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Abstract

This paper describes the University of Cambridge, Engineering Design Centre's (EDC) case for inclusive design, based on 10 years of research, promotion and knowledge transfer. In summary, inclusive design applies an understanding of customer diversity to inform decisions throughout the development process, in order to better satisfy the needs of more people. Products that are more inclusive can reach a wider market, improve customer satisfaction and drive business success. The rapidly ageing population increases the importance of this approach. The case presented here has helped to convince BT, Nestlé and others to adopt an inclusive approach.

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... The study embraces the inclusive design theory, which aims to provide environments, goods, and services that are as accessible to a wide range of individuals, irrespective of their physical capabilities (Carroll and Kincade 2007). This approach is grounded in universal design principles, which emphasize creating designs that benefit all users, including the most marginalized (Waller et al. 2015). The belief that inclusivity should be ingrained in design from the beginning is promoted by inclusive design theory, which highlights the significance of taking into account the various demands of users during the design process (Radvan 2013). ...
... Engaging in the act of applying makeup has been observed to elevate mood and enhance one's attitude. This phenomenon may be attributed to the creative and expressive nature of makeup application, allowing individuals to experiment with personal style and express their inner creativity (Waller et al. 2015). Participants in the study, including those with various physical disabilities, frequently emphasized the positive experiences they associate with makeup use. ...
... The study's findings suggest that regular use of cosmetics is associated with reduced anxiety levels, particularly among women. This suggests that the practice of wearing makeup may have a broader psychological impact, contributing to mental wellbeing and emotional stability (Waller et al. 2015). Moreover, the research highlights the therapeutic role of cosmetics for individuals with physical limitations. ...
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Many industries today acknowledge the unique needs of consumers with physical disabilities. The beauty industry, in particular, has been developing new offerings to cater to this specific market. This study aims to examine the effects of using inclusive beauty products on the psychological wellbeing of people with physical disabilities as well as on brand addiction. The study follows an exploratory qualitative approach. Data were collected from 215 online reviews and in‐depth interviews with 24 consumers with different types of physical disability alongside 14 beauty and marketing experts. The study reveals that psychological wellbeing is the primary motivation for consumers with physical disabilities to use beauty products. However, over time, a strong emotional connection with these brands can form, potentially leading to addictive behaviors. To avoid brand addiction that could harm their emotional and financial wellbeing, beauty companies need to gain deeper insights into their customers, particularly those in vulnerable groups, and focus on creating effective marketing and advertising strategies to raise awareness among them. This research closely aligns with Sustainable Development Goal 10, which aims to create a more inclusive and equitable society.
... With this acceptance, the inclusive design also aims to increase the diversity of users by including excluded populations due to the mismatch between capabilities and product attributes. Waller et al. (2015) proposed fundamental concept questions to determine the needs, how to meet the needs, how well the needs are met and what the next step should be. In order to answer these questions, Waller et al. (2015) conceptualised the inclusive design process in the Design Wheel with five stages: manage, explore, create and evaluate. ...
... Waller et al. (2015) proposed fundamental concept questions to determine the needs, how to meet the needs, how well the needs are met and what the next step should be. In order to answer these questions, Waller et al. (2015) conceptualised the inclusive design process in the Design Wheel with five stages: manage, explore, create and evaluate. They suggested estimation of exclusion in the evaluation stage based on user capabilities in vision, hearing, thinking, reach and dexterity and mobility. ...
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Design of an inclusive product lifecycle is important for empowering people (stakeholders) with their meaningful inclusion in lifecycle processes. The aim is to use this as an enabler for transition to sustainability by balancing the power relations among the stakeholders. Design of an inclusive product lifecycle for empowerment requires that the nature of inclusion of stakeholders in the lifecycle is such that it leads to their empowerment. Empowerment processes provide opportunities for people to increase their power to sustain the development of inclusive product lifecycles. Analysing power relations is to balance the amount of power of stakeholders with their inclusion in different functions in an inclusive lifecycle design. Inclusivity addresses the context of the lifecycle process to determine who can be included in which phases of the lifecycle and the diversity of people to be empowered. We apply a novel empowerment and inclusivity framework to a series of real-life case studies from literature to identify the major dimensions of empowerment and inclusivity. By analysing the relationships between the dimensions of empowerment and inclusivity, we propose specific metrics for inclusivity and empowerment that have strong causal connections, indicating the kinds of inclusion that should lead to greater empowerment in product lifecycles.
... Many innovations developed through AR4D face low or unsustainable adoption by the target group (McIntire and Dobermann, 2023). Moreover, many agricultural technologies are designed for a supposed 'average' user and fail to consider the diversity of needs of more marginalized groups, like women, indigenous people, elderly, and disabled people (Oudshoorn and Punch, 2008;Steinke et al., 2024;Waller et al., 2015). Technological determinism describes an understanding of technological innovations and development that happens disconnected from social, economic, and political context, pushed by a design paradigm building on technological logic (Wyatt, 2008). ...
... Products will often need less user support after deployment. And innovations designed with a focus on inclusion can reach a broader user base and improve user satisfaction (Waller et al., 2015). Including a human-centered lens into the innovation process opens possibilities to reduce the likelihood of adoption failure and increase the chance of reaching the intended impact across the user base (e.g. with marginalized users, such as low-literates or tech novices). ...
Article
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CONTEXT Human-Centered Design (HCD) is an open-ended, iterative, and creative approach to problem solving. HCD is increasingly applied in CGIAR, a global AR4D consortium, to overcome problems with adoption, use, and inclusiveness of innovations. With the current digital transformation in food, land, and water systems HCD is gaining more traction. HCD is a process that can help create solutions that are adopted by users and are more inclusive. But the potential of HCD is strongly influenced by the organizational context that surrounds the design process. OBJECTIVE In this article, we want to increase the understanding of the organizational embeddedness of HCD as a process and contribute to the ongoing discussion around the role and operationalization of HCD in AR4D. We provide a reflection and discussion on the challenges and opportunities for HCD implementation in CGIAR and provide recommendations to increase systematic HCD integration into CGIAR innovation processes. METHODS We are building on the literature as well as the experience of the authors in facilitating HCD processes in CGIAR. We complement this by applying a simple maturity survey developed by Nielsen Norman Group, a global UX consulting firm. This maturity survey gives a more structured idea of the organizational situation in different areas with regards to HCD implementation and effectiveness. We identify a few action areas to improve HCD implementation in CGIAR. RESULTS AND CONCLUSIONS We identify three main areas that have a strong influence on HCD processes in CGIAR. A global driver for HCD is the digital transformation in food, land, and water systems: the sharp contrast between available tools and the low number of adoptions and lack of inclusivity drives the search for new ways of doing innovation research. At the organizational level of CGIAR, mindset and funding mechanisms have a strong influence on HCD implementation, presenting both challenges and opportunities. The organizational maturity, meaning how strategically HCD is integrated in organizational culture, strategy, processes, and outcomes, is relatively low in CGIAR. SIGNIFICANCE The importance of discussion on how AR4D should develop innovations that are adopted, are inclusive, and are scalable is reflected in the current reform in CGIAR. This article provides a perspective on HCD as a process-based, open-ended, and creative approach to problem solving that can help address this challenge. This can inform strategy and operationalization of HCD in CGIAR and AR4D in general.
... Second, it is difficult to observe and measure inclusivity at levels beyond individual users, such as the design process or the institutional context (Heeks et al., 2013). There is general agreement that active, ongoing involvement of diverse members of the target group along the design process can help mitigate risks of exclusion (Waller et al., 2015, Jakku et al., 2022, Patrick and Hollenbeck, 2021. However, the intensity of user engagement in the design and governance of digital innovations is hard to measure and monitor. ...
... By applying participatory design methodologies, such as human-centered design, innovation agents can promote inclusion. Because different members of the target group are likely to face different forms of exclusion, an inclusive design process typically implies intense and continued participation of a diverse sample of the target group (Waller et al., 2015). Engaging diverse perspectives can help challenge researchers' potentially biased assumptions, thus enabling reflexivity and early anticipation of positive and negative outcomes (Jakku et al., 2022). ...
Article
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• Inclusivity of digital interventions is challenged by digital divides, harmful side-effects, and conceptual unclarity • The digital development community should agree on transparent, standardized procedures for assessing inclusivity • Researchers need simple, hands-on methods to actively consider inclusivity during design of interventions • Inclusivity-aware project design and internal inclusivity reviews at research organizations may improve digital inclusion
... Accessibility usually focuses on the needs of people with impairments (Emiliani, 2009) and can be objectively measured. Inclusivity goes one step further: it is about taking into account the whole diversity of end users (Fuglerud, 2014;Waller et al., 2015), and providing a range of features that the end user can choose from to fit their needs in their context (Patrick and Hollenbeck, 2021). Although legal instruments that enforce or encourage digital accessibility are emerging, most of the rules do not actually specify the elements expected in the accessibility (Di Ciommo et al., 2021). ...
... Indeed, the goal of the Universal Design approach (see measures 1 and 2) that design should be such that no adaptation and specialised design is needed, is often not realistic (Emiliani, 2009). Instead, design professionals and researchers alike have been making the case for inclusive design (Fuglerud, 2014;Waller et al., 2015). Inclusive design considers the full range of human diversity such as ages, abilities and cultural background, and acknowledges this diversity as a starting point in the design strategy. ...
... Terefore, the product should be functional to satisfy the needs and desires of users. It should also be easy to operate useable products and satisfy users [47]. According to the British Standard Institute in 2005, inclusive design is defned as a design of mainstream products and services accessible and useable to many people, which suggests the inclusion of people with disabilities. ...
... Inclusive design, universal design, and human-centered design are overlapping design philosophies [50]. America and Japan use the term "universal design," while the UK uses the term "inclusive design," and Scandinavian countries use the concept of "design for all" [47]. However, we use the term "universal design" in this study. ...
Article
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The evolution in information technology has brought worldwide access to information. Information technology has become an approach for effective learning in the education sector. This development provides an opportunity for people with disabilities. However, many educational software and applications in the market, such as serious games, cannot be accessed by low-vision children due to the visual properties in game design. For instance, small text and graphic sizes, lack of colour contrast, complex visual effects, or reliance on visual cues for instructions are among the visual properties that contribute to these accessibility challenges. They can play serious games as long as they are designed based on their accessibility needs. This paper proposed a serious games design model for low-vision children. The three main components are accessibility, game design, and pedagogy. The serious game accessibility design model is implemented using a low-fidelity prototype that takes the form of a serious game mockup. This prototype allows for basic interaction and testing of the game’s features, with a focus on accessibility considerations. The expert validation was conducted on the prototype using heuristic evaluation to assess its usability. Based on the evaluation, the experts agreed on implementing the proposed model to the prototype.
... 'Inclusive design' recognises that disabilities are common and normal, obliging designers to create products and services that cater to the broadest possible audience, regardless of age or ability. 66,67 Evidence suggests a pervasive lack of inclusion when designing AT for people with VI, revealing a conflict between user needs and researcher focus driven by insufficient people with lived experience being included at the concept and design stage of research. 68 Participants reflected that a range of inclusive design improvements were needed, including problems with the device's lack of flexibility and adjustment. ...
Article
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Purpose Wearable electronic low vision enhancement systems (wEVES) improve visual function but are not widely adopted by people with vision impairment. Here, qualitative research methods were used to investigate the usefulness of wEVES for people with age‐related macular degeneration (AMD) after an extended home trial. Methods Following a 12‐week non‐masked randomised crossover trial, semi‐structured interviews were completed with 34 participants with AMD, 64.7% female, mean age 80.2 (±6.0) years, mean distance visual acuity 0.81logMAR (±0.32). Reflexive thematic analysis was used to analyse the data. Results Four themes were developed: (i) early positivity and potential; (ii) you're not good enough: performance barriers of the device; (iii) you're annoying: practicality barriers of the device and (iv) we can fix this together. First, participants expressed joy in an aesthetically appealing device perceived as potentially enabling, different and complementary to their current solutions. Imagined usefulness included not only reading, shopping and television but also resuming abandoned hobbies. The second theme captured performance barriers that restricted numerous activities but were most acutely noted with manipulation tasks. Barriers included image quality, screen size and short‐lived adverse effects. The third theme conveyed the multiple practical challenges that caused annoyance, preventing imagined usage even when performance appeared superior to other solutions. Slow start‐up times and the inability to use wEVES dynamically prevented integration within users' lifestyles. The final theme reflected that wEVES remained a desirable concept, but future iterations require inclusive design methodology to ensure development is directed by consumers' needs. Conclusions Performance and practicality barriers limit the usefulness of a device initially seen as desirable. Current devices do not align with users' requirements for flexible use, even when performance is good. Improvements in technology may solve performance barriers, but these changes must be inclusively designed and evaluated to ensure the device integrates more successfully into the lives of users with AMD.
... (i) the concept of "proximity" that was addressed from the micro-scale of urban furniture by exploring the field of design aimed at supporting proximity and fostering social innovation practices (see and cf. [50][51][52]); (ii) the concept of "healthy lifestyles" that was addressed from the micro-scale of urban furniture by exploring mainly the domain of "active design" solutions [31,53], and interventions that can follow approaches such as the design for behavior change [54][55][56] and the nudging design (see [57]); (iii) the concept of "inclusion" that was addressed from the micro-scale of urban furniture by exploring the field of design for inclusion through approaches, principles and solutions of the Inclusive Design (ID) [58,59], Design for All (DfA) [60][61][62], and including those of people with disabilities; Superkilen's multicultural and multidiversity product installation [96]; and the M-EATING product-service system [97] incorporates examples of urban furniture designed to foster intercultural encounters through convivial experiences in outdoor urban settings. As mentioned in the previous section, walkability is a crucial factor in promoting urban health. ...
Article
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Several guidelines provided by the World Health Organization as well as frameworks in the scientific literature suggest focusing on the built environment, i.e., indoor and outdoor spaces, including urban furniture, for promoting public health as it acts as a promoter of healthy lifestyles. The paper presents part of the results emerged from the HNH research project, which addresses the topic of neighborhood health at a systemic transdisciplinary and trans-scalar level of the project (macro-, meso-, up to micro-level). In particular, the results at the micro-scale of the urban furniture design are presented, which are related to the following research questions: (i) what are the strategic design requirements of street furniture for a healthy neighborhood and (ii) what are the micro-scale design scenarios for orienting the choices of the public administration in the creation of a healthy neighborhood. Through the use of a conceptual framework developed in the research, as a tool both to measure the quality of the built environment and to develop participatory design activities and co-design workshops, the research arrives at the categorization of urban furniture into domains, sub-domains, and related products categories, for each of which design strategies and scenarios are defined. The results highlight the potential and importance of urban furniture design in promoting a healthy built environment, underlining the strategic role of tangible products as healthy touchpoints to promote healthy lifestyles.
... • to make a similar or greater impact through inclusive engineering design (Waller et al., 2015) • to contribute to society, industry and the regional, national and global economy through innovation and entrepreneurship (Refaat, 2009) and the development of student self-efficacy (Duval-Couetil, Reed-Rhoads and Haghighi, 2012) • to apply their engineering learning to solve problems and improve their long-term employability (Strobel and Pan, 2011) • to have a sense of belonging, in particular for female engineers in education and industry (Black, Mendick and Solomon, 2011) The main aims of this paper are to provide a qualitative analysis of the level of practical engineering learning and the depth of student learning; as well as a quantitative analysis of the students' evaluation of the learning opportunity, in order to develop their engineering technical skills, and inspire, develop and stimulate them to be the next generation of engineers. ...
Article
Verena Holmes is a pioneer for women in the industry as arguably the first female in the UK to have a full-time career as a professional mechanical, design and biomedical engineer. She was an advocate for widening participation in engineering and dedicated to the development of female engineers. In 1932, Verena Holmes filed a patent for a poppet valve for fluid pressured systems, which in 2022 has provided inspiration for students to conceive, design, implement and operate their own design. The poppet valve project challenges first-year biomedical, mechanical and product design engineering students to consider engineering materials, manufacturing, fixes and fittings, and tolerance considerations. This paper will provide qualitative analysis of the level of practical engineering learning, and the depth of student learning. There is also a quantitative analysis of the students’ evaluation of the learning opportunity, to inspire, develop and stimulate them to be the next generation of engineers.
... The practice-focused category, exemplified by the inclusive design method developed by Waller et al. [35] at the University of Cambridge's Engineering Design Centre, strives to accommodate customer diversity throughout the development process to cater to a broader audience. This approach has prompted companies such as BT and Nestlé to adopt more inclusive design practices, illustrating the business case for inclusivity. ...
Article
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In response to the challenges posed by an aging society, the field of gerontechnology has evolved, integrating technology with gerontology to enhance designs tailored for the elderly. Recent developments in the silver economy have underscored the substantial demand for these products, yet their development is frequently impeded by the absence of holistic design frameworks that encompass system design, technology, business strategy, and emotional considerations. To bridge this gap, our study employs a standardized Grounded Theory methodology to analyze product data and customer reviews from e-commerce platforms, supplemented by insights from interviews with four leading product designers in this sector. This analysis led to the creation of the ‘Silver Model’ for gerontechnology product design. This model integrates essential design aspects across eight domains, offering a comprehensive framework that harmonizes technological capabilities with the expectations of elderly users. This research advances the theoretical foundations of gerontechnology and furnishes a pragmatic blueprint for enhancing product design in the silver market, significantly contributing to the advancement of age-friendly technology and promoting both social and economic sustainability.
... (i) the concept of "proximity" that was addressed from the micro-scale of urban furniture by exploring the field of design aimed at supporting proximity and fostering social innovation practices (see and cf. [50][51][52]); (ii) the concept of "healthy lifestyles" that was addressed from the micro-scale of urban furniture by exploring mainly the domain of "active design" solutions [31,53], and interventions that can follow approaches such as the design for behavior change [54][55][56] and the nudging design (see [57]); (iii) the concept of "inclusion" that was addressed from the micro-scale of urban furniture by exploring the field of design for inclusion through approaches, principles and solutions of the Inclusive Design (ID) [58,59], Design for All (DfA) [60][61][62], and including those of people with disabilities; Superkilen's multicultural and multidiversity product installation [96]; and the M-EATING product-service system [97] incorporates examples of urban furniture designed to foster intercultural encounters through convivial experiences in outdoor urban settings. As mentioned in the previous section, walkability is a crucial factor in promoting urban health. ...
Preprint
Full-text available
Several guidelines provided by European organizations and the World Health Organization, and frameworks in the scientific literature suggest focusing on the built environment for promoting public health as it acts as a promoter of healthy lifestyles. They also highlight the importance of creating healthy conditions for active ageing through spatial and urban furniture solutions that improve overall accessibility, walkability, and independence, by providing supporting products, such as urban furniture for resting and access to quality food and water, as well as equipment for physical activities, including socializing and creating multigenerational connections. The paper presents the results at the micro scale, relating to urban furniture design, of an action-research, that investigated two representative neighborhoods as case studies of Florence in which the topics of inclusion, proximity and healthy lifestyles were tested, and design strategies and orienting scenarios for a healthy neighborhood were developed. Semi-structured interviews, co-design workshops, and living labs with citizens, stakeholders and experts provided several needs, problems, opportunities, and potential aspects about the healthy perspective of the neighborhoods. The results highlight the potential and important role of urban furniture design in promoting a healthy built environment, underlining the strategic role of tangible products as healthy touchpoints to promote healthy lifestyles.
... The strategic business advantages of inclusive design are significant, tapping into new market segments and fostering enhanced brand loyalty. [12] and [13] highlight that companies embracing inclusive design and prioritizing accessible technology gain access to a broader customer base, including aging populations and people with disabilities, thus expanding market reach and enhancing customer relationships. This broader inclusivity not only captures a wider audience but also strengthens brand loyalty among existing customers and cultivates greater overall satisfaction. ...
... By incorporating UD into servicescapes and service practices, organizations can significantly improve citizenship experiences and societal well-being, aligning with the observations of Rosenbaum et al. (2011). Our study draws examples from Thomson et al. (2015), Burgstahler andRusso-Gleicher (2015) in the education sector, and Waller et al. (2015), Nickpour et al. (2018) in the retail sector, illustrating the effectiveness of UD principles in fostering inclusivity. ...
Article
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Purpose This study aims to explore the transformative potential of universal design (UD) principles in changing servicescapes to enhance consumer experiences and foster inclusive practices across various sectors. Design/methodology/approach Drawing from existing literature and research findings, this study offers a review of inclusive servicescapes and service practices through the lens of UD. The investigation spans multiple domains to highlight the impact of UD principles on inclusivity and societal welfare. Findings This research delves into the theoretical and practical contributions of UD principles, showcasing their application in diverse sectors to enhance citizenship experiences. This study presents valuable insights for businesses and service providers, emphasizing the significance of UD in improving societal well-being and fostering inclusivity. Research limitations/implications This study broadens the theoretical framework of UD, showcasing its versatility across various sectors and reinforcing its contribution to enhancing societal inclusion. By analyzing the interplay between UD principles and inclusive servicescape practices, this study highlights UD’s transformative impact on enriching citizenship experiences and fostering a deeper sense of belonging. Drawing from seminal works, this research not only adds to the understanding of UD’s role in promoting inclusivity but also strengthens the linkage between UD and inclusion theory, advancing the discourse on design's pivotal role in facilitating societal participation and crafting inclusive environments. Practical implications The findings of this study provide practical guidance for businesses and service providers to incorporate UD principles into servicescapes and service practices, enhancing consumer experiences. By referencing examples from education, retail and digital domains, this study offers insights for organizations seeking to create more inclusive and accessible environments. Social implications The societal implications of incorporating UD principles into marketplace practices are significant, promoting societal inclusivity and acceptance of diversity. By emphasizing the role of UD in fostering inclusive servicescapes, this study contributes to societal initiatives to ensure inclusivity and accessibility in the marketplace, ultimately enhancing the well-being of individuals with diverse abilities and promoting a more equitable society. Originality/value Building on existing literature, this study expands the understanding of UD and its potential impact on citizenship experiences. By anchoring the research on established perspectives and incorporating practical examples, this study offers original insights into the transformative power of UD in creating more inclusive and equitable societies.
... In exploring the realm of inclusive design, we encounter a diverse array of approaches, each offering unique perspectives on inclusivity (see Table 1). Among the historically prominent approaches is Inclusive Design (ID), which takes a holistic view in emphasizing the creation of products, environments, and services accessible to a diverse group of people (Clarkson et al., 2003;Waller et al., 2015). ID emphasizes individual adaptability and strives to eliminate social barriers, aligning with the functional and social model of disability (Wobbrock et al., 2011). ...
Conference Paper
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Designing information systems (IS) for impaired individuals is crucial yet challenging. Current inclusive design approaches often prioritize technical functionality in artifact design. However, they frequently overlook social and structural factors within design processes, such as promoting social inclusion or addressing stereotypes. This limits design processes’ inclusivity. To address this research problem, we conducted a systematic literature review of inclusive design approaches unveiling six inclusion principles. These principles, derived from examining inclusive design approaches against the functional, social and critical disability model, advocate social and structural dimensions, which existing inclusive design approaches often neglect. The proposed principles can thus guide designers to more effectively incorporate functional, social and structural dimensions of disability in design approaches and by this, can foster greater inclusivity.
... Inclusive design is a user-centered design approach that acknowledges the diversity and uniqueness of populations [22]. The Inclusive Design Research Centre (IDRC) defines inclusive design as "design that considers the full range of human diversity with respect to ability, language, culture, gender, age and other forms of human difference" [23]. ...
Article
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Featured Application The sound therapy interaction design model proposed in this study contributes to the medical field from a design perspective by suggesting new therapeutic methods for coping with homesickness to be learned and applied. For the practical aspect, it can be widely applied to the development of other products to help people cope with homesickness more easily and have a better therapy experience, which psychologically closes the distance between people in different places and their homes and prevents nostalgia from developing into more serious psychological problems to some extent. Abstract Research in the field of psychological health care has confirmed that chronic homesickness can exacerbate emotional problems. However, there is a lack of diverse products in the design field that can effectively address the issue of alleviating homesickness. This study explores how interaction design can mitigate homesickness-related anxiety while delivering a good user experience, from an application-driven perspective. An inclusive design approach was adopted. Firstly, an online survey was conducted in China through social media platforms (WeChat and websites), and 323 responses were analyzed to examine Chinese preferences for sounds that alleviate homesickness and the influence of various characteristics on the perception of hometown sounds. Secondly, personas were created to capture user needs. Based on regional differences, local sound characteristics, and adaptation to various audience backgrounds, this study examined the effects of these sounds on alleviating homesickness across different scenarios and proposed a sound therapy design model. The practical application of this model was demonstrated through the HomeSeek app, which provides personalized therapeutic experiences. Finally, an application usability test was conducted. The findings indicated that 92.5% of participants were satisfied with the homesickness therapy experience, demonstrating its effectiveness in alleviating homesickness and providing strong support for the research model.
... To improve the usability and accessibility of DHTs for people living with dementia, their design can benefit from context-specific design guidance. While accessibility standards presented in, for example, International Organization for Standardization Technical Specification 82304-2 [20], the Web Content Accessibility Guidelines [21], and xCertia Guidelines [22] can serve as valuable foundations for inclusive design, "understanding user diversity and applying this in the development process" [23], their use during the development of DHTs and evaluation is currently limited [24]. In addition, these standards and guidelines may not comprehensively address the complex, unique, and multifaceted needs of vulnerable populations, such as people living with dementia or other cognitive and physical impairments [24][25][26]. ...
Article
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Background Dementia-related impairments can cause complex barriers to access, use, and adopt digital health technologies (DHTs). These barriers can contribute to digital health inequities. Therefore, literature-based design principles called DEMIGNED have been developed to support the design and evaluation of DHTs for this rapidly increasing population. Objective This study aims to apply the DEMIGNED principles in usability evaluation methods to (1) capture usability problems on a mobile website providing information resources for people visiting a memory clinic, including those living with subjective cognitive decline (SCD), mild cognitive impairment (MCI), or dementia, and (2) investigate the realness of usability problems captured by the DEMIGNED principles in expert testing, specifically for mobile websites that act as a means of providing DHTs. Methods First, a heuristic evaluation was conducted, with the DEMIGNED principles serving as domain-specific guidelines, with 3 double experts (experienced in both usability and dementia) and 2 usability engineering experts. Second, think-aloud sessions were conducted with patients visiting a memory clinic who were living with SCD, MCI, or dementia. Results The heuristic evaluation resulted in 36 unique usability problems. A representative sample of 7 people visiting a memory clinic participated in a think-aloud session, including 4 (57%) with SCD, 1 (14%) with MCI, and 2 (29%) with dementia. The analysis of the think-aloud sessions revealed 181 encounters with usability problems. Of these encounters, 144 (79.6%) could be mapped to 18 usability problems identified in the heuristic evaluation. The remaining 37 (20.4%) encounters from the user testing revealed another 10 unique usability problems. Usability problems frequently described in the think-aloud sessions encompassed difficulties with using the search function, discrepancies between the user’s expectations and the content organization, the need for scrolling, information overload, and unclear system feedback. Conclusions By applying the DEMIGNED principles in expert testing, evaluators were able to capture 79.6% (144/181) of all usability problem encounters in the user testing of a mobile website for people visiting a memory clinic, including people living with dementia. Regarding unique usability problems, 50% (18/36) of the unique usability problems identified during the heuristic evaluation were captured by the user-testing sessions. Future research should look into the applicability of the DEMIGNED principles to other digital health functionalities to increase the accessibility of digital health and decrease digital health inequity for this complex and rapidly increasing population.
... By applying inclusive design (ID) principles, designers can gain a more precise comprehension of the needs and demands of various user groups, including disabled individuals and older adults, without the need for adaptations (Waller et al., 2015). The fundamental goal is to establish social equality by eliminating social exclusion (Clarkson and Coleman, 2015). ...
Article
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Art studies and activities for older adults have received significantly less attention as a result of prohibitively expensive materials that are unfit for commercial use, and research utilizing digital technology to investigate artistic activities for older adults is extremely limited. The purpose of this article is to analyze and review recent research in these fields to summarize the current trends. The literature review comprised 108 articles from databases that included Scopus, ScienceDirect, and Google Scholar. The papers were subjected to a thorough examination by the VOSviewer program and researchers, who utilized content analysis to classify them into four themes: 1) inclusive design; 2) accessibility; 3) digital art therapy and 4) digital technology environments. Further investigation and development are necessary to propose a novel approach to instructing senior-level art utilizing cutting-edge technologies, which could be enhanced by the findings of this review article.
... También conocido en Europa como Diseño para Todos, y Diseño Universal en los Estados Unidos es, en esencia, lo inverso de enfoques anteriores de diseño para personas mayores y discapacitadas, como un subconjunto de la población, cambiando a un modelo social en el que las personas tienen una discapacidad impuesta por diseños inadecuados, servicios y entornos desconsiderados y estereotipos culturales (Clarkson & Coleman, 2015) y donde cada decisión de diseño tiene el potencial de incluir o excluir personas. El diseño inclusivo enfatiza la contribución que hace la comprensión de la diversidad de los usuarios a la hora de fundamentar estas decisiones (Waller, Bradley, Hosking, & Clarkson, 2015). Así, los diseñadores reconocieron la importancia de incorporar la experiencia de los usuarios en los procesos de diseño para satisfacer de mejor manera sus expectativas y necesidades. ...
Article
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Resumen: Este artículo aborda la intersección entre el diseño inclusivo y el diseño de información como herramientas fundamentales en el desarrollo de apoyos para personas autistas. Se enfatiza la importancia de integrar las perspectivas de la comunidad autista en la investigación, reconociendo sus características únicas como la facilidad para la comunicación visual. Se explora el papel del diseño inclusivo, que busca satisfacer las necesidades de una audiencia lo más amplia posible, y el diseño de información, que facilita la comprensión a través de un lenguaje visual universal. Ambos enfoques se presentan como pilares para el desarrollo de soluciones en áreas como la enseñanza y las interfaces, y que utilizadas en el uso de herramientas y apoyos pueden promover la inclusión social de las personas autistas. Esta sinergia contribuye de manera significativa a mejorar la calidad de vida de quienes se encuentran en el espectro autista. Esto se logra gracias a la relevancia del pensamiento visual en las personas autistas y a la capacidad del diseño para crear herramientas que estimulen el lenguaje mediante el uso de imágenes. Palabras Clave: Diseño de información - diseño inclusivo - autismo
... This approach goes beyond physical and cognitive aspects of disability, considering people's lifestyles and values (Jordan, 2000). Inclusive design can lead to products that reach a wider market, improve customer satisfaction, and drive business success (Waller, 2015). The aim of inclusive design is to make products that can be used by as many people as possible without making them feel bad about themselves or requiring them to use special tools or make adjustments. ...
... One fundamental aim of inclusive design is to address as many users as possible with only one product while understanding the challenging diversity of heterogeneous user needs (cf. Goodman-Deane et al. 2010;Luck 2013;Steinfeld 2013;Waller et al. 2015). Stockton (2009) states that 'stigma can be seen as the Achilles heel of Inclusive Design'. ...
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Raising the user’s self-confidence is a promising strategy to reduce product-related user stigma. In the context of product usage, the commonly used term self-confidence refers to the psychological construct of self-efficacy. To strengthen a user’s self-efficacy through product design, providing both good usability and emotionality in a product seems to be a reasonable starting point. However, their suitability and validity for this purpose has not yet been sufficiently assessed. This paper examines whether self-efficacy would be associated with perceptions of a product’s usability and emotionality. By conducting an online survey (n = 105; stigma-sensitive product demonstrator: walker), it was confirmed that the perception of good usability and emotionality of walkers were positively associated with the user’s perceived self-efficacy. Moreover, a negative interaction effect was identified showing that the association between emotionality and self-efficacy increased with lower levels of perceived usability and vice versa. This may indicate that emotions can compensate the importance of usability at least to some extent.
... Nessa perspectiva, abordagens como o Design Universal (DU) e Design Inclusivo (DI), que visam o desenvolvimento de projetos que promovam a inclusão da maior diversidade populacional possível, podem ser inseridas no contexto educacional para promover igualdade de oportunidades e experiências para alunos com deficiência e alunos sem deficiência, sem distinção (Gomes;Quaresma, 2018;Waller, 2015 ...
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O objetivo desse artigo é entender como as abordagens do Design Inclusivo, Design Universal e do Design Universal para Aprendizagem são utilizadas para auxiliar a aprendizagem de crianças com Transtorno do Espectro Autista na educação infantil. Para tanto, foi realizada uma revisão sistemática da literatura. Após a análise, foram geradas categorias de semelhanças que utilizaram as abordagens inclusivas. Como resultados, notou-se que ainda há poucos estudos que utilizam abordagens do Design Inclusivo/Universal no âmbito educacional para esse público. Assim, tal lacuna pode ser explorada em estudos multidisciplinares entre projetistas e profissionais da educação.
... To improve usability and accessibility of DHT for people living with dementia, their design can benefit from context-specific design guidance. While accessibility standards presented in for example ISO/TS 82304-2 [20], the Web Content Accessibility Guidelines [21], or xCertia [22], can serve as valuable foundations for inclusive design, "understanding user diversity and applying this in the development process" [23], their use during the development of DHT and evaluation is currently still limited [24]. Additionally, these standards and guidelines may not comprehensively address the complex, unique and multifaceted needs of vulnerable populations such as people living with dementia or other cognitive and physical impairments [24][25][26]. ...
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BACKGROUND : Dementia-related impairments can cause complex barriers to access, use, and adopt digital health technologies. These barriers can contribute to digital health inequities. Therefore, literature-based design principles called DEMIGNED have been developed to support the design and evaluation of digital health technologies for this rapidly increasing population. OBJECTIVE This study aims to (1) apply these principles in usability testing to capture usability problems on a mobile website providing information resources for people visiting a memory clinic, including those living with dementia and (2) further validate the relevance of DEMIGNED principles and the applicability specifically for mobile websites as a means of providing digital health technology. METHODS A heuristic evaluation approach was conducted with the DEMIGNED principles serving as domain-specific guidelines with two usability experts, one domain expert and two double experts (experienced both in usability and dementia). Second, think-aloud sessions were conducted with memory clinic patients living with subjective cognitive decline, mild cognitive impairment, or dementia. RESULTS The heuristic evaluation resulted in 36 unique usability problems. Seven people visiting a memory clinic participated in a think aloud session: four with subjective cognitive decline, one with mild cognitive impairment and two with dementia. The analysis of the think-aloud sessions revealed 181 usability problem encounters. One hundred forty-four of these could be mapped on 18 usability problems identified in the heuristic evaluation. The remaining 37 encounters from the user-testing revealed another ten unique usability problems. Usability problems frequently encountered in the think aloud sessions encompassed difficulties with utilizing the search function, discrepancies between the user’s expectations and the content organization, the need for scrolling, information overload and unclear system feedback. CONCLUSIONS By applying the DEMIGNED principles in expert-testing, evaluators were able to capture ~80% of usability problems encountered in user testing of a mobile website for people visiting a memory clinic, including people living with dementia. Future research should look into the applicability of the DEMIGNED principles for other digital health functionalities, to increase accessibility of digital health and decrease digital health inequity for this complex and rapidly increasing population.
... the inclusive design philosophy describes the need to recognise that having a disability is a prevalent and normal characteristic within a community, thus shifting the designer's focus from a view of working with "theM" to "Us" [16]. the case for inclusive design is not just a moral one: more inclusive products have been proven to reach wider markets, improve customer satisfaction and, by extension, enhance profitability [17]. the different levels of sensory, mobility and cognitive impairment found within the Vi community means these principles of inclusive design are just as applicable to a specialist device as to a mainstream product. ...
Article
Purpose: This study explores the initial views of people with age-related macular degeneration towards wearable electronic vision enhancement systems. Methods: Ten adults with age-related macular degeneration participated in semi-structured interviews, which were analysed using reflexive thematic analysis. Results: Four themes were identified. Firstly, participants spoke of the wide-ranging impact of sight loss and how current helpful coping strategies still had significant limitations, affecting their desire to seek new solutions. The second theme showed that "other people" offered welcomed support with existing electronic coping solutions and are needed to provide suitable advice and training. However, "other people" limited the acceptability of using new solutions in public places. The third theme captured participants' desire for a wearable aid providing image magnification and enhancement over a range of distances. The final theme covered the reality of some current wearable technology, perceived as heavy, enclosing, or strange in appearance. Appearance caused some to lose interest in use, although others reframed the devices' desired usefulness to solo and sedentary activities. Conclusion: This population are interested in the potential benefits of wearable electronic vision enhancement systems. More work is needed to understand the suitability of current solutions due to participant concerns about training, appearance and performance.
... Reed & Monk, 2006;Di Bucchianico, 2021) -i.e. Inclusive Design (ID) (see Clarkson & Coleman, 2015;Waller et al., 2015), Design for All (DfA) (see European Institute for Design and Disability, 2004;Bendixen & Benktzon, 2015;Bandini Buti, 2018) including the EN 17161:2019 (European Committee for Standardization, 2019), and Universal Design (UD) (see Story, 2011) including the eight goals (Steinfeld & Maisel, 2012). These approaches are mainly anchored to the design of products, environments, technologies, and digital outputs. ...
Conference Paper
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The Circular Costume Design Lab (CCD Lab) is a participatory initiative exploring sustainable practices in costume design and making within the German theatre industry. Preliminary research suggested that theatre costume making is a tradition-based craft with limited agency for systemic change. The CCD Lab aimed to understand how tightly knit communities of costume professionals perceive and experience environmental and social sustainability, and how broader social, cultural, and political forces shape their work towards sustainability in state-funded and independent theatres. The CCD Lab consisted of eight online workshops co-developed by two costume makers and researchers in collaboration with two professional associations. The workshops engaged 23 costume professionals over two months. This paper outlines the workshop topics, the methodologies used, and the key learnings derived from the group conversations and activities. The study provides insights into the specific needs and experiences of costume professionals regarding sustainability considerations in theatre settings and highlights the importance of user-centered design and collaboration with stakeholders in effecting positive change in the workplace.
... Even if it surely represents a relevant controversy in the inclusive design literature, we will not explicitly address the issue of costs related to inclusive design choices in the main text of the chapter. Our avoidance of this issues is not a way to trivialise it: we simply maintain, as other authors do[77], that designing CAVs from the onset accounting for inclusivity issues can cost less than later adapt them to be used by a wide and diverse range of people. ...
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This chapter explores Human–Machine Interaction (HMI) challenges to inclusivity in driving automation by focusing on a case study concerning an automated vehicle for public transportation. Connected and Automated Vehicles (CAVs) are widely considered a tremendous opportunity to provide new mobility options to many who currently cannot drive: the young, the elderly, people suffering from cognitive or physical impairments, and so on. However, the association between driving automation and inclusivity rests too much on the mere automation of driving tasks. More attention should instead be dedicated to the HMI field for CAVs to be suitable for multiple users with different needs. From this perspective, inclusivity is an utterly complicated objective to accomplish—one that requires a new definition of human agents, fine-grained methodological discussions, innovative design solutions, and extensive testing. Based on these considerations, we present a case study and discuss the challenges that need to be faced when designing inclusive CAVs.
... Firstly, when considering ability-based challenges, inclusive design addresses a diverse range of user abilities, including vision, reach, dexterity, hearing, thinking, and mobility [48]. On the other hand, DfDI places emphasis on users' thinking abilities as well as vision and dexterity (e.g., [49][50][51]). ...
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The digitalization of the world has rendered design for digital inclusion particularly important, which highlights the need to gain a comprehensive understanding of this field. The purpose of this review is to reveal the current development of the field of design for digital inclusion and identify research gaps and directions.Therefore, this study adopted bibliometric mapping to achieve the research goal. A total of 721 relevant articles in English were identified from Scopus. Descriptive analysis, including the publication trend, the most cited journals, the most cited articles, and the top authors with institutions, is described in order to trace the state-of-the-art development of the field. Network analysis, including bibliographic coupling and co-occurrence keywords, was used to identify research themes and future research directions. The results reveal four main investigated topics in the field: (1) information technology; (2) online education; (3) assistive technology; and (4) digital health. The review also highlights the distinctive features of design for digital inclusion compared to inclusive design, discusses the research gaps, and offers potential future research directions.
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El presente artículo corresponde a la síntesis de un proceso investigativo cuyo propósito fue proponer una reforma curricular para el programa de Diseño Industrial de la Universidad de Nariño (Colombia) con base en el análisis de las principales características del paradigma sociocrítico de la educación en Diseño Industrial y la consecuente formación en habilidades profesionales. La ruta metodológica se configuró a partir de un enfoque cualitativo, con orientación comprensiva del entorno académico objeto de estudio y del quehacer característico de la disciplina. En correspondencia, el alcance fue de tipo interpretativo y, a la vez, propositivo, en tanto se planteó una serie de elementos para abordar la formación en Diseño Industrial. El proceso investigativo se desarrolló en dos fases: la primera, de inmersión en el contexto, en la cual se llevó a cabo la revisión documental, el diálogo con expertos y las visitas a centros de formación; la segunda fase consistió en la implementación de talleres participativos con docentes, estudiantes y egresados de la comunidad académica vinculada. Los hallazgos de la investigación permitieron visualizar, de manera integral, los constantes cambios laborales, productivos, culturales y sociales que inciden en el panorama económico y profesional de los diseñadores industriales. Esto llevó a formular propuestas orientadas a discutir, complementar e implementar un proceso formativo basado en la diversidad y complejidad de los enfoques del ejercicio profesional, la posibilidad de autodeterminación curricular en consonancia con la flexibilidad académica y el desarrollo profesional en función de las habilidades individuales de cada persona.
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The increasing reliance on e-commerce among sensory-disabled customers highlights the inadequacy of traditional brick-and-mortar stores in meeting their needs. To encourage greater footfall of sensory-disabled individuals in physical retail spaces, creating an inclusive and accessible environment is essential. This study identifies the barriers faced by these individuals through extensive literature review, surveys, and expert interviews, revealing the critical need for sensory-inclusive design solutions. By addressing challenges such as sensory overload, navigation difficulties, and communication barriers, this research proposes actionable strategies tailored to enhance accessibility and inclusivity in retail environments. The findings aim to support retailers in creating seamless and equitable shopping experiences that prioritize the needs of sensory-disabled customers, fostering inclusivity for both shoppers and employees.
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Background Commercial wearable and mobile wellness apps and devices have become increasingly affordable and ubiquitous. One of their aims is to assist the individual wearing them in adopting a healthier lifestyle through tracking and visualizing their data. Some of these devices and apps have a wheelchair mode that indicates that they are designed for different types of bodies (eg, wheelchair users with spinal cord injury [SCI]). However, research focuses mainly on designing and developing new condition-specific self-tracking technology, whereas the experiences of wheelchair users with SCI using self-tracking technology remain underexplored. Objective The objectives of this study were to (1) provide a comprehensive overview of the literature in the field of self-tracking technology and wheelchair users (as a basis for the study), (2) present the self-tracking needs of wheelchair users with SCI, and (3) present their experiences and use of commercial self-tracking technology. Methods We conducted semistructured interviews with wheelchair users with SCI to understand their experiences with self-tracking and self-tracking technologies, their self-tracking needs, and how they changed before and after the injury. The interviews were thematically analyzed using an inductive approach. Results Our findings comprised three themes: (1) being a wheelchair user with SCI, (2) reasons for self-tracking, and (3) experiences with self-tracking technologies and tools. The last theme comprised 3 subthemes: self-tracking technology use, trust in self-tracking technology, and calorie tracking. Conclusions In the Discussion section, we present how our findings relate to the literature and discuss the lack of trust in commercial self-tracking technologies regarding calorie tracking, as well as the role of wheelchair users with SCI in the design of commercial self-tracking technology.
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The paper proposes an original approach based on holistic and specific models of human or technical behaviors. Holistic models concern generic behaviors that can be achieved by different human or technical decision-makers and specific models represent individual behaviors of a given human or technical decision-maker. They are modelled with Petri nets and Faults trees. The analysis of combinations between these models generates scenarios that can affect inclusive mobility in terms of human health, system safety or fluidity of mobility. These scenarios are represented with cause trees and simulated with the MissRail® platform to validate their feasibility. They involve behaviors of road users like pedestrians, car or train drivers and of Artificial Intelligence based systems like an Adaptive Cruise Control or a Lane-Keeping Assist.
Article
Purpose of the article: As technologies continue to advance, designing wearable exoskeletons that are comfortable, safe, reliable, and engaging for users is an arduous task. The integration of HCD principles in exoskeleton development significantly contributes to ensuring that the product meets the needs and preferences of users. This study systematically reviews the application of human-centred design (HCD) principles in the development of wearable exoskeletons. Methodology: It synthesizes existing literature, identifies key HCD concepts and assesses their impact on exoskeleton usability, comfort, and safety. The findings of the study revealed a moderate application of HCD in many of the studies; however, the concepts were found to play a crucial role in enhancing the usability, safety, and comfort of wearable exoskeleton technology implementation. Challenges revealed in the study include limited stakeholder involvement, a lack of standardized evaluation metrics, non-consideration of ethical, legal, and social issues, and a lack of studies on the potential adverse effects of exoskeleton use. Besides identifying the challenges faced in integrating HCD principles into exoskeleton development, the study also proposed pragmatic approaches to overcome them. Results: The study underscores the significance of incorporating human-centred design principles in the design and development of wearable exoskeletons. This has implications for industry, rehabilitation, health, and agriculture to churn out positive outcomes. The research contributes to the expanding literature on wearable exoskeletons and HCD, offering valuable insights into the advancement of this technology in various domains and suggesting areas for future studies to address identified gaps. Keywords: Human-centred design; comfort; safety; usability; user-centered design; wearable exoskeleton.
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Indonesia is a country that has a diversity of arts and culture, and this is no exception Tegal Regency is located in Central Java Province. Various kinds of arts such as dance Endel masks and Balo-balo music are some examples of the uniqueness of Tegal Regency need to be preserved. It is a shame if this culture is eroded by the times driven by globalization. On this basis it is necessary to have facilities that support activities art and culture, as well as a place where all elements of society gather with the aim of preserving the uniqueness that exists in Tegal Regency. This research is intended for provide options for the design of a new Art and Cultural Center in Tegal Regency, with the hope of getting preserve art and culture for future generations. In this article the method is used analytical descriptive, namely by collecting, explaining, and describing primary data as well secondary related to the provisions of the planning and design of the Art and Cultural Center in Tegal Regency. The result of this study is the design of a new Art and Cultural Center in Tegal Regency which emphasizes the concept of inclusive design, so that it can facilitate everyone elements of society.
Book
Promover a inclusão é um objetivo transversal, associado a vários desafios globais da atualidade. Embora seja cada vez mais reconhecido pela sociedade, o talento e o potencial criativo dos designers é pouco canalizado para soluções inclusivas e na concretização do papel social do Design. Neste trabalho defende-se a disseminação de estratégias pedagógicas usadas no contexto do Design Inclusivo no sentido de promover a mudança de atitudes e a formação de melhores designers. O trabalho começa por narrar cinco estórias da experiência da autora, construídas com base em testemunhos e análise documental de outras boas práticas de inclusão pelo Design. Estas abordam respetivamente, cinco tópicos: Argumentos, Pedagogia, Interdisciplinaridade, Parcerias e Disseminação. As inquietações expostas na problemática são discutidas e corroboradas por alguns autores consultados na revisão de literatura: verificam-se barreiras à utilização de informação e no uso de algumas ferramentas criadas no contexto do Design Inclusivo e questiona-se a sua adequação ao perfil dos designers e, em particular, dos estudantes. Estas reflexões conduziram à proposta de um referencial para Mapeamento inspirador da Inclusão pelo Design (MID): uma ferramenta organizada em dois eixos que suporta o mapeamento de soluções e oportunidades considerando variáveis que promovam a inclusão desde início do processo de Design. Pensada para o contexto do ensino, esta proposta ambiciona inspirar e promover a comunicação entre pessoas de várias áreas e níveis de formação, de modo prático, dinâmico e visual – ou seja, pretende ser ela própria uma ferramenta mais inclusiva.
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This systematic literature review examines research on adaptive apparel for people with disabilities (PWDs), an underrepresented consumer group. Using the scientific procedures and rationales for systematic literature reviews (SPAR‐4‐SLR) protocol and the theories, contexts, characteristics, and methods (TCCM) framework, 51 articles from three academic databases were analyzed based on specific keywords and inclusion/exclusion criteria. The review highlighted advancements addressing the needs of PWD consumers, such as innovative designs, user‐centered methodologies, and inclusive marketing. However, there remain gaps in areas like disability types, methodologies, cultural factors, and societal barriers. The implications of this research underscore the urgent need for the apparel industry to prioritize inclusivity and adaptability, emphasizing that addressing these gaps can lead to broader societal acceptance and empowerment for PWDs. Moreover, this review enhances the understanding of adaptive apparel for PWD consumers, providing insights for researchers, policymakers, and industry leaders to promote inclusivity, accessibility, and fashion‐forward solutions.
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The research, ‘Specialist Disability Accommodation in the social housing sector: policy and practice’, undertaken for AHURI by researchers from Curtin University and the University of New South Wales, explores the complex interaction between the Specialist Disability Accommodation (SDA) program and the social housing sector. It discusses National Disability Insurance Scheme (NDIS) participants’ experience of accessing these homes. Launched in 2016, the SDA program delivers specialist housing support for Australians with extreme functional impairment or very high needs. Designed to attract private market investment, the program constitutes an individualised funding model which attempts to provide NDIS participants with a level of choice in housing options. Despite an annual allocation of 700millionbytheNDIAtotheSDAprogramoveratenyearperiod,actualpaymentsamountedtoonly700 million by the NDIA to the SDA program over a ten-year period, actual payments amounted to only 214 million in 2022. The program was anticipated to leverage an additional $5 billion in private market investment over that time, yet dwelling delivery has stagnated since 2021. Investment has delivered housing for 18,219 NDIS participants nationally to December 2022, well short of the estimated 30,000 SDA placements required. ‘Our research identified a lack of transparency and consistency in SDA funding decisions, and this has the potential to undermine both participant outcomes and the confidence of providers to deliver Specialist Disability Accommodation’ says report co-author Dr Adam Crowe of Curtin University. ‘Our research identifies how funding decisions often contradict the clinical evidence provided by professionals. NDIS participants with similar housing needs can receive very different funding outcomes. Although NDIS participants can appeal these decisions, it is a lengthy, costly and complex process, which can result in negative health and wellbeing outcomes for people with disability,’ said Dr Crowe. ‘These inconsistencies also pose challenges for social housing providers, including CHPs, seeking to deliver housing solutions to meet NDIS participants’ needs. With extensive knowledge of the SDA program and social housing sector, CHPs are best positioned to produce quality housing outcomes for tenants with complex needs.’ CHPs can support private investment by educating investors providing compliance with the SDA program as a registered provider, identifying suitable tenants and providing tenancy management and support once housing is operational. However, some CHPs are pausing their involvement in SDA housing due to the level of financial risk they are required to bear. ‘Shouldering the financial risk associated with providing SDA until late in the development stage, coupled with delayed SDA payments has substantial financial implications for the Community Housing sector in terms of managing debt finance, SDA portfolio growth, attracting new entrants and retaining current providers,’ says Dr Crowe. As very few (≈6%) NDIS participants are eligible for SDA funding, many rely on state and territory governments to deliver appropriate housing. The transfer of specialist accommodation provision from the state/territory to the federal government (under the NDIS) has actually reduced the capacity of state and territory governments to provide specialised housing for those with high needs ineligible for SDA. The transfer means roles adopted by state and territory governments are not nationally uniform and constrained communication between the NDIA (who fund the program) and social housing sector makes it difficult for state and territory governments to develop disability and housing policy. This limitation has significant implications for high-need NDIS participants ineligible for SDA funding whose housing needs depend on state government intervention. The research team highlighted how ‘The SDA program should facilitate greater choice and control for participants so they can meet their Home and Living goals. To do this government must better harness the pivotal role of Community Housing Providers in the SDA program, particularly in regard to education, support, specialist tenancy management and the true cost of delivering and operating SDA.’
Article
Because arthritis and limited dexterity affect at least 25% of the US adult population (1) and these issues can make packaging more difficult to open, there has been an overall increase in interest about inclusive packaging (2). Inclusive packaging is designed to ensure that the largest number of consumers possible will be able to open a package without serious difficulty. When designing for those with arthritis, testing is often done using simulation technologies that impair hand and joint movements, such as the Cambridge Simulation Gloves (CSG). However, not all packages have been evaluated for inclusive design, and as such, the goal of this study was to use CSG to evaluate several representative packages currently in the marketplace for inclusivity and to redesign the one deemed most challenging for those with impaired dexterity. The study evaluated product packages that were deemed non‐inclusive, identified common trends between these products, including the necessity for fine finger movements, existence of small gripping areas, and opening mechanisms with little clearance between the two surfaces. Of the products examined, a common aspirin package, was found to be the most difficult to open—it was nearly impossible to lift the seal while wearing the CSG and the package required the most time to open. As such, this product was selected to undergo redesign, and this redesign focused on the tamper evident induction seal. The redesign process involved prototyping an included finger loop and then testing the prototypes using the CSG. This led to a final design consisting of a loop attached to the induction seal, which was then tested with the CSG to evaluate its effectiveness. This study shows the utility of incorporating the CSG into the preliminary design process as opposed to only at the final test of the product. Furthermore, the findings of the study strongly suggest that in designing inclusive packaging for those with limited dexterity, decreasing the required fine finger and joint movements and increasing the gripping areas, especially those involved in the opening mechanism of the package, are the most useful changes to make.
Chapter
Video games constitute an important part of peoples’ lives, both from an entertainment perspective and for purposes that go beyond entertainment. For society to become inclusive, video games need to be inclusive. Inclusivity, accessibility, and usability are central concepts of the design of product, services, and experiences. Historically, these terms have been used differently depending on the lens of which one views design. The design lenses of inclusivity all strive toward a more accessible society but differ in terms of the processes underlying how inclusivity is achieved. Viewing video games from a Universal Design lens moves us from a consideration of accessibility in light of disability, toward reaching attainable game experiences for people with various different conditions beyond disability. In Chap. 1, we present the term Universal Design, how it emerged from interrelated design lenses and the key takeaways underlying the term, followed by a presentation of Universal Design in video games. Thereafter the discussion centers around the concept’s disability, accessibility, and usability, and how these terms relate to Universal Design in general and Universal Design in video games specifically. Based on the contextualization of Universal Design in the video game space, we propose a definition for Universal Design in video games which centers around promoting an attainable gaming experience (AGE). The objective of the chapter is to provide an overview about historical and current considerations of accessibility and inclusivity to understand how you can approach inclusivity and a Universal Design approach in video games from a more nuanced perspective.
Chapter
Design and development situations have many common characteristics but also require situation-specific issues to be treated. This chapter explores how a process perspective on design and development can help to appreciate and handle specific issues such as manufacturability and inclusivity. Process models and approaches that focus on specific issues help to address the unique demands of each design and development context, because process participants can select models to address issues they are particularly concerned about. The integration of multiple specific issues into a coherent process or an existing situation remains challenging.
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People living with mobility-limiting conditions such as Parkinson’s disease can struggle to physically complete intended tasks. Intent-sensing technology can measure and even predict these intended tasks, such that assistive technology could help a user to safely complete them. In prior research, algorithmic systems have been proposed, developed and tested for measuring user intent through a Probabilistic Sensor Network, allowing multiple sensors to be dynamically combined in a modular fashion. A time-segmented deep-learning system has also been presented to predict intent continuously. This study combines these principles, and so proposes, develops and tests a novel algorithm for multi-modal intent sensing, combining measurements from IMU sensors with those from a microphone and interpreting the outputs using time-segmented deep learning. It is tested on a new data set consisting of a mix of non-disabled control volunteers and participants with Parkinson’s disease, and used to classify three activities of daily living as quickly and accurately as possible. Results showed intent could be determined with an accuracy of 97.4% within 0.5 s of inception of the idea to act, which subsequently improved monotonically to a maximum of 99.9918% over the course of the activity. This evidence supports the conclusion that intent sensing is viable as a potential input for assistive medical devices.
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Atualmente no mundo, há um elevado número de pessoas com algum tipo de deficiência visual. Para indivíduos com esse tipo de deficiência, realizar tarefas simples do dia a dia, como manusear eletrodomésticos, torna-se um verdadeiro desafio, sobretudo quando os equipamentos não contam com botões físicos e possuem apenas painéis planos – tendência cada vez maior nos eletrodomésticos atuais. Com isso, é necessária a busca por soluções para facilitar o uso de eletrodomésticos por cegos, o que pode ser feito investigando outros sentidos desses indivíduos, como o tátil. Para indivíduos com deficiência visual, realizar tarefas cotidianas simples, como manusear um forno micro-ondas, torna-se um verdadeiro desafio, sobretudo quando o equipamento apresenta apenas painel de interface plana, tendência cada vez maior nos eletrodomésticos atuais. Nesse contexto, o presente estudo buscou desenvolver uma membrana de silicone com símbolos em relevo projetada para sobrepor o painel de um forno micro-ondas, a fim de facilitar o uso deste eletrodoméstico por usuários cegos. Para isso, utilizou-se da metodologia Design Wheel para produtos em Tecnologia Assistiva, explorando o estímulo sensorial tátil. O protótipo desenvolvido (Sistema Tátil WaveTactile), foi testado por pessoas cegas através de testes de usabilidade com métricas de desempenho e de preferência, através da realização de tarefas no forno micro-ondas e aplicando questionários pós-testes. Como resultado, observou-se que o Sistema Tátil WaveTactile aumentou a capacidade dos participantes cegos de completar as tarefas propostas no micro-ondas. Além disso, utilizando o sistema desenvolvido, a maioria dos participantes cegos conseguiu finalizar todas as tarefas com poucos erros e sem a necessidade de ajuda. De fato, embora os participantes cegos tiveram pouco tempo para se familiarizar com o novo código, os resultados se mostram promissores.
Chapter
Some of the common purposes of engineering products and systems are to provide ease to human life and increase its quality by fulfilling the needs of people with satisfiers. Besides, living in a clean environment and with equality are also important needs of people. Providing functions with life cycles consuming minimal time and energy are some of the trends for developing new technology with which to attract more customers and obtain competitive advantage. However, an imbalance between the desires of customers and the industry that are important for economic sustainability on one hand, and the need for maintaining social and environmental sustainability on the other, can create conflict in attaining sustainable development. This paper discusses the conflicts of inclusivity in design and innovation to emphasise the requirement of inclusivity in the product life cycle. It addresses inclusive manufacturing (inclusive product life cycle) by examining the definitions of inclusivity, sustainability, manufacturing, and sustainable manufacturing. In addition, an approach for scenario creation for supporting inclusive manufacturing is proposed.KeywordsInclusivityInclusive product life cycleScenario creation
Chapter
Remote testing has been exploited in software development for several years. Until recently, virtual support in the design of physical tools and appliances has received much less attention. The years of pandemic travel restriction have created a completely novel set of requirements for usability testing, whereby the physical interaction between the experimenter and the end user has been no longer possible. In this frame, the host of new communication platforms that became available provided means for innovative protocols of remote synchronous interaction. Here, we successfully apply them for the testing of medical devices in the user-centered design development. The proposed protocol is validated along the development of a medical applicator tool, the SYMPLX, designed for the use in the operating room by cardiologists and cardiothoracic surgeons (the end users). The applicator is aimed at facilitating the combination of a protective pouch made of biosynthesized cellulose, the Hylomate, and a target pacemaker or defibrillator upon their implantation in cardiovascular patients. The testing with end user rendered a number of videos featuring a reproduced model of the operating room, where the clinical procedure was performed with the use of SYMPLX. The ensuing analysis extracted four quantitative descriptors of the performance, with sufficient reliability and reproducibility to evaluate design improvements, as well as user-related variability and learning process. Altogether, we describe and validate a new flexible and cost-effective protocol that can support the remote design of medical devices and has the potential to be optimized for other physical tools.KeywordsRemote usability test setupRemote usability testingRemote operating tableUser-centered design developmentUser-centered industrial design approachMedical product design developmentMedical designSurgical applicator
Conference Paper
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This paper presents the academic experience in the application of the fundamentals of universal design in the Industrial Design Program at the National University of Colombia and the Architecture and Industrial Design Programs at the Javeriana University. On the one hand, it introduces the strategies applied during the semester workshops. On the other hand, it shows some examples of projects developed by the students. The document finishes outlining some of the biggest challenges that can be drawn as a result of the experience. It emphasizes the need of changing the concept and perception of disability among the students, the systemic and interdisciplinary approach during the development of the design project and the promotion of networking with related institutions. Understanding that " it is normal to be different " and that " it is abnormal to be indifferent " synthesize the fundamental competences expected of a student that goes through these workshops.
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There is always room for improvement in design. Maybe there is need for a better product, or for a better, more effective and economic, design process-the late delivery of new products has been shown to be the single largest contributor to the loss of company profits in the UK. Our own experience of working with automotive, aerospace and healthcare companies has shown that effective communication, management of change and process planning are essential ingredients for an effective product development process. This book aims to develop an understanding of these issues as a means to facilitate design process improvement. Part I contains a series of review articles written by a team of international experts on models of design, perspectives on design, design practice and design management. Part II provides an introduction to the wealth of academic research on these topics by presenting the activities of research centres from around the world. It is for: business leaders who want to understand the role of design management as a driver for commercial success; design managers who want to improve their company design procedures; designers who want to know how to design more efficiently; researchers who want to explore the field of design process improvement. An up-to-date source of information on design process improvement may be found at: http://www-edc.eng.cam.ac.uk/ designprocessbook
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Editor's Note: John Elkington's new book, Cannibals with Forks: The Triple Bottom Line of 21st-Century Business, has been hailed as “practical, compassionate and deeply informed, a brilliant synthesis of his genius for cutting through the thicket of tough issues–in the world of business and sustainability–and producing elegant solutions that can be applied today” (Paul Hawken). We are pleased to have the opportunity to publish a selection from this award-winning book. In this discussion of partnerships, Elkington explores how effective, long-term partnerships will be crucial for companies making the transition to sustainability and offers approaches and examples of keen interest. Special thanks to Capstone Publishers, U.K., for their gracious cooperation.
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The social context of Sweden provides a good environment for research and development of products and technical aids for the disabled and elderly. However, the model used by Swedish ergonomists and designers in Ergonomi Design Gruppen emphasizes how the application of experience gained from designing such aids can lead to better products for everyone. Three main examples are given to demonstrate how ergonomics studies and prototype/model evaluation by the target users have led to new designs for familiar objects: eating implements, walking sticks and coffee pots. Addressing particular aspects of design for people with specific difficulties, and problems associated with the use of everyday items, has led to designs which are acceptable to a broader range of users.
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The 2008-based national population projections, produced by the Office for National Statistics in consultation with the devolved administrations, show the population of the UK rising from 61.4 million in 2008 to 65.6 million in 2018 and 71.6 million by 2033. In the longer-term, the projections suggest that the population will continue rising beyond 2033 for the full length of the projection period. The population will become older with the median age expected to rise from 39.3 years in 2008 to 42.2 years by 2033. Despite the forthcoming changes to state pension age, the number of people of working age for every person of state pensionable age will reduce from 3.23 in 2008 to 2.78 by 2033. List of tables, 93
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