Public parks can work their magic only if they give what people they need. People use green spaces in cities in different ways depending on their community’s historical experience and cultural standards. Access to parks is strongly linked with better health outcomes so it is important to design them in context. But the mere existence of a park does not ensure a community benefits from it. In an article for The Conversation, Thaisa Way covers the history of parks, importance of easy access and cultural relevance. Lots of links to research papers within the article titled: “Parks work for cities, but only if people use them”. And that is a question of design.
Access to play spaces can improve mental well-being as children grow up according to an article, by Alice Covatta . She argues that there is a connection between lack of play and the rise of mental health conditions. The way we design our urban areas has an impact on play in outdoor locations and this in turn either encourages or discourages play. The article expands on these concepts and uses case studies to highlight the issues and the solutions and introduce play as sustainable design. The article comes from the latest edition of Urban Design and Mental Health, which has several interesting articles.
NSW Government has published a guide to taking a universal design approach to play spaces, Everyone Can Play.
Museums play an important role in understanding the world we live in and giving context to our lives. Making the content of museums available to everyone in the community is now an important part of the work of exhibition designers. The Helen Hamlyn Centre in UK conducted research to assist with this. Their findings and conclusions are reported in their article, Using Design Thinking to Develop New Methods of Inclusive Exhibition Making. The project has, “identified the creation of clear, concise, and – most importantly – incentivising guidelines as a crucial, necessary factor in a universal approach to exhibition design. Making sure that designers feel like they are not obliged, or demanded to follow overly pedantic and stifling requirements, but rather encouraged and inspired by a reconsideration of access design as a space for innovation and experimentation, is a necessary in fostering and maintaining the principles of co-design, and a dialogue between user, institution and design team.”
Abstract : Museums and galleries are now making significant developments in the area of inclusion and awareness of disability rights. There have been noticeable advances in the design of cultural, physical and digital spaces, which provide wider access to a museum’s physical and intellectual resources, for individuals of diverse ages and abilities. However, responses have varied in consistency, efficacy, and legacy. This year-long design research project, in partnership with the Wellcome Collection and the Helen Hamlyn Centre for Design, Royal College of Art, develops a working set of tools that can be used by museums to improve accessibility in a more permanent and reiterative manner, with a view towards gathering and sharing relevant data, and design responses, within a broad network of museums and cultural institutions. This paper outlines recent approaches by relevant experts in the field and outlines a new approach to incorporating inclusive design within the process of exhibition creation. It uses co-design methods to provide a set of principled guidelines that respond to all relevant stakeholders. These guidelines are predicated on the understanding that establishing empathetic links between exhibition-makers and exhibition audience members is essential, resulting in a positive collaboration, combining the skills of museum professionals with the lived experience of people with disabilities. A central goal of the research is to explore how design issues surrounding access can be framed as an essential and positive component of the design process, and, more importantly, an opportunity for innovation, not simply an obligatory requirement. This paper comprises the observations of a current research project of a 12 month project, commencing in September 2017 and concluding in September 2018.
The article is from the proceedings of the UDHEIT 2018 conference held in Dublin, Ireland, an open access publication.
The design of parks and playgrounds are often considered from the perspective of children and younger adults. But what about older adults? An Australian study by Stephen Gibson looked at this issue and found that the motivations to visit parks differed between older and younger adults. Natural environment, and park amenity was the strongest predictor of encouraging older adults to visit parks. The recommendation is that park design must be specific to older adults to entice and encourage them to visit. The title of the article in Landscape and Urban Planning is,” “Let’s go to the park.” An investigation of older adults in Australia and their motivations for park visitation”. You will need institutional access for a free read.
Of course, taking the perspective of older adults does not exclude other age groups.Toilets, seating, shade, level footways, and wayfinding are good for everyone.
Abstract: What motivates older adults to visit and use parks? Do older adults access parks for different reasons than younger adults? Prior studies determine age influences park visitation, but we know little about why. Older adults are particularly disadvantaged if their specific needs, preferences, or constraints in frequenting parks are not considered as lack of visitation and potential health decline result.
Referencing self-determination theory from the social psychology literature, this study focuses on fulfillment of autonomy, competence, and relatedness needs in older adults as a precursor to motivation for park visitation. To build deeper understanding of older adult motivation to visit and use parks, the study develops and tests a theoretical model of motivation for park visitation using quantitative methods to investigate psychological needs in the motivation to visit parks and elements of parks required to satisfy these needs.
Providing support for hypothesized relationships in the model, findings indicate that older adults differ from younger adults in the level and type of motivation to visit parks. Specifically, older adults are motivated to revisit parks that fulfill their autonomy needs. Natural environment, a common park amenity, was the strongest predictor of autonomy need fulfillment in older adults, followed by location elements of convenience and community. Finally, results indicated that when older adult autonomy needs are fulfilled, park revisitation is likely. Results confirm that park design must be specific to older adults to entice visitation.
It’s often assumed that music education programs are not something for people who a deaf. An article in the Journal of American Sign Languages & Literatures says this is not so. Using a Universal Design for Learning (UDL) approach, the authors challenge these preconceptions. The article begins, ” Music is not bound to a single modality, language, or culture, but few music education programs represent a multimodal spectrum of music…” and overlook the contribution of Deaf culture. There is no one way of engaging with music, so different ways of experiencing the sensory, linguistic and cultural diversity of music is something music education practitioner might like to look at. The title of the article is Universal Design for Music: Exploring the Intersection of Deaf Education and Music Education.
An Auslan interpretation of Handel’s Messiah was performed by a Deaf choir in 2015 at the Sydney Opera House. The video below is of the complete two hour concert where there is interpreting throughout by individuals and groups. If you just want the Hallelujah Chorus where all interpreters get involved, go to 1hour 38 minutes into the video.
Good to see some creative thinking in opening a cafe that welcomes people with dementia. The Design Council article explains how this cafe started with two women who were working in a dementia care facility. They wanted to do more for people living in the community. With financial support from the local council and a crowdfunding campaign they raised sufficient funds to get the Moments Cafe up and running. The Cafe has an office facility above and this is used as an administrative centre for the additional activities they run. The article is a case study in the Design Council Transform Ageing series.
Walkability is discussed as the solution to keeping people active and engaged in their community. I have heard it said by health enthusiasts that we “have to have steps and stairs because that is good exercise”. Well it might be for some, but not for others. A research study on stairs and older people concludes that the presence of stairs “may deter older persons (and others) from walking outdoors.” The study was a systematic review of the literature. The full article is available online from BMC Public Health. Or you can download the PDF. The title is “Examining the relationships between walkability and physical activity among older persons: what about stairs?” by Nancy Edwards and Joshun Dulai.
Playground equipment design needs to keep pace with current expectations to be more inclusive. So a method for predicting the degree of exclusion in play activities is welcome. Researchers in Italy have taken this task on board and in their article they explain what they have done so far to measure inclusion and exclusion in play equipment and actitivies. This is a SpringerLink article and will need institutional access for a free read. The paper was published in Advances in Design for Inclusion. The title of the article is, “Playgrounds for All: Practical Strategies and Guidelines for Designing Inclusive Play Areas for Children”. It’s worth remembering the inclusion of parents, carers and grandparents in the design too.
Abstract: To date, outdoor game equipment and playground facilities worldwide are increasingly oriented towards a wide range of solutions in support to gaming activities for children of any age, independently from their motor, cognitive and social impairments. However, due to the complexity of variables interplaying between product demands and user capabilities, many efforts are still needed for making games and playgrounds as much as possible inclusive. The present work proposes a novel methodology useful to designers and other stakeholders for predicting the degree of user exclusion when performing play activities. User trials, focus groups, interviews together with the analysis of accessibility standards, disability descriptors by ICF, and Task Analysis were used for cross-correlating the required tasks with user capabilities. This led to creating an evaluation tool useful to get an immediate feedback and reliable information on the level of inclusiveness of any type of game equipment and user disability. It revealed to be also effective for assessing personal and environmental factors of interest and identifying design requirements.
Roadways take up a lot of land. Time to make that land more flexible for more than just vehicles. The video below shows how closing down a residential street for two hours can produce a lot more activity just for people, not people in cars. The video explains how this has reduced obesity and social isolation. It also shows how it can become an inclusive space for everyone. When there is an inclusive communal space at your front door there is no excuse not to get involved. See the video for how this idea got started. Would be good to see more of it. But as always, it takes a leader to get it going. Would, or do councils in Australia support this initiative? This looks like a cost effective method for tackling childhood obesity.
It seems most of us can read subtitles more quickly than first thought. Recent research has revealed that the golden standard of the six second rule doesn’t have any (traceable) evidence to back it up. Now that we know people watch audiovisual materials more frequently with subtitles and captions, this is an important topic – what is the optimum speed? A study from Europe has helped answer that question and it isn’t one-size-fits all. Using evidence from eye movements, Agnieszka Szarkowska , Olivia Gerber-Morón found that viewers can keep up with fast subtitles and that slow speeds can actually be annoying. However, future research needs to include a wider range of people with different levels of reading skill. The title of the paper is, Viewers can keep up with fast subtitles: Evidence from eye movements. Here is the abstract:
“People watch subtitled audiovisual materials more than ever before. With the proliferation of subtitled content, we are also witnessing an increase in subtitle speeds. However, there is an ongoing controversy about what optimum subtitle speeds should be. This study looks into whether viewers can keep up with increasingly fast subtitles and whether the way people cope with subtitled content depends on their familiarity with subtitling and on their knowledge of the language of the film soundtrack. We tested 74 English, Polish and Spanish viewers watching films subtitled at different speeds (12, 16 and 20 characters per second). The films were either in Hungarian, a language unknown to the participants (Experiment 1), or in English (Experiment 2). We measured viewers’ comprehension, self-reported cognitive load, scene and subtitle recognition, preferences and enjoyment. By analyzing people’s eye gaze, we were able to discover that most viewers could read the subtitles as well as follow the images, coping well even with fast subtitle speeds. Slow subtitles triggered more re-reading, particularly in English clips, causing more frustration and less enjoyment. Faster subtitles with unreduced text were preferred in the case of English videos, and slower subtitles with text edited down in Hungarian videos. The results provide empirical grounds for revisiting current subtitling practices to enable more efficient processing of subtitled videos for viewers.