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Universal Design
Principles and Practices
Moyen Mustaquim
November 2012
Agenda
• Universal Design and Inclusive Design
• Design Concept
• Design Process
• Need Finding
• Design Guidelines and Evaluation Criterias
• Universal Design Principles- 7 Principles
• Elaboration of 7 Principles
• UD vs Assistive Technology
Universal Design
• is a term coined by architect Ron Mace
• is about ensuring that environments,
products, services and interfaces work for
people of all ages and abilities
• is a general approach to designing in which
designers ensure that their products and
services address the needs of the widest
possible audience, irrespective of age or
ability
• Aims to produce accessible, usable and
desirable products for the whole population
Inclusive Design
By The British Standards Institute (2005) British Standard 7000-6:2005.
Design management systems - Managing inclusive design - Guide
"The design of mainstream products and/or services that are accessible to,
and usable by, as many people as reasonably possible ... without the
need for special adaptation or specialized design.“
Inclusive design is not:
• Simply a stage that can be added in the design process
• Adequately covered by a requirement that the product should be easy
to use
• Solely about designing products for a particular capability loss
• Naively implying that it is always possible (or appropriate) to design one
product to address the needs of the entire population
Why Universal Design? • There are already 130 million people over 50 in the
European Union
• By 2020, one in every two European adults will be
over that age
• The effects of rapidly ageing populations, and
growing numbers of people with disabilities, are
having a profound effect on new product and service
development
• The need for a more socially inclusive approach to
designing is rising up the business agenda
• Design development which includes the needs of
marginalized groups of people is regarded as not just
socially desirable but a commercial opportunity
Some Concepts
• Design exclusion
• Design for all (Universal Design)
• Barrier free design
• A change of attitude
Design Exclusion • Some designs exclude people, many times
unnecessary
• To design inclusively, it is important to
consider the worst case conditions
• Older and disabled people suffer
• So do economically vulnerable groups
• Groups affected by changing technologies
and work practices
• Number of people adversely affected by
decisions made during the specification and
design process
Universal Design
• Strives to integrate all people, including
those with disabilities, the elderly and
children into our society
• The growing movement to integrate
disabled people into mainstream society
• Changes required to accommodate the
disabled actually benefit the whole
population
• Can be achieved relatively inexpensively
with a little forethought
Barrier-free Design
• Use design features to overcome barriers of
different kinds
• Developed during the Civil Rights and Disability
Rights Movements by those trying to prevent
discrimination against people with disabilities.
• Barrier-free design now influence policies,
design practices and law through the
standardization of codes for access to the built
environment, but workplace injuries continue to
increase.
A Change of Attitudes
• Future consumer markets will be
more diverse than ever in terms of
age and physical ability.
• In the past, design education
looked at special needs design for
needs group. Now the focus is on
better mainstream solutions for
everyone
Universal Design Process
Mustaquim (2012)
Universal Design Framework Mustaquim (2012)
Steps in Design Process
Discover: The systematic exploration of the
perceived need to ensure the right design
challenge is addressed, with due
consideration of all stakeholders; leading to
the first output, an understanding of the real
need
Translate: The conversion of this
understanding into a categorized, complete
and well defined description of the design
intent; leading to the second output,
a requirements specification
Create: The creation of preliminary concepts
that are evaluated against the requirements;
leading to the third output, concepts.
Develop: The detailed design of the final
product or service, ready to be manufactured
or implemented; leading to the final
output, solutions.
Need Finding
A design challenge can arise from a variety of
different contexts, such as:
• A newly identified market opportunity
• The availability of a new technology
• A requirement to update or repackage an existing
product or service
The subsequent discover stage of the product
development process encourages exploration of the
real needs of all of the relevant stakeholders, leading
to an understanding of the true underlying challenge
without any implicit prejudice to a particular solution.
This is important as it is often assumed that the
perceived need accurately represents the true
problem. However, experience shows this is not
always the case, it being easy to provide a solution
to meet the wrong need. A thorough exploration of
the design context will ultimately lead to the
identification of the real need.
Design Guidelines and Evaluation Criteria (Lane, Usiak, & Moffatt, 1996; Lane, Usiak, Stone, & Scherer, 1997).
• effectiveness,
• affordability,
• reliability,
• portability,
• durability,
• securability,
• physical security/safety,
• learnability,
• physical comfort/acceptance,
• ease of maintenance/repairability, and
• operability.
Universal Design Principles
Version 2.0, Copyright 1997: North Carolina State University, the Center for Universal Design .
• PRINCIPLE ONE: Equitable Use
The design is useful and marketable to people with diverse abilities .
• PRINCIPLE TWO: Flexibility in Use
The design accommodates a wide range of individual preferences and abilities.
• PRINCIPLE THREE: Simple and Intuitive Use
Use of the design is easy to understand, regardless of the user 's experience, knowledge,
language ,skills, or current concentration level.
• PRINCIPLE FOUR: Perceptible Information
The design communicates necessary information effectively to the user , regardless of
ambient conditions or the user's sensory abilities.
• PRINCIPLE FIVE: Tolerance for Error
The design minimizes hazards and the adverse consequences of accidental or unintended
actions.
• PRINCIPLE SIX: Low Physical Effort
The design can be used efficiently and comfortably and with a minimum of fatigue .
• PRINCIPLE SEVEN: Size and Space for Approach and Use
Appropriate size and space is provided for approach, reach , manipulation, and use regardless
of the user 's body size, posture, or mobility.
Equitable Use • Provide the same means of use for all users:
identical whenever possible, equivalent when not.
• Avoid segregating or stigmatizing any users.
• Make provisions for privacy, security, and
safety equally available to all users.
• Make the design appealing to all users.
Flexibility in Use • Provide choice in methods of use.
• Accommodate right- or left-handed access and
use.
• Facilitate the user's accuracy and precision.
• Provide adaptability to the user's pace.
Simple and Intuitive Use • Eliminate unnecessary complexity.
• Be consistent with user expectations and
intuition.
• Accommodate a wide range of literacy and
language skills.
• Arrange information consistent with its
importance.
• Provide effective prompting and
Perceptible Information • Use different modes (pictorial, verbal, tactile)
for redundant presentation of essential information.
• Maximize legibility of essential information.
• Differentiate elements in ways that can be
described (i.e., make it easy to give instructions
or directions).
• Provide compatibility with a variety of
techniques or devices used by people with
sensory limitations.
Tolerance of Error • Arrange elements to minimize hazards and
errors: most used elements, most accessible;
hazardous elements eliminated, isolated, or
shielded.
• Provide warnings of hazards and errors.
• Provide fail-safe features.
• Discourage unconscious action in tasks that
require vigilance.
Low Physical Effort • Allow user to maintain a neutral body position.
• Use reasonable operating forces.
• Minimize repetitive actions.
• Minimize sustained physical effort.
Size and Space for
Approach and Use
• Provide a clear line of sight to important
elements for any seated or standing user.
• Make reach to all components comfortable for
any seated or standing user.
• Accommodate variations in hand and grip size.
• Provide adequate space for the use of assistive
devices or personal assistance.
Advantages of UD: Over
Assistive Technology • reduced cost of a device due to greater economies of scale
realized by mass production;
• greater availability of usable design s that were produced in
quantity and marketed through a variety of common
channels;
• longevity of a device that continues to serve people even as
their abilities change;
• better reliability of devices that were mass produced;
• easier reparability of common devices;
• inclusion of a person with a disability in using the same
tools as everyone else in the family for everyday activities;
and
• lack of stigma associated with devices that are used by
everyone.
Future of Universal Design
• What Companies need to do? – Statistical Justification
– Performance Measures (to maximize
usability)
– Proper guidance to market products
• Two Trends- – Globalization of marketplace
– Aging of population
Reflection
• Which design will thrive? – Design that reflects that users are more important or
– Design that focuses art
• ‘Advertizing a product as being
useful only for old people or those
with disabilities’- Can this be kiss of
death for a company?