Research question: How can visual abstraction affect neurodivergent users' ability to navigate interfaces, and how may this impact their independence?
A gap in literature and scientific research was discovered. It was challenging to identify studies investigating specific conceptual models and how those with disabilities understand them.
There was sufficient research on design guidelines for disabilities, but nothing linked to conceptual models and the impact on users.
Abstraction/visual design is important to consider for users with cognitive challenges as increasing aspects of society require citizens to use online services. Therefore navigation must be facilitated for all, as failure for citizens to comply could impact independence.
A user must be competent in accessing information online. Mundane services, such as reporting an appliance repair or paying for your rent, could once upon a time be done in person, but then with the widespread introduction of landlines and mobile phones, these moved to call and report/pay services. With the widespread use of smartphones and internet connectivity, these are yet again on the move to websites and apps.
For most neurotypical individuals, this is not a problem. They can search for and access the relevant information they require, usually not needing outside assistance. On the other hand, those neurodivergent users, people with Autism, ADHD, Dyslexia, and, depending on the severity level, may not be able to complete such tasks over the phone or through a digital service. Many may struggle navigating websites because of their cognitive limitations.
The project reviewed the design of messaging interfaces and how 'abstracted' they may be, represented in the research through the phrase 'visual abstraction', the first facet of the project. The project focused on individuals with cognitive challenges, setting the scope of traits for participants recruited. Conceptual models are the philosophical context for the project, highlighting the designers influence and how their choices can impact the user. Finally, the level of user independence is essential in understanding the effect of interface design on independence.
Visual abstraction in interface design will make it difficult for a neurodivergent user to progress through a journey
An experimental research method was implemented through quantitative research techniques. Scientific variables acted as the foundation of the study creation, helping inform the studies design.
Scientific variables were essential in aiding the studies’ development and ensuring the hypothesis could be tested.
Variable | Description |
---|---|
Independent variable | Visual abstraction and Conceptual Models within interface design. |
Dependant variable | Participants ability to complete tasks within an interface as a result of abstraction and conceptual models. |
Moderator variable | Level of participants cognitive disability. |
Mediator variable | Interface design - depending on design and level of abstraction, this affects the dependant variable. |
Control variable | Level of academic education. |
Pilot survey, distributed to neurodivergent and neurotypical participants, recruited through Prolific.
The study presented iconography and concepts found in messaging interfaces through real-life representations and elements. Participants selected from a multiple-choice list what they believed was presented.
The most notable results were that all participants answered the survey themselves. All interacted with websites and apps at least once a day using their own mobile devices, showing that there already was an established form of independence in the neurodivergent sample group.
In retrospect, it was okay for the pilot study to achieve an initial insight into the topic and understand whether running a more extensive study could be beneficial. However, the pilot did not connect well to the conceptual models’ aspect of the research question because elements were presented stand-alone, outside of the context of an interface.
Nonetheless, the results helped inform the main study creation.
Tasks: recording a voice note; sending a message; making a video call; making a voice call; attaching an emoji; dictating a message; attaching a photo; reacting to a message; viewing contact details; exiting a text chat
As this is a scientific thesis, the outcome is not a designed artefact but rather the outcome of a research study. I employed research methods such as surveys and tasks for participants to complete and then analyse the results.
My study presented 5 levels to participants; the study was designed using Figma and presented screens that required the participant to have an underlying knowledge of conceptual models.
For example, level 0 would require the participant to have a pre-existing knowledge of where to find specific icons on a messaging interface, essentially testing the participant's conceptual models for messaging interfaces.
Level 1 tested the participant's ability to connect actions to words, testing the users understanding of words on an interface and whether they can pick the right word to complete the task being asked for.
Level 2 presents an interface you would see today with familiar iconography. This level tested the participant's ability to navigate an interface, similar to level 0; however, this time, the participant could use the location of elements to assist them in selecting the correct icon to complete the task.
Level 3 tested the participant's ability to navigate an interface through images. Investigating whether the participant could understand what images depict and what action they may perform on the interface.
Finally, level four presents significantly abstracted icons to test whether participants could select the correct icon to complete the task from a list of unfamiliar icons.
It's clear that abstraction; the design of iconography and elements, had a significant impact on neurodivergent users’ ability to complete tasks and navigate a messaging interface.
One discovery was that users could complete tasks and navigate to an already great extent in current communication interfaces, as section 3 scored the highest at 86%. This tells us that current communication interfaces are already understood and generally navigable for users with cognitive challenges, but there is room for improvement.
On the other hand, the procedure of the study could be adapted if I were to rerun it by recruiting participants who are low functioning with disabilities. To some extent, those recruited had to have been confident in using web interfaces as they had to sign up to the participant recruitment service I used. Additionally, I don’t think recruiting more participants in the hundreds or thousands, would have benefited the study in a major way. I had already recruited nearly 50% of the available sample on prolific, which means the results would have been highly representative of this particular user group.
Another interesting discovery was that photography aided participants in scoring higher, more so than location and design. (section 4 versus section 1) These findings could be explored further through tasks that combine the different concepts.
This experimentally focused thesis project investigated the incorporation of design abstraction within mobile interfaces, specifically for messaging interfaces. The project had a human-computer interaction focus on how those with cognitive challenges could lead independent lifestyles through the assistance of everyday interfaces, such as messaging – which was a significant use case to my research question as the underlying research aspect was investigating whether a neurodivergent person can lead an independent lifestyle through the use of digital services as nowadays this is what is most commonly associated with how well you can have an independent life, how well you can navigate through the digital domain.