Chp 2: Inclusive Design
Lifespan Design
(synonymous w/ Transgenerational Design)
Exclusion
*Adjustments = inclusive -height & depth of the seat is adjustable -tilt of the back is adjustable -armrest height & width are adjustable = armrest is designed to fit the wide ranges of sizes, postures, and activities -narrow backs allow the arms to move freely -backs are designed to fit to the curvature of the spine and body
Universal Design
-Ron Mace "the design of products & environments to be usable by all people, to the greatest extent possible, w/o the need for adaption or specialized design" *simplify the life for everyone by making products, communications, and the built environment more usable by as many people as possible at little or no extra cost *all ages and all abilities -Gregg C. Vanderheiden "the process of creating products (devices, environments, systems, and processes) which are usable by people w/ the widest possible range of abilities, operating within the widest possible range of situations (environments, conditions, and circumstances)"
Wayfinding Methods
-examining the circulation path through spatial organization or building layout -providing visual cues such as landmarks -providing direction through signage -providing directories to assist in wayfinding -designing maps that are easy to read -using color and lighting to reinforce the pathway
Limitation
-impairment -> Limitation *most preferred
Principles of Universal Design (7)
1. Equitable Use: design = useful & marketable to people w/ diverse abilities 2. Flexibility in Use: design = accommodate a wide range of individual preferences & abilities 3. Simple and Intuitive Use: design = easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level 4. Perceptible Info: design = communicates necessary info effectively to the user regardless of ambient conditions or the user's sensory abilities 5. Tolerance for Error: design = min. hazards & the adverse consequences of accidental or unintended actions 6. Low Physical Effort: design = can be used efficiently & comfortably & w/ a min. of fatigue 7. Size and Space for Approach and Use: Appropriate size & space is provided for approach, reach, manipulation, & use regardless of user's body size, posture, or mobility
Comparison of UD & ID
1. People -intent of ID = involve all people in a project during the entire design process 2. Diversity -equitable use: the design is useful & marketable to people w/ diverse abilities 3. Choice -simple & intuitive use: design is easy to understand -low physical effort: the product or environment can be used efficiently, comfortably, & w/ minimal fatigue 4. Flexibility -flexibility in use: the design accommodates a wide range of individual preferences & abilities 5. Convenience -perceptible info: necessary info is communicated effectively to the user -tolerance for error: the design min. hazards & the adverse consequences of accidental or unintended actions -size and space for approach and use: appropriate
Principles of Inclusive Design (5)
1. People - place people @ the heart of the design *everyone connected to the design of the product or environment should be involved in the design process from the beginning 2. Diversity - acknowledge diversity and difference *diversity: various ages, abilities, limitations, etc 3. Choice - offer choices where a single design solution cannot accommodate all users *one solution cannot address everyone's needs *choices are necessary 4. Flexibility - provides for flexibility in use *products & environments adapt to changes of various users from toddlers to those in wheelchairs 5. Convenience - design buildings & environments that are convenient & enjoyable to use for everyone *considers roads, parking, walkways, entrances & other routes *considers signage, lighting, visual contrast, materials, etc *provides all people w/ dignity, comfort, and convenience; allows people to be independent & participate equally in activities
Eden Alternative Principles
1. the three plagues of loneliness, helplessness, and boredom account for the bulk of suffering among our elders 2. an elder-centered community commits to creating a human habitat where life revolves around close & continuing contact w/ plants, animals, and children. it is these relationships that provide the young and old alike w/ a pathway to a life worth living 3. loving companionship is the antidote to loneliness. Elders deserve easy access to human and animal companionship 4. an elder-centered community creates opportunity to give as well as receive care. this is the antidote to helplessness 5. an elder-centered community imbues daily life w/ variety and spontaneity by creating an environment in which unexpected and unpredictable interactions and happenings can take place. this is the antidote to boredom. 6. meaningless activity corrodes the human spirit. the opportunity to do things that we find meaningful is essential to human health 7. medical treatment should be the servant of genuine human caring, never its master 8. an elder-centered community honors its elders by de-emphasizing top-down bureaucratic authority, seeking instead to place the max. possible decision-making authority into the hands of the elders or into the hands of those closest to them 9. creating an elder-centered community is a never-ending process. human growth must never be separated from human life 10. wise leadership is the lifeblood of any struggle against the three plagues. for it, there can be no substitute
Inclusive Design
CABE (Commission for Architecture and the Built Environment) "the process by which places are planned, designed and built, managed and used, w/ people like us in mind. It creates places which we can all use w/ ease and dignity & where we have a sense of belonging"
Transgenerational Design
Making products & environments compatible for physical & sensory limitations that may restrict major life activities *accommodate & appeal to people of all ages & abilities *young to old
Responsive
everyone involved in the project -must respond to the daily users' needs, which may be specific needs for the present (e.g. being accessible, providing supportive products such as canes and wheelchairs) as well as for the future (e.g. being adaptable to aging changes) *ID= accessibility must be invisible & not draw attention to a disability
Secure
health, safety, and welfare -min. hazards, providing good indoor air quality, selecting nonslip or nonglare products, and providing fire alarms and secure entrances are examples of the secure criterion
Wayfinding
methods people use to navigate through unfamiliar territory; purpose is to direct people through a primary circulation path (corridors, aisles) that lead to various destinations
Characteristics of Aging
older (65+) Changes in Vision -inability to adapt to changing light levels -susceptible to veiling reflections -yellow tinting of the human lens -reduced amount of light perceived -reduced ability to discern detail -restricted depth perception -reduced perception of contrast Changes in Hearing -difficulty hearing high frequencies -difficulty hearing w/ ambient or background noise Changes in Cognitive Ability -decrease in ability to make judgments -reduced attention span -depression -disorientation Changes in Mobility -reduced mobility -fear of falling -reduced bone density and weakened joints
Baby Boomer
people born during the demographic post-World War II baby boom approximately between the years 1946 and 1964. This includes people who are between 52 and 70 years old in 2016. According to the U.S. Census Bureau, the term "baby boomer" is also used in a cultural context.
Accessible
product or environment must comply w/ the ADA and use the ADAAG
Accessible Design
products and environments are designed and constructed so that people w/ disabilities may access and use them *design is geared to a specific group of people (people w/ disabilities)
Designing For All
products, environments, and services that can be used by many people w/o the need for adaption. *human diversity, social inclusion, and equality.
Adaptable
the flexibility for people of various ages, abilities, ethnicity, etc -product or environment must be convenient & easy to use w/ min. effort; its directions should be easy to understand -user should be able to enjoy the product or environment in the dame way as everyone else -there are options (e.g. choice of entrances rather than only one for someone in a wheelchair