre for Universal Design (1997) Universal Design Principles. Available at:
http://www.design.ncsu.edu/cud/about_ud/udprinciples.htm (Accessed 21 October 2011)
Cohene T, Baecker R, Marziali E, Mindy S (2007) Memories of a life: A design case study
for Alzheimer’s Disease. In: Lazar J (ed.) Universal usability: Designing computer
interfaces for diverse users. John Wiley & Sons Ltd, Chichester, UK
Gartland D (2004) Considerations in the selection and use of technology with people who
have cognitive deficits following acquired brain injury. Neuropsychological
Rehabilitation, 14(1/2): 61-75
Ghajar J (2000) Traumatic brain injury. The Lancet, 356(9233): 923-929
124 Jokisuu et al.
13.1 Introduction
Learning and using mathematical notation poses particular difficulties for people
with various disabilities, partly due to its wide range of symbols and rather
complicated layout. These pose great challenges, often affecting the educational
and career opportunities of people who are visually impaired or have limited (or
no) use of their hands or arms. Assistive systems to alleviate these difficulties
would be of considerable benefit to such groups of people.
In this paper, we provide an overview of the development of the new client-
server architecture of TalkMaths, a web-based speech interface system for dictating
and editing mathematical text in electronic documents. First, we describe the
current web-based architecture of TalkMaths and its new multi-modal features.
We then discuss the process of building a data corpus by “crawling” through
source codes of carefully selected web sites containing mathematical equations at
the appropriate level. Each equation in this data set is then converted to the
corresponding sequence of mathematical ‘keywords’ in order to use the data to
build language models based on unigram, bigram and trigram statistics (Young,
1996). Finally we explain how these language models will be used within the new
version of TalkMaths to give it automatic predictive or corrective abilities to
improve its performance, usability and user satisfaction levels.
designed and developed using the yapps2 (Patel, 2009) parser generator. The
converter introduced additional keywords “begin” and “end” for denoting sub-
sections (such as fractions or square roots) within the “linearised spoken
descriptions” of each mathematical expression, to create a word string which
would be identical to the “correct” way in which a TalkMaths user would dictate
that expression. We then used the Carnegie Mellon Statistical Language Modeling
(CMU SLM) Toolkit (Clarkson and Rosenfeld, 1997) to build statistical language
models based on an initial sample of our corpus (3,194 mathematical expressions
containing a total of 61,479 words with a vocabulary of 100 words). The process of
building these models was analogous to that used in our earlier studies, which have
been described elsewhere (Wigmore et al., 2010b; Wigmore, 2011).
Vocabulary
Training set Test Set Training words Test words Perplexity
(words)
subsets [1-9] subset10 54907 6572 7.07 100
subsets[1-8 & 10] subset9 54968 6511 7.17 100
subsets[1-7 & 9-10] subset8 55294 6185 7.11 100
subsets[1-6 & 8-10] subset7 55688 5791 7.31 100
subsets[1-5 & 7-10] subset6 55172 6307 7.25 100
subsets[1-4 & 6-10] subset5 55597 5882 7.74 100
subsets[1-3 & 5-10] subset4 55340 6139 7.01 100
subsets[1-2 & 4-10] subset3 55805 5674 7.65 98
subsets[1 & 3-10] subset2 55177 6302 7.53 100
subsets[2-10] subset1 55363 6116 7.02 100
Initial experiments to investigate the quality of this data confirmed the trends noted
by previous studies (Hunter and Huckvale, 2006; Wigmore et al., 2010b;
Wigmore, 2011). The results from this new study are summarised in Table 13.1.
Interestingly, the predictive power of the models based on the sample tested was
better than those of both our earlier studies (Wigmore et al., 2010b; Wigmore,
2011). There are several possible reasons for this improvement. The vocabulary is
still relatively small and the training datasets used in our latest study are
considerably larger than the trigonometric dataset used in Wigmore et al. (2010b).
Perhaps the most important reasons could be the higher quality and increased
amount of training data.
We will describe below how we will use this statistical model in the context of
our new web-based TalkMaths architecture.
Interactive Error Correction Using Statistical Language Models 129
SLM at server
No
Maths?
Yes
Yes
Parse alternative(s)
and useful tool. We will carry out an empirical evaluation of our multi-modal
system with both disabled and non-disabled users in order to answer several key
scientific questions relating to its design and usability. We are also investigating
more sophisticated parsing methodologies and editing paradigms with a view to
making further improvements to TalkMaths.
13.8 References
Attanayake D, Hunter G, Pfluegel E, Denholm-Price J (2011) Architectures for speech-
based web applications. In: Proceedings of the International Conference on Semantic E-
Business and Enterprise Computing (SEEC 2011), Kingston upon Thames, UK
Bernareggi C, Brigatti V (2008) Writing mathematics by speech: A case study for visually
impaired. In: Proceedings of the 11th International Conference on Computers Helping
People with Special Needs (ICCHP 2008), Linz, Austria
Clarkson P, Rosenfeld R (1997) Statistical language modeling using the CMU-Cambridge
Toolkit. In: Proceedings of the 5th European Conference on Speech Communication and
Technology (Eurospeech 1997)
Elliott C, Bilmes JA (2007) Computer based mathematics using continuous speech
recognition. In: Proceedings of the CHI 2007 Workshop on Striking a C[h]ord: Vocal
Interaction in Assistive Technologies, Games, and More, San Jose, CA, US
Guy C, Jurka M, Stanek S, Fateman R (2004) Math speak & write, a Computer program to
read and hear mathematical input. Electrical Engineering and Computer Sciences
Department Technical Report, University of California, Berkeley, CA, US
Gruenstein A, McGraw I, Badr J (2008) The wami toolkit for developing, deploying, and
evaluating web-accessible multimodal interfaces. In: Proceedings of the 10th International
Conference on Multimodal Interfaces (ICMI 2008), Chania, Greece
Hanakovič T, Nagy M (2006) Speech recognition helps visually impaired people writing
mathematical formulas. In: Proceedings of the 10th International Conference on
Computers Helping People with Special Needs (ICCHP 2006), Linz, Austria
Hunter G, Huckvale M (2006) Is it appropriate to model dialogue in the same way as text? A
comparative study using the British National Corpus. In: Proceedings of the 2006
European Modelling Symposium, London, UK
Patel A (2009) Parsing with yapps. Available at: http://theory.stanford.edu/~amitp/yapps/
(Accessed 25 August 2011)
So CM, Watt SM (2006) Determining empirical properties of mathematical expression use.
In: Proceedings of the 4th International Conference on Mathematical Knowledge
Management (MKM 2005), Bremen, Germany
Stevens RD, Edwards, ADN, Harling, PA (1997) Access to mathematics for visually
disabled students through multimodal interaction. Human-Computer Interaction 12(1):
47-92
Suhm B, Myers B, Waibel A (1996) Designing interactive error recovery methods for
speech interfaces. In: Proceedings of the CHI 96 Workshop on Designing the User
Interface for Speech Recognition applications, SIGCHI, Vancouver, Canada
Wigmore A (2011) Speech-based creation and editing of mathematical content, PhD,
Kingston University, UK
Wigmore AM, Hunter G, Pfluegel E, Denholm-Price J, Binelli V (2009) “Let them
TalkMaths!” Developing an intelligent system to assist disabled people to learn and use
mathematics on computers through a speech interface: the TalkMaths and VoiceCalc
132 Attanayake et al.
14.1 Introduction
Understanding users increases the likelihood that the final designed product will
meet the needs of heterogeneous people (Kouprie and Sleeswijk Visser, 2009).
However, the process of learning to understand users and their experiences requires
qualitative research (Mattelmäki and Battarbee, 2002) and a structured investment
of time that can be achieved through the development of a manageable design plan
in the early stages of design (Yang and Epstein, 2005). Although the fields of
accessibility and usability have made significant advances in the last decade in
facilitating the design of products and services that satisfy the needs of different
users and are easy to use, the majority of design companies still fail to
acknowledge users’ needs early on in the design process (Gulliksen et al., 2003).
This is because of, among other things, tight schedules and a limited budget (Dong,
2005).
Studies by Ricability (2001) show that products designed for people with
reduced capability are also easier for everyone else to use. Many products,
however, are designed as if every user were an agile 25-30 year old professional
(Benktzon, 1993) and, therefore, are largely inaccessible and unusable for less
capable users (Keates and Clarkson, 2003).
User-centred design approaches such as Inclusive Design have been developed
in order to help designers expand the boundaries of product usage for as many
people as possible by iteratively attuning product design to the needs of
heterogeneous users from the beginning of the design process (Keates and
Clarkson, 2003). There are moral and financial benefits associated with application
of the Inclusive Design philosophy, as products which are designed in line with
users’ capabilities are believed to improve customer satisfaction (Hewer and
James, 1998), which in turn allows companies which value good design to achieve
high growth (Keates and Clarkson, 2003).
The work presented in this paper discusses the ways in which design companies
can effectively adopt the inclusive design ethos and addresses the development of a
modelling approach for supporting designers in determining early stages in the
design process, whether specific product features evoke similar understanding and
responses among the users and the designers of those features.
One of the biggest advocates of mental models, Norman (2002) posits that
accessible and usable products can be designed by means of matching the
designer’s conceptual model of a product with the users’ mental models of that
product through the use of the product interface. However, so far there is a
significant lack of a simple-to-use support method which would guide designers in
representing and comparing their understanding and intended use of a given
product with the users’ understanding and actual use of that product. The aim of
such a support method would ideally be to help designers “reduce the number of
actions and decisions that users have to make in order to reach their goals”
(Langdon and Thimbleby, 2010).
During the use of the GABO approach, designers are recommended to create
three types of model: (1) an engineering model of a given product indicating how
its different parts interact with one another; (2) a designer model of a given product
(in order to be compared with the engineering model to see what features should be
mounted on the top of the underlying functional parts); and (3) a number of
individual user models encompassing how users understand and use different
product features (in order to be compared with the designer model). The designer
model and the user models are of the highest importance as they are to be
compared for compatibility, while the engineering model acts as a reference to the
designer model. During the trial of the GABO approach, the designer, engineering
and user models constructed using the approach have been tested on an example of
a coffee maker with an elaborate interface shown in Figure 14.1.
This coffee maker has a dual functionality: its left side makes an espresso type
of coffee and its right side is for making a café type of coffee. The espresso side
has such main features as: a start/stop button, a 1 and 2 cup espresso selection
button, a button for steaming hot water and milk, a blue LED display (shared with
the café side), a scroll button for setting time, an ‘OK’ button (shared with the café
side). The café side has the following main parts: a start/stop button, a button for
selecting the programmable mode of the coffee maker, a toggle for selecting strong
or normal café strength, a blue LED display (shared with the espresso side), a
scroll button for setting time and choosing the automatic mode of the coffee maker
(shared with the espresso side) and an ‘OK’ button.
Thirty users, two designers and two engineers were consulted during the trial
with this coffee maker. Information from the users was obtained by observing them
using the coffee maker. Information from designers and engineers was gathered
from discussions based around a semi-structured interview technique. The
engineers and designers consulted worked for the same design company, were
Understandable by Design 137
highly educated and had over two years of experience in product design. The thirty
users were of different ages, capabilities and levels of education. Based on the
information they provided, the engineering, designer and user models were created
by the use of the Design Rationale Editor (DRed) software (Aurisicchio and
Bracewell, 2009). The semantic coding language used to create the designer and
user models was composed of different verb and noun combinations depending on
which type of element—goal (verb + noun), action (verb+ing + noun), belief
(noun + to+verb), object (noun)—it was describing. This is in line with the work
of Andreasen (1994) who argues that “the modelling needs to be made semantic to
function like a language”. Subsequently, the constructed GABO models were
compared for similarities and differences to the designer model and each individual
user model using an appropriate algorithm (discussed as follows).
The GABO approach stipulates that any two models (a designer model and an
individual user model) can be compared based on: (1) presence of the same nodes
in the two models and (2) connectivity between two given nodes in the two
models. The comparison procedure can be carried out using an algorithm from set
theory that measures similarity between graphs with common node and edge sets
(Goldsmith and Davenport, 1990). This algorithm is used for measuring both the
presence of nodes and the connectivity between nodes in the designer model and
the individual user models, with the designer model acting as the standard model
against which each user model is checked for compatibility. The assumption is that
by using the GABO approach’s algorithm, designers will be able to make close
estimates of the compatibility of their intended goals, actions, beliefs and objects
regarding product usage with the goals, actions, beliefs and objects of
heterogeneous users.
The assumption with regard to the comparison procedure of the GABO approach
is that it requires both computer assistance and human input. Computer assistance is
needed for comparing the count of the GABO approach’s elements (nodes and
edges) and generating a value between 0 and 1, which indicates the degree of
presence and connectivity compatibility of each individual user model with the
designer model. Human input is required for creating data structures for each model,
comparing the engineering model with the designer model, as these two types of
models are structured in a different way, and verifying at the end of the automatic
comparison whether the elements in the designer model and the user models have
been compared correctly by the software system.
Once the GABO comparison algorithm was developed, it was programmed into
DRed software using the TCL scripting language by DRed’s proprietor, Rob
Bracewell, based on the research requirements. This code enabled a comparison of
compatibility between the designer model and thirty individual user models of any
product in the DRed software (discussed as follows).
In addition, since this coffee maker was of dual functionality, when most users were
confused about the functionality of the café side they moved over and used the
functionality of the espresso side thinking that it would help them activate the function
on the café side. Hence an increased number of new actions, new beliefs, repeated nodes
and rejected nodes. The overall score for the presence of nodes is about 85% and there
are large numbers of new edges and repeated edges for linking the increased number of
nodes. For example, the model of user 7 scored 68% on the compatibility scale for the
presence of nodes and it contained eight new actions, three new beliefs, twenty-five
repeated nodes and ten rejected nodes. It needs noting that this user was not able to
activate the coffee making function and gave up after having pressed all interface
buttons with no expected feedback from the coffee machine. Although this user was not
able to make coffee using a complex coffee maker, the overall count of compatibility for
this user is relatively high as this person, while employing a ‘trial and error’ method,
managed to use a number of relevant interface features. A high count for new actions,
new beliefs, repeated nodes and rejected nodes is due to this user pressing a large
number of unrelated buttons to activate the coffee making function. Regarding the score
of compatibility for the presence of edges, this user scored 61% and her/his model
contained forty new edges and twelve repeated edges for connecting eight new actions,
three new beliefs, twenty-five repeated nodes and ten rejected nodes.
Designers, aged between 29 and 52, were asked to work on two redesign tasks, one
of which required them to redesign a complex-to-use interface of a household product
(either a toaster or a coffee maker) using a method of choice and the other task required
them to redesign an interface of one of the aforementioned two products using the
GABO approach. When the tasks were completed, each designer was asked
individually to fill out an evaluation questionnaire composed of a number of
quantitative and qualitative questions. Overall, the designers marked, on average, point
5 on a 7-point scale indicating how useful the GABO approach was in identifying and
capturing users’ understanding and the problems users encounter during product use.
This procedure was mirrored when investigating designers’ opinion regarding their
understanding of product functionality compared with the understanding of users, the
result being point 5.5 on the scale. Likewise, indicating ease-of-use, the designers on
average gave the GABO approach a score of 4.3. In addition, five designers believed
that the GABO approach helped them to produce a better design than their alternative
method of choice, while three designers said that they would need more time to use the
GABO approach to determine as to whether it was better or worse than the alternative
method. Furthermore, it should be noted that there was general fear among most
evaluators that the GABO approach would require a lot of time and effort in training
and actual usage to prove useful and they would not always be able to use it to its full
potential as most projects are time and cost restricted.
14.5 Conclusions
This paper discussed the ways in which companies can effectively adopt the principles
of inclusive design and the development of a modelling approach for helping designers
align their understanding and use of products with those of users.
Since there seems to be a gap in the availability of an easy-to-use and pragmatic
technique for representing and comparing designers’ and users’ understanding and
usage of everyday products, this paper proposes the GABO approach that aims to
bridge that gap for designers. The GABO approach consists of four stages in which
designers need to: (1) analyse the engineering model of a product to better understand
how different product parts interact with one another; (2) create a designer model of
that product using appropriately annotated GABO elements and compare it with the
engineering model to see what features should be mounted on the top of the underlying
functional parts; (3) investigate how different individuals understand and use product
features, create several individual user models using the GABO elements annotated in
the same semantic style as their counterpart elements in the designer model; and (4)
compare the designer model with individual user models using a simple algorithm from
set theory, check the degree of compatibility between the designer model and the user
models and make appropriate design decisions relating to the inclusivity of future
product features.
The results of the evaluation study with eight designers show that the use of the
GABO modelling approach is feasible in real design situations as designers found it
beneficial in representing their own and users’ understanding and use of products and
subsequently comparing matches and mismatches in the understanding of the two
groups. The research on the GABO approach continues and the next stage is to evaluate
its usefulness and effectiveness in creating novel designs.
142 Mieczakowski et al.
14.6 References
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Part IV
15.1 Introduction
In an ideal scenario accessibility issues such as legibility, usability and associated
cognitive load, with respect to users of different age groups and impairments,
would be considered whenever a new product was created. This means that
designers would be challenged by the relation between users’ capability loss and
the features of the new product. In this context, understanding what would cause
exclusion from use of the products could support designers to make decisions
resulting in more accessible products. Consequently, different approaches to
supply designers with knowledge about inclusion have been studied throughout the
last decades. This chapter analyses how interactive design advisors could provide
knowledge about inclusion according to the design activity.
Explorer and Simulation Toolkit, all of them follow the same principle of
restricting the motion and sensorial capabilities (Hitchcock et al., 2001;
Cardoso and Clarkson, 2007).
• Virtual techniques are computer-based techniques in which assessments
occur through software applications. They can be integrated to CAD
models, through task performance simulation like HADRIAN,
INCLUSIVE CAD, and in the future VERITAS and VICON. There are
also tools that simulate vision and hearing capability loss by loading
sounds or images, like the Impairment Simulator or tools that calculate the
exclusion caused by capability demand, like the Exclusion Calculator
(Marshall et al., 2004; Macdonald et al., 2006; VERITAS D4.1.3_v2,
2010; Clarkson et al., 2007).
The advantages and disadvantages of adopting these techniques in the industrial
context were discussed in a previous study and a summary of each approach is
shown on Table 15.1 (Zitkus et al., 2011)
Table 15.1. Different techniques and their integration into design in the industrial context
Process integration Interface Results
User trials / User Observation of real users Inspiring. Exclusion is not quantifiable.
observation and/or getting their Re-assessing the product is an issue
feedback after the trial. due to the sample selection.
Early in the conceptual Inspiration is limited as the design
phase, through similar Observation of
Self observation teams do not represent a wide range
themselves.
products, or later through of people.
Third-Age Suit / rapid prototypes. Designers observe
Inspiring. Exclusion is not quantifiable.
Age Explorer themselves with physical
Re-assessing the product means to
restrictions or different
Simulation Toolkit wear the suit again.
levels of restrictions.
Simulation of functional
Exclusion is limitedly quantifiable due
demand on lower limb
INCLUSIVE CAD the range of tasks and the focus on
muscles, hip and knee
physical capabilities.
During the conceptual joints.
phase through CAD Exclusion is limitedly quantifiable due
HADRIAN Virtual interaction with
models. the range of tasks & users’ database.
user avatars. Exclusion could be quantifiable due to
VERITAS project
a broad anthropometric and
VICON project Virtual simulation. capabilities database.
During the conceptual Simulation of some of
Impairment Exclusion is limitedly quantifiable due
phase through new vision and hearing
Simulator the focus on sensorial capabilities
concept images. capability loss
Early in the concept Virtual interaction with a
Exclusion Dependent on the knowledge of the
phase, through task range of applicable
Calculator designer.
analyses. tasks.
Although the range of tools cited above seems to be a good support for
assessing the accessibility of industrial products, they are barely used in the
industry as part of the design process. This indicates that either the techniques to
assess the product accessibility do not work in tandem with the design process or
that there may be inadequacies on the application interface. Consequently,
techniques that integrate the user’s needs to the design activity and its process in
the industrial context are still needed.
Design Advisor: How to Supply Designers with Knowledge about Inclusion? 147
Figure 15.1. The interactive interface demonstrated to the designers in the study
“So, if you can turn around and say “we’ve got stuff built into this programme
could you check it (accessibility) later and tell if the design is suitable” then they
(the client) would probably love it…. It could be useful if you haven’t got access to
users and if the company need this kind of data… as we know, not every company
can get access to, then it is probably better if they’ve got some kind of evaluation
….”
Some designers mentioned other options that they use to evaluate the
accessibility of new concept designs. Among them are information brought to the
project by the clients themselves, guidelines, user opinions and self- evaluations.
from other sources. The designers mentioned that often some research starts taking
place at this stage. This is described in detail in another study (Zitkus et al., 2012).
The accessibility, however, “is not something that always got designated time
within the process...”. Nevertheless, according to the designers, if it is part of the
project requirement to consider accessibility, then they would normally look for
ergonomic data from books, tables and internet, or they would look for
specifications in guidelines.
In fact, the responses indicate that designers mainly rely on guidelines, though
their comments also highlighted that they find the information on these sources
deficient and sometimes incompatible with their needs. They mentioned that they
balance the deficiency of the guidelines by including some live assessments, such
as self-evaluations and user-trials:
“a lot of it I would say is based on common sense, we tend to tell to ourselves
what is legible or not… I think lots of it comes with experience, the way our minds
work, it becomes obvious if something is small and illegible… There are standards
which drive how large a piece of text should be, you can print things out in various
sizes and get feedback from the user group.”
“I think lots of time that happen, that stuff (accessibility considerations) comes
from experience… you are making subconscious decisions of what is good and bad
accessibility. So, I think most of that coming from trying and testing ways of doing
things.”
“My approach would be to print out or to create different variants of the design
and then just test that with people, just quickly get people there, or taking it to
people, just going to Tesco, just finding people being demographically, just find
some people of specific age group or if you got the profile of the user you will
need.”
Although the possibility of incorporating users in accessibility tests was
mentioned, all interviews stressed that user observation or user trials only take
place if the research allowance covers that or if the client defines this as a method
of assessment. The user’s involvement in the process therefore occurs very rarely.
“…even when I worked in companies that project things specifically for the
elderly, it was rare in the extreme anybody who was elderly would be involved in
the process… the users were not part of the process…”
It is important to underline that the designers highlighted that the user’s needs,
such as those related to accessibility and usability are only one part of the
requirements that they have to deal with. They emphasised that design is a
compromise activity, where decisions are made all the time and costs are involved
in every option taken.
“… the product is not only the users themselves, we have to consider who
gonna assemble it by making assembly easier, how it is built, how it, if it gonna
need maintenance, let's say, filters have to be changed, something like that, we
have to consider how can we make that appropriate, easier or not, and at these
days, go through the product going out and ending his life and needing to be
recycled. So, to assemble, the materials, all that side of things…”
“… to be honest, in many stages there are simple costs and practicality costs
but all the primary driver before we get things like accessibility.”
150 Zitkus et al.
The designers also had some opinions about the interface of the interactive
technique demonstrated. Their opinions bring to the light suitable places for a
possible application and also the effectiveness of the information supplied to them.
The next section discusses the study and its relation with previous work in the
design activity, as well as the relationship of the design activity with the
accessibility evaluation techniques.
The above findings stress the need for generating additional interactive interfaces
to be integrated and tested in a range of computer graphic tools. This would test the
usability of the techniques by getting more feedback from the intended users, in this
case the designers.
15.4 Conclusions
Computer graphic systems seem to be well integrated in the design activity, and thus
they are an important means of supplying designers with knowledge about inclusion.
This knowledge about inclusion is necessary as designing is a trade-off activity that
commonly does not prioritise accessibility among other requirements. However, to
implement this scenario the techniques have to consider not only the design activity,
but also the client’s view about the inclusive information supplied. Therefore, further
research has to be carried out to understand how the benefits of knowledge about
inclusion could be explicit to both designers and clients.
15.5 Acknowledgements
The authors would like to thank Dr Alaster Yoxall and Prof Steve Gill for their
support of this study, and also all the designers involved.
15.6 References
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human factors design guidance. Applied Ergonomics, 28(5-6): 311-322
154 Zitkus et al.
Cardoso C, Keates S, Clarkson PJ (2003) Assessment for inclusive design. In: Clarkson PJ,
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Springer-Verlag, London, UK
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41-67
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process. Journal of Engineering Design, 21(2-3): pp 345-373
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gathering and usability studies. Interacting with Computers, 18(5): 996-1011
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programming patterns of domestic appliances. Personal and Ubiquitous Computing, 8(3-4):
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A (eds.) Collaborative Design, Springer-Verlag, London, UK
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Stuttgart, Germany
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activity in product development. In: Proceedings of the 1st International Conference on
Sustainable Intelligent Manufacturing, Leiria, Portugal
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process. In: Proceedings of the 12th International Design Conference (DESIGN 2012),
Dubrovnik, Croatia, in press
Chapter 16
16.1 Introduction
16.1.1 Ageing Societies and the Implications for Research
Governments worldwide are recognising the reality and challenges of aging
societies. Aging is often accompanied by increased incidence of impairments in the
physio-motor, sensory and cognitive domains, as well as health problems, reduced
socialisation, poorer finances, reduced sense of purpose and sometimes
marginalisation from society. Technology can be very beneficial for older people
but is too often problematical, sometimes creating digital exclusion.
Researchers and funding bodies are beginning to focus specifically on the ICT
needs of older people, and excellent work is being conducted, but as yet research
methods and models of engagement for working with older people are fragmentary
or at an early stage of development (Rice and Carmichael, 2007).
This paper explores methods and approaches currently used in HCI research
with older users, and those used by the authors in the MyUI European research
project, and presents a list of themes which the authors believe will be relevant to
other work in the area and could inform a more consistent methodology.
needs (Bader and Nyce, 1998; Norman, 1998; Simonsen and Kensing, 1998).
Design teams and processes should be more user-centred.
Muller et al. (1997) noted the chasm between the worlds of designers and users,
each world having its own culture, language, space and assumptions. The HCI
community, they say, may need to develop “anthropological and sociological
methods for working across differences in language and abilities” to improve “the
field’s competence in intercultural communications”. This is even more necessary
when users are older, retired people, and designers are young and employed.
Cultivating a developing rapport with user communities, through field study, or
better still by including users in the design process, can help designers bridge the
chasm, understand the world, work and requirements of users, and by combining
User Needs Analysis and Requirements Engineering can lead to more accessible
and effective products (Muller, 2002; Lindgaard et al., 2006).
Muller presents a thorough, persuasive account of Participatory Design. User
engagement, he finds, is too often one-directional, creating applications (of
technology) rather than solutions (to user problems). He appeals for mutual
learning and openness to surprise (Muller, 2002; see also Farrel et al., 2006).
Crabtree (1998) believes ethnography can usefully complement Participatory
Design in user studies. People cannot always describe their own work effectively,
but an observer can see and record the activity. An approach based on reviews of
prototypes, he says, rarely empowers the users to challenge underlying premises
such as “are we solving the right problem?”
(RV1), between them representing over 600 older people and providing a good
range of contrasting demographics.
Through our Spanish consortium partners we organised research in an older
people’s complex in Getafe, near Madrid. There were clear contrasts in lifestyle
and aging and therefore in requirements. Compared to our UK groups, the Getafe
cohort’s lifestyles seemed to include more swimming, dancing, and sociable
outdoor activities (perhaps due to the climate) but less literacy. A popular activity
among the Getafe women was making costumes for fiestas and carnivals (Edlin-
White et al., 2010). Older people with such physically, socially and cognitively
active lifestyles are less susceptible to age-related impairments.
All research activities have taken place in field settings - DC1, DC2 and RV1.
Lab-based studies with older people can create artificial responses due to changes
to their routine, as well as creating practical problems (e.g. transport, diets, carers
etc.) and sometimes duty of care issues (Edlin-White et al., 2011). However studies
carried out in “open” field settings, e.g. a day room, can be susceptible to all
manner of distractions. During one of our early focus groups, staff brought round
trays of sherry to mark a 40th wedding anniversary. It seems uncharitable to
describe this as a confounding factor and not ecological validity.
To improve research focus, we created unobtrusive “pop-up” labs in these
locations, by arranging to use a side room and bringing in sufficient equipment and
materials to create a mini usability lab. This allowed fewer distractions, more
experimental controls, a more formal and comparable participant experience, and
in individual studies eliminated the tendency for participants to influence each
other’s responses. For some studies, within the implanted lab we created an inner
environment (furniture, décor, lighting and equipment) to emulate a domestic TV
watching experience for the participant.
16.3 Conclusions
It appears that there is significant expertise but limited methodological guidance in
this field. Methods and approaches are evolving. The MyUI project drew on the
literature but also learned much through experience and continuous refinement of
methods. We have identified the following common themes from both literature
and project experience; themes which would have been beneficial to us at the start
of our project, may be relevant for future projects, and may contribute towards
more formal methodological recommendations.
• Recognise that HCI work with older people is social research, based on
subjective social constructs such as accessibility, usability and quality of
life.
• Adopt an ethical and user-centred approach, perhaps utilising elements of
Participatory Design, Accessible Design and Ethnography.
• User perspective to be taken seriously and respectfully, but self-knowledge
can be incomplete or imperfect. Include supplementary perspectives.
• Allow time in the project plan to build trust with participant groups and
gatekeepers, and cultivate good working relationships on an ongoing basis.
• Study settings - mainly field settings for ecological validity. Pop-up labs
implanted in field settings can be effective, though time consuming.
• Recognise the challenge and difficulty of recruiting a representative
sample.
• Study methods - Focus Groups and Design Workshops are effective; also
questionnaires and interviews and possibly retrospective verbal protocols.
• Design all aspects of studies to accommodate participants with very varied
abilities. This includes the Informed Consent process. Allow for different
learning speeds and varied learning styles of older people.
• Quantitative methods with inferential statistics are unlikely to be effective
unless there is a lot of time and resources and access to many participants.
• Study measures need to be appropriate to older users, and will probably
include more subjective measures than mainstream HCI studies.
• Be flexible and open to change while conducting a study. Allow time for
“social niceties” and off-topic digressions - some of which prove to be
useful.
• Quality of life impacts of technology are important. QoL impact
measurement is difficult, costly and most properly conducted over a long
time period.
It is hoped that our experiences documented here, together with those of others,
will contribute towards the development of more fully formed and finely honed
methodological guidance for involving older people in technology design.
From Guinea Pigs to Design Partners 163
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research literature. British Journal of Social Work, 39(4): 641-656
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164 Edlin-White et al.
17.1 Introduction
Inclusive Design (ID) methods place a strong emphasis on user participation in
designing mainstream products. In recent years researchers in the field of assistive
technology (AT) have drawn on and contributed to the ID approach. There are
good grounds for this association. However, the linkage elides the differences in
methods that are available and appropriate to designers in the respective fields. The
demands made by strategies such as co-creation, focus groups, cultural probes and
even simple interviewing can be above the capacities of the users of AT. Yet the
impairments of ill and disabled users make the need for usability and pleasurability
(Green and Jordan, 2002) even more important since alternative products are
comparatively few. This paper examines the workarounds two teams of designers
have used to reduce the demands placed on emphysema patients and elderly users
during inclusive design processes. In the case of a student design project it was
necessary to focus on a super-user, use prototyping as a creative tool and to use
improvised ergonomic simulation. In a second case a consultancy was required to
place more emphasis on ethnographic, observational methods and personas where
co-creation and co-design proved to be beyond the capacities of the user-group.
17.1.1 Structure
The paper begins with a discussion of ID and its relation to AT design. There is an
overview of approaches to AT. This is followed by a description of two cases. The
first concerns a breathing apparatus for patients with chronic obstructive
pulmonary disorder. The second is a municipally funded research project into
innovations to help the elderly and handicapped. Both projects were based in
Denmark. To conclude there is a discussion of the findings and their implications.
17.3 Cases
There now follow two cases of how designers responded to the diminished
possibility for user-involvement in the design of AT products. The information was
derived from interviews carried out by the author. The interviews were recorded
and transcribed. For clarity the quotes have been edited.
168 Herriott
with so a simpler connection was needed. This design also had to accommodate
the difficulty of treating the super-cooled connecting elements. In existing products
these are exposed thus presenting the risk of frost-burn. Finally, the concept had to
look more like a regular consumer good than something medico-industrial. Users
resented having scuffed, crude-looking equipment in their homes.
Ideally, inclusive design involves user-centred design methods in order to bring
users actively into the design process. The students discovered that a combination
of sick users and a technically demanding product rendered these objectives
difficult to attain. The result was a project which aimed for user-centred design but
where the users were few in number and often too sick to interact with. When
asked whether the designers had a process in mind, the answer was that “in our
mind actually it was very structured, from A to Z…” (ibid.). The actual process
was described as “like a spaghetti and meatballs sauce thing because it was very
difficult to divide the few things, the techniques from the aesthetics, from the
problems the users have...” (ibid.).
Finding users was the initial difficulty for the students: “I would say to find
users took a very long time......quite some weeks actually. I would say the first one
and a half months went on research...” (ibid.). The project duration was 12 weeks.
Seven users were identified but they were not able to contribute as expected. The
designers tried to use cultural probes but the resultant material was sparse and
unsatisfactory. Workshops and brainstorming sessions were also planned but found
unworkable. The actual strategy adopted was to video record interviews. This
proved to be time consuming and created ethical and welfare problems: “[The
patients] get very tired and just speaking for one hour is a project that takes more
or less one day for them [...] For them to go from the kitchen to a table two metres
away would take a lot of energy. And the interviews were very calm, relaxed [but]
it was very difficult for them. You could see the effort they were making. We did
not want to take a lot out of them, we did not want to kill them in our
interviews....” (ibid.).
To work around these problems the designers interviewed medical personnel
and they used themselves as subjects in testing parts of the proposed designs. The
problem of finding an optimum location for the nasal catheter (a thin tube
connected at one end to the portable unit) was one which side-stepped difficulties
of working with their users directly. This was a matter of prototyping the range of
positions which eliminated obstruction caused by the tube connecting from the
nose to the transportable device. This necessitated a vertically mounted tube in
contrast to the side-mounted tubes of standard designs. Inclusive design and
standard ergonomic practice warn against using the designer as substitute for the
user. However, in the case of frail and weak users this goal was difficult practically
and ethically. The designers used a breath restriction device - essentially breathing
through a narrow tube - to simulate the reduction in oxygen intake. This allowed
them to understand to some degree their users´ difficulties. A physiotherapist
provided insight concerning the practical ergonomics of the design. This focused
on minimising interference with thoracic muscle movement due to the weight of
the portable unit. Having settled on a design offering the best compromises, the
design was shown to what the designers called their “super-user”. This person was
the most committed individual in the user-group who, coincidentally, had a better
170 Herriott
than average understanding of the design process. They were able to spend more
time and to more fully explain their needs and experiences. In this case the super-
user was atypical because of their engagement rather than because they were a
more extreme case of COPD. After this consultation a full-size mock-up was
prepared and the project thus completed.
17.4 Discussion
It has been taken as given that when designers wish to include users then those
users will be willing and able to be included. These cases show that the ideal of
maximising user input into ID processes is met by the difficulties those users
themselves have. Both the Four Municipalities project and Breathe Easy show that
the conditions which make it necessary to think inclusively can make inclusivity
difficult to implement. The AT user group is not merely slightly or moderately less
physically capable than the “standard user group.” They are sometimes much less
able to be active contributors to the design process aimed at helping them and
which depend on their input. This does not mean that inclusive design is not
possible. Rather a change in approaches is needed, what could be termed an
economical rationing of user input and an emphasis on less intrusive methods. The
Breathe Easy project used physiotherapists as surrogates: they had the means to
communicate observations that a designer would not have time to make. But they
are not the users we think of when thinking user-centred design. These projects
also demand that we re-evaluate certain assumptions. For example, Porter and
Porter (2002) list eight fallacies regarding ergonomics. The first fallacy (and the
only one relevant here) is: “the design is satisfactory for me - it will therefore be
satisfactory for everyone else.” This is generally a good assumption but it is not an
absolute. The Breathe Easy team were faced with either self-testing their designs or
not testing at all. Their cases indicate that there are some instances where designers
can use their experience to make decisions which are (perhaps) less than ideal but
which can still produce work which, by any objective standard, is an appreciable
improvement on the alternative. To be abstracted from this is that we may need to
counterbalance inclusive design’s centripetal force that drags users into the
process. Designers in the end have to make design decisions. They may have to use
their understanding and judgement, distilled from their other work, to provide
substitutes and surrogates for the absent, unwilling or disabled user.
In the case of the Four Municipalities project, the intention to use a co-design
process was unfeasible. Again, designers had to take on work that ideally users
would participate in. The problems involved recall those described by Boyd-
Graber et al. (2006) where a “modified participatory design approach was used in
which proxies, that is, speech-language pathologists who work with aphasic
individuals, assumed the role normally filled by users.” Underwriting the validity
of their work was the use of extensive interviewing and the use of anthropological
professionals to guide this. This extensive interviewing provided a rich seam of
information with which to cross-reference the findings. Such work is expensive
and time consuming and it was made possible only by a favourable context for
inclusive design (patient and well-funded clients). Other designers might not be so
fortunate.
ID and AT have much in common but are not the same. This paper has shown
how common linkage of the two elides the differences in methods that are
appropriate to designers in the respective fields. Those who are too ill to do the
things we take for granted in the “broader mainstream” are by definition a
distinctly different group. In metaphorical terms, the toolbox for ID and AT is the
When Users Cannot be Included in Inclusive Design 173
17.5 References
Barbiani M (2011) Interview with author, conducted April 4, 2011
Bichard J-A, Langdon PM, Coleman R (2007) Does my stigma look big in this? Considering
acceptability and desirability in the inclusive design of technology products. In:
Stephanidis C (ed.) Universal access in human-computer interaction: Coping with
diversity, 4th International Conference on Universal Access in Human-Computer
Interaction (UAHCI 2007), Springer, Berlin, Germany
Boyd-Graber JL, Niklova SS, Moffat KA, Kin KC, Lee JY, Mackey LW et al. (2006)
Participatory design with proxies: Developing a desktop PDA system to support people
with aphasia. In: Proceedings of CHI 96 Workshop on Human Factors in Computer
Systems, SIGCHI, New York, US
BSI (2005) Design management systems - part 6: Managing inclusive design - guide. British
Standards Institution, London, UK
Center for Universal Design (1997) The principles of universal design. North Carolina State
University, Raleigh, NC, US
Cook A, Hussey SM (2002) Assistive technologies - principles and practices. Mosby Inc, St
Louis, MO, US
Coleman R, Clarkson PJ, Dong H, Cassim J (2007) Design for inclusivity: A practical guide
to accessible, innovative and user-centred design. Gower, Aldershot, UK
Clarkson PJ, Coleman R, Hosking I, Waller SD (2007) Inclusive design toolkit. Engineering
Design Centre, University of Cambridge, Cambridge, UK
Dhiensa J, Machin C, Stone R (2005) Assistive technology: Going beyond the disability. In:
Proceedings of the International Conference on Inclusive Design and Communications
(INCLUDE 2005), London, UK
Green WS, Jordan PW (2002) Pleasure with products. Taylor & Francis, London, UK
Jeffery PK (1998) Structural and inflammatory changes in COPD: A comparison with
asthma. Thorax, 53(2): 129-136
Linnott A (2011) Influencing the assistive technology marketplace. In: Proceedings of the
International Conference on Inclusive Design and Communications (INCLUDE 2011),
London, UK
Mayagoitia RE, Kitchen S, Harding R, King A, Turner-Smith A (2006) User-centred
approach to the design and evaluation of a stair climbing aid. In: Clarkson PJ, Langdon
PM, Robinson P (eds.) Designing accessible technology. Springer, London, UK
174 Herriott
Mountain GA, Ware PM, Hammerton J, Mawson SJ, Zheng H, Davies R et al. (2006) The
Smart project: A user-led approach to developing applications for domiciliary stroke
rehabilitation. In: Clarkson PJ, Langdon PM, Robinson P (eds.) Designing accessible
technology. Springer, London, UK
Orpwood R, Gibbs C, Adlam T, Faulkner R, Meegahawatte D (2004) The Gloucester smart
house for people with dementia - user interface aspects. In: Keates S, Clarkson PJ,
Langdon P, Robinson P (eds.) Designing a more inclusive world. Springer, London, UK
Orpwood R, Chadd J, Howcroft D, Sixsmith A, Torrington J, Gibson G et al. (2008) User-
led design of technology to improve quality of life for people with dementia. In: Langdon
PM, Clarkson PJ, Robinson P (eds.) Designing Inclusive Futures. Springer, London, UK
Pullin G (2009) When design meets disability. MIT Press, Cambridge, MA, US
Porter M, Porter CS (2002) Occupant accommodation: An ergonomics approach. In:
Happian-Smith J (ed.) An introduction to modern vehicle design. Butterworth
Heinemann, Oxford, UK
Reed DJ, Monk A (2006) Design for inclusion. In: Clarkson PJ, Langdon PM, Robinson P
(eds.) Designing accessible technology. Springer, London, UK
Rugaard Thorsen B (2011) Interview with author, conducted May 31, 2011
Story M, Mueller JL, Mace R (1998) The universal design file: Designing for people of all
ages and abilities. Center for Universal Design, North Carolina State University, Raleigh,
NC, US
Torrens G (2010) Assistive technology design: A mixed methods approach. Loughborough
Design School, Loughborough University, Loughborough, UK
Chapter 18
18.1 Introduction
With the population of older consumers increasing and with the recent changes in
legislation and attitudes towards this group, there have been corresponding changes
in product design practice and a growing attempt to adopt an inclusive design
approach. This recognises that people can become excluded from using products,
services or environments if the needs and capabilities of all potential users are not
taken into account. The inclusive design approach has developed from
collaborations between industry, designers and researchers. One major influence
in this area is the i~design project, whose definition is simply that “inclusive
design is better design” (EDC, 2011). The Inclusive Design Toolkit website, a key
output from the i~design project, states that a successful product must be
“functional, usable, desirable and ultimately profitable” and that a key to good
design is to reduce the demand on the user when capabilities decline with age or
disability (EDC, 2011).
It is also important to consider more emotional aspects, such as social
acceptability and whether the potential user would actually want to use or be seen
using the product (Keates and Clarkson, 2003). Other authors also emphasise that
whilst inclusive design research and practice to date have focused primarily on the
physical accessibility and usability of products, a better understanding is required
of people’s emotional needs, such as social acceptability and desirability of
products (Coleman et al., 2007; Lee, 2010). Similar views regarding the required
shift in design focus are reflected in a number of other sources: the need to
consider the less tangible human factors such as identity, emotion, delight and self-
expression (Cassim et al., 2007); simplicity, aesthetics, pleasure, personality,
conspicuousness and fashion (Pullin, 2009); the product’s visual appearance (Crilly
et al., 2004); creating pleasurable experiences (Jordan, 2000; Demirbilek and
Sener, 2003); and the importance of the emotional aspects of design for a
successful product (Norman, 2004), as well as needs related to specific cognitive
conditions (e.g. Baumers and Heylighen, 2010).
However, knowledge about what is good design can only arise by cooperation
between designers and the end users; designers themselves cannot always judge
what is good without understanding the point of view of the users (Heylighen and
Bianchin, 2010). Therefore, the objective of the current study was to take a user-
centred approach to investigate what makes good product design in the eyes of
older people themselves and how their criteria for good design compare with those
considered by designers and researchers.
18.2 Methods
The first stage involved an ethnographic approach, combining semi-structured
interviews and observation in people’s homes, enabling an understanding of older
users’ individual opinions and use of everyday products in their natural
environment. All procedures were approved by the University’s Ethical Advisory
Committee.
Participants were either emailed or handed (as per their preference) a pre-
interview questionnaire to complete and return prior to the start of the interview.
The first part of the questionnaire collected personal background information to
provide context for the interview and analysis. The second part explained a pre-
interview task: to think about one product they consider of good design and one
product they consider of bad design. Whilst a detailed interview schedule was
developed to enable a certain level of consistency of questioning across interviews,
the interviews were semi-structured in order to provide flexibility to follow the
lead of the participant and their own terminology, and also to follow up on any
unexpected line of thinking.
To enable some degree of quantification of responses, a shuffle card exercise
was introduced which required each participant to prioritise a set of 30 criteria,
written on cards, by dividing them into three piles in terms of importance to them
for good product design. An example of a ‘most important’ pile is shown below in
Figure 18.1.
During the interviews, participants were observed using the products and any
difficulties encountered with them. The benefits of taking a more ethnographic
approach were proven to be as follows: participants were able to demonstrate how
they used products in their normal environment and the difficulties they
experienced; participants’ non-verbal cues could be observed to add understanding
and context, e.g. laughing or tone of voice; and observation revealed gaps between
what people said and what happened in reality.
Transcripts of all interviews were made in order to provide a complete and
accurate record of the data collected and to enable structured analysis. An initial
review of the transcripts was carried out to input to the design of the online
questionnaire, hosted on SurveyMonkeyTM. This formed the second stage of the
study and enabled a certain degree of validation of the stage one findings. The
language used and the themes covered in the online questionnaire were based on
both the interviewees’ comments and themes from the literature review.
The data from the interviews and the online questionnaire were coded and
analysed according to key themes, their source and frequency of occurrence, using
the qualitative data analysis software NVivo.
18.3 Results
Thirteen interview sessions were conducted amongst people aged 65 or over,
lasting between 45 and 90 minutes, including a mix of one-to-one interviews,
paired interviews with couples and a mini group of three friends. This resulted in a
total sample of 22 participants. During the interviews, participants were observed
demonstrating the products and any difficulties encountered with them.
Details of the age, gender, living arrangements and impairments of the
interview participants are summarised in Table 18.1.
Living arrangements
Live alone 7 2 5
Live with partner 15 7 8
Impairments
(moderate or severe)
Vision 10 4 6
Dexterity (arthritis) 5 2 3
Mobility 4 2 2
Multiple impairments 8 4 4
178 Goddard and Nicolle
For the online questionnaire, a sample of older users was achieved by obtaining
permission to post a link on a number of University of the Third Age (U3A)
websites across the East Midlands. 72 respondents completed the questionnaire,
although only 54 answered the demographic questions at the end of the
questionnaire (Table 18.2).
Age
55-64 19
65-74 25
75-84 9
85+ 1
The key themes that emerged from analysis of the interview data and the
responses to the online questionnaire were based on the frequency of responses and
are summarised in Figure 18.2. High level themes, which were then broken down
into finer categories, included the elements of good and bad design; elements in
purchase decision; comments on aesthetics vs. function; role of family, friends and
other people; tricks, solutions and adaptations; and reactions to Good Grips
products.
The most important criteria for good design amongst older users in this study
are that products are easy to use, they do the job they are supposed to well and are
simple to understand. The most likely problems that older users experience with
products, and which are therefore seen as elements of bad design, are difficulties
getting into some types of packaging and the heavy weight of some products.
These findings are not surprising; however, the section below discusses some
interesting results which shed a new light on these issues.
18.4 Discussion
18.4.1 Aesthetics Versus Usability
From detailed analysis of data from both the interviews and open-ended online
questions, it would appear that many older people would prefer, ideally, to have
products that were not just easy to use but also looked good - but importantly, only
if usability has been delivered. This idea links to Maslow’s hierarchy of needs
(Maslow, 1987) which is often used to help understand consumers’ requirements
from products. According to this model, once the needs at the lower levels, e.g.
safety and comfort, have been satisfied, emphasis can shift to needs at the higher
levels, that is, towards the more emotional attributes of a product. Jordan adapted
Maslow’s model to a Human Factors perspective, creating a new three-level model
with ‘functionality’ at the lowest level, ‘usability’ in the middle and ‘pleasure’ at
the highest level (Jordan, 2000). Using this model to interpret the current results,
users’ basic needs of functionality (performs the tasks for which it is intended) and
usability (easy to use) do not appear to be met. Many are experiencing difficulties
and are therefore not able to progress to the higher levels to meet their emotional
needs. If the more functional needs were being addressed successfully then the
‘pleasure’ needs, including looks, would become increasingly important.
The literature review revealed that several authors believe that the focus for
design should shift to delivering fulfilment at the higher levels, for both users in
general and older users (e.g., Crilly et al., 2004; Lee, 2010). However, the results
from this study would indicate that product design may be leaving older users
behind by not delivering successfully at the functional level for these groups.
These results support the view that some designers may have become overly
concerned with the aesthetics of product interfaces, resulting in problems being
caused for people with impairments (Noonan, 2007).
to those revealed in the packaging research (e.g. Yoxall et al., 2010), that is, using
either physical strategies, for example using a tool such as a knife, or social
strategies, for example asking a relative (see next section).
In some cases participants appeared to be proud of these solutions and were
quite animated whilst explaining them. Is it possible that such problem solving
could be beneficial in keeping the older mind active and in giving the user a sense
of pride? The packaging study mentioned above also refers to the pride and
achievement felt by users regarding their ability to solve problems (Yoxall et al.,
2010). This is possibly an interesting area for further research, although the
negative consequences of failing to solve a poor packaging ‘puzzle’ would almost
certainly be greater than the gains of solving that puzzle.
possible that it is more typical for the older generation than subsequent more
‘disposable’ generations to hold on to products for as long as possible. As a result
of looking for this familiarity with what they already know, it is possible that older
people may avoid innovative designs. This poses a challenge for designers: what
can they do to ease the transition for these older users from their very familiar
products to the unfamiliar, newer product interfaces? Previous experience with
similar products is a strong predictor of usability, and those products that help the
user make a reference to the same function on another more familiar device should
perform better than those that do not (Lewis et al., 2006; Langdon et al., 2007).
Furthermore, what innovators see as providing personal benefit may not be seen as
such by the older person. The same can be said by the family of an older person -
if a family member purchases a new product to replace the old, worn out one, the
older person might have preferred to ‘battle on’, rather than change the way they
do things. How do we encourage users to ‘battle on’ with the new product long
enough to recognise the benefits?
18.4.5 Expectations
There was some indication from the interviews that, amongst this older generation,
expectations for products to work perfectly are low. In addition, a few participants
were quite accepting of the fact that in some instances they would not be able to
understand how to use the products: “Why should we get our knickers in a twist
because we can’t understand everything that’s modern?” Having to find
alternatives or make adaptations in such situations does not appear to be
troublesome for many participants. One possible explanation is that the older
generation are used to having to ‘make do’ and to adapt existing products to make
them usable and to last.
However, the Baby Boomer generation are just about to enter the 65+ ‘older
user’ category. They are considered to have two distinctive characteristics,
individualism and liberalism, which are likely to affect their attitudes to products
and product design (Huber and Skidmore, 2003). Compared with the previous
generation, that is the current ‘older users’, they may be more likely to complain
about products and to expect their individual wants and desires to be satisfied.
Whilst the older participants in the interviews appeared to be more accepting of
design problems, the younger-old are likely to be less tolerant, more demanding
and therefore more likely to complain when they have problems.
the lower level, basic needs have to be addressed before users’ higher level
emotional needs can be met. Therefore, the belief that appears to exist from the
literature review, that the focus for product design needs to move away from the
basics to the more emotional aspects of product design, would not yet appear to be
advisable when considering older users. The recommendation is for designers to
continue to focus on the basics of accessibility and usability of mainstream
products for older users, but designs should of course aim to excel in both function
and desirability.
A number of other key themes emerged from this study as possibly warranting
further investigation. There was some indication that the solutions the users had to
find in overcoming difficulties getting into product packaging were giving them a
sense of pride. Further research might be useful in gaining a greater understanding
of the value of this problem-solving for older users, the possible benefits for
keeping the older mind active and the implications for product design.
In many cases, other people such as friends or relatives are purchasing
everyday products for older users. It might therefore be useful to get a greater
understanding of what the purchasers think is good design for the users for whom
they are buying, particularly when they may be significantly younger than the users
themselves. Another aspect relating to other people is the social dynamic that
exists when others are purchasing products for older people, or are called upon to
assist them with the products they use. Further research might be useful to
understand the role such situations play in instigating social interactions and the
importance these have in older people’s lives.
Another key theme identified is the desire by many older users to buy products
with which they are already familiar. Further research might help understand the
extent to which this might hinder their acceptance of innovation and what
designers can do to minimise this conflict.
However, the most important message from the current study is that the
fundamental need to get the basics right for older users will be increasingly critical
as the current Baby Boomer generation are beginning to enter the ‘over 65’
category. Compared to the current group of older users they are likely to be more
demanding, less tolerant and more prone to complain about any shortfall in product
design, whether in functionality or style, in meeting their needs and aspirations.
18.6 References
Baumers S, Heylighen A (2010) Harnessing different dimensions of space: The built
environment in auti-biographies. In: Langdon PM, Clarkson PJ, Robinson P (eds.)
Designing inclusive interactions. Springer, London, UK
Burrows A, Mitchell V, Nicolle CA (2010) Out-of-box experiences: an opportunity for
inclusive design. In: Proceedings of 5th Cambridge Workshop on Universal Access and
Assistive Technology, Cambridge, UK
Burrows A, Mitchell V, Nicolle C (2011) Designing in social benefits. In: Proceedings of
the International Conference on Inclusive Design and Communications (INCLUDE
2011), London, UK
What is Good Design in the Eyes of Older Users 183
Cassim J, Coleman R, Clarkson PJ, Dong H (2007) Why inclusive design? In: Coleman R,
Clarkson PJ, Dong H, Cassim J (eds.) Design for Inclusivity. Gower Publishing,
Aldershot, UK
Coleman R, Topalian A, Clarkson PJ, Dong H (2007) The business case. In: Coleman R,
Clarkson J, Dong H, Cassim J (eds.) Design for inclusivity. Gower Publishing, Aldershot,
UK
Crilly N, Moultrie J, Clarkson PJ (2004) Seeing things: Consumer response to the visual
domain in product design. Design Studies, 25(6): 547-577
Demirbilek O, Sener B (2003) Product design, semantics and emotional response.
Ergonomics, 46(13/14): 1346-1360
EDC (2011) Inclusive design toolkit. Cambridge Engineering Design Centre, University of
Cambridge, Cambridge, UK. Available at: www.inclusivedesigntoolkit.com (Accessed
July 2011)
Heylighen A, Bianchin M (2010) Can crap design be inclusive? The case for deliberative
design. In: Proceedings of 5th Cambridge Workshop on Universal Access and Assistive
Technology, Cambridge, UK
Huber J, Skidmore P (2003) The new old. Why baby boomers won’t be pensioned off.
DEMOS, London, UK
Jordan PW (2000) Designing pleasurable products. Taylor & Francis, London, UK
Keates S, Clarkson PJ (2003) Design exclusion. In: Clarkson PJ, Coleman R, Keates S,
Lebbon C (eds.) Inclusive design: Design for the whole population. Springer-Verlag,
London, UK
Langdon P, Lewis T, Clarkson J (2007) The effects of prior experience on the use of
consumer products. Universal Access in the Information Society, 6(2): 179-191
Lee Y (2010) Development of the social implications of inclusive design and some thoughts
on the next steps. In: Proceedings of the 5th Cambridge Workshop on Universal Access
and Assistive Technology, Cambridge, UK
Lewis T, Langdon PM, Clarkson, PJ (2006) Investigating the role of experience in the use of
consumer products. In: Clarkson PJ, Langdon PM, Robinson P (eds.) Designing
accessible technology. Springer, London, UK
Maslow AH (1987) Motivation and personality, 3rd edn. Harper and Row, NY, US
Noonan T (2007) The overlooked consumers: A discussion paper examining the access,
challenges and emerging possibilities for consumer electronics and home appliances.
Australian Human Rights Commission, Sydney, Australia
Norman DA (2004) Emotional design: Why we love (or hate) everyday things. Basic Books,
NY, US
Pullin G (2009) When design meets disability. MIT Press, Cambridge, MA, US
Yoxall A, Langley J, Musselwhite EM, Rodriguez-Falcon EM, Rowson J (2010) Husband,
daughter, son and postman, hot-water, knife and towel: Assistive strategies for jar
opening. In: Langdon PM, Clarkson PJ, Robinson P (eds.) Designing inclusive
interactions. Springer, London, UK
Chapter 19
19.1 Introduction
Public libraries in the United States have a long and proud tradition of providing
access to information for all residents. Public libraries have been the equaliser -
providing access to books, and both printed and electronic information, regardless
of race, gender, religion, economic status, or disability. Since the mid-1990s,
public libraries have also been providing direct access to the Internet for patrons
who come to visit. And since that first burst of access to the Internet within public
library buildings, libraries have been pushing to provide access to their resources
through the Internet, so that patrons can search library catalogues, reserve
resources and renew materials, and even access digital libraries of documents, all
wherever the patrons happen to have Internet access - at home, work, or using
mobile phones (Jaeger et al., 2011).
People with disabilities often use library resources, but since transportation to
public library buildings is often a challenge, many people with disabilities may
prefer to use the resources of the library in electronic format. Therefore, it is
important to examine the accessibility of public library web sites and determine
whether or not the web sites are in compliance with public laws related to web
accessibility. This chapter presents a research study where the home pages of all 24
public library system web sites in the state of Maryland were evaluated for
accessibility.
Equality Act in the UK). Poor design results in web site content being inaccessible
to users with disabilities, creating exclusion and discrimination.
Table 19.1. Description of each of the 16 paragraphs of the Section 508 web guidelines
(a) Text Equivalent (have a text equivalent for any graphical elements)
(o) Method to Skip Repetitive Navigation Links (all web pages should have a link which
allows a user to skip directly to the main content, bypassing any site navigation
information)
(p) Alerts on Timed Responses (if any page responses are timed, the user should be
given the opportunity to indicate that more time is needed)
19.4 Results
19.4.1 Section 508 Paragraph Violations
The evaluations of the home page of each of the 24 county library web sites
revealed that all the home pages violated at least two or more paragraphs of the
Section 508 Guidelines, and some library home pages violated as many as six
paragraphs. Table 19.2 illustrates the category violation for each library home
page.
190 Lazar et al.
Table 19.2. Section 508 paragraph violations of Maryland County Library websites
Paragraph: a b c d e g i j k l m n o p
f h
Alleghany X X X X X
Anne
X X X
Arundel
Balt. City X X
Balt.County X X
Calvert X X X
Caroline X X X
Carroll X X X
Cecil X X X
Charles X X X X
Dorchester X X X
Frederick X X X X X X
Garret X X X
Harford X X X X
Howard X X X
Kent X X X
Montgomer
X X
y
Prince
X X X
George’s
Queen
X X
Anne’s
Somerset X X X X X
St. Mary’s X X X
Talbot X X X
Washington X X X
Wicomico X X X X
Worcester X X X X X X
The most common violations were paragraphs “a,” “n,” and “o.” Paragraph “a”
requires there be a text equivalent for a graphical element on a web page. In other
words, if an image or graphic is used or included on a web page, it should have
alternate text that will be available for screen reader users or any other user who
cannot see the image. Paragraph “n” requires that web site forms and form fields
be accessible and properly labelled. The most common violation of paragraph “n”
occurs when there are not clearly understandable labels associated with form input
fields on a web page. The frustration of inaccessible forms could be illustrated by
imagining filling out an order form with no idea which text box requires the name,
Equal Access to Information? 191
address, phone number, or credit card information. Paragraph “o” requires that
there is a method to skip repetitive navigation links. With web pages often having
many navigational links before the main content is reached, a screen reader that is
reading the content to a user in a linear manner will have to read through each link
before reaching the main content. This can be frustrating and time-consuming. The
common solution is to include a link at the top of every page that will allow users
to skip to the main content of the page. It is important that this link is not hidden
since it can also assist in navigation for users with motor impairments.
Figure 19.1. The drop-down menu is not accessible without the use of a mouse
Carroll, Charles, Frederick, and Harford county public libraries all had web
sites that displayed flash slide show content that was inaccessible (with no
alternative). Howard and St. Mary’s county public libraries violated paragraph “n”
with an online form that is improperly labelled. Figure 19.2 shows an accessibility
problem identified on the Howard County Public Library’s home page, where
rotating links are not accessible with a keyboard alone.
192 Lazar et al.
Figure 19.2. The rotating flash events and links are not accessible
Washington County’s web site displayed an online event calendar that was not
accessible, and Wicomico county’s web site used a table that contained no headers
(a violation of paragraphs “g” and “h”). Many of these violations could prevent
individuals with disabilities from accessing all or part of the content that is
available on the library home pages.
19.5 Discussion
The data from this study illustrate the inequity of access to public library home
pages, through an accessibility evaluation of home pages of public library systems
in one state of the United States. It is likely that similar results might be discovered
if the public library web sites were evaluated in other states. With both state and
federal laws requiring web accessibility, and with the American Library
Association highlighting equal access to information as something of significant
importance, this is one area in which a higher level of accessibility is clearly
important and could easily be achieved. The majority of the violations fell within
the categories of alternate text for graphics, labelling of form fields, and the lack of
Equal Access to Information? 193
skip navigation links. These are all very simple changes that could be implemented
with little to no cost on the part of the public libraries. However, the authors
acknowledge that in the current environment, with budgets being cut while there is
a higher demand from patrons for services due to the weak US economy, any new
efforts or initiatives, even simple changes to public library home pages to improve
accessibility, may not be implemented quickly due to the heavy demand on library
staff.
The authors believe that the key to improving web accessibility is awareness
and transparency. A good place to start is by posting a web accessibility statement
on the home page, noting what accessibility features exist on the web site, what
design guidelines were used for ensuring accessibility, what ongoing evaluation
(user testing, expert reviews, or automated reviews) is used to ensure ongoing
accessibility, and who users should contact if they experience any problems related
to accessibility. Research has previously established a relationship between strong
accessibility statements and actual higher levels of web accessibility at the state
level (Rubaii-Barrett and Wise, 2008), although this relationship was not observed
in federal web sites (Olalere and Lazar, 2011). Only three of the county public
library web sites have accessibility statements: Baltimore City, Carroll County, and
Montgomery County. The Baltimore City and Montgomery County accessibility
statements reference applicable laws and policies, but the Carroll County Public
Library web site is extremely vague and merely mentions an effort to make the
web site accessible to everyone. Two other counties, Dorchester and Wicomico,
mention general library accessibility, but there is no mention of web site
accessibility.
There are other ideas for improving public library web site accessibility.
Potentially, web accessibility training could be provided at future meetings or
conferences where many employees of public libraries in Maryland are present. In
addition, we suggest that while expert inspections were used in this study, it would
also be useful to do usability testing involving library patrons with disabilities.
Year-by-year comparisons of web site accessibility can also be helpful to
determine if progress is being made in improving public library web site
accessibility. All of these steps can help raise awareness and hopefully help
improve public library web site accessibility.
19.6 References
American Library Association (2011) Access. Available at: http://www.ala.org/
ala/issuesadvocacy/access/index.cfm (Accessed 9 November 2011)
Bertot J, Snead J, Jaeger P, McClure C (2006) Functionality, usability, and accessibility:
Iterative user-centered evaluation strategies for digital libraries. Performance
Measurement and Metrics, 7(1): 17-28
Byerley S, Chambers M (2002) Web-based library databases for non-visual users. Library
Hi-Tech, 20(2): 169-178
Comeaux, D, Schmetzke A (2007) Web accessibility trends in university libraries. Library
Hi Tech, 25(4): 457-477
194 Lazar et al.
Dziedzic D (1983) Public libraries. In: Cylke F (ed.) That all may read: Library service for
blind and physically handicapped people. US Library of Congress, Washington DC, WA,
US
Jaeger P, Thompson K, Lazar J (2011). Research in practice: The Internet and the evolution
of library research: The Perspective of One Longitudinal Study. The Library Quarterly (in
press)
Lazar J (2007) Introduction to universal usability. In: Lazar J (ed.) Universal usability:
Designing computer interfaces for diverse user populations. John Wiley & Sons,
Chichester, UK
Lazar J, Beavan P, Brown J, Coffey D, Nolf B, Poole R et al. (2010). Investigating the
accessibility of state government web sites in Maryland. In: Langdon PM, Clarkson PJ,
Robinson P (eds.) Designing inclusive interactions. Springer, London, UK
Lazar J, Beere P, Greenidge K, Nagappa Y (2003) Web accessibility in the Mid-Atlantic
United States: A study of 50 web sites. Universal Access in the Information Society, 2(4):
331-341
Lazar J, Jaeger P, Bertot J (2011) Persons with disabilities and physical and virtual public
library settings. In: Bertot J, Jaeger P, McClure C (eds.) Public Libraries and the Internet:
Roles, Perspectives, and Implications. Libraries Unlimited, Santa Barbara, CA, US
Lilly E, VanFleet C (2000) Measuring the accessibility of public library home pages.
References and User Services Quarterly, 40(2): 156-165
Mankoff J, Fait H, Tran T (2005) Is your web page accessible? A comparative study of
methods for assessing web page accessibility for the blind. In: Proceedings of the 23rd
ACM Conference on Human Factors in Computing Systems, Portland, OR, US
Maryland State Archives (2011) Maryland libraries at a glance. Available at: http://www.
msa.md.gov/msa/mdmanual/01glance/html/library.html (Accessed 9 November 2011)
Maryland State Department of Information Technology (2011) Maryland information
technology nonvisual access regulatory standards. Available at: http://doit.
maryland.gov/policies/pages/nva.aspx (Accessed 9 November 2011)
National Federation of the Blind (2011). How many children in America are not taught to
read? Available at: http://www.nfb.org/nfb/braille_initiative.asp (Accessed 9 November
2011)
Olalere A, Lazar J (2011) Accessibility of US federal government home pages: Section 508
compliance and site accessibility statements. Government Information Quarterly, 28(3):
303-309
Rubaii-Barrett N, Wise L (2008) Disability access and e-government: An empirical analysis
of state practices. Journal of Disability Policy Studies, 19(1): 52-64
Spindler T (2002) The accessibility of web pages for mid-sized college and university
libraries. References and User Services Quarterly, 42(2): 149-154
Tatomir J, Durrance J (2010) Overcoming the information gap: Measuring the accessibility
of library databases to adaptive technology users. Library Hi Tech, 28(4): 577-594
Chapter 20
20.1 Introduction
The EU GUIDE project is aimed at developing a research-based prototype of an
inclusive and accessible set-top box running on conventional hardware. It utilises
advanced user modelling and simulation in conjunction with a single layer
interface that permits a wide range of input devices and modalities and output
formats and modes. This paper addresses part of the research behind the
development of an advanced user model in order to develop the software
framework, namely the user profile clustering. A range of user centred design
techniques, including focus group, survey and several iterative stages of design
trials have been used overall to create the requirements specification for the
technology framework under development. However, a key module is the inbuilt
user model that allows the system to classify users on the basis of their impairment
level, user interface (UI) behaviour, preferences and context. These profiles are
pre-generated using an advanced cognitive, perceptual and movement simulation,
using parameters clustered from the actual user data. This chapter examines the
contextual background literature, briefly describes the inclusive user centred design
process and shows how this process generated the data necessary for clustering for
cognitive, perceptual and motor-impaired user modelling.
where capability impairment in one modality may be compensated for using other
modalities (e.g. hearing impaired users may use visual captioning, avatars and sign
language) or where multiple impairments can be addressed using the performance
gains arising from multimodal interfaces. For instance, gesture, speech and face
recognition for input can be used with sound, touch and graphical output displays
to enhanced effect.
We focus on the lower region of Figure 20.1, on the data sources and processes
of clustering user data from: objective performance data from user trials; user
screening survey data; existing data from input device validation trials. The
clustering of data from these sources was intended to define groupings that could
be traced by membership to specific capability levels in specific modalities.
Clustering User Data for User Modelling 197
The User model simulates the interaction patterns of users for undertaking a
task analysed by the task model under the configuration set by the interface model.
It uses the sequence of phases defined by the GOMS Model Human Processor
(Card, Moran, Newell, 1983).
• the perception model simulates the visual perception of interface objects. It
is based on the theories of visual attention;
• the cognitive model determines an action to accomplish the current task. It
is more detailed than a GOMS model but not as complex as other cognitive
architectures;
• the motor behaviour model predicts the completion time and possible
interaction patterns for performing that action. It is based on statistical
analysis of screen navigation paths of disabled users.
198 Langdon and Biswas
The details about users are stored in xml format in the user profile following an
explicit ontology.
Table 20.2. Population and proportion excluded for each of the age ranges and impairment
levels (hearing and vision only)
TYPE OF SUBTYPE OF LEVEL OF PROPORTION OF PROPO RTION OF
CAPABILITY CAPABILITY IMPAIRMENT DISABLED DISABLED
POPULATION POPULATION
EXCLUDED AT EXCLUDED AT
THIS LEVEL THIS LEVEL
40-60 60-90
Finally, the gender balance for the population age ranges and the proportion of
individuals experiencing some impairment for each gender were also calculated
using the exclusion estimation from the UK inclusive design exclusion calculator
(IDtoolkit, 1999; Waller et al., 2010).
Because the sampling strategy of older and impaired users in the age groups of
interest was, by necessity, opportunistic, these calculations were used as a broad
indication of the relative sizes of the samples required in each category. This
meant, for example, that roughly twice as many individuals would be sampled in
the older age group compared with the younger age group and that the sample
should be biased towards female rather than male participants. In the actual
sampling these proportions were only partially achieved, the predominant
population being older female, although the age group sampling was partially
successful. The extent which this reflects the sample from Northern Spain was
unknown but comparisons with other populations in the UK and Germany will be
available in the second iteration of user trials to come.
200 Langdon and Biswas
Table 20.4. K-Means cluster centres for the visual and hearing variables
20.3 Discussion
This chapter has described the context, antecedents and preliminary results of the
GUIDE cluster analysis from a user-centred custom-designed data collection. A
data snapshot of survey data was analysed for highly correlated variables and on
this basis single variables with utility were chosen and used to represent vision,
hearing, cognition and physical movement capabilities. Initial results suggest that
the simple k-means clustering approach yields high, medium and low impairment
cluster centres that can be characterised on the basis of the significant variables
that contribute to them. Both the characterisations and clusterings present face
validity and completeness validity, but this initial data set was smaller than the
expected final data set. However, we conclude that such a clustering is, in
principle, capable of use in the GUIDE framework when combined and indexed
within the GUIDE user model. The result will be that the user interface presented
to the user will be tailored to their perception, cognition and movement capabilities
and that sound, visual display and other outputs will be combined multimodally.
Future clustering could take advantage of quantitative parameters of clustering
variables to position users in the profile space. Clusterings for the survey data (n =
46) were consistent also with expected distributions based on the users sampled
204 Langdon and Biswas
and age estimates. Further work will continue to enlarge the data sets and employ
advanced clustering techniques, such as fuzzy and overlapping clusters, to group
both the survey and trial data as candidate sets for user profiling.
20.6 References
Benyon D, Murray D (1993) Applying user modeling to human computer interaction design.
Artificial Intelligence Review, 7(3/4): 199-225
Biswas P, Robinson P, Langdon PM (2011) Designing inclusive interfaces through user
modelling and simulation. International Journal of Human Computer Interaction. Taylor
& Francis, 1044-7318
Card SK, Moran TP, Newell A (1983) The psychology of human-computer interaction.
Lawrence Erlbaum Associates Publishers, Hillsdale, NJ, US
Demeter SL, Andersson GBJ (2003) Disability evaluation, 2nd edn. Mosby, St Louis, MO,
US
Flick U (2006) An introduction to qualitative research, 3rd edn. Sage Publications Ltd,
London, UK
Grundy E, Ahlburg D, Ali M, Breeze E, Sloggett A (1999) Disability in Great Britain:
Results from the 1996/97 disability follow-up to the family resources survey. Technical
Report 94. Department of Social Security, Leeds, UK
Inclusive Design Toolkit. Available at: http://www.inclusivedesigntoolkit.com/betterdesign/
downloads/exclusioncalc.html (Accessed 20 November 2011)
Langdon PM, Aurisicchio M, Clarkson PJ, Wallace KM (2003) An integrated ethnographic
and empirical methodology in a study of knowledge searches in aerospace design. In:
Proceedings of the 14th International Conference on Engineering Design (ICED’03),
Stockholm, Sweden
Miles MB, Huberman AM (1994) Qualitative data analysis. Sage Publications Ltd, London,
UK
TMT (1944) Army individual test battery. Manual of directions and scoring. War
Department, Adjuvant General’s Office, Washington, DC, US
Waller SD, Williams EY, Langdon PM, Clarkson PJ (2010) Quantifying exclusion for tasks
related to product interaction. In: Langdon PM, Clarkson PJ, Robinson P (eds.) Designing
Inclusive Interactions. Springer, London, UK
Wechsler D (1999) Adaptación española de la Wechsler Adult Intelligence Scale-III
(WAIS). TEA, Ediciones, SA, Madrid
Part V
Designing Inclusive
Architecture
Chapter 21
21.1 Introduction
Europe’s built heritage is the world’s most diverse and rich patrimony, and an
important component of individual and collective identity. Its societal relevance is
inextricably linked to sustainability: by opening up built heritage and using it
appropriately, its upkeep is best secured and its protection from decline guaranteed
(Adriaenssens et al., 1998; Gobyn and Knops, 2000). Integrated conservation
therefore strives to give built heritage a contemporary role in society. At the same
time, inclusion policy strives for universal participation in society, which requires
that environments can be reached, entered, interpreted and used by people with
diverse and changing abilities.
When built heritage plays a contemporary role in society, and different people
participate in society, both meet. Making built heritage inclusive - i.e. reachable,
accessible, understandable and usable for as many people as possible - is a highly
complex matter, however. Proposals to make historic buildings more inclusive tend
to raise objections from conservation authorities, which guard the historic values of
built heritage. Current approaches to accessibility do not seem to deal with these
concerns well. Particularly telling in this respect is the accessibility legislation for
public buildings recently issued in the region of Flanders: monuments that are
provisionally or definitely protected, or building sites located in (provisional or
definite) conservation areas, are exempt from its application. In this relatively small
region, this comes down to no less than 10,000 buildings listed as protected. Built
heritage thus remains out of reach, both practically - from the perspective of disabled
people - and legally - in terms of building regulation.
Is making built heritage (more) inclusive really beyond reach, the proverbial
exception to the rule? Or can we address it from a different angle? This paper reports
a field experiment that addresses the inclusivity of built heritage in a different way,
by allowing a group of people to become concerned with this issue. The context of
the field experiment is a European university, whose campus features a considerable
number of protected buildings. After introducing the origins and set-up of the
experiment, we report what insights it has yielded so far, how these are received by
different people and how they impact the real-world situation on campus. We draw
on field notes and pictures taken during participation in building visits, analysis
reports, and written and oral accounts by different people involved in or affected by
the experiment. After comparing the approach explored with more traditional ways
of addressing the inclusivity of built heritage, we conclude by questioning its
transferability to other real-world contexts.
21.2 Context
A university is a very specific and in a sense ‘unique’ institution (Biesta and Simons,
2009) in that it is multiple (id)entities at the same time (Heylighen and Nijs, 2011):
an institution of higher education where people study; a research institution where
people conduct research; a built environment featuring campuses, buildings and
rooms that accommodate students and staff; and an organisation with several
departments, including technical services that take care of the accommodation. These
multiple identities make a university an ideal setting for a field experiment.
A university is first and foremost an educational setting where people study.
Since young people are educated as much by example as through teaching,
environments that segregate teach acceptance of segregation, whereas inclusive
environments teach inclusion (Welch and Jones, 2001).
To some extent, a university is also a miniature version of society. Several agents
involved in or affected by making built heritage more inclusive are present in its
organisation: the building owners, architects and other built environment
professionals (e.g. building conservation specialists), services for construction,
management and maintenance, and building users, i.e. students, staff, and visitors,
both young and moving into old age, with and without disabilities. In line with the
exigencies of a ‘real’ experiment, we can thus say that the university offers an
‘ecologically valid’ setting.
Of all those active at a university, students, staff and visitors living with diverse
abilities and conditions can be considered as “user/experts”, a term introduced by
Elaine Ostroff (1997) to denote “anyone who has developed natural experience in
dealing with the challenges of our built environment”. Their experiences may offer
designers unique and expanded insights - see for instance Pullin (2009) and Helen
Hamlyn Centre (2009), yet in relation to built heritage their voices often remain
silent. Built heritage is typically approached in an essentialist way that focuses on the
built environment in itself. Giving voice to disabled building users in improving its
inclusivity, however, shifts the focus from built heritage to how people experience it.
Such a relational approach resonates with social conceptions of disability which,
unlike prevailing medical conceptions, place the body in its sociomaterial context,
recognising the interplay between physiological condition and features of the society
one lives in (Butler and Bowlby, 1997). In relation to built heritage, this move to
embrace disability as a social issue can be traced in the strategic framework for
access to historic and heritage buildings developed by English Heritage (Adams and
Foster, 2004). It is this framework which inspired us to conduct a field experiment at
Inclusive Built Heritage as a Matter of Concern 209
our university to involve disabled students, staff and visitors in addressing the
inclusivity of built heritage on campus.
informs us about how the user/expert in the team experiences the building visited,
rather than prescribing what should be altered. It is narrative in that it addresses the
building’s spatial qualities and obstacles in a way that respects the intricate
relatedness of things in how the user/expert experiences it, rather than point-by-point
(as in say a standardised checklist). The report is documented with photos and
graphic material that resonate with architects’ visual way of working.
Reports are shared and discussed with the other teams analysing the same
building, thus augmenting their validity, and with architects and other built
environment professionals of the technical services.
elements diminishes considerably in dark spaces. For the architecture students it does
not make a difference in which corridor they are walking, yet they feel that the
user/expert walks more cautiously through the darker corridors. A person with autism
also mentions the lack of (sufficient) natural light in the Pauscollege, which he
considers especially problematic in the long windowless corridors along the student
rooms. Deprived of contact with outside, he does not know on which side of the
building he finds himself. It is interesting also that the only corridor he finds beautiful
does have sufficient light. This enables him to see better how the space is finished.
More generally, several user/experts characterise the Pauscollege as unpleasant.
The blind person finds the building “not cosy at all.” It is “way too big” and there is
“not much order”. The user/expert with autism has the impression that “lumber is
lying everywhere” which he finds disturbing. After the visit, he is happy to be
outside again because he dislikes the interior of the building and has an oppressive
feeling inside. Asked what he finds unpleasant, he refers to the “prison corridor”.
This specific corridor is more spacious than the other ones, but because the “prison
feeling” prevails, he finds it particularly unpleasant.
In these examples some aspects of buildings are pointed out as problematic by
several user/experts, be it for different reasons. By not merely identifying problems,
but explicitly describing the different reasons cited for them by the user/experts, the
analysis reports can offer architects a better basis for designing more inclusive
solutions. Standard or conventional formulations of problems tend to trigger standard
or conventional solutions. By contrast, the descriptions of the reasons for these
problems in different wordings (e.g. “cosy”, “lumber lying everywhere”, a vague “too
big”) or metaphors (“prison corridor”, “prison feeling”) leave designers more
degrees of freedom through their semantic openness.
Still in the Pauscollege, another space the user/expert with autism finds beautiful
is the hall with the old staircase. The hall is light and spacious, and the rustic wood
offers a beautiful contrast with the white painted walls. More generally, old staircases
in the different buildings are clearly appreciated by several participants. In the
Arenbergcastle, for instance, a staircase in the porter’s lodge is praised in several
analysis reports for its comfortable dimensions and its handrail. The handrail does
not only offer a good grip, its banisters make the staircase clearly recognisable as
such to a blind user/expert. Also in the Pauscollege one particular staircase is
described as very comfortable and its handrail as offering good grip. These examples
demonstrate that the analysis reports include building aspects that are valued by
several user/experts, and not only those that are criticised by them. This enables
architects designing inclusive solutions to build on strength instead of focusing on
faults and weaknesses only.
In summary, then, the approach adopted in the field experiment shows that needs
may differ considerably depending on the person or situation, thereby unmasking
inclusivity of built heritage as ambiguous and situational. For some aspects of
buildings, however, several user/experts agree that they are either problematic or
valuable. This occasional convergence between different user/experts might suggest
a certain ‘universality’ of the problem or solution considered, yet universality or
generalisation is not an aim in itself here. More interesting is the fact that architects
are offered insight in why user/experts either dislike or value certain building aspects.
212 Heylighen
21.5 Discussion
Feedback from built environment professionals of the technical services suggests that
they value the analysis reports considerably. As one architect formulates it: “I found
the subjective analyses highly interesting and in many respects they actually taught
214 Heylighen
me more than the objective analysis of the accessibility office. I find the added value
thus very high.” Compared to the accessibility audit conducted by the professional
accessibility advisor, the architect especially seems to appreciate the nuanced
approach adopted in the field experiment: “An important aspect is the broadening of
the term accessibility by including very diverse disabilities, also and above all those
whereby the person is not “entirely” blind or chained to the wheelchair. The
experience of the person with autism surprised me in the most positive sense: he
uncovered in a very direct way problems (…) which we all do sense but never can
point to that well.”
Compared to the professional accessibility audit, the field experiment approaches
inclusivity of built heritage on campus from a completely different angle. To some
extent, inclusivity of the built environment can be - and often is - considered as what
Bruno Latour (2005) refers to as a matter of fact. Similar to AIDS, poverty, global
warming and equality, it is often something we are detached from, taken care of by
state officials or experts, instead of something to which we, as a public, are exposed
or attached (Simons and Masschelein, 2009). Accessibility legislation translates
inclusivity into facts (or indicators and averages) by fixing maximum heights of
thresholds and minimum widths of doors, which in turn can be objectively measured
by professional accessibility advisors performing accessibility audits. Reducing
inclusivity to the realm of matters of fact, in which accuracy becomes the closing
argument of professional experts, leaves those affected by it - the disabled people
themselves - seemingly incapable of joining the dialogue because they are supposedly
no experts in the field (Heylighen and Nijs, 2011).
As pointed out in the introduction, however, inclusivity of built heritage is often
not covered by accessibility legislation, or is considered as an exception to the rule.
The approach adopted in the field experiment acknowledges that there is hardly any
regulation available to address inclusivity of built heritage (including several
university buildings), and that the traditional specialisation and available expertise is
inadequate to solve this problem. Therefore, the approach allows for a group of people
to become concerned with or attached to this issue - architecture students, disabled
students, staff and visitors, and staff of the university’s technical services. In other
words, inclusivity of the built environment is not presented as a matter of fact. Rather,
through analyses of university buildings in collaboration with user/experts, it is made
perceptible in the public sphere and gradually becomes a matter of concern (Callon,
2005; Latour, 2005).
Feedback from the architecture students suggests that they experience this
alternative approach as highly motivating and insightful, but also as very unusual and
therefore somewhat confusing. From other courses, they have become used to the fact
that teachers have the necessary expertise to offer the (or at least a) solution, and they
are surprised to discover that for this issue, this is not the case. In the real-world
situation on campus, inclusivity of the built environment presents itself to the students
as ambiguous and situational. They learn to be affected in new ways by the same
issues (Latour, 2004; Despret, 2004). Through the particular dialogue with
user/experts in situ, i.e. in the protected buildings under consideration, the attention of
the architecture students is being trained.
One user/expert attests to this learning process: “[the student] was open to it. I
could clearly notice that by talking to her.” The user/expert enjoyed participating in
Inclusive Built Heritage as a Matter of Concern 215
the building visits, and would like the approach to become a compulsory topic of the
students’ program, allowing more people to become attached to the issue: “As an
elective course, you only have motivated students. That’s of course an advantage. But
then it’s something that is possible but not compulsory. (…) The more people you
address, the more obvious it probably becomes. Maybe it’s good to strive for a
matter of course instead of a possibility.”
Interesting to notice, however, is that even as part of an elective course, the
approach has a major impact on local decision making. The insights gained through
the visits meanwhile have motivated and enabled the technical services to implement
major alterations in some of the buildings visited. As we write, the Grote Aula is
undergoing major interventions to improve its acoustic comfort, which are directly
motivated by insights gained through the analyses with user/experts. The outcome of
these also played a crucial role in the negotiations with and convincing of the
conservation authorities. For the Van Dalecollege, input from the user/experts
unlocked the impasse the student services had ended up in (Heylighen et al. 2010).
The lack of organisation pointed out by several user/experts inspired major
organisational interventions to rearrange the student services more logically in the
available space so that all students can consult them, and yet interventions which
require altering the historic fabric remain limited (ibid.). Interestingly, these
organisational interventions come down, to a large extent, to restoring the logic
present in the original building, making use of its inherent qualities. By shifting the
focus from the protected buildings themselves to how people experience them, it
becomes clear that improving their inclusivity does not necessarily require
supplementing the present situation with new (material) layers; leveraging concepts
already present in historic layers may improve the value of the buildings from an
inclusive perspective, while respecting their heritage value.
21.6 Conclusions
Is making built heritage (more) inclusive the proverbial exception to the rule? Or can
we address it from a different angle? Starting from the real-world situation on a
university campus, this paper has demonstrated that it is possible to approach
inclusivity of built heritage in a different way. Key to the approach adopted in the
field experiment is that it allows for a group of people to become involved with or
attached to this complex issue as a matter of concern, rather than considering it as a
matter of fact. While the approach originally was not intended to be political, it turns
out to have a considerable impact on local decision making, which in turn impacts
the inclusivity of built heritage on campus. Concerns do matter - and are (cap)able of
mattering - apparently! Therefore it is tempting to suggest transferring the approach
to other real-world contexts. Yet we should keep in mind that the field experiment
took place in the ‘unique’ context of a university. In order to investigate to what
extent the approach is transferable to other real-world contexts, we seek to extend the
field experiment to protected buildings off campus. In addition, it would be
interesting to investigate how the skills developed by the architecture students
involved in the experiment are received in their professional situation after
graduation.
216 Heylighen
21.7 Acknowledgements
This research has received funding from the European Research Council under the
European Community’s Seventh Framework Programme (FP7/2007-2013)/ERC grant
agreement No. 201673. The author thanks all who contributed to the field experiment,
in particular the user/experts, architecture students, researchers, and staff of the
technical services. Special thanks go to Stijn Baumers, Jasmien Herssens, Sam
Michiels, Greg Nijs and Iris Van Steenwinkel for their invaluable comments on earlier
versions of this paper.
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London, UK
Heylighen A, Neyt E, Baumers S, Herssens J, Vermeersch P-W (2010) Conservation meets
inclusion. Model meets reality. In: Proceedings of the 5th Cambridge Workshop on
Universal Access and Assistive Technology (CWUAAT), Cambridge, UK
Heylighen A, Nijs G (2011) Studying (architecture) in dialogue with disability. In: Simons M,
Decuypere M, Vlieghe J, Masschelein J (eds.) Curating the European University. Leuven
University Press, Leuven, Belgium
Latour B (2004) How to talk about the body? Body and Society, 10(2-3): 205-229
Latour B (2005) From realpolitik to dingpolitik or how to make things public. In: Latour B,
Weibel P (eds.) Making things public: Atmospheres of democracy. MIT Press, Cambridge,
MA, US
Ostroff E (1997) Mining our natural resources: The user as expert. Innovation, Industrial
Designers Society of America (IDSA), 16(1): 33
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Simons M, Masschelein J (2009). The public and its university: beyond learning for civic
employability? European Educational Research Journal, 8(2): 204-217
Welch P, Jones S (2001) Advances in universal design education in the United States. In:
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Chapter 22
22.1 Introduction
Electronic Orientation Aids are dedicated to orientation assistance for the visually
impaired. They are made of at least 3 essential components: 1) A positioning system
(e.g. GPS); 2) A Geographical Information System (GIS) that includes both a
digitised map and a software designed to select routes, track the traveller’s path, and
provide him with navigation information; 3) A User Interface (UI) that relies on non-
visual (usually auditory or tactile) interaction.
These three components could all be the cause of usability issues. The first major
issue is error in GPS positioning that is frequently greater than 20 metres (especially
in cities), which is really not compatible with VI pedestrian guidance. Secondly, GIS
usually contain exclusively road networks, and hence lack pedestrian-related
information. Finally, the interaction with an EOA is a key element, and it must be
designed from the beginning for visually impaired users on the move. Virtual
interactive environments may represent a valuable platform to selectively isolate GIS
or UI-related issues for being safely and systematically tested in laboratory before
on-site evaluations.
With the rise of the number of EOAs, research groups were interested in virtual
environments (VE) to assist visually impaired people in learning Orientation and
Mobility skills (Sanchez and Tadres, 2010). Those systems have been developed to
help construct a mental representation of space from tactile or auditory cues, to
increase spatial cognitive abilities (Mereu and Kazman, 1996), and to give visually
impaired people a tool for safely exploring and learning about new spaces on their
own (Schloerb et al., 2010). Generally, these systems are designed to allow VI users
to explore virtual representations of real or abstract (e.g. a labyrinth) spaces, as well
as to interact with objects within these spaces (Sanchez and Hassler, 2006). However
they never rely on defective positioning, nor on GIS adapted to visually impaired
pedestrians.
With the purpose of improving autonomy in the mobility of the visually impaired,
this study proposes the exploration of a virtual environment (VE), through auditory
and haptic interaction. This platform allows the user to navigate in a virtual
environment representing an existing space (based on the GIS of a city for instance).
The aim of this platform is to systematically test several guidance processes before
implementation in an EOA. These tests will help to determine which guidance
process is the most efficient to compensate for inaccurate GPS positioning, while
improving mobility and orientation at the same time.
In the following section, we describe the guidance process generally used in
EOAs. In section 22.3 we present the proposed virtual environment framework. We
focus on the GIS component, user interfaces and mobility within the VE, and
technical issues during design and implementation steps. Finally we discuss how this
system will help to benchmark different guidance processes used in EOAs, and
evaluate resultant navigation performance and cognitive mapping.
(3) Points of Interest (POIs) such as places or objects that are potential destinations
(e.g. public building, shop, street furniture like mailbox or bus stop, etc.). When POIs
are not a destination per se but near the itinerary, they may be useful to figure out
how the different elements in a city are spatially organised. In addition, both
landmarks and POIs may subserve landmark-based navigation as well as path
integration.
We used data from Open Street Map (OSM) to construct the GIS database. OSM
is an open source project used by a large and dynamic community. The main
advantage is that OSM is an open resource, and it is easy to add data and features to
the database via a simple editor (JOSM). In addition, the data can be shared online.
Hence it is easy to annotate the OSM database according to the proposed
classification by editing nodes, ways, metadata tags and relations.
route selection algorithm from Kammoun et al., 2010) select a path between two
points. This makes it possible to easily import maps of different campuses or cities.
The control mode includes the feedback editor (tactile and auditory feedbacks).
The second Evaluation mode allows researchers and Orientation and Mobility
instructors to record and review the user behaviour in the VE. During an
experimental session, the system recorded in a text file the avatar’s (user) position,
orientation and speed within the VE, along with any interaction between the user
and the system.
For the experimenter display, different textures were applied according to the
type of surface (building, walls, etc.) or the type of line (e.g. tar texture is chosen
for roads, and zebra texture for pedestrian crossing). Figure 22.1a shows an
example of the University of Toulouse environment including the global map in
the lower right hand corner. Figure 22.1b shows a close-up view of the global map
with the actual position of the user (red spot) in the virtual space. The platform was
implemented in C++ code running under Windows 7. It uses an open-source
graphic rendering engine (OGRE 3D), and a cross-platform 3D audio API
(OpenAL) appropriate for displaying 3D spatialised sounds via the headphones. A
collision detection algorithm based on ray tracing was integrated into the
framework so as to allow real time collision detection in complex environments.
a) b)
Figure 22.1. a) A screenshot from the graphic interface of the virtual environment. The
global map is on the lower right hand corner. One can observe different buildings, walking
areas and car park areas. b) Close-up view of the global map, the red point represents the
position of the traveller in the virtual space. Each type of walking area (sidewalk, pedestrian
crossing, car park area, and road) is represented by a distinct colour.
selection is made for the Visually Impaired. Using the database described in
chapter 22.3.1 we were able to select an adapted path for a VI pedestrian by using
the algorithm indicated in (Kammoun et al., 2010). When a route was selected,
several sections defined by two successive Itinerary Points (IPs) were generated.
Each section contained a list of Landmarks and POIs extracted from the GIS.
As mentioned in the previous section, virtual 3D sounds, TTS and Spatialised
TTS were used to display instructions and environmental information (see Figure
22.2). Based on simple interaction properties attached to the different scene
elements it will be possible to design and evaluate many guidance processes. A
first instance of direction instruction process was designed by displaying a
spatialised sound on the next IP position according to the traveller position and
orientation.
a) b)
Figure 22.2. a) The green point represents an intermediary itinerary point (IP) (a virtual
spatialised sound is placed at this location). When the point is reached, feedback is given to
the subject and the next IP is activated. This guidance process allowed the user to reach
his/her destination by small, easily reachable steps. b) Blue points represent landmarks or
POIs selected on this path, and extracted from the GIS.
Figure 22.3. a) Representation of a recorded journey around two virtual buildings in the
University campus during an evaluation session with a VI user. Green, blue and red points
represent, respectively, IPs, landmarks, and POIs that were displayed. The dark line
represents the trajectory of the avatar. b) During the evaluation session, navigation speed
and orientation of the avatar were also recorded; each arrow represents speed and orientation
during navigation within the VE.
Landmarks and POIs in the vicinity of the path, which provide the user with
spatial indications about his surroundings were displayed. In this case, a circular
activation field (with an adjustable diameter) was attached to each type of element
224 Kammoun et al.
haptic feedback. There is a well-known issue related to the use of binaural sounds:
the spatialisation must be defined in the head-centred reference frame of the user,
not in that of the external world. However (Katz and Picinali, 2011) showed that
head-tracking was not necessary for 3D sound-based navigation in VE; 3D sound
synthesis based on the movements of the joystick (and hence on the displacement
of the avatar) was sufficient for users to succeed in non-visual navigation tasks.
A rich haptic interaction is provided through the use of a force feedback
joystick device. Many scene elements can generate vibration and force feedback
when they are encountered. This haptic interaction was designed to reproduce the
information that a visually impaired person gathers - including ground texture, step
and obstacle detection - when moving with a white cane or a dog.
22.6 References
Brock A, Vinot J-L, Oriola B, Kammoun S, Truillet P, Jouffrais C (2010) Méthodes et outils
de conception participative avec des utilisateurs non-voyants. In: Proceedings of the 22nd
Francophone Conference on Human-Computer Interaction, Luxembourg
Gaunet F (2006) Verbal guidance rules for a localised wayfinding aid intended for blind-
pedestrians in urban areas. Universal Access in the Information Society, 4(4): 338-353
Golledge RG, Klatzky RL, Loomis JM, Speigle JM, Tietz J (1998) A geographical
information system for a GPS based personal guidance system. International Journal of
Geographical Information Science, 12(7): 727-749
226 Kammoun et al.
23.1 Introduction
The physical environment holds great potential to improve the well-being of
people with dementia (Calkins et al., 2001; Van Audenhove et al., 2003;
Sternberg, 2009; Van Audenhove et al., 2009). However, when designing
environments for them, architects are faced with a lack of adequate design
knowledge. On the hypothesis that the perspectives of people with dementia have
the potential to expand architects’ design expertise (Zeisel, 2001), our research
aims to gain a better understanding of their spatial experiences in order to achieve
this end. This paper outlines how this overall objective has become more
articulated into more specific research questions through preliminary research:
• by reviewing literature in the fields of anthropology, psychology,
phenomenology, human geography, architectural theory, supplemented
with a study of (auto)biographies of people with dementia;
• by visiting 22 residential and care environments for people with dementia
in Flanders and one in the Netherlands;
• by talking to people with dementia, their family and professional care
givers and other professionals;
• by conducting open interviews with five architects, experienced in
designing residential and care environments for people with dementia,
about the strategies they used in former design projects;
• by conducting voluntary work, both in a day care centre and in a residential
care centre for people with dementia, one day a week during two months,
to become familiar with their daily life.
Secondly this paper explains which research methods are chosen to address the
proposed research questions, and why.
23.2 Context
Dementia is a syndrome of progressive memory impairment and loss of other
cognitive functions (American Psychiatric Association, 2000). This causes a very
particular way of experiencing and negotiating space (Godderis, 1992). Family,
friends and professional care givers often face a lack of insights into the way
people with dementia perceive the environment. It can be difficult, for example, to
find out why someone unexpectedly - and seemingly without provocation - gets
anxious, suspicious, or aggressive, how a person can get lost in a familiar
environment (Friel McGowin, 1993), or why people with dementia sometimes just
sit and stare for a long period of time seemingly detached from what happens
around them (Boden, 1998).
At the same time, we expect that there is much to learn from people with
dementia. As the main thread of the research conducted by our team, we consider
people with different abilities and/or conditions - in this case people with dementia
- as experts in perception and use of the (built) environment. They can bring
forward the very different ways in which people in a diverse and aging society
experience and negotiate their living environment and, thus, they can expand and
refine architects’ knowledge on how to design that environment.
In case of designing a living environment for people with dementia, the client
often differs from the future user, i.e. people with dementia. If concerned with this
future user, the client tries to communicate the user’s needs and desires to the
architect(s). Although clients often have several years of experience in caring for
people with dementia and the (built) environments they live in, interviews with
architects reveal that clients can articulate only few insights in the spatial needs of
people with dementia. For example, clients tend to emphasise the importance of
“normality” and “homeliness”, characteristics which architects find too vague to
work with. On the other hand, here lies an important role for architects, since we
expect that their spatial knowledge can afford new insights in the daily experiences
of people with dementia. In practice, however, architects often do not have or take
the time to explore this in depth.
Following from the above, we set out to explore the spatial experiences of
people with dementia from an architectural point of view. Moreover, we assume
that from this exploration we may also learn about the spatial experiences of
people in general. Indeed, people with dementia are persons in the first place, who
undergo a relative slow dementing process. Their often unrestrained and
spontaneous behaviour (Zeisel, 2001) may reveal how other people secretly or
unconsciously experience a certain situation.
stages in the dementing process, which may succeed each other at different rates.
The disease can strike people of different ages and all kinds of backgrounds
(Godderis, 1992). Since we are faced with such a great diversity of people who
often live together in a group housing facility, we do not intend to focus on a
delimited target group, e.g. women with early-onset Alzheimer’s. Instead we focus
on one important aspect which all people with dementia have in common, i.e.
disorientation in time, space and identity, due to memory loss (Godderis, 1992).
People with dementia, may find their sense of time becomes upset or even lost.
Now and then they do not know which (time of the) day or year it is, as Christine
Boden, a women with early-onset Alzheimer’s, witnessed:
“I don’t seem to have space in my brain for that sense of ‘Thursday-ness’ (or
whatever day it might happen to be), or ‘April-ness’ or ‘1981-ness’.”
(Boden, 1998)
One of the possible consequences is that their (daily) routines may get mixed
up. A person with dementia may, for example, want to go shopping in the middle
of the night (Braam, 2005). Something similar may happen concerning orientation
in space. A person with dementia may get lost in space and be baffled when, in the
morning, “everything seems new” (Braam, 2005). Additionally, people with
dementia show a particular way of knowing people, as Christine Bryden described:
“You see, I did not know their name, whether they were married or not, whether
they had children, if they had a job. I knew nothing about them, nothing in the
‘normal’ sense of how you know people and recognise them. The way I know people
is in a spiritual and emotional way. There’s a knowing of who a person really is
right at their core. But I have no idea who they are, in terms of who they are meant
to be in your world, of cognition and action, and labels and achievement.”
(Bryden, 2005)
The fact that people with dementia sometimes are disoriented in time as well in
space and identity may not be a surprise, since - according to several authors -
time, space and identity are interrelated dimensions. Edward Hall (1969) touched
upon the idea that the differentiation of time and space as two distinct dimensions
is only an arbitrary one, since in lived experiences they are actually “inextricably
bound up in each other” (Hall, 1969). Christian Norberg-Schulz (1971) also
explained that “perception mediates a world which could also very well be
described as ‘events in a four-dimensional space-time’.”
Moreover, Hall (1969) points out that space, and thus time, is also related to
identity:
“Man’s sense of space is closely related to his sense of self, which is in an intimate
transaction with his environment. Man can be viewed as having visual, kinesthetic,
tactile, and thermal aspects of his self which may be either inhibited or encouraged
to develop by his environment. “
(Hall, 1969)
Because of these interrelations we henceforth use the term ‘orientation in time-
space-identity’. Thus, we do not consider orientation merely as a means for way-
finding, i.e. knowing how to go from one geographical location to another. We use
230 Van Steenwinkel et al.
23.3.2 Movement
If we take our research question a step further, the question arises: How does a
person develop a sense of time, space and identity? Literature study revealed that
‘movement’ is a very important, if not an essential key to the development of a
sense of time, space, and identity. We found strong indications that a focus on
movements may yield an understanding of the lived experiences of people with
dementia.
Tim Ingold (2000) contends that “movement is the very essence of perception”
and Tuan (1977) explains the role of movement in orientation in time and space
(and therefore also in identity) by writing:
“We can have sense of space because we can move and of time because, as
biological beings, we undergo recurrent phases of tension and ease. The movement
that gives us a sense of space itself is the resolution of tension. When we stretch our
limbs we experience space and time simultaneously - space as the sphere of freedom
from physical constraint and time as duration in which tension is followed by ease.”
(Tuan, 1977)
Movements can be of different kinds and of different scales. For example, the
possible bodily movements in a room influence how a person experiences that
room. At a bigger scale, the daily commuting between home and office has a part
Spatial Clues for Orientation: Architectural Design Meets People with Dementia 231
in the ‘image’ a person develops of their living environment. Cycles like night and
day or the seasons are also movements, which “are embodied, incorporated into
our very constitution as biological organisms” (Ingold, 2000). Such movements
contribute to orientation. Being out of tune with them may be stressful and/or
confusing, for example, when a person with dementia gets up in the middle of the
night and thinks he/she needs to buy some food, but finds all stores closed (Braam,
2005), or when, in the late afternoon, a person feels it is time to go home, but is
hindered by carers or locked doors. Movements, sequences of tension and ease,
should not only be considered as physical, but also cognitive and emotional, e.g.
being ‘moved’ by a(n emotionally charged) conversation with friends or family
versus a peaceful time on your own.
Piaget and Inhelder (1971) describe that a comprehension of the physical
environment evolves from internalised actions rather than from mental images. We
know things not only by using our brain, but also by incorporating the movements
of other parts of our body. The following quote from a person with dementia
illustrates that his hands ‘know’ his PIN code when standing in front of the
keyboard, while his head could not remember it in advance:
“En route, I try to remember the PIN code. […] When I stand in front of the desk, I
know.”
(Braam, 2005)
The development of a sense of time also requires movements, and more
precisely the co-ordination of moving entities (like your own body, that of others,
or objects) at different velocities (Piaget, 1969).
Norberg-Schulz (1971) - drawing on the work of Otto Friedrich Bollnow
(1963) - describes the importance of movement to human beings as follows:
“How we get from one place to another is a basic aspect of man’s being in the
world. […] Life itself can be understood as movement from one condition to
another. This movement is incessant and continuous, but it has rhythm and form.
[…] Furthermore, man is part of a system of natural rhythms, such as night and day,
the change of seasons, and his own ‘ages’.
(Norberg-Schulz, 1971)
Therefore, movement seems to be a basic aspect of a person’s well-being or ill-
being. In the context of care for people with dementia we thus consider it valuable
to investigate their ‘movements’, through time, space and identity and the way
their built environment may reveal or hide cycles like night and day or possible
other events that mark particular points in time.
Consequently, we reformulate our research question as follows: How can the
physical environment as a motor medium afford or impede a person’s orientation
in time-space-identity? Setting out our exploration by considering the experiences
of people with dementia raises several sub-questions: Which activities, pauses,
events make up or are left out of the ‘timescape’ of a person with dementia,
supporting or hindering orientation in time? Which physical features induce
movements that constitute ‘the image’ of the environment for people with dementia
and, therefore, operate as clues for orientation in space? How can the physical
environment afford a place of one’s own affording orientation in one’s own
232 Van Steenwinkel et al.
identity? And how can the physical environment afford the feeling of coming or
being home, supporting orientation in time-space-identity? By analogy with
‘landscape’. Ingold (2000) uses the term ‘taskscape’, yet we prefer ‘timescape’
because it refers more explicitly to the dimension of time. By analogy with ‘the
image of the city’, described by Kevin Lynch (1960), though we will not limit our
study to only visual aspects of space.
architects (like other designers) learn about the nature of the problem/issue largely
as a result of trying out solutions (Lawson, 1998; Cross, 2006).
Moreover, the design outcomes of both approaches are presented to people with
dementia, their relatives and/or care givers. Indeed, former research projects have
shown that the evaluation of (unrealised) designs by possible users can elicit
additional insights in their experiences, like in research projects dealing with the
experiences of visually impaired people (Vermeersch et al., 2011).
23.5 Conclusions
The general aim of our research is to better understand the spatial experiences of
people with dementia, firstly because the physical environment holds great
potential to improve their well-being, and secondly because of the assumption that
their perspective could expand architects’ design expertise.
Based on preliminary research we figured out that - beside space - dimensions
of time and identity should be included in the research, since time, space and
identity are inextricably bound up with each other. Moreover, people with
dementia, because of their memory impairments, find difficulties in orientating in
all three dimensions. A literature study elicited useful concepts and theories to
explore the experiences of people with dementia. Most importantly, many authors
consider movement essential to perception. That is why we focus on how the
physical environment as a motor medium assists or impedes people in orientating
themselves in time-space-identity.
Our research covers several (if not all) types of dementia, several types of
housing facilities, and people with different backgrounds. In this way, insights can
be transferred to different contexts. Nevertheless, we are aware that other
important factors, e.g. socio-cultural background, have a part in how people
negotiate space. For that reason material from the fieldwork should be interpreted
cautiously with regard to the transferability of insights to different contexts.
We hope to add new insights on important aspects of how people with frailty
and cognitive impairment negotiate space and that our results will help designers to
improve the orientation and wellbeing of people with dementia.
23.6 Acknowledgements
The research reported here received support from the European Research Council
under the European Community’s Seventh Framework Programme (FP7/2007-
2013)/ERC grant agreement No. 201673. The authors would like to thank the
persons working in the residential care centres with whom we talked and who
showed us around in the buildings where they work, the architects who participated
in interviews, and especially the persons with dementia, their friends, relatives and
care givers for sharing time and experiences.
Spatial Clues for Orientation: Architectural Design Meets People with Dementia 235
23.7 References
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Amsterdam, The Netherlands
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Alzheimer’s. Thorndike Press, Thorndike, ME, US
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Index of Contributors
e
Langdon P.M ......55, 105, Oriola B ................... 217 Van Audenhove C........ 3,
...........115, 133, 145, 195 .................................. 227
Lanier E ....................185 Van Steenwinkel I .... 227
Patmore J.J ............... 133
Lazar J .................75, 185 Vermolen H................... 3
Pfluegel E ................. 125
Levesley M.C .............33
Preston N ................... 33
Lewthwaite S ............155 Waller S.D................... 55
Wang J ..................... 155
Riaz A ........................ 93
Macé M.J-M .............217 Weightman A.P.H ...... 33
Riedel J .................... 155
McIntee A .................185 Weir R ........................ 75
Ritgert D .................. 185
Mengoni M .................65 Wells J ...................... 185
Rogers Jr. R ............. 185
Mieczakowski A .......133 Wentz B ............. 43, 185
Rosenwald S ............ 185
Mon-Williams M ........33 Willis C .................... 185
Moran J .......................43 Sizemore B ................ 75 Wingo-Jones K ......... 185
Slate M ....................... 43
Nelson Jr. R ..............185 Sullivan S ................. 185 Yatto T ..................... 185
Nickpour F...................13
Nicolle C ..................175 Tenneti R .................... 55 Zitkus E .................... 145