Inclusive design aims to create products accessible to the widest audience, addressing the needs of users regardless of age or ability. By moving beyond the limitations of designing for the "average person," this approach employs a "design for extremes" strategy, benefiting both individuals with disabilities and the general population
Inclusive design is an approach in product development that aims to create solutions accessible and appealing to the widest possible audience, regardless of age or ability. This philosophy goes beyond simply accommodating those with disabilities; it seeks to design products and environments that are universally usable and beneficial for all. For instance, OXO Good Grips kitchen tools, originally designed for individuals with arthritis, have become popular among all consumers due to their comfortable and efficient design.
However, designers face challenges when attempting to create products for the "average person." The concept of designing for the 50th percentile male, female, or child often falls short, as it fails to address the diverse needs of users at the extremes. A classic example of this limitation is the US Air Force's attempt to design cockpits for the average pilot in the 1950s, which resulted in a design that fit virtually no one perfectly. This realization led to the development of adjustable seating and controls, benefiting a much wider range of pilots.
To overcome these limitations, many designers adopt a "design for extremes" strategy. This approach involves developing solutions that work for individuals with physical, sensory, or cognitive impairments, which often results in products that are more usable and appealing to the general population. Curb cuts in sidewalks, initially designed for wheelchair users, now benefit people with strollers, cyclists, and delivery workers. Similarly, voice-activated assistants like Siri or Alexa, originally conceived to aid those with visual or motor impairments, have become widely adopted for their convenience.
The implementation of inclusive design and designing for extremes requires thorough research, user testing, and an iterative design process. Designers must involve diverse user groups, identify extreme use cases, and continuously refine their designs based on feedback. This approach often leads to innovative solutions that can have broad market appeal. The Microsoft Xbox Adaptive Controller is an excellent example of this process, as it was designed primarily for gamers with limited mobility but offers customization options that can benefit all users.
As we look to the future, inclusive design and designing for extremes will likely become even more critical. With emerging technologies like AI and 3D printing, there are new opportunities to create highly personalized products. Additionally, changing demographics, such as aging populations, and increased awareness of diversity and inclusion are driving demand for more inclusive design solutions. While challenges remain in balancing inclusivity with other design considerations like aesthetics and cost, the potential benefits for users and businesses alike make this an exciting and important area of focus in product design.
포용적 디자인은 연령이나 능력에 관계없이 가능한 한 넓은 범위의 사용자에게 접근 가능하고 매력적인 솔루션을 만들기 위한 제품 개발 접근 방식입니다. 이 철학은 단순히 장애인을 수용하는 것을 넘어서 모든 사람에게 보편적으로 사용 가능하고 유익한 제품과 환경을 설계하려고 합니다. 예를 들어, 관절염 환자를 위해 처음 설계된 OXO Good Grips 주방 도구는 편안하고 효율적인 디자인으로 인해 모든 소비자들에게 인기를 얻었습니다.
그러나 디자이너는 "평균적인 사람"을 위해 제품을 만들려고 할 때 어려움에 직면합니다. 50퍼센타일 남성, 여성 또는 어린이를 위한 디자인 개념은 종종 극단적인 사용자의 다양한 요구를 충족하지 못하기 때문에 부족합니다. 이러한 한계의 전형적인 예는 1950년대 미 공군이 평균적인 조종사를 위해 조종석을 설계하려고 했던 시도로, 거의 아무에게도 완벽하게 맞는 디자인이 나오지 않았습니다. 이러한 깨달음은 조절 가능한 좌석과 컨트롤의 개발로 이어져 훨씬 더 넓은 범위의 조종사들에게 혜택을 주었습니다.
이러한 한계를 극복하기 위해 많은 디자이너들이 "극단적인 상황을 위한 디자인" 전략을 채택합니다. 이 접근법은 신체적, 감각적, 인지적 장애가 있는 개인에게 효과적인 솔루션을 개발하는 것을 포함하며, 이는 종종 일반 대중에게 더욱 사용하기 쉽고 매력적인 제품으로 이어집니다. 처음에 휠체어 사용자를 위해 설계된 인도의 연석 턱은 현재 유모차를 끄는 사람, 자전거 이용자 및 배달원에게도 도움이 됩니다. 마찬가지로, 처음에 시각 장애인이나 운동 장애인을 돕기 위해 구상된 Siri나 Alexa와 같은 음성 활성화 비서는 편리함 때문에 널리 채택되었습니다.
포용적 디자인과 극단적인 상황을 위한 디자인의 구현에는 철저한 연구, 사용자 테스트 및 반복적인 설계 프로세스가 필요합니다. 디자이너는 다양한 사용자 그룹을 참여시키고, 극단적인 사용 사례를 식별하고, 피드백에 따라 디자인을 지속적으로 개선해야 합니다. 이러한 접근 방식은 종종 광범위한 시장 매력을 가질 수 있는 혁신적인 솔루션으로 이어집니다. Microsoft Xbox Adaptive Controller는 이러한 프로세스의 훌륭한 예이며, 주로 이동성이 제한된 게이머를 위해 설계되었지만 모든 사용자가 혜택을 받을 수 있는 맞춤 설정 옵션을 제공합니다.
미래를 내다보면 포용적 디자인과 극단적인 상황을 위한 디자인이 더욱 중요해질 것입니다. AI 및 3D 프린팅과 같은 신흥 기술을 통해 고도로 개인화된 제품을 만들 수 있는 새로운 기회가 생겨나고 있습니다. 또한 고령화 인구와 다양성 및 포용성에 대한 인식 증가와 같은 인구 통계학적 변화는 더욱 포용적인 디자인 솔루션에 대한 수요를 촉진하고 있습니다. 심미성과 비용과 같은 다른 디자인 고려 사항과 포용성을 균형 있게 유지하는 데는 여전히 과제가 있지만, 사용자와 비즈니스 모두에게 잠재적인 이점은 제품 디자인에서 이를 흥미롭고 중요한 주목 영역으로 만듭니다.
包容性设计是一种产品开发方法,旨在为尽可能广泛的受众群体创建可访问且具有吸引力的解决方案,无论年龄或能力如何。这种理念超越了简单地适应残疾人;它寻求设计出对所有人普遍可用且有益的产品和环境。例如,最初为关节炎患者设计的OXO Good Grips厨房工具,由于其舒适高效的设计,已成为所有消费者的热门选择。
然而,设计师在尝试为“普通人”创建产品时面临挑战。为50百分位男性、女性或儿童设计的概念往往效果不佳,因为它未能满足极端情况使用者的多样化需求。这一限制的典型例子是20世纪50年代美国空军试图为平均飞行员设计驾驶舱,结果设计出来的驾驶舱几乎没有人能完美契合。这一认识促进了可调节座椅和控制器的开发,使更广泛的飞行员受益。
为了克服这些限制,许多设计师采用了“为极端情况设计”的策略。这种方法涉及开发适用于有身体、感官或认知障碍的个人的解决方案,这通常会导致更易于使用且对普通大众更具吸引力的产品。最初为轮椅使用者设计的路边缘石,现在也为推婴儿车的人、骑自行车的人和送货员带来好处。同样,最初设想用于帮助视障或运动障碍者的Siri或Alexa等语音激活助手,因其便利性而被广泛采用。
实施包容性设计和为极端情况设计需要进行彻底的研究、用户测试和迭代设计过程。设计师必须让不同的用户群体参与进来,识别极端使用案例,并根据反馈不断改进设计。这种方法通常会导致具有广泛市场吸引力的创新解决方案。Microsoft Xbox Adaptive Controller是这一过程的绝佳示例,因为它主要为行动不便的游戏玩家设计,但提供了可使所有用户受益的自定义选项。
展望未来,包容性设计和为极端情况设计可能会变得更加重要。随着AI和3D打印等新兴技术的出现,创造高度个性化产品的新机会正在出现。此外,人口老龄化和对多样性和包容性的认识不断提高等人口统计学变化正在推动对更具包容性的设计解决方案的需求。虽然在平衡包容性与美学和成本等其他设计考虑因素方面仍然存在挑战,但对用户和企业都有潜在的好处,这使得它成为产品设计中一个令人兴奋且重要的关注领域。
Guidance: You should be able to discuss how inclusive design requires designing universally accessible products for all users including those with physical, sensory and cognitive impairments.
Inclusive design is an approach that aims to create products and services accessible and appealing to the widest possible audience, regardless of age or ability. This philosophy goes beyond simply accommodating those with disabilities; it seeks to design universally acceptable solutions that benefit all users, including those with physical, sensory, and cognitive impairments.
At its core, inclusive design recognizes the diverse needs of users and strives to create solutions that are flexible and adaptable. For example, OXO Good Grips kitchen tools, originally designed for individuals with arthritis, have become popular among all consumers due to their comfortable and efficient design. This illustrates how designing for specific physical needs can lead to products that enhance usability for everyone.
Inclusive design also addresses sensory impairments. The development of closed captions for television and video content, initially intended for those with hearing impairments, now benefits a broader audience, including language learners and those watching in noisy environments. Similarly, voice-activated assistants like Siri or Alexa, conceived to aid those with visual or motor impairments, have been widely adopted for their convenience.
Cognitive accessibility is another aspect of inclusive design. Microsoft's Adaptive Controller for Xbox, designed primarily for gamers with limited mobility, offers customization options that can benefit all users. This approach not only makes gaming more accessible but also improves the gaming experience for a diverse range of players.
Guidance: You should be able to discuss how the ‘average person’ correlates to the 50th percentile male, female and child, and how it is not always appropriate to design for the ‘average person’.
Inclusive design challenges the notion of designing for an 'average person', recognizing that this approach often fails to meet the needs of a diverse population. The concept of the 'average person' typically correlates to the 50th percentile of measurements for males, females, or children in anthropometric data. However, designing exclusively for this statistical average can lead to products that are suboptimal or even unusable for a significant portion of the population.
The fallacy of designing for the average became evident in a famous study conducted by the United States Air Force in the 1950s. When measuring the physical dimensions of pilots to design cockpits, they discovered that not a single pilot fit the average measurements across all dimensions. This revelation led to the understanding that designing for the average could result in a product that fits almost no one perfectly.
Variability in human dimensions: People's body measurements vary widely, and an individual may be in different percentiles for different measurements (e.g., height, arm length, hand size).
Exclusion of extremes: Designing for the 50th percentile inherently excludes those at either end of the spectrum, potentially alienating a large portion of users.
Changing demographics: As populations age and diversify, the concept of an 'average person' becomes even less representative.
Situational impairments: Even those who might fit the 'average' in some contexts may have different needs in various situations (e.g., using a device while carrying groceries).
Cultural and regional differences: What constitutes 'average' can vary significantly across different populations and cultures.
Instead of designing for an average, inclusive design advocates for flexibility and adaptability in products. For example:
Adjustable car seats and steering wheels accommodate a wide range of body types.
Modular furniture systems allow users to customize their living spaces.
Responsive web design ensures content is accessible across various device sizes and orientations.
By moving away from the concept of designing for an average person, designers can create more inclusive and versatile products that better serve a diverse user base. This approach not only improves usability for those with specific needs but often results in products that are more comfortable and efficient for all users.
Guidance: You should be able to discuss the advantages of ‘designing for extremes’ when designing products for a general population, and identify where a ‘design for extremes’ strategy has been used.
Designing for extremes is a strategic approach in product development that focuses on creating solutions that work effectively for users at both ends of the spectrum, specifically those representing the 2.5th and 97.5th percentiles of the user population. This method ensures that products are accessible and functional for a wide range of users, including those with unique needs or abilities.
The concept of designing for extremes goes beyond simply accommodating the average user. Instead, it challenges designers to consider the needs of individuals who fall outside the typical range in terms of physical attributes, cognitive abilities, or usage scenarios. By addressing these extreme cases, designers often create products that are more versatile and user-friendly for everyone.
Key aspects of designing for extremes include:
Anthropometric considerations: Designers must account for a wide range of body sizes and shapes. For example, a chair designed for extremes would comfortably accommodate both very tall (97.5th percentile) and very short (2.5th percentile) users.
Cognitive diversity: Products should be usable by individuals with varying cognitive abilities, from those with high cognitive function to those with learninrg disabilities or cognitive impairments.
Physical abilities: Designs should consider users with different physical capabilities, from athletes to those with limited mobility or dexterity.
Environmental factors: Products may need to function in a variety of conditions, from extreme temperatures to high-stress situations.
Use cases: Designers must consider both novice and expert users, as well as infrequent and power users
Increased versatility and inclusivity: Designing for extremes creates products or services that can meet the needs of a wider range of users, including those with unique needs or abilities. This results in more inclusive and versatile solutions that benefit a diverse user base.
Innovation and novel solutions: Starting with extreme use cases forces designers to think outside the box and come up with innovative solutions that may not have been considered when designing for the average user. This can lead to unexpected and surprising results that improve the product for all users.
Enhanced safety and reliability: Designing for extreme conditions requires prioritizing safety and reliability. This often results in more robust products that can withstand challenging situations, benefiting all users even in less extreme circumstances.
Improved sustainability: Considering extreme scenarios often leads to more sustainable design choices, such as using local resources and materials that can be easily repurposed or returned to nature.
Better overall user experience: By addressing the needs of extreme users, designers often create solutions that are more user-friendly and enjoyable for everyone.
Overcoming design biases: Focusing on extreme users helps designers overcome their natural biases towards designing for common experiences, leading to more thoughtful and comprehensive solutions.
Versatility and adaptability: Products designed for extremes often have features that allow them to function effectively across a wide range of conditions or for users with diverse abilities. Look for adjustable components or multiple modes of operation.
Robustness and durability: These products are typically built to withstand challenging conditions, so they may use higher-quality materials or have reinforced structures.
Inclusive features: Look for design elements that cater to users with different abilities, such as high-contrast visual elements, tactile indicators, or voice control options.
Modular or customizable design: The ability to modify or personalize the product to suit different user needs is often a hallmark of designing for extremes.
Simplicity and intuitiveness: Despite catering to complex scenarios, products designed for extremes often have straightforward, easy-to-use interfaces to accommodate a wide range of users.
Safety features: There may be additional safety measures or fail-safes built into the product to protect users in extreme conditions.
Innovative solutions: Look for unique approaches to common problems that differ from standard designs in the same category.
To what extent is a deep understanding of ergonomics important when engaging with inclusive design? (A1.1)
To what extent can designers remove personal bias when using user-centred research methods? (A2.1)
How can products integrate mechanical systems to improve accessibility and usability in an inclusive design approach? (A3.3, B3.3)
To what extent can the inclusion of electronic systems in products enhance accessibility and usability for all end-users? (A3.4, B3.4)
Which aspects of inclusive design benefit from the designer going beyond usability when designing products? (C1.3)
How important is accessibility and usability when conducting product analysis and evaluation? (C3.1)
Linking questions are questions that help you connect different parts of your design technology studies. They can show how ideas and skills are related to each other.
Linking questions can help you:
Understand the big picture: See how different parts of design technology fit together.
Learn more: Connect new information to what you already know.
Show your knowledge: Demonstrate your understanding of design technology in a deeper way.
Connect subtopics: Find relationships between different parts of the course
Use your skills: Show how you can apply design technology skills in different areas.
Think about the nature of design technology: Consider the big ideas and principles that guide design technology.
Apply to the real world: See how design technology can be used in real-life situations.
References and Resources
Guffey, Elizabeth. Designing Disability. Bloomsbury Publishing, 28 Dec. 2017.
Harald Gruendl, et al. Tools for the Design Revolution : Design Knowledge for the Future. Sulgen, Niggli, 2014.
Lupton, Ellen, and Decorative Arts. Beautiful Users : Designing for People ; [Published on the Occasion of the Exhibition ..., Organized by Cooper Hewitt, Smithsonian Design Museum, December 2014 - Spring 2015]. New York, Princeton Architectural Press, 2014.
Pilloton, Emily. Design Revolution. Metropolis Books, 2009.
Pullin, Graham. Design Meets Disability. Cambridge, Mass. ; London, Mit Press, 2011.
Rubin, Jeffrey, and Dana Chisnell. Handbook of Usability Testing : How to Plan, Design, and Conduct Effective Tests. Indianapolis (Ind.), Wiley Pub, 2008.
Virdi, Liz Jackson and Jaipreet. “Olay’s New Lid Was Made for Disabled People. Too Bad You Can’t Find It in Stores.” Fast Company, 15 Nov. 2021, www.fastcompany.com/90696611/olays-new-lid-was-made-for-disabled-people-too-bad-you-cant-find-it-in-stores.