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Designing for Inclusions helps everyone :: Bryce Johnson :: Infocamp 2012
Accessibility Camp Seattle
Even I feel like
this some of the
time
Inclusive Design
The design of mainstream products and
services that are accessible to, and usable by, as
many people as reasonably possible ... without
the need for special adaptation or specialized
design.
No one wants
an old people
phone
Disability by class and situation
CATEGORY              INCLUDES (BUT IS NOT LIMITED TO)...            SITUATIONAL


Vision                Low vision, blindness, Myopia,                 Zooming in to a webpage on your
                      colorblindness, Glaucoma, Macular              phone while you are in direct sunlight
                      Degeneration, Cataracts


Movement              Paralysis, tremors, missing or loss of         Trying to click a target that is too small
                      limb, weakness                                 on a phone while riding a bumpy bus

Hearing               Hard of hearing, deafness                      Riding an airplane wearing loose
                                                                     earphones
                                                                     Watching TV in a noisy bar or gym


Cognitive, reading,   Dyslexia, ADHD, low reading level,             Search engines, international or young
and learning          Stroke, Autism                                 readers



                                      Adapted from Universal Design for Web Applications by Wendy Chisholm and Matt May
In 2012 the average
game player age
was 37 years old, up
from 30 years old in
1995.


The average age of
the most frequent
game purchaser is
41 years old.


29% of gamers were
50 years or older in
2011.
MOVEMENT
Movement

• Optimize the Flow Order
• Be aware of Focus Handling & Context Switching
• Create multi-modal experiences
HEARING
Hearing

• Provide Captions
• Don’t use audio only indicators
• Create multi-modal experiences
VISION
Vision

• Design with adequate color contrast
• Allow users to increase text size and zoom into the UI
• Optimize the flow order
• Be aware of focus handling & context switching
• Provide descriptive labels, appropriate metadata and alternative
  descriptions
• Create multi-modal experiences
• Provide descriptive audio for videos
COGNITIVE & LEARNING
Cognitive, reading, and learning

•   Indicate progress – reminders, progress bars, label each step
•   Help recover from errors – Defensive Design, clear error
    messages
•   Be Consistent
•   Avoid distractions during tasks
•   Create multi-modal experiences
•   Plain language
Thanks
Bryce Johnson | @brycej
Disability by class and situation
CATEGORY              INCLUDES (BUT IS NOT LIMITED TO)...            SITUATIONAL


Movement              Paralysis, tremors, missing or loss of         Trying to click a target that is too small
                      limb, weakness                                 on a phone while riding a bumpy bus

Hearing               Hard of hearing, deafness                      Riding an airplane wearing loose
                                                                     earphones
                                                                     Watching TV in a noisy bar or gym


Vision                Low vision, blindness, Myopia,                 Zooming in to a webpage on your
                      colorblindness, Glaucoma, Macular              phone while you are in direct sunlight
                      Degeneration, Cataracts


Cognitive, reading,   Dyslexia, ADHD, low reading level,             Search engines, international or young
and learning          Stroke, Autism                                 readers



                                      Adapted from Universal Design for Web Applications by Wendy Chisholm and Matt May

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Designing for inclusions helps everyone bryce johnson - infocamp 2012

  • 1. Designing for Inclusions helps everyone :: Bryce Johnson :: Infocamp 2012
  • 2.
  • 4.
  • 5. Even I feel like this some of the time
  • 6. Inclusive Design The design of mainstream products and services that are accessible to, and usable by, as many people as reasonably possible ... without the need for special adaptation or specialized design.
  • 7. No one wants an old people phone
  • 8. Disability by class and situation CATEGORY INCLUDES (BUT IS NOT LIMITED TO)... SITUATIONAL Vision Low vision, blindness, Myopia, Zooming in to a webpage on your colorblindness, Glaucoma, Macular phone while you are in direct sunlight Degeneration, Cataracts Movement Paralysis, tremors, missing or loss of Trying to click a target that is too small limb, weakness on a phone while riding a bumpy bus Hearing Hard of hearing, deafness Riding an airplane wearing loose earphones Watching TV in a noisy bar or gym Cognitive, reading, Dyslexia, ADHD, low reading level, Search engines, international or young and learning Stroke, Autism readers Adapted from Universal Design for Web Applications by Wendy Chisholm and Matt May
  • 9. In 2012 the average game player age was 37 years old, up from 30 years old in 1995. The average age of the most frequent game purchaser is 41 years old. 29% of gamers were 50 years or older in 2011.
  • 10.
  • 11.
  • 13.
  • 14. Movement • Optimize the Flow Order • Be aware of Focus Handling & Context Switching • Create multi-modal experiences
  • 16.
  • 17. Hearing • Provide Captions • Don’t use audio only indicators • Create multi-modal experiences
  • 19.
  • 20. Vision • Design with adequate color contrast • Allow users to increase text size and zoom into the UI • Optimize the flow order • Be aware of focus handling & context switching • Provide descriptive labels, appropriate metadata and alternative descriptions • Create multi-modal experiences • Provide descriptive audio for videos
  • 22. Cognitive, reading, and learning • Indicate progress – reminders, progress bars, label each step • Help recover from errors – Defensive Design, clear error messages • Be Consistent • Avoid distractions during tasks • Create multi-modal experiences • Plain language
  • 24. Disability by class and situation CATEGORY INCLUDES (BUT IS NOT LIMITED TO)... SITUATIONAL Movement Paralysis, tremors, missing or loss of Trying to click a target that is too small limb, weakness on a phone while riding a bumpy bus Hearing Hard of hearing, deafness Riding an airplane wearing loose earphones Watching TV in a noisy bar or gym Vision Low vision, blindness, Myopia, Zooming in to a webpage on your colorblindness, Glaucoma, Macular phone while you are in direct sunlight Degeneration, Cataracts Cognitive, reading, Dyslexia, ADHD, low reading level, Search engines, international or young and learning Stroke, Autism readers Adapted from Universal Design for Web Applications by Wendy Chisholm and Matt May