A recent article in The Guardianexplains how video game developers are designing avatar elements to be more representative of population diversity. There is a growing realisation that choice of skin tone, gender, ethnicity or physical ability for a character is important to players for the “looks like me” appeal. Games are a key element of childhood and teenage life, so it is important to have avatars that represent them. Xbox now have avatars that allow players to depict themselves as wheelchair users or having prosthetic limbs, as well as other atributes such as body shape and skin colour. The article includes a section on gender non-conforming players using gaming as a means for helping them with their coming out process. Games are also a way for children to share time with others when they might not be able to communicate verbally. The article nicely counters arguments about diversity being a fad or holding back creativity:
“When people dismiss representation as a political fad, as an imposition on the creative process, as a means of ticking off lists, they are almost always doing this from a position of privilege. The argument that it’s not the gender, ethnicity or physical abilities of a character that are important, but whether they’re written well and fun to play, is easier to make if you’re already being comfortably represented. It is easy to assume your experience is universal. But it isn’t.”
“Vertical Villages” are sometimes mentioned as a solution for housing for older people. The version in the video below is in Singapore, but there is no mention of older people or accessibility. However, accessibility and universal design is written into the Singapore Building Code, which should mean it is automatically included. Hoping for a time when Australia no longer needs to mention accessibility as a feature because it is just present! Ms Goh Siam Imm from Singapore was a keynote speaker at the 2016 Australian Universal Design Conference in Sydney, and featured this development in her presentation. The video below gives more detail.
As with most thoughtful design that aims to be inclusive, convenient and welcoming, designing interiors for children with autism makes for good interiors for children generally. Close attention was paid to texture, acoustics, and lighting conditions—features just as applicable to the rest of the world when it comes to designing autism-friendly spaces. The architect behind the design of the Center of Autism and the Developing Brain says the key is to be sensitive to light, sight, textures, and sounds. The article can be downloaded from the codesign.com website.
Lee Wilson provides us with yet another informative article in Sourceablewhere he lists the key features of good wayfinding. He also discusses the new technologies and laments that little information, if any, is included in the new Draft Wayfinding Standard . Wayfinding is not just a matter of good signage – it is much more than that.
For those of us who will never know which way is North, architectural cues, symbols and signs are essential for reading and understanding the environment and being able to get around safely and easily.