patterns: and although the essence of a beautifully
designed building is hard to define the application of
patterns for room design etc can contribute to the
design of the whole.
A pattern describes an element of design
possibly together with how and why you would
achieve it. For example Alexander created patterns
which describe ways of placing windows in a room
and designing a porch which achieves a successful
transition between inside and outside a building.
These include textual descriptions and diagrams or
photos (Alexander, 1977).
Patterns for human-computer interface design
were first discussed in the late nineties, and
currently there exist a range of different pattern
forms. Some pattern builders choose a purely
narrative approach such as those found in the Design
of Sites (Van Duyne et al, 2002) whereas others are
more structured. Martin van Welie for example sets
out patterns under the headings Problem and
Solution Van Welie, 2002) A comprehensive list of
pattern forms can be found at Sally Fincher’s
Pattern Form Gallery (Fincher, 2003).
The pattern form used in this paper, is based on
Jennifer Tidwell’s UI Patterns and Techniques
(Tidwell, 2002) where the pattern has four sections,
Use When, Why, How, and Examples. A fifth section
entitled Tradeoffs has been included from the claims
approach, as there are always tradeoffs when
designing speech dialogues and these should be
made explicit.
A full day workshop, ‘Perspectives on HCI
Patterns: Concepts and tools’ at CHI 2003 was
attended by several of the pattern developers
referenced above, where they came up with the
pattern Language Markup Language
(PLML)(Fincher, 2003) which promises to provide a
generic pattern format.
4 THE OLDER ADULT AS A USER
Adults as they get older experience a wide range of
age related impairments including loss of vision,
hearing, memory and mobility, the combined effects
of which contribute to loss of confidence and
difficulties in orientation and absorption of
information. Significantly, age related impairments
affect people at different rates and even any one
individual from day to day. The need for Design for
Dynamic Diversity to accommodate this dynamic
diversity of ability in older adults was first proposed
by Newell and Gregor (Newell & Gregor, 2000) and
is demonstrated in interface design by Gregor
Newell and Zajicek (Gregor et al, 2002).
Furthermore, gathering interface requirements
from older adults requires considerable skill and
understanding of the user group. Newell and Gregor
also proposed (Newell & Gregor, 2000) that
standard User Centered Design techniques, which
rely on relatively homogeneous user groups for user
testing, should be replaced by User Sensitive
Inclusive Design, which seeks out diversity, in order
to ensure that systems are truly usable by older
adults result.
In summary then interface design for older
adults is more complex than for standard groups,
making optimum interface design more difficult to
achieve. It is therefore particularly important that
instances of design which work well for older adults
should be carefully documented and passed on for
other designers to use.
5 ADVANTAGES OF INTERFACE
DESIGN PATTERNS FOR
OLDER ADULTS
Guidelines provide a useful form of ‘advice’ for
designers and are necessarily generalized for a range
of applications. However the information embedded
in the guideline has been distilled either from a form
of craft knowledge, or theory or through
experimentation. If the guideline comes with the
‘reason’ attached together with an example of the
use of the guideline, the designer is a stronger
position to utilize the information.
The W3C, Web Access Initiative Guidelines
(Web Access Initiative Guidelines, 1999), which
were developed for Web designers so that they
could make their Web pages more accessible for
non-standard users, are accompanied by the reasons
for the guidelines, which enables the designer to be
aware of who she or he is excluding if they do not
follow the guidelines.
Designers therefore, especially those designing
systems for older adults, would benefit from access
to the information, experimental or otherwise, that
gave rise to the guideline.
Academic papers of course exist which describe
the experiments from which the guideline was
distilled, but these contain more information than
the designer requires. The argument here is that the
information relevant to good design practice should
be set out in a structured and informative way for
easy access by the interface designer.
Interface designers are rarely older adults
themselves and therefore have no concept of how it
would feel to access a computer when you are
experiencing the combined effects of memory, sight,
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