Universal Design for the Physical World Flashcards

1
Q

Name the ‘Seven Principles of Universal Design’

A
  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
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2
Q

Describe: Equitable Use

A

The design of the product or environment should be:

• Useful and marketable to everyone regardless of his or her abilities.

•Used in the same manner by everyone if possible

If identical uses are not provided, then equivalent options should be provided.

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3
Q

Describe: Flexibility in Use

A

The design of the product or environment should provide people with a variety of options for use of its features. The environment or product should be adaptable to an individual’s preferences and abilities.

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4
Q

Describe: Simple and Intuitive Use

A

The purpose of the product or environment’s features should be EASY TO UNDERSTAND. A person’s background, language, or experience should not hinder his or her understanding of how to use the product or navigate the environment.

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5
Q

Describe: Perceptible Information

A

Information about the product or environment’s design should be communicated effectively and should be perceivable to everyone. A person’s sensory abilities should not hinder him or her from receiving information. Information should be presented in different formats to increase effective communication to individuals with diverse abilities.

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6
Q

Describe: Tolerance for Error

A

The design of the product or environment should reduce the chances of accidents or hazards from occurring. The design should also anticipate any unintentional actions that may occur during use.

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7
Q

Describe: Low Physical Effort

A

The design of the product or environment should require little to no physical effort to use.

A person should be able to use the product or navigate the environment comfortably without feeling fatigued during use or after use.

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8
Q

Describe: Size and Space for Approach and Use

A

Sufficient space should be provided in the design so that it allows anyone to use the design features regardless of physical build or physical abilities.

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9
Q

Describe an accessibile sidewalk

A

An accessible sidewalk is one that, at a minimum:

  • is broad enough to allow people in wheelchairs to navigate and pass by others
  • is flat enough to make wheelchair navigation feasible
    has no obstacles for wheelchair users or for blind users to bump into
  • has clear, predictable boundaries making navigation by the blind feasible
  • has curb cuts to allow wheelchair access to and from the sidewalk to other surfaces
  • is relatively straight, to not cause confusion for blind users
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10
Q

Sidewalks that are wheelchair accessible and have curb cuts that orient people who are blind, assist people with motor disabilities and people who walk with objects such as carts and strollers

are an example of which design principle?
1. Equitable Use
2. Flexibility in Use
3. Simple and Intuitive Use
4. Perceptible Information
5. Tolerance for Error
6. Low Physical Effort
7. Size and Space for Approach and Use

A
  1. Equitable Use
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11
Q

Detectable warnings built into curb cuts that warn people who are blind that they are approaching a street

are an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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12
Q

Sidewalks that are smooth and absent of bumps and cracks

are an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Low Physical Effort
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13
Q

Width of sidewalk allows for use of assistive technologies (e.g., rollators, wheelchairs)

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Size and Space for Approach and Use
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14
Q

Same entrance to the building for all people (instead of a main entrance for people who can walk up stairs and a separate entrance for people in wheelchairs)

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Equitable Use
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15
Q

Ramps built into stairs – not separate from stairs (sleek, modern universal design)

are examples of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Equitable Use
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16
Q

Elevators provided for access to multiple levels in buildings that can be used by a wide variety of people

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Equitable Use
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17
Q

Buttons on elevators that are tactile or have braille on them

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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18
Q

Visual and audio feedback that announces each floor level in an elevator

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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19
Q

Doorbells that have lights as well as audio cues

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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20
Q

Doorbells that can be programmed to send vibrating signals to a device

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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21
Q

Doors that have lever handles that require less effort to operate

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Low Physical Effort
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22
Q

Electronic doors with sensors and flat entryways

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Low Physical Effort
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23
Q

Bathroom labels that are both visual and tactile

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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24
Q

Bathrooms that serve the needs of diverse individuals by providing hands-free faucets, automatic flushing, and handles for support

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Low Physical Effort
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25
Q

Bathrooms that provide sufficient space for maneuverability of body and assistive technologies

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Size and Space for Approach and Use
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26
Q

Drinking fountains that are placed at varying heights to accommodate different users

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
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27
Q

Drinking fountains that have auto-detecting features

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Low Physical Effort
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28
Q

For transportation systems, both audible and visual arrival announcements

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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29
Q

Transportation systems that allow mobile devices to provide alerts regarding information and announcements

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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30
Q

For transportation systems, high contrast colors on doors that distinguish doors from the rest of the environment

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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31
Q

Transportation systems that provide tactile route maps and guides and enlarged maps and guides

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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32
Q

For transportation systems, detectable warnings and lights along the edges of platforms

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
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33
Q

Turnstiles and gates that are large enough and wide enough for wheelchairs and various people to use

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Size and Space for Approach and Use
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34
Q

Taxis that have wheelchair access

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
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35
Q

Credit card or cash payment options

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
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36
Q

Touchscreens for people who are blind to use to access information about the taxi and fare

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
37
Q

Touchscreens that have larger clickable areas and fonts help prevent people who are visually impaired or have motor disabilities from making mistakes, communicate mistakes, and help users recover from those mistakes

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Tolerance for Error
38
Q

Emergency exit routes that are accessible and usable for all people

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Equitable Use
39
Q

Smoke detectors and other alarm systems that have flashing lights and audio sounds

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
40
Q

Shelves, product markers, product information, and prices that can be exposed to portable devices

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Equitable Use
41
Q

Orientation and guidance provided in the grocery store for EVERYONE to help find items

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Equitable Use
42
Q

Shelves placed at lower heights to accommodate diverse needs of shoppers

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
43
Q

For Self Check-in/Check-out, kiosks that have both audio and visual touchscreen interfaces to accommodate various users, and controls that accommodate people who are blind or visually impaired

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
44
Q

For Self Check-in/Check-out, kiosks that are placed at various heights to accommodate diverse users

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
45
Q

For Self Check-in/Check-out, larger clickable areas and fonts help prevent users who are visually impaired or have motor disabilities from making mistakes and recover

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Tolerance for Error
46
Q

Standardized signs that have depictions that are visually intuitive and communicate important information in a simple manner

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Simple and Intuitive Use
47
Q

Visual signs that also present the same information in audio and braille formats

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
48
Q

Signs that are enlarged with high contrasting colors

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
49
Q

Printed text-based materials are supplemented with visuals that REINFORCE information

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Simple and Intuitive Use
50
Q

Printed materials that use language that can be easily understood by a wide range of users

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Simple and Intuitive Use
51
Q

Options that are provided for printed materials, such as braille, large print, and electronic formats

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
52
Q

Content on printed materials that is clear and distinguishable

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
53
Q

Microwaves that have tactile interfaces, such as dials, or touchscreen interface and larger buttons

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
54
Q

Microwaves that provide visual and audio feedback and have tactile markers

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
55
Q

Televisions that have distinguishable tactile controls and larger buttons to operate hardware

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
56
Q

Televisions that ALLOW THE USE OF personal or assistive devices, or voice control, to operate hardware

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
57
Q

Remote controls with fewer buttons that make using the television and program menus easier

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Simple and Intuitive Use
58
Q

Televisions that have clearer, larger visuals and audio output for on-screen menu options

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
59
Q

Televisions that allow users to enable captions and audio descriptions

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
60
Q

Movie theaters that provide integrated and adaptive seating FOR ALL

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Us
A
  1. Equitable Use
61
Q

Movie theaters that provide assistive devices that allow viewers to AMPLIFY audio, LISTEN to audio description, or VIEW captions for movies

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Us
A
  1. Perceptible Information
62
Q

Movie theaters that have wide aisles and seating for those who use assistive technologies

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Size and Space for Approach and Use
63
Q

ATMs that have tactile interfaces, such as dials, or touchscreen interface and larger buttons

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
64
Q

ATMs that are placed at varying heights for diverse users to access, and designed for wheelchair access

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
65
Q

ATMs that provide visual, tactile and audio information to users, and utilizes higher contrast settings to make visual information more distinguishable

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
66
Q

ATMs that allow users to utilize their personal devices to interact with and operate ATMs

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
67
Q

Mobile devices that provide a range of options for users to operate device such as a screen reader with modified gestures, zoom, tabbing, and changing high contrast settings

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Flexibility in Use
68
Q

Mobile devices that ENABLE USERS TO PERCEIVE information based on their needs, such as providing and modifying audio output and captions

is an example of which design principle

  1. Equitable Use
  2. Flexibility in Use
  3. Simple and Intuitive Use
  4. Perceptible Information
  5. Tolerance for Error
  6. Low Physical Effort
  7. Size and Space for Approach and Use
A
  1. Perceptible Information
69
Q

True or False: It is impossible to make touchscreens accessible to blind users *

A

False

70
Q

Which of the following is a way that touchscreens are made more universally accessible for people with low vision? *
A. Make buttons larger
B. Give audio instructions
C. High color contrast of text and background
D. All of the above

A

D. All of the above

71
Q

Which of the following is NOT a way that touchscreens at kiosks are made more universally accessible for people with blindness? *

A. Divide the screen into quadrants and give audio instructions on what the quadrants mean.
B. Provide headphone jacks so that users can hear instructions on ATMs.
C. Use high color contrast of text and background.
D. Use swipe gestures and taps that do not depend on the touch location on the screen.

A

C. Use high color contrast of text and background.

72
Q

True or False: The newer designs for U.S. dollar bills are better than the older designs for people with low vision to distinguish between dollar amounts. *

A

True

73
Q

Which of the following is NOT a good alternative to flat touchscreens for blind users? *
A. Dials/Knobs
B. Raised Buttons
C. Mouse interfaces
D. Braille Buttons

A

C. Mouse interfaces

74
Q

According to Principle 1 of Universal Design, Equitable Use, the design of products or environments should: *
A. Be easy to understand
B. Prevent accidents from happening
C. Be usable by everyone
D. Require little physical effort

A

C. Be usable by everyone

75
Q

Presenting information about a product or design in different formats adheres to which principle? *
A. Perceptible Information
B. Flexibility in Use
C. Simple and Intuitive Use
D. Tolerance for Error

A

A. Perceptible Information

76
Q

True or False: The goal of universal design is to design products and environments that are adaptable to different users. *

A

True

77
Q

Principle 5 of Universal Design, Tolerance for Error, looks for the design of a product or service to: *
A. Be effortless to use
B. Present different options for use
C. Allow for use regardless of a person’s size or abilities
D. Prevent mistakes or mishaps from occurring

A

D. Prevent mistakes or mishaps from occurring

78
Q

Flat, wide entryways for buildings combined with doors that open automatically using sensors are an example of which Universal Design principle? *
A. Principle 5: Tolerance for Error
B. Principle 4: Perceptible Information
C. Principle 1: Equitable Use
D. Principle 2: Flexibility in Use

A

C. Principle 1: Equitable Use

79
Q

Which of the following is an example of Principle 3: Simple and Intuitive Use? *
A. Step-by-step instructions that utilize minimal wording and provide clear visuals that illustrate each step.
B. Base cabinets in a kitchen where the doors can be removed to create knee space for cooking and washing dishes.
C. A smoke alarm that uses both sound and flashing lights for alerts.
D. Hallways that have handrails along the walls.

A

A. Step-by-step instructions that utilize minimal wording and provide clear visuals that illustrate each step.

80
Q

A doorbell that uses sound and flashing lights when activated is an example of which Universal Design principle? *
A. Principle 3: Simple and Intuitive Use
B. Principle 5: Tolerance for Error
C. Principle 6: Low Physical Effort
D. Principle 4: Perceptible Information

A

D. Principle 4: Perceptible Information

81
Q

Self check-in/check-out kiosks that are placed at different heights are an example of which Universal Design principle? *
A. Principle 3: Simple and Intuitive Use
B. Principle 6: Low Physical Effort
C. Principle 2: Flexibility in Use
D. Principle 5: Tolerance for Error

A

C. Principle 2: Flexibility in Use

82
Q

Kitchen utensils that are easy to hold and easy to use in spite of the user’s strength and manual dexterity are an example of which Universal Design principle? *
A. Principle 7: Size and Space for Approach and Use
B. Principle 6: Low Physical Effort
C. Principle 3: Simple and Intuitive Use
D. Principle 2: Flexibility in Use

A

B. Principle 6: Low Physical Effort

83
Q

An iron that shuts off automatically after 5 minutes of non-use is an example of which Universal Design principle? *
A. Principle 4: Perceptible Information
B. Principle 1: Equitable Use
C. Principle 6: Low Physical Effort
D. Principle 5: Tolerance for Error

A

Principle 5: Tolerance for Error

84
Q

Large visual icons that are used to label and communicate the controls on a machine’s control panel are an example of which Universal Design principle? *
A. Principle 2: Flexibility in Use
B. Principle 4: Perceptible Information
C. Principle 3: Simple and Intuitive Use
D. Principle 7: Size and Space for Approach and Use

A

C. Principle 3: Simple and Intuitive Use

85
Q

Door handles on a refrigerator that extend the entire length of the refrigerator’s doors are an example of which Universal Design principle *
A. Principle 1: Equitable Use
B. Principle 4: Perceptible Information
C. Principle 6: Low Physical Effort
D. Principle 5: Tolerance for Error

A

A. Principle 1: Equitable Use

86
Q

A floor plan that incorporates ample room space and wide hallways is an example of which Universal Design principle?
A. Principle 2: Flexibility in Use
B. Principle 7: Size and Space for Approach and Use
C. Principle 3: Simple and Intuitive Use
D. Principle 6: Low Physical Effort

A

B. Principle 7: Size and Space for Approach and Use

87
Q

A floor plan that incorporates ample room space and wide hallways is an example of which Universal Design principle?
A. Principle 2: Flexibility in Use
B. Principle 7: Size and Space for Approach and Use
C. Principle 3: Simple and Intuitive Use
D. Principle 6: Low Physical Effort

A

B. Principle 7: Size and Space for Approach and Use

88
Q

An adjustable work desk that allows users to work either in a seated or standing position is an example of which Universal Design principle?
A. Principle 3: Simple and Intuitive Use
B. Principle 5: Tolerance for Error
C. Principle 4: Perceptible Information
D. Principle 2: Flexibility in Use

A

Principle 2: Flexibility in Use