Professional Documents
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Applied Ergonomics
journal homepage: www.elsevier.com/locate/apergo
a b s t r a c t
Keywords: The DBA Inclusive Design Challenge and the Challenge Workshops organised by the lead author has
Inclusive design exposed numerous design teams to the benefit of working with extreme users e this paper will analyse
User engagement
the challenges and benefits of this approach to inclusive design and suggest how the lessons learned
Participatory methodologies
from competition can be transferred into design practice.
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http://dx.doi.org/10.1016/j.apergo.2013.03.005
Please cite this article in press as: Cassim, J., Dong, H., Interdisciplinary engagement with inclusive design e The Challenge Workshops model,
Applied Ergonomics (2013), http://dx.doi.org/10.1016/j.apergo.2013.03.005
2 J. Cassim, H. Dong / Applied Ergonomics xxx (2013) 1e5
2.1. The framework The judging is followed by an Awards Event and exhibition held
at the RCA featuring a high-profile keynote speaker where the
The framework for the DBA Inclusive Design Challenge has design teams present and exhibit their final ideas to their design
remained relatively unchanged since 2000. Then a challenge in the industry peers as well as to representatives of the business, public
form of an open brief was disseminated to DBA member firms who and voluntary sectors. An annual publication.
were invited to an evening launch of the event at the RCA. A Challenge (formerly Innovate) edited by Cassim (2000e2008)
briefing on inclusive design was given and they were encouraged to documents the projects in detail.
submit a short response outlining their main area of interest or
focus. The shortlist of five to six firms was decided on that basis as
well as on their existing portfolio as a design firm. 2.2. The user dimension
In the first seven years of the Challenge, the shortlisted teams
were visited by Cassim who discussed the scope and focus of the The selection of users has always been strategic. An average of
project with the teams and gave each a resource pack containing five users with different disabilities is selected to ensure that the
the names of experts in the subject area as well pertinent websites final design idea is not weighted to a single disability to the
and publications. Since 2007, in response to post-Challenge feed- detriment of other points of view.
back by the design teams, a joint workshop has been organized Sometimes individual users with extreme disabilities (‘wild card
where they are briefed collectively by experts on the subject of the users’) are selected since they embody radical questions for creative
brief and individually by Cassim on their project approach. brainstorming on the subject at hand that are unlikely to be asked.
This is followed by a project-specific user forum at the RCA, “How do you put on a band aid when you have no arms?” was the
facilitated by Cassim in which each team has the chance to brain- question that Tom Yendell of the UK Mouth and Foot Painting
storm with critical users (i.e. people with severe disabilities) over a Artist’s Association, implicitly posed to the team from Pearson
two-hour period. Where the projects relate to product design, it is Matthews that won the 2005 Challenge.
also used as an opportunity for critical evaluation of existing ClevernameÔ (Fig. 1) their revolutionary reinterpretation of the
products (Cassim and Dong, 2005). The teams are encouraged to standard sticking plaster resolved this issue and the prototype they
contact selected users from the group at a later stage in the design developed constituted Yendell’s first experience of being able to
process for further evaluation of their design concepts or pro- apply one on his own.
totypes. A final visit from Cassim takes place before the teams For the DBA Inclusive Design Challenge, there has been a ten-
submit their completed projects for judging in the form of a six- dency to focus on younger users with severe disabilities, i.e. critical
minute presentation in any media. users. The reasons are:
Please cite this article in press as: Cassim, J., Dong, H., Interdisciplinary engagement with inclusive design e The Challenge Workshops model,
Applied Ergonomics (2013), http://dx.doi.org/10.1016/j.apergo.2013.03.005
J. Cassim, H. Dong / Applied Ergonomics xxx (2013) 1e5 3
1. The older users involved in the DesignAge Product Challenges Consequently, the design teams were able to talk to people with
displayed the incremental multiple minor impairments char- dementia and their carers, observe their living environments and
acteristic of ageing for which the adjustment process is gradual daily context of their lives e an opportunity that would not have
unless triggered by major trauma such as a stroke. Their in- been afforded by a user forum alone.
sights were invaluable but they were less likely to have
developed the range of radical strategies that young disabled 2.4. The Challenge Workshops
people routinely adopt to overcome the daily failure of the
designed world. Many of these coping strategies are highly As the DBA Inclusive Design Challenge gained profile, requests
creative and the lateral thinking and problem-solving ability came from universities and companies for internal workshops based
engendered by this process were seen as having the potential on the Challenge framework or for the organisation of user forums
to be a rich source of new design ideas. relating to current projects by design firms who had participated.
2. The young users’ mode of communication relies heavily upon Collectively, they are called the Challenge Workshops and are
highly sophisticated assistive technology. They are acutely documented on the HHC website and in the Challenge publication.
aware of and can highlight the shortcomings of interfaces and They can be classified into three main types:
technology products with a specificity of detail that is not
possible for general users. Importantly they can posit new 1. Three day immersive inclusive design workshops for design/
scenarios for interactive products and online services to the engineering students (Japan, Israel)
participating designers who are often unaware of the potential 2. Two or three day interdisciplinary workshops for companies
for this area of interaction design particularly in the area of (UK, Japan, Finland, Denmark, Belgium).
hands-free devices and speech-delivered, haptic or gesturee 3. Themed challenges of 24 or 48 h in duration (UK, Japan,
driven interaction. Singapore, Hong Kong, Scandinavia).
3. The very severity of disability ensures that the designers ex-
ercise a level of rigour that eliminates any tendency to resort to Unlike the flagship DBA Inclusive Design Challenge, which has
superficial aesthetic restyling alone. It allows designers to un- remained relatively static in format, the Challenge Workshops have
derstand the outer limits of the usability spectrum and thereby presented an opportunity to tailor the basic framework to suit
adopt a ‘back to first principles’ stance where the redesign or different contexts and aims. It has also been possible to trial new
reconfiguration of products and services is concerned. iterations such as the All Inclusive Sarajevo in May 2009 whose focus
4. Younger users are contemporaries of the participating designers. was more on inclusive process than inclusive product result and
As a result, empathy can quickly be built between both parties where the disabled participants were more actively involved in the
which in turn removes the generational “them and us” feeling of co-design process (Fig. 2).
older lives which bear little relation to their own (Cassim, 2005). In Challenge Workshops, teams are created from an interdisci-
Both share common cultural and social attitudes, tastes and as- plinary mix of participants that includes designers from different
pirations and for the designers a mirror is held up to an alter- disciplines (visual communications, product and interaction
native set of scenarios, which nevertheless has immediate design), engineers and marketing personnel. In company work-
relevance and congruence to their own situation. shops where there has been a shortage of designers, visualisers
have been drafted in to ensure that the intense brainstorming at the
Where the project is non-commercial in nature, users are asked heart of the process is captured in a visual language rather than just
to take part as volunteers but their out-of-pocket expenses are
covered and refreshments provided. If the project is commercial,
participants are paid a fixed fee in addition to their travel expenses.
Whatever the nature of the project, all users are asked to give their
informed consent to participation and to the use of their images for
publications, website or exhibition purposes.
Please cite this article in press as: Cassim, J., Dong, H., Interdisciplinary engagement with inclusive design e The Challenge Workshops model,
Applied Ergonomics (2013), http://dx.doi.org/10.1016/j.apergo.2013.03.005
4 J. Cassim, H. Dong / Applied Ergonomics xxx (2013) 1e5
a set of textual bullet points on a whiteboard. This allows for a towards engineers rather than designers whose role is commonly
negotiated visual language that transcends disciplines and is vital viewed as being to provide a new set of aesthetic clothes for
where participants may have a very different interpretation of what technical innovation and not innovators in their own right.
constitutes design, inclusivity and so on. The visualized concepts It was evident during the workshop that the designers on the
can then be used, refined and shown to others outside the work- teams had a greater ability to conceptualise new inclusive product
shops as a basis for further discussion. scenarios than the engineers who were tied by a more traditional
In Challenge Workshops, a single lead user with a different disability understanding of the mechanics of things and could not envisage
is assigned to work with each team and is present throughout the visualised product ideas for the technical firepower they possessed.
process. This gives a key focus to the design direction of the team and As a result the power balance in the brainstorming and visual-
allows intensive ethnographic research with the user outside the isation process shifted from the engineers to the designers, one of
workshop venue whose role is transformed from user to design partner whom remarked that he was grateful that the conceptual skills of
and team member. the designers on the team had at last been recognised. Thus,
This shift from lead user to design partner was evident in the 48 workshops on the Challenge model allow firms with little or
Hour Challenges organized in 2007 and 2008 in collaboration with underrated design capacity to gain a holistic understanding of the
Nikkei Design, Japan’s leading design magazine and the Engineer- whole process and the role, limitations and possibilities of different
ing Department of the University of Tokyo as part of Nikkei Design’s in-house disciplines.
annual Design Innovation Forum. In each, two of the three users In addition, for large companies where much of the design ac-
were trained designers and served a dual role as lead users and tivity takes place in-house, designers can become stale through lack
active designers. of stimuli or because they have control of only a small part of the
The ‘users as co-designers’ scenario was fully embodied in the design process. The Challenge Workshops have provided a stimu-
five-day All Inclusive Sarajevo workshop (Fig. 2) in May 2009 where lating shot in the arm.
a group of highly-skilled deaf craftspeople worked alongside de- 3.2. Benefits to designers
signers from Bosnia, Croatia and Serbia in four teams led by UK
design professionals. Prototypes were fabricated for products that After each DBA Challenge, the design teams are debriefed on its
utilised their skills, design guidelines built around the prototypes impact, benefits and their reasons for taking part. The major ones
and a design-led business plan created that would provide their they cite are:
workshops with the means for long-term economic survival. Con-
tinuity was ensured through the linkage of the deaf craftspeople to creative stimulus
this local and regional network of designers with whom they had new expertise gained not only in inclusive design but in pre-
previously had no contact. sentation skills since the major output is a 6 min presentation.
delivery of a best practice demonstration project of how the
3. Discussion firm works in a difficult area to showcase to clients and develop
new business.
The DBA Inclusive Design Challenge and the various Challenge ability to work on a project unaffected by creative compromise
Workshops have become an effective mechanism for engaging or client approval
businesses with inclusive design. The immersive nature of the experience helps build spirit, morale and teamwork
workshops and the fact that they are facilitated by Cassim enables management to spot and develop new design talent
throughout has allowed for close observation of both the partici- and young designers to demonstrate their abilities to man-
pants and the design process. As such, it has been possible to un- agement in larger firms
derstand what constitutes the key elements for success irrespective develops skills to innovate within the framework of the DDA
of the context. brings national profile to smaller firms and allows them to
work with a larger entity e as was the case for the 2009 winner
3.1. Benefits to business Matter who worked with Herman Miller
allows HHC expertise to be brought to an existing project.
Typically companies see the role of the workshop as being to 3.3. User input
generate new design ideas, train staff and build in-house consensus
for inclusive design practice. In the early days of the Challenge, young disabled people from
The in-house workshop can bypass internal politics and provide the creative industries notably, textile designers, visually
the opportunity to create the ‘dream team’ that is necessary for new impaired artists, composers and performers were asked to take
product concepts to move from inception to market through any part in the user forums. They relished the brainstorming process,
corporate structure. This deus ex machina effect enables communi- could argue on conceptual grounds, and crucially had a realistic
cation between people in different divisions of a company, partic- understanding of the need to negotiate differing viewpoints. They
ularly those that are too large to allow this to routinely happen. The also brought to the discussion a technical understanding of as-
fact that it takes place through the medium of a model design sistive technology particularly in relation to mobile, and hands-
project based on skill-sharing provides an alternative best practice free and computer related communications, and how ideas
methodology to existing company processes and promotes the could be expressed across the range of new media that they
creation of an internal network of inclusive design champions who routinely used in their own creative work. The impact of the
can put the case for a more inclusive approach to product or service designers was great but given the structure of the Challenge, their
development. involvement was as expert advisors alone. But in later Challenge
For example, two Challenge Workshops were run in succeeding Workshops, a shift from the ‘user’ to ‘design partner’ started to
years for a major Japanese bathroom and kitchen manufacturer. On emerge.
each occasion, the four teams were composed of engineers, de- For example, in the 2008 24-hour Challenge in Oslo, a Finnish
signers and marketing personnel. In companies such as this that textile designer with brittle bone disease commented: “It has been
have been at the forefront of technical innovation in their field, the a great empowering experience for me because in most cases when
structure of the new product development process is weighted people are designing products for me they are not interested in my
Please cite this article in press as: Cassim, J., Dong, H., Interdisciplinary engagement with inclusive design e The Challenge Workshops model,
Applied Ergonomics (2013), http://dx.doi.org/10.1016/j.apergo.2013.03.005
J. Cassim, H. Dong / Applied Ergonomics xxx (2013) 1e5 5
knowledge they only want information based on my weak bones 3.5. The impact of the workshops
not based on what interests me.”
Generally speaking, user input is vital at three key points e The intensity of a three-day inter-disciplinary workshop or 24 or
initial brainstorming, prototyping and product evaluation and 28 h Challenge where extreme disability is used as a stimulus for
testing. Some users may be excellent at evaluating or testing an creative thought and where participants must come up with an
existing product or one that is under development e they may not innovative design solution within an abbreviated time frame and
however be as good or comfortable with the initial brainstorming then present it effectively changes perceptions, repositions inclu-
process where design concepts are envisaged and debated, which sive design away from being a ‘tick the box exercise’ and presents a
requires confidence and an ability to think conceptually and model for a more productive relationship between users and de-
speculatively. signers. One in which their value transcends that of the standard
Since 2000 a HHC database has been created of disabled “ergonomic guinea pig” whose role is limited to highlighting design
people of all ages who are willing to participate, providing a pool failure. Instead their importance to the iterative brainstorming at
of people who can be matched both to the project and project the concept stage of development is underscored.
stage. A useful observation is that the temperament and per-
sonality of the lead user are crucial in forming the right chemistry
4. Conclusions
in the team.
Please cite this article in press as: Cassim, J., Dong, H., Interdisciplinary engagement with inclusive design e The Challenge Workshops model,
Applied Ergonomics (2013), http://dx.doi.org/10.1016/j.apergo.2013.03.005