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

Hcii 2016

Uploaded by

amb26
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
10 views

Hcii 2016

Uploaded by

amb26
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 10

About Us, With Us: The Fluid Project’s

Inclusive Design Tools

Colin Clark1 , Dana Ayotte1 , and Antranig Basman2


1
OCAD University, Toronto, Canada,
[email protected]
2
Raising the Floor - International

Abstract. Since 2007, the Fluid Project has been developing an in-
tegrated set of inclusive design methods and software tools to support
personalization, authoring, and software creation by users within the
context of a participatory, open source community. In this paper, we
position the Fluid Project’s inclusive design practice within the context
of interaction, participatory, and universal design methods. We exam-
ine and contrast these approaches from the perspective of supporting
user creativity throughout the process of designing and using software.
The Fluid Project is an open source community of designers, developers,
testers, users, and other diverse contributors who might not otherwise
fit into the highly technical and exclusive culture of conventional open
source software communities.

Keywords: Accessibility, Inclusive design, Fluid Project, development tools,


assistive technology, design methods, user creativity

1 Design Methods
1.1 Interaction Design
Industry-driven interaction design methods such as those of Cooper [3], Beyer
et. al [1], and IDEO [8] primarily look inward; they are created by professionals
and intended for an audience of like-minded designers and managers. These
methods aim to provide prescriptive, generalized, and reproducible techniques
for managing teams who design commercial software products or offer design
consulting services. The emphasis is on “modelling” users, their goals, and their
work or organizational processes (Beyer et. al [1]).
Despite an increased focus on user-centered design, which often invites users
into the fold of research in a more active way (as with the human-centric design
methods of [8]), such industrial modelling methods maintain the user in a passive
role as “consumer” or “customer”, often advocating for a rigid design focus on
typical or mainstream requirements while explicitly de-prioritizing the “edge
cases” of outlying, marginal needs [?].
While this approach works to simplify product requirements and focus de-
signers on the most popular features, it also risks excluding the crucial features
and customizations that enable people with disabilities to use a software prod-
uct, and which ultimately contribute to greater innovation and to the overall
usability of a system [21].
Moreover, interaction design advocates often argue that their subjects (i.e.
the individuals who use their software on a daily basis) are unable to be artic-
ulate or self-aware about their own technology needs, and that only industry
can provide design innovation, not users themselves [20]. User input gathered
through human-centered design methods provide a means for end-users to in-
spire the creative process of the “real” designers; the result is that there are few
opportunities for individuals to actively contribute to the design process and
work alongside professional designers, except as consumers or research subjects.

1.2 Universal Design


Universal design, with an explicit focus on meeting the needs of all individu-
als, including those with disabilities, substantially expands a designer’s creative
remit and responsibilities. However, the challenge of universal design is in its
emphasis on a single product or design that aims to fit the needs of all users
without adaptation or personalization. Ron Mace describes universal design as
“the design of products and environments to be usable by all people, to the
greatest extent possible, without the need for adaptation or specialized design”
[our italics] [15]. As the complexity and diversity of today’s software grows, we
argue that it is no longer practical for designers to plan for every user and every
feature within a single piece of software, nor to be able to fully understand and
obtain expertise in the infinite variety of creative, serendipitous, and unexpected
uses that software can be subjected to. Instead, the design process needs to be
supported by technologies that provide users with a means to materially change,
personalize, specialize, and extend their software environments.

1.3 Participatory Design


Participatory design, in contrast to many interaction design methods, offers the
potential for users to more actively engage in the design process. This often takes
the form of workshops and scenario-building exercises where users are invited
to explore design strategies alongside professional designers [23]. While partici-
patory and co-design techniques play a foundational role in the Fluid Project’s
inclusive design methods, particularly the concept of experienced designers work-
ing in harmony with users and other non-designers, we argue that workshops and
other “before-the-fact” design methods alone are insufficient for three primary
reasons:
1. Participatory design methods do not explicitly provide a means for ongoing
community “stewardship” or “curation” of the software product after the
initial participatory methods have been completed
2. Additional technological tools are needed in order support ongoing or user-
continued design, including the ability for individuals to customize, adapt,
and modify a “finished” software product
3. Most user-centered or participatory methods do not fully support the par-
ticipation of “extreme users” at the margins or those who have particular
needs that cannot be easily accommodated by traditional user research or
workshops [17]

2 Fluid’s Design Tools


Taking up the co-design position that “all people have something to offer to the
design process and that they can be both articulate and creative when given
appropriate tools with which to express themselves” [19], the Fluid Project has
been developing design and technological tools to support user creativity. We
aim to extend the design process into the designed artifact itself — to give
users the ability to continue the design process themselves, after the specialized
design effort has been finished and the product has shipped. This approach to
“adaptation as design” extends from creating tools that allow users to configure
their own interfaces, to technologies that support remixing, repurposing, and
sharing.
Designing inclusively, we argue, requires more than just design processes, but
also new technologies. This is the motivation for tools such as Fluid Infusion[18],
a software development framework that enables applications to be reconfigured
in context and preference-sensitive ways, and the GPII Nexus[12], which can
integrate diverse software components together in a way that will eventually
be supported by graphical authoring and programming tools accessible to non-
developers.

2.1 Catalogue of Design Tools


Fluid’s software and design tools are rooted in open community practices that
emphasize the role of users — especially users with disabilities — as co-designers,
“gardeners”, and ongoing maintainers of the project’s outcomes. Fluid’s ap-
proach emphasizes the importance of non-prescriptive design methods and self-
organizing collaborative teams who freely draw from a toolbox of design ap-
proaches (such as those documented in Fluid’s Design Handbook [14] and the
Inclusive Learning Design Handbook [13]) based on the design context and
the needs of participants and project stakeholders. We outline some of Fluid’s
community-driven design methods below.

UX Walkthroughs UX Walkthroughs are a hybrid technique based on heuris-


tic evaluation and cognitive walkthroughs, which emphasize paired or collabora-
tive evaluation of user interfaces by designers and non-designers alike, and which
serve to bring a diversity of perspectives to bear on the design process.
The UX Walkthrough technique is a procedure for examining a user interface
following a protocol and making assessments based on predetermined criteria. It
is based on proven conventional inspection procedures. It is a synthesis of meth-
ods that enables the reviewer to make assessments both from the user’s point of
view and that of a design expert. By combining elements from proven techniques,
a UX Walkthrough produces a result that reveals usability and accessibility is-
sues effectively and efficiently. The multifaceted nature of the UX Walkthrough
enables the reviewer to make assessments across several dimensions, including:
general design quality, task-oriented usability, assistive technology usability, ac-
cessibility standards compliance, and code quality.
A UX Walkthrough can be performed by novices as well as experienced eval-
uators. The result is a comprehensive and multidimensional report of usability
and accessibility issues in a website or application.

Personas and Use Cases provide models of potential stakeholders who may
use a product or service and the scenarios they may encounter when using it.
Although personas represent fictional people, their characteristics, needs,
goals and motivations are rooted in the insights and feedback collected from
various sources including formal or informal interviews/surveys or through famil-
iarity with the needs and interests of self, co-workers, friends or family members.
They begin as early, provisional sketches and often evolve through iterations as
more information is gathered. personas are behavioural models; they do not
represent the full demographics of any given population of complex and unique
people. They enable designers, developers and evaluators across a project to keep
a broad and diverse collection of stakeholders in mind. Considering non-obvious
or untraditional users helps a design team to think broadly and stay open to
unpredicted uses of the systems they are creating.
Use cases describe particular scenarios in which a persona may encounter and
use a product or service, providing more detail about specific tasks and goals
as well as helping to map out the potential steps in a workflow. User personas
and accompanying use cases are not meant to exhaustively describe all potential
stakeholders or situations; rather they help to illustrate key goals and behaviour
patterns related to the design in question.
When paired with the other tools, particularly User States and Contexts and
UX Walkthroughs, personas and Use Cases can help to paint a clearer picture
of a broad and diverse range of user needs and preferences. They must be used
with caution, since by their nature they create a distinction between user and
designer, and they must be tempered with the awareness that no single persona
or group of personas can independently determine the full range of potential
uses of a product or service.

User States and Contexts serve to “de-centre” and “multiply” personas, re-
ducing the risk of stereotyping with personas by emphasizing the dynamic nature
of a user and their needs across different contexts of use. This tool offers a way
to represent and “query” or visualize a diversity of user needs and perspectives
individually or in aggregate.
User states and contexts can be considered a use-modelling tool for evaluating
the ability of a design to be consumed and operated by users in a wide range of
states and contexts. A user states and context map can be used to demonstrate
the range of needs of users that are represented by a particular persona, or that of
a collection of personas. The map can also be used to consider and demonstrate
how a user’s state and context can change in the short term (e.g. on a daily
basis) or the long term (e.g. over a lifetime). By demonstrating the many states
and contexts a user can be in at any given time and in any given situation, it
presents a bigger picture by describing the broad and ever-changing range of
needs of a single user, and by allowing a comparison of the needs of multiple
users, thereby revealing patterns or commonalities — or even outliers and edge
cases that are worthy of elaboration — in needs that might not otherwise be
obvious.

Community Design Crits bring together designers, developers, and users to


discuss and critique design artefacts — including ideas, scenarios, mockups, and
in-development software.
Design crits provide a space, both local and remote via the use of video
conferencing tools, for informal feedback and input to be gathered on a regular
basis from a group of people with differing perspectives and differing stakes in
the design. Gathering feedback in this way allows everyone a chance to partic-
ipate in the design process from the start and in so doing reduces the typical
design/develop/test cycle time.

Open, Transparent Sharing of design artefacts and discussion on mailing lists


and other community forums based on lazy consensus governance principles [2],
which support community-based decision-making processes.
When working transparently, diverse participation in the design process is
more likely, as those who wish to get involved and who have access to the content
and tools can contribute. Accessible and open communication tools can provide
both a means of alerting the community to a group discussion or other activity, as
well as a means of distributing collaborative artefacts including meeting minutes,
design mockups, and other relevant information.

2.2 Using and Exploring Design Tools


These design and development techniques have been used with some success on a
number of software design projects, and have been extended to other communi-
ties and open source projects such as the Global Public Inclusive Infrastructure
[22]. However, there are significant challenges to designing within the context of
open communities, many of which we are still exploring. In particular, merito-
cratic governance runs the risk of being exclusive and dominated by contributors
in privileged positions (socially, culturally, technologically, and economically) if
a system is not in place to ensure that diverse contributions, especially those by
non-coders, are recognized and promoted (Emke [7]). Access to open source col-
laborative forums, which are sometimes synchronous, require high bandwidth, or
which too often privilege text-based communication over verbal or visual means,
can limit diverse contributions. We continue to experiment with, evaluate, and
test new social and technical methods for supporting ongoing engagement by
individuals with disabilities, non-technical contributors, and those who might
otherwise be excluded from conventional open source culture.

3 Technological Tools for Design


Technological tools to support such open and interactive design processes are,
in our experience, relatively scarce. This is not just because of the rarity of the
processes they would be designed to support — rather, we argue that the un-
derpinning for them is missing even at the technological level. In this section, we
survey the parallel story of technologies designed to support software developers
in order to highlight what is missing for design, and imagine the types of support
which could be created to support a community-oriented design process.

3.1 Distributed Version Control for Software Developers


Distributed version control systems (DVCS) gradually took over at the expense
of traditional centralised version control systems during the 2000s. These empha-
sise a more democratic, “peer to peer” model for managing community assets,
rather than the previous authority-based model whereby the definitive version
of a community asset was stored in a nominated central repository. The system
with the greatest mindshare currently is git[10], designed by Linux architect
Linus Torvalds in response to problems he faced managing a very large source
code base of millions of lines of code shared amongst thousands of contributors.
Especially as hosted by the hugely popular infrastructure site GitHub, git offers
important new affordances for software developers, above those directly implied
by adopting an open source contribution model.
Amongst the most interesting for our purposes is GitHub’s review model.
This allows a suggested contribution to a project to enter a rich interactive
lifecycle centred around a git artefact known as a pull request — a request by
the contributor that their work be accepted (pulled) into the community’s shared
project. GitHub’s pull request review interface provides the following facilities
to contributors:
1. Difference focused The interface highlights the differences between the
project’s state before and after the contribution is accepted. It is possible to
navigate to complete views of project artefacts before and after the contri-
bution.
2. A Content-focused discussion Comments can be attached to particular
parts of the contribution. These can start off a dialogue between the contrib-
utor and other project members which remains attached to the particular
content it is relevant to.
3. An archived record Even after the contribution is accepted into the
project (or, perhaps rejected) the pull request interface remains permanently
available in the archive, making it easy to revisit and understand previous
discussions
It is worth noting that this pull request workflow is particularly a facility
of GitHub rather than simply git itself — although it is enabled by the core
technology of git. Unlike git itself, GitHub is not an open source project and
its free-tier facilities are provided to the open source community as part of a
wider commercial offering by the GitHub corporation. However, alternatives to
Git and free alternatives to GitHub exist, such as Gitorius on git, or the darcs
hub[5] on darcs (although this currently has no pull request UI).

3.2 Nothing for Designers

Nothing similar to GitHub’s pull request user interface and workflow exists to
facilitate contributions to open source culture from non-developers. Our design
teams currently exchange designs as binary files (Adobe Illustrator files, Adobe
Photoshop files and PDFs) deposited in Dropbox[6], as attachments to wiki
pages, or sometimes using the non-distributed SVN version management system
(which scales better than git with large binary files). Comments and discussion,
as a result, must be separated from the design artefacts and occur in parallel
channels such as emails, IRC chats and Skype messages. Not all of this discussion
can be easily archived, and even when it is, there is still a tendency for it to
become separated from the design artefacts in question. None of the design
tools most commonly in use have accessibility features to facilitate contributions
from individuals with disabilities, such as the ability to attach descriptive text
narratives to wireframes and mockup images. This huge discrepancy between
the quality of tools provided to different kinds of contributors further erodes the
ideology of a “meritocracy” in open source communities.

3.3 Fluid’s Dream of an Inclusive Tool Chain

We dream that the same community affordances can be extended to all kinds
of contributors. The barriers to this — technical, economic, and social — are,
however, formidable. Providing, for example, an accessible equivalent to Adobe’s
Illustrator or similar visual design tools is a prohibitive task. Even where open
source alternatives to popular commercial visual design tools exist, they are
unlikely to provide useful accessibility and collaborative features that can be
integrated with robust, decentralised version management in a manner suitable
for non-technical users. It is clear that such tools will never be developed unless
there can be a fundamental change to the economics of software development.
Such a collaborative, accessible design tool could never stand alone as a single
product, but could only be viable as the pinnacle to a broad pyramid of inclusive
tools meeting a spectrum of similar needs, and meeting the broader needs of
inclusion and collaboration at each infrastructural level.
4 Building an Inclusive Tool Chain
Forming the basis of such an inclusive tool chain is the core aim of Fluid’s
core framework, Infusion. The needs of inclusion and collaboration both induce
similar kinds of requirements on software and content creation processes.

4.1 Working with Design Landmarks


A crucial way of organising such requirements is in terms of landmarks in a
design — named architectural points which can be used to focus discussion as
well as used to target further design. We take our inspiration from the kinds of
landmarks visible in HTML documents which can be successfully referenced by
means of a vocabulary of CSS selectors [4]. Landmarks can, for example, take
the form of tag names, CSS class names, or other attributes of a document node.
By means of targetting these landmarks with CSS selectors, designers can meet
both the needs of styling (using CSS rules), as well as further authoring (by using
document-oriented manipulation tools such as the jQuery library). Landmarks
are also a crucial requirement for a collaborative design process, in order to
attach comments and document-directed discussion on the design. Such CSS
rules have been an early, basic success for inclusive design, allowing designers
and developers to share access to a design space in a harmonious way.
Infusion aims to bring the affordance of these selectors and rules to the soft-
ware creation process, by organising software in cellular units named components
which are analogous to the DOM nodes underlying an HTML document, and
targetting them by means of IoCSS rules, analogous to the CSS rules used for
styling and editing HTML documents. This casts the world of software develop-
ment more in terms of document authoring than source code editing, and its final
artefacts taking the form of structured trees with landmarks rather than binary
opaque blobs. By creating an infrastructure which is suitable for authoring such
trees, and for casting designs both visual and architectural in terms of them, we
will support the creation of inclusive, collaborative workflows for designers of all
kinds.

4.2 Requirements Beyond Frameworks


However, not all such needs can be met simply through the means of a develop-
ment framework. Other requirements need to be met through:
– Building up hosting infrastructure for applications and data, and the tools
and infrastructure needed to manage it
– Building up community structures and workflows for welcoming, supporting
and reviewing contributions
– Building up and curating shared understanding of productive ways of casting
and solving design and implementation problems, organised, for example, in
“handbooks” of design guidelines, “bestiaries” of problems and their solu-
tions or other approaches like those listed in section 2.1
5 Conclusion
We will build marvellous things that will support inclusive, collaborative design
processes that will allow users, designers, developers and other contributors to
take control of their artefacts and the tools they use to create them.

References
1. Beyer, Hugh and Karen Holtzblatt. Contextual Design: Defining
Customer-Centered Systems. San Francisco: Morgan Kaufmann Publishers, 1998.
2. Capra, Eugenio and Anthony I. Wasserman. A Framework for Evaluating
Managerial Styles in Open Source Projects. Open Source Development,
Communities and Quality. Ed. Barbara Russo, et al. IFIP International Federation
for Information Processing, Volume 27. Boston: Springer, 2008. pp. 1-14.
3. Cooper, Alan and Reimann, Robert and Cronin, Dave: About Face 3: The
Essentials of Interaction Design. Indianapolis: Wiley, 2007. pp. 80.
4. Mozilla Developer Network - Getting Started with CSS Selectors https:
//developer.mozilla.org/en/docs/Web/Guide/CSS/Getting_started/Selectors
5. darcs hub - simple version control and collaboration http://hub.darcs.net/
6. Dropbox works the way you do
https://en.wikipedia.org/wiki/Dropbox_(service)
7. Emke, Coraline Ada. The Dehumanizing Myth of the Meritocracy. Model View
Culture (21), 2015. https:
//modelviewculture.com/pieces/the-dehumanizing-myth-of-the-meritocracy
8. ”Methods.” Design Kit. http://www.designkit.org/methods
9. GNU Image Manipulation Prograsm https://www.gimp.org/
10. The git project --distributed-is-the-new-centralized
https://git-scm.com/
11. The GitHub project https://en.wikipedia.org/wiki/GitHub
12. The GPII Nexus API https://wiki.gpii.net/w/Nexus_API
13. The FLOE Project, The Inclusive Learning Design Handbook
http://handbook.floeproject.org/
14. The Fluid Design Handbook
https://wiki.fluidproject.org/display/fluid/Design+Handbook
15. Mace, R. et al The Principles Of Universal Design
https://www.ncsu.edu/ncsu/design/cud/about_ud/udprinciplestext.htm
16. Clark, Colin, et. al.: Preferences Framework Overview
http://wiki.gpii.net/index.php/Preferences_Framework_Overview
17. Pullin, Graham, and Alan Newell. Focussing on Extra-ordinary Users. Universal
Access in Human Computer Interaction. Coping with Diversity. Berlin: Springer,
2007. 253-262.
18. Fluid Project: Fluid Infusion combines JavaScript, CSS, HTML and
user-centered design: http://fluidproject.org/products/infusion/
19. Sanders, Elizabeth B.N. From User-Centered to Participatory Design Approaches.
Design and the Social Sciences. Ed. Jorge Frascara. London: Taylor and Francis,
2002.
20. Skibsted, Jens Martin and Rasmus Bech Hansen. User-Led Innovation Can’t
Create Breakthroughs; Just Ask Apple and Ikea. Fast Company, March 3, 2007.
http://www.fastcodesign.com/1663220/
user-led-innovation-cant-create-breakthroughs-just-ask-apple-and-ikea
21. Treviranus, Jutta. Leveraging the Web as a Platform for Economic Inclusion.
Behavioural Sciences and the Law 32: 94-103 (2014).
22. Vanderheiden, Gregg, and Jutta Treviranus. Creating a Global Public Inclusive
Infrastructure. Universal Access in Human-Computer Interaction Design for All and
eInclusion. Berlin: Springer, 2011. pp. 517-526.
23. Wakkary, Ron. A Participatory Design Understanding of Interaction Design.
Science of Design Workshop, CHI 2007.

You might also like