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"Make Me Love It": User Experience

The document discusses accessibility in user experience design. It defines accessibility as a measurement of a user's ability to use products and services based on their goals. Accessibility design aims to be inclusive of all users, regardless of ability levels, through universal design principles. Common barriers to accessibility include visual, motor, auditory, seizure-related, and cognitive impairments. The document provides examples of how to make designs more accessible for users with various limitations.

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0% found this document useful (0 votes)
49 views

"Make Me Love It": User Experience

The document discusses accessibility in user experience design. It defines accessibility as a measurement of a user's ability to use products and services based on their goals. Accessibility design aims to be inclusive of all users, regardless of ability levels, through universal design principles. Common barriers to accessibility include visual, motor, auditory, seizure-related, and cognitive impairments. The document provides examples of how to make designs more accessible for users with various limitations.

Uploaded by

Fdjajajajaj
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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 User experience: person’s subjective feeling and

attitudes about using a particular product.


 Usability: functional part of the product, including
Accessibility.
“Don’t make me think” “Make me love it”

Sistemas de audio, 2022-23 4. UX Design 7


Accessibility

Sistemas de audio, 2022-23 4. UX Design 14


What’s accessibility?

 Accessibility is a measurement of a user’s ability to


use products/services, the extent to and ease with
which they can meet their goals.
 A common misconception is that accessibility requires a
focus on users that have some kind of disability — but
that isn’t the case. Accessibility design is inclusive of
everyone.
 Maximising ease of use to reach all ability levels leads to
products that anyone can use and enjoy, whatever the
context.
 Accessibility design only widens the user pool, and helps
all users. The practice of designing to maximise the user
pool is known as Universal Design (Inclusive Design).
https://uxmag.com/articles/accessibility-in-ux-the-case-for-radical-empathy
Sistemas de audio, 2022-23 4. UX Design 15
Accessibility issues

 These are common barriers:


 Visual (e.g., color blindness)
 Motor/mobility (e.g., wheelchair-user)
 Auditory (hearing difficulties)
 Seizures (e.g. photosensitive epilepsy)
 Cognitive (e.g., dyslexia)
 (...)
 These barriers can also arise for any user:
 Incidental (e.g., sleep-deprivation)
 Environmental (e.g., using a mobile device underground)
 The possibilities are virtually limitless regarding who
might be trying to access your product/service and in
which situation.
https://www.interaction-design.org/literature/topics/accessibility
Sistemas de audio, 2022-23 4. UX Design 16
Visual limitation (defective color perception)

 Color perception comes from the information gathered


by the cone receptors.
 Cone receptors are color-specialized so an alteration in
the cones distribution implies a defective color
perception.
Red-blinded color perception.

Complete color perception. Green-blinded color perception.

Blue-blinded color perception.

Sistemas de audio, 2022-23 4. UX Design 18


 Do not use colour as the only visual means of conveying
some type of information.
 Use tooltips, thick borders, icons, bold text, underlines, italics,
etc. in conjunction with colour.

If you look at this screen in black and


white, it is impossible to know which
fields have an error.

https://www.alanzucconi.com/2021/05/24/accessibility-in-videogames/
Sistemas de audio, 2022-23 4. UX Design 19
Visual limitation (defective visual acuity)

 Do not use visuals as the only means of conveying some


type of information.
 Use sound as an informative channel (speech, alert sounds,...)
 Magnifying glass
 Ease reading but makes harder the navigation within a
document .
 Blindness: need for coding visual information as sound
or haptic codes.
 Speech: serial structure does not help navigation.
 Touch (Braille)

Sistemas de audio, 2022-23 4. UX Design 20


Auditory limitation

 Do not use sound as the only means of conveying some


type of information.
 Use visual information (UI) in conjunction with sound.
 Provide subtitles for speech excerpts.
 Alert Sounds: to use an unoccupied communication channel.
Some people will not receive the alert.
 Sign language: beware of a shorter vocabulary.

Sistemas de audio, 2022-23 4. UX Design 21


Cognitive limitation

 Vast range of disabilities, which can affect thoughts,


memory or even how information is processed.
 Remind about current objectives & inputs.
 Highlight important words and objects.
 Provide controls to adjust the game difficulty. Keep it simple!

Sistemas de audio, 2022-23 4. UX Design 22


Motor limitation

 Motor impairment
 Make the controls fully remappable.
 Support more than one input device.
 Speech-aided systems.
 Special devices: other body parts’ movement (head, mouth...).
 Motion sickness: mismatch between senses input and
virtual environment actions. Critical in VR apps.
 Allow personal configuration.
 Avoid critical situations when designing the experience.

Sistemas de audio, 2022-23 4. UX Design 23

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