Microsoft wants designers to see beyond physical and sensory disabilities. So they have updated their popular Inclusive Design Toolkit to include cognition – the brain. Cognition is about getting, storing and retrieving information. It’s also about focusing, learning, memorising and making decisions. So how to design for people who process thoughts in different ways?
Microsoft launched it’s first inclusive design toolkit in 2015, but it only focused on physical and sensory disabilities. The second edition takes a broader approach to address cognitive exclusion.
The new toolkit has three key principles for cognition, which can be applied in many other design contexts:
Understand the user’s motivation, and the goals and tasks they are trying to complete.
Discern the cognitive load required to reduce that mismatch.
Co-create the final product with a diverse community of people across the spectrum.
The toolkit is not about specific industries or specific conditions. Rather it encourages designers to collaborate with users and find out first hand how they learn and think. The Inclusive Design 101 Guidebook has the basics. The Inclusive Design Cognitive Exclusion is a separate document.
The toolkit and guides are useful for anyone who wants to learn how to design inclusively – to take a universal design approach to design.
FastCompany has an article about the Inclusive Design Toolkit’s development. Christina Mallon, Microsoft’s head of inclusive design, discloses that she has ADHD. She couldn’t complete certain tasks and felt stupid. When she learned about inclusive design she realised that she was not stupid, just designed out of products. Now she just wants her job to be just a designer, not an inclusive designer. The title of the article is, Microsoft’s new Inclusive Design Toolkit is designed for the brain.
Research on the business opportunities in accessible and inclusive tourism is extensive. However, the intent of this research is largely staying on the shelf. A mix of attitudes towards people with disability and a sense of “not knowing where to start” are likely reasons. But you can get inclusive tourism with universal design by co-designing with tourism operators.
” Surprisingly, many cases did not meet the minimal requirements for “older people” and “people in a wheelchair.” … but this result did function as an eye-opener”.
A research group in Belgium has devised a method to uncover business opportunities through universal design. Collaborating with 17 accommodation providers they came up with a seven step process to integrate universal design into their business model. The process is also a way to increase knowledge and understanding of diverse guests and their experiences.
The research group documented their project in a conference paper. It begins by explaining inclusive tourism as a right, a business opportunity and a challenge. They devised a method to use the potential of universal design as a “business transformer”.
Co-designing the 7 steps
Step 1: We created a literature-based universal design screening based on mindset, management and infrastructure.
Step 2: We tested and updated the screening in each of the 17 accommodation providers.
Step 3: We analysed the data for each business which was given to them in a report.
Step 4: The results were further processed with the participant, who decided on priorities.
Step 5: An action plan was devised based on step 4.
Step 6: A concise checklist and a guide with relevant information (tools).
Step 7: A re-evaluation of the business to assess the actual improvement after interventions. Unfortunately the COVID pandemic impacted this research and the last step was not possible with the downturn in tourism.
We describe a 2-year project where the possibilities of universal design were explored. The purpose was to structurally uncover and address potential business opportunities.
The method was based on: inclusive customer journey, linking mindset, management and infrastructure, and diverse user needs. We collaborated with seventeen accommodation providers and developed a seven-step process. The process integrates universal design into their business model.
This book addresses a growing demand to hear the authentic voices and understand the lived tourist experiences of people with disability. The latest volume in The Tourist Experience series challenges what is arguably an exclusionary, marginalising, discriminatory, and ableist (tourism) world.
By drawing attention to the ‘dis/’ in ‘disabled’, the authors provoke the need to change binary thinking about people who live with disability so that they may be ‘able’ to assume the role of tourist.
They engage critical tourism and critical disability studies, and their respective theories, perspectives, and debates, around, for instance, models of disability that shape conceptualisations and worldviews, inclusive research and enabling language, and the ethics of care.
These are pivotal to dismantling normative structures to enable a more inclusive, equitable, and socially just tourist experience that promotes a more independent and dignified tourism world for people with disability.
Tourism and Disability: Book review
Tourism and Disability is a new book addressing the existing challenges and opportunities related to tourism for people with disability. The Booktopia review describes this as an underdeveloped and underestimated niche market. While there is a larger market for family group travel, there is also a market for disability-specific tourism products.
The book examines the strategies, policies, and initiatives at regional, national, and international levels. The aim is to foster the development of accessible tourism. It examines the different social, cultural, legal, and information/interactive barriers to inclusion. The book’s focus is on the distinctive travel demands of people with disability and how their needs differ from the preferences of travellers without disability.
The various chapters provide a multidisciplinary approach to the topic covering management, economics, and statistical analysis. This makes it useful for academics and practitioners alike.
The Title of the book is Tourism and Disability: An economic and managerial perspective. Published by SpringerLink you can purchase individual chapters online. The book is also available from other suppliers. The editors and most contributors are based in Europe where tourism is a key part of the European economy.
The City of London Street Accessibility Tool is like an educational access audit report. It shows street designers how street features impact on the different needs of pedestrians. The focus is on people with mobility impairments and wheelchair users, which means everyone wins.The tool recognises that there are sometimes competing needs: what’s good for one group might not be good for another. Co-design is the best way to find the trade-offs to prevent unintended exclusion. The tool comes in three parts: two Excel spreadsheets and a PDF downloadable from the City of London website.
Two photos from the “Instructions for Use” PDF document.
Doing the analysis
The PDF document begins with a table of different pedestrian types with and without assistive mobility devices. They cover mobility, sensory and neurodiverse conditions. There are three steps for using the tool.The case study for the tool is London Wall, a street in London. A 500m long section is analysed for accessibility and is split into six sections. Each section has detailed access advice for improvements with photographs overlaid with dimensions and text to illustrate issues.
Down to the detail
The first spreadsheet has detailed dimensions, colours, and placements for elements such as tactiles, street furniture, and kerbs. All the necessary technical detail is here.
What pedestrians said
The second spreadsheet is a route analyser and has a column of photos with user feedback about the issues they see. The feedback sheet highlights the “why” of planning and design. It provides insights for planners and designers in a way that that is missed in 2D drawings.The direct quotes from people with disability provide the necessary insights for planners and designers. However, those responsible doing the actual construction should also have this information. All the access planning and designing goes awry if the “why” isn’t understood by all involved. Here are two quotes from the spreadsheet on route comments:
I feel quite wary. This is an unmarked crossing as far as I can see, I can’t see any wait signs. Somebody has stopped for me I can see a cyclist, I’m now onto some more tactile paving, this is the sort of crossing I am totally unfamiliar with. Person using a white cane
This is all fine but the paving stones are a little even so I’d be looking down and watching my speed so I don’t knock into one. Person using a wheelchair
A page from the London Street Accessibility Tool Ross Atkin Associates and Urban Movement for the City of London Corporation developed The City of London Street Accessibility Tool (CoLSAT).
London’s inclusive design standards
The London Legacy Development Corporation (LLDC) is similar to the Sydney Olympic Park Authority. Both focus on maintaining the benefits of hosting the Olympic and Paralympic Games. Sydney claimed the title of “most accessible games ever” and then the title went to London. Inclusive design is a priority in all developments related to the Olympic precinct, and these Standards are designed to assist.
“Venues excelled in their inclusive design and the story could have ended there. However, LLDC embraced this approach and made ‘Championing equalities and inclusion’ one of their four corporate priority themes.”
Baroness Grey-Thompson LLDC Board Member
Front cover of the Standards
Inclusive design is the favoured term in the UK while other countries and the United Nations use universal design. They mean the same thing – creating inclusive societies.
A Standard not a Guide
The Inclusive Design Standardsbegin with all the relevant legislation and standards followed by a page on how to use the document. The standards have four key parts: inclusive neighbourhoods, movement, residential, and public buildings. Each part has two sections – the design intent and the inclusive guidelines. The guidance is just that and design teams can create solutions that achieve the same outcomes.
This is clearly a standards document and not a guide. It has numbered clauses for designers to reference. As such, it is not an accessible document itself. The language and size of text makes for detailed reading. A summary document with the key points would be useful as a starter.
Academics talk about “vulnerable groups” based on ethics approval language. But what they mean is, people who have difficulty participating because they have a disability, illness, or some other condition. Indeed, some ethics requirements are so protective of “vulnerable groups” that they make it difficult to include them from research projects. Consequently their voices are silenced. So how do we include them in co-design and when?
While co-design is the new buzz word, participatory design has been around in academia for many years. Involving communities in decision-making is now recognised as being responsive to community needs. That means going beyond a one-size-fits-all approach to design.
Participatory design
Participatory design, or co-design, is about genuine inclusion. That is, not just informing the design, but being participants in the design process. However, involving people with complex needs poses some challenges. It’s easy to make assumptions about their capacity to participate and collaborate. However, this comes down to the way the participation process is designed.
Participatory design and the inclusion of vulnerable groups is the topic of an article from Finland. They use three projects to compare how participatory design might work best. The first explored co-design activities with people with intellectual disabilities living in supported housing. The second focused on culturally diverse young people experiencing crisis situations. The third dealt with nursing students with learning disabilities adapting to work in the health sector.
Challenges and power dynamics
The article covers the challenges, the power dynamics and their methodology. Each of the three projects is documented in detail. The findings show some similarities between the projects, but when it came to users, there were different outcomes and processes. Participatory design became more challenging when there were more pronounced differences in power dynamics.
These three projects provide good information for involving vulnerable groups in participatory design processes. Questions of equality and genuine inclusion is about both the design activities and how the entire project is planned.
This article makes three contributions to participatory design (PD) research and practice with vulnerable groups:
A framework for understanding stakeholder engagement over the course of a PD project.
Approaches to making user engagement and PD activities more inclusive.
An analysis of how the design and power dynamics of PD projects affect vulnerable groups’ participation.
A map of engagement evaluates stakeholder involvement from initial problem definition to design outcome.
The first looks at codesign activities to support decision-making in the context of intellectual disabilities. The second looks at culturally diverse youth navigating crisis without adequate assistance from public services. The third examines nursing students adapting to work in the health sector without accommodations for learning disabilities.
Comparing the projects reveals patterns in project planning and execution, and in stakeholder relationships. The article analyses how users are defined, engaged and supported in PD; how proxies shape vulnerable groups’ involvement and PD projects as a whole; and opportunities for greater inclusion when the entire PD project is taken into account.
What does co-design mean? How does it work?
The term co-design is being used more frequently, but what does co-design mean and how does it work? Well, that depends on the context. It could mean a design group working together. Nothing difficult about that concept. Or it could mean involving end users in the design process. This is where it gets more tricky and more questions arise.
At what point do you involve users? Which users do you involve? Will the users have the required knowledge and experience to contribute constructively? Will designers have the skills to be inclusive and listen to users? Participatory action research incorporates both designer and user learning. But these projects are necessarily long and usually have research funding attached. However, they usually produce knowledge and results useful in other settings.
A related concept is co-design in quality improvement, for example, in a hospital setting. Both staff and patients have a role to play in advancing quality improvement. Differing levels of understanding between staff and patients can lead to tokenism. So how can we equalise knowledge so that everyone’s contribution is constructive?
A research team in a Brisbane hospital grappled with this issue. Their research reportis written in academic language and not easy to read. Nevertheless, they conclude that effective patient-staff partnerships require specific skills. Briefly, it means adapting to change, and generating new knowledge for continuous improvement.
A framework
The researches developed a framework that includes ten capabilities under three key headings.
Personal attributes:
Dedicated to improving healthcare
Self-aware and reflective
Confident and flexible
2. Relationships and communication attributes:
Working and learning as a team
Collaborating and communicating
Advocating for everyone
3. Philosophies/Models:
Organisational systems & policy
Patient and public involvement best practice
Quality improvement principles.
These nine points are connected with the overarching theme of sharing power and leadership.
Title of the article is, “Co-produced capability framework for successful patient and staff partnerships in healthcare quality improvement: results of a scoping review”.
One area of inclusion and accessibility that often gets forgotten is readability of forms and questionnaires. Academics and marketing professionals regularly use surveys to get information from specific groups of people. Within those groups will be people with varying levels of capability in terms of being able to decipher what’s on the screen or form. And it isn’t all about literacy and reading ability. It’s about the different ways people see and interpret the information. Here are some good tips for making questionnaires more readable from AlexHaagaard in Medium.
Likert Scales
Likert scales aren’t great for screen readers because they often interpret them as tables. But much depends on the design of the survey platform. Even if they are screen-readable, Likert scales can be difficult for people who are neurodiverse. People who are autistic or dyslexic struggle with visual tracking across and between rows. This creates the need to exert more brain power to focus on getting the corresponding check box.
Instead of using a Likert scale, use a series multiple choice questions to capture the same information. Creating page breaks to separate distinct sections of the questionnaire also helps with readability for everyone.
Balancing access conflicts
As is often the case, making something more accessible for one group can create problems for another. So it’s important to identify these early and eliminate or mitigate the barriers.
One solution is to provide optional comment boxes where the participant can choose whether to reply in their own words. People who want to quickly complete the questionnaire can skip this.
Haagaard takes things a step further with a suggestion to provide detailed explanations about terms and concepts at the beginning of each section. However, this is tiresome for screen readers and others might find this overwhelming. Participants can be asked at the beginning of the survey if they would like the key information repeated for each section. Those who say no can have the concise experience.
In summary, Haagaard acknowledges that it is unrealistic to assume that anything can be fully accessible to everyone. That means that there will still be occasions where an alternative means of participating is required. This might be an interview or an email.
The title of the article is Making Your Surveys More Readable. This is the third in a series on cognitively accessible survey design.
Scandinavians have a reputation for good looking and functional design. But there is a gap in the story of an evolving design culture across society. Designers began involving users in their design processes in the 1970s. So co-design is not new and is not a fad, but it is absent from design history.
Maria Görandsdotter says there are two probable reasons why user-centred design has been left out. One is that history has favoured aesthetics, meanings and impact of design rather than the design process. The other is that little has been written about the way design methods have evolved. It’s all been about Scandinavian design and not designing.
… the design methods movement sought to understand and describe ‘the new design methods that have appeared in response to a worldwide dissatisfaction with traditional procedures’.
Görandsdotter traces different histories inher book chapterincluding collaboration with experts in other fields. In 1971 the idea that only professional designers should design was challenged at an international conference on design participation. This is where the lines began to blur between designer and user.
There could be two reasons…
Görandsdotter presents two design histories to open up thinking about what design has been and what it might be in the future. Ergonomic user-centred design methods expanded the role of designers in relation to users. This was linked to Swedish disability legislation and research funding. Participatory design came about as a result of designers’ and users’ co-development of computer-based work tools. It expanded ideas of what design was, how how it happens, and with what kinds of materials.
For anyone interested in design, and particularly collaborative design, this is an interesting read. It puts co-design into an historical context. In doing so, it shows it is not the latest fashion or fad in designing.
This chapter focuses on the emergence of user-centred and participatory Scandinavian design ideas and practices in 1970s Sweden. Many of the concepts and methods still highly present – supported as well as contested – in contemporary design stem from the turn towards collaborative designing through the late 1960s and early 1990s.
However, in Nordic design history, these radical changes in design practice have been more or less invisible. A shift in perspective is required to address this historical gap.
The two examples: The first highlights how ergonomic user-centred design methods expanded the role of designers and designing in relation to users. The second discusses the challenges of designers’ and users’ co-development expanded ideas of what design was, how and with whom designing took place, and with what kinds of materials.
Co-designing public buildings
An Australian article looks at co-design processes specifically for people with disability. The researchers explored stakeholder perceptions and experiences. The findings support participation of people with disability in architectural design processes.
This study aimed to explore stakeholder perceptions and experiences on co-design processes. Twenty six people with disability, advocates, and design professionals participated in workshops. Four major themes emerged: there are challenges to practicing co-design; co-design is inclusive, accessible, and genuine; co-design is planned and embedded in all design stages; and co-design delivers positive outcomes.
Findings strongly support participation of people with disabilities in architectural design, highlight challenges and limitations to current practice, and provide insight into factors that optimise outcomes and the experiences of those involved.
It would be good if all designers took their lead from the likes of Apple and Google: inclusion, accessibility and usability are about the design process. Apart from clearly explaining how these terms are linked and can be used together, Google spells out accessible, inclusive and usable in ahalf hour video
Microsoft infographic: Permanent, temporary, situational disability
The video also has some tips and tools for designers and shows how three different users have the same need: a man with a mobility disability (permanent), a boy with a broken arm (temporary) and a woman with an armful of shopping (situational). Microsoft designed an infographic to illustrate the point.
Individual situations might be different but they all have the same need for accessibility. And people have the same goals they want to achieve regardless of their situation.
This instructional presentation is aimed at an audience interested in designing apps, particularly the second half of the video. However, the messages in the first half can be applied to other design disciplines.
If you want to create something really useful for intended users, asking them to participate in the design process is a good way to go. And that means the design of anything – guides and toolkits included. From Ireland comes a toolkit for co-designing for the digital world where participants are people with intellectual disability.
A series of iterative workshops involving people with intellectual disability formed the foundation of an accessible design toolkit.
Co-design is important in the area of digital design and computer interaction. However, projects that claim to be user-centred often become technology led rather than user driven. A university in Ireland teamed up with a community service that supports people with intellectual disability. With the guidance of researchers, computer science students and community service users engaged in a co-creation process from which a toolkit was developed.
The collaboration highlighted the need for accessible design resources and training materials for both students and users. While there are many resources on co-design processes, and design thinking, few address people with intellectual disability. Those that do exist are not accessible or suitable for people with intellectual disability.
The toolkit is about co-designing with people with intellectual disability. Two overarching principles emerged. Use simple English with short sentences and simpler grammatical structures. Provide visual aids – icons and images – to overcome literacy limitations.
The paper explains the co-creation process in detail. The authors call the users co-designers, which is confusing because co-design usually means all participants including designers.
Understanding the complex process of consent to participate had to be resolved for the users. Another difficulty was encouraging participants speak up about design flaws or issues.
Existing toolkits and resources to support co-design are not always accessible to designers and co-designers with disabilities. We present a study of a co-design process, where computer science students worked with service users with intellectual disabilities. The aim was to create digital applications together.
A series of co-design focus group sessions were conducted with service users previously involved in a co-design collaboration. The information from these sessions was used to devise an accessible design toolkit. This toolkit is intended to generate a sustainable resource to be reused in the student programme at TU Dublin but also in the wider community of inclusive design.
Editor’s comment: Most guides and toolkits are based on well-researched evidence, but the value of the evidence is sometimes lost in technicalities or too many words. A co-design process will seek out the key information that guideline users want and need.
Designing technology for all
It’s not just a matter of fairness. Technology is generally better for everyone if it’s designed for people with disability. People who are blind use the same smartphones as sighted people. They also use computers by using screen readers. But screen readers can’t improve the way websites are designed. A website that causes problems for a screen reader is likely to be more difficult for anyone. So designing for disability is designing technology for all. That’s universal design.
An article in The Conversation explains the issues in more detail. One of the issues for web designers is that prototyping software is not compatible with screen readers. Consequently they can’t get blind users to test their designs. It also means a blind designer wouldn’t be able to make mock-ups of their own.
The researchers said that accessibility is the hallmark of good technology. Many technologies that we take for granted were developed around disability. The article concludes that no matter how much empathy a designer has, it doesn’t replace the benefits of technology built by people who actually use it.
The title of the article is, “Why getting more people with disabilities developing technology is good for everyone”.
Inclusive design is often misunderstood as designing specifically for people with disability. Similarly, the term “diversity and inclusion” is associated with people from diverse backgrounds. Designing for diversity means both – designing for as many people as possible across age, ability and background
Dan Jenkins makes an important point in his article – the number of excluded people is often underestimated and capability is frequently thought of in terms of “can do” and “can’t do”. However, this black and white approach doesn’t cater for those who “can do a bit” or “could do more” if the design was tweaked. But then there is the role of designers themselves.
The Role of Designers
How do we design for the full-spectrum of user experience, if the designers themselves do not present a variety of experience and perspectives? Inherent in their role, user experience designers, or UX designers, are required to design the overall experience of a person using the product.
Fabricio Teixeira and Caio Braga believe that diversity generates diversity. Touching on topics such as diversity in the design industry, inclusion, equality and equity and gender, this series of five articles explores design from within the industry to explore the impact that designers have on people’s lives.
Universality in design gets a mention in the Handbook of Anthropology in Business. Megan Neese’s chapter raises a good point about terminology in the business world. She says, “Marketing teams talk about consumers. Research teams talk about respondents. Engineering teams talk about targets. Designers talk about users. These terms tend to be used simultaneously and somewhat interchangeably in corporations…”. So finding common ground is not always easy when developing a product.
Neese’s chapter discusses the many layers needed in any design, such as, culture, function, regulations, industry initiatives, and social trends. It is thoughtfully written and easy to read.
How “the User” Frames What Designers See: What Cultural Analysis Does to Change the Frame” is in the Handbook of Anthropology in Business, 2016.
The term ‘Diversity’ is often thought of as a cultural thing just as ‘Accessibility’ is thought of as disability thing. The concept of universal design doesn’t separate these and doesn’t separate them from what’s considered mainstream. That’s the meaning of inclusion and inclusiveness. But let’s not get hung up on the words.
Diversity covers gender, ethnicity, age, size and shape, income, education, language, culture and customs. There is no Mr or Ms Average – it’s a mythical concept. Dan Jenkins writes about diversityas inclusion for the Design Council and makes this observation;
“Often, it’s a perceived efficiency-thoroughness trade off – a variant of the 80:20 rule, that crudely suggests that you can get it right for 80% of the people for 20% of the effort, while it takes a further 80% of the effort to get it right for the remaining 20%. However, much of the time it is simply that the designers haven’t thought enough about the diversity of the people who wish to interact with the product that they are designing, often because it’s not in the culture of the company.”
It’s not just disability
Similarly to Kat Holmes, Jenkins says to think of capability on three levels:
1. Permanent (e.g. having one arm) 2. Temporary (e.g. an arm injury) 3. Situational (e.g. holding a small child)
“The market for people with one arm is relatively small, however, a product that can be used by people carrying a small child (or using one of their arms for another task) is much larger. As such, designing for the smaller market of permanent exclusions is often a very effective way of developing products that make the lives of a much wider group of customers more flexible, efficient and enjoyable.”
Jenkins reminds us that all our capabilities will be challenged eventually, either permanently or temporarily. That’s why designers need to think of the one arm analogy in their design thinking. Excellent easy read article from the Design Council. Infographics are taken from the article.
Much of Jenkins’ content is similar to Kat Holmes material and the Microsoft Inclusive Design Toolkit. There are three articles on this website that feature Kat Holmes: