摘要 :
Industry and academic perspectives have become more focused on designing for Diversity and Inclusion (D&I) over the past few years, both in general and particularly within the built environment. This renewed interest appears to have stemmed from a basis of respect-based 'due diligence' in 2018 to one of necessity in 2020, when the COVID-19 pandemic brought areas of difference into focus and exacerbated them, making it harder for people to live their everyday lives. In this paper, the authors seek to bridge the divide between academia and industry on the subject of Inclusive Design (ID) through their use of a combination of an academic and grey literature review as well as empirical research conducted with scholars and practitioners. These multiple methods focus less on the academic perspectives and more on how the industry has responded to the research and market demand. It clarifies nuanced differences among ID-related terms, provides best practice examples for wellness in the built environment, and identifies governing body guidelines (i.e., principles, protocols, policies) that have been enacted for ethical and business differentiating purposes....
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Industry and academic perspectives have become more focused on designing for Diversity and Inclusion (D&I) over the past few years, both in general and particularly within the built environment. This renewed interest appears to have stemmed from a basis of respect-based 'due diligence' in 2018 to one of necessity in 2020, when the COVID-19 pandemic brought areas of difference into focus and exacerbated them, making it harder for people to live their everyday lives. In this paper, the authors seek to bridge the divide between academia and industry on the subject of Inclusive Design (ID) through their use of a combination of an academic and grey literature review as well as empirical research conducted with scholars and practitioners. These multiple methods focus less on the academic perspectives and more on how the industry has responded to the research and market demand. It clarifies nuanced differences among ID-related terms, provides best practice examples for wellness in the built environment, and identifies governing body guidelines (i.e., principles, protocols, policies) that have been enacted for ethical and business differentiating purposes.
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The accommodations in exams (for example, scribe, compensatory time, and magnification) are widely used for many years to accommodate persons with visual impairments (PVIs). Nowadays, most of the exams are conducted using computer...
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The accommodations in exams (for example, scribe, compensatory time, and magnification) are widely used for many years to accommodate persons with visual impairments (PVIs). Nowadays, most of the exams are conducted using computers and web-based technologies, referred to as Computer-based tests (CBTs). These CBTs play an important role in the professional assessment of an individual, starting from university admissions, courses evaluation, and grading, to recruitment in various sectors like banking, software, railways, etc. Barriers in accessing certain components of the CBTs limit the utilization of Computer-based technologies for PVIs. In this research, the availability and effectiveness of common accommodations in CBTs were evaluated and reviewed. To the best of our knowledge, this is one of the early attempts from India to systematically study the effectiveness of these accommodations. Driven by a universal design approach, it can play a key role towards the development of an inclusive examination system.
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For the creation of inclusive design solutions, designers require relevant knowledge about a diversity of users throughout the design process. Besides understanding users' needs and expectations, the ways in which users perceive a...
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For the creation of inclusive design solutions, designers require relevant knowledge about a diversity of users throughout the design process. Besides understanding users' needs and expectations, the ways in which users perceive and experience the environment contain valuable knowledge for designers. Since users' perceptions and experiences are mainly tacit by nature, they are much more difficult to communicate and therefore more difficult to externalize. Hence, more insight is needed into the ways designers can build knowledge on Universal Design through direct user contact. In a project called 'Light up for all' architecture students are asked to design a light switch and socket, elegant, usable and understandable to the greatest extent possible by everyone. Two workshops with user/experts are organized in the first stages of the design process in which students could gain insight into users' experiences and perceptions through direct contact. Three data collection techniques are used to analyze the teams' design processes: (1) a design diary, (2) observations of the workshops and (3) a focus group.
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This paper presents the development of a digital generative design tool for residential building that integrates qualitative data from potential users of buildings. The central aim is to understand and challenge the inherent biase...
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This paper presents the development of a digital generative design tool for residential building that integrates qualitative data from potential users of buildings. The central aim is to understand and challenge the inherent biases in the design process of architecture for mobility impaired users, whose experiences might be difficult to understand for designers who often move around and use buildings without any difficulty. Although Universal Design promotes designed environments that are more sensitized with the diverse difference of individuals, the most of design generating tools are based on empirically deducted human needs, objectifying the people or seeing them as useful in simply validating design ideas. There is a clear distance in between the real needs and wishes of wheelchair users and what architects imagine when designing.
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The TINEL Project is running a series of camps for staff at higher education institution to support them in developing inclusive eLearning. The first camp was conducted face-to-face, but the coronavirus pandemic meant that the sec...
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The TINEL Project is running a series of camps for staff at higher education institution to support them in developing inclusive eLearning. The first camp was conducted face-to-face, but the coronavirus pandemic meant that the second camp was conducted online. This created a case study in inclusive eLearning in itself and allowed us to experience and reflect on the challenges and opportunities of inclusive online teaching and learning. This paper presents the structure and content of the two camps, our reflections on moving from a face-to-face to an online situation and our elaboration how the UDL principles apply to eLearning to create Universal Design for eLearning (UDeL). We found that because we already had a syllabus for the camp prepared, transferring it to an online camp did not present a great number of challenges. Some aspects of the online situation were actually advantageous (e.g. presenting all materials digitally and making them fully accessible) while others were difficult to overcome (e.g. engaging all participants in online activities and discussions). We provide a set of recommendations of how to implement the three principles of UDL in eLearning situations. Universal Design for eLearning (UDeL), Universal Design for Learning (UDL), Inclusive education, Equality, Higher Education Institutions, ERASMUS Plus
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Universal Design (UD) aims to provide designed environments that allow users to folly participate in all kinds of activities. Especially, the design of Sport and Leisure buildings should support and encourage the participation of ...
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Universal Design (UD) aims to provide designed environments that allow users to folly participate in all kinds of activities. Especially, the design of Sport and Leisure buildings should support and encourage the participation of mobility and sensory impaired people in any physical and social activity. Yet, the variety of physical and social users' needs calls for different approaches to investigate, analyze and assess how the environment fulfills users' needs and expectations. This paper presents a new analytical model that: a) investigates how people with mobility, visual, and hearing impairments interact with specific architectural features; b) links the examined user-environment interaction with the user's personal assessment of the spatial experience. The study employs the literature review of the existing analytical models, which are based on the concept of user-environment interaction and framed around empirically deducted basic human needs. These models address the issue of user-environment fit by focusing on the identification of environmental barriers. Also, some of these models are too descriptive and cannot inform the practice in creative design processes.
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This paper presents the findings of a user study conducted at a company, a global leader in its industry, in order to engage experts by experience in the research and development of the company's future products. People who have l...
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This paper presents the findings of a user study conducted at a company, a global leader in its industry, in order to engage experts by experience in the research and development of the company's future products. People who have life-changing experiences such as being ill or having a disability, and who are trained to consider their environment in terms of those experiences, can be called experts by experience. They can be inventive in creating solutions to the challenges of an inaccessible environment. Currently, their expertise is primarily used by the public sector, mainly in welfare and health-related initiatives. The corporate sector seems to have not yet actively engaged them. This study adopted a design research approach and applied a case study method to a research and development project conducted at a company. The user study comprised experts by experience testing a physical prototype that had digital content, by thinking aloud, interacting and participating in a design game. The aim was to understand the strengths, opportunities and development needs of the prototype, as well as to gain the experts' insights into future requirements and how to meet them with similar products. The study resulted in usability-, appearance- and feel-related product qualities, as well as ideas regarding the product's potential applications and digital content. The findings suggest that trained experts by experience can provide a company with information that could act as design drivers that benefit strategic development. Due to the inclusion and empowerment of users, as well as fostering their equality, engaging experts by experience in research and development could also be considered to be an example of corporate social sustainability and responsibility.
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Providing access to high quality books for all types of readers is a premise for cultural democracy. Many people, however, have challenges reading mainstream books. There might be diverse reasons why people find reading challengin...
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Providing access to high quality books for all types of readers is a premise for cultural democracy. Many people, however, have challenges reading mainstream books. There might be diverse reasons why people find reading challenging. Some examples are reading impairments, reduced vision, cognitive impairments, learning a new language, or due to stress, fatigue or illness. To ensure everyone access to literature, it is therefore vital to produce books that can (and will) be read by a wide range of users. This case study addresses the following research questions: Do adapted books represent accessible or universal design? Can adapted books be perceived as motivating to read for all types of readers? Are "special books" necessary to ensure that all users have access to high quality literature? In Norway, the association Books for Everyone develops adapted, printed fictional books to accommodate various types of reading challenges. This paper examines the production of these books and uses this collection to investigate the research questions. The main finding is that most of the books by Books for Everyone can be considered examples of universal design, rather than "special books" directed at a very narrow user group. Moreover, there seems to be a limited need for "special books", except for books targeting readers with severe cognitive or sensory impairments. By applying the universal design approach, fictional literature can potentially make books more accessible for all types of readers.
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Technology has potential for improving the lives of persons with severe disabilities. But it's a challenge to create technology that improves lives from a person's own perspective. Co-design methods have therefore been used in the...
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Technology has potential for improving the lives of persons with severe disabilities. But it's a challenge to create technology that improves lives from a person's own perspective. Co-design methods have therefore been used in the design of Assistive Technology, to include users in the design process. But it's a challenge to ensure the quality of participation with persons with significantly different prerequisites for communication than ourselves. It's hard to know if what we design is good for them in the way they themselves define it, in a communication situation, which has to be significantly different than traditional co-design. In this paper, we present a new approach to co-design with persons with severe disabilities. We call this process "trans-create", based on the creative translation we use when translating between cultures. We found that by using familiar artifacts that could be added and removed in the co-design process, we had a language for communication. By adding a personalisable digital layer to the artifacts, we could adapt, scale and redesign both tangible, visual and sound qualities in the situation dynamically. For example, by making it possible for the user to choose and activate a pink music cover card (RFID) that turns the lighting of the entire room pink and changes the music. This implies changing the distinction between designer and user, between the design process and the use process, and the view of what we create during a co-design process. That is why we have chosen to call this process "trans-create", instead of co-create, what we create for "living works", instead of design, a hybridisation between design and use, process and result.
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International regulations about Accessibility and Design for All are clear. They provide two guidelines to ensure equality, autonomy, and non-discrimination, such as Reasonable Accommodation and Universal Design (or Design for All...
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International regulations about Accessibility and Design for All are clear. They provide two guidelines to ensure equality, autonomy, and non-discrimination, such as Reasonable Accommodation and Universal Design (or Design for All). Reasonable Accommodation leads to Adapted Fashion, which adjusts clothing to the body (average clothes for the average consumer). Universal Design leads to Inclusive Fashion, which creates clothes for everybody even if you have a body issue. Design for All (or Universal Design) implies projecting from the beginning to the end of the design process based on inclusion. In this context, the Museum-Foundation Juan March in Palma was the starting point to conceive, develop and communicate a collaborative and transdisciplinary design project; it was designed under the principle of Universal Design. This transdisciplinary co-design project took place during the first semester of the 2019-2020 academic year with a third-year BA in Fashion Design students. They designed an inclusive ready-to-wear fashion micro-collection, which focused on sensitizing BA in Fashion Design students, promoting a change of attitude, and fostering a better understanding of the challenges clothing design process. Students were invited to complete two online questionnaires to collect data on the project. The first survey was used to assess alumni's perception of acquisition, development, and/or consolidation of key competences in participating students and control groups. The second survey was used to assess alumni's activity on the project among participating students. This project was aimed at sensitizing B A in Fashion Design students, promoting a change of attitude, and a better understanding of the challenges clothing design process. After visiting the museum, getting inspired by their artists and their works of art, creating a mood board, and drawing the first sketches, two groups were created to develop an inclusive, ready-to-wear fashion micro-collection. Each collection focused on a different users' profile: one group worked with a model with achondroplasia (woman), and the other group worked with two wheelchair models (man, woman). Despite the mixed results, the main objectives of the project were reached. As members of a school community, students must learn about other realities that differ from their everyday environment. As members of a school of design, students must be aware of an important prospective market niche and expand their fields of action that must include Design for All. In any case, human diversity is the key concept to approach user-centred design in the twenty-first century. The ?Museum and Inclusive Fashion? project was part of an ongoing academic research project funded by the Balearic Government (2017-2020). This article reflects the views only of the authors, and the Balearic Government cannot be held responsible for any use which may be made of the information contained therein.
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