cbrowser 16.7.1 → 16.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +2 -0
- package/docs/personas/Persona-ADHD.md +135 -0
- package/docs/personas/Persona-ElderlyUser.md +131 -0
- package/docs/personas/Persona-FirstTimer.md +131 -0
- package/docs/personas/Persona-ImpatientUser.md +132 -0
- package/docs/personas/Persona-Index.md +170 -0
- package/docs/personas/Persona-LowVision.md +133 -0
- package/docs/personas/Persona-MobileUser.md +133 -0
- package/docs/personas/Persona-MotorTremor.md +133 -0
- package/docs/personas/Persona-PowerUser.md +129 -0
- package/docs/personas/Persona-ScreenReaderUser.md +133 -0
- package/docs/research/Bibliography.md +269 -0
- package/docs/research/Research-Methodology.md +224 -0
- package/docs/traits/Trait-AnchoringBias.md +219 -0
- package/docs/traits/Trait-AttributionStyle.md +272 -0
- package/docs/traits/Trait-AuthoritySensitivity.md +133 -0
- package/docs/traits/Trait-ChangeBlindness.md +163 -0
- package/docs/traits/Trait-Comprehension.md +172 -0
- package/docs/traits/Trait-Curiosity.md +181 -0
- package/docs/traits/Trait-EmotionalContagion.md +136 -0
- package/docs/traits/Trait-FOMO.md +142 -0
- package/docs/traits/Trait-Index.md +158 -0
- package/docs/traits/Trait-InformationForaging.md +209 -0
- package/docs/traits/Trait-InterruptRecovery.md +241 -0
- package/docs/traits/Trait-MentalModelRigidity.md +220 -0
- package/docs/traits/Trait-MetacognitivePlanning.md +156 -0
- package/docs/traits/Trait-Patience.md +129 -0
- package/docs/traits/Trait-Persistence.md +157 -0
- package/docs/traits/Trait-ProceduralFluency.md +197 -0
- package/docs/traits/Trait-ReadingTendency.md +208 -0
- package/docs/traits/Trait-Resilience.md +154 -0
- package/docs/traits/Trait-RiskTolerance.md +154 -0
- package/docs/traits/Trait-Satisficing.md +173 -0
- package/docs/traits/Trait-SelfEfficacy.md +191 -0
- package/docs/traits/Trait-SocialProofSensitivity.md +147 -0
- package/docs/traits/Trait-TimeHorizon.md +259 -0
- package/docs/traits/Trait-TransferLearning.md +241 -0
- package/docs/traits/Trait-TrustCalibration.md +219 -0
- package/docs/traits/Trait-WorkingMemory.md +184 -0
- package/package.json +2 -2
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# Persona Index
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> **Copyright**: (c) 2026 WF Media (Alexandria Eden). All rights reserved.
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>
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> **License**: [Business Source License 1.1](https://github.com/alexandriashai/cbrowser/blob/main/LICENSE) - Converts to Apache 2.0 on February 5, 2030.
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>
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> **Contact**: alexandria.shai.eden@gmail.com
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CBrowser includes 9 pre-configured user personas, each with research-backed cognitive trait profiles. Personas represent common user archetypes for testing how different users experience web interfaces.
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## Available Personas
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| Persona | Description | Key Characteristics |
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|---------|-------------|---------------------|
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| [Power User](Persona-PowerUser) | Tech-savvy expert | High comprehension, low patience, rapid scanning |
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| [First Timer](Persona-FirstTimer) | New to the interface | Low comprehension, high curiosity, methodical |
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| [Elderly User](Persona-ElderlyUser) | Older adult (65+) | Low working memory, high reading tendency |
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| [Mobile User](Persona-MobileUser) | Smartphone-first | Low patience, high satisficing, touch-focused |
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| [Impatient User](Persona-ImpatientUser) | Quick to abandon | Very low patience, high FOMO |
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| [Screen Reader User](Persona-ScreenReaderUser) | Assistive technology | High persistence, sequential navigation |
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| [Motor Tremor](Persona-MotorTremor) | Motor impairment | Low risk tolerance, high patience |
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| [Low Vision](Persona-LowVision) | Vision impairment | High reading tendency, low change blindness |
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| [ADHD](Persona-ADHD) | Attention differences | Low working memory, high curiosity, low patience |
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---
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## Persona Trait Profiles
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### Quick Reference Table
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All values on 0.0-1.0 scale. Higher = more of the trait.
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| Trait | Power | First | Elderly | Mobile | Impatient | Screen | Motor | Low Vision | ADHD |
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|-------|-------|-------|---------|--------|-----------|--------|-------|------------|------|
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| patience | 0.3 | 0.7 | 0.8 | 0.3 | 0.1 | 0.9 | 0.9 | 0.7 | 0.2 |
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| riskTolerance | 0.8 | 0.3 | 0.2 | 0.5 | 0.6 | 0.2 | 0.2 | 0.3 | 0.7 |
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| comprehension | 0.9 | 0.3 | 0.5 | 0.6 | 0.6 | 0.8 | 0.7 | 0.6 | 0.5 |
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| persistence | 0.7 | 0.5 | 0.6 | 0.4 | 0.2 | 0.9 | 0.8 | 0.8 | 0.3 |
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| curiosity | 0.8 | 0.9 | 0.4 | 0.5 | 0.3 | 0.5 | 0.4 | 0.5 | 0.9 |
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| workingMemory | 0.9 | 0.5 | 0.4 | 0.5 | 0.6 | 0.7 | 0.7 | 0.6 | 0.3 |
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| readingTendency | 0.2 | 0.6 | 0.8 | 0.2 | 0.1 | 0.9 | 0.7 | 0.9 | 0.2 |
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---
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## Persona Categories
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### General Users
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- **[Power User](Persona-PowerUser)** - Experienced users who know shortcuts, scan quickly, and expect responsive interfaces
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- **[First Timer](Persona-FirstTimer)** - New users learning the interface, more exploratory and methodical
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- **[Mobile User](Persona-MobileUser)** - Users on smartphones with touch interaction and attention constraints
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- **[Impatient User](Persona-ImpatientUser)** - Users with very low tolerance for friction, quick to abandon
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### Accessibility Personas
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- **[Elderly User](Persona-ElderlyUser)** - Older adults with age-related cognitive changes
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- **[Screen Reader User](Persona-ScreenReaderUser)** - Users navigating via screen reader technology
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- **[Motor Tremor](Persona-MotorTremor)** - Users with motor impairments affecting precision
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- **[Low Vision](Persona-LowVision)** - Users with significant vision impairment
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- **[ADHD](Persona-ADHD)** - Users with attention differences
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---
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## Using Personas
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### Via MCP Tool
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```typescript
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await cognitive_journey_init({
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persona: "elderly-user",
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goal: "complete checkout",
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startUrl: "https://example.com/shop"
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});
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```
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### Via CLI
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```bash
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npx cbrowser cognitive-journey \
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--persona elderly-user \
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--start https://example.com/shop \
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--goal "complete checkout"
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```
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### Custom Traits
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Override any trait for a built-in persona:
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```typescript
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await cognitive_journey_init({
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persona: "power-user",
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goal: "find settings",
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startUrl: "https://example.com",
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customTraits: {
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patience: 0.1 // Even more impatient power user
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}
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});
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```
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---
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## Research Basis
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Persona trait values are derived from peer-reviewed research:
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| Persona | Primary Research Sources |
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|---------|-------------------------|
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| Power User | Nielsen (2006) expert user studies |
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| First Timer | Card et al. (1983) novice-expert differences |
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| Elderly User | Czaja & Lee (2007) aging and technology |
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| Mobile User | Adipat et al. (2011) mobile usability |
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| Screen Reader | Lazar et al. (2007) assistive technology |
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| Motor Tremor | Trewin & Pain (1999) motor impairment HCI |
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| Low Vision | Jacko et al. (2000) low vision computing |
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| ADHD | Goodman et al. (2007) ADHD and web use |
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---
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## Trait Interactions
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When personas encounter challenges, their trait combinations produce characteristic behaviors:
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| Persona | Typical Response to Friction |
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|---------|------------------------------|
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| Power User | Tries keyboard shortcuts, abandons quickly if blocked |
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| First Timer | Reads help text, tries multiple options systematically |
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| Elderly User | Re-reads content, may call for help, patient retries |
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| Mobile User | Taps repeatedly, tries swiping, abandons if >2 taps needed |
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| Impatient User | Immediate abandonment, high frustration expression |
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| Screen Reader | Navigates to next element, uses landmarks, persists |
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| Motor Tremor | Careful targeting, uses larger targets, avoids hover |
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| Low Vision | Zooms in, traces text carefully, uses high contrast |
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| ADHD | Distracted by other elements, forgets original goal |
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---
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## Creating Custom Personas
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Use the questionnaire or define traits directly:
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```typescript
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// Via questionnaire (generates trait profile)
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await runPersonaQuestionnaire();
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// Direct definition
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const customPersona = {
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patience: 0.4,
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riskTolerance: 0.6,
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comprehension: 0.7,
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persistence: 0.5,
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curiosity: 0.8,
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workingMemory: 0.6,
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readingTendency: 0.3
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};
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```
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---
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## See Also
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- [Trait Index](../traits/Trait-Index) - All 25 cognitive traits explained
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- [Cognitive User Simulation](../Cognitive-User-Simulation) - Main documentation
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- [Persona Questionnaire](../Persona-Questionnaire) - Generate custom personas
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- [Multi-Persona Comparison](../Multi-Persona-Comparison) - Compare across personas
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---
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## Bibliography
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See [Complete Bibliography](../research/Bibliography) for all academic sources used in persona development.
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# Low Vision User
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**Category**: Accessibility Personas
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**Description**: Users with partial visual impairment who rely on magnification, high contrast, or other visual adaptations to use interfaces
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## Overview
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Low vision users have significant visual impairment that cannot be fully corrected with glasses or contact lenses, but retain some functional vision. This includes conditions like macular degeneration, glaucoma, diabetic retinopathy, and cataracts. Unlike screen reader users who have no functional vision, low vision users navigate visually but under significantly constrained conditions.
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Low vision users employ various strategies to access digital content: screen magnification (often 200-800%), high contrast modes, color inversion, custom CSS overrides, and physical proximity to screens. These adaptations create a unique interaction paradigm where only a small portion of the interface is visible at any time, requiring extensive panning to understand page layout.
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The low vision experience reveals the importance of clear visual hierarchy, sufficient color contrast, text scalability, and reduced reliance on spatial relationships. Changes happening outside the magnified viewport may be completely missed, making change management particularly important for this persona.
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## Trait Profile
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All values on 0.0-1.0 scale.
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### Core Traits (Tier 1)
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| Trait | Value | Rationale |
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|-------|-------|-----------|
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| patience | 0.7 | Developed through adaptation; understand interactions take longer |
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| riskTolerance | 0.3 | Cautious; may miss visual cues that sighted users rely on |
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| comprehension | 0.7 | Cognitive abilities intact; visual access to information may be limited |
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| persistence | 0.8 | High; committed to completing tasks despite visual barriers |
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| curiosity | 0.5 | Moderate; exploration costly due to magnification requirements |
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| workingMemory | 0.6 | Normal capacity; some used for spatial memory of page layout |
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| readingTendency | 0.9 | Read thoroughly due to high cost of re-finding information |
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### Emotional Traits (Tier 2)
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| Trait | Value | Rationale |
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|-------|-------|-----------|
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| resilience | 0.7 | Adapted to challenges; developed coping strategies |
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| selfEfficacy | 0.6 | Confident with adapted strategies; aware of vision limitations |
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| trustCalibration | 0.5 | May miss visual trust cues; rely on text-based indicators |
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| interruptRecovery | 0.5 | Losing place in magnified view is costly |
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### Decision-Making Traits (Tier 3)
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| Trait | Value | Rationale |
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|-------|-------|-----------|
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| satisficing | 0.4 | Prefer thorough understanding; re-finding options is costly |
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| informationForaging | 0.5 | Systematic due to limited viewport; can't visually scan |
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| anchoringBias | 0.5 | Moderate; first option in magnified view may have advantage |
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| timeHorizon | 0.6 | Invest time to learn page layout for future efficiency |
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| attributionStyle | 0.5 | Understand interaction of vision limitations and design choices |
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### Planning Traits (Tier 4)
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| Trait | Value | Rationale |
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|-------|-------|-----------|
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| metacognitivePlanning | 0.7 | Strategic about navigation; minimize panning |
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| proceduralFluency | 0.6 | Develop routines for common sites and patterns |
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| transferLearning | 0.6 | Apply patterns but each site requires new spatial mapping |
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### Perception Traits (Tier 5)
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| Trait | Value | Rationale |
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|-------|-------|-----------|
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| changeBlindness | 0.2 | Low blindness - very attentive to visible changes; high blindness to changes outside viewport |
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| mentalModelRigidity | 0.5 | Rely on learned spatial layouts |
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### Social Traits (Tier 6)
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| Trait | Value | Rationale |
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|-------|-------|-----------|
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| authoritySensitivity | 0.5 | Moderate; evaluate based on accessibility |
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| emotionalContagion | 0.5 | Normal emotional sensitivity; may miss visual cues |
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| fomo | 0.4 | Focused on accessible content |
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| socialProofSensitivity | 0.5 | Value reviews from other low vision users |
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## Behavioral Patterns
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### Navigation
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Low vision users navigate by panning across magnified views, often using keyboard navigation to move between elements. They build mental maps of page layouts through exploration. Consistent layouts across pages are essential. They may use a combination of magnification and screen reader for different content types.
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### Decision Making
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Decisions require extensive exploration to understand all options. Users may not see all choices simultaneously. Clear labeling and consistent positioning help. Summary information at the beginning of sections reduces exploration requirements.
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### Error Recovery
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Error messages must be high contrast and appear in predictable locations. Focus management should move errors into the viewport. Errors appearing far from the triggering element may be missed entirely.
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### Abandonment Triggers
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- Low contrast text or interactive elements
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- Small text that doesn't scale properly
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- Information conveyed only through color
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- Important content appearing only on hover
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- Unpredictable layout changes
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- Fixed-size elements that can't be magnified
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- Interfaces that break at high zoom levels
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## UX Recommendations
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| Challenge | Recommendation |
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|-----------|----------------|
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| Limited viewport | Predictable layouts; essential info in consistent locations |
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| Contrast needs | WCAG AAA contrast ratios (7:1 for text, 4.5:1 for large text) |
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| Magnification | Responsive layouts that work at 200-400% zoom |
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100
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| Color dependence | Never use color alone to convey information |
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101
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| Spatial relationships | Programmatic associations (labels, headings); not just proximity |
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102
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+
| Out-of-viewport changes | ARIA live regions; focus management for important updates |
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103
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+
| Reading difficulty | Resizable text; sufficient line height and letter spacing |
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+
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## Research Basis
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- Szpiro, S. et al. (2016). How people with low vision access computing devices - Behavior studies
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- Legge, G.E. (2007). Psychophysics of Reading in Normal and Low Vision
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- WCAG 2.2 Guidelines - Contrast and resizing requirements
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110
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- Accessibility guidelines from AFB (American Foundation for the Blind)
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- Shneiderman, B. (2003). Designing for people with visual impairments
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## Usage
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```typescript
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await cognitive_journey_init({
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persona: "low-vision",
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goal: "complete checkout",
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startUrl: "https://example.com"
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});
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```
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```bash
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npx cbrowser cognitive-journey --persona low-vision --start https://example.com --goal "complete checkout"
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```
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## See Also
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- [Persona Index](Persona-Index)
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- [Trait Index](../traits/Trait-Index)
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- [Reading Tendency](../traits/Trait-ReadingTendency.md)
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- [Persistence](../traits/Trait-Persistence.md)
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- [Change Blindness](../traits/Trait-ChangeBlindness.md)
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# Mobile User
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**Category**: General Users
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**Description**: Users primarily accessing interfaces through mobile devices, often in contexts with divided attention and time pressure
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6
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## Overview
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Mobile users interact with digital interfaces in fundamentally different ways than desktop users. They typically operate in contexts characterized by divided attention, physical movement, variable connectivity, and time pressure. The mobile context transforms user behavior regardless of the user's underlying cognitive abilities.
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9
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+
|
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10
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+
The mobile experience is defined by constraints and interruptions. Screen real estate is limited, requiring prioritization of the most essential content and actions. Touch input replaces precision mouse interactions. Users often engage in "snacking" behavior - brief, interrupted sessions between other activities. This context creates unique patterns of satisficing, impatience, and goal-focused behavior.
|
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11
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+
|
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12
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+
Mobile users are not less capable than desktop users; rather, they operate under situational constraints that affect their interaction patterns. A user who carefully reads documentation on desktop may skim on mobile. Understanding this context is essential for designing effective mobile experiences.
|
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+
|
|
14
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## Trait Profile
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16
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All values on 0.0-1.0 scale.
|
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17
|
+
|
|
18
|
+
### Core Traits (Tier 1)
|
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|
+
|
|
20
|
+
| Trait | Value | Rationale |
|
|
21
|
+
|-------|-------|-----------|
|
|
22
|
+
| patience | 0.3 | Mobile context creates time pressure; users expect immediate responses |
|
|
23
|
+
| riskTolerance | 0.5 | Moderate; willing to act quickly but cautious about security on mobile |
|
|
24
|
+
| comprehension | 0.6 | Capability unchanged but limited attention reduces effective comprehension |
|
|
25
|
+
| persistence | 0.4 | Low commitment to any single session; will abandon and return later |
|
|
26
|
+
| curiosity | 0.4 | Goal-focused rather than exploratory; minimize time spent in app |
|
|
27
|
+
| workingMemory | 0.5 | Capacity unchanged but divided attention reduces available resources |
|
|
28
|
+
| readingTendency | 0.2 | Skim headlines; rely on visual hierarchy; rarely read body text |
|
|
29
|
+
|
|
30
|
+
### Emotional Traits (Tier 2)
|
|
31
|
+
|
|
32
|
+
| Trait | Value | Rationale |
|
|
33
|
+
|-------|-------|-----------|
|
|
34
|
+
| resilience | 0.5 | Brief frustration but quick to try alternatives rather than persist |
|
|
35
|
+
| selfEfficacy | 0.6 | Generally confident with mobile interfaces |
|
|
36
|
+
| trustCalibration | 0.5 | Balanced; aware of mobile security concerns |
|
|
37
|
+
| interruptRecovery | 0.5 | Expect interruptions; design mental models around resumption |
|
|
38
|
+
|
|
39
|
+
### Decision-Making Traits (Tier 3)
|
|
40
|
+
|
|
41
|
+
| Trait | Value | Rationale |
|
|
42
|
+
|-------|-------|-----------|
|
|
43
|
+
| satisficing | 0.8 | Accept first reasonable option; minimize decision time |
|
|
44
|
+
| informationForaging | 0.5 | Quick scans for obvious information; abandon if not found |
|
|
45
|
+
| anchoringBias | 0.5 | First-seen options have advantage but less commitment overall |
|
|
46
|
+
| timeHorizon | 0.3 | Focus on immediate task; minimize time investment |
|
|
47
|
+
| attributionStyle | 0.5 | Balanced attribution; expect mobile to be different |
|
|
48
|
+
|
|
49
|
+
### Planning Traits (Tier 4)
|
|
50
|
+
|
|
51
|
+
| Trait | Value | Rationale |
|
|
52
|
+
|-------|-------|-----------|
|
|
53
|
+
| metacognitivePlanning | 0.4 | Less planning; reactive to immediate needs |
|
|
54
|
+
| proceduralFluency | 0.6 | Familiar with mobile conventions (swipe, tap, etc.) |
|
|
55
|
+
| transferLearning | 0.6 | Apply mobile patterns across apps |
|
|
56
|
+
|
|
57
|
+
### Perception Traits (Tier 5)
|
|
58
|
+
|
|
59
|
+
| Trait | Value | Rationale |
|
|
60
|
+
|-------|-------|-----------|
|
|
61
|
+
| changeBlindness | 0.6 | May miss changes while attention divided; rely on clear notifications |
|
|
62
|
+
| mentalModelRigidity | 0.5 | Expect mobile conventions; frustrated by non-standard patterns |
|
|
63
|
+
|
|
64
|
+
### Social Traits (Tier 6)
|
|
65
|
+
|
|
66
|
+
| Trait | Value | Rationale |
|
|
67
|
+
|-------|-------|-----------|
|
|
68
|
+
| authoritySensitivity | 0.5 | Moderate; skeptical of mobile ads and promotions |
|
|
69
|
+
| emotionalContagion | 0.5 | Moderate influence from visual design |
|
|
70
|
+
| fomo | 0.6 | Mobile creates urgency; notifications drive engagement |
|
|
71
|
+
| socialProofSensitivity | 0.6 | App store ratings and reviews influence choices |
|
|
72
|
+
|
|
73
|
+
## Behavioral Patterns
|
|
74
|
+
|
|
75
|
+
### Navigation
|
|
76
|
+
Mobile users rely on familiar patterns: bottom navigation, hamburger menus, swipe gestures. They expect single-hand operation for most tasks. Deep hierarchies are problematic; prefer flat architecture with clear entry points. Search is often preferred over navigation for finding specific items.
|
|
77
|
+
|
|
78
|
+
### Decision Making
|
|
79
|
+
Decisions are rapid and often based on minimal information. The top option or featured choice has significant advantage. Users rarely scroll below the fold for options. Price and key differentiators must be immediately visible.
|
|
80
|
+
|
|
81
|
+
### Error Recovery
|
|
82
|
+
Low tolerance for errors that interrupt flow. Errors should be recoverable without losing progress. Form validation should be inline and immediate. Connectivity errors should allow offline operation or easy retry.
|
|
83
|
+
|
|
84
|
+
### Abandonment Triggers
|
|
85
|
+
- Slow load times (over 3 seconds)
|
|
86
|
+
- Forced desktop-style interactions
|
|
87
|
+
- Lengthy forms without progress saving
|
|
88
|
+
- Pop-ups and interstitials
|
|
89
|
+
- Unclear touch targets
|
|
90
|
+
- Required account creation for simple tasks
|
|
91
|
+
- Poor cellular connectivity handling
|
|
92
|
+
|
|
93
|
+
## UX Recommendations
|
|
94
|
+
|
|
95
|
+
| Challenge | Recommendation |
|
|
96
|
+
|-----------|----------------|
|
|
97
|
+
| Time pressure | Minimize steps; allow task completion in under 2 minutes |
|
|
98
|
+
| Divided attention | Clear visual hierarchy; essential info "above the fold" |
|
|
99
|
+
| Limited screen space | Progressive disclosure; prioritize ruthlessly |
|
|
100
|
+
| Touch input | Generous touch targets (minimum 44x44 pixels); forgiving hit areas |
|
|
101
|
+
| Interrupted sessions | Save state automatically; enable easy resumption |
|
|
102
|
+
| Variable connectivity | Offline capability; graceful degradation; queue actions |
|
|
103
|
+
| Low reading tendency | Visual communication; icons with text; clear CTAs |
|
|
104
|
+
|
|
105
|
+
## Research Basis
|
|
106
|
+
|
|
107
|
+
- Chittaro, L. (2011). Mobile HCI research methods - Context-specific user behavior
|
|
108
|
+
- Hoober, S. & Berkman, E. (2012). Designing Mobile Interfaces - Touch interaction patterns
|
|
109
|
+
- Nielsen, J. (2012). Mobile Usability - Mobile vs desktop behavior differences
|
|
110
|
+
- Google/SOASTA (2017). Mobile page speed benchmarks - Load time impact on conversion
|
|
111
|
+
- Budiu, R. (2015). Mobile User Experience - Attention and task completion research
|
|
112
|
+
|
|
113
|
+
## Usage
|
|
114
|
+
|
|
115
|
+
```typescript
|
|
116
|
+
await cognitive_journey_init({
|
|
117
|
+
persona: "mobile-user",
|
|
118
|
+
goal: "complete checkout",
|
|
119
|
+
startUrl: "https://example.com"
|
|
120
|
+
});
|
|
121
|
+
```
|
|
122
|
+
|
|
123
|
+
```bash
|
|
124
|
+
npx cbrowser cognitive-journey --persona mobile-user --start https://example.com --goal "complete checkout"
|
|
125
|
+
```
|
|
126
|
+
|
|
127
|
+
## See Also
|
|
128
|
+
|
|
129
|
+
- [Persona Index](Persona-Index)
|
|
130
|
+
- [Trait Index](../traits/Trait-Index)
|
|
131
|
+
- [Patience](../traits/Trait-Patience.md)
|
|
132
|
+
- [Satisficing](../traits/Trait-Satisficing.md)
|
|
133
|
+
- [Reading Tendency](../traits/Trait-ReadingTendency.md)
|
|
@@ -0,0 +1,133 @@
|
|
|
1
|
+
# Motor Tremor User
|
|
2
|
+
|
|
3
|
+
**Category**: Accessibility Personas
|
|
4
|
+
**Description**: Users with motor control impairments affecting precise movements, such as essential tremor, Parkinson's disease, or other neuromuscular conditions
|
|
5
|
+
|
|
6
|
+
## Overview
|
|
7
|
+
|
|
8
|
+
Motor tremor users experience involuntary shaking or movement that affects their ability to perform precise motor tasks. This includes difficulty with small click targets, drag-and-drop interactions, hover states, and any interface element requiring steady, accurate movement. Conditions causing tremor range from essential tremor (the most common movement disorder) to Parkinson's disease, multiple sclerosis, and age-related motor changes.
|
|
9
|
+
|
|
10
|
+
Users with motor tremor have developed strategies to compensate for their movement challenges. They often use keyboard navigation when possible, stabilize their arms against surfaces, use assistive technologies like switch access or adapted mice, and approach interaction targets with deliberate care. They have learned to be patient with themselves and with interfaces.
|
|
11
|
+
|
|
12
|
+
The challenges faced by motor tremor users highlight the importance of generous click targets, keyboard alternatives, and forgiving interaction patterns. Many design improvements for this persona benefit all users, including those using touch screens in moving vehicles or with temporary motor impairments.
|
|
13
|
+
|
|
14
|
+
## Trait Profile
|
|
15
|
+
|
|
16
|
+
All values on 0.0-1.0 scale.
|
|
17
|
+
|
|
18
|
+
### Core Traits (Tier 1)
|
|
19
|
+
|
|
20
|
+
| Trait | Value | Rationale |
|
|
21
|
+
|-------|-------|-----------|
|
|
22
|
+
| patience | 0.9 | Developed through necessity; understand that interactions will take more time |
|
|
23
|
+
| riskTolerance | 0.2 | Very cautious; misclicks can have unwanted consequences |
|
|
24
|
+
| comprehension | 0.7 | Unaffected by motor impairment; cognitive abilities intact |
|
|
25
|
+
| persistence | 0.8 | High; committed to completing tasks despite physical challenges |
|
|
26
|
+
| curiosity | 0.5 | Moderate; exploration limited by interaction cost |
|
|
27
|
+
| workingMemory | 0.7 | Normal capacity; may be partially occupied by motor planning |
|
|
28
|
+
| readingTendency | 0.6 | Moderate; read carefully to avoid needing re-interaction |
|
|
29
|
+
|
|
30
|
+
### Emotional Traits (Tier 2)
|
|
31
|
+
|
|
32
|
+
| Trait | Value | Rationale |
|
|
33
|
+
|-------|-------|-----------|
|
|
34
|
+
| resilience | 0.7 | Developed through adapting to physical challenges |
|
|
35
|
+
| selfEfficacy | 0.6 | Confident in abilities but aware of limitations |
|
|
36
|
+
| trustCalibration | 0.6 | Appropriately cautious about committing to actions |
|
|
37
|
+
| interruptRecovery | 0.6 | Moderate; interruptions less costly than for some personas |
|
|
38
|
+
|
|
39
|
+
### Decision-Making Traits (Tier 3)
|
|
40
|
+
|
|
41
|
+
| Trait | Value | Rationale |
|
|
42
|
+
|-------|-------|-----------|
|
|
43
|
+
| satisficing | 0.3 | Low; prefer to choose carefully to avoid need for corrections |
|
|
44
|
+
| informationForaging | 0.6 | Thorough to reduce need for repeated navigation |
|
|
45
|
+
| anchoringBias | 0.5 | Moderate; don't favor first option if requiring corrections |
|
|
46
|
+
| timeHorizon | 0.6 | Willing to invest time upfront to avoid future corrections |
|
|
47
|
+
| attributionStyle | 0.5 | Understand interaction between personal abilities and interface design |
|
|
48
|
+
|
|
49
|
+
### Planning Traits (Tier 4)
|
|
50
|
+
|
|
51
|
+
| Trait | Value | Rationale |
|
|
52
|
+
|-------|-------|-----------|
|
|
53
|
+
| metacognitivePlanning | 0.7 | Plan interactions carefully to minimize motor demands |
|
|
54
|
+
| proceduralFluency | 0.6 | Develop routines but each interaction requires conscious effort |
|
|
55
|
+
| transferLearning | 0.6 | Apply accessibility patterns across contexts |
|
|
56
|
+
|
|
57
|
+
### Perception Traits (Tier 5)
|
|
58
|
+
|
|
59
|
+
| Trait | Value | Rationale |
|
|
60
|
+
|-------|-------|-----------|
|
|
61
|
+
| changeBlindness | 0.5 | Normal visual attention; may miss changes during motor focus |
|
|
62
|
+
| mentalModelRigidity | 0.5 | Moderate; expect accessibility considerations |
|
|
63
|
+
|
|
64
|
+
### Social Traits (Tier 6)
|
|
65
|
+
|
|
66
|
+
| Trait | Value | Rationale |
|
|
67
|
+
|-------|-------|-----------|
|
|
68
|
+
| authoritySensitivity | 0.5 | Moderate; evaluate based on accessibility support |
|
|
69
|
+
| emotionalContagion | 0.5 | Normal emotional sensitivity |
|
|
70
|
+
| fomo | 0.4 | Lower; focused on accessible experiences |
|
|
71
|
+
| socialProofSensitivity | 0.5 | Value accessibility reviews from others with motor impairments |
|
|
72
|
+
|
|
73
|
+
## Behavioral Patterns
|
|
74
|
+
|
|
75
|
+
### Navigation
|
|
76
|
+
Motor tremor users favor keyboard navigation over mouse/touch when possible. When using a pointer, they approach targets slowly and deliberately, often using arm stabilization. They benefit from large click targets and avoid hover-dependent interactions. Sticky menus that require precise mouse control are particularly challenging.
|
|
77
|
+
|
|
78
|
+
### Decision Making
|
|
79
|
+
Decisions are careful and deliberate because correction costs are high. Users prefer to understand all implications before committing to an action. Preview functionality is valuable. The ability to undo or correct without extensive re-navigation is essential.
|
|
80
|
+
|
|
81
|
+
### Error Recovery
|
|
82
|
+
Errors caused by misclicks are frustrating and common. Error recovery should not require precise motor control. Confirmation dialogs should have well-spaced buttons. The ability to undo actions reduces the cost of accidental clicks.
|
|
83
|
+
|
|
84
|
+
### Abandonment Triggers
|
|
85
|
+
- Small click targets (under 44x44 pixels)
|
|
86
|
+
- Hover-only interactions with no click alternative
|
|
87
|
+
- Drag-and-drop without keyboard alternative
|
|
88
|
+
- Time-limited interactions during data entry
|
|
89
|
+
- Sliding/swiping interactions requiring precise control
|
|
90
|
+
- Double-click requirements
|
|
91
|
+
- Captchas requiring precise interaction
|
|
92
|
+
|
|
93
|
+
## UX Recommendations
|
|
94
|
+
|
|
95
|
+
| Challenge | Recommendation |
|
|
96
|
+
|-----------|----------------|
|
|
97
|
+
| Small click targets | Minimum 44x44 pixel touch targets; larger for primary actions |
|
|
98
|
+
| Precision requirements | Forgiving click areas; expand clickable region beyond visual boundary |
|
|
99
|
+
| Hover interactions | Provide click/keyboard alternatives; persistent hover states |
|
|
100
|
+
| Drag and drop | Keyboard alternatives; click-to-select + click-to-place pattern |
|
|
101
|
+
| Misclick recovery | Generous undo; confirmation for destructive actions |
|
|
102
|
+
| Time pressure | Disable timeouts for form inputs; extend session limits |
|
|
103
|
+
| Complex gestures | Simple tap/click alternatives to swipes and multi-touch |
|
|
104
|
+
|
|
105
|
+
## Research Basis
|
|
106
|
+
|
|
107
|
+
- Trewin, S. & Pain, H. (1999). Keyboard and mouse errors due to motor impairments - Empirical studies
|
|
108
|
+
- Keates, S. et al. (2002). Cursor measures for motion-impaired users - Design recommendations
|
|
109
|
+
- WCAG 2.2 Target Size guidelines (2.5.5, 2.5.8) - Minimum target sizes
|
|
110
|
+
- MacKenzie, I.S. & Jusoh, S. (2001). Evaluation of pointing devices for users with motor impairments
|
|
111
|
+
- Wobbrock, J.O. & Gajos, K.Z. (2008). Ability-based design - Adapting interfaces to abilities
|
|
112
|
+
|
|
113
|
+
## Usage
|
|
114
|
+
|
|
115
|
+
```typescript
|
|
116
|
+
await cognitive_journey_init({
|
|
117
|
+
persona: "motor-tremor",
|
|
118
|
+
goal: "complete checkout",
|
|
119
|
+
startUrl: "https://example.com"
|
|
120
|
+
});
|
|
121
|
+
```
|
|
122
|
+
|
|
123
|
+
```bash
|
|
124
|
+
npx cbrowser cognitive-journey --persona motor-tremor --start https://example.com --goal "complete checkout"
|
|
125
|
+
```
|
|
126
|
+
|
|
127
|
+
## See Also
|
|
128
|
+
|
|
129
|
+
- [Persona Index](Persona-Index)
|
|
130
|
+
- [Trait Index](../traits/Trait-Index)
|
|
131
|
+
- [Patience](../traits/Trait-Patience.md)
|
|
132
|
+
- [Persistence](../traits/Trait-Persistence.md)
|
|
133
|
+
- [Risk Tolerance](../traits/Trait-RiskTolerance.md)
|