| Tutorial
2: The Graying of Design/The Psychology of Aging: Improving Interaction
through Understanding |
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Kathleen A. Straub, Ph.D.,
Human Factors International
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Audience: |
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Curriculum: |
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Monday,
8:30 5:30 |
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This tutorial provides an overview
of research on the psychology of aging and interface design. Rather than
offering simple guidelines, we describe physiological, sensory, cognitive
and social changes associated with aging. This theoretical underpinning
provides will allow designers to confidently and effectively design for
the graying population.
PARTICIPANT KNOWLEDGE AND EXPERIENCE EXPECTED
Participants should be familiar
with basic usability techniques. However, there is no assumption that
they are familiar with the cognition of aging.
Learning Objectives
Individual who participate
in this session will gain an nderstanding of
- how technology can/has influenced the process of aging in the US
- the demographics and activities of older individuals on the web (Who
are they? How do they get there? What do they do? How often do they
do it?)
- the physiological, sensory, cognitive and social changes associated
with aging.
- the implications of age-associated change on the user-centered design
process (including both data gathering and design)
- the distinction between design and deign for aging
TakeAways
- Throughout the tutorial, participants will learn tips and tricks
for interacting with and designing for older users.
- They will learn simple, low cost ways to simulate aging to allow
(other) designers to experience the user view of typical internet design.
- They will receive a convenient, one-page set of research-based guidelines
for effective design for aging.
HOW THIS TUTORIAL WILL BE CONDUCTED
This tutorial alternates between presentation, hands-on discovery and
discussion/debriefing. The majority of the time will be devoted to hands-on
discovery and discussion.
To achieve the goals of this tutorial for this audience, some Lecture/Presentation
is necessary in to ensure that participants develop a foundational understanding
our empirical understanding of cognition and aging. Presentation materials
are designed so that lecture-based presentation never exceeds 30 minutes.
Lecture is punctuated by frequent questions to the participants. The questions
range from
- “Have you experienced anything like this?” which allows
for direct application of just-learned materials through deconstruction
of experience. punctuated by exploratory activities and discussion.
- “Why would we, as designers, care?” which engages participants
to generate real-world applications for just-learned materials
- “How will designing for aging affect the experiences of the
rest of the user population” which encourages the generation of
real world solutions reflecting a balance between the needs of various
user groups.
Activities are designed to reinforce the just-experienced materials. In
addition, they are designed to provide participants an opportunity to
build upon materials and experiences presented earlier in the day.
Interactives are completed collaboratively to encourage collaborative
discussion and experience sharing.
DETAILED DESCRIPTION OF TUTORIAL
8:30-9:00 Getting Set Up Willing participants will be
asked to bring wireless enabled laptops for use during the tutorial. We
will set aside this time, before the seminar begins, to set up.
9:00-9:10 Introduction & Logistics
9:10-9:30 Sociology, Technology and Aging Exploration of Modernization
Theory and its revisions
Group Discussion: How have technologies
such as the internet have modified the disengagement process often thought
to accompany aging? What are some of the challenges older individuals
face in the adoption of emerging technologies?
9:30 – 10:15 Experiential Learning: Usability Testing with
under conditions of Simulated Aging
Discuss the experience Prior
to the tutorial, the instructor will develop brief usability testing scripts
to quickly evaluate:
- An Interactive Voice Response System
- A Web Site
During the exercise, the participants
will work in small groups (# per group will depend on the laptop situation).
Ideally the participants will work in pairs. Each group will be given
an ‘aging kit.’ The elements in the kit will degrade the sensory
capacities. These kits, which can essentially be replicated in everyone’s’
bathroom, include some combination of
- cotton balls to diminish hearing capacity
- glasses to simulate vision deficiencies (smearing Vaseline simulate
cataracts; dark film over the center simulates macular degeneration)
- gloves to simulate arthritis and/or diminished tactile sensation.
During the IVR testing simulation
one group member will be the ‘older person’ and the other
will be the test moderator. The participants will switch roles for the
web site testing section. For both testing sessions, the tasks are designed
to represent increase cognitive load (either via required dual tasking
or similar means.) Discussion: What was the experience of trying to use
technology with limited sensory capacities like? What was the experience
of testing an individual with limited sensory capacities like? Do you
see any implications for user-centered design? User centered testing?
10:20-10:30 Break
10:30-10:45 Demographics of Older Users Review recent
statistics/research on who is there; How they learn about the web; What
they are doing; How they are getting thereDiscussion: How will the demographic
trends that we are seeing now change in the next 25 years (particularly
with respect to our assumptions about older individuals experience with
technology)? How might that change design?
10:45-11:00 Basic Cognition Introduction/Review Introduce
the basic domains of cognition and map them to interaction/task design.
(Attention, Learning, Memory, Language)Demonstrations and Interactions
Simple in-your-seat participant driven demonstrations are embedded in
these materials to bring the theory to life.
11:00-11:45 Sensory/physiological change associated with age:
Vision· Audition· Tactile Sensation· Movement
Review research on trends in
physiological/sensory changes Demonstrations and Interactions The presentation
of materials will be dotted with in-your-seat interactive demonstrations
to bring the material to life. For example, participants will experience
the degeneration of color contrast in aging by being given yellow sunglasses
and asked to sort M&Ms by color. In addition, when possible we will
present videos to simulate the experiences of individuals with various
types of normal and pathological age-associated decline. For example,
we will present eye-tracking video simulating site users who present with
macular degeneration.
Crossing the Research-to-design
Chasm (discussion questions): How can technology compensate for sensory
or cognitive changes? How do these changes impact the design at the task
or page level?
11:45-1:00 Lunch
1:00-1:45 Cognitive changes associated with age:· Attention·
Memory· Language· Learning
Review of research on trends
in Cognitive Aging, Demonstrations and Interactions The presentation of
materials will be dotted with in-your-seat interactive demonstrations
to bring the material to life. For example, participants will experience
the misapplication of strategies/inflexibility in problem solving through
demonstrations of ‘mental set’Crossing the Chasm (discussion
questions): How will these age-related impact the way that usability professionals
must approach the stages of user-centered design (e.g., interviews, detailed
design, testing)?
1:45-2:05 Field Trip to the Bathroom Participants will
be sent to their rooms (!) to evaluate the usability of their rooms (and
particularly their bathrooms). They will be encouraged to go in small
groups, if they are comfortable doing so. The instructor’s hotel
room will be fair game, as well. They will be asked to quickly sketch
and justify of an improved faucet design based on the age related changes
and challenges presented so far.
2:05-2:20 Debrief/Discussion on Field Exercise In small
groups, participants will review and recommend design changes to either
their own sites/applications (preferred) or to the IVR and Web interfaces
that that were tested in the simulation earlier in the day.
2:20-2:35 Break
2:35-3:00 Expert Review with an Eye for Aging
2:50-3:00 Discuss/Debrief
Small groups will review either their own site or a common interface.
They will be encouraged to identify design elements and/or task flow processes
that present special challenges for the aging population.
2:45-3:00 Social Changes associated with Age This material
provides a cursory review of changes in motivation structure, expectations
and social support systems available to the aging population.
3:00-3:45 Experiential Learning: (Re-)Design for Aging Challenge
This exercise pulls the content of the day together by having participants
apply their learnings actively in the redesign process. In small groups,
participants will review and recommend design changes to either their
own sites/applications or, if they choose, to a common site (perhaps the
IVR and Web interfaces that that were tested in the simulation earlier
in the day). Participants will work in small groups to identify the elements
of design to Participants will Present their re-designs recommendations
for feedback and discussion
3:45-4:00 The real world Special challenges when working
with older populations, including older individuals with specific neurodegenerative
pathologies. Participants will be encouraged to share their experiences
4:00-4:15 What’s different? Warm-down discussion:
How does designing for an aging population critically differ from design
for a younger one?
4:15-4:30 Questions, Course Reviews and Debrief
SPEAKER BIO
Kathleen A. Straub, Ph.D.
Chief Scientist / Executive Managing Director
Human Factors International
Dr. Kathleen Straub is the Chief Scientist and an active project lead
at Human Factors International. In that role, splits her time between
hands-on design/strategic consulting, formal usability testing and teaching/mentoring.
In her consulting engagements, she applies a range of user-centered design
strategies to develop and test customer and citizen-centric interface
designs. In addition, Kath provides strategic support to institutions
and organizations working to socialize and institutionalize their usability
efforts. Kath has developed and presented instructional materials in both
professional (usability) and academic/scientific (psychology & cognitive
science) training environments. Finally, she actively collaborates with
colleagues from government and academia on a number of research projects
focusing on basic usability issues and, periodically, psycholinguistics.
Kath is a member of the UPA, APA Division 21 (Engineering Psychology),
ACM SIGCHI and the Psychonomic Society of America.
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