Teaching Universal Design in Computer Science
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Transcript of Teaching Universal Design in Computer Science
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</Teaching Universal Design In Computer Science>
Damian Gordon, Ciaran O’Leary
Centre for ExcellenceIn Universal Design
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BSc (Information Systems/Information Technology)
DT255
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ConversationInteraction
CollaborationMotivation
MobilityTracking
GlobalisationFlexibility
Traditional On-Line
Blended Learning
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Information Systems
Computer Technology
Programming and Algorithms
Year 1, Semester 1
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Information Systems
Computer Technology
Programming and Algorithms
Year 1, Semester 1
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People1. Discover 2. Define
3. Develop4. Deliver
4Ds
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Low Physical Effort
Size & Space for Approach and Use
Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use
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Low Physical Effort
Size & Space for Approach and Use
Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use Overriding Philosophy
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Low Physical Effort
Size & Space for Approach and Use
Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use Overriding Philosophy
General Principles for Realising Philosophy
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Low Physical Effort
Size & Space for Approach and Use
Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use Overriding Philosophy
General Principles for Realising Philosophy
Principles for Realising Philosophy within the
Built Environment Domain
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Low Physical Effort
Size & Space for Approach and Use
Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use Overriding Philosophy
General Principles for Realising Philosophy
Principles for Realising Philosophy within the
Built Environment Domain
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Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use Overriding Philosophy
General Principles for Realising Philosophy
Low Physical Effort
Size & Space for Approach and Use
Principles for Realising Philosophy within the
Built Environment Domain
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Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use Overriding Philosophy
General Principles for Realising Philosophy
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Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use
Use of Patterns
Consideration for Users
Overriding Philosophy
General Principles for Realising Philosophy
Principles for Realising Philosophy within the
Computer Science Domain
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Perceptible Information
Tolerance for Error
Flexibility in Use
Simple and Intuitive
Equitable Use
Use of Patterns
Consideration for Users
Repeated themes in terms of navigation and functionality
Understand the users’ needs, consider personas, speak their language
The use of colours, use of clear language, etc.
Catching, preventing error, clear error messages.
Configurable interface, adapts to user needs, variety of ways of achieving the same thing (e.g. hotkeys)
Navigation pathways, metaphor, number of clicks, breadcrumbs, etc.
One product designed well for everyone.
These are in essence End-User
Guidelines
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…and just focuses on
the user interface…
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…and just focuses on
the user interface…
What about the
code itself?
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End-UserGuidelines
DeveloperGuidelines
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End-User Guidelines Developer Guidelines
A. Provide the same means of use for all users: identical whenever possible; equivalent when not.
B. Avoid segregating or stigmatizing any users.
C. Make provisions for privacy, security, and safety equally available to all users.
D. Make the design appealing to all users.
A. Provide a range of IDEs and development environments.
B. Ensure that all the necessary assistive technologies needed are provided.
C. Provide versioning software, document backup facilities, and undelete features.
D. Ensure the software is as readable and clear as possible.
Equitable Use
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End-User Guidelines Developer Guidelines
A. Provide choice in methods of use.
B. Accommodate right- or left-handed access and use.
C. Facilitate the user's accuracy and precision.
D. Provide adaptability to the user's pace.
A. Provide a range of IDEs and development environments.
B. Provide a range of input devices, e.g. keyboards, voice synthesis
C. Provide code standards checking tools
D. Develop in a modular, component based approach
Flexibility in Use
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End-User Guidelines Developer Guidelines
A. Eliminate unnecessary complexity.
B. Be consistent with user expectations and intuition [Navigation pathway, breadcrumbs]
C. Accommodate a wide range of literacy and language skills.
D. Arrange information consistent with its importance.[Metaphors]
E. Provide effective prompting and feedback during and after task completion.
A. Implement features in common, expected ways, don’t obfuscate.
B. Be consistent with developer expectations.
C. Accommodate a wide range of literacy and language skills.
D. Arrange information consistent with its importance.
E. Use software libraries when possible.
Simple and Intuitive
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End-User Guidelines Developer Guidelines
A. Use different modes (pictorial, verbal, tactile) for redundant presentation of essential information.
B. Maximize “legibility” of essential information.
C. Differentiate elements in ways that can be described (i.e., make it easy to give instructions or directions).
D. Provide compatibility with a variety of techniques or devices used by people with sensory limitations.
A. Comment the code prolifically.
B. Use clear variable names and module names.
C. Build in help features into the code.
D. Provide compatibility with a variety of techniques or devices used by people with sensory limitations.
Perceptible Information
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End-User Guidelines Developer Guidelines
A. Arrange elements to minimize hazards and errors: most used elements, most accessible; hazardous elements eliminated, isolated, or shielded
B. Provide warnings of hazards and errors.
C. Provide fail safe features.D. Discourage unconscious
action in tasks that require vigilance.
A. Develop software using the principles of defensive programming.
B. Catch errors where possible.
C. Give detailed and clear error messages.
D. Avoid global variables, and modules that cause side-effects.
Tolerance for Error
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End-User Guidelines Developer Guidelines
A. Provide repeated themes in terms of navigation.
B. Provide repeated themes in terms of functionality.
C. Provide standard screen formats.
D. Provide visual cues.
A. Use software design patterns.
B. Use the same coding approaches.
C. Use the same naming standards for variables and modules.
D. Use standard library functions.
Use of Patterns
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End-User Guidelines Developer Guidelines
A. Understand the users’ needs.
B. Consider the use of personas.
C. Speak the End-users’ language.
D. Provide help features.
A. Develop modular code to help the developers
B. Develop easily extensible code.
C. Adhere to coding standards
D. Comment complex elements of the code, and refer to design documents.
Consideration for Users