
Glass stairways: Not for everyone

What about a post-pandemic social housing stimulus project? Not a new idea, but such ideas usually relate to new housing. So what about modifying existing social housing? This is so that people can stay in their community for longer as they age. Lisa King argues the case in a research paper with a focus on older women.
King’s paper begins with a literature review of the issues related to older women and housing. The case study takes the floor plans of existing dwellings and makes changes to show how to make them more accessible. The case study includes studio units and two bedroom units. There is also a site plan, a demolition plan and costings too.
King summarises the research by giving a rationale for choosing 1960s dwellings, and says the project is scaleable, modular and cost effective. In addition, this type of work provides employment for small and medium businesses. And of course, it optimises existing stock while improving the lives of residents. King sums up with, “The result would be universally accessible housing and an asset which would assist meet the growing demand for residents to age-in-place with dignity.”
A thoughtful and nicely written paper and well referenced. Although the focus is on older women, the concepts apply across all social housing. The title of the paper is, Future-proofing Existing Social Housing: A case study helping meet older women’s housing needs.
For a short read King’s paper was featured in a Domain article, Trapped inside: Why social housing apartments need an urgent revamp.
Make your product more usable by more people in less time. That’s a great aim, and it is the opening line in the IBM Equal Access Toolkit. With many websites remaining inaccessible, this toolkit assists web developers and designers increase accessibility. It comes with Accessibility Checkers and has reporting tools for accessibility conformance.
Non-tech people should also have a look at this Toolkit especially if they are in charge of contracting a web developer for their website. Or when they update their website.
There are five steps: Plan, Design, Develop, Verify, and Launch. The process inolves the whole team regardless of their level of expertise.
The Equal Access Checklist is where it gets technical and links to the WCAG2.0/2.1 Checkpoints. There are four principles underpinning the process.
For an overview, G3ict has a media release explaining why this toolkit is needed. Accessibility is an issue that comes up in legal and policy discussions in many organisations. While many websites have improved their accessibility there is still a long way to go. It is worth noting that a new site might be fully accessible but as new material is uploaded, it isn’t always checked for accessibility over time.
What is it about designs that either include or exclude users? Many designs are everyday – the things we hardly notice. That is, until we have difficulty using them. Design students need to see how exclusion happens.
Deborah Beardslee takes the perspective of physical ability to analyse how inclusion and exclusion happen in the design process. She notes that most designs work reasonably well for most people even if they aren’t designed that well. But we are all familiar with some degree of compromised experience. For example, hard to read instructions, doors that are difficult to open, places difficult to navigate and generally unappealing places.
Beardlee’s article will be of interest to design educators as well as practitioners. It focuses on examining everyday interactions with commonplace items with analysis of several examples. The aim of the paper is to encourage strategies for educating designers to be more inclusive.
The title of the article is, Inclusive, High Quality Decisions? Macro/Micro Design Impacts within our Everyday Experiences, and was accessed from SEGD.org Universal Design webpage.
Abstract: Age and physical ability are natural filters for assessing the successes of designed objects, messages, and experiences. Design problem solving contributes (or not) to the resolution of challenges faced by aging and/or physically challenged individuals as they interact with products and contexts in the built environment. This paper examines some design details, solutions, and situations that impact everyday inclusivity and quality of experience, and suggests approaches toward understanding and increasing interaction success for all of us.
The comparisons presented in this work are intended to initiate an evolving platform for the discussion and development of design education strategies and content that prioritize aging and physical ability issues. Some familiar macro and micro examples have been chosen to illuminate everyday user interactions, challenges, and considerations. Ideally, increased exposure to these aspects, through audience-, age-, and ability-related projects, courses, and curriculum, will strengthen awareness and empathy in young design students, and encourage thoughtful, and more inclusive, design in the future.
The key to sustainable cities is to make them age-friendly, to work collaboratively across city departments, and to engage all ages in consultations. This is because older people risk exclusion from social and economic life if we keep designing cities in the same way.
The policy brief on ageing from the UN group in Europe focuses on housing, access to green and public spaces, and transportation. The policy brief also looks at how smart technologies can be leveraged to improve the situation.
Mainstreaming ageing, gender, disability and human rights in urban planning is the key. Involving all generations for a people-centred approach, and not working in silos are also important. These are all elements of a universal design approach.
The document links with the Sustainable Development Goals (SDG 11). That is, to make cities inclusive, safe, resilient and sustainable. It also references the WHO Age-friendly cities and communities guidelines, and the New Urban Agenda.
Each section on housing, green spaces and public places, and transport address the issues in more detail. A lengthy document which should be of interest to policy makers and urban planners working at all levels.
The policy brief is from the United Nations Economic Commission for Europe. There are more policy briefs to browse on their website.
Airlines are working to improve accessibility, but airports also need to step up. People with disability are making regular complaints, and older people are likely to just give up travelling by air. Not good for the travel industry or tourism. So a well researched guide is welcome in this space. Wayfinding is far more than just good signage – it starts with the whole building design. Airport wayfinding is about the customer experience and promoting independent travel. That’s regardless of age or ability.
Enhancing Airport Wayfinding for Aging Travelers and Persons with Disabilities is a comprehensive guide for wayfinding professionals, signage designers, and interior designers. It is published by the US Transportation Research Board’s Airport Cooperative Research Program. It comes with a checklist that emphasises community consultation as part of their universal design approach to wayfinding. The PDF is free but you need to sign in.
What brings repeat business to an airline? Improving snack selection, smiling staff, warm welcome messages on video screens? None of these. Anyone who has travelled by air, even those who do it regularly, will know that the aircraft itself is rarely the issue. The issue is anxiety. And you can double that for anyone with a cognitive or physical condition which makes it more difficult. So what can be done to make flying less miserable?
An interesting article in FastCompany explains how the anxiety begins before leaving home. Will I miss my flight? Is my baggage under the weight limit and will it arrive safely? Will there be room for my carry-on? And in the current situation, will I catch COVID? The anxiety continues with queues for passport control, waiting for baggage and finally getting to the destination. No wonder travel is tiring.
So the answer to improving customer satisfaction and repeat business is finding ways to reduce anxiety and smooth the the travel experience. The article makes no mention of travellers who need additional supports, but the content of the article has some good points. It is basically about designing the travel experience to be more convenient and easy to use – aligning with universal design concepts.
There are lessons here for any business selling an experience. The title of the FastCompany article is, Three shockingly obvious ways to make flying less miserable.
Whether people fly once or twenty times a year, their stress levels are similar. And familiarity with airports does not reduce stress. Many other factors add to increase tension and negative responses. Travel excitement can easily become travel stress. Long waits in security lines, and getting lost in the terminal are just two stress factors. But airport design can improve the travelling experience.
Airport design has a major role to play in reducing stress levels for travellers. A research study looked at how stress levels are affected by different scenarios within the airport, and what conditions help alleviate this stress. More importantly, what design features create or alleviated stress.
The study found that security screening was the most stressful. Stress reducers were found to be additional seating, art, signage and access to live greenery. Ready availability of charging points for laptops and phones and more personal space also help to reduce stress.
Improving the Air Travelers Experience Through Airport Design is a thesis that has a lot more detail on airport design including security screening, wayfinding, use of colour and visual information. Most people are able to deal with the stressors of air travel, but for those who can’t, improved design elements might make air travel possible.
Play in urban environments has evolved from free spirits in the streets, to carefully constructed play parks with modular play equipment. The trend is moving back again into adventure play. More broadly, our cities need to be more playful for everyone. This is important for mental as well as physical health. Places that cater for all ages and preferences encourage social interaction as well.
An article from Alice Covatta discusses the notion of a playable city. Using a case study of Copenhagen in Denmark she discusses how the concept of play is woven into the fabric of the urban environment. The most famous example, of course, is the ski slope of the green waste power plant in the industrial district. But there is also the outdoor harbour bath at Brygge Park. The key lessons from Copenhagen are a multidisciplinary approach and thinking about play as sustainable design. Reusing wasteland offers plenty of scope for creative design and for playgrounds of the 21st century. And of course, it’s a healthy city approach reaching people of all ages.
The title of the article is, From infrastructure to playground: the playable soul of Copenhagen. The Journal of Urban Design and Mental Health has more on this topic.