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?

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.

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. There is no such thing a 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? 

Design details and everyday experiences

Title of the article in white text over an image of the top of an escalatorWhat 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.

Colours for colour blindness

Title of the blog article using light blue and dark blue colours.Colour is often used in charts, maps and infographics, but what if you can’t see some colours? One in twelve men are colour blind, but not for all colours or the same colours. Infographics are becoming more popular as a means of explaining things. So choosing the best colours is to everyone’s advantage. Venngage website has an good guide and lots of tips on making charts more accessible. It shows the three types of colour blindness and compares them with normal vision. Different colour palettes are provided along with templates. The blog page includes links to other resources. Colour combinations to avoid include:

    • Red & green
    • Green & brown
    • Green & blue
    • Blue & gray
    • Blue & purple
    • Green & gray
    • Green & black

Most colour blind people can detect contrast, so as a last resort, if you must use these colours, make the contrast as strong as possible. Patterns and textures also work. The article is titled, How to use color blind friendly palettes to make your charts accessible.  Colour blindness is technically referred known as colour vision deficiency (CVD). 

Another resource for map colour by Tedora Zareva is useful too. You can also find out more about CVD or colour blindness from going to the National Eye Institute website

Four circular charts showing how people with colour deficiency see different colours on the colour wheel

Which colour to use – A new standard?

part of a London underground transport map.

There is a growing body of science on the topic of colour use and choice. On the second page of the International Ergonomics Association newsletter there is an item advising that in developing an international standard (ISO 24505) for colour use, accessibility needs to be considered. In four parts, the first part of the standard has been published for older people taking into account age-related changes in human colour vision. The remaining three are under development. Here is a snippet from the newsletter:

You understand me? Maybe

Front cover of the toolkit with three overlapping circles, bright pink, purple and turquoise.This toolkit about communicating with customers follows its own advice. The information is written in a straightforward way. Lots of graphics illustrate key points, and the information is very specific, such as when to write numbers as digits or as words. While the information might not be new to some, it serves as a good reviser of current practice. Designed for organisations but good for everyone.

The Customer Communications Toolkit for the Public Service – A Universal Design Approach has sections on written, verbal and digital communication. At 134 pages it is comprehensive. Each section has examples, tips, checklists and links to learn more. The intention of the toolkit is for public service planning, training and informing contractors. But of course, it works for anyone who is communicating with the public. 

Another great resource from Centre for Excellence in Universal Design in Ireland. Interesting to note that they have chosen colours for the cover and their logo that almost everyone can see – that includes people with colour vision deficiency.