Inclusive Design Toolkit for designers

five members of the inclusive design group stand behind a table with the toolkit displayed. Each person is holding a card with a word. The words spell out 10 years inclusive design toolkit.
Left to right: Joy Goodman-Deane, Sam Waller, Mike Bradley, Ian Hosking, and John Clarkson.

The Inclusive Design Toolkit has proved to be an invaluable tool for designers since it’s inception in 2007. The updated version includes the exclusion calculator which shows how many potential users might be excluded. This makes it a great toolkit for designers in any field.

The news bulletin from the Engineering Design Centre that produces the Toolkit and other resources has information on:

    • The tenth anniversary of the Inclusive Design Toolkit and what has been achieved in that time.
    • New exclusion calculator for better assessment for vision and dexterity.
    • E-commerce image guidelines for mobile phone viewing.
    • Impairment simulator software for vision and hearing is now very handy for showing how vision impairments look and sound.

Cover of the book Inclusive design toolkitThe Engineering Design Centre has made great progress in inclusive design. It began by working with business to show the benefits of including as many people as possible in the design. The design team continue to break new ground keeping users at the centre of the process

An article in the Inclusive Design Toolkit Bulletin explains how a student redesigned the chip packet for easier opening. A beer and a packet of chips is a simple pleasure for most. But if you can’t open the chip packet then not so pleasurable. This is a problem for more people than you might think. 

Two gadgets to help designers, gloves and glasses, are available. Using a pack of Post-it Notes, Sam Waller demonstrates in the video below how many people will find it impossible to remove the cellophane wrapping. A good example of including people with low vision and/or arthritis is good for everyone and increases market size.

 

Tool for overcoming bias in design

A magnifying glass is held over a grid montage of human faces. Overcoming bias in design.Everyone has a bias. Our biases can lead us to fall into the traps that create unintended barriers or inconveniences for users. Recognising biases in our outlook is the key to countering them in design processes. Airbnb Design has a tool for overcoming bias in design. 

It’s a human trait to hold on to initial evidence more strongly than information we gather later on. Then we fit our interpretation of the world to match that initial evidence, regardless of what else we might learn as time passes. This can prevent the process of designing inclusively.

Airbnb Design partnered with journalists from News Deeply and came up with a toolkit for designers. Another Lens is a research tool for conscientious creatives. “We believe that both designers and journalists have the responsibility to shine a light on their bias by asking the right questions, seeking conflicting viewpoints, and expanding their lens to build inclusive, global solutions”.  

Three principles underpin the thinking process: balance your bias, consider the opposite and embrace a growth mindset. All good principles for universal design thinking. The website tool is simple to use, poses critical questions and provides the thinking behind it. 

It’s the way the brain processes things

A globe atlas of the world sits on a desk and lined up in front are small dolls representing different countriesDr Belina Liddell argues that culture may affect the way your brain processes everything. And that is important. The term “culture” is a very complex web of dynamic systems – beliefs, language and values, and also religion, socio-economic status and gender may play a part too.

Liddel explains how culture makes a difference to the way we not only perceive things intellectually, but visually as well. All this is from the emerging field of cultural neuroscience.  Now we have new acronym to deal with, WEIRD – Western, Educated, Industrialised, Rich, Democratic. The article also discusses refugee populations. See the ABC science website for more on this interesting article. 

 

Standard for accessible standards

Emily Steel pointing to the 11 Goals of the Guide on the presentation slide.All standards should ensure they meet the goals of the UN Convention on the Rights of Persons with Disabilities. So there is a Standard for developing Standards documents to be inclusive, accessible and universally designed. ISO Guide 71 shows how to do this. On day two of UD2021 Conference, Emily Steel explained how the international Standard for accessible Standards documents. 

The international standard has done all the thinking for us. The document guides standards committees as they write and update standards for their specific industry or profession. It is also useful for any committee developing guides or standards for accessibility and universal design. So, we don’t have to re-invent the wheel. 

The Guide’s use of the the term “accessibility” relates closely to universal design. “The extent to which products, systems, services, environments and facilities can be used by people from a population with the widest range of characteristics and capabilities to achieve a specified goal in a specified context of use”. 

ISO Guide 71 Accessibility Goals

The Guide has two main parts. The first describes user needs and 11 accessibility goals. These are similar to the 8 Goals of Universal Design. The second describes human characteristics and abilities, and design considerations. 

      1. Suitability for the widest range of users
      2. Conformity with user expectations
      3. Support for individualisation
      4. Approachability
      5. Perceivability
      6. Understandability
      7. Controllability
      8. Usability
      9. Error tolerance
      10. Equitable use
      11. Compatibility with other systems. 

Guide 71 was adapted by the European standards authority and is titled, CEN-CENELEC Guide 6. It is basically the same information. You can see a previous post about this document. 

There is also an Accessibility Masterlist by Gregg Vanderheiden. It’s a collaborative resource for understanding access features in digital applications. Also worth a look.

 

European universal design standard

Front cover of the Design for All standard.Universal design is a design thinking process so a universal design standard is a contradiction in terms. Standards are fixed where universal design is a continuous improvement process. However, where designers cannot grasp the concept of an inclusive thinking process, a set of design directions is needed. Hence a new European universal design standard for products, goods and services.

The standard sets out requirements and recommendations for extending the customer base for products and services. It’s for organisations that design and manufacture products and/or provide services. The aim is to ensure products and services are available to the widest range of users possible.

Diverse user needs, characteristics, capabilities and preferences area all covered. It is based on processes of user involvement and building on accessibility knowledge. The standard can also be used for complying with legislation and to advance corporate social responsibility. 

The standard was developed by Ireland’s National Disability Authority that houses the Centre for Excellence in Universal Design. The document has the title “design for all” which is a recognised European term, but notes that universal design, barrier-free-design and transgenerational design are the same thing. 

Design for All – Accessibility following a Design for All approach in products, goods and services – Extending the range of users can be purchased from the standards authority

There is a media release explaining a little more. 

Personas for digital technology

12 Faces representing the 12 personas.There’s nothing like asking potential users what they think of a new product. Even better if you involve them in the design process. But sometimes it’s not possible and designers resort to personas. This is often the case in digital technology. The Inclusive Design Toolkit has a suite of 12 personas representing a broad view of potential users. Each one has a story to tell about their lifestyle and their connection to technology.

Many factors affect digital exclusion: prior experience, competence, motivation and general attitude about technology. The personas highlight these factors to make it easier for designers to be inclusive. Each persona has a description of their lifestyle, competency with technology, and physical and sensory capabilities. 

The online resource is part of the Inclusive Design Toolkit with the option to download a PDF. You can take a deeper dive into the personas as a family set. This takes personas one step further by introducing family interactions. The Inclusive Design Toolkit also has an exclusion calculator that estimates the number of people unable to use a product or service. 

Cover of the book Inclusive design toolkitThe Inclusive Design Toolkit is based on thorough research over more than ten years. The personas were produced as part of a project to improve the inclusivity of railway journeys. 

The team wrote a conference paper about using personas for product development. They assessed the task of carrying a tray of food across a cafe, taking into account how using mobility aids restricts hand use. The title of the paper is, Evaluating inclusivity using quantitative personas. The full paper is available by request from ResearchGate. 

 

Videos more effective than policy

A brightly coloured film strip with the word Video on it.Policy is often seen as the way to make change. But when it comes to being inclusive it hasn’t worked very well. If policies, codes and papers are not accessible to all stakeholders, how can we create inclusion? Janice Rieger says videos are more effective than policy.

The title of her short paper and workshop is, Reframing Universal Design: Creating Short Videos for Inclusion. Her research provides insights on how videos travel and reach different audiences. This results in a significant impact and enacted change and informed policy. Dr Rieger concludes that “video impacts more than policies, codes and papers ever can”. 

Here is an extract from her paper:

“Video is a visceral medium, offering the opportunity to reframe universal design practice and education. It captures movements and can be co-created with people with disabilities. Videos co-created for inclusion encourage detailed and rich embodied knowledge and experiences because information is prompted by association with one’s surroundings. Significantly, videos have the capacity to excavate personalized knowledge of those with different abilities and uncover systems of exclusion that are often hidden or naturalized, and shamedly rendered invisible through policies, codes and papers.”

In a short video titled, Wandering on the Braille Trail, Sarah Boulton explains how she navigates the environment using her white cane and tactile ground markers.

 

The right to participate and co-design

A graphic of a group of people including a wheelchair user.How do you include people in decisions that will affect them when it’s not easy for them to participate? It’s a chicken and egg situation. So, asking people with disability to contribute takes more than a survey or a community meeting. It needs a much more thoughtful process. Janice Rieger has some thoughts on the right to participate and co-design polices and processes.

Janice Rieger discusses the issues in relation to the next National Disability Strategy. Her briefing paper is titled, Right to Participate: Co-designing Disability Policies in Australia. Focusing on process rather than the end product sets the framework to reach a shared understanding. Her three recommendations for co-designing in practice are:

      1. Focus on abilities not disabilities
      2. Employ expertise to help
      3. Value the importance of creative practice

Public sector co-designing is an emerging field of practice. It provides the opportunity for creativity and innovative ideas. Reframing participatory engagement through a social justice lens takes us towards a co-designing process. 

Editorial Introduction

“We are entering a new era in Australia as we envision a new disability strategy to replace the current national disability strategy (2010–2020). During this transition, we can reflect on and recognise the changing disability landscape in Australia and ensure that we create a just and inclusive Australian society.

Recent consultations and reports have called for people with a disability to directly engage in designing the new disability strategy in Australia, but what does that entail, and how will the rights of people with disabilities be upheld throughout this process?

This brief describes public sector co-designing practice—an emerging practice aiming to open up new trajectories for policy development through a co-design process and to provide best practice recommendations for the next disability strategy in Australia.”

Playmobile helps with design translation

Playmobile figure in a bed with a doctor figure standing by.Doctors and architects speak different languages. That’s understandable – they’ve been to entirely different schools. We can get by in a foreign country with gestures. But when it comes to communicating detail we need a phrasebook. Similarly, architects and health professionals a similar tool – Playmobile. It helps with design translation. 

Using Playmobile figures and 3D printed beds and hospital equipment designers and medical staff can shape the spaces together. Not everyone can grasp the concept of spaces on a two-dimensional drawing. Likewise, designers do not have an intimate understanding of how clinics work. But everyone has played with toys. 

This is a great example of Universal Design for Learning (UDL). The short article on FastCompany doesn’t mention this specifically, but it follows the basic tenets: multiple means of engagement, representation and expression. 

This is not a new idea – Lego has been used in other situations.

Online hearing and vision simulators

Picture of a coffee machine in a cafeEver wondered what it is like for someone with hearing loss trying to be part of a conversation in a restaurant? Or wondered what it is like to try and read a transit map if you have glaucoma?  Now you can check this out using online hearing and vision simulators to get the idea of the way things sound and look.

The Inclusive Design Group at the University of Cambridge have come up with a hearing simulator that covers mild, moderate and severe hearing loss in five different settings: restaurant, classical music, rock music, a ringing phone, and a station platform announcement. Similarly, the vision simulator includes the main vision impairments including macular degeneration, glaucoma, cataracts, and diabetic retinopathy. 

You can also use their Exclusion Calculator for vision, hearing, thinking, dexterity, reach and stretch and locomotion, to see how many people might be excluded if not thought about in the early stages of design. You can set the calculator for multiple capacities, such as sight, hearing, thinking and locomotion – all of which are needed to negotiate public transport, for example. A very useful tool for any designer.

 

Human-centred design playbook

Front cover of the Human-Centred Design Playbook from the Government of Victoria. The cover is dark blue and bright pink with white text. Human-centred design is an approach to problem-solving that puts people at the heart of the process. It’s about empathy with users. This style of approach has the potential to generate more varied ideas for design solutions. It’s more than community engagement – it’s a collaborative and iterative design process. Collaboration and iteration are at the core of a universal design approach.

The Victorian Government’s Human-Centred Design Playbook is specifically for the public sector. And not just those with job descriptions that are about policy, planning and design. 

The aim is to help staff collaborate better with the service design team, service designers, and external design agencies. The guide does some of the thinking in helping to assess options and practical steps for implementing the project.

Taking an iterative approach to design is at the heart of the process. “We iterate because we know that we won’t get it right the first time. Or even the second… it allows us to keep learning.” 

At 100 pages covering methods, design plans, outputs and case studies this playbook has everything. The Digital, Design and Innovation branch of the Department of Premier and Cabinet produced the playbook. It is designed as a starting point for planning and scoping design-based activities. 

You can download a copy of the playbook directly from the website. 

The playbook complements the Victorian Government’s Whole of Government Universal Design Policy

Principles of human-centred design

Design consultant David Townson discusses his seven principles of human-centred design in a Design Council blog article. He has spent his career developing products and services to make them work for people. He argues that users are human beings – that includes every human being a design impacts.

New designers often miss this subtle point and focus on a specific primary user, says Townson. And there could be more than one primary user. The factory-workers that make it, the courier that delivers it, the installer, and the mechanic who fixes it. Even the person who disposes it at the end of its life.

“All design should be human centred, it’s as simple as that. And I mean human-centred, not ‘user-centred’ or ‘user-friendly’”

David Townson, design consultant

A hand holding a large potato being peeled using an OXO Good Grips vegetable peeler.

7 principles of human-centred design

According to Townson, these are briefly, the seven principles of human-centred design:

Get past your own great idea. Observe the environment in which you are designing, watch people in that environment, talk to people and observe them in shops.

Don’t be restricted by your own knowledge. During the research process ask smart, naive questions. Eliminate all your assumptions and turn them into validated knowledge. Being convinced you know everything isn’t conducive to that outcome.

Spend time with real people in real environments. Observation of people is crucial. It is this keen and open-minded observation that triggers off a great idea in the first place. That’s how the famous OXO Good Grips came to be designed.

Identify other users. Following on from the OXO story, the designer discovered that it wasn’t something only his wife needed. They identified expert users – chefs.

Follow your users lead and needs. Chefs wanted it too. But they wanted a blade with steel. So that’s what they did and improved the design.

Think about the whole journey of the product. As a designer you cannot just stop at your primary user as the product has a life before and after that and impacts on people beyond them. Think about what happens during and at the end of the product’s life.

Prototype and test your idea. Prototyping forces you to share your ideas rather than developing them in a vacuum. Seek out people who may have a different take on things allowing you to validate your idea and gain constructive feedback from potential users – beyond the easy feedback given from family and friends.

For more detail on Townson’s ideas see the Design Council article, Seven tenets of human-centred design.

For interest, here is the OXO story on YouTube.  

 

What is human centred design?

It isn’t just about consulting with humans in the design process. It is about understanding the impact that design has on us as humans. Sarah Williams Goldhagen argues that people undervalue good design. 

A large arched walkway at night with purple bougainvillea flowers overhead. The pathway is well lit but has the line shadows of the arches across it.

There is no such thing as neutral when it comes to design of the built environment. It has either a positive or negative effect on people.

A place should inspire uses and passers by. If it doesn’t support what people need to do then it is eroding wellbeing and impoverishing people’s lives. This is especially the case when you can’t even get into a place or space because it is inaccessible. Goldhagen goes on to say that good design is less about personal taste and more about human bodies and minds. Goldhagen’s article is in the Journal of Urban Design and Mental Health. It is titled, What is Human-Centered Design? Should Anyone Care?