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Springer
Foreword
In a rapidly ageing world it no longer makes commercial or social
sense to design, develop or attempt to market products and services
whose usability is unnecessarily challenging to people, whether they
be young or old. able-bodied or less able.
Until recently, however, that seemed to be the goal of young
designers. whose creations reflect the tastes of their immediate peer
group, and also of the manufacturers, retailers and service providers
who persist in regarding the youth market as the mainstay of their
businesses. These people are barking up the wrong tree, and two of
the most persistent contemporary trends - population ageing and
the growing assertiveness of the disabled community - prove this
youth-obsession wrong headed.
TIle smart players have woken up to this new reality. US company
OXO has seen sales of its Good Grips range of kitchen and garden
tools grow by 50% year on year, in the UK supermarket chain Tesco
has added thousands of satisfied internet customers by getting rid of
all the clever, but confusing, graphiCS in its website and instead
making it quick to download, and Simple and intuitive to navigate.
This is the business case for inclusive design - where deSigners
ensure that their products and services address the needs of the
widest possible audience. The social case is equally compelling, but
the real challenge is to deliver designs that are truly - and realistically
- inclusive. Doing this requires a deeper understanding of how
trungs can go wrong. what people want and need, and what the
actual capabilities are of particular groups of users.
Inclusive design is not a panacea, nor is it a new design genre, it
is a way of coming to grips with the core issues of functionality and
emotional engagement that will determine the success or failure of
future products and services.
Through its key theme of 'Countering Design Exclusion', this
book unpacks the issues, digs into the facts behind good and bad
deciSion-making and offers inSight and practical processes for
getting things right. It makes an important and timely contribution
to knowledge in a rapidly evolving field, ID;d lays down a marker for
design and industry.
Roger Coleman
Royal College of Art
Preface
Inclusive design is about maximising the market potential of your
products by making sure that the maximum number of people can
use them. The more people who can use your product, the more
products you can sell and the more profit you can make. Sounds
simple, and it is - if done right.
So why are you reading an introduction to inclusive de sign?
Why isn't everyone doing it already?
Successful inclusive design focuses on one key assertion - that
the single most important component in any system is the user.
Knowing the users, their wants, their needs and their aspirations,
and providing design solutions to meet those wants, needs and
aspirations underpins not only successful inclusive de sign, but
good design.
However. most designers never even get to meet a user, let alone
get to know them. understand them or even empathise with them.
This book provides the necessary introduction to break that cycle .
1
An introducti on to inclusive desig n
users, or the ability to refer to specialists to obtain the user 's perspective
(Dong. Keates and Clarkson, 2002) .
It is also worth noting, though, that there is strong anecdotal evidence
of a number of companies who refuse to acknowledge the needs of the
whole population. Certain companies, especially within the youth/young
adult fashion industry. feel that they do not wish to sell products to less
able customers. Such companies persist in the view that people with
functional impairments are in some way undesirable customers. As with
most forms of prejudice or stereotyping. this attitude will only be
overcome by education and provision of the necessary design support
tools .
Such prejudicial attitudes have the potential to exclude disabled or older
people who are expected to interact with an increasingly complex techn-
ological environment, where interfaces are usually designed only with
'able-bodied ' users in mind (Stephanidis, 1997). Unless specifically
instructed to do otherwise, designers instinctively focus on providing the
necessary utility for someone with physical and skill capabilities similar to
their own (Cooper, 1999) . They are either unaware of the needs of users
with different capabilities. or do not know how to accommodate them
into the design cycle. Inclusive Design (an umbrella term for the broad
collection of approaches, methods and practices for designing inclusively)
aims to highlight and reduce such exclusion.
Before we can begin looking at methods of countering design
exclusion and promoting inclusive design. it is necessary to understand
what inclusive design is and what are the causes of design exclusion.The
best way to begin that investigation is to look at examples of good and
poor inclusive design.
2
Chapter 1: Introduction
3
An int ro d uct io n to inclusive design
4
Cha pter 1: Introduction
Remote controls
An example of a usability development with an associated improvement in
overall accessibility is that of the typical television/VCR remote control.
Television remote controls were developed originally as a convenience aid
for their users to allow easier channel-hopping without the user having to
walk to the television every time that a channel change was required.
Subsidiary usability benefits included the ability to adjust the volume
rapidly when programmes suddenly became too loud, for example when
watching a film with explosions in it, or too quiet, such as someone
whispering an important line of dialogue.
For most users, these are benefits purely of expediency. although many
1.6 A typical remote co nt rol
users of remote controls would probably consider them indispensable. For Far more buttons than for those
users with difficulty walking, though. the remote control is an essential functions most typically used
accessibility aid, allowing them to control the television and VCR without
having to sit so close that the set-top controls are within easy reach .
However, remote controls are not an accessibility cure-all or panacea .
Users with difficulty reading small labels or pressing small keys find
remote controls as difficult , if not more so, than the set-top controls that
they replaced . The proliferation of remote controls on the coffee table,
caused by having a separate control for the television, VCR, DVD player and
so on, is also pot entially very confusing, especially to someone with
difficulty remembering which one doe s what.
Consequently it can be seen that while addressing a particular cause of
difficulty has resulted in an improvement in accessibility, the benefit is
typically restricted only to those users with that cause. Thus , it is often
necessary to consider each possible cause of difficulty explicitly to achieve
the maximum possible usefulness for the widest range of people.
As an aside, it is worth noting that the advent of interactive digital
television, with the capability to deliver programmes on demand may
ultimately make the VCRredundant. However, with the explosion in
potential functionality. and the distractions that will bring to the interface 1.7 A sim p ler rem ote control
designers, it appears a forlorn hope that interactive television will be This is actually the reverse-side of the
cont rol in Figure 1.6. This side is less
designed to be significantly more user-friendly, and thus inclusive, unless cluttered and sti ll offers t he most
specific attempts are made to make it so. f requently used controls
5
An introduction t o inclusive desig n
Mobile telephones
As with the remote controls discussed above, mobile telephones (cell
phones) were developed as a product of convenience for most users.
Again. like remote controls, they are now used so widely that many of
their owners probably could not imagine life without them. Mobile
telephones are everywhere and seem ingly everyone has got on e (recent
statistics show almo st one mobile telephone per capita in the UK). It is a
very rare train journey that is not punctuated by the inevitable ringing of a
telephone and the accompanying groan of the nearby passeng ers.
Given the ubiquity of the mobile telephone, it would therefore seem
reasonable to assume that the design is fundamentally inclusive. However,
the design is actually a com promise between many conflicting design
requirem ents and therefore exclud es anyone in need of a more accessible
1.8 A typical mobile telep ho ne interface.
This t elephone show s a typical mob ile For example, consider the design of the keypad compared to that of a
telephone keypad
standard telephone. The requirem ents to keep the weight and physical
dimensions (length , breadth and depth) of the mobile teleph on e to a
minimum conflicts directly wi th the requirements that the buttons ought
to be larger than the user's fingertips and the labels equivalent to 16 point
font size for maximum inclusivity. Consequently design ers have to select a
key size and shape that is as small as possible, but still as usable as possible.
In view of the increasing demand for larger screens to suppo rt ever-
increasing functionalit y, the pressures on keypad space are also growing
and the keys are consequently shr inking. Many new telephones have keys
that cann ot even be operated by the sm allest fingertip and rely on the
ability to use fingernails to press them. The labelling on the keys also
decreases in direct proportion to the size of the keys, so not only are the
keys harder to press, they are also harder to identify.
Every time a designer makes a decision about interface features , such as
key size, more or fewer people are excluded by the result of that decision.
Making the key size smaller may enable the telephone to be sm aller, but it
also excludes tho se people who need larger keys. However, making the
1.9 Another mobile telephone keypad the sam e size as that on a traditional teleph on e would result in a
The trend for smaller telep hones leads to telephone that is bigger and heavier, thus excluding anyon e w ho ne eded
ever smaller keypads that are more
difficult to use the smaller size to grip and carry.
When designing such a highly com promised product, there is often no
clearly identifiable ideal solution. Instead, the best that the designer can do
is to make informed decisions about which compromises to make.
6
Chapter 1: Introduction
7
An introduction to inclus ive design
more important than allowing the consumer access to its contents. The use
of clear anti-tamper wrapping is not the result of any design compromise,
it is simply poor design .
Unfortunately, it is also poor design that is becoming increasingly
ubiquitous. CDs, DVDs, videotapes are all often shrink-wrapped with clear
plastic and many tim es the only way of removing the wrapping is through
the use of a sharp object such as a knife to pierce the wrapping.
Transport
Although transport and building access (see next example) are outside the
direct remit of this book , they still provide interesting examples and
highlight important lessons to be learned. For example, in the UK a
popular form of public transport is the double-decker bus - effectively a
coach with two levels (decks), rather than the more typical single deck .
Passengers board the bus on the lower deck, often at the front or rear
of the bus. The lower deck offers both seating and space for standing. The
upper deck offers only seating and is accessed via a tightly confined and
often rather steep staircase.
A few years ago one of the largest bus companies in the UK decided to
make its buses more accessible. When confronted with the challenge of
how to do so, they immediately envisaged a passenger in a wheelchair
trying to use their double-decker buses. The solution to getting the
wheelchair onto the bus was to remove some of the seats on the lower
deck to clear enough space for the wheelchair to park .
However, in their enthusiasm to design for wheelchair access, they had
overlooked the real requirements for accessibility on buses. The bus
company had reduced the number of seats available on the lower deck,
making it more likely that passengers needing to sit down during their
journey would have to face the steep ascent up the stairs. Unfortunately,
those same passengers who needed the seats the most (older passengers
for example) were also those who had most difficulty with climbing the
1.13 The double-dec ker bus stairs. In other words, by attempting to focus on the access needs of one
Access to the t op deck (via th e stairs particular group of users, the designers had inadvertently made life harder
shown) can be difficu lt
for another (larger) group.
This example shows that enabling accessibility is broader than focusing
on the needs of one particular group to the detriment of all others.
Effective inclusive solutions try to maximise the benefit for as many groups
as possible.
8
Chapter 1: Introduction
Buildings access
Buildings access as a discipline is more mature than inclusive product
design . The design and construction of buildings is more carefully
regulated and monitored than the design of virtually all consumer
products, particularly those that are not safety-critical. There are many
excellent books describing building access design, including Selwyn
Goldsmith's book "Universal Design" (Goldsmith, 200 I). Goldsmith is a
wheelchair-user himself and his book goes into fine detail about many of
the issues that need to be addressed in making buildings more accessible.
However, even in such a regulated industry and despite the wealth of
knowledge available, mistakes and oversights do still happen. For example.
we recently visited the research and development site for a large UK
company. The research facility was built on the side of a steep slope, so it
was often necessary to climb up or down steps to move between
9
An introduction to inclusive design
buildings. Someone had obviously realised that this was not suitable for
wheelchair users, so a wheelchair ramp had been installed, clearly at great
expense . The ramp wound its way up the slope, all the way to within
three, distinctly wheelchair-unfriendly, concrete steps from the top.
To make matters worse, it was not evident at the bottom of the slope
that it did not quite extend all the way to the top. Imagine the wheelchair-
user's expression when finally reaching the top of a fairly long and steep
climb and being faced with those three inaccessible steps. Despite our best
efforts at finding out why the ramp was designed that way, we still have no
idea why it stopped just thirty centimetres or so below where it needed to,
nor why no-one considered this to be a problem when building it.
Even our own university is not above such examples. The university is
slowly moving from its traditional city-centre buildings to new purpose-
built facilities in the west of the city.
On the face of it, this move should be highly beneficial for buildings
access as many of the older buildings being vacated are inaccessible
1.15 A wooden wheelchair ramp labyrinthine complexes developed over many years. By designing purpose-
A retrospective bolt -on adaptation, built laboratories and teaching facilities, the opportunity was available to
w hich is not integrated int o the build ing
as a w hole make the buildings fundamentally accessible from the outset.
In the newly opened Computer Laboratory, the drive for accessibility
extended to having standard width doors on the gents' and ladies' toilets
(restrooms) and a wider door for wheelchair access to the disabled toilets.
To make the toilets more discreet they put a small entrance hall to the toilet
area with a door on to the main corridor.
Unfortunately the train of thought regarding wheelchair access failed to
extend as far as the door to the corridor (through which all potential toilet
users must pass), and so the specially accessible wider wheelchair-friendly
door can only be reached through a narrower standard width door.
Older buildings present the most Significant challenge to buildings
access. Many of the older Cambridge college buildings have corridors that
are Simply too narrow to accommodate a wheelchair. Much of the
London Underground (the 'Tube') is entirely inaccessible to anyone who
cannot use escalators.
Unlike more modern underground train systems in other cities, the
London Underground stations are often very deep underground and
1.16 A circular ramp installing lifts (elevators) is not a feasible or financially viable option. Many
A more imaginative and expensive
approach. designed to be sensitive to t he
such buildings and services are likely to remain inaccessible for the
surrounding environm ent foreseeable future .
10
Chapter 1: Introduction
Summary
When you look closely at everyday products, you will quickly begin to
notice where people may have difficulties using them. Many of those
difficulties will be caused by design decisions made without considering
the user. As such, their causes are often trivial, but fortunately the solution
may often be trivial as well. For example, if an onloff button is difficult to
operate because it is too small, then replace it with a larger one. s.tU =
Solutions that are more inclusive may be inherently more usable and
accessible, but products do not necessarily need major revisions to improve '---
them. Often just a little thought and a little common sense are all that is
required. The following examples show how some companies have
addressed the issue of greater inclusion in their designs.
11
An introduction to inclusive design
OXO/Good Grips
1.20 The Big Button co rd less
t elephone OXO International was founded in 1989 by Sam Farber, a retired CEO of a
The same for mul a adapted fo r a cordless cookware company. His wife had arthritis in her hands and found using
telephone
many kitchen utensils clifficult and sometimes painful. When he investig-
ated further he grew increasingly frustrated with the design of the utensils,
considering many of them to be "functional disasters" (CDF, 2001) . He
focused on handle design and overall quality of components such as blades
12
Chapte r 1: Int ro d uct io n
that tended to blunt and rust easily. Farber believed that th ese issues we re
of interest to everyone , not just those w ho had identified their own
difficulti es in using the existing utensils.
When he talked to kitchen utensil sup pliers about w hat they considered
the market needs to be, he was told that packaging. retail displays and
rationalisation of product ranges were th e principal areas for potential
im provement. None of the su ppliers identified the product fun ctionali ty
as being an issue worth addressing, Many regarded the functionality as
almost irrelevant , citing that "some (products) are good and some are
bad, " and that "they've always been like that " (CDF,2 00 1) .
OXO commissioned a design consultancy, Smart Design , to develop a
new rang e of kitchen utensils by applying the principles of inclusive
design . The design brief explicitly stated that the aim was to develop
pro ducts with the broadest possible appeal, not just for consumers with
specific needs.
The design team recognised that thorough research was required
before they could begin to develop conce pt products. They began by
trying to understand the consumer needs that had to be addressed. To
appeal to the broadest po ssible market, it w as necessary to identify the
different market sectors and interview representative users from each
sector. These included domestic consumers, professional chefs and special
interest groups, such as consumers with arthritis or declining strength 1.21 Go o d Gri p s po tato peelers
through agein g. A nother examp le of mainst ream market
The team also tested rival kitchen products, evaluating their success achieved by focussing on high
qu ality pro ducts designed to avoid
com parative goo d and bad features . It becam e clear that m any existing exclusion
products suffered from common defects, such as a tend en cy to ru st or
crack, blunt cutting edg es and poor ergonomics.
The design team then addressed the establishment of a broad new
product range, m arketed under the brand name Good Grips. Functional
product groups were identified : utensils with a multi-purpose handle,
measur ing devices and squeeze tools. Fundamental wrist and hand actions
of kitchen utensil operation were identified : twist / turn, push/pull and
squeeze. The concept designs had to make each of these actions as easy as
possible.
The resultant products share the same focus on usability and
functionality. The design ers developed a handle design that does not rotat e
in the hand, is large eno ugh to not strain the hand and also distributes th e
pressure across the hand when in use . The soft rubber fins designed for
13
An introduction to i nclusive d esign
Ford Focus
Ford cars have traditionally been at or near the top of car sales in the UK
for many years. Both the Ford Escort and Ford Fiesta have topped the list
of best-selling cars. However, as the Escort approached the end of its
manufacture, Ford began to develop a replacement model, the Focus.
Unlike any car built by Ford before, the designers of the Focus were
encouraged to design for the needs of older drivers as well as the usual
younger target market. Ford even went so far as to develop a novel
method of simulating the effects of old age using what became known as
1.22 The Ford Focus
Designed for easier access for older the 'Third Age Suit' (Steinfeld and Steinfeld, 2001) .
drivers and passengers, but appealing to The suit was designed to add the equivalent of 30 years of ageing to
young and old alike
the wearer. This ageing effect is achieved by using joint stiffeners in the
neck , back, stomach and knees to sim ulate the reduced flexion from
conditions such as arthritis. The suit is the antithesis of dieting. adding
both weight and bulk around the torso to mimic both the change in body
shape and the difficulty in getting into and out of cars often associat ed
with ageing. Visual impairments, such as cataracts. are also simulated
through the use of spectacles with different lenses .
Designers were encouraged to wear the suit to increase their empathy
for older users by letting them experience some of the difficulties faced by
such drivers . As a result of their use of the suit, the Ford Focus offers many
innovative features . For example, it has the most headroom of any cars in
14
Chapter 1: Introduction
its class. The front door is wider and higher than that of the Escort and the
seats are higher. This combination of door size and seat height makes it
significantly easier to get in and out of the Focus . The dashboard controls
are larger than those of its predecessor and have been designed to be easier
to locate, grab and operate.
All of the features developed to make the car easier to operate and drive
for older adults have not adversely affected the enjoyment of the Focus for
younger drivers . Indeed, many of the features introduced are of benefit to
all drivers . For example, the easier access to the car is good for parents
with small children. Larger, easy to use controls are good for everyone.
The new, more inclusive Focus has continued the sales success of its
predecessors and is regularly the top- selling car in the UK.
Ford's main rival, General Motors (GM) , has also embraced the need to
design cars for old er drivers. Rather than simulate the effects of age, GM
has formed the Paragon research team featuring older and retired
engineers. One of their earliest recommendations has been the relocation
1.23 Th e Ford Focus
of the igni tion switch to th e dashboard to make it easier to operate for The buttons and dials in t he dashboard
drivers with difficulty twisting their wrists. we re designed to be easy to see and
operate
Summary
This chapter has presented exam ples of both poor and good inclusive
design . As can be seen from the latter examples, each design presented has
also been commercially successful . The success was achieved using
inclu sive design practices to explicitly address the usability and accessibility
needs of the widest po ssible ran ge of users. However, there are also many
other incentives for promoting inclu sive design and these will be
addressed in the next chapter.
15
An introduction to inclusive design
Further reading
CDF (2001) Getting a grip on kitchen tools. @ issu e, Corporate Design
Foundation, 2 (1 )
Coleman R ( 2 0 0 1) Designing for our future selves. Universal design
handbook, McGraw-Hill, New York, USA, 4-.1-4-.25
Cooper A (1999) The inmates are running the asylum : why high tech
products drive us crazy and how to restore the sanity. SAMS,
Indianapolis, USA
Dong H, Keates S, Clarkson PJ (2002) Im pl em en tin g inclusive
design: the discrep an cy between theory and practice. Pro ceedin gs of
ERCIM workshop, Paris, France, 173-185
DTI (2 0 0 0) A study of the difficulties disabled people have when
using everyday consumer products. Consumer Affairs Directorate,
Department ofTrade and Industry, London, UK
Goldsmith S (2 0 0 1) Universal design : a manual of practical guidance
for architects. Butterworth-Heinemann , Oxford, UK
Lasl ett P (1996) A fresh map of life : the emergence of the third age.
Weidenfeld and Nicolson, London, UK
Steinfeld A, Steinfeld E (2001) Universal design in automobile design.
Un iversal design handbook, McGraw-Hill, New York, USA: 50.1 -50. 13
Stephanidis C (1997) Towards the next generation of UIST:
Developin g for all users. Pro ceedin gs of HCI In ternational, San
Francisco, USA, 4-73-4-76
16
Chapter 2
Why the interest in inclusive
design?
19
An introduction to inclusive design
20
Chapter 2: Why the interest in inclusive design?
21
An int ro d uct io n to inclusive d esign
The concept of the 'digital divide' (Pieper, Morasch and Piela. 2002)
has been proposed to summarise the gap between th e technologi calhaves'
and 'have-ne ts'. particularly regarding com puter access. However, the
overall probl em of disenfranchi sem ent extends beyond computers and is a
broader social issue . There is a gene ral trend that those w ho are curren tly
disenfranchised are likely to become more, rather than less, so unle ss
specific action is taken to remedy this situation. While curing SOciety's ills
is beyond the immediate aim of this book, we are aiming to provide an
introduction to the foundations for developing products and services that
minimise levels of exclusion (and subsequent disenfranchisement) .
22
Chapter 2: Why the interest in inclusive design?
23
An introduction to inclusive design
24
Chapter 2: Why the interest in inclusive design?
what is required for equitable access. For example, many public buildings
have wheelchair ramps, stair-lifts and lifts (elevators) to enable access for
people with reduced mobility. Many lifts have raised profile numbers or
Braille next to the buttons for people with poor vision. Some even have
verbal prompts, announcing the floor number the lift has reached.
At present, the number of litigious prosecutions against companies are
comparatively small, but a few high profile cases have begun to raise
awareness of the poten tial for taking action against unfair discrimination.
Perhap s the m ost hi gh-pro file cases h ave been Maguire vs. the Sydney
Organising Committee of the Olympic Games (SOCOG) and the National
Federation of the Blind (NFB) vs. America Online (AOL).
Magul e 5 SOCOG
The Col e of Bruce Maguire v. . OCOG \ as probably th first high-
profile case all ging discrimination against an individual through denial
of .ICC to the COIll nt of a web- it . Maguire. a blind Braill read r,
lodged a complaint agairu t SOCOG with the Australian Human Rights
& Equal pportuniry Commission (HREOC) under the Australian
Disability Discrirninauon Act.
Maguire claimed that ignificant portions of the w b- ite of the
2000 Sydney Olympic Games, including the medal r ults tables. w r
inacce - sible to him and that the failure of SOCOG to specify the
necessary accessibility functionality for the contractor (iBM) to provide
con tinned di crimination. SOCOG claimed that the necessary
measures to render the pages accessible would co t 1.5 million. The
HREOC di mis cd the SOCOG dcfcnc and openly questioned the
veracity of the COSl of am ndrnent lairned , comparing unfavourably
the real cos t of making the site accessible to the cost of defending the
complaint. SOCOG were ordered to mak a number of alt rations to
the ire. including such uaightf rward measures a adding ALTTEXT
(the hort textual description of images that appear when the cursor is
mov d over an imag on a \\ b-pag ).
SOCOG procrastinated and the complaint was brought back to the
HREOC. SOCOG were ub cqucntly fined 20 000. Although th fin
itself \ as comparatively mall, it was highly symbolic showing that, in
Australia at least, discrimination on the grounds of disability i not
acceptabl busin practice. idler SOCOG, nor th ir contractor IBM
emerged from the case with their reputations enhanced.
25
An introduction to inclusive design
26
Chapter 2: Why the interest in inclu sive design?
27
An introduction to inclusive design
equipment and tools necessary for productivity. For example, many office
jobs require the ability to use a computer. In a significant number of cases,
the equipment used to perform the job places additional demands on the
user over and above those required for the task itsel£ In such cases, the
user can be considered to have been disabled by the equipment.
Conversely,equipment can also be used to enable access. A few years
ago we were involved in the design of a robot for inspecting hybrid micro-
circuits, the kind of circuits found in mobile telephones. The task of
inspection is primarily visual, but the method used by the company
involved picking up and manipulating the delicate micro-circuits by hand,
and even the most careful inspectors often damaged them.
2.11 The need f o r accessible work- The robot was designed to remove the need for handling the circuits,
places by allowing the inspection of them in situ by moving a camera around
Large companies, such as Tesco, are
required to offer accessible work -places.
them. The camera produced a digital image that could be seen via a
In thi s case, a checko ut has been computer screen . The task was reduced to its primary user functional
designed to allow for wheelchair access. requirement of being able to see well enough to spot the faults. Thus the
need to access the work-place was removed as the inspection task could be
performed remotely. Also the need to be able to pick up and hold the
circuits was removed. Anyone with sufficient vision to perform the
inspection task, irrespective of their ability to use their hands or move
around the factory. would be able to use the robot to perform the
inspection.
While the example given above is of a very specialised task, the need to
make the work-place as accessible as possible is imperative. We work
closely with the Royal Mail Group, which is one of the largest employers
in the UK, employing some 180 000 people. With such a large work-
force, employee trends that would be almost impossible to identify in
smaller companies can be easily seen.
Royal Mail recently conducted a survey of medical retirement across its
employees. It was found that many of the people taking premature
medical retirement were assessed by occupational therapists as being
employable, but not within any of the workplaces available within the
Royal Mail Group. Thus, because of the comparative inaccessibility of the
work environment, the employees were being pensioned off
Royal Mail calculated the annual cost of premature medical retirement
to the company. including costs incurred in the retirement process and
replacement of the workers leaving the company, to be £ 1SO million per
year. Of that total, approximately half was directly ascribable to those
28
Chapter 2: Wh y t he int erest in inclusive design ?
29
An introd uction to incl usive design
30
Chapter 2: Why the interest in inclusive design?
Kerb-cuts
Kerb-cuts are the sloping kerb-stones on the edge of a pavement (side-
walk) that provide a smooth transition between the pavement level and the
road . They were originally designed to help wheelchair users cross the
road more easily. by removing the step down and step up when going
down onto and up off the road .
The kerb-cuts had a much wider impact, though, than simply making
crossing the road easier for people in wheelchairs. For example, parents
with pushchairs (strollers) found the kerb-cuts easy to use. Similarly
people riding their bicycles, or those with shopping trolleys were able to
move around more freely.
The advent of the kerb-cut also revolutionised the face of travel. The
modern airport or train station is dominated by a comparatively new 2.14 Parent with pushchair
phenomenon, the trolley-case (a suitcase with two wheels and an Kerb-cuts assists parents with pushchairs
extendible handle, designed to be pulled behind the user) . and a variety of other whe eled objects
Not that long ago, most cases had to be carried, with the owner lifting
the full weight of the case and its contents. Wheeled suitcases were
available, but were a source of annoyance whenever crossing a road to and
from airports and train stations. The advent of kerb-cuts made trolley-cases
31
An introduction to in clus ive des ign
viable outside of the major transit terminals for which they were originally
designed.
However, it is worth noting that, as with many designs optimised for
one particular impairment (in this case locomotion), not all users
benefited. People who are blind often use canes to help them when out
walking. They use the canes to detect the edge of the pavement by feeling
the edge of the kerb. The introduction of kerb-cuts and the resultant
removal of the edge between the road and the pavement represents a real
danger for cane-users as it is possible to walk out into the road without
realising.
In the UK, most kerb-cuts now have tactile flag-stones around them.
These are concrete stone flags with raised bobbles that the cane-users will
be able to feel either with their canes or through the soles of their shoes .
This has made the kerb-cuts safer for them.
However, by making the surface less smooth, the wheelchair-users now
have a bumpy ride over those flag-stones, as do the occupants of
pushchairs and people pulling their trolley-cases. Again a solution focused
on a single impairment has produced significant improvement for the
intended users, but the lack of a holistic approach (i.e. looking at the needs
of all users) has led to difficulties for others.
Summary
The adoption of inclusive design is in all of our interests because otherwise
we will pay the price for it through exclusion, increased taxes, being sued,
or ultimately being excluded ourselves.
The ageing process is inevitable and accidents can, and do , happen.
People contract debilitating medical conditions. Someday you, along with
the majority of the population, will almost certainly find yourself unable to
do tasks that you used to consider routine. Technology should be the
solution to this problem - and can be, but only if it is designed correctly.
32
Chapter 2: Why the interest in incl usive des ign?
Further reading
ADA (1990) Americans with Disabilities Act of 1990. US Public Law,
101-336
Coleman R (2002) Living longer: the new context for design. Design
Council, London, UK
DDA (1995) The Disability Discrimination Act. Department for
Education and Employment, UK
Kirkwood T (1999) Time of our lives: the science of human ageing.
Weidenfeld and Nicolson, Oxford, UK
Martin], Meltzer H, Elliot D (1988) The prevalence of disability among
adults . Her Majesty's Stationery Office, London, UK
Pieper M, Morasch H, Piela G (2002) Bridging the education divide.
Universal access and assistive technology. Springer-Verlag, London, 119-
130
Whitfield G (1997) The Disability Discrimination Act: analysis of data
from an Omnibus survey. Department of Social Security, London, UK
WHO (2001) International classification of impairment, di sability and
health (ICF) . World Health Organisation, Geneva, Switzerland
WIA (1998) Workforce Inve stment Act of 1998. US Public Law 105-
220 , USA
33
Chapter 3
Inclusive design in industry
35
Chapter 3: Inclusive design in industry
wide range of users for a minimum period of time . For example, the
technology underlying short message system (SMS) texting on mobile
telephones (cell phones) was originally developed as means of transmitting
information to update the telephone handsets. It was realised that this
same technology could be used to provide two-way text-based
communication and the recognition that the ability to send text messages
quickly and discreetly may be of use to mobile telephone users gave rise to
SMS as a consumer service.
However, what was not predicted was the huge explosion in popularity
that has been seen in the past few years, with exponential growth in the
numbers of text messages sent (source: Mobile Data Association).
Researchers are only now beginning to develop the nece ssary social
models to explain its use and only once these are fully understood can real
models of use be developed. Thos e models of use are in turn essential for
the technology to be optimised for what the users really want to use it for.
In the meantime, mobile telephones with general packet radio service
(GPRS), Bluetooth and wireless application protocol (WAP) capability,
cameras and built-in personal organisers are appearing. Consequently the
tasks of understanding how people use their mobile telephones. and thus
of designing more usable and accessible ones. are growing ever more
difficult . As we will address later, it is not always possible to predict every
outcome within the context of a research and development laboratory
when such complex 'black boxes' as humans are involved in an interaction.
Even when the interactions are comparatively well understood and the
technology is mature, there is no guarantee that usable, accessible interfaces
will be provided. For the obvious example of this. look no further than
the humble video recorder. that even after 20 years, is still commonly
regarded as having poor usability and accessibility.
36
Cha pte r 3: In clusive design in ind ust ry
37
Chapter 3: Inclusive design in industry
38
Chapter 3: Inclusive design in industry
Cost cutting
The cost cutting approach is a 'tried-and-tested' method of generating
more profit . The aim is to generate a marketing edge by undercutting the
cost of competitors' products.
If Company 'A' can make the product cheaper than Company 'B' can
then either Company 'A' can reduce its 'off-the-shelf price and sell more
products with the same profit margin as Company 'B', or else keep the
shelf price the same and make more money per item sold . Either approach
will generate more profit for Company 'A', but the most common action is
usually to focus on undercutting the shelf prices of competitors.
Cost undercutting can be achieved through a number of methods,
including reducing development and manufacturing costs or margins, or
else increasing economies of scale. Achieving economies of scale can only
be achieved if the product or its direct predecessor are commercially
successful and selling in sufficiently large quantities. Reducing margins
may lead to a reduced shelf price, but also reduced profit per item, so is
often of limited value. Reductions in development and manufacturing 3.4 A traditional public payphone
costs can often be achieved, but need explicit research effort (and budget) Few functions and a straightforward
interface
to do so.
The implementation of inclusive design practices simply to achieve the
goal of cutting final product costs is unlikely to be particularly successful,
although it could be argued that the potential to reach a larger market
could, in itself, allow economies of scale to be realised.
Feature frenzy
Where the core technology underlying particular products from different
companies is inherently similar, and prices in the market are almost
identical, then the usual design response is the addition of new
functionality and features. In certain markets, principally high technology
ones , the drive for new and different features has led to the phenomenon
of 'feature frenzy' . This behaviour is driven primarily by marketing needs
rather than user needs. As such, many of the features added are genuinely
superfluous.
Perhaps the most striking example of this phenomenon is in software
'office 'suites. Products such as word processors and spreadsheets reached 3.5 The latest generation of public
payphones
technological maturity in the early- to mid-l 990s. Many software More functions, many more buttons and
companies, reluctant to let a highly profitable 'cash cow' disappear from significantly more comple x inte raction
their grasp, have been releasing subtly different variants every couple of
39
Chapter 3: Inclusive design in indust ry
years or so, each boasting many new, and often unnecessary. fearures.
Consumers, though, are getting increasingly wary of th e software
com panies and their attempts to sell yet more flavours of what are essential
unchanged products and company revenue from each new version is
finally beginning to reduce. The much-derided animated 'Help ' function
on one particular office suite is one example of feature frenzy producing
an adverse response from consumers.
There are still many companies, though, that earn a generous income
by exploiting the marketing potential of these new, and often unwanted,
fearures. This formula for more profit is again 'tried and tested ' and is a
comparatively easy extension of the original development work performed
for the first generation of the product.
There are significant problem s, though, with the never-ending cycle of
the addition of more and more features . The original base-design of the
product should have been developed to be optimal for the original feature-
set provided. Unl ess the addition of the new fearures and funct ionality is
integrated completely into the re-design of the product then there is a real
po ssibility of making the product more difficult to use, by adding new
layers of complexity that were not present in the original design.
A good example of this is the introduction of dynamic restructuring of
menus in word processors and spreadshe ets.This was intended to make it
easier to repeat recently performed operations, for example 'Save File', by
moving them to the top of the menu. Unfortunately, this contravenes one
of the central tenets of usability engineering, that of consi sten cy. Users
tend to expect things like menus to be static, and the items on them to
always be in the same place. Rearranging the menu structure actually
incr eases the cognitive load on the users, as they have to re-Iearn the
position of each item on the menu almost every time that they use it.
Consequently, many users when faced with such features actively rurn
them off rather than struggle with their use.
Computer software may be the most cited example of unnecessary
features and complexity, but other products also exhibit similar traits.
Returning to the example of remote controls for televisions , the sim plest
possible feature set should include buttons for changing channel up and
down, volume up and down and a power on loff button - a total of five
buttons.
Additional functionality can include a numeric keypad for ent erin g the
channel number directly, and buttons for operating teletext and subtitles
40
Chapter 3: Inclus ive design in industry
41
Chapter 3: Inclusive design in industry
Branding
One of the most important changes in company philosophy in recent years
has been the change from thinking about developing product ranges to the
promotion of the 'brand' . Companies have recognised that if they can
develop a 'brand image ' that appeals to a particular section of the market or
a particular user group, then they can begin to cultivate the phenomenon
of 'brand loyalty' .
The principal advantage of brand loyalty is that consumers begin to
'buy into' the concept that the company produces products that match
their lifestyle and aspirations. If the company is successful at promoting its
brand image, those consumers will begin to purchase their products
irrespective of whether they are the best products in the market, simply
3.8 Two generations of Sony digital
because of the brand image .
products
A combination of common style and It is the branding philosophy that has led to, for example, exclusive and
functionality promoting the brand image exotic car manufacturers selling items as diverse as wallets (Aston Martin),
clothing (Ferrari) and even cuddly toys (Land Rover). Virgin is possibly
one of the most successful brands, because it manages to promote its
appeal over a diverse product range that spans music, holidays , cars, trains,
mobile telecommunications, finance and even an airline .
Apple Computer Inc. and Sony are two other companies that have been
highly effective in promoting their brands. In Apple's case it even managed
to save the company.
Such levels of brand loyalty as seen in the case ofApple are a
comparatively recent phenomenon, but more and more companies are
realising the potential power it represents.
Brand loyalty can also be based around the technology being
developed. In the field of consumer electronics, Sony has based virtually
all of its digital products around the inspiration of the VAIO notebook
computers. Common communication protocols ('iLink ') and transferable
media (the 'Memory Stick'), encourage the consumer to purchase all of
their digital products from Sony. The similar visual styling cues , from Sony
cameras and televisions to radios and PDAs, reinforce the concept of
3.9 Good Grips buying into the concept of 'the brand'.
A very successf ul brand that appeals to The issue of 'branding, and the importance placed upon the
all ages and capabilitie s
development of 'brand loyalty' is something of a double-edged sword for
inclusive design . Companies such as OXO have developed the Good Grips
brand (see Chapter I) that embraces inclusive design and promotes ease of
use and accessibility as product virtues .
42
Chapter 3: Inclusive design in industry
43
Chapter 3: Inclusive design in industry
44
Chapter 3: Inclusive desig n in industry
effects of ageing and the Focus was designed to be sensitive to the needs of
older drivers and passengers.
However, none of the Ford's advertising makes reference to the
investment in accessibility and inclusivity. The tacit implication is that Ford
believes that admitting that the Focus was in part designed for older drivers
may deter younger customers from purchasing it.
In other words, Ford apparently subscribes to the maxim that you can
sell a young person's product to an older consumer, but not vice versa. In
other words, many consumers are still young at heart, if not in body.
Some commentators have even gone so far as wonder to whether it is even
possible to sell an old person's product to an older consumer (Ford, 2000) .
Attitudes towards the marketing potential of products designed for
older adults in particular are beginning to change. Advertisers are
increasingly challenging current conventions and using older people to
advertise products traditionally viewed as targeted at younger consumers as
a tool to grasp me viewer 's attention and challenge conventions.
Age Concern showed the advertising potential of this approach in me
late 1990s with me infamous "Hello BOYS" campaign, designed to mimic
and subvert a famous lingerie advertisement of me time. Instead of me
young supermodel in the original poster, me Age Concern one featured a 3.13 Branding for all ages
An emerging (and successful) strategy -
woman in her 50s with a ramer noticeable cleavage enhanced by a push-
appealing to a broader customer base
up bra (brassiere) and me tag-line: "The first thing some people notice
about her is her age."
45
Chapter 3: Inclusive desig n in industry
The apologists
"We don't ne d to adopt inclusive d,~sign practi ces - our designers
already know how to design" - the apologists believed that because
they already employed or hired good designers. then their products
would automatically be inclusive. Evidence of products that wer
otherwise well designed, but srill excluded many people, failed to
convinc them of the need to explicitly recognise the goal of inclusivity
within the design process.
I ) The deniers
"There's no customer demand for it" - the deniers refused to admit
that there was a market for products that had been designed to be
inclu ive. The benefits of greater usability or accessibility scap d them.
Even the demographic data showing the rapid ageing of the population
failed to persuade them of the need for inclusive design.
The ostriches
"That's not our target market" - ostri hes (of the ornithological kind )
are famed for putting their heads in the sand. The indu try
representatives who refused to consider the ize of the market for more
inclu . ive product that they w re denying themselves were guilty of
behaving in a metaphorically similar manner.
46
Chapter 3: Inclus ive design in industry
The stereotypers
"We do it already - we allow wheel hair access" - the stereotypers
viewed inclusive design as being design for disability. and more
specifically. design for wheelchair access. It v as this line of thought
that led to seating being removed from the lower decks of double-
decker buses discussed in Chapter 1.
Summary
Despite the clearly demonstrable need for companies to begin adopting
inclusive design practices, too few companies are actually doing so at
present. The most effective tool for persuading them to do so appears to
be the threat of litigation under an appropriate legislative framework.
47
Chapter 3: Inclusive design in industry
48
Chapter 3: Inclusive des ign in industry
Further reading
Cooper (1999) The inmates are running the asylum: why high tech
products drive us crazy and how to restore the sanity. SAMS,
Indianapolis, USA
Ford R (2000) Auto design for the ages. Boston Globe Newspaper,
Boston, USA, 5/312000 ,AOI
Kunkel P (1997) Apple Design: the work of the Apple Industrial
Design Group. Graphis Inc, New York, USA
Trewin S, Pain H (1999) Keyboard and mouse errors due to motor
disabilities. International Journal of Human-Computer Studies, 50: 109 -
144
49
Chapter 4
Understanding inclusive
design
L
and practical acceptability objectives for the system (Figure 4.1) . Nielsen
further identifies usefulness, constituting usability and utility, as a key
objective to providing practical acceptability (Figure 4.2) .
Most designers focus on providing the necessary utility; or functionaliry
Product Practical
of the system required for the task, and the social acceptability, such as the acceptability acceptability
aesthetic characteristics, for users who match their own capabilities and
taste. There are two reasons for this. The first is that these are indisputably
very important objectives to address . The second is that a minimally Social
acceptability
effective solution can be obtained in the minimum of time.
4.1 The goa l of product acceptability
However, as numerous usability texts attest (Poulson et al., 1996), such A combination of both practical and
minimally effective solutions are increasingly unacceptable to the wider social acceptability
population. They argue that usability. i.e. the extent to which a product can
be used by specified users to achieve specified goals (ISO, 1998), is also
important and needs to be designed directly into the product or service.
It is worth noting that there is a large body of usability engineering
approaches and measures available, from Nielsen's work focusing on
ensuring usability of function (Nielsen , 1993) through to more modern
51
An introduction to inclusive design
52
Chapter 4: Understand ing inclusive de sign
Many valid usability approaches exist for designing for specified users
and for selecting represe ntative users. These are both rightly considered to
be im portant objectives that must be resolved successfully otherwise the
usability of the resulting design will be compromised.
However, usability practices begin to struggle with the requirements of
designing for accessibility because the user selection techniques for the
former are typically optimised for selection from populations based on
user skill and experience. They rarely address user functional capability
explicitly and have little or no knowledge of the spread of those capabilities
throughout the general population .
Thus what is needed is to extend the description of practical accept-
ability to include utility; usability and also accessibility (Figure +.3)
Consequently, existing usability eng ineering techni qu es need to be adapted
to include sensitivity to the prevalence of impairments.
In other words, a traditional usability approach would take a user
selected on the basis of his or her skill and experience, and a solution
would be developed that was usable by that individual. An accessibility
approach needs to consider an extra level of information, that of how the
specific user maps to the target population in term s of functional capability
and not just skill and experience (Figure +.+).
~'
~. '~
•
~' .
I" ~'
~
I
Ideally when designing for accessibility, and thus for inclusivity, the
users identified should represent the observed spread of capabilities in the
popul ation. Hence, some users should have high functional capability
(low im pairment), others should have moderate functio nal capability
(moderate impairment) and finally there should also be users wi th low
functional capability (high impairment).
53
An introduction to inclusive design
54
Chapter 4: Understanding inclusive design
that prevent them from being useful across all circumstances, The principal
weaknesses stem from the targeted nature of the approaches.
Initially it was recognised that the disabled and elderly were the
principal groups excluded from using most products. The solution
appeared obvious - if such users could not use the products, then
developing special products designed specially for them would solve the
problem. Thus concepts such as 'design for disability' (Coleman, 2001)
appeared.
While many good products were developed using design for disability
approaches, they were outnumbered by those that were either expensive.
inappropriate, or simply did not offer the necessary utility. The focus of
the products developed, including many assistive technology products, was
often on very specific needs arising from very specific circumstances. Also,
many of the products had to be designed from scratch. This made for very
long development times, with resultant high costs. Frequently, the time
that should have been devoted to improving the usability was spent on
technical development (Buhler, 1998) . In many cases. usability was often
overlooked completely. The situation became so bad that many
rehabilitation robotics products, for example. failed to even sell more than
ten units (Mahoney, 1997).
In parallel with the lack of attention paid to usability issues . the social
acceptability of the products was often overlooked. Many products were
developed with no thought of whether someone would actually want to
4.6 Universal design
use, or be seen using, them. As people rebelled against using ugly, stigma-
tising, expensive products with poor usability, it was clear that new The principles of Universal Design
approaches to design were required. Equitable use
'Design for all' was another early concept in the debate about how to
2 Flexibility in use
design more inclusive products. There is no Single clear definition of its
3 Simple and int uit ive
goal . unlike for example the seven principles of universal design (Story,
4 Perceptible information
2001) . It is commonly. but incorrectly, interpreted as being a 'one product
for all' type approach. A more accurate description is that it is a 5 Tolerance for error
philosophy that encourages designers to consider the needs of the wider 6 Low physical effort
range of users and typically results in products designed for the largest 7 Size and space for approach and use
possible population, but not the entire population. Some users will most
likely be unable to use the final product, but design for all allows for the
design of additional products to meet their needs.
This latter interpretation fits more closely with the philosophy of
inclusive design used in this book.
55
An introduction to inclusive design
56
Chapter 4: Understand in g inclus ive d esig n
Top-down approaches
Companies who have explicitly recognised the need to develop more
'inclusive' products most commonly adopt top-down approaches, because
they are conceptually the easiest to understand and appreciate. They also
come as close as possible to guaranteeing that the least able users will be
able to use the product. If done well, the products and services developed
4.9 To p-dow n de sign
using this approach should be so fundamentally accessible that other Extending from the top of the user
people outside of the initial user group considered should be able to use pyramid (designing for the least
them . functionally capable) towards the
mainstream market
The most commonly cited example of transferability of benefit is that
of kerb-cuts, discussed in Chapter 2, which are useful for wheelchair-users,
parents with pushchairs, bicycle riders, and so on. However, as with the
double-decker bus example discussed in Chapter 1, such designs do not
benefit all users, and may actually present an increased inconvenience to
those users not addressed explicitly by the designers. In the case of the
double-decker buses , these were primarily the older passengers who had
some difficulty walking and were more likely to be forced to either stand
for the duration of the journey or climb the stairs to find a seat.
The principal weakness of the top-down approach is illustrated by the
bus example. In other words, the products and services developed using a
top-down approach may be too specialised and optimised for a small user
group and fail to be tran sferable to other sections of the population. Thus
the products may end up only being sold to the small target group for
which they were originally designed and fail to penetrate the mainstream
market.
4.10 Kerb-cuts
The inherently small market for over-specialised products was the pitfall Useful fo r wheelchair-users, parents with
that trapp ed and ultimately killed many rehabilitation robotics products - pushchairs, bicycle users, etc.
57
An introduction to inclusive design
Emphasis on Emphasis on
socia l functional
acceptability acceptability
0lII( ~
long-term
use by User
each user ownership
expens ive technolog y, long developm ent cycles, and, in som e cases, the
development of rival mainstream technologies.
Another issue that frequently affects the success of products developed
using top-down aI:'proaches is the perception that they are 'medical'
devices. Many wer e designed to m eet a specific 'medical' need , and were
often purchased by health authorities, for whom aesthetic value was a low
priority compared to funct ionality and longevity. This is known as the
medical model of assistive technology.
Consequently, many designers automatically regard top-down
approaches as leading to ugly. stigmatising products. However, this is not
an inherent property of top-down approaches, but Simply the result of it
only being applied in a particular w ay and for a very particular market.
For products developed using the top-down approach it is essential that
they are designed to appeal to the largest possible audience if they are to
have any chance of succeedin g commercially.
Perhaps the most straightforward w ay to broaden the appeal of a top -
down product is to consider the widest po ssible range of users at the very
outse t of the design process. It may be more useful to consider the design
58
Chapter 4: Understanding inclusive design
59
An introduction to inclusive design
60
Chapter 4: Understand ing in clus ive design
61
An introduction to inclusive design
that many users will tend to settle on the first 'satisfactory' configuration
even if there is a bet ter solution available. The reasons for this include:
• th e desire to comply to the norm - "I want what everyone else has,
I don't want to be different."
• the difficulti es of exploration - "That takes too long and is too hard,
I'll just settle for that one."
Another cause of difficulty is that if the in terface is rigidly optimised for
the user's current needs and then tho se needs su bsequen tly change (as the
user gets older, for instance), the interface may need to be changed or
modified as well.
In summary, the different approaches to designing for the whole
population fall into thre e fundamental categories:
• user-aware design: pushing the boundaries of ,mainstream' products to
include as many people as possible;
• customisable/modular design: design to minimise the difficulties of
adaptation to particular users;
special purpose design: design for specific users with very particular
needs.
These approaches can be combined to provide com plete pop ulation
coverage on the user pyramid (Figure 4.15) . However, a pyramid is not
the only possible shape that can be used to represent the population.
Figure 4 .16 shows how the same design approaches can be mapped onto a
cub e, with the most functionally capable members of the population at the
lower, front right corner, and the least capable at the top, back left corner.
Special purpose
des ign
Customisablel . - ,
modular design I I
user-aware.
design
62
Chapter 4: Understand ing inclusive design
63
An introd uction t o incl usive design
Further reading
Beitler MT, Harwin WS , Mahoney RM ( 19 9 6) Virtual prototyping of
reh abilitatio n aids . Proceedi ng s of RFSNA 1996, RFSNA Press, Arlington,
VA, USA, 360-362
Benktzon M (199 3) Designing for our future selves: the Swedi sh
experience. Applied Ergonomics, 24( 1): 19-27
Buhler C (1998) Robotics for rehabilitation - a European(?) perspective.
Robotica, 16 (5): 4 8 7-4 90
Coleman R (2001) Designin g for our future selves. Universal design
handbook, McGraw -H ill, New York, USA, 4 .1-4 .25
DTI Foresight (2000) Making the future work for you. Department of
Trade and Industry, London , UK
Hewer S, D'hondt E. Rietsema J.Westrik H. Brouwer J. Chan S.
Col eman R, Gudiksen M, Tahkokallio P (1995) The DAN teaching
pack: Incorporating age-related issues into de sign courses. RSA, London ,
UK
ISO ( 19 9 8) Ergonomic requirements for office work with visual display
terminals (VDTs) - Part 11 : Guidance on usability - IS0924 1.
International Standards Organisation, Geneva, Switzerland
Mahoney R (1997) Robotic products for rehabilitation: status and
strategy. Proceedings of International Conferen ce on Rehabilitation
Robotics 1997 , BIME, Bath, UK, 12-22
N ewell A, Gregor P (2 0 0 2) Design for older and disabled pe ople -
where do we go from here? Universal Access in the In form ation Society,
2 : 3-7
Nielsen J (1993) Usability engineering. Morgan Kaufmann Publis hers,
San Francisco, USA
Pirkl JJ (1993) Transgenerational desi gn : pro ducts for an aging
population. Van Nostrand Reinhold, New York , USA
PoulsonD,AshbyM,Richardson S (eds) (1996) UserFit: a practical
handbook on user-centred de sign for assistive technology. Brussels,
Luxembourg, ECSC-EC-EAEC
Story MF ( 2 0 0 1) Principles of universal design. Universal design
handbook , McGraw-Hill, New York, USA, 10.3-1 0. 19
Vredenburg K, Isensee S, Righi C (2001) User-centred design: an
integrated approach. Prentice Hall , New Jersey, USA
64
Chapter 5
Understanding design
exclusion
67
An introduction to inclusive design
68
Chapter 5: Understanding design exclusion
..An inclusively designed product should only exclude the users that
the product requirements exclude."
The corollary of this is, of course, that the design fails to be inclusive if
people are excluded from using the product even though they possess the
functional capabilities to meet those demands of the product as originally
69
An introduction to inclusive design
Defining populations
The most logical place to begin is to define the terminology for the
global / geographical population being considered. i.e. the absolute
......
-.
. ~
. •.
'
..... . ,
to as the WHOLE POPULATION and it includes all people of all ages and
~
• .......
. " .
'. . . capabilities.
The whole population is often thought of as the 'target' population for
.......
•
,
~ . . ......
the product. However. that is a very simplistic view. In reality, there will
be certain limits on the number of people who may wish to use the
.AA. • • •
I
~ ........ ~ .
product. For instance. legislative or safety requirements forbid people from
'. using certain products, such as under-17s being forbidden from driving
cars in the UK.
Another group that may be excluded are those who. even under the
5.4 The WHOLE population
Includes all people of all ages and most optimistic assessment. would be incapable of using the
capabilities product/service for its intended purpose. This assessment should be
70
Chap ter 5: Understand ing design exclusion
........:....... .
• ~f "
, ,
liquid safely , ,
"
• unable to distinguish correct cup-siz e container from other objects ~
'
, "
The resulting population following the removal of those who are " ..". "
71
An introduction to inclusive design
Whole
population
Ideal
population
5.8 WINIT scales and the inclusive Negotiable max. II
design cube population
Mapp ing t he WINIT scales to the whole Included.
popula tion population
72
Chapter 5: Understanding design exclusion
Thus. in this case. the product has been successful both in actually
exceeding the intended target population. This example illustrates the
concept of how inclusive design can lead to the potential for market
expansion.
We shall refer to these five populations as WIN!T (WIN! + Target - see
Figure 5.9) and use them to form the basis of measures of success for NEGOTIA BLE MAXIMUM POPULATION
Summary
This chapter has presented a discussion of why the concept of identifying
the causes of design exclusion is a powerful way of understanding how
products need to be improved to make them more inclusive.
73
An introductio n to inclusive design
Note that the value of this measure can be greater than I 00% and that this
represents the potential for market expansion.
However, before such measures can be applied, it is necessary to
understand the need for methods to support designers trying to
implement inclusive design.
74
Chapter 5: Und erst andi ng desi g n exclus ion
Further reading
Stephanidis C (2001) User interfaces for all: new perspectives into
human-computer interaction. User interfaces for all, Lawrence Erlbaum
Associates, Hillsdale, NJ. USA, 3-17
75
Chapter 6
Knowledge transfer in
inclusive design
77
An introduction to in clusive design
and validated information to those who can deliver products and services
that are designed to include the needs of the whole population. Such
inclusion will be achieved through both the improvement of mainstream
design solutions and the effective integration of the assistive technologies
and devices that can ensure access to those at the extremes of the ranges of
functional capability.
Presently, the data needs of the information-users (as distinct from the
users of the product, i.e. the end-users) are being met either by the
designers having to obtain the data from first principles for each project, or
else by comprehensive approaches where large volumes of data are
provided, but most of it is irrelevant for the case in hand. Examples of the
latter approach include the common anthropometric texts such as
Adultdata (Peebles and Norris, 1998), which has 266 anthropometric
dimensions and 28 strength measurements.
The ideal solution for the information-users is to have sufficient data
available to hand when it is needed. The need for sufficiency is of vital
importance.The data needs to contain all the necessary information, but no
6.2 The user-interaction g ap more, to avoid information overload. Any gaps in the information may
Lack of knowledge of the user leadsto lead to .gaps' in the ability of the users to interact with the product (Figure
imperfect user interaction with the
product 6.2) . Similarly too much information may confuse or deter the designer,
with the result that the data is either used incorrectly, or else put to one
side and ignored .
The ultimate purpose of finding successful data representations is to
support the designer, by developing the necessary understanding of the
end-users (also known just as 'users') to accommodate their wants and
needs proactively during the design process and obviate the need for
retrospective adaptations.
78
Chapter 6: Knowledge transfer in inclusive design
e.g .
Profiles
Models
Mu lt imed ia 'ston es'
Tables Verify the data/
Know the user Validate the product
CD 0
..... ~
e.g .
Older users
'Disabled'
Carers
Support staff
G)
e Th e
'Kn o w ledg e Loop'
~ ~
:2
0
e.g .
OTs
Designe rs
Ma nagers
Prescribers
79
An introduction to inclus ive d esign
80
Chapter 6: Knowledge transfer in inclusive design
Summary
In this chapter we have presented a framework, the inclusive design
knowledge loop, for understanding the information flow and activities
required to produce genuinely inclusive products. It can be seen from the
inter-dependence of each of the steps in Figure 6.3 that only by ensuring
that each of the 8 steps is successfully completed can such products be
developed.
81
An introduction to inclusive design
82
Chapter 6: Knowledge transfer in in clusive design
Further reading
Card SK, Moran Tp, Newell A (1983) The psychology of human-
com puter interaction. Lawrence Erlbaum Associates. Hillsdale. NJ. USA
Kember S, Cheverst K, Clarke K, Dewsbury G, Hemmings T, Rodden
T, Rouncefield M (2002) Keep taking the medication: Assistive
technology for medication regimes in care settings . Universal access and
assistive technology; Springer-Verlag. London. UK. 285-294
Peebles L, Norris B (1998) Adultdata: the handbook of adult
anthropometric and streng th measurements - data for design safety.
Department ofTrade and Industry. London. UK
Zeisel J (1984) Inquiry by design . Cambridge University Press.
Cam bridge. UK
83
Chapter 7
Knowing the user
85
A n introduction t o incl usive design
However, for our purposes here, we will assume that either the existing
design approaches suppo rt these activities or else that the desi gners are able
to adap t the design metho ds discussed in this book to address these design
activities as well. Instead we will focus on design for the broader defin ed
range of traditional users, i.e. the operators of the product.
One o f the m ost straightforward approaches for identifying the
necessary information is to adopt the concept of the product needing to
achieve user acceptability. To be acceptable, the product must be both
socially acceptabl e and practically acceptable.
86
Chapter 7: Know ing the user
87
A n intro du ction to incl usive des ign
88
Chapter 7: Know ing the user
In other words, their definitions of what they want from products will
be derived from their knowledge of existing and previous products. This is
very useful when re-designing an existing product, such as a kettle, as very
pertinent comments and opinions can be obtained. However, when
considering the design of a radical new technology, the usefulness of the
feedback will potentially be restricted by the ability of the participants to
understand the potential of the new technology. This is true for both the
mainstream market and the 'special needs' market.
When considering the issues for designing inclusively, though, it has to
be remembered that many older users may have a different educational
background to younger ones . For example, many older users will be
familiar with the concepts of mathematical logarithm tables and slide rules,
but not necessarily calculators and computers, whereas for younger people
the reverse is almost certainly true. 7.6 Tastes change with age (2)
However, it is not only knowledge-based experiences that need to be A younger adult is likely to have different
tastes than an older one
considered. The effect of functional impairments also need to be
recognised.
89
An introduction to inclusive design
L
and also in the DBAchallenge (see Chapter 3) .
90
Chapter 7: Knowi ng the user
Modelling users w ith functiona l impairments 7.9 A f unct io nall y- impaired user
The application of user models to users with functional impairments has a usin g a communication aid
Modelling of users can lead to better
somewhat chequered history. Some critics have argued that since the aim and more accessible product design
of the models is to capture the general behaviour, then the individual
differences between users may be lost (Stephanidis, 1999; Newell, Arnott
and Waller, 1992) . However, in practice many of these criticisms can be
overcome by using several instances of the model, for example calibrated
on individual users or user groups.
User models have been used successfully to predict user behaviour in
the design of communication aids (Horstmann, 1990) . The models
proved useful in helping the designers identify the optimal trade-offs
between conflicting requirements.
A key result of the modelling exercise was the identification of the
importance of cognitive loading on the users . This result corresponds to
work that we have done with motion-impaired users, where we found that
such users are more prone to the effects of cognitive overloading (Keates et
al., 2002) and the subsequent reduction in the quality of interaction with
an interface that places a high cognitive demand on them. This tendency
may be a result of the user already having to commit cognitive effort to
compensating for their functional impairments. This can be thought of as
rather like trying to do two tasks at once - no problem if the tasks are easy,
91
An introduction to inclusive design
but almost impossible if they are hard. Thus designers need to be aware of
the need to minimise the cognitive load on the users at all times . In other
words, they have to make their products as easy to use and understand as
po ssible.
User models also offer a practical method for splitting the interaction
into discrete separate entitie s. These entities, or steps, can be calibrated for
different user capabilities, to provide relative user performance and also
identify where the key differences are between users. One of the most
straightforward user models for understanding interaction is the Model
Human Processor (Card, Moran and Newell, 1983).
92
Chapter 7: Knowing the user
93
An introduction to inclusive design
Summary
In summary, this chapter has presented the need to know the user and
suggested techniques for achieving this.
It has also presented the use of the inclusive design cube to represent
not only the level of population included, but also how many people are
excluded (Figure 5.1 ) . By using the !DC in conjunction with the WINIT
concept of different populations from Chapter 5. it is possible to show the
inclusive merit of a design against different target populations (Figur e
7.12).
Consequently. the inclusive design cube also offers indications of how
new design approaches can be developed based on an unde rstanding of
the elements of interaction. However, before such models can be applied
widely, it is necessary to address the issues of assessment and quantification
of the levels of capability required to use a particular design, These will be
addres sed in Chapter 9.
Whole
population
Ideal
7.12 Using the inclusive des ign cube
population ..
to show in clusiv e merit
The compa rative volumes of the cube Negotiable max. • II
components afford a visual population
representation of the measures of Included.
inclusive merit population
94
Chapter 7: Knowing the user
Further reading
Benktzon M (1993) Designing for our future selves: the Swedish
experience. Applied Ergonornics, 24(1) : 19-2 7
Card SK, Moran Tp, Newell A (1983) The psychology of human-
computer inte ractio n . Lawrence Erlbaum Associates, Hillsdale, NJ, USA
Cooper A (1999) The inmates are running the asylum: why hig h tech
products drive us crazy and how to resto re the sanity. SAMS Publishing,
Indianapolis, USA
Gheerawo RR, Lebbon CS (2 0 0 2) Inclusive design - developing theory
through practice . Universal access and assistive technology, Springer-
Verlag, London, UK, 43 -52
Hor stmann HM (1990) Quantitative modeling in augmentative
communication - a case study. Proceedings of RESNA 1990 , ResnaPress,
Arling ton , VA, UK, 100-102
Keates S, Langdon P, Clarkson PI, Robinson P (2002) User models
and user physical capability. User modeling and user adapted int eraction,
12(2-3) : 139- 169
Myerson] (2001) IDEO : mas ters of innovation. Laurence King
Publishing, London , UK
Newell AF, Arnott ]L, Waller A (1992) On the validity of user
modelling in MC: comments on Horstm ann and Levine. Augmentative
and Alternative Communication , 8 : 89 -92
Nielsen] (1993) Usability Engineering. Morgan Kaufmann Publishers,
San Francisco , CA, UK
Stephanidis, C. (1999) Designing for all in the Inform ation Society :
Challenges towards universal access in the information age. ERCIM ICST
Research Report, 2 1-24
95
Chapter 8
Functional impairments
A model of disability
Estimates of the prevalence of disability derived from any study depend on
the purpose of the study and the methods used (Martin et al., 1988). Since
disability has no 'scientific' or commonly agreed upon definition (Pfeiffer,
2002), a major problem lies in the confusion over terminology. However,
the International Classification of Impairments, Disabilities and Handicaps
(IODH) represent a rationalisation of the terminology frequently used.
The ICIDH identifies impairment, disability and handicap as
consequences of diseases and presents a classification for each. For
example, disability is defined as:
97
An intro duct io n to inclusive design
This definition of disability has been used widely for both disability
Disease, ageing and accide nt
research (Martin, Meltzer and Elliot, 1988; Grundy et al., 1999) and
design research (Pirkl, 1994) .
The model of disability (Figure 8.1) adopted in this chapter is based on
the ICIDH definition of disability for the terminology used . Also the view
taken is that 'disability' is not split between 'the disabled' and 'the able-
bodied' (i.e. not disabled) , rather it is a continuous spread of capability
whereby the severity of disability ranges from very slight to very severe.
Hand icap It is wo rth noting that there is no absolute estimate of the number of
disabled people in the UK because of the continuous nature of the concept
8.1 Disea se to hand icap
Adap ted from WHO (200 1) - not e
of disability (Martin et al., 1988) . The threshold above which people are
'di sability' and ' handicap' arise from t he classified as disabled will determine the number of peopl e included . The
design of inaccessible produ cts and po sitioning of the threshold between able-b odi ed and 'disabled ' is
services, not fro m the users, hence our
f ocus on capability loss (and impair ment ) essentially an arbitrary choice given the continuous nature of the range of
in this book, not disability population capabilities, but affects how many people are classified as falling
into one category or the oth er.
98
Chapter 8: Functional impairments
99
An introduction to inclusive design
100
Chapter 8: Functional im pai rm ent s
3
. h ig h • med ium lo w
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Loc Reach Dex Vision Hearing Comm Int. Func Note t he order of magnitu de increase in
prevalence compa red t o Figure 8.4
above
101
An introduction to inclusive design
Dexterity, though typically degrades gradually over time, and there are
no obvious measures of one's own dexterity performance. It is difficult to
assess whether it is a little harder to pick up something than it used to be,
or if glass jar lids seems a bit tighter than they were a few years ago.
The above example illustrates the importance of considering the
process by which population capability data is collected . Only by knowing
that the DFS was gathered by interview and self-reporting was it possible
to understand the dexterity capability/impairment distribution.
20--- - - - - T - - - - - - - - - - -
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Losses shown are those for the GB adult Ag e Band
population (16+)
102
Chapter 8: Functiona l impairments
75
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" 8.7 Capability loss in Great Brit ain
Losses vary by age and gender across the
Age band population
with age for both genders, as would be expected . However, there are
noticeable deviations from this trend in the 55-64 (around retirement age)
and 75 + age bands for women and 60-69 (also around retirement age)
and 75 + bands for men. The decrease in prevalence over the age of 75 is
counter-intuitive and arises from the sampling procedure of the survey.
The survey was conducted with adults in domestic properties, not
institutionalised care environment. As older adults develop severe impair-
ments that make independent living more difficult , they are likely to move
into retirement homes, thu s rem oving them selves from the sam ple and
biasing the results.
Looking at the differences between the genders, there is little difference
in prevalence between men and women up to the age of 55. After that,
men are more likely to develop impairments, with the exception of ages
70-74 , which m ay just be non-significant statistical 'noise'.
It is clear that there are many ways to present the prevalence data and
the Appendix at the back of this book provides more detailed data from the
DFS, ordered by age, gender and type of capability.
103
An introduction to inclus ive design
104
Chapter 8: Functional impairments
10 10 10
20 % 50 % 24 %
8 8
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Summary
The analysis of capability data generates useful information for designing
for a wider range of user capabilitie s. However, different definitions of
disability and data collection methods used for surveys often result in data
that is not immediately comparable. Hence it is important to identify the
105
An introduction to inclusive design
purpose for which the data is required, the consequent nature of the data
needed and thus the most appropriate data source . Even after this process.
it may still be necessary to modify and adapt the data to meet the specific
information need.
The prevalence of disabilities has highlighted the possible problematic
areas for design. Common multiple capability losses present challenges as
well as opportunities for design improvement, and should be investigated
in depth.
Treating 'disability' as a continuum raises awareness among designers.
and society as a whole. that everyone has the potential to be excluded from
using a product at some point if the product has not been designed with
sufficient consideration of the users.
Focusing on user capabilities (what users can and cannot do) rather
than disabilities (e.g. medical diagnoses) offers designers clear parameters
to design within ("do not place demands upon the users that exceed these
limits ") . Consequently, focusing on specifying user capability profiles is
more useful for inclusive design. Thus it is often most useful to interpret
disability data not as a source of what users cannot do , but as a means of
inferring what they can do.
Having understood the scale of the need and the spread of user
capabilities. we can now look at ways of using that information to assess
the level of design exclusion and then develop methods for countering
design exclusion.
106
Chapter 8: Functio nal im p air m ent s
Further reading
Grundy E, Ahlburg D, Ali M, Breeze E, Sloggett A (1999) Disability in
Great Britain: results from the 1996 /97 Disability Follow-up to the Family
Resources Survey. Charlesworth Group. Huddersfield, UK
Martin J, Meltzer H, Elliot D (1 988) The prevalence of disability among
adults. Her Majesty's Stationery Office, London. UK
Pfeiffer D (2002) The philosophical foundations of disability studies .
Disability Studies Quarterly, 22(2) : 3-23
Pirkl JJ (1994) Transgenerational design : products for an aging
population. Van Nostrand Reinhold. NewYork, USA
RNID (2002) Factsheet at:
http://www:rnid.org.uk/htrnl/info_leaflets_this_is_rnid.htrn
WHO (1996) Health interview surveys: towards international
harmonisation of methods and instruments. WHO Regional Publications.
European Series No. 58 . Copenhagen. Denmark
WHO (2001) International classification of impairment. disability and
health (rCF). World Health Organisation, Geneva. Switzerland
107
Chapter 9
Assessment of design
exclusion
109
An introduction to incl usive design
110
Cha pte r 9: Assessment of de sign excl usion
intended target users from using the product effectively should be re-
designed to remove any difficulties. However appealing such a utopian
vision of product design may be, in practice there are a number of
.....
v ..... :
However, for any sizeable target population, this will be a major issue that
needs to be resolved.
Second , there are the con straints on the company. The process of re-
designing takes time and money. The more features that have to be re-
111
An introduction to inclusive design
designed, the longer the development time, and, consequently, the later the
entry into the market, and with a potentially more expensive product as
well (to recover the costs of the re-design process). The assessment needs
to support the prioritisation of the re-design effort to focus on the areas of
difficulty with the most scope for cost-effective improvement.
Finally, there are the constraints of the users . The product must retain
its user appeal, otherwise the re-design is pointless. There is a danger that
if the re-design effort is focused exclusively on the practical acceptability of
the product and not on the social acceptability, then the re-design will
most likely prove to be in vain, as the users may reject the final product if
it is not sufficiently desirable or attractive.
Prioritising re-design
Having identified which features present difficulties to users, there are
several factors that need to be considered when prioritising which features
to re-design.
112
Chapter 9: Assessment of design exclusion
designed in two weeks , then both could be fixed in the allotted one month
and 750 000 more people would be able to use it. Thus the re-design
effort would best be focused on including those users, rather than failing
to include the 900 000.
113
An introduction to inclusive desig n
feature at all ('cannot') . The corollary is that the user may tolerate more
severe difficulties if they are only rarely encountered.
For example, if a user has severe difficulty operating the onloff button
on a kettle, then this is likely to deter the user from using the kettle .
However, if the same level of difficulty was encountered in plugging the
kettle cable into the electricity socket, then the user would probably be able
to bear with this , as many people leave their kettles permanently plugged
in, and so would only encounter the problem occasionally.
Even if the problem was nominally catastrophic, then this may not
necessarily prohibit use of the device. If a friend. relative or even an
installer could be found to plug the kettle in , then the problem would have
been overcome, as it is likely not to be encountered again unless the kettle
was unplugged. However, clearly such reliance on third party assistance is
contrary to the aim of promoting independence. and so should only be
relied upon in exceptional circumstances.
Su m ma ry
There is no Single answer as to how to prioritise re-design. As with many
aspects of inclusive design and accessibility. there are many factors that
need to be considered simultaneously and satisfactory trade-offs found.
Only when all of the above factors have been considered in depth is it
possible to draw up a prioritised list of features to re-design.
The aim of addressing prioritisation is to ensure that designers consider
all of these issues and make an informed decision about which features
need to be re-designed. Of course, if there are many features that are
identified as being excluding, then it should be acknowledged that the
basic design is in need of a more fundamental re-think and it may be
necessary to go back to the drawing board and develop a new concept.
114
Chapt er 9: Assessment of d esign exclusion
II
9.8 Sampling t he users (2)
Each population sub-group needs to be
sampled to find either representative
users, or critical (borderline) ones
115
A n introduction to inclusive design
of the other users should be able to. The disadvantag e is that such users are
often hard to find (there are not that many of them) .
Whichever group of users participates in the assessment, it is important
that their capability profiles are known so that it is known how many users
share the same characteristics.
116
Chap t er 9: A ssessment of design exclusion
increasing accuracy.
Self-observatio n
Self-observation is the default method of assessment for many designers. It
involves designers using the product themselves and trying to find the
difficulties that users might encounter. This method of assessment is often
informal in structure.
The advantage of this type of assessment is that it is usually fast and
cheap to perform and, consequently, is very easy to integrate frequently 9.11 Self observat ion
One of the simplest methods of
into the design process. However, the disadvantage is that the information assessment is for the designer to
generated is often of questionable quality. emulate using the product
117
An introduction to inclus ive design
Use r observ at io n
User observation involves an observer (the assessor) watching users
interact with the product. Ideally the observation should take place in a
realistic environment, such as the user's home or work-place, but most
often takes place in a specially constructed usability laboratory. The
assessment is often recorded using video cameras.
The user should have been briefed on the objectives and procedures of
the evaluation and , once underway, the observer should interfere as little as
possible, to ensure that the interaction is as natural as possible. The
9.13 User observation study in
assessments are usually supplemented by using the 'Think Aloud Protocol'
progress whereby users are asked to talk through their thought processes as they use
Shelf displays are being assessed for ease the product.
of identifying and picking up different
products The advantages of user observation are that real users are involved in
the assessment, so few assumptions about their behaviour need to be made
by the assessor.
The disadvantages are the cost and time involved in performing the
assessments, and the need for a tangible prototype with which to interact.
The involvement of real users requires the identification of the users and
their recruitment. The recording equipment needs to be set up, and any
118
Chapter 9: Assessment of design exclusion
data gathered analysed in detail. All of these take time and money and lead
to the other big drawback, that such assessments can only really be run
every so often, and therefore are very difficult to integrate intimately into
the design process . The final disadvantage is that by being observed while
using the product, the users may change their behaviour in an attempt to
'impress' the observer.
User interviews
User interviews, as would be expected, involve an interviewer (the
assessor) asking an interviewee (the user) about the experience of using
the product. The interview technique is much more flexible than user
observation in terms of where the data gathering can occur, as there is no
need for a dedicated usability laboratory or sophisticated recording
equipment.
User opinions are extremely valuable when assessing the more
qualitative social acceptability of a product. However, the reliability of any
quantitative data gathered is more questionable as it is the user opinions
about the use of the product that are being gathered, rather than impartial
observations. For example, users in general, and older users in particular,
tend to either underestimate or overestimate their own fun ctio nal abilities
(Hirsch et al., 2000) .
As with the discussion of intervi ews for eliciting user wants and needs 9.14 Co ll ect ing user opinions
(Chapter 7) , the quality of data gathered is only as good as the quality of Allo w ing users to assess several similar
produ cts helps them to develop a better
the qu estions being asked. The int erviewer also has to be alert to avoid any feel for what 'w orks' fo r them and what
po ssibility of leading the interviewee. does not
User trials
Unlike user ob servation, where the users are actively watched and recorded
using the product, in user trials the users are not necessarily observed
during the the assessment. The aim is to encourage more 'natural'
119
An introduction to inclusive de sign
interaction with the product, (Q remove any changes in behaviour that may
arise from the user being ob served . Feedback from the trials would be
initiated by the user or else obtained through interviews or questionnaires.
User trials. like user observation, suffer from the need to identify and
recruit participants. They offer the benefit of being cheaper to run per
user, as there is no need to pay for an observer and less data analysis is
required afterwards.
However, their weaknesses include a strong dep endence on how well
the users have understood the purpose and procedure of the trial and their
ability to communicate th eir feedback to the assessor. This is especially
important when considering products designed for users with learning or
com m unication impairments. Again, like user observations, user trials can
only really be used when there is a working prototype available to assess.
120
Chapter 9: Assessment of design exclusion
Simulation
Simulation involves the assessor wearing physical simulators to mimic the
effects of functional impairments. The Third Age Suit used by Ford (see
Chapter 1) is a very sophisticated example of this approach, but even
simple simulations can be very effective. It is possible to buy goggles
designed to reproduce a wide range of visual impairments from glaucoma
to turmel vision . Hand movements can be restricted by binding them or
by using gloves with stiffeners in the fingers .
If the simulators are calibrated appropriately, they can even form the
basis of an absolute, quantitative scale for measuring the inclusivity of the 9.17 DIY simulation
product (vision impairment level 6, glove stiffness level 4, etc.) . Many impairment s can be simulated
approximately using off-the-shelf
Simulation is a very popular concept with designers, It offers the products
benefits of self-observation (speed of assessment, no need for user
recruitment) with the additional bonus that the designers can experience
some of the difficulties faced by users with functional impairments.
While simulation is an extremely useful approach, it must be
understood that it does not provide designers with an understanding of
what it is like to have a functional impairment. Instead, it simply provides
a feeling for the effects of the impairment. For example, simply closing
121
An introduction to inclusive design
Expert appraisal
Expert appraisal is another common approach to assessing products.
Instead of the designer trying to perform the assessment, an expert who
has had professional training or experience is contracted to do it.
Expert appraisal depends on the availability of suitable experts and their
knowledge of the users, the product and of the context in which the
product is being used. It is preferable that the expert be an internal 'user
champion' present throughout the design process , rather than an external
'hired help' who may only be contracted in for occasional assessments
because of the cost of hiring them (typically charged per hour rather than
per project).
Summary
In this chapter we have discussed the importance of integrating effective
methods into the design process . The benefits of having frequent focussed
assessments rather than infrequent, all-encompassing ones have also been
raised.
Exposure to the outcomes of the assessments, such as knowledge of
how and why users had particular difficulties, should help designers
increase their understanding of the wants and needs of the end-users . This
acquired learning will help to make future products more accessible as
designers begin to respond to the challenges in a more informed way.
Assessments provide an opportunity for designers to identify any
weaknesses in their design s and to generate a prioritised list of features to
re-design. To be of maximum efficacy, the assessment should be as
objective and realistic as possible.
The next chapter presents a method of quantifying design exclusion
that combines what we have learned about assessment methods in this
chapter and the prevalence of functional impairments from Chapter 8.
122
Cha pter 9: Assessment of d esig n excl usio n
Further readi ng
DTI (2000) A study of the difficulties disabled people have when using
everyday consumer products. Consumer Affairs Directorate, Department of
Trade and Industry, London, UK
Hirsch T, Forlizzi J, Hyder E, Goetz J, Stroback J, Kurtz C (2000) The
Elder project: social , emotional and environmental factors in the design
of eldercare technologies. Proceedings of Conference on Universal
Usability, ACM Press, NewYork, USA, 72-79
Nielsen J (1993) Usability engineering. Morgan Kaufmann Publishers ,
San Francisco, CA, USA
PopovicV (1999) Product evaluation methods and their importance in
designing interactive artifacts. Human factors in product design, Taylor and
Francis, London, UK, 26-35
Stanton N,Young M (1998) Is utility in the mind of the beholder - a
study of ergonomic methods. Applied Ergonomics, 29(1) : 41 -54
Stanton N, Young M (1999) A guide to methodology in ergonomics -
designing for human use. Taylor and Francis, London, UK
VanderdoncktJ (2001) Some preliminary investigation about the
organisation of user interface design guidelines. Proceedings of HCI
International , Lawrence Erlbaum Associates, Mahwah, NJ, USA, 12 12-12 16
Wilson J, Corlett N (1995) Evaluation of human wo rk. Taylor and
Francis, London, UK
123
Chapter 10
Available data
As discussed in Chapter 8, ther e are several sources of capability data
available from government disability surveys , consumer research institutes 10.1 Information req uirements
Relating users to t he ergon om ic feat ures
and charities, and the like (Martin , Meltzer and Elliot,1988; DTI 2000;
of a produ ct
RNID 200 2). The most recent multiple capability data set covering the GB
population (Grun dy et al. 1999 ) is from the Disability Follow-up (DFS) to
the 1996/ 97 Fam ily Resour ces Survey. This sur vey specifies 13 capability
scales of whic h 7 are particularly pertinent to product evaluation, namely:
• motion
• dexterity
• reach and stretch
• vision
• hearing
• communication
• intellectual functioning
Note that this is the same list of same capabilities as tho se we identified in
Chapter 8. Each of these scales is subdivided into different levels of
impairment, ranging from 0 (fully able) through 0.5 (minimal impair-
ment) to 13 (most severe impairment) . Each scale has been aligned to
125
An introduction to inclusive design
126
Chapte r 10: Quantifying design exclusion
Review
id eal desig n
Review
req uirements
Review
prod uct d esig n
10.3 A rev iew p rocess for inclusive
design
Reviewing the ideal design, product
requirements and the (actual) product
design
For example: the calculation of the inclusive merit of an ideal product may
be obtained from :
10.4 Inclusive me rit
ideal population A measure of success of the ideal
Inclusive merit of ideal product x 100% product (i.e. unconstrained by physical
whole population
limitations and trade-ofts)
The core of the review process is the same for the ideal product. product
requirements and the actual product. each following a four-step approach:
1 Specify the context of use: state any assumptions regarding the
environment in which the product is used and the sequence of actions
encountered when using the product.
2 Assess the capability demands imposed by the product. subject to its
defined context of use : determine the number of users excluded by the
product (and the reasons for their exclusion) and the number of users
disadvantaged. but not excluded.
3 Assess the physical attributes required by the product. subject to its
defined context of use : determine the number of users excluded from
using the product and the reasons for their exclusion.
4 Eliminate multiple counting: users may be excluded or disadvantaged
for more than one reason. For example. someone with both poor
vision and restricted movement may be identified twice as being
excluded by products requiring high vision and movement capability.
Consequently; such double/multiple counting of individuals'
combined/multiple capability losses need to be corrected for.
127
An introduction to inclusive design
128
Chapter 10 : Quantifying design exclusion
Product description:
Aco ustiguide 2000 wand - a device for a museum 's aud io guide system
Sequence o f use:
1 put strap over head
2 f ind th e num ber next to t he selected object
3 key in the num ber
4 press the Play button
5 listen to th e co mmentary, adjust volum e or pause when necessary
Genera l comments: On the whole, the device is easy to use. If there is a label to tell the user how to start th e
commentary (fi nd th e number, input the number and press Play bu tton), the staff assistance may not be
requ ired and t he commun icat ion demands w ill be reduced . The red 'C' button (function: clear) is confusing .
129
An introductio n to incl usive design
Disabi lity Locomotion Reach and Dexterity Vis ion Hearing Communication Intellectual
stretch function
Score 7.5 8.0 8 .0 4 .5 5.5 5.5 9.5
Exclusion 1 031 000 116 000 423 000 387 000 400 000 74 000 115 000
2% 4% 6%
Severe disab ility 10 elronc ettle
micfO\t\'ClIi1e ( dl ~ l) tYPIcal phor e
9 washing mach ne rnlcrONa'(e (touch)
ca., ooen er
8 steam Iron
7 _ - - - - - - -----" b ig bolton p nc ne
130
Chapter 10: Quantifying design exclusion
removed the need for an open heat source, but had the disadvantage of the
additional dexterity required to insert and remove the cord .
In contrast, the early plastic jug (corded) kettles (C), although
eliminating the need to remove the cord, introduced a new problem. The
side-mounted handle changed the balance of the kettle, making it more
difficult to use for those with limited upper-body strength. The more
recent arrival of the traditional shaped cordless kettle (D) has partly
A - early B - me al
resolved this issue although the overall weight of these metal kettles (plus kett le corded kettl e
the heating elements) remains a problem for users with limited strength.
The increasingly diversified kettle design does not guarantee better
inclusivity of the product. Kettles designed more to be fashionable and for
social rather than practical acceptability (e.g. kettle E) may be prone to
failing usability and accessibility testing. However, when designers are
aware of the issue and address the problem explicitly, innovative solutions
come as a result, such as the 'no-pour' concept kettle (F). C - plastic jug D - tradi nonal
corded kettle cordless kettle
The three cordless kettles (D, E and F) will be assessed in the following
sections, using the four-step approach discussed earlier.
131
An introduction to inclusive design
handed operatio n. When pouring water to a cup , the user needs to tilt the
kettle to a steep angle with cauti on, as the broad spou t is prone to spilling
water. The inner wat er gauge is difficult to detect and the shiny chrome
surface will easily be marked by water.
The 'fashionable' kettle (E) with its matt surface is more stain resistant.
It is very well balanced when sitting on the base, but difficult to balance
when being carrie d. Th e spou t is narrow and pointed - go od for pouring
water into a cup , bu t not for filling water through. The user ne eds to open
the stiff lid by using the very small knob. The wat er gauge is hidden inside
the kettle, hence the us er needs to find it by looking into the dark interior
through a sm all opening.
Finally, the black on/off switch is positioned under the black handle
and attached to the black base, w hi ch makes it hard to find . In addition ,
the filter demands hig h dexterity to remove and replace (Figures 10.9 and
10. 9 Design for access (1) 10.10 ) .
A small lid on this kettle makes accessing
its interior difficult The novel kettle design (F) is a new solution that aro se from the design
team working with disabled users. The designers iden tified problem s with
the use of traditional kettles and picked out key priorities for designing an
inclusive kettle. Th ese were :
• safety (heat of u nit/ bo iling wat er)
• filling (spout size/location, water level, lid remove and repla ce)
• pouring (seeing cup , tipping, weight, secure grip, low strength)
• liftin g (weight, accurate wat er level)
• base (stability. cable management)
• stigm a (not for "the disabled ")
The innovative solution is an aesth etically pleasing, light -weight, 'no-pour'
kettle with a cool wall, audio alert, auto-retractable cable, and a water level
indicator also marked in Braille.
The assessmen t of the capability demands placed on the user s by each
of the kettles is shown in Table 10.11. It is also pos sible to calculate the
10 .10 Filter remova l and repla cement respective inclusive merits of the kettles.
A high dexterity demand combined with Consider first the ideal product: this device should demand no more of
restricted access makes removing and
replacing the filter a difficult task the user than the action of drinking from a cup, for this is the fun damen tal
common activity that all users wishing to consume a hot drink have to
perform, irre spective of how the drink was made. Anyone w ho cannot do
this, cannot reasonably be expected to be able to operate a kettle full of hot
water, which will in all circumstances be a more difficult task (the kettle is
heavier, a wider range of movement is needed, the kettle is more
132
Chapter 10: Quantifyin g de sign exclusion
Capa biIities Kett le D (1.7 litre) Kettle E (1.7 lit re) Kettle F (1 litre)
Cap abi lities Id eal pro du ct Prod uct req uir em en t s Actual product
Minimum Total 16+ Minimum Total 16+ Minimum Total 16+
requiremen t excluded requir ement excluded requi rement excluded
Locomotion nJa a nfa a n/a a
Reach and stretch 8.0 116 000 5.5 495 000 4 .5 654 000
Dexterity 9.5 211000 7.0 945 000 5.5 2105 000
Vision 8.0 137 000 5.5 198 000 4.5 387 000
Hearing nfa a nfa a nfa a
Communication nfa 0 nfa a nfa a
Int. f unct ioning 9.5 115 000 8.0 188 000 7.0 305 000
133
An introduction to inclusive design
134
Chapter 10: Quantifying design exclusion
135
An introduction to in clusive design
(10,10, 10) (0, 10, 10) capability. The nearer the bubbles are to the origin, the less severe the
impairments they represent.
In the case of the kettles, there is significant coupling of related capab-
ility losses between sensory and motion capability, specifically between the
vision and dexterity capability components. The bubbles representing
kettles E and F are shown in Figure 10.18. Polygons A (pale blue) and B
(mid-blue) combined together illustrate the exclusion of kettle E for vision
S.C,M (10.0.0) (0,0,0)
and dexterity demands. Polygon B, on its own, illustrates the exclusion of
kettle F for the same capability demands.
Cogn it ion Thus polygon A shows the difference between the exclusion of kettle E
c:
o and that of kettle F, which corresponds to some 1 880 000 UK adult s just
"i5
:! for those two capabilities. This level of exclusion would extrapolate to over
10 million people in a country the size of the USA.
Senso ry It is obvious that if kettle E is to be improved to achieve the same level
10.19 M ulti ple cap ab ility losses and of inclusion as kettle F, both vision and dexterity demands need to be
t he incl usive de sign cube reduced simultaneously. The reduction of vision demand will only include
Mapping the severity of capability loss to
the inclusive design cube allows a three- more bubbles hugging the vision axis, but not those in the coupling
dimensional representation of such region. Such information is useful to designers, because when they
lossesto be developed
improve products, it is important to know if the changes proposed will
indeed include more user s, or whether certain users will still be excluded
for some other reason .
Bubble diagrams are useful for visualising combinations of two
capability losses. Since the multiple capability losses can also be among
motion, sensory and cognitive capabilities, three -dimensional visualisation
may be required for further analysis.
Figure 10.19 show s the resultant cube model with three compiled
0-10 scales. The model has potential to illustrate multiple capability losses,
extending bubble diagrams from two-dimensions to three-dimensions.
136
Chapter 10: Quantifying design exclusion
Summary of analysis
In the case of the kettles. no users are disadvantaged as a result of their
physical attributes. Hence. the determination of inclusive merit is possible.
Indices are shown in Table 10.20 for all users aged 16 and over and for
users aged 75 and over.
It can be seen in Table 10.20 that the ideal product includes nearly the
whole population for all users aged 16+. whereas the actual product
10.21 The prevalence of multiple
includes only 94% of possible users . The situation is worse for users aged capa b ili t y losses (1)
75+ where 22% of pos sible users (represented by the ideal product) are Prevalence of capabil ity losses (% ) for
16+ adult popu lation of Great Britain
excluded from using the actual product.
Yet the product requirements suggest there is much room for
improvement without compromising the basic concept of a kettle. A
lighter. smaller kettle with a clearly marked and illuminated switch
(represented by the product requirements) would only exclude 11 % of
po ssible users in the same age range.
specific design if the crucial reason for exclusion has not been identified or
justified.
137
An introduction to inclusive design
Summary
For companies to adopt inclusive design successfully, managers and
designers are able to see more clearly the impact that their design decisions
have on the acceptability of their products. Most companies already have
existing mechanisms for assessing the social acceptability (desirability,
market acceptance, etc.) and for the utility of a product. However,
information on the usability and accessibility is harder to come by.
Investigation of the causes and levels of design exclusion provides such
insight. Product assessment focusing on identifying the causes of design
exclusion was discussed in Chapter 8 and in this chapter we have presented
methods of quantifYing the level of design exclusion based on an analysis
of the mismatches between user capabilities and product functional
demands.
Unlike most 'design for all' approaches, this approach has incorporated
a user capability range that does not configure an 'average user', and takes
account of multiple combinations of impairments rather than being
focused on accommodating individual capabilities only. This approach
offers the benefit of providing an in-depth understanding of crucial
problems encountered by inclusive design, and hence has the advantage of
enabling effective and efficient design improvement.
Having identified a method for assessing and quantifying the level of
design exclusion, we now need to consider methods of countering that
exclusion.
138
Chapt e r 10: Quantifying de sign exclusion
Further reading
DTI (2000) A stu dy on th e diffic ulties disabled people have when using
every day consum er products. Government Cons umer Safety Research ,
Department ofTrade and Industry, London, UK
Grundy E, Ahlburg D, Ali M, Breeze E, Sloggett A (1999) Disability in
Great Britain: results from the 1996 /9 7 Disability Follow -up to the Family
Resources Survey. Charlesworth Group, Huddersfield, UK
Martin J, Meltzer H, Elliot D (1988) The prevalence of disability
among adults. Her Majesty 's Stationery Office, London, UK
Norris B andWilsonJR (1995) Chi ldata: The Handbook of child
m easurements and capabilities - data fo r design safety. Department of
Trade and Industry, London, UK
Peebles L, Norris B (1998) Adultdata: the handbook of adult
anthropometric and stren gth m easurem en ts - data for design safety.
Department of Trade and Industry, London UK
RNID (2002) Factsheet at:
http :/ / www.rnid.org.uk /htrnl/info_leailets_this_is_rnid.htm
Smith S, Norris B, Peebles L (2000) Older adultdata: the handbook of
m easurements and capabilities of th e o lde r adult- data for des ign safety.
UK Dep art m ent of Trade and Industry, London, UK
139
Chapter 11
Design theory
Design is the process by which some thing is created. whether it is a
product or a service. It is helpful to consider what this proce ss is in the
context of product development. since this will shed light on the role of
design in improving product inclusivity.
Manufactur ing
inst ructi o ns
Product ion
Product
Operat io n
141
An introduction to inclusive design
Conceptual design
In this phas ,concep w-ith the potential of fulfiling the overall
functional and phy ical requir m nts listed in th peciflcauon are
generated . Early con ideralion of user interface featur i al. 0 critical.
The r ult i a 'cone pi' .
Embodiment design
In the embodiment stage. the foundations are laid for th detail design
thro ugh a structured development of the concept. In the case of a
mechanical product. the result of this phase would be a detailed layo ut
drawing showing the pr liminary shapes of all th components. their
arrangement and. where appropriate. their relative motion .
Detail design
Finally, the preci e hape , dimensions and tolerances of every
component have to be pecified. TIle result of this phase is detailed
manufacturing instructions, which can take various forms including
detail drawings. program for CNC machines, test schedul ,etc.
142
Chapter 11: Countering design exclusion
In reality, these stages are not strictly serial and may show significant
overlap. Product design is not simply an isolated activity, but is critically
dependent upon the business process of each company. This is why we
have been at pains to emphasise that the philosophy of this book is not to
stipulate designers' behaviour, but to encourage informed decision-making
within the context of the unique requirements of each individual company.
Identify
Review
problem
Ver ification
143
An introduction to i nclusive design
144
Chapter 11: Countering design exclusion
Recognition of need
I
1. ,..-- - - - - - - ' ' - -----------..
Definition of problem
Synthesis
Evaluation
Presentation
11.4 An it erative model of des ign
Aher Shigley and Mi schke (200 1)
145
An int rod ucti o n to incl usive design
146
Chapter 11: Countering design exclusion
measures are required. The measures can range from whether the product
is usable or accessible, through to the outright qualitative, such as whether
it is aesthetically pleasing and socially acceptable.
There are two principal approaches to design as far as indusivity is
concerned and they arise from whether functionality or usability and
accessibility of the product are addressed first by the designer,
147
An introduction to inclusive design
A user-centred approach
The second design approach is that if the user's functional capabilities are
known, then the properties of the product that the user can interact with
successfully will be defined as well ("this user cannot push more than this
weight" determines the maximum weight, and hence motor power of a
vacuum cleaner) . This in turn defines the interface elements that are
accessible to the user and hence the range of tasks that can be achieved
with the product identified. For example, if the vacuum cleaner is too
heavy for the user to push, the user may still be able to use the extendible
hose attachment instead .
Common practice
The traditional view of designers has been to follow the first approach, to
specify the needs of the product and then, through the interface, place
functional demands on the users, that they must be able to meet to be able
to use the product. This is contrary to user-centred design practices, which
put the emphasis on the user capabilities driving the process in the other
direction.
The predominance of these two design approaches (product-centred
and user-centred) have led to the two principal strategies for making
interfaces accessible for different user capabilities.
The first strategy is to take the existing interface designed for one
particular user group, probably consisting of people sharing similar
characteristics to the designer's, and then tailor it retrospectively to
148
Chapter 11: Countering design exclus ion
Sample of
population
e
~~.
~. '
~
• I I
The
.... I
.... ....
'User Loop'
• I
' ,
'
~ ......
,
, '
Target
p o pu latio n
Product to few
149
An introduction to inclusive design
For example, consider the kettle examples from Chapter 10. If a kettle
has to be able to boil sufficient water to make a certain number of cups of
coffee, then there is going to be a minimum weight associated with the
kettle when it has water in it. Therefore, users will be required to have the
strength to move that minimum weight if they are to be able to use the
kettle. Anyone not meeting that strength requirement will not be able to
use the kettle, irrespective of other design decisions made or product
requirements stipulated.
Measures of success
When developing a design approach for inclusivity it is necessary to
consider the measures of success, i.e, the point at which the design is
considered to have met the stipulated requirements. For inclusive design,
the measure of success could be as simple as "how many people are
excluded from using the product?"
However, this raises an issue that needs to be addressed at the strategic
level of the design management, that of where the stipulated requirements
excluded should be set. Taking the example of the kettle, should the kettle hold 3
included litres of water? Or 1.5 litres? Or 1 cup? The smaller capacity decreases
11.9 Design exclusion weight and increases inclusivity, but the marketability probably decreases .
Using the inclusive design cube to show
design exclusion A managerial or executive level decision is therefore required between
marketability of the product and the level of population exclusion.
Many of these issues require the balancing of stipulated product
requirements, demanded user capabilities and resultant population cover-
age. Influencing this will be the design approach taken. Consequently it
would be helpful if a simple graphical representation of these properties
was available that offered a visual summary of the level of inclusion
achieved by the design. One such representation tool is the inclusive
design cube, introduced in Chapter 5 and shown again in Figure 11.9 .
Define the problem
150
Chapter 11: Countering design exclusion
broader range of user capabilities affects all three of the above stages: vpnfy functional specitrcation
1 define the problem: the problem definition should explicitly include
reference to the intended target users
Output to user
2 develop a solution: an appropriate design approach should be adopted
develop iI minimal, but sufficient
for the target users representation of the system status
3 evaluate the solution: the target users should be included in the
verify user perception
evaluation process
The resultant product and its interface should meet the target goal of
acceptability. As such, the problem definition stage should address both the User menta l model
practical and social acceptability criteria. The success in meeting that goal structure the in erection to match
the user's expectations
should be addressed in the evaluation of the final solution.
Developing a usable and accessible solution for a wider range of user venfy user understanding
capabilities involves understanding the fundamental nature of the interac- ----
tion. Typical interaction with an interface consists of the user perceiving an Input from user
output from the product, deciding a course of action and then implement- develop quality of control
ing the response. These steps can be explicitly identified as perception, and user input
cognition and motor actions (Card, Moran and Newell, 1983) and relate venfy user comfort
directly to the user's sensory, cognitive and motor capabilities respectively.
Building on this theory of interaction. we developed a design approach
Fun ct ional ver ification
that expanded the second stage of the design process, solution develop-
evaluate system functionality,
ment, into three specified steps. Each level of the resultant S-level design usability and accessibility
approach, shown in Figure 11.11, is accompanied by user trials through-
out and a final evaluation period before progression to the next level, thus validate pract ical accep abilty
providing a framework with clearly defined goals for system usability. 11.11 A 5-level design approach
However, while the S-level approach addresses the conditions for A user-centred approach to design and
practical acceptability, it does not address the needs for social acceptability evaluation, but with no explicit reference
to social acceptab ility
explicitly. This limitation can be overcome by separating out the require-
ments for social and practical acceptability in the problem definition stage,
and reflecting these separated objectives in the evaluation stage. Thus level
1 is subdivided into two further levels, as is levelS . The resultant 7-level
approach is shown in Figure I I . I 2.
The 7-level approach is an extremely flexible design approach. It forms
the basis of all of our inclusive design activities and also shares many
elements with the assessment method presented in Chapter 9.
151
A n in troduction to inclusive des ign
Levell
Problem requ ir ements
USER identify the complete problem
WANTS! to be solved
ASPIRATIONS
validate problem definition
STAGE 1
Level 2 PROBLEM
Fun ct io na l specification
DEFINITION
USER specify t he functionality
NEEDS to be provided
Level 3 - -~---
Ou tput to user
- ---
develop a min imal, but suffic ient
USER
representation of the system status
PERCEPTION
... STAGE 3
Level 7 Sol ution val ida t ion
SYSTEM
evaluate social acceptability VALIDATION
11.12 Th e 7-level de sign approach USER and match to user wants
A user-centred approach to design and SOCIAL
evaluat ion with explic it refer ence to ACCEPTABILITY validate social acceptability
social and pract ical acceptab ility
152
Chapter 11: Countering design exclusion
Iteration
Although the 7-level approach is presented as a flow diagram. it is import-
ant to note that . in practice. each of the stages can be applied in an iterative
manner. Indeed. in many circumstances. it may prove essential to iterat e
within, and between. levels. However. the general order of application of
the levels should be as shown in Figure 11.12 .
It is important to be able to modify and refine the product interface
iteratively. combining both design steps and usabili ty evaluations. Such
evaluations typically involve m easurement against known performance
criteria using . for example. the measures of inclusive merit proposed in
Chapter 10.
153
An introduction to inclusive design
Model leve ls 1 - 2
been adopted as the framework for the development, then the inclusive
design cube can be adopted to monitor the population coverage achieved
by different design choices . Effectively, the 7-level approach can be
thought of as designing for each axis on the IDe. The modification
necessary to use the IDe for this is a straightforward re-labelling of the
axes to reflect Levels 3 to 5 of the 7-level approach (Figure 11.14)'
c
o Summary
.€
A number of design approaches have been presented in this chapter. each
-o
c
:J
'0
of which provides valuable insight into good design practice. However.
each on their own is not sufficient to describe a comprehensive inclusive
I ~ design approach. Rather, all are important and should be considered as
'f ::5 parts of a larger process .
This has the advantage that we are not proposing a single approach,
User rather presenting a set of issues to be considered in adopting an inclusive
User pe rcept ion cog n iti o n
design approach. That being said, the 7-level model encourages an
11.14 The inclusive design cube emphasis on user interaction that is particularly pertinent to inclusive
Modifying the inclusive design cube to
review the progress of the 7-level
design. Figure 11.15 shows how the approaches are related and highlights
approach their relative strengths.
154
Chapter 11: Countering des ign exclusion
Needs analysis
Structure Evaluation
1 /
- 1-----,
,...-_....L_ _....----'
1-=1
' - i'--_ - r --
System
focus
Analysis
/ User focus
155
A n introducti on to inclus ive design
Further reading
Blessing LTM, Cbakrabarti A.Wallace KM (1995) A design research
methodology. Proceedings of International Conference on Engineering
Design 1995, Prague, Czech Republic , 1: 50-55
BSI (1999) BS 7000 Part 1 - Design Management systems - Guide to
managing innovation. BSI Product Services, Hemel Hempstead, UK
Card SK, Moran Tp, Newell A (1983) The psychology of human-
computer interaction. Lawrence Erlbaum Associates, Hillsdale, NJ, USA
FDA (1997) Design control guidance for medical device manufacturers.
Centre for devices and radiological health, Food and Drug Adm inistration ,
Rockville, MD, USA
Myerson] (2001) IDEO: masters of innovation . Laurence King, London,
UK
Nielsen] (1993) Usability engineering. Morgan Kaufmann Publishers,
San Francisco , USA
Shigley]E, Mischke CR (2001) Mechanical engineering design.
McGraw-Hill, NewYork, USA
Stephanidis C (2001) User interface s for all: new per spectives into
human-computer interaction . User interfaces for all, Lawrence Erlbaum
Associates, Hillsdale, NJ, USA, 3-17
156
Chapter 12
Applying the 7-level
approach
aim can vary according to the expertise and knowledge of the designer. iden tify the com plete problem
to be solved
Level 1 defines the user needs, that is the social motivation for
designing the product. These can be identified through softer, sociological
assessment methods. Questionnaires and interviews are good methods for
identifying the user needs.
..
validate problem def inition
Functional verification
functionality (and content in the case of an information product) can be evaluate system fu nct ionality,
added to the product and evaluated because the facilities for monitoring usabili ty and accessibility
the product behaviour (i.e. the output media) are in place. literally the
user can perceive (e.g. see and hear) the behaviour. Cognitive walkthrough
(Nielsen and Mack, 1994) is a popular technique for mapping the product
..
vallidate pract ical acceptab ility
159
An int rod uct io n to incl usive design
Context of design
Royal Mail Group (introduced in Chapter 2) consists of a number of
businesses, but of particular interest here is Post Offic e Ltd, which is
responsible for the operational management of and services provided by all
maj or UK post offices .
As with all large UK companies, Royal Mail is expected to m eet the
requi rements of the 1995 Disability Discrimination Act (DDA, 1995) . The
160
Chapter 12: Apply ing the 7-level approach
161
An introduction to inclusive design
162
Chapte r 12: Applying t he 7-level approach
163
An in trod uction to inclusive design
164
Chapte r 12: Applying the 7-level approach
165
An introduction to inclusive design
Matching the behaviour of the kiosk to the user 's expectation of what
the system should be doing relies on appropriate output methods having
been identified and implemented from level 3. With an appropriate
feedback system in place, it is possible to begin structuring the interaction
to maximise the user's understanding of the processes being performed
and any input required.
To achieve this, it is necessary to implement usability engineering
techniques such as cognitive walkthrough (Card, Moran and Newell,
1983) where identified tasks are sub-divided into their Simplest
component sub-tasks that can be quantified and measured, or heuristic
evaluation (Nielsen and Mack, 1993) .
It is particularly important that the mental model of the users be
understood in detail when designing for users who are significantly
different from the designers. For example, the use of the printer icon
discussed under level 3 shows how not making an effort to understand the
users can lead to difficulties with interacting with the kiosk.
Variations in functional capability can also lead to changes in the user's
12.12 Matching the user's mental mental model of interaction. The same kiosk that had the printer icon
model of the interaction
Complex, poorly structured interaction problem also presented a long list of choices over three different pages.
can confuse and confound the user The users had to scroll forward and back through the different pages until
they found the option that they were looking for. No guidance to which
options might be found on which page was provided because the software
designers felt that as the list was alphabetical, users would be able to
roughly figure out which of the three pages they should be looking at.
However, while this was true for the younger, computer-literate users,
none of the older users realised that the list was alphabetical, and thus they
embarked on a random search through all 3 pages of options.
The cause of this difference was that the older users had a much
smaller region of visual focus, and concentrated so much on each
individual item, that they did not put each item in context with the others.
As a result, it did not occur to any of them that the list had any kind of
order, hence the random search pattern.
This example about how users did not make a cognitive connection
because of how the output is presented illustrates that it may be necessary
at each level to iterate back to the previous level of the 7-level approach
once a shortcoming is found. In effect, should new constraints be recog-
nised that affect choices made at earlier levels, it will be necessary to iterate
back to those levels. If not, then the design can progress to the next level.
166
Chapter 12: Applying the 7-level approach
167
An introduction to in clusiv e design
anthropometric data sets such as Adultdata (Peebles and Norris, 1998) can
designers ensure that they are not excluding potential users by placing key
com ponents out of reach .
It is not simply a matter of whether the input controls can be reached,
either. The frequency and duration of use also need to be considered.
While a button that is used only once or twice during the entire
interaction may possibly be placed at shoulder height, it is obviously not
acceptable to place an entire keyboard used for form filling in such a
location. A position closer to waist-height would be much more
comfortable and sustainable for most users. If the kiosk is intended to be
used most often for extended periods, then it may be necessary to allow
the user to sit down during the interaction.
168
Chapter 12: Applying the 7-leve l approach
Summary
The 7-level approach is one example of how the design process can be
structured to address both inclusion and exclusion explicitly. It is by no
means the only approach for achieving this and readers are encouraged to
think about how other design approaches may be adapted to incorporate
the need to counter design exclusion.
Further reading
BeitzW; Kuttner K-H (1994) Handbook of mechanical engineering.
Springer-Verlag, London, UK
Card SK.. Moran Tp, Newell A (1983) The psychology of human-
computer interaction. Lawrence Erlbaum Associates , Hillsdale, NJ, USA
DDA (1995) The Disability Discrimination Act. Department for
Education and Employment, London, UK
MartinJ, Meltzer H, Elliot D (1988) The prevalence of disability
among adults . Her Majesty 's Stationery Office, London, UK
Nielsen] (1993) Usability engineering. Morgan Kaufmann Publishers,
San Francisco, CA, USA
Peebles L, Norris B (1998) Adultdata: The handbook of adult
anthropometric and strength measurements - data for design safety.
Department ofTrade and Industry. London, UK
169
Chapter 13
Minimising design exclusion
External mechanisms
Encouragement for the adoption of inclusive design practices within
companies can come from external sources, such as government and large
purchasers, coaxing or coercing companies to do so. We can think of
external sources as being an inclusivity-pull.
171
An in t ro d uct io n to inclusive design
Procurement policies
One of the most promising avenues for encouraging the adoption of
inclusive design practices is the changing of procurement policies by large
public bodies, such as government departments and local authorities.
Section 508 of the 1998 USWorkforce Investment Act (WIA, 1998) is
perhaps the most well-known policy of this type (as discussed in Chapter
2) . Many local authorities in the UK, for example, are following this
precedent and are beginning to include stipulations that any products or
services for which they invite companies to tender must meet minimum
standards of accessibility.
The advantage of using procurement policies to promote inclusive
design is that companies can see a positive return from their adoption of
inclusive design practices.
However, the disadvantage is that companies and service providers may
decide that they are happy to ignore particular markets, especially the
smaller ones, and so procurement policies only affect those companies
who consider that particular market worth pursuing.
13.2 The need for a cces sible products
Smaller, lighter trolleys are easier to steer
and push for everyone Standards and accreditation
Central to the concept of legislation, regulation and procurement policies
encouraging inclusive design, is the notion that the products or services
being developed must meet a minimum standard.
In the cases of legislation and the like, the minimum standards will
often be defined by precedent. In other words, ifthat' design was
considered to be satisfactory then 'this' similar design should be adequate
as well.
The use of standards, such as those developed by the International
Standards Office (ISO). the European Committee for Standardisation (CEN)
or the British Standards Institute (BSI) for example. removes some of the
ambiguity over what is reasonable and acceptable or not. Such standards
define and stipulate processes or performance measures that need to be
followed and met.
The concept of standards can be taken a step further by developing an
accreditation scheme. For example, the Centre for Gerontology at the
University of Birmingham developed an 'ow l mark' , whose purpose was
similar to the CE mark found on most electrical products. Any product
carrying the owl mark had to have met particular levels of user-friendliness
and accessibility for older adults.
172
Chapter 13: Minimising design exclusion
People power
Perhaps the most effective method of encouraging companies to produce
more inclusive products is for consumers to simply to stop buying
products that exclude potential users unnecessarily. However, this requires
concerted action on the part of the consumers to have a noticeable effect.
On the other hand, as we discussed in Chapter 2, the generation of baby -
boomers currently entering retirement may have both the time and the
temperament to organise such a course of action.
Also, until there are equally desirable inclusive products to take the
place of the excluding products , then we are likely to continue to be faced
with choices of the lesser of evils in terms of accessibility and usability.
Summary
External mechanisms are useful for encouraging companies that are
reluctant to adopt inclusive design, or who cannot see the benefits of
doings so. However, as discussed earlier, external incentives can lead to a
culture of minimum compliance.
Consequently, while external drivers have the potential to secure some
improvement in inclusivity and reduction of design exclusion, the
effectiveness of the measures depends on the rigour with which they are
defined and enforced. Legislation tends to be strongly enforced, but not
rigorously defined. Standards tend to be rigorously defined, but their
enforcement depends on them being accompanied by requirements for
compliance either from the marketplace or from legislation.
An example of the difficulties faced by relying solely on external
drivers for promoting inclusive design can be seen if we stipulate that only
products that are accessible to 95% of the population are considered
acceptable . As approximately 15% of the UK population is considered
disabled, an inclusion rate of 95% can be considered quite optimistic.
However, even so, it still means that 1 in 20 of all adults will not be
able to use the product or service . As it is likely that similar products will 13.3 The need for accessible services
place similar demands on the users, it is equally likely that closely-related Denial of access to a service, such as
public transport can severely restrict
products will always exclude the same users. mobility and independence
If those products are essential for supporting an instrumental activity of
daily living (IADL - see Lawton and Brody, 1969), such as preparing food,
then those 5% of users will not only always be excluded from using those
products under this scenario, but also excluded from the IADL. Thus their
ability to support their own independence is impaired.
173
An introduction to inclusive design
Internal mechanisms
Thus far the methods discussed have been external mechanisms for
encouraging companies to adopt inclusive design practices. However, not
ali companies need the pull from external sources to adopt inclusive design
practices. Instead, there is a will or desire to push the culture of inclusivity
from within. If companies are to truly exploit the full potential of inclusive
design, they must embrace the culture of countering design exclusion.
User champions
One of the most commonly touted approaches to supporting inclusive
design is to appoint one person in the company. or in each design team, to
be the user champion. The role of that person is to provide both advocacy
for the users, in terms of their wants and needs, but also often to provide
expert information about user behaviour and performance.
174
Chapter 13: Minimising design exclusion
~~.
'· '"
engineering and the like that they are more familiar with. .. , ,I __
Fortunately, these limits on the effectiveness of user champions are " .: . .
~
well-known and are comparatively straightforward to counter, assuming
that the company is willing to do so.
5'~ -'
.
i
~~,
.
Involving users ..
A more unusual form of employing user champions is to incorporate real
end-users into the design team . Again, this ensures that the user voice is
heard, but is only useful if the rest of the team is prepared to listen.
The incorporation of end-users also requires that many of the issues 13.5 The need for accessib le
regarding fmding users, sampling them (in the statistical sense) and tec hnology
Inclusive design and new technologies
establishing how their capabilities map onto those of the target population have a vital role to play in maintaining
that were discussed in detail in Chapter 7 are addressed. independence and extending quality life
175
An int ro d uct io n to inclusive design
Outsourcing
Not all companies design the products or services that they provide in-
house. Many outsource their design activities to specialist consultancies.
As suc h , at a very trite level it is very straightforward for such companies to
embrace inclusive design - they sim ply have to specify in the design
requirements specification that the product designed is 'inclusive' .
However, while we have encountered a number of companies that
pursue such a simplistic approach, in practice it is helpful for all concerned
if the requirement for 'lnclusiviry' can be specified as exactly as possible.
This avoids the possibility of confusion over what is intended by the client.
Outsourcing can work extremely well provided that the client is
absolutely specific about what is required and also that th e consul tancy
contracted to do the design is sufficiently expert in inclusive des ign .
However, while we have seen many successful products designed
through outsourcing, we have also encountered contracted designers who
have regarded the requirement for inclusivity as little more than a
13.6 Not all exclusion arises from
design! checkbox to be ticked when handing over the final design ("yes, the
Whatever is of interest off to the left of product is in clusive") without really understanding what was required.
this picture, no-one has thought of
turning the w heelchair round so that the Consequently; for an outsourced design to be inclusive, the client
lady in the chair can see it as w ell... company n eeds to follow the same 'knowing the user' activities for
understanding the target population as if it was designing the product in-
house. This information th en needs to be encapsulated into the design
specification in such a format that the designers can interpret it successfully
and also so that the client company can also use it to audit the final
product to ensure that it is acceptable.
Summary
Internal mechanisms are the most far-reaching and effective methods of
embracing inclusive design and of changing long-term company culture
such that in clusive design becomes as central to the design process as
quality is, for exam ple.
However, the only rea] drawback of internal mechanisms is that only
the enlightened companies will implement them. For those companies
176
Chapter 13: Minim ising design exclusion
that do not see the need for the adoption of inclusive design practices, then
external mechanisms will be required to persuade them of the need to
change.
The future
Inclusive design and its counterparts, such as Universal Design, are here to
stay. The population is getting older, we are living longer and these trends
are due to continue. Companies will have to change their design practices
to reflect the changing nature of their consumers, or else compete for ever-
dwindling shares of the marketplace.
Ultimately, inclusive design and its corollary. countering design
exclusion, will become so ingrained in the design process that they are an
automatic element of the design requirements and regarded as inherent
activities.
However, before then, companies need to make the transition from
their current design process and practices to more inclusive ones.
Some companies will make the transition with very little difficulty,
especially those that already employ user-centred design processes . Others
will experience more difficulty. particularly those more used to focusing
on product utility rather than usability or accessibility.
Using the knowledge loop presented in Chapter 6 as a map to indicate
the activities needed for inclusive design, in conjunction with the other
tools and techniques presented in this book, will help make the transition
as painless as possible.
Further reading
ADA (1990) Americans with Disabilities Act of 1990. US Public Law
101-336, US
Lawton Mp, Brody EM (1 969) Assessment of older people: self-
maintaining and instrumental activities of daily living. Gerontologist,
Autumn, 9(3): 179-186
WIA (1998) Workforce Investment Act of 1998 . US Public Law 105-
220, USA
177
Afterword
One of the problems when writing an introduction to any topic is
knowing exactly how far to go and when to stop. As such, we chose
not to provide a handbook of in -depth descriptions about particular
methods. Instead. we have tried where possible to be thought-
provoking and to raise awareness of the issues surrounding inclusive
design. We believe strongly that inclusive design can and should be
integrated into virtually all design processes, whether for products
or services, but there is no sin gle approach that will work for all
companies. It is up to de signers and their managers to adapt their
design processes to respond to the needs and wants of the widest
possible range of users.
This book has been written at a time when inclusive design is
beginning to mature into a respected discipline. Research groups
around the world are not only addressing the issues of the theory of
inclusive design practice, but also encouraging the transfer of those
findings into everyday industrial design practice.
Our own research activities are addressing issues suc h as
obtaining more complete data regarding the spread of capability
throughout the population, particularly with respect to multiple
capability losses. We are also developing computer-based tools for
assisting the calculation of both exclusion and the inclusive merit of
products and their requirement specifications. These are on top of
our basic research into the theory and practice of inclusive design,
especially for high-technology products, such as kiosks, digital
television and computer access.
Finally, being based in a university. education forms a key part of
our activities and this book is intended to help in the education and
training of designers. It is being accompanied by the development
of an on-line tutorial. a first for the Department of Engineering here
in Cambridge. This tutorial is freely available and can be found at:
http://www.eng.cam.ac.uk/indusivedesign/
181
General population
Figures A.l and A.2 show the population distribution for Great Britain in
1997 . Figure A.3 shows the prevalence of each of the capability losses
pertinent to product design, for the GB 16+ population, in bands of hig h ,
mediwn and low capability. Figure A.4 summarises the same data in four
age groupings: 16-49,50-64,65-74 and 75+.
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182
Append ix : User inf or mat io n
The following pages present further information relating to each of A.4 Capab ility
Variation by type, gender and age
the capability types . First, though information regarding overall capability.
as defined in the DFS is presented. then information summarising:
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183
An introductio n to in clusive design
Overall capability
A person's overall capability is derived from the weig hted sum of their
three most severe capability losses. This simple m odel takes the form :
A.S Overall capabi lity
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184
Appendix: User inf o rmat io n
This weighted sum is then mapped from a 0-21 .4 scale to a 0-10 scale A.9 Overall capability
Variation by band, gender and age
with unit steps, where zero represen ts full capability (i.e. no disability) and
10 minimal capability (i.e. severe disability) . The scores can be banded to
provide a four -pa int capability scale rangin g from full capability (0) , 30
thr ough high (1-2) and medium (3-6) capability, to low (7- 10) capability. c::
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population, both in absolute terms and as a per centage. It can be seen that ~ 10 -1 - - - - - - - - - -
o
C.
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pr evalence of minor capability losses and the higher prevalence of females Cap ab ility 16-49
in the medium and low capability categories.
Figure A.S shows the variation of prevalence with age. Peopl e over 75
years old are roughly ten tim es m ore likely to experience some loss of ~ 30
capability when com pared to those aged between 16 and 49. § 20 -1- - - - - - - - - -
:;::;
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185
An introduction to inclusive d esign
Motion capability
A person's motion capability is derived as a weigh ted sum from their
locomotion, reach and stretch, and dexterity capabilities. This sim ple
model takes the form:
A.10 Motion capabil ity
A weighted sum of disabilit ies we ighted motion capability = worst + 0.4 x (second worst) + 0.3 x (third w orst)
750
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186
Appendix: User inf o rm ati o n
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Variation by band, gender and age
with unit steps, where zero represents full capability (i.e. no disability) and
10 minimal capability (i.e, severe disability) . The scores can be banded to
provide a four-paint capability scale ranging from full capability (0) . ~
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the higher prevalence of minor capability losses and the higher prevalence
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187
An introduction to inclusive design
Sensory capability
A person's sensory capability is derived as a weig hted sum from their
vision and hearing capabilities.This simple model takes the form :
750
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188
Append ix: User inform ation
This weighted sum is then mapped from a 0-16.4 scale to a 0- 10 scale A .19 Sensory capabili ty
Variat ion by band. gender and age
with uni t steps, w here zero represents full capability (i.e, no disability) and
10 minimal capability (i.e, severe disability) . The scores can be banded to
provide a four-paint capability scale ranging from full capability (0). ~ 30
~
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parti cularly high prevalence of minor capability losses.
Capabil ity 16·49
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years old are roughly ten times more likely to experience some loss of
capability when compared to tho se aged between 16 and 49. ~ 30
c
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189
An introduction to inclusive design
Cognitive capability
A person's cognitive capability is derived as a weighted sum from their
communication and intellectual functioning capabilities. This simple
model takes the form :
750 -
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Variation by age and gender (thousands)
75.,- - - - - - - - - - - - - - ·- - - - - -
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50
c:
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A .22 Cog nit iv e capab ilit y
Variation by age and gender (%) Age band
190
Append ix: User inf o rmat io n
This weighted sum is then mapped from a 0-16.4 scale to a 0-10 scale A .24 Cog ni t iv e capabilit y
Variation by band, gender and age
with unit steps, where zero represents full capability (i.e. no disability) and
10 minimal capability (i.e. severe disability) . The scores can be banded to
provide a four-point capability scale ranging from full capability (0) . ~ 30
through high (1-2) and medium (3-6) capability, to low (7-10) capability. c:
0
'';::; 20
Figures A. 21 and A.22 show the prevalence of capability loss for the GB III
:;
population. both in absolute terms and as a perc entage. It can be seen that Q.
0
10
Q.
there is a moderate rise in capability loss as people grow older. Figure CD 0
I.:l
A.23 shows the range oflosses for tho se over 16 years old . Note the High Medium Low
higher prevalence of minor capability losses. Capabil ity 16-49
FigureA. 24 shows the variation of prevalence with age. Those over 75
years old are roughly five time s more likely to experience some loss of
capability when compared to tho se aged between 16 and 49. ~ 30
c:
0 20
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0
Q.
CD
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191
An int ro d ucti o n to inclusive design
Locomotion
A person's locomotion capability is derived from consideration of their
walking, stair climbing, bending and balance capabilities.
450
• Male • Female
-;;;-
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45
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A .26 Locomotion capability
Variation by age and gender (%) Age band
192
Appendix: User information
L10 Can only walk up and down a flight of 12 stairs if holds on (doesn't 2.5 -3
0.
10
need a rest) o
0. 0
L11 Cannot bend down to sweep up something from the floor and 2.0 a:l
\,:;J High Medium Low
straighten up again
L12 Can only walk up and down a flight of stairs if goes sidewaysor one 1.5 Capabil ity 50-64
step at a time
L13 Cannot walk 400 yards without stopping or severediscomfort 0.5
~ 30 , - - - -
A.27 Locomotion capab ility ~
Severitycategories A.28 Locomotion capab ility l:: 20
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193
An introduction to inclusive design
450
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A g e ban d
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45
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Variation by age and gender (%) Age band
194
Append ix: User information
8.. O +--'---=~----..,....-----.
m
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2
Capability 65-74
30
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m High Medium Low
\.:l
195
An introduction to inclusive design
Dexterity
A person's dexterity capability is derived from consideration of their
picking up. carrying. holding and twisting capabilities .
450
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196
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s
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197
An introduction to inclusive design
Vision capability
A person's vision capability is derived from consideration of their
recognition and reading capabilities,
450
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45
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198
Appendix: User information
58 Cannot see well enough to recognise a friend across a road 1.5 Capability 16-49
"#. 30
A.42 Vi sion cap abil ity c
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199
An introduction to inclusive design
Hearing capability
A person's hearing capability is derived from consideration of their
communication and signal discernment capabilities.
4 50
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Variation by age and gender (%) Age ban d
200
Appendix: User inf o rm at io n
al
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al
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201
An int ro d uct io n to inclusive design
Communication capability
A person's communication capability is derive d from consideration of their
interpersonal understanding capabilities .
450
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N "<t
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45
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Variation by age and gender (%) Age ba nd
202
Append ix: User information
(4 Is quite difficult for strangers to understand/Finds it quite difficult to 2.0 Capabi lity 16-49
understand strangers
(5 Other people have some difficulty understanding him/her/ Hassome 1.0
difficulty understanding w hat other people say or what they mean ~ 30
~
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A,52 Commun icati on capab ili t y 0
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2 Capability 65-74
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20 3
An introd uction to inclusive design
Intellectual capability
A person's intellectual function is derived from consideration of a number
of capabilities including, for example, reading, writing and counting.
450
• rv1ale Female
:g
c
III
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s:
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Variation by age and gender (thousands) Age band
45
• fv1ale Female
'#. 30
c
0
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~
a.
0
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co
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A .56 Int ell ect ual capability
Variation by age and gender (%) Age band
204
Append ix: User information
205
An int ro duction t o inclusive desi gn
10
8 • •
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•
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206
A ppendix: User information
•
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A.61 Bubble diagrams (16+)
Variation by category for adult
population
207
An in t ro duction to i nclusive des ig n
c:
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A.62 Bubble diagrams (16-49)
Variat ion by category or yo unger users
208
Appendix : User information
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A,63 Bubble diagrams (75+)
Variation by category fo r ol der users
209
An introduction to inclusive design
Demographic trends
The final few graphs present information relating to the changes ob served
in the UK population and predictions regarding the future population
profile. It is evident from Figures A. 64 and A.65 that people are, and will
be, living longer and that the number of older people is on the increase .
Figures A. 66 and A.67 indicate that this situation is also ob served
and predicted in Europe, the USA and Japan. Population ageing is a
global phenomena and with it comes an increase in the prevalence of
capability loss.
30
.0-29 . 30-59 60+
.... .... ...
~- ~
-;;;-
•Q
c:
20 1-
.... - -
l ...
c
0
'P '--
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a. 10 - - -
0
0-
0
1990 2000 20 10 2020 2030 2040
A .64 UK populat ion t rends
Variation by year and age band Year
85
• M ales • Females
80
- o
c
o
'P
75
tlcv
a.
x
w
70
1990 2000 20 10 2020 2030 2040
A.65 UK lif e expectancy
Variation by year and gender Year
210
Appendix: User information
~ 30
.1 98 5 . 2000 20 15
lI'I
...
\D
~
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~ 20 -------
a.
oOJ
-a.
o
:v
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E
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0
France Germany Italy Spain UK A .66 Euro pean po pu lati on t rends
Sample of variation by country and year
Country
~
~ 180 --
lI'I • % increase 1990-2050
...
\D
~
0
~ -
a. 120
-
0
OJ
a.
0
ci
c
.s
~
to
~
u
.= 0
Japan USA Spain France Germ any UK Italy
A.67 W orldwide population trends
Country Sample of variati on by country
Further reading
GAD (2001) National population projections: 2000-based. Office for
National Statistics , London, UK
Grundy E, Ahlburg D, Ali M, Breeze E, Sloggett A (1999) Disability in
Great Britain . Depart m ent of Social Security, Corporate Document Services,
London, UK
Semmence J, Gault S, Hussain M, Hall P, Stanborough J, Pickering E
(1998) Family resources survey - Great Britain 1996-97 . Department of
Social Security. Cor porate Document Services , London, UK
211
G ossary
Acceptability
Concept popularised by usability expert Jakob Nielsen in his book
"Usability Engineering" whereby system acceptability is "whether the
system is good enough to satisfy all the needs and requirements of the
users and other potential stakeholders." Acceptability can be subdivided
into social and practical acceptability.
Accessib ility
Along with utility (functionality) and usability, is a requirement for the
practical acceptability of a product or service . Accessibility is the ability of
a user to physically interact with a product or service, for example to reach
it, have enough strength to move it, etc.
Ageing
Is characterised by the acquisition of progressive multiple minor
impairments predominantly related to Sight, hearing, dexterity, mobility
and cognition. In combination these can lead to high levels of capability
loss and need for support. Older people do not see themselves as disabled
and are likely to be offended by the term.
Barrie r-Free
Original focus of disability campaigners and architects (e.g. Selwyn
Goldsmith in UK, Ron Mace in US) on barrier-free access to buildings and
public environments. This led to adoption of kerb-cuts and textured
paving, ramped entry, wider doorways and corridors, and the wheelchair
'turning circle' in building design and adaptation.
Capability
The ability to perform tasks or activities. The Disability Follow-up Survey
defined 13 capabilities necessary for participation in everyday life. Seven of
those capabilities are important for product and service design:
locomotion; reach and stretch; dexterity; vision; hearing; communication;
and intellectual function.
Carer-assisted
Supported by another person to perform tasks and activities. If we are to
deliver a truly inclusive mix of products, services and environments, it is
important that people who are reliant on carers are also accommodated,
213
An introduction to inclus ive design
and that implies considering both user and carer, and the two in
combination. Here it is important to note that older people are often cared
for by spouses and relatives (who may also be older adults themselves), in
which case their requirements could be Significantly different to those of
younger disabled people and their personal assistants (who are also likely
to be younger) . NB the term 'personal assistant' is currently preferred by
younger disabled people.
Civil rights
Disability activists increasingly see access and participation as basic human
rights, which can only be guaranteed by effective and enforceable
legislation. This is especially important in the US, where civil rights are
enshrined in the constitution and the first major piece of disability
discrimination legislation, the Americans with Disabilities Act (ADA), came
into force in 1990.
Custom isable
Computer aided manufacture has made it possible to customise individual
products at the production line and assembly level. Coupled with internet
technology such as personal avatars carrying unique descnpnons of
individuals, this capability offers the possibility of including a wide range
of users within the overall specification of a product and delivering unique
items matching individual requirements.
Design Exclusion
Term (or approach) developed as a way to give substance to the idea of
inclusive design, by focusing attention on those excluded by particular
designs of products, services or environments. This has resulted in
significant attempts to describe how this can happen, to provide case study
examples of design exclusion and inclusive design practice, and to make it
possible to quantify design exclusion with reference to population data.
214
Glossary
The key point made is that some people will always be excluded by any
specific design, and that design decisions should only be taken with due
consideration of the impact on the users .
Disability
In the past, people were seen as disabled by their condition, whereas the
current move is towards understanding disability as the result of a
mismatch between individuals and their social and physical environment.
Some congenital conditions and traumatic events lead to considerable
impairment and so to high levels of potential disability. In the US the term
accepted is 'people with disabilities', in Europe 'disabled people' tends to
be preferred.
215
An introduction to inclusive design
Eth nography
Ob serving users (and users interacting with products, etc.) in real-life
situations. The development of small video cameras and desktop-editing
software makes this a very fertile and rapidly expanding form of design
research in both social sciences and the design community.
216
Glossary
i-design
Collaborative research programme funded by the Engineering and Physical
Sciences Research Council (EPSRC) , under the EQUAL programme.
Objective is to develop and disseminate design tools and guidance for
design managers, to enable them to achieve a more inclusive society.
Consortium members are: The Engineering Design Centre at the University
of Cambridge: The Helen Hamlyn Research Centre at the Royal College of
Art, London; The Design for Ability Unit at Central St. Martins, a part of
the The London Institute; and the Design Council.
Impairment
Health conditions, congenital conditions, the ageing process and traumatic
events can all result in impaired capability. Whether or not this impaired
capability gives rise to disability is significantly determined by social and
environmental factors, and importantly by the design of environments,
products, systems and services.
Independence
For older people the most important factor is independence, or the ability/
possibility ofhving in their own home for as long as possible. Independence
can be compromised by inappropriate design, and is also conditional on
being able to carry out key and instrumental activities of daily living (ADLs
and IADLs) like bathing, dressing, cooking and also communicating with
family and friends and participating in other aspects of communal life.
217
An introduction to inclusive desig n
Modular
Designs that, by virtue of interchangeable units or elements can be
configured to suit or fit different users, thus extending the range of users
potentially served by a single design or product.
Pa rt icipa tio n
Along with social integration, the most important quality of life factor for
disabled people. Some severely disabled people would prefer the help of a
personal assistant or carer where activities are difficult or time-consuming
to perform. Self-realisation and social involvement are extremely import-
ant to younger disabled people. To them, being there and taking part are key.
Social inclus io n
Europe-wide political objective, aimed at combating social discrimination,
marginalisation and conflict due to age, disability, poverty or ethnicity.
Particularly important in respect of the diversity of immigrant populations
in the ED and aspirations to expand the ED to embrace the whole of
continental Europe , with a base population of c800 million.
Social Mode l
Social model, which has come to supersede the medical model, sees
people as disabled or enabled by the social context in which they function
218
Glossary
Universal Access
Universal access (or access for all) is used in a similar way to Universal
Design, but with an emphasis on information and communications
technology (lIT). It is also used in the assistive technology field where
it is specifically applied to the endeavour to develop specialist interfaces
for com puters in particular, and other control devices that make lIT
products and services accessible or usable by people with higher levels of
impairment.
Universal Design
Concept originated in the USA and underpinned by 7 principles set out by
architect and designer Ron Mace. Taken up enthusiastically in Japan . An
extension of the idea of Barrier-Free Design and Universal Access, that
proposes making the design of essential components of public and private
environments universally accessible and useable.
Usability
Usability is defined by the International Standards Organisation as the
"effectiveness, efficiency and satisfaction with which a specified set of
users can achieve a specified set of tasks in a particular environment."
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An introduction to inclusive design
User-aware
Term used by the i-design team to refer to mainstream design that takes
the needs (and aspirations) of users into account, in ways that maximise
the number of people who can use a product or service.
220
In ex
0-9 B
7-level design approach 146- 147 Barrier-Free 213
150 -154,159-169 Best practice see Standards
functi onal specification 163 Bottom-up approach see Design m odels
functional verification 168 Brand 42-45
input from user 167-168 British Standard Institute CBSI)
mapping 162 see Organisati ons
output to user 163 -165 Bubble diagrams
problem requir em en ts 162 see Multiple minor impairments
solution validation 169 Building access see Accessibility
A c
Acceptability 51- 52, 213 Capabilities see User information
practical acceptability 90-94 Capability I 00 , 21 3
social acceptability 86 -90 loss 100-102,1 37
Accessibility 5 I -54, 90-91 , 213 scales 125 -12 6 ,128, 133
buildings 9-10 Carer-assisted 21 3
computers 41,59, 167 Checklists and guidelines see Standards
work -places 27 Childata see User information
Adultdata see User information Civil rights 214
Age Concern see Organisations Cognitive see User information
Age-friendly see User-friendly Common design practice 148- 150
Ageing 19-20 , 88, 21 3 Communication see User information
Americans with Disabilities Act (ADA) Companies
see Legislation Apple Computer Inc. 42 , 43
Anthropometric see User information British Telecom 12,72
Assessment 109 -122 Ford 14-15 ,44-45
ethnography 81,2 16 ID EO 14 5-1 4 6
example 128- 129 OXO/Good Grips 12-14,42
expert appraisal 122 Royal Mail Group 28 -29 ,160-161
implementing 115- 116 Sony 42
need for frequent 110-1 11 Tesco 11,28
need for re-design 11 1- 112 Computer access see Accessibility
review of methods 117-122 Cont ext of use 127, 131
self-observation 117 Cost 39 , 113
Assistlve techn ology/products 55 ,56-60 Critical user 54
Customisable see Design approaches
223
An introduction to inclusive design
224
Index
225
An introduction to inclus ive d esign
p Rehabilitation design
Participation 218 see Design approaches
Peopl e power 173
Physical attributes 134 5
Population 70-74 Sampling users 115
ideal 73-7 4 Self-observation see Assessment
included 71,73-74 Sensory see User information
int ended (sales) target 72 ,81 Simulation 121
negotiable 7 1-74 SMS texting 36
scales 72 Social acceptability see Acceptability
whole 73-74 Social inclusion 218
Population data see User information Social model 218
Practical acceptability see Acceptability Special purpose design
Proactive design see Design approaches see Design approaches
Procurement policies 172 Standards 172
Product-centred design best practice guidance 174
see Design approaches BS7000 141
Products and services checklists and guidelines 120
Cars 14-15 Surveys
Food packaging 7 Disability Follow-up Survey 99 -104
Kerb-cuts 31-32 125-126, 128. 216
Kettles 1,44,131-134 Family Resources survey 98-99
Kiosks 160-169 The Survey of Disability
Kitchen utensils 12 in Great Britain 98-99
Mobil e telephon es 6,35-36 System engine ering see Design models
Office softw are suites 39-40
Remote controls 5,40-41 T
Telephones 12,44.72 Technology 21-22 .35-44
Transport 8-9 Third-age suit 14,45
Video cassette recorders 2-5 ,36,61 Time to market 37 -39
Web- site II Top-down approach see Design models
Transgenerational design
R see Design approaches
Rapidly custornisable design
see Design approaches u
Reach and Stretch see User information Universal access 2 19
Reactive design see Design approaches Universal design see Design approaches
Re-design 112 -114 Usability 5 1-54,90-91,219
226
Index
v
Vision see User information
w
Waterfall model see Design models
W1NIIWlNIT 72,74,77,81
Workforce Investment Act (WIA)
see Legislation
World Health Organisation (WHO) 220
u
User
champions 174
227