This document summarizes a presentation on inclusive design given by Jess Mitchell at OCAD University in Toronto. The presentation aims to change the audience's perspective on inclusive design. Mitchell defines inclusive design as design that considers the full range of human diversity and involves recognizing diversity, using an inclusive process, and having a broader beneficial impact. Mitchell discusses three tenants of inclusive design: recognizing diversity and uniqueness, using an inclusive process and tools, and having a broader beneficial impact. The presentation provides examples of how an inclusive design process can be applied and encourages practicing inclusive design to solve problems in a more creative and affordable way.
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CSUN Inclusive Design Changes Perspective
1. INCLUSIVE DESIGN
CHANGE YOUR PERSPECTIVE
Jess Mitchell
OCAD University, Toronto
How
many
of
you
went
to
a
presentation
that
turned
out
to
be
a
sales
pitch?
How
many
of
you
went
to
a
presentation
that
turned
out
to
be
a
research
project
report?
This
is
neither
—
I
want
to
change
your
perspective,
change
your
mind,
your
behaviour,
and
your
approach
to
problem
solving
How
many
of
you
attended
a
session
with
Inclusive
or
Inclusion
in
the
title?
How
many
with
Design?
How
many
of
you
consider
yourselves
designers?
All
of
you
will
hopefully
by
the
end
of
this
presentation.
I
want
to
start
by
talking
about
what
some
of
you
might
think
inclusive
design
sounds
like:
2. 1. mismatch as design solvable
2. one-size-fits-one
3. design decisions — as exclusion
3 things I want to focus on
3. HIPPY SPEAK
We
live
in
a
complex
world
that
is
moving
very
quickly
—
one
where
technology
and
computers
and
drones
and
robots
do
many
of
our
everyday
tasks
—
or
they
soon
will.
It’s
a
world
where
our
needs
are
more
complex
—
we’re
trying
to
integrate
all
of
this
technology
into
our
lives,
make
it
work,
make
it
make
our
lives
better
and
work
for
us.
The
Internet
of
Things
is
everywhere
—
our
connected
cars
(soon
to
be
the
autonomous
cars),
programmable
thermostats
and
smoke
alarms,
and
robots
to
keep
our
pets
company
while
we’re
at
work
—
complete
with
treat
dispensers,
camera
sensors
to
let
us
know
when
Fido
is
around,
and
an
ability
to
speak
to
our
pets
in
our
voice.
So,
you
say
sit
Fido,
Fido
sits,
and
you
trigger
the
robot
to
dispense
a
treat.
This
is
our
world
—
we’re
setting
up
a
wireless
printer
at
home
(no
big
deal,
right?)
—
but
we’re
integrating
it
with
our
wireless
network
and
with
our
IP-‐capable
TV
and
with
our
Media
Centre
(little
bit
harder)
—
and
you’re
watching
the
Jays
game
on
Rogers,
but
at
the
moment
Bautista
hit
his
home-‐run
you
jumped
up
and
spilled
something
on
your
lap
and
your
computer
so
you
missed
his
reaction.
Now
you
want
your
TV
and
speakers
to
be
able
to
detect
your
laptop
so
you
can
watch
a
clip
of
Bautista’s
home-‐run
reaction
online,
streaming
it
from
the
couch.
For
all
of
that
to
work
we
need
usable,
integratable
systems
that
must
be
designed
to
work
for
us.
4. I DON’T UNDERSTAND
I am listening
I am curious
But I don’t get it!
IRRE LE VAN T
You
might
think
this
doesn’t
apply
in
my
industry
—
I
challenge
you
to
come
up
with
an
industry
that
doesn’t
ulUmately
deal
with
people,
doesn’t
strive
for
efficiency
and
sustainability,
doesn’t
hope
to
innovate,
or
doesn’t
simply
want
to
solve
complex
problems.
Not
saying
inclusive
design
is
a
silver
bullet,
but
I
think
it
will
help
us
do
all
of
these
things
beWer.
5. N O T IM P O R T A N T T O M E
We
should
be
careful
about
disregarding
something
that
isn’t
relevant
to
us
now
—
it’s
shortsighted.
We’re
all
aging
—
speaking
of
shortsighted
—
my
glasses
get
a
liWle
bit
stronger
every
few
years…
And
my
parents
are
aging
and
I’m
seeing
what
happens
with
the
inevitable
march
of
Ume.
Many
of
us,
most
of
us
will
need
assistance
at
some
point
in
our
lives.
Disability
increases
with
age
(42%
between
ages
of
65-‐74,
64%
at
75+)
and
populaUons
are
aging.
6. C O M P LE X P R O B LE M S N E E D
BE TTE R SOLU TIONS
• that have a longer shelf life
• that work better for more people
• that reach untapped markets
7. D EF INE
IN C LU SIVE DE SIG N
Inclusive Design is design that considers the full range of human diversity with respect to ability, language, culture, gender, age and other forms of human difference. And
in considering, inclusive design involves…
8. 3 TE NANTS OF
IN C LU SIVE DE SIG N
1. recognize diversity and uniqueness
2. use an inclusive process and tools
3. have a broader beneficial impact
3 tenants of ID
1. recognize diversity and uniqueness — how many of you consider yourselves average?
so why do we design for the average?
2. use an inclusive process and tools — get experts to make the best solutions — talk to moms to find out what strollers work best for them: talk to moms who are
pushing strollers through the snow banks in Toronto in January, or strolling around the broken bricks in Old San Juan, Puerto Rico in the heat and humidity of June.
Talk to moms who are 6’5” and talk to moms who don’t have the strength to lift 20 lbs, let alone a 20 lb stroller and a 20 pound kid.
3. have a broader beneficial impact — solve for everyone
of course if you set out to solve for everyone and you’re designing a stroller it’s going to be quite difficult. You simply can’t make everyone happy.
You can still build an amazing stroller! We’ll still strive for perfection, but in our attempts we’ll make better strollers for everyone.
9. WHY INCLUSION?
• do the right thing
• reach a new market
• solve really hard problems that others
aren’t solving
• don’t get sued
do the right thing — good person (philanthropist),
make a profit — good businessperson (successful),
solve hard problems — entrepreneur & innovator
don’t get sued — good citizen and keeps you in the market
10. What is accessibility?
In Universal Design there’s the curb cut — does everyone know what a curb cut it?
11. In Inclusive Design we aim for the digital curb cut — closed captioning is an example.
top 3 uses:
1. in a bar
2. in a gym
3. in bed with a sleeping spouse
12. RE PRODU CIBLE STE PS
The good news is that there is a process we have developed for inclusive design — it’s based on milestones, not a step by step linear process, but iterative — building on
small successes. It requires a flexibility and a focus on delivering milestone-based artifacts.
If you were in the Google a11y design talk you know the basic milestones (roughly research, brainstorm, prototype, test, iterate)
13. PRACTICE
We’ve found that inclusive design can be applied to everything we do and the way we think about the problems we encounter. We want to think more critically in our
work and not just be satisfied with the simple, quick solution. It actually costs more to do the thinking after you’ve built something already. Spending the time up-front
incorporating diversity and wondering about more creative solutions is much more affordable.
In our work in Software and Hardware we employed a process that helped us think about making interfaces accessible — accessible to people with disabilities. And
when we stumbled upon the utility of this process in basically everything we do we found it
changed the way we thought about the problems
changed the way we solved the problems
we were able to solve the problems better and for more users
You might say to us now Inclusive Design is just good design
If you’re doing good product design, then you’re doing Inclusive Design — but what we’ve found is that people aren’t doing it. And yet what we do at the IDRC is
something any of us in this room can do
14. HOW DO WE DO THIS?
And I think this is the unique part of inclusive design — inclusive design gives us this perspective shift and challenges us to solve hard problems. And it challenges us to
solve them not just for persons with disabilities but for everyone. Think of the curb cut.
15. PERSPECTIVE SHIFT
And we do this with what I call a perspective shift in our thinking and doing. It isn’t enough to walk in someone’s shoes — it’s a start, but what if everyone with unique
shoes was at the table together?
16. 1. mismatch as design solvable
2. one-size-fits-one
3. design decisions — as exclusion
3 things I want to focus on
17. DISABILITY
We sometimes hear disability describes as a medical condition — someone is afflicted, they can’t do something — they lack an ability.
18. DISABILITY
And it is often associated with the 4 main categories of disabilities:
mobility impaired
cognitively impaired
hearing impaired
seeing impaired
But at the IDRC we completely redefine disability. It isn’t a medical condition to us…>>>
19. MISMATCH
Disability is a mismatch between the individual and their goals — the tools they have available to them in the environment where they are — their context
Disability is not a personal trait and because it’s so context dependent, it is a relative condition. >>>>>
20. DISABILITY IS MISMATCH
MISMATCH IS SOLVABLE
D E S I G N C A N S O LV E M I S M AT C H
ALL EXPERIENCE MISMATCH
I went grocery shopping the other day and my arms were full as I was trying to get in the car — my car has a button that makes it easy to open.
Someone with a motor impairment can also benefit from simple buttons to open doors.
Making content available to those with cognitive disabilities often means simplifying the content — you know who else benefits from that? What about the executive 2-pager? In some cases it’s become a 1-
pager — they’re busy, they don’t have time or energy to focus. They are cognitively impaired at that moment.
At the dog park the other night and I needed to know the score in the Jay’s game. I used an app on my cell phone that showed me all the action in the game in text only so I could easily keep up. The deaf
person who wants to know what’s going on in the game and is watching on TV gets captions that allow them to follow along in text.
It’s Fall now and the sun is blazing. In the afternoon the sun shines in the window in my office and onto my screen and makes it impossible for me to read my monitor. I can change the brightness and
contrast though — this simple solution also helps the sight impaired user who has partial sight but needs slight modifications.
So now what — how can we do this Inclusive Design thing?? >>>>
22. C H A N G E O F A P P R O A C H
• Environmental Scan
• Solve for mismatch - edge case
• Scenarios
• Gentle prototyping
Rough outline of the process we use for inclusive design — NOT LINEAR
First we try to understand the environment of what we’re working in. If we’re trying to solve a problem in a particular context we’d better understand that context really well and understand what solutions
exist in that space — what their limitations are — what their successes are.
Use cases — can’t enumerate people, they’re too unique and diverse
if you begin to think of people as disabilities again here, you’re following a mental rut
Scenarios will help you think through what someone does — they are a person with likes, dislikes, pressures, etc.
Gentle prototyping because of the risk of going to a visual design too quickly.
23. E D G E C A S E S
“We have clients come to us and say, “Here’s our average
customer:”, for instance, “She’s female, she’s 34 years old, she has
2.3 kids…” And we listen politely and say: “Well, that’s great but we
don’t care about that person”. What we really need to do to design, is
look at the extremes, the weakest, or the person with arthritis, or the
athlete, or the strongest or the fastest person. Because if we
understand what the extremes are, the middle will take care of itself”.
– Dan Formosa, Smart Design, “Objectified”
http://sugoru.com/2013/07/14/designing-for-the-extremes/
They aren’t describing a person. It’s so abstracted and so removed from what a person does, it’s not that functionally useful. In other words, it’s useless.
How about instead this is Molly, she’s 34 years old and struggling to find her footing in her field — she’s a lawyer. She works really long hours trying to make her mark on
the cases she’s taking on. She has a 2 year old who is very picky about what he eats and a 4 year old who is even pickier. Her husband works on the opposite end of
town. They have two cars and a goldfish.
For a great read about how the average isn’t a real person and why we’ve historically come to defer to it so thoroughly, I recommend reading Todd Rose’s book, The End
of Average that just came out in February this year. It’s a perspective changer itself.
24. S CE NA RIO
Molly is working on a big case — this might be the one where she proves herself and gets the attention that will help her move to the next level…
This morning she’s juggling a lot. She has to get the kids to daycare (her husband usually takes them) but he is at CSUN in San Diego and she’s on her own all week. So
as she’s driving she’s thinking of what to make for dinner — TACOS are easy and everyone will eat them — she can do tacos.
She gets a call at noon that her 2 year old has pink eye and she needs to come get him from daycare…
Now we have someone with real pressures, a real life, real needs. When Molly gets out of the car with her work computer slung over one shoulder, her groceries in one
hand, and sick little Miles in the other, what does she need in a stroller? How might we design a stroller for her?
25. D ES IG N ID EAS:
BRILLIANT OR E X CLU SIONARY?
• With this brilliant design idea who
just got excluded?
• Is there a way I can bridge the
gap I just created? A way I can
solve for the mismatch or avoid it?
some simple rules:
every time you make a design decision you’re saying as much (NOT ANY OF THIS) as you’re saying (THAT). In other words, if you put a quick release tab on the handle of
Molly’s stroller, you’re saying NO to a foot-activated quick release. Just one example.
So, whatever your design decision is, think about what it isn’t.
AND WHEREVER POSSIBLE LET THE END USER DECIDE… we see innovative uses of tools all the time — unintended ones.
Silly Putty — meant to be a synthetic rubber for WWII — there was a rubber shortage because of the war
Text Messages — cell phone carriers letting customers know about problems with their network
a precursor to Email — created to let hearing impaired computer engineer communicate with his wife
WD-40 meant to displace and repeal standing water to prevent corrosion in nuclear missiles. how many of you use it on your nuclear missiles??
Rogaine was used to treat high blood pressure — hair growth was an unintended side effect
Play-Doh was a wallpaper cleaner in the 1930s
Microplanes were for wood or metal — I use them on orange rinds or horseradish when I cook!
One way we do this in the digital world is to
make it multi-modal
- text
- audio
- video
26. N IK E F LY E A S E
Inspired by a letter to Nike by a basketball loving teenager with Cerebral Palsy — what resulted is a sexy shoe with an innovative entry that is usable and attractive to
everyone.
27. TRAM POLINE
BLOORVIEW rehab hospital has one of these and what’s so cool about it is that you have kids in their integrated school program playing together without barriers and
kids in wheelchairs who have never had the sensation of jumping can feel what it feels like to jump.
28. S TOPG AP
Stopgap created these little wedges to help folks in wheelchairs get into businesses in the GTA. Folks with strollers also use them — no one is inconvenienced by them
and they help.
Luke Anderson an avid mountain biker had an accident and became paralyzed. He started stopgap.
29. O X O
OXO good grips was created when the owner’s wife had trouble gripping tools because of some mild arthritis.
These tools for kitchen and gardening became the go-tos in rehabilitation centers working with people on activities of daily living…
Who else has trouble gripping things?
30. O X O
this population.
OXO saw a market and broadened their products.
31. HOW CAN I DO THIS?
• think about the edge cases early and solve for
them — MISMATCH
• can you let the user decide — ONE-SIZE-FITS-
ONE
• think about design decisions as excluding rather
than solving — BRILLIANT? EXCLUSIONARY?
32. LET’S DO THIS NOW
• think about a problem you want to solve
• think about the edge case — create a persona
• think about a use case — your persona in action
MISMATCH
• solve for them ONE-SIZE-FITS-ONE
• ITERATE — watch for Design BRILLIANCE THAT
EXCLUDES
33. 33
Principle
Accessible Communication Tools
Accessible Design Tools
Accessible Development Tools
Synchronized Design Assets
Pair up with a co-worker to sketch or code
Exchange your ideas/projects with
participants from different disciplines in
your organization on regular basis to get
their feedback
Find an open-source community where you
can ask questions and/or contribute
Keep track of meeting notes, sketches and
research in a wiki or other open repository
Working together with others toward a common
desired outcome and shared goal is an important
part of the inclusive design process. We all bring
our unique experiences, skills and talents to the
table, and as a result, working collaboratively
ensures more diverse perspectives and therefore a
more inclusive design process.
By working with others rather than in isolation we
learn from one another; we share the
responsibility for an outcome, and in doing so we
learn to trust one another and rely on each other’s
expertise.
Learning to work collaboratively requires an
adjustment in the way that we approach our work.
Gathering and incorporating ideas from a diverse
group often takes more time and patience.
Questions of ownership or credit sometimes arise.
However, these challenges are far outweighed by
the benefits, as the rich and diverse perspectives
gained by working collaboratively ultimately
enhance the work.
Inclusive Design Guidelines
Practice
Collaborate
Inclusive Design Guidelines
Practice
Collaborate
Try
Why
Diverse participation & perspectives
How
•
•
•
•
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
- https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
34. 34
Personae are models representing potential
stakeholders who may use a product or service.
Although they are fictional people, their needs,
characteristics, goals and motivations are rooted in
the insights and feedback collected from various
sources including interviews/surveys or through
familiarity with the needs and interests of self,
co-workers, friends or family members. They begin
as early, provisional sketches and often evolve
through iterations as more information is gathered.
Personae are behavioural models; they do not
represent the full demographics of any given
population of complex and unique people. They
enable designers, developers and evaluators across
a project to keep a broad and diverse collection of
stakeholders in mind. They must be developed and
used with care in order to avoid stereotyping or
fictionalizing the user, and they must be tempered
with the awareness that no single persona or group
of personae can independently determine the full
range of potential uses of a product or service.
Inclusive Design Guidelines
Tool
Personae
Inclusive Design Guidelines
Tool
Think about various users in your domain
with unmet needs
Imagine a user, inspired by people you
know that is unique and doesn’t simply
represent the norm, the average, or the
typical
Draft the first version of your persona. Give
it a name, describe her life, needs,
preferences, likes and dislikes
Re-iterate and evolve your persona as you
collect more feedback form potential users
and/or stakeholders
Personae
Try
1.
2.
3.
4.
UX Walkthroughs
User States & Contexts
Use-Cases
Combine with
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
- https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
35. 35
Use cases describe particular scenarios in which a
persona may encounter and use a product or
service, providing more detail about specific tasks
and goals as well as helping to map out the
potential steps in a workflow. User personae and
accompanying use cases are not meant to
exhaustively describe all potential stakeholders or
situations; rather they help to illustrate key goals,
the main steps that should be taken towards
achieving that goal, and behaviour patterns related
to the design in question.
In an Inclusive design process it is important to
include edge cases. These are personae and
use-cases that describe both users with needs that
are not typically considered in the design process,
as well non-typical or unexpected uses of a
product or service. Use-cases present a picture of a
person in a specific context, with available tools,
existing constraints and potential distractions, who
is hoping to achieve a specific goal using the
product or service in question.
Inclusive Design Guidelines
Tool
Use-Cases
Inclusive Design Guidelines
Tool
Imagine what is your persona hoping to
achieve with your product/system (be
specific)
Describe the context, the available tools,
the constraints, potential distractions, etc.
Describe how your product can help the
persona achieve their goals
Re-iterate and evolve your use-cases as you
collect more feedback form potential users
and/or stakeholders and your project
moves forward
Use-Cases
Try
1.
2.
3.
4.
Personae
User States & Contexts
Combine with
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
- https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
36. 36
We all have diverse needs, and we all experience
changes in our lives, in both the short-term and
long-term, that affect our interests, goals and
desires. As a result, designs that are flexible and
allow for customization are more likely to meet
our needs. A one-size-fits-one approach avoids
the often segregated and specialized design
solutions that are intended to meet the needs of
those “on the margins”. These solutions do not
serve the individual or society in the long run.
Adaptable designs that allow for personalization
result in integrated systems that work better for
everyone. In the digital world, we have the
freedom to create a design system that can adapt,
morph, or stretch to address each design need
presented by each individual. One-size-fits-one
design solutions give us the power to discover
and choose what works best for us in any given
context. This puts more control into the hands of
any one of us to create our own experience, and
to modify this experience as needed.
Inclusive Design Guidelines
Principle
One-Size-Fits-One
Inclusive Design Guidelines
Principle
One-Size-Fits-One
Try
Think of something you’ve come across in
your daily life that demonstrates an
adaptable design. For example, an office
chair with multiple adjustment features, or
a suitcase that can be turned into a
backpack. How could this design be
improved to offer additional or different
adaptations? If you can’t think of anything,
consider 3 adaptations you’d like to have
on a product or tool you use on a regular
basis.
Use
Design for adaptability & flexibility
Design for uncertainty
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
-‐ https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
37. 37
The medical model defines disability as a trait;
something permanent and limiting. In contrast, an
inclusive design approach is one that perceives
disability as a mismatch between our needs and
the design features of a product, built
environment, system or service. This shifts the
responsibility to the design, and to the designer,
to correct the mismatch. For example, a digital
interface with poor contrast does not match the
needs of someone standing in direct sunlight or
someone with low vision.
Inclusive design considers this mismatch to be
conditional, solvable through design, and the
result of many factors, including:
• Context (e.g. upon waking up in the morning)
• Environment (e.g. a dark room)
• Hardware and software variations (e.g. desktop
vs. smartphone)
• Unique personal needs and learning styles (e.g. I
prefer to listen rather than read).
Inclusive Design Guidelines
Principle
Disability as Mismatch
Inclusive Design Guidelines
Principle
Disability as Mismatch
Try
Record three examples of an experience of
mismatch that you’ve had, no matter how
large or small. For example - standing at an
automated bank machine in the glare of the
sun, I couldn’t see the screen at all. How did
you feel when this happened? What did
you do about it?
Use
Focus on functional needs & preferences
Design for adaptability & flexibility
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
-‐ https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
38. THE MAGIC AT THE
MARGINS
benefits the majority
supports the spectrum
38
instead of 80/20, solve for the hard ones, the 20% and your solution will cover the 80%
39. SHOW & TELL
39
http://floeproject.org (learner options and Chart
authoring demos)
http://idrc.ocadu.ca/index.php/resources/idrc-
online/library-of-papers/443-whatisinclusivedesign
40. 1. mismatch as design solvable
2. one-size-fits-one
3. design decisions — as exclusion