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Designing for Elders
It is important to note that there is no 'one size fits all'
for older users of computers. In many respects there is much greater variance
than there is in the younger population. These variations come from differences
in health, prior experience with computers, and lifestyle.
In terms of health there are wide variations in mobility, eyesight, hearing,
and cognitive ability. Many older people use computers regularly, and
need very few, if any modifications. The majority however, need software
designs which are appropriate to their lack of experience using computers,
and acknowledge that older users are typically less willing to spend large
amounts of time learning how to use complex systems.
The most challenging group to design for are those who have
no prior computing experience at all. Many feel anxious about learning
to use computers. They see them as complex, and often fear that they will
not be able to understand them. For elders to be enthusiastic about using
computers they need to see a clear benefit at a reasonable cost (both
financial and effort). For older people the benefits often look less enticing,
while the costs look greater.
Any system for older people should therefore be as simple as possible.
Building systems on top of typical desktop computer interfaces is therefore
not appropriate since these systems are already complex, even before application
software is added. Instead systems should be designed as information appliances.
Hardware
Fitting computers into elders lifestyles is not always easy.
Desktop computers take up large amounts of space, which often makes them
impractical. Laptops are more compact, but are often too heavy to be easily
used by elders. Tablet PC's however offer a new format which has many
benefits. So called 'slate' tablets are smaller and lighter than laptops.
They also have no keyboard, but instead use a stylus for input. For elders
a stylus has the advantage of familiarity (it's simply a special pen),
and it conveniently combines a pointing device and text input, via handwriting,
into a single device. For the majority of older people the tablet is a
better solution than either a desktop or laptop computer. Those with severe
arthritis in their hands may find a stylus difficult or uncomfortable
to hold though so for these elders a more conventional keyboard and mouse
system might be preferable in these cases.
Design from scratch
It is not appropriate to simply take conventional application
software and add accessibility enhancements. While this might make it
technically possible for elders to use it does nothing to reduce the complexity.
In fact, many accessibility systems actually increase the level of complexity
substantially.
Instead systems for elders needs to be designed from first
principles. This allows the designer to keep the functionality restricted
to that which will most directly server the users needs. By reducing the
amount of functionality the complexity can be controlled. Only functions
which are of direct (and daily) use to elders should be included. Functions
which might be used once a month or less will almost certainly be forgotten
about, and never actually used. Most elders are unlikely to ever become
power-users, they are likely to remain novice users, and so the interface
should only offer functionality at that level.
As an example, an email client for elders needs to be able
to receive and send email, to and from a small list of contacts. Features
such as multiple mail boxes, filtering, attachments and so on are not
important, and should be excluded. It might not even be important to keep
emails for more than a very limited time. By reducing the design requirements
down to the bare essentials a simple effective design is much easier to
reach.
Interaction Idioms
Typical desktop GUIs include a large range of interaction
idioms, most of which are inappropriate for elders, especially so for
those with no prior computing experience.
A classic example is the double click. For elders with poorer manual dexterity
performing a double click can be very difficult, if not impossible. Double
clicks also raise the problem of when to click once and when to double
click. Designs for elders should never require a double click.
Another example is the cascading menu. To navigate a menu with several
levels of submenu requires very precise movements. For those with limited
manual dexterity this is often impossible. Menus also hide functionality
making it much less likely that it will be found and used. For both these
reasons menus should not be used.
With tablet PC hardware the two actions which appear to pose
no difficultly are tapping the screen with the stylus (to perform the
equivalent of a mouse click) and writing (physically dragging the stylus
across the screen). The acceptable idioms are therefore tapping on-screen
buttons (essentially clicking), writing and dragging.
For tapping and dragging target size is important. Buttons
and draggable objects need to be significantly larger than for younger
users. This makes the legends on buttons easier to read, and makes hitting
the target easier for those with dexterity difficulties.
Configuration
Most users of any age find configuration difficult. To misquote
Oscar Wilde "in configuration interfaces, the foolish ask questions
the wise cannot answer". Configuration should be done by the system
installer, not by the user. Asking a older user to set parameters on their
system which are meaningless to them, but if entered incorrectly will
disable the system increases distrust of the system, and decreases reliability.
As far as elders are concerned the system should simply work. Allowing
them to change configuration options after installation is equally unwise,
since it makes it very likely that they will accidentally do so, and not
know how to undo the damage.
For elders adding someone to an email
address book is almost a configuration option. Although in this is something
they would want to able to do, it should be somewhat protected
to avoid accidentally removing people from the list. Allowing clear ways
to back out from any sort of configuration area is vital.
Navigation
While typical GUIs provide a windowing system to allow for
multitasking this increases the complexity dramatically. When designing
for elders careful consideration should be given to idioms such as dialog
boxes. The concept of modal dialog boxes is not understood well by older
novice users, who tend to simply try to ignore them, and then get confused
when the rest of the interface is unresponsive.
If users can navigate between different parts of the interface then there
is also a risk of getting lost. Having a simple and consistent way to
return to the starting point is important to minimise this risk. This
help recover from dead ends in the interface, where an older user may
have forgotten where to go next, or how to return to a previous state.
Contrast
Colour selections for interfaces need to ensure good contrast.
Blue/Black contrast becomes especially difficult for older users. With
reduced spatial acuity font sizes also need to be increased. This is very
dependent on the individual, but a reasonable size is about 18pt. There
is also a difference here between what can be read and what is comfortable
to read. Frequently older users can read small text but struggle to do
so, and find it uncomfortable. When asked they may still respond that
they can read smaller text despite this.
Documentation
The trend towards no documentation (or only online documentation)
is entirely inappropriate for elders. Instead clear step by step documentation
is required, with plenty of illustrations. If documentation is not provided
it is likely it will be requested by elders.
Training
As with documentation, training is essential. For elders
who are nervous about using technology being shown how to use it increases
confidence. Individual training is preferred over group training, due
to the wide range of abilities and difficulties that
Author
Peter Bagnall (Lancaster)
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