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NAVELS, SCRAPED KNEES, and
PENDULA,
Jess Mitchell
OCAD University, Toronto
April 14, 2016 Krakow Poland
OE Global Conference
How many of you consider yourselves designers?

How many of you have had trouble opening a door here at AGH? Both push/pull and pushing it and it swings open wildly…
1. mismatch as design solvable
2. one-size-fits-one
3. design decisions — as exclusion
3 things I want to focus on
D EF INE
IN C LU SIVE DE SIG N
Inclusive Design is design that considers the full range of human diversity with respect to ability, language, culture, gender, age and other forms of human difference.
3 TE NE TS OF
IN C LU SIVE DE SIG N
1. recognize diversity and uniqueness
• Let individuals be unique
2. use an inclusive process and tools
• Nothing for us without us
3. have a broader beneficial impact
• look at the big picture
3 tenets of ID

1. recognize diversity and uniqueness — how many of you consider yourselves average?

so why do we design for the average?

2. use an inclusive process and tools — get experts to make the best solutions — if you’re designing learning materials for 6 year olds who are the experts?

3. have a broader beneficial impact — set out to solve for everyone — and at least know who you are implicitly excluding. Know your weakness!
DISABILITY
Inclusion then is about human difference — one way we describe people who are different is to talk about their difference as a disability. We sometimes
hear disability describes as a medical condition — someone is afflicted, they can’t do something — they lack an ability.
DISABILITY
And it is often associated with the medical model of 4 main categories of disabilities:
mobility impaired
cognitively impaired
hearing impaired
seeing impaired
But at the IDRC we completely redefine disability. It isn’t a medical condition to us…>>>
MISMATCH
Disability is a mismatch between the needs of the individual, their goals, and the learning experience offered
Disability is not a personal trait and because it’s so context dependent, it is a relative condition not permanent.
Accessibility = the ability of the learning system to match the needs of the individual
>>>>>
DISABILITY IS MISMATCH
MISMATCH IS SOLVABLE
D E S I G N C A N S O LV E M I S M AT C H
ALL EXPERIENCE MISMATCH
I got lost on my way to the museum last night so I flipped data roaming on on my cell phone and went to the museum website — but I couldn’t quickly find the directions, so I used up data and didn’t find
the answer. It wasn’t a mobile site.
Making content available to those with cognitive disabilities often means simplifying the content — you know who else benefits from that? What about the executive 2-pager? In some cases it’s become a 1-
pager — they’re busy, they don’t have time or energy to focus. They are cognitively impaired at that moment.
I was sitting in a lecture and I got a video from a friend — I wanted to watch it right away (i assure you it was relevant to the lecture) but it had no captions and I had the volume off. Putting earbuds or
headphone on would have been too disrespectful so i couldn’t watch it.
I wanted to work on this slide deck in the park yesterday — it was so beautiful out — but the sun was shining directly onto my screen making it impossible for me to read my monitor. I can change the
brightness and contrast though — this simple solution also helps the sight impaired user who has partial sight but needs slight modifications.
So now what — how can we do this Inclusive Design thing?? >>>>
ONE-SIZE-FITS-ONE
9
Personalize
Wherever	
  possible	
  take	
  a	
  one-­‐size-­‐fits-­‐one	
  approach	
  —	
  LET	
  THE	
  USER	
  DECIDE	
  
when	
  you	
  can	
  offer	
  flexibility	
  and	
  customizability	
  or	
  personalization	
  do	
  it!	
  
	
  	
  
examples:	
  
car	
  dashboard	
  —	
  with	
  digital	
  i	
  can	
  change	
  units	
  
same	
  phone,	
  different	
  ways	
  to	
  organize	
  the	
  screen	
  
sit	
  down	
  at	
  someone	
  else’s	
  computer	
  and	
  everything	
  is	
  different:	
  the	
  mouse	
  scrolls	
  the	
  other	
  way,	
  the	
  dock	
  is	
  somewhere	
  else,	
  the	
  hot	
  corners	
  keep	
  making	
  your	
  screen	
  fly	
  away.
10
• Pace, Path, Content, Delivery Method

• Presentation modality - visual, sonification…

• Pedagogical approach

• individual, group, didactic…

• Motivation – external, internal

• Form of Feedback – formative and summative

• Social support – peer, instructor, other

• Degree of structure
What is personalization in education?

It is all of these things — and this is a lot. We have a lot of opportunities to let the learner decide.
Student Agency and Self-Knowledge
• learning to
learn

• metacognition

• transitions

• toward life-
long learning
To personalize their learning, learners need to understand what works best for them.

They have to learn about how they learn best — is it by focusing on simplified text only or is it watching a video while following along with interactive text and also
highlighting the physical book? Tactile? Many channels? Private studying? Studying in a group? 

This isn’t a trick question…

No silver bullet; no one answer; the answer is all of the above.
Navel Gazing and Meta-cognition
• Learners as
investigative
scientists in their
own learning

• Data in accessible
and tangible forms
We’re exploring ways to help learners learn about themselves. To study themselves. We all think we’re fascinating — let’s learn why!

Even this requires that we design inclusively — how we present the information should work for the individual. Is it highly visual? Is it text?

E.g. my mom doesn’t understand all the visual metaphors we use in design:

- antiquated save button in Word

- Trash can for files

- Google Maps example (two minus signs)
Scraped Knees & Learning
Through Failure and Mistakes
• VR as risk-free
simulation lab

• Opportunity for
trial and error 

• Opportunity to
reflect on
failure
Get to know what works for you by trying things — in a safe way and safe place. You won’t shut out the lights in Cincinnati — rapid prototyping; 3D printing, VR
simulations — all give us a chance to try things without committing too much or potentially losing too much.

And we learn just how important and helpful failure can be! We all strive for perfection, for solutions.

First thing you do if someone presents a problem to you —> you try to solve it. Slow down and WAIT. And explore. This is where Innovation happens!

1. Silly Putty — meant to be a synthetic rubber for WWII — there was a rubber shortage because of the war

2. Text Messages — cell phone carriers letting customers know about problems with their network

3. a precursor to Email — created to let hearing impaired computer engineer communicate with his wife

4. WD-40 meant to displace and repeal standing water to prevent corrosion in nuclear missiles. how many of you use it on your nuclear missiles??

5. Rogaine was used to treat high blood pressure — hair growth was an unintended side effect

6. Play-Doh was a wallpaper cleaner in the 1930s

7. Microplanes were for wood or metal — I use them on orange rinds or horseradish when I cook!
N IK E F LY E A S E
Inspired by a letter to Nike by a basketball loving teenager with Cerebral Palsy — what resulted is a sexy shoe with an innovative entry that is usable and attractive to
everyone.
TRAM POLINE
BLOORVIEW rehab hospital has one of these and what’s so cool about it is that you have kids in their integrated school program playing together without barriers and
kids in wheelchairs who have never had the sensation of jumping can feel what it feels like to jump.
S TOPG AP
Stopgap created these little wedges to help folks in wheelchairs get into businesses in the GTA. Folks with strollers also use them — no one is inconvenienced by them
and they help.

Luke Anderson an avid mountain biker had an accident and became paralyzed. He started stopgap.
O X O
OXO good grips was created when the owner’s wife had trouble gripping tools because of some mild arthritis.

These tools for kitchen and gardening became the go-tos in rehabilitation centres working with people on activities of daily living…

Who else has trouble gripping things?
O X O
this population. 

OXO saw a market and broadened their products.
We have examples in the digital world too:

top 3 uses:

1. in a bar

2. in a gym

3. in bed with a sleeping spouse
Pendulums & Polarization vs.
Dynamic Balance
• Diversity vs. binaries

• Dynamic equilibrium
through diverse
perspectives

• “Yes and”, not “but”

• collaborate with
others and compete
with yourself
sex.race.disability.age.colour.language.religion.maritalstatus.ancestry.culture.
levelofeducation.genderidentity.
genderexpression.recordofoffences.
weareallthesame.wearepeople.weareequal.
embracediversity.WearePARTOFTHEBALANCE.
DiversitycreatesBalance
These are exciting examples — let’s come back to what we need to do to get there… Instead of us versus them or those who need it versus those who don’t — we can
think more fluidly.
D ES IG N ID EAS:
BRILLIANT OR E X CLU SIONARY?
• With this brilliant design idea who
just got excluded?
• Is there a way I can bridge the
gap I just created? A way I can
solve for the mismatch or avoid it?
One way we do this in the digital world is to 

make it multi-modal

	 - text

	 - audio

	 - video

	 - image

avoid hard to read fonts or font sizes

create an appropriate level of contrast

simulations and visualization provide interesting challenges
make targets easy to hit

can you use it with the keyboard?

be wary of time-based operations

keep content structured — semantic content
1. mismatch as design solvable
2. one-size-fits-one
3. design decisions — as exclusion
3 things I want to focus on
C H A N G E O F A P P R O A C H
• Environmental Scan
• Solve for mismatch - edge case
• Scenarios
• Gentle prototyping
Rough outline of the process we use for inclusive design — NOT LINEAR
First we try to understand the environment of what we’re working in. If we’re trying to solve a problem in a particular context we’d better understand that context really well and understand what solutions
exist in that space — what their limitations are — what their successes are.
Use cases — can’t enumerate people, they’re too unique and diverse
if you begin to think of people as disabilities again here, you’re following a mental rut
Scenarios will help you think through what someone does — they are a person with likes, dislikes, pressures, etc.
Gentle prototyping because of the risk of going to a visual design too quickly.
E D G E C A S E S
“We have clients come to us and say, “Here’s our average
customer:”, for instance, “She’s female, she’s 34 years old, she has
2.3 kids…” And we listen politely and say: “Well, that’s great but we
don’t care about that person”. What we really need to do to design, is
look at the extremes, the weakest, or the person with arthritis, or the
athlete, or the strongest or the fastest person. Because if we
understand what the extremes are, the middle will take care of itself”.

– Dan Formosa, Smart Design, “Objectified” 
http://sugoru.com/2013/07/14/designing-for-the-extremes/
They aren’t describing a person. It’s so abstracted and so removed from what a person does, it’s not that functionally useful. In other words, it’s useless.

How about instead this is Elsa, she’s 34 years old and struggling to find a rhythm in her new job — she’s a school teacher in Sweden — teaching mostly 7 year olds. She
works really long hours right now trying to get all of her lessons just right for the 33 kids in her class. She has a 2 year old who is very picky about what he eats. Her
husband works on the opposite end of town. They have two cars and a goldfish.

For a great read about how the average isn’t a real person and why we’ve historically come to defer to it so thoroughly, I recommend reading Todd Rose’s book, The End
of Average that just came out in February this year. It’s a perspective changer itself.
S CE NA RIO
Elsa is trying to put together a lesson plan to bring her kids together — her class is quite diverse (she has children from conservative, traditional households, children
from very liberal households, and children who have recently emigrated from Syria and are struggling to learn the language and integrate into the culture). There is one
little boy in particular that Elsa is struggling to help — Adnan. 



Now we have an opportunity to describe Adnan too — he comes to school hungry and seems as though he hasn’t eaten breakfast.

Now I’m combining Elsa with a friend of mine in Boston who teaches in a poor area that is overwhelmingly latino — the kids come to school without having eaten
breakfast — they can’t learn…

My own lack of knowledge about Sweden is going to limit me here… But you get the point… How might we describe a problem that Adnan is having and how might we
solve it?

Singing to get to language learning — go fish games GAMES. MULTI-MODAL



Would the other kids benefit form it too??
HOW CAN I DO THIS?
• think about the edge cases early and solve for
them — MISMATCH
• can you let the user decide — ONE-SIZE-FITS-
ONE
• think about design decisions as excluding rather
than solving — BRILLIANT? EXCLUSIONARY?
LET’S DO THIS NOW
• think about a problem you want to solve
• think about the edge case — create a persona
• think about a use case — your persona in action
MISMATCH
• solve for them ONE-SIZE-FITS-ONE
• ITERATE — watch for Design BRILLIANCE THAT
EXCLUDES
28
Principle
Accessible Communication Tools
Accessible Design Tools
Accessible Development Tools
Synchronized Design Assets
Pair up with a co-worker to sketch or code
Exchange your ideas/projects with
participants from different disciplines in
your organization on regular basis to get
their feedback
Find an open-source community where you
can ask questions and/or contribute
Keep track of meeting notes, sketches and
research in a wiki or other open repository
Working together with others toward a common
desired outcome and shared goal is an important
part of the inclusive design process. We all bring
our unique experiences, skills and talents to the
table, and as a result, working collaboratively
ensures more diverse perspectives and therefore a
more inclusive design process.
By working with others rather than in isolation we
learn from one another; we share the
responsibility for an outcome, and in doing so we
learn to trust one another and rely on each other’s
expertise.
Learning to work collaboratively requires an
adjustment in the way that we approach our work.
Gathering and incorporating ideas from a diverse
group often takes more time and patience.
Questions of ownership or credit sometimes arise.
However, these challenges are far outweighed by
the benefits, as the rich and diverse perspectives
gained by working collaboratively ultimately
enhance the work.
Inclusive Design Guidelines
Practice
Collaborate
Inclusive Design Guidelines
Practice
Collaborate
Try
Why
Diverse participation & perspectives
How
•
•
•
•
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
- https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
29
Personae are models representing potential
stakeholders who may use a product or service.
Although they are fictional people, their needs,
characteristics, goals and motivations are rooted in
the insights and feedback collected from various
sources including interviews/surveys or through
familiarity with the needs and interests of self,
co-workers, friends or family members. They begin
as early, provisional sketches and often evolve
through iterations as more information is gathered.
Personae are behavioural models; they do not
represent the full demographics of any given
population of complex and unique people. They
enable designers, developers and evaluators across
a project to keep a broad and diverse collection of
stakeholders in mind. They must be developed and
used with care in order to avoid stereotyping or
fictionalizing the user, and they must be tempered
with the awareness that no single persona or group
of personae can independently determine the full
range of potential uses of a product or service.
Inclusive Design Guidelines
Tool
Personae
Inclusive Design Guidelines
Tool
Think about various users in your domain
with unmet needs
Imagine a user, inspired by people you
know that is unique and doesn’t simply
represent the norm, the average, or the
typical
Draft the first version of your persona. Give
it a name, describe her life, needs,
preferences, likes and dislikes
Re-iterate and evolve your persona as you
collect more feedback form potential users
and/or stakeholders
Personae
Try
1.
2.
3.
4.
UX Walkthroughs
User States & Contexts
Use-Cases
Combine with
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
- https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
30
Use cases describe particular scenarios in which a
persona may encounter and use a product or
service, providing more detail about specific tasks
and goals as well as helping to map out the
potential steps in a workflow. User personae and
accompanying use cases are not meant to
exhaustively describe all potential stakeholders or
situations; rather they help to illustrate key goals,
the main steps that should be taken towards
achieving that goal, and behaviour patterns related
to the design in question.
In an Inclusive design process it is important to
include edge cases. These are personae and
use-cases that describe both users with needs that
are not typically considered in the design process,
as well non-typical or unexpected uses of a
product or service. Use-cases present a picture of a
person in a specific context, with available tools,
existing constraints and potential distractions, who
is hoping to achieve a specific goal using the
product or service in question.
Inclusive Design Guidelines
Tool
Use-Cases
Inclusive Design Guidelines
Tool
Imagine what is your persona hoping to
achieve with your product/system (be
specific)
Describe the context, the available tools,
the constraints, potential distractions, etc.
Describe how your product can help the
persona achieve their goals
Re-iterate and evolve your use-cases as you
collect more feedback form potential users
and/or stakeholders and your project
moves forward
Use-Cases
Try
1.
2.
3.
4.
Personae
User States & Contexts
Combine with
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
- https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
31
The medical model defines disability as a trait;
something permanent and limiting. In contrast, an
inclusive design approach is one that perceives
disability as a mismatch between our needs and
the design features of a product, built
environment, system or service. This shifts the
responsibility to the design, and to the designer,
to correct the mismatch. For example, a digital
interface with poor contrast does not match the
needs of someone standing in direct sunlight or
someone with low vision.
Inclusive design considers this mismatch to be
conditional, solvable through design, and the
result of many factors, including:
• Context (e.g. upon waking up in the morning)
• Environment (e.g. a dark room)
• Hardware and software variations (e.g. desktop
vs. smartphone)
• Unique personal needs and learning styles (e.g. I
prefer to listen rather than read).
Inclusive Design Guidelines
Principle
Disability as Mismatch
Inclusive Design Guidelines
Principle
Disability as Mismatch
Try
Record three examples of an experience of
mismatch that you’ve had, no matter how
large or small. For example - standing at an
automated bank machine in the glare of the
sun, I couldn’t see the screen at all. How did
you feel when this happened? What did
you do about it?
Use
Focus on functional needs & preferences
Design for adaptability & flexibility
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
-­‐ https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
32
We all have diverse needs, and we all experience
changes in our lives, in both the short-term and
long-term, that affect our interests, goals and
desires. As a result, designs that are flexible and
allow for customization are more likely to meet
our needs. A one-size-fits-one approach avoids
the often segregated and specialized design
solutions that are intended to meet the needs of
those “on the margins”. These solutions do not
serve the individual or society in the long run.
Adaptable designs that allow for personalization
result in integrated systems that work better for
everyone. In the digital world, we have the
freedom to create a design system that can adapt,
morph, or stretch to address each design need
presented by each individual. One-size-fits-one
design solutions give us the power to discover
and choose what works best for us in any given
context. This puts more control into the hands of
any one of us to create our own experience, and
to modify this experience as needed.
Inclusive Design Guidelines
Principle
One-Size-Fits-One
Inclusive Design Guidelines
Principle
One-Size-Fits-One
Try
Think of something you’ve come across in
your daily life that demonstrates an
adaptable design. For example, an office
chair with multiple adjustment features, or
a suitcase that can be turned into a
backpack. How could this design be
improved to offer additional or different
adaptations? If you can’t think of anything,
consider 3 adaptations you’d like to have
on a product or tool you use on a regular
basis.
Use
Design for adaptability & flexibility
Design for uncertainty
https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
-­‐ https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
FLOE Project
• http://floeproject.org

• Inclusive Learning Design
Handbook

• open components
addressing the gnarly
challenges

• learning personalization

• leveraging OER for one-
size-fits-one learning
SHOW & TELL
34
http://build.fluidproject.org/infusion/
demos/prefsFramework/
(learner options demo)
Inclusive Design Cards
https://wiki.gpii.net/index.php?
title=Inclusive_Design_Guidelines&redirect
=no
THANK YOU
Email: jmitchell@ocadu.ca
Twitter: @jesshmitchell

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OE Global Conference Action Lab

  • 1. NAVELS, SCRAPED KNEES, and PENDULA, Jess Mitchell OCAD University, Toronto April 14, 2016 Krakow Poland OE Global Conference How many of you consider yourselves designers?
 How many of you have had trouble opening a door here at AGH? Both push/pull and pushing it and it swings open wildly…
  • 2. 1. mismatch as design solvable 2. one-size-fits-one 3. design decisions — as exclusion 3 things I want to focus on
  • 3. D EF INE IN C LU SIVE DE SIG N Inclusive Design is design that considers the full range of human diversity with respect to ability, language, culture, gender, age and other forms of human difference.
  • 4. 3 TE NE TS OF IN C LU SIVE DE SIG N 1. recognize diversity and uniqueness • Let individuals be unique 2. use an inclusive process and tools • Nothing for us without us 3. have a broader beneficial impact • look at the big picture 3 tenets of ID 1. recognize diversity and uniqueness — how many of you consider yourselves average? so why do we design for the average? 2. use an inclusive process and tools — get experts to make the best solutions — if you’re designing learning materials for 6 year olds who are the experts? 3. have a broader beneficial impact — set out to solve for everyone — and at least know who you are implicitly excluding. Know your weakness!
  • 5. DISABILITY Inclusion then is about human difference — one way we describe people who are different is to talk about their difference as a disability. We sometimes hear disability describes as a medical condition — someone is afflicted, they can’t do something — they lack an ability.
  • 6. DISABILITY And it is often associated with the medical model of 4 main categories of disabilities: mobility impaired cognitively impaired hearing impaired seeing impaired But at the IDRC we completely redefine disability. It isn’t a medical condition to us…>>>
  • 7. MISMATCH Disability is a mismatch between the needs of the individual, their goals, and the learning experience offered Disability is not a personal trait and because it’s so context dependent, it is a relative condition not permanent. Accessibility = the ability of the learning system to match the needs of the individual >>>>>
  • 8. DISABILITY IS MISMATCH MISMATCH IS SOLVABLE D E S I G N C A N S O LV E M I S M AT C H ALL EXPERIENCE MISMATCH I got lost on my way to the museum last night so I flipped data roaming on on my cell phone and went to the museum website — but I couldn’t quickly find the directions, so I used up data and didn’t find the answer. It wasn’t a mobile site. Making content available to those with cognitive disabilities often means simplifying the content — you know who else benefits from that? What about the executive 2-pager? In some cases it’s become a 1- pager — they’re busy, they don’t have time or energy to focus. They are cognitively impaired at that moment. I was sitting in a lecture and I got a video from a friend — I wanted to watch it right away (i assure you it was relevant to the lecture) but it had no captions and I had the volume off. Putting earbuds or headphone on would have been too disrespectful so i couldn’t watch it. I wanted to work on this slide deck in the park yesterday — it was so beautiful out — but the sun was shining directly onto my screen making it impossible for me to read my monitor. I can change the brightness and contrast though — this simple solution also helps the sight impaired user who has partial sight but needs slight modifications. So now what — how can we do this Inclusive Design thing?? >>>>
  • 9. ONE-SIZE-FITS-ONE 9 Personalize Wherever  possible  take  a  one-­‐size-­‐fits-­‐one  approach  —  LET  THE  USER  DECIDE   when  you  can  offer  flexibility  and  customizability  or  personalization  do  it!       examples:   car  dashboard  —  with  digital  i  can  change  units   same  phone,  different  ways  to  organize  the  screen   sit  down  at  someone  else’s  computer  and  everything  is  different:  the  mouse  scrolls  the  other  way,  the  dock  is  somewhere  else,  the  hot  corners  keep  making  your  screen  fly  away.
  • 10. 10 • Pace, Path, Content, Delivery Method • Presentation modality - visual, sonification… • Pedagogical approach • individual, group, didactic… • Motivation – external, internal • Form of Feedback – formative and summative • Social support – peer, instructor, other • Degree of structure What is personalization in education?
 It is all of these things — and this is a lot. We have a lot of opportunities to let the learner decide.
  • 11. Student Agency and Self-Knowledge • learning to learn • metacognition • transitions • toward life- long learning To personalize their learning, learners need to understand what works best for them. They have to learn about how they learn best — is it by focusing on simplified text only or is it watching a video while following along with interactive text and also highlighting the physical book? Tactile? Many channels? Private studying? Studying in a group? This isn’t a trick question… No silver bullet; no one answer; the answer is all of the above.
  • 12. Navel Gazing and Meta-cognition • Learners as investigative scientists in their own learning • Data in accessible and tangible forms We’re exploring ways to help learners learn about themselves. To study themselves. We all think we’re fascinating — let’s learn why! Even this requires that we design inclusively — how we present the information should work for the individual. Is it highly visual? Is it text? E.g. my mom doesn’t understand all the visual metaphors we use in design: - antiquated save button in Word - Trash can for files - Google Maps example (two minus signs)
  • 13. Scraped Knees & Learning Through Failure and Mistakes • VR as risk-free simulation lab • Opportunity for trial and error • Opportunity to reflect on failure Get to know what works for you by trying things — in a safe way and safe place. You won’t shut out the lights in Cincinnati — rapid prototyping; 3D printing, VR simulations — all give us a chance to try things without committing too much or potentially losing too much. And we learn just how important and helpful failure can be! We all strive for perfection, for solutions. First thing you do if someone presents a problem to you —> you try to solve it. Slow down and WAIT. And explore. This is where Innovation happens! 1. Silly Putty — meant to be a synthetic rubber for WWII — there was a rubber shortage because of the war 2. Text Messages — cell phone carriers letting customers know about problems with their network 3. a precursor to Email — created to let hearing impaired computer engineer communicate with his wife 4. WD-40 meant to displace and repeal standing water to prevent corrosion in nuclear missiles. how many of you use it on your nuclear missiles?? 5. Rogaine was used to treat high blood pressure — hair growth was an unintended side effect 6. Play-Doh was a wallpaper cleaner in the 1930s 7. Microplanes were for wood or metal — I use them on orange rinds or horseradish when I cook!
  • 14. N IK E F LY E A S E Inspired by a letter to Nike by a basketball loving teenager with Cerebral Palsy — what resulted is a sexy shoe with an innovative entry that is usable and attractive to everyone.
  • 15. TRAM POLINE BLOORVIEW rehab hospital has one of these and what’s so cool about it is that you have kids in their integrated school program playing together without barriers and kids in wheelchairs who have never had the sensation of jumping can feel what it feels like to jump.
  • 16. S TOPG AP Stopgap created these little wedges to help folks in wheelchairs get into businesses in the GTA. Folks with strollers also use them — no one is inconvenienced by them and they help. Luke Anderson an avid mountain biker had an accident and became paralyzed. He started stopgap.
  • 17. O X O OXO good grips was created when the owner’s wife had trouble gripping tools because of some mild arthritis. These tools for kitchen and gardening became the go-tos in rehabilitation centres working with people on activities of daily living… Who else has trouble gripping things?
  • 18. O X O this population. OXO saw a market and broadened their products.
  • 19. We have examples in the digital world too: top 3 uses: 1. in a bar 2. in a gym 3. in bed with a sleeping spouse
  • 20. Pendulums & Polarization vs. Dynamic Balance • Diversity vs. binaries • Dynamic equilibrium through diverse perspectives • “Yes and”, not “but” • collaborate with others and compete with yourself sex.race.disability.age.colour.language.religion.maritalstatus.ancestry.culture. levelofeducation.genderidentity. genderexpression.recordofoffences. weareallthesame.wearepeople.weareequal. embracediversity.WearePARTOFTHEBALANCE. DiversitycreatesBalance These are exciting examples — let’s come back to what we need to do to get there… Instead of us versus them or those who need it versus those who don’t — we can think more fluidly.
  • 21. D ES IG N ID EAS: BRILLIANT OR E X CLU SIONARY? • With this brilliant design idea who just got excluded? • Is there a way I can bridge the gap I just created? A way I can solve for the mismatch or avoid it? One way we do this in the digital world is to make it multi-modal - text - audio - video - image avoid hard to read fonts or font sizes create an appropriate level of contrast simulations and visualization provide interesting challenges make targets easy to hit can you use it with the keyboard? be wary of time-based operations keep content structured — semantic content
  • 22. 1. mismatch as design solvable 2. one-size-fits-one 3. design decisions — as exclusion 3 things I want to focus on
  • 23. C H A N G E O F A P P R O A C H • Environmental Scan • Solve for mismatch - edge case • Scenarios • Gentle prototyping Rough outline of the process we use for inclusive design — NOT LINEAR First we try to understand the environment of what we’re working in. If we’re trying to solve a problem in a particular context we’d better understand that context really well and understand what solutions exist in that space — what their limitations are — what their successes are. Use cases — can’t enumerate people, they’re too unique and diverse if you begin to think of people as disabilities again here, you’re following a mental rut Scenarios will help you think through what someone does — they are a person with likes, dislikes, pressures, etc. Gentle prototyping because of the risk of going to a visual design too quickly.
  • 24. E D G E C A S E S “We have clients come to us and say, “Here’s our average customer:”, for instance, “She’s female, she’s 34 years old, she has 2.3 kids…” And we listen politely and say: “Well, that’s great but we don’t care about that person”. What we really need to do to design, is look at the extremes, the weakest, or the person with arthritis, or the athlete, or the strongest or the fastest person. Because if we understand what the extremes are, the middle will take care of itself”. – Dan Formosa, Smart Design, “Objectified”  http://sugoru.com/2013/07/14/designing-for-the-extremes/ They aren’t describing a person. It’s so abstracted and so removed from what a person does, it’s not that functionally useful. In other words, it’s useless. How about instead this is Elsa, she’s 34 years old and struggling to find a rhythm in her new job — she’s a school teacher in Sweden — teaching mostly 7 year olds. She works really long hours right now trying to get all of her lessons just right for the 33 kids in her class. She has a 2 year old who is very picky about what he eats. Her husband works on the opposite end of town. They have two cars and a goldfish. For a great read about how the average isn’t a real person and why we’ve historically come to defer to it so thoroughly, I recommend reading Todd Rose’s book, The End of Average that just came out in February this year. It’s a perspective changer itself.
  • 25. S CE NA RIO Elsa is trying to put together a lesson plan to bring her kids together — her class is quite diverse (she has children from conservative, traditional households, children from very liberal households, and children who have recently emigrated from Syria and are struggling to learn the language and integrate into the culture). There is one little boy in particular that Elsa is struggling to help — Adnan. 
 Now we have an opportunity to describe Adnan too — he comes to school hungry and seems as though he hasn’t eaten breakfast. Now I’m combining Elsa with a friend of mine in Boston who teaches in a poor area that is overwhelmingly latino — the kids come to school without having eaten breakfast — they can’t learn… My own lack of knowledge about Sweden is going to limit me here… But you get the point… How might we describe a problem that Adnan is having and how might we solve it? Singing to get to language learning — go fish games GAMES. MULTI-MODAL 
 Would the other kids benefit form it too??
  • 26. HOW CAN I DO THIS? • think about the edge cases early and solve for them — MISMATCH • can you let the user decide — ONE-SIZE-FITS- ONE • think about design decisions as excluding rather than solving — BRILLIANT? EXCLUSIONARY?
  • 27. LET’S DO THIS NOW • think about a problem you want to solve • think about the edge case — create a persona • think about a use case — your persona in action MISMATCH • solve for them ONE-SIZE-FITS-ONE • ITERATE — watch for Design BRILLIANCE THAT EXCLUDES
  • 28. 28 Principle Accessible Communication Tools Accessible Design Tools Accessible Development Tools Synchronized Design Assets Pair up with a co-worker to sketch or code Exchange your ideas/projects with participants from different disciplines in your organization on regular basis to get their feedback Find an open-source community where you can ask questions and/or contribute Keep track of meeting notes, sketches and research in a wiki or other open repository Working together with others toward a common desired outcome and shared goal is an important part of the inclusive design process. We all bring our unique experiences, skills and talents to the table, and as a result, working collaboratively ensures more diverse perspectives and therefore a more inclusive design process. By working with others rather than in isolation we learn from one another; we share the responsibility for an outcome, and in doing so we learn to trust one another and rely on each other’s expertise. Learning to work collaboratively requires an adjustment in the way that we approach our work. Gathering and incorporating ideas from a diverse group often takes more time and patience. Questions of ownership or credit sometimes arise. However, these challenges are far outweighed by the benefits, as the rich and diverse perspectives gained by working collaboratively ultimately enhance the work. Inclusive Design Guidelines Practice Collaborate Inclusive Design Guidelines Practice Collaborate Try Why Diverse participation & perspectives How • • • • https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no - https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
  • 29. 29 Personae are models representing potential stakeholders who may use a product or service. Although they are fictional people, their needs, characteristics, goals and motivations are rooted in the insights and feedback collected from various sources including interviews/surveys or through familiarity with the needs and interests of self, co-workers, friends or family members. They begin as early, provisional sketches and often evolve through iterations as more information is gathered. Personae are behavioural models; they do not represent the full demographics of any given population of complex and unique people. They enable designers, developers and evaluators across a project to keep a broad and diverse collection of stakeholders in mind. They must be developed and used with care in order to avoid stereotyping or fictionalizing the user, and they must be tempered with the awareness that no single persona or group of personae can independently determine the full range of potential uses of a product or service. Inclusive Design Guidelines Tool Personae Inclusive Design Guidelines Tool Think about various users in your domain with unmet needs Imagine a user, inspired by people you know that is unique and doesn’t simply represent the norm, the average, or the typical Draft the first version of your persona. Give it a name, describe her life, needs, preferences, likes and dislikes Re-iterate and evolve your persona as you collect more feedback form potential users and/or stakeholders Personae Try 1. 2. 3. 4. UX Walkthroughs User States & Contexts Use-Cases Combine with https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no - https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
  • 30. 30 Use cases describe particular scenarios in which a persona may encounter and use a product or service, providing more detail about specific tasks and goals as well as helping to map out the potential steps in a workflow. User personae and accompanying use cases are not meant to exhaustively describe all potential stakeholders or situations; rather they help to illustrate key goals, the main steps that should be taken towards achieving that goal, and behaviour patterns related to the design in question. In an Inclusive design process it is important to include edge cases. These are personae and use-cases that describe both users with needs that are not typically considered in the design process, as well non-typical or unexpected uses of a product or service. Use-cases present a picture of a person in a specific context, with available tools, existing constraints and potential distractions, who is hoping to achieve a specific goal using the product or service in question. Inclusive Design Guidelines Tool Use-Cases Inclusive Design Guidelines Tool Imagine what is your persona hoping to achieve with your product/system (be specific) Describe the context, the available tools, the constraints, potential distractions, etc. Describe how your product can help the persona achieve their goals Re-iterate and evolve your use-cases as you collect more feedback form potential users and/or stakeholders and your project moves forward Use-Cases Try 1. 2. 3. 4. Personae User States & Contexts Combine with https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no - https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
  • 31. 31 The medical model defines disability as a trait; something permanent and limiting. In contrast, an inclusive design approach is one that perceives disability as a mismatch between our needs and the design features of a product, built environment, system or service. This shifts the responsibility to the design, and to the designer, to correct the mismatch. For example, a digital interface with poor contrast does not match the needs of someone standing in direct sunlight or someone with low vision. Inclusive design considers this mismatch to be conditional, solvable through design, and the result of many factors, including: • Context (e.g. upon waking up in the morning) • Environment (e.g. a dark room) • Hardware and software variations (e.g. desktop vs. smartphone) • Unique personal needs and learning styles (e.g. I prefer to listen rather than read). Inclusive Design Guidelines Principle Disability as Mismatch Inclusive Design Guidelines Principle Disability as Mismatch Try Record three examples of an experience of mismatch that you’ve had, no matter how large or small. For example - standing at an automated bank machine in the glare of the sun, I couldn’t see the screen at all. How did you feel when this happened? What did you do about it? Use Focus on functional needs & preferences Design for adaptability & flexibility https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no -­‐ https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
  • 32. 32 We all have diverse needs, and we all experience changes in our lives, in both the short-term and long-term, that affect our interests, goals and desires. As a result, designs that are flexible and allow for customization are more likely to meet our needs. A one-size-fits-one approach avoids the often segregated and specialized design solutions that are intended to meet the needs of those “on the margins”. These solutions do not serve the individual or society in the long run. Adaptable designs that allow for personalization result in integrated systems that work better for everyone. In the digital world, we have the freedom to create a design system that can adapt, morph, or stretch to address each design need presented by each individual. One-size-fits-one design solutions give us the power to discover and choose what works best for us in any given context. This puts more control into the hands of any one of us to create our own experience, and to modify this experience as needed. Inclusive Design Guidelines Principle One-Size-Fits-One Inclusive Design Guidelines Principle One-Size-Fits-One Try Think of something you’ve come across in your daily life that demonstrates an adaptable design. For example, an office chair with multiple adjustment features, or a suitcase that can be turned into a backpack. How could this design be improved to offer additional or different adaptations? If you can’t think of anything, consider 3 adaptations you’d like to have on a product or tool you use on a regular basis. Use Design for adaptability & flexibility Design for uncertainty https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no -­‐ https://wiki.gpii.net/index.php?title=Inclusive_Design_Guidelines&redirect=no
  • 33. FLOE Project • http://floeproject.org • Inclusive Learning Design Handbook • open components addressing the gnarly challenges • learning personalization • leveraging OER for one- size-fits-one learning
  • 34. SHOW & TELL 34 http://build.fluidproject.org/infusion/ demos/prefsFramework/ (learner options demo) Inclusive Design Cards https://wiki.gpii.net/index.php? title=Inclusive_Design_Guidelines&redirect =no