Is it harder for older people to create and track passwords than younger people? Maybe not. But there could be a difference in the way the two groups deal with the issues. A research study comparing a group of older people with a group of younger people provided surprising results. Older people had no problem creating and remembering passwords because they devised their own memory strategies.
The most reported concerns were the same for both age groups. They were remembering passwords, the security of passwords and systems, making strong passwords, and requirements being too complex. Older people were more concerned about being locked out of their accounts due to forgetting the password.
Some of the simple strategies for password creation by younger people resulted in less secure passwords. But older people had more difficulty in creating strong passwords.
Length and strength
The first surprising result was that on password length, older participants reported having little difficulty with this aspect of password creation, while young participants had considerable difficulty. However, on a follow-up opened ended question, many more older people elaborated on their difficulties, which included the use of special symbols and difficult making strong passwords.
On the other hand, young participants most often expressed difficulty in re-using previous passwords. These findings are generally in line with results from others that older people were using familiar words and phrases for passwords. Perhaps this avoided the complexity of combinations of characters, numbers and symbols.
Many online services require a secure account, usually password protected. Creating and tracking these accounts and passwords is difficult for everyone. This is a vitally important issue as online accounts now give access to many healthcare, financial and support services.
This study used an online questionnaire to investigate the behaviours, problems, and strategies for creating and using password-protected online accounts with a sample of 75 older UK participants (aged 65 to 89). They were compared with a similar sample of young UK participants (aged 18 to 30).
The results were surprising with unexpected differences between the groups, but many similarities. For example, older participants had no difficulties creating passwords of the right length, whereas young participants had difficulties in that task.
Older participants had many more complex strategies for creating and remembering passwords. Young participants relied more on re-using old passwords with small changes which then probably caused difficulties remembering them. These results suggest we need to rethink the approach to better supporting older people in password creation and use, taking a more universal design approach, supporting all users with a range of options.
Pictures, photos, infographics, icons – they all convey messages. It is often said that images say more than words. A bar graph gives a visual representation of statistics making it easier to understand. A photo of a landscape in a tourist brochure piques interest in a place. Readily recognised icons send instant messages, such as this is a train station or this is a toilet. But it needs to be accessible graphic design.
Graphic design is an essential element of all communication.
The way text is presented also sends messages. For example, a tiny faint font sends the message to people with low vision that they are not included. A busy page with tightly compressed text is readable but uncomfortable.
When graphic designers consider accessibility and inclusivity in their work, the result is a better experience for all…
Woolley’s research explores how graphic designers learn about, interpret and implement accessibility standards into practice. She used participatory research methods, often referred to as co-design. The outcome is a framework and a set of recommendations for supporting the graphic design industry in Canada.
The thesis discusses many aspects of accessible and inclusive design, and it’s role in equitable access to public information. Woolley has three main pillars of discussion.
Understanding the importance of access – the moral angle
Understanding industry standards and guidelines – the responsibility angle
Understanding accessibility legislation – the legal angle
The framework and recommendations were designed through a collaborative process with participants and represent a collective need for industry support.
Handbook for accessible graphic design
Download this free practical handbook for accessible graphic design from Canada. The text covers typography, digital media, web accessibility, Office documents, accessible PDFs, print design, environmental graphic design, colour selection and more. It’s relatively easy to read and has a logical structure. At the end is a list of publications, links to websites and tools to help.
How did you choose the colours for your last website update? Did you choose colours based on your brand logo and text or did you use the Web Content Accessibility Guidelines (WCAG) algorithm? But can the WCAG algorithm guarantee good legible colour contrasts for websites? Research by The University of Cambridge says it doesn’t. So they have developed an alternative algorithm for good colour contrast for websites.
Examples of black and white text for comparison
The Accessible Perceptual Contrast Algorithm proposes that legibility of text on websites is better with perceived difference than a mathematical contrast ratio. White text on strong coloured backgrounds are preferred over black text in almost all cases in the study.
In the examples above, the black text passes the WCAG contrast ratio but fails the white text. The Accessible Perceptual Contrast Algorithm passes the white text and fails the black text.
This is important information for choosing brand logos and text so it isn’t just something web designers should know. Many website designs are guided by brand colours so choose carefully. This information is also important for product labelling especially for online shopping.
Colour contrast enhances usability
Using eye tracking and similar software, researchers investigated the way users read and access information on websites. They chose a travel website and a banking website for the research. The study found that the positioning of information and increased contrast enhanced the ability to find key elements on the website.
The article takes a universal design approach to the study, and uses eye tracking technology. The study found that regardless of website context, universal design principles are key to creating effective and accessible interfaces.
Anyone interested in optimal colours for web and phone might be interested in a project that came out of a colour matching game app. The game is based on colour perception. Feedback data showed designers how people perceive colour. With the help of academics they began to analyse the data in meaningful ways.
Preliminary analysis indicates there is a variation across countries. For example, Norwegians were better at colour matching than Saudi Arabians. Singaporeans struggled to identify greens, and Scandinavians did best with red-purple hues. Research papers are to follow which could lead to more inclusive colour choices. The article concludes,
“But the fruits of the project live on in open source. A generic version of Jose’s tools to query the Specimen dataset are hosted here on github. My greatest hope is other researchers find and make use of what was gathered, and that other designers and engineers consider leveraging play in unexpected ways”.
How much does software design impact the way women and men perform tasks? Seems there is a gender bias. A study found the amount of thinking required (cognitive load), aesthetics, and emotional design could affect task performance. The level of usability, however, has little significance when it comes to gender.
Gender is not factored into the design for usability or performing tasks. Female users are poorly represented in software development which means males are designing for themselves.
Language processing and visual perception are notably different in females and males. Technology applications usually need additional cognitive processing determined by emotional perception. They also need retained working and memory details. So if men are the ones designing software, they will build in a bias towards their cognitive strengths. Consequently, women deal with increased cognitive load when using software applications.
Reducing gender bias in software design
The study introduces the key theories and the study design. Twenty-three females and seventeen males were participants in the study. Statistical analyses support the findings. Cognitive load and emotional design was found to have more of an impact than aesthetics for females. Consequently, software design should aim to reduce cognitive load. Men were not significantly impacted on either variable indicating the design suited their them – hence the bias.
Stereotypes have a major role to play so particular colour schemes, icons and language are ineffective. Minimalist design principles are recommended to minimise distraction to keep attention on the task. Another recommendation is to make it clear what the next step in the task is the sequence. The key point is to integrate psychological and biological differences into technology applications.
Most software designers are men, while women are usually linked with the aesthetic aspect of software design.
Software design is critical to the development of software, but literature suggests a gender bias. This bias might be causing differences in task performance between males and females. Applying cognitive load theory, emotional design theory and Aesthetic-Usability Effect we explore the differences between women and men.
The study was performed on two groups that possessed comparable educational backgrounds and professional experiences. The investigation encompassed two tasks aimed at evaluating performance in both professional and domestic contexts.
The study identified disparities among females, including high perception of cognitive load and lack of emotional design. It emphasizes the importance of incorporating phycological cognitive differences in design and ensuring inclusive design personas in software development.
Addressing the cognitive and emotional aspects of software design will reduce task performance discrepancies. It shifts the misbelief that task performance discrepancies are attributable to gender-based intellectual differences, rather than deficiencies in software design.
Overcoming bias in AI
Artificial Intelligence (AI) is entering our everyday lives with increased speed and sometimes without our knowledge. But it is only as good as the data it is fed, and the worry about bias is a concern for marginalised groups. AI has the potential to enhance life for everyone, but that requires overcoming bias in AI development. In his article, Christopher Land argues for more advocacy and transparency in AI.
The power of machine learning comes from pattern recognition within vast quantities of data. Using statistics, AI reveals new patterns and associations that human developers might miss or lack the processing power to uncover.
Designing for the average is fraught with problems. Statistical averages do not translate to some kind of human average. That’s because statistics don’t measure human diversity. That’s why AI processes are at risk of leaving some people behind. But in gathering useful data there are some privacy issues.
AI shows great promise with robot assistants to assist people with disability and older people with everyday tasks. AI imaging and recognition tools help nonvisual users understand video and pictures.
Christopher Land outlines how AI and machine learning work and how bias is introduced into AI systems if not prevented. He also has some recommendations on strengthening legal protections for people with disability. The paper is not technical. Rather it explains clearly how it works, where it’s used, and what needs to be done.
Bias in artificial intelligence (AI) systems can cause discrimination against marginalized groups, including people with disabilities. This discrimination is most often unintentional and due to a lack of training and awareness of how to build inclusive systems.
This paper has two main objectives: 1) provide an overview of AI systems and machine learning, including disability bias, for accessibility professionals and related non-development roles; and 2) discuss methods for building accessible AI systems inclusively to mitigate bias.
Worldwide progress on establishing legal protection against AI bias is provided, with recommendations on strengthening laws to protect people with disabilities from discrimination by AI systems. When built accessibly, AI systems can promote fairness and enhance the lives of everyone, in unprecedented ways.
Diversity and inclusion in AI
An Australian book chapter takes a comprehensive and practical approach to how equity and inclusion should be considered throughout development. This should be done at both governance and development levels by applying inclusive design and human-centred design to the AI ‘ecosystem’.
Established public transportation systems are built on roads and rail: buses, trams and trains with fixed routes. Digital technology has brought some disruptive features to the mobility landscape. Rideshare, demand-responsive transport, and Mobility as a Service are examples of systems that rely on digital technology. Digital mobility users are a diverse group but what about those who are left out?
The rapid advancement of digital technology has led to a shift of travel habits. New business models have emerged along with transport patterns. But what if you can’t use this technology?
The race for improvements in digital services is good news for experienced users, but such improvements are lost on others. Exclusion arises from online only services, access to a suitable device, and ability to use the technology. Prior experience or negative attitudes are also a barrier to inclusion.
According to the literature, the main reasons for digital exclusion are:
Age – being older is related to lower levels of tech use
Income level – affordability of devices
Gender – women underestimate their skills
Education level – correlated with digital skills
Place of residence – rural / urban divide
Disability – physical ability to use transport and apps
Migrant status – linguistic and cultural differences
Can personas explain diversity for designers?
In a case study, researchers found that only about 10% of the population uses the new mobility solutions regularly. So they devised 8 personas to see if this was a way of helping designers improve their applications.
Their research paper explains how the they devised the personas based on population data. They claim this is a new method for developing personas specifically for analysing the digital divide in mobility. While 90% of people had no problem using the internet regularly, around 15% had serious issues with mobility related technology.
The researchers were able to identify “pain points” for users and highlight the main limitations users have while using digital mobility solutions. Peoples’ motivations and attitudes also play an important role in the uptake of this technology.
Addressing digital exclusion requires an understanding of the factors leading to it. In this paper, we explore to what extent new digital mobility solutions can be considered inclusive. First we take into account the diverse perspectives of the users of transport services.
We present a set of personas which are derived from a population survey of a Barcelona metropolitan area. From this we gained an understanding of end user needs and capabilities in digital mobility. Overall, roughly 15% of this population cannot access and effectively use digital technologies, thereby hindering their use of many digital mobility services.
This work provides information about the diversity of potential users by analysing different stories and travel experiences of the personas; this in turn can inspire decision makers, developers, and other stakeholders along the design process. The methodological approach for developing personas could be also potentially useful for mobility service providers and policymakers who aim to create more inclusive and user-centred transport ecosystems that meet the needs of diverse users.
Much is discussed about older people and digital exclusion, but this ageist thinking leaves young people out of the discussion. Hence the stereotype of young people being more digitally literate than older cohorts. Not all young people or older people are all the same. Often they have more in common than not. Access to digital devices and digital news and information is a problem for both groups. It just depends on the individual, their background, culture, education and experiences, not their age.
The challenge is to consider young people’s diverse backgrounds in digital design. Digital exclusion restricts social and democratic participation.
A literature review by three researchers in Portugal offer some insights and challenges to the digital media world. Digital media play an important role in young people’s development and learning processes. However, not all young people are the same and some media can also become sources of exclusion.
Gender, race, and socioeconomics intersect
Gender, race, and socioeconomic, cultural, and educational backgrounds intersect and interact leading to compound disadvantages. Too often younger people are seen as well-equipped to consume digital media without considering diversity. Not all young people have attributes that make them more tech-capable. But what is more important is how young people engage with media and how they connect with the world.
Links between young people, news and citizenship
The researchers focused on studies that link young people, news, and their digital citizenship. We need to know more about how young people think, behave and feel, and what they expect from news. Access to news is essential for understanding and participating in democracies. It is part of the quest for enhancing inclusive citizenship.
Researchers suggest there is an “academic urgency to study, both quantitatively and qualitatively, young people and their diversity profiles in media consumption and production in their daily contexts…”
Social and digital exclusion affects each individual’s life and social connection. Stigmatisation, and the gap between those with access to technology and education and those who lack digital citizenship competencies, is evident.
There is an urgent need for research to consider the particularities of the individuals who make up groups rather than focusing on assumed similarities. Diversity is broad and challenging, but focusing on it contributes to understanding the cultural, social, and ideological forces that shape society, its groups, and individuals. We are each all the better for understanding each other.
YouNDigital aims to study youth, their engagement with news, and digital citizenship dynamics. One of the core elements of the project is a digital newsroom, a space for meeting and exploring digital citizenship and news, considering the significant disparities that characterise individuals in this group.
To better understand the target groups and to support the decisions regarding the development of the youth‐led digital newsroom, the research team carried out a systematic literature review focused on youth, digital citizenship, diversity, and different methodological approaches.
We explore the outcomes of the systematic literature review, and delve into the data gathered in one of the subclusters (Diversities). Findings underscore the challenges of inclusivity and diversity. There is a need for tailored media and digital literacy interventions that consider cultural differences, socioeconomic factors, and evolving technological landscapes.
There are difficulties, as well as the positive results, in using digital tools and strategies to trigger learning and motivational processes for diverse audiences. Digital tools that rely on media creation, creativity, critical thinking, and collaboration can promote the empowerment and inclusion of youth from distinct backgrounds, bridging the gap between their realities and citizenship experiences.
The findings point out that involvement in collaborative, immersive, and participatory processes anchored on sustained literature review processes can encourage distancing preconceptions while bringing them closer to research participants. The article contributes to discussions regarding the potential and the challenges of considering youth’s diverse backgrounds through pillars such as co‐creation or inclusive design. Mitigating youth social and digital exclusion to enhance democratic participation is an urgent matter.
The first Digital Service Standard was created by the UK’s Government in the early 2010s. The aim was to improve the relationship between people and government with easier access to digital services. The original 26 criteria were reduced to 18 to make them more manageable and then to 14. The criteria were mandatory. If any service did not meet them, it would not be hosted on government websites.
Australia’s Digital Transformation Office (DTO) released its own criteria based on those of the UK in 2015. The DTO later became the Digital Transformation Agency (DTA) and gradually it was ignored.
The DTA recently released a brand new DSS 2.0 which became mandatory in July 2024. It covers staff-facing services and citizen-facing services with 10 criteria. But the wording has turned a bit fuzzy for a standard.
Standards list things you must do such as, apply certain dimensions. Or things that must be true when tested, such as a bridge being capable of taking a certain weight. The bridge example leaves it open to the designers to be inventive and creative in meeting that criteria.
The new Standard DSS 2.0 has fuzzy criteria such as “understand” and “identify”. Understand, identify and act are not a testable criteria.
But what’s the real problem?
The DSS Standard has a lot of sensible ideas, albeit untestable, but the real problem is that there are several other digital standards that must be applied. The Digital Access Standard, the Digital Inclusion Standard, and the Digital Performance Standard. They each add another 5 criteria, many of which are untestable.
And why does it matter?
Designers might think they are meeting the criteria of “considering diverse user needs”. But how will they know they are? It’s easy to assume and guess diverse user needs.
“In disability, there’s nobody more dangerous than a person with good intentions and no know-how.” Standards have a lot of power so the outcomes must be measurable and achievable.
Standards give users a sense of security with specific and achievable outcomes. If a standard is vague, confusing, and untestable it loses its authority.
Enthusiasm for sport is often mentioned as a very “Australian thing”. Television news, social media and online newspapers rarely go a day without mentioning one sport or another. But is this information provided in ways that everyone can enjoy and understand? Sierra Morabito wants to see equal access to sport information – there are people who would like to read about it but can’t.
Equal access to sport information means people need easy to read information on:
the rules to play sport
where they can play and join up
other ways to get involved
when and where to watch a game
stories about players
news about the favourite team
The examples above show how easy it is to leave people out without realising. Information about sport is not just reading stories – low literacy prevents participation. If people need to use a website their literacy skills are challenged even further.
Morabito’s advice is to provide hard copy information in Easy English and leave them in places where people go. Shopping centres, council buildings, and community centres are just three ideas. A contact phone number is essential – so much easier than emails.
Understanding sport rules
People with low literacy will worry about learning the rules if they cannot read them. Write the key points in Easy English – everyone likes a straightforward version. There is more on this topic in Morabito’s article.
Global Accessibility Awareness Day
People who can’t use the internet or complex digital tools are being left behind. This issue is often mentioned in our increasingly digital world, but is anyone taking notice? Everyone has the right to equal access to information and resources. However, this means providing information in different formats. According to Cathy Basterfield, we are talking about nearly two thirds of all Australian adults.
Information needs to be provided in different formats to suit different skill levels. It means designing for users who can’t:
navigate two-factor authentication
understand how to use a one-time access code
read a letter or an email
And it also means making websites that work for all users – that is, those who can use it. More than 95% of high ranked websites don’t meet the Web Content Accessibility Guidelines – the global standard for people with disability. And that’s just their home page.
A website is not accessible if a user has to click through six levels to find the information they need. Or if they have to navigate an intricate system, and deal with things that flash, blink or scroll. Add to that the people with low literacy skills and the number of excluded people starts to add up.
Are personal robots the next best thing for companionship for older people – is this what they want? A study carried out in the UK used three types of robot – abstract, pet, and human-like. Publicly available videos of the robots were used in the study. As with all laboratory and simulated studies there is no guarantee that the results will play out in real life. Nevertheless, it offers a guide of older people’s attitudes to personal robots.
In terms of companionship, older people liked the pet personal robot the most. The pet-like robot responds to human movement and sounds. Image of MiRo pet-like personal robot.
The participants were over the age of 60 years and living in the community, not residential care. The three types of robot were Afobot, MiRo, and Sanbot. Afobot is similar to Siri and Alexa in assisting with activities. MiRo is designed to interact at an emotional level and to respond to actions such as hand clapping and stroking. Sanbot is a human-like robot with a head, arms and a screen and uses face and voice recognition.
Participants viewed publicly available videos of the three robots and then answered a questionnaire. The purpose of the study was to measure the attitudes of older people to the three types of personal robots. The researchers note that as the study participants were “young old”, attitudes might not be attributable to those 70 years and older.
The researchers caution the results because participants did not interact with the robots face to face. This means they were not able to explore the robot’s behaviour and their own reactions. The study was conducted online towards the end of the COVID-19 pandemic.
It is important to have a way of measuring older people’s attitudes to personal robots and how they might support them. 249 older people in the UK viewed videos of three different types of robots (abstract, pet, and humanoid). They rated their attitudes to each using a questionnaire.
Analysis revealed three components to attitudes to the personal robots, They were: Positive User Experience; Anxiety and Negative Usability; and Social Presence. There were significant differences between the three personal robots with the pet robot receiving the most positive attitudes.
These results help understand which robots may be useful in helping older people choose appropriate robots to support themselves.
Colour is used in may ways to communicate information. This is where a colour checker for images comes in handy. Maps and bar charts are everyday examples of using colour to differentiate one feature from another. Advertisements, and web pages use colour to attract the eye and convey messages. But what if some people can’t distinguish colour in the same way as the chart or web designer?
Colour vision deficiency (CVD), commonly called colour blindness, occurs in approximately 8% of the population.
Colour checkers and contrast checkers are not new with various apps available, mostly for websites. From the University of Glasgow comes Colour Quest designed for conveying statistical information in various chart forms. It’s a free application that tests histograms, bar charts, line charts, scatter charts, and box plots. However, it will test any jpg or png image.
Colour Quest shows how a chart or image looks for people with either one of two types of CVD: red-green vision deficiency (Protanomaly), and blue-yellow deficiency (Deuteranomaly). It’s rare to have both where colour becomes various shades of grey.
Screenshot of the heatmap mode of the colour checker.
The Colour Quest applicationis easy to use and to explore the best colours to use from the standard palette. You can try any png or jpg image and experiment with colours chosen from the left hand bar to see how it works.
The significance of color palette selection goes beyond aesthetics and scientific communication, encompassing accessibility for all, especially individuals with color vision deficiencies.
To address this challenge, we introduce “Color Quest,” an intuitive Shiny app that empowers users to explore color palettes for data visualization while considering inclusivity. The app allows users to visualize palettes across various types of plots and maps to see how they appear to individuals with color blindness.
Colour Quest enables users to visualize palettes on their own custom-uploaded images. It was developed using open-source standards. Color Quest aligns with accessibility discussions, and is a practical tool and platform for raising awareness about inclusive design.
Being open-source fosters transparency, community collaboration, and long-term sustainability. Color Quest’s practicality renders it indispensable for scientific domains, simplifying palette selection and promoting accessibility. Its impact extends beyond academia to diverse communication settings, harmonizing information dissemination, aesthetics and accessibility for more impactful scientific communication.