Inclusive design is a design methodology that seeks to create products and experiences that are accessible and usable by people with a wide range of abilities, disabilities, ages, languages, cultures and backgrounds. In class, we began to consider some individuals we personally admire and respect. This activity highlighted that these choices are impacted by our subconscious bias and experience.
It was not until 1980, that the World Health Organisation defined what a disability is. This has since been updated to emphasise how this impacts the interaction between an individuals body and the world around. Designing without considering disabilities, can create a world which excludes masses of people.
In class, we considered different disabilities which may affect how an individual interacts with a product or service including visual impairments (e.g., colour blindness); auditory (e.g., deafness); verbal (e.g., non-verbal, stutter, language barriers and accents); motor (e.g., paralysis, cerebral palsy); cognitive (e.g., dyslexia, dyspraxia, autism, alzheimers disease). Considering the wide range of disabilities which in total effect the majority of the population, highlighted to me how many shortcomings there are in many digital and physical products which could easy be improved through design.
It was also interesting to consider temporary, acquired and situational exclusions which has the possibly to affect an even larger audience when interacting with a product. For example: visual brightness (e.g., temporarily blinded by the sun while driving or the opposite, unable to see ahead on a street without lights); in the same vein, auditory (e.g., a loud concert) and verbal (e.g., unable to speak after surgery, accent and dialect); or injury (e.g., breaking a bone, feeling ill, stroke) and also pregnancy. Companies like ESO have been tasked to create accessible products designed to be used by first responders interacting with their products in the back of a fast moving vehicle or emergency situation.
Interaction methods and modalities
Structure and semantics
Timing (giving user enough)
Language and readability (consider AI to translate paragraphs etc)
Visual and auditory alternatives (eye scanning for those who cannot use a keyboard for example)
Navigation and wayfinding (make it easy for a user to find their way out)
Error prevention and states
Colour scheme (considering contrast for those with visual impairments)
Predictability and consistency (consider the user’s mental model)
Movement and flashing (overwhelming)