Sooner or later most of us will lose a portion of our hearing – some to the point where it affects our everyday life. How to design inclusively for people who are hard of hearing is the topic of an article in ArchDaily. It lists six design tips and outlines features that can assist people to work and socialise more easily:
Interior layout and visibility
Brightness, light and reflections
Multisensory spaces
Acoustic optimisation
Materials, objects and new technologies
The article, Architecture for People with Hearing Loss: 6 Design Tips, concludes with: “In short, a truly inclusive design does not always necessitate hyper-awareness of special considerations, but can simply mean incorporating needs that tend to be basic for everyone, regardless of their physical conditions.” There are links in the article to other resources.
Deafness is a major cause of social isolation and inability to work effectively. Hearing aids are only a partial solution – that’s because they amplify all sounds including background noise. Being able to see the face of someone talking is a great help. Captioning of live events and videos is a must for taking in information and enjoying the plot of a movie.
Dementia and autism have received a lot of attention in the design world, but what about people with brain injury? No doubt some of the design solutions are similar. Using a human centred approach an exploratory study looked at developing a prototype home that could address common symptoms of people traumatic brain injury.
The idea is to minimise negative feelings and behaviours in the design. For example, designing something difficult to use can cause frustration leading to aggression. The article goes through the common behaviours and how to design for them.
Image from the article depicting an exercise room.
The article draws together relevant health information with interior design ideas using person-centred design principles. The researchers developed three residential spaces to address common symptoms. These were and exercise room, a re-regulation room, and a quiet meditative space. The strength of the designs is they do not call attention to differing ability. That’s what universal design is all about.
This formative exploratory study looked at person-centred design techniques for a person with brain injury. The person-centred design method used for this study was based on a two-tiered reductionist approach. The first tier was to identify common symptoms and concerns from the literature. This information provided specific symptoms that were addressed through brainstorming ideations.
This method of understanding a health condition through its symptoms, and then designing for those symptoms can extend the practice of interior design by providing probable solutions to specific health symptoms, thereby including designers into the healthcare team.
The health condition symptoms became the variables of design, and each symptom was assessed through additional data obtained from the literature for environmental causality, mitigation, or accommodation. Once the outcomes were determined, each design implication was assessed for its relationship to specific design actions.
How much design thought is needed to make the common pop-up toaster easier to use? An article by industrial designer Ayushi Suri gives us the answer in step by step detail. If you’ve ever wondered how designers go about their projects, this article shows the amount of work and detailed thinking that’s required. In this case Suri had a look at other designs for inspiration. They included fast trains! At the end of the article are pictures of an attractive prototype. I particularly liked the dial for selecting the level of browning. This kind of design is good for people with reduced dexterity and grip strength. It meets most of the 7 Principles of Universal Design – simple and intuitive to use, perceptible information, low physical effort and tolerance for error.
Critical Design is a way of challenging stereotypes and prejudice. It is a way of looking at the world from the “dark side” of design thinking. A paper presented at a recent engineering and product design conference explains how design students responded to a series of workshops using the critical design method. The process does not focus on designing solutions. Rather, it focuses on designing to highlight the problem. The idea is to get the participants to think about the problem in greater depth. This is where satire and irony can be used to convey the message of stigma and exclusion. Students were also challenged to consider user empowerment, or how they might reshape societal and cultural stereotypes.
The authors explain, “it is essential that they are armed with design methods for tackling the challenges of stereotypes, prejudice, and discrimination. Furthermore, they must gain valuable experience of interdisciplinary work in order to be prepared for the ‘real’ world, outside of university”.
They conclude the article with, “Whether CD alone can help in battling stereotypes, prejudices, discrimination, and stigma – in so doing achieving a more diverse and inclusive society – we don’t quite know but are sure that it’s a good way to start!
Stereotypes and prejudices are a ubiquitous cultural phenomenon that can impinge on peoples’ wellbeing. Moreover, the power of public stigma can make users of certain products experience discrimination, alienation, and inequality. Such experiences increase the likelihood of individuals rejecting products, services, environments, etc. altogether, often depriving them of e.g. safety, efficiency, and independence.
In a worst-case scenario this can lead to a stigmatised condition that triggers further inequality and exclusion. In an increasingly complex world, it is imperative that those responsible for addressing future needs, challenges, and demands, i.e. the next generation of designers, architects, engineers, etc., are adequately equipped as regards methods and tools for battling existing stereotypes and prejudices related to social growth and development in society.
Through this, they will ensure that stigma-free design is a priority when initiating, planning, and executing future projects. The purpose of this paper is to describe what happens when critical design is used to explore the stigma associated with existing products, services, environments, etc. in the context of interdisciplinary workshops, and to discuss the results so far.
Furthermore, the paper examines whether and how this upside-down way of thinking about and performing design is a good contribution to the fields of design, architecture, engineering, etc. as a method of both teaching and learning about equality, diversity, and inclusion.
In marketing terms, the packaging is part of the product. The package shape, colour and brand are important in enticing consumers to buy. But all too often we have to get a sharp knife, a pair of scissors and wrestle with the packaging in order to get to the product inside. Microsoft has come up with a nice solution to packaging their Xbox Adaptive Controller – a gamepad for people who might not have use of their limbs. Good thinking – no good having a nicely designed accessible product that you can’t get out of the box! The video below shows the simple but effective design. There is another video on the FastCompany website or see the engadget website. Package designers take note.
Finding out what older adults might want and need in their daily living experiences takes more than just asking them, especially if they have a cognitive impairment. A recent study found that using creative methods, such as drawing and creating models, older people can express their needs in a tactile format. This also creates rapport with designers who can then devise better mobility, dining and leisure activities. This method is enjoyable for all participants.
Population ageing will continue to accelerate due to continuing decline in fertility and improvement in survival in major diseases. People who are experiencing cognitive or physical impairment, they often feel alone and experience different degrees of social loneliness.
This paper discusses co-design experiences with various stakeholders to explore latent needs of older persons in their daily living using a universal design approach. Through iterative use of creative methods, freehand sketching and physical models, older adults express their needs in a more accurate, tactile format.
Findings reveal that commonality of interest among older persons are important in building rapport among other participants. It also helps designers develop designs related to health care, mobility, dining and leisure activities.
Older adults and co-design
Older adults want the same designs as anyone else. Too often older people are gathered together under the umbrella of “the elderly”. This term assumes everyone is the same. It’s applied to people as young as 60 or 65 and every age after that. We can debate the terms of “older” and “elderly” but in the end, we are talking about people and design.
An article in Design Week challenges assumptions about older people and design. It reports on a study involving older people in design projects. They found older people “want what we want”. The ‘we’ in this context is young designers. A key point is that people can live independently for longer if things are designed around their needs. In the end, age isn’t relevant. But designing inclusively is. That’s why devices designed specifically for older people are bought but often abandoned.
Kat Holmes found the origin of include was to “shut in”. Similarly, the origin of exclude was to “shut out”. Maybe “inclusion” is not the right word for describing the inclusion of everyone in products, places and things. So what does inclusion actually mean?
Holmes explains in the video below, that the topic of diversity is discussed as gender, sexual orientation, religious belief, ethnicity, and race. Disability is usually mentioned last in the list, if at all. “But it is the one category that transcends all other categories”, she says. “Abilities are constantly changing”.
Holmes’ offers an alternative way for designers to consider diversity, and is based on her book, Mismatch: How Inclusion Shapes Design. An engaging talk for all upcoming designers in any field. And not just professional designers either. We all design things every day, so we all have a role to play.
Editor’s Note: I discussed this issue in a 2009 paper. Inclusion requires those who are already included to invite into the group those who are excluded. Semantics are important. What we need is inclusiveness – that’s where inclusion has already happened and there are no exclusions. Inclusion is a futuristic concept – it’s something we are striving for. It it were achieved, no further discussion would be needed.
Clothing and fashion tastes vary from person to person, so it should be assumed that no two people will have the same taste in wearables. A study of women’s preferences and concerns about wearables found that in terms of aesthetics, they needed to have elements of personalisation to suit different situations and style. This is a case where one size does not fit all. Some were happy with brightly coloured and conspicuous wearables, while others preferred muted tones. Early commercialisation brought about large, ugly, clunky and very masculine-looking wearables that didn’t take off well in the market. So it is good to see some research on this aspect.
According to the research, important factors in wearables are the social and cultural connocations, how they portray women and whether women are ready to accept the attention these devices might bring. Privacy is another concern in terms of what these devices might give away through sharing information via social media. Of course, including a broad range of users in the design development is essential for success.
Designing Around People is the publication of sessions held across three days held at University of Cambridge (UK). Known as CWUAAT (Cambridge Workshops on Universal Access and Assistive Technology), it is an international gathering of people interested in inclusive design across different fields. Designers, engineers, computer engineers, ergonomists, ethnographers, policymakers and user communities, meet, discuss and collaborate. People come from diverse communities to this biennial workshop; France, India, China, Norway, Slovakia, USA, Denmark and many more. A good reference for anyone researching inclusive practice.
As the range of topics is diverse, individual chapters are available for purchase if you don’t have institutional access from SpringerLink. You can download the PDF of the Preface and the chapter list from the link.
Tanisha Cowell gives her perspective on seat design as an occupational therapist and interior designer. She says her five features for great seats is not rocket science and seems common sense, but as always, it’s the little details that make a difference. Of course backrests and armrests get a mention, but also where to place seating, say in a park or a cafe. Did you think about colour contrast and height of the seat, or even the thickness of a seat? Tanisha has something to say about these too. And what about a cushion for the leisurely Sunday breakfast at your favourite cafe?