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include2009

PROCEEDINGS

© 2009 Royal College of Art

All rights reserved. No part of this book may be reprinted or reproduced or utilized in any

form or by any electronic, mechanical, or other means, now known or hereafter invented,

including photocopying and recording, or in any information storage or retrieval system,

without permission in writing from the publishers. Every effort has been made to ensure

that the advice and information in this book is true and accurate at the time of going to

press. However, neither the publisher nor the authors can accept any legal responsibility or

liability for any errors or omissions that may be made. In the case of drug administration, any

medical procedure or the use of technical equipment mentioned within this book, you are

strongly advised to consult the manufacturer’s guidelines.

ISBN: 978-1-905000-80-7

Conference sponsor: Audi Design Foundation

Conference supporters: Design Science, EPSRC, SPARC

Conference partners: Cambridge Engineering Design Centre, i-design, KT-Equal

Conference organisers: Helen Hamlyn Centre

Conference chairs: John Clarkson, Melanie Howard, Stephen Wilcox

COPYRIGHTi

Posters

Adventures in Design Research Carina Ngai

Bus for everybody - Nishitetsu Bus case study in Japan Shinzo Kaneko, Yasuyuki Hirai, Nermin Eloka, Hiroshi Goto, Kazmua Hara, Sheigo Hiramatsu, Nobuyuki Matsukuma, Kyoko Matsuoka

Conciliating Different and Conflicting Needs in the Construction of Tactile Guiding Blocks: Three Cases from Taiwan Tasing Chiu

Design activities to create innovation in local healthcare access Hyojin Nam, Fiammetta Costa, Lekshmy Parameswaran, Laszlo Herczegh, Gianfranco Cassissa

Designing a Visible City for Visually Impaired Users Robert White, Michael Grant

Designing out stigma - The potential of contradictory symbolic imagery Renato Bispo, Vasco Branco

Dynamic Seating position- PosedinMobiliary system that favors the seating position, for children with motor disabilities Monica Paola Gonzalez Rico

Invisible Inclusivity: Raising the Bar within the Design Community Kimberly Albritton

Sharing migrant stories: inclusion through facilitation of storytelling Muhamad Reza Akil, Annemiek van Boeien, Stella Boess

Sprout On-Line Design Scorewheel Robert Brown

Tactile and visual guide for kids with cerebral paralysis and low vision Aná Márcia Salgado, Emanuele Biolo Magnus, Joana Cunha

The research into blood-oxygen in the lower extremities at sitting Sanja Horvat, Ivica Grbac

The Transition of Barrie-Free Environmental Concept in Taiwan Tzeng Szu-yu

Universal Design in Third Level Design Teaching in Ireland Marie Callanan, Antionette M. Fennell, Gerald M. Craddock, James E. Hubbard, Heike Owens, Mark R. Dyer

User Characteristics: Professional vs. Lay Users Abdusselam Selami Cifter, Hua Dong

Video-game portrait: A child's vision on displacement Carrillo Jairo Eduardo, David Castro, Pablo Figueroa, Juliana Barreto, Camila Garcia

Mapping and documenting conflicts between Users and Built Environments Hubert Froyen, Evelien Verdonck, Dirk De Meester, Ann Heylighen

CONTENTS

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Adventures in Design Research BY CARINA NGAI Adobe Systems Inc., 345 Park Avenue, San Jose, CA 95110, USA [email protected]

Abstract Designers and researchers have traditionally worked in isolation. In this paper, I’ll discuss how they can best work together, to shape products that give users better experiences. I argue that designers should play an active role in design research. Researcher-designer collaboration is an emerging practice, and experimentation is essential to finding its best uses, and its limits. This type of collaboration may not lead to research studies producing more definitive results, in the traditional sense – but even if such studies’ outcomes seem ambiguous, they can still be valuable, by suggesting opportunities for future work, and stimulating creativity. In particular, this collaboration can inspire designers to take a more holistic view of their work, and focus less on solving narrow technical problems, than on meeting users’ broader, unmet needs and desires. Keywords Design, research, user interface, user experience, methods, analysis, innovation, emerging, practices, process, collaboration Outline Design research can do more than solving technical challenges and user interface problems – it can also help them understand and address our users’ unmet needs. And it can contextualize design opportunities and problems, leading to products that are more inspirational and emotional engaging. Introduction We, as experience designers, need to take a holistic view of what technology means to our users, with their individual personal aspirations and social relationships, rather than focusing narrowly on the layout of the user interface or workflows as design outcomes. What is Design Research? When research is mentioned, people often think of pure numbers and statistics and charts. This type of research is called Quantitative Research. Design Research is the injection of design elements into a research project, or vice versa.

Designers are traditionally seen as form givers, who start work only when given research data, rather than participating in the research process itself. But by engaging in the research process, design can empower research. With their unique thought patterns and attention to sensory concerns, designers bring an invaluable perspective to the research process, often leading to unexpected outcomes. A key reason is that during

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research exercises, they can interact directly with users, and help us understand users’ needs in multiple dimensions.

During the analysis phase, designers can engage in visual explorations, in an effort to find hidden relationships within large quantities of research data. Designers can make sense of data using both visual language, and storytelling methods. Then we can identify patterns and discover opportunities, and make a “creative leap” toward crafting richer, more powerful solutions. Case Study 1: Floss Adobe has been in the consumer space for the last couple of years. The Elements product line (Photoshop Element and Premiere Elements) is meant to enable non-professional users (Hobbyists) to be creative with their photos and videos. In the wake of the launch of Elements, we focused on introducing new features to make these applications more powerful. In 2007, we began to rethink our strategy and launched the Floss project, an effort to investigate the current consumer space, re-examine our users’ behaviours and desires, and see if these align with our current product offerings. Floss is a design-driven research project that was lead by both Experience Designers and Researchers. Can Adobe continue to be competitive, using our current business model and approach to design? How can we make sure our products succeed in the ever-changing market of photo-sharing communities? Traditionally, we would select a group of target users and show them some mockups to test early design concepts. This time, we want to understand our user’s values, aspirations, and social networks first. Instead of showing them what we think they may like, we designed a colourful journal booklet that’s filled with playful activities, and asked them to tell us their story. We asked them to draw, take snapshots, and write out thoughts on a certain topic, like technology. We encouraged the participants to have some fun, and play with us. We were not looking for answers, but wanted them to be curious, wander around, and be inspired.

Figure 1: Design of Floss journal booklet

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Figure 2: Voices of Floss participants Figure 2: Voices of Floss participants We collected a library of interesting insights from the participants, ranging from a nursing, stay-at-home mother who wants to share pictures of her new born twins with her working husband; to another busy mother who was forced to learn how to set up routers and a network at home, but still feel likes a “dinosaur” around her 6 year old boy; to a fearful mother trying to limit her teenager daughter’s social-network use to sites like MySpace; to a “social butterfly” yoga teacher who enjoys being a “resource” to her friends; to an aspiring “family memory keeper” dad. Each individual expressed his or her thoughts, desires, and values in face-to-face discussions, and in their journal booklets. As designers, we were sensitive to capturing their home surroundings (e.g. the refrigerator that’s filled with friends’ pictures and greeting notes) and their feelings about certain topics (e.g. the participant who was really embarrassed to show us her old camera). As designers, we sensed their passion and were able to identify their personalities. Based on these observations we found patterns, and drew up imagined best and worst product-use case scenarios. We had already begun the design process as we started talking to the participants. Analysis: Some of the most interesting findings from Floss include: (1) Technology adoption is a social process. (2) Photo activities never happen in isolation. These were exciting findings because there isn’t any product in the consumer market place that addresses such issues yet. Our participants had expressed frustration that one or more family members - usually an older parent - always have a hard time learning how to share and view photos. These family members were willing to learn but their mental maps didn’t enable them to adapt to the current design workflow model. As a result, these participants had to try to do “tech support” over the phone with their older parents. While the market is flooded with sophisticated offerings for many trendy photo sharing sites, can Adobe address this cross-generation learning gap, and make an easier workflow within family?

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Figure 4: Visual mapping study during the Floss analysis Floss was an experimental project, and its outcome was not meant to have a functional demo prototype. The research studies concluded with our drawing up visual mind-maps for our users. These maps may be the basis for our product team to create and add useful features to our products. And such research studies can provide us with a crucial inspiration as we plan ahead. Case Study 2: Putting engineers in designers’ perspective It’s important for every member of the product team to understand the core values of our target users, whom we call “Hobbyists.” In the beginning of every product cycle, Adobe’s Element team would do a round of research study to update our user profiles. Most of the hobbyists are located in the US, and it can be quite challenging when we present these data to our India-based engineering team.

Our Indian engineering team seems to have a very different perspective on our end users, than the one we get from our research studies. For example, in our research studies, we noticed that our users tend to sit quite far away from their monitors, and sometimes squint as they to try to see what’s on their screens. So it’s not surprising that one of the most popular feature requests is for a “Full screen edit/preview” mode. This surprise our Indian engineers because in their culture, computer users sits very close to the monitor, due to their compact living and work spaces.

During the research studies, after the home visit, we left a long roll of draft paper and some colored pens for our users, and asked them to diagram their creative process, from start to finish, when they work on their photos and videos. The result was incredibly inspiring, and these drawings serve as a window into how the hobbyists plan out and work on their media, and what’s important to them. We sometimes found many stick figures that represent a large social network, or smiley/sad faces to represent fun or frustrating steps of the process.

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Figure 5: Example of user drawings Figure 6: Example of user drawings We put up these drawings up in our conference rooms in India. Each drawing is labeled with an actual picture of the user. This visual presentation quickly drew the attention of our engineers, and probed them to ask many questions. This is a very encouraging result, as this is a rather quiet and shy team. In order to make the research a more impactful experience for the engineers, I also organized a “Design Challenge”. A “Design Challenge” is a fun activity that helps a product team understand the needs and point of view of its users, and also engage directly in design work. It’s especially important for engineers to have a holistic view of how users think, because they can easily lose sight of this, when they’re so focus on the technical details of their daily work. For them, a Design Challenge can be particularly valuable because it helps them understand what it’s like to be a frustrated user. For example, our users may get frustrated when they an overwhelmingly large set of options, when all they want to do is just, say, share their photos with their friends, as quickly and easily as possible.

Figure 7: The Indian engineering team is role-playing on how the mom, who is very excited to see her twins in taking their first steps, snaps a photo on her mobile phone to send to her husband.

Figure 8: The Indian engineering team is role-playing on how the dad edits the video of his son at the soccer game on the computer.

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Conclusions As Experience Designers, we need to be actively involved in the research process. To sustain the future of a product, we need to look beyond designing workflows and features. Designers are responsible for the future vision of the product, and making it meaningful to the end users. And to understand our users, we have the skills to design methods to probe the answer. Collaborating with researchers empowers the process. By exploring various design research methods, we can also become innovative partners, and help discover opportunities, rather than being merely visual problem solvers. Within an organization, we often judge the designer by a direct return on the investment into product design. However, an inspirational sketch that identifies opportunity can sometimes be more valuable than a functional prototype demo, or a list of workflow fixes.

Figure 9: Engaging the Indian engineering team with role-playing exercise

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Bus for everybody –Nishitetsu Bus case study in Japan-

Shinzo Kaneko1, Yasuyuki Hirai2, Nermin Elokla2, Hiroshi Goto1, Kazuma Hara1, Sheigo Hiramatsu1, Nobuyuki Matsukuma1, Kyoko Matsuoka1, Darwin Design LLP1 Faculty of Design, Kyushu University, Japan2 Abstract The percentage of elderly in Japan is growing at the fastest pace in the world. Because of this, it is predicted that there will be bigger public interest in bus transportation for its safety and accessibility for the elderly, the physically challenged, and children (Miura, 2001). However, finding the desired destination and getting on and off a bus causes stress and anxiety for passengers. The Nishitetsu Bus Company, which is the largest bus transportation service in Japan, provided an opportunity to carry out a research project to create and evaluate a new bus design for the company. The headquarters is in southwestern Japan on the island of Kyushu. The purpose of this study is to give recommendations, create prototype ideas, and address map issues related to the current bus transportation system for a new and future bus design from a diversified point of view. Darwin Design LLP and Kyushu University, collected data by utilizing inclusive design methodology in this project. An inclusive design workshop was carried out, and as a result, the recommendation for the final exterior, four future proposals, and a map with about 200 issues were created in the three-day workshop.

Keywords Transportation, Bus Design, Japan, Inclusive Design, Workshop

1. Introduction In Japanese society, the population of the elderly is rapidly increasing, one out of four will become more than 65 years old by 2015. According to recent studies, the number of bus passengers is decreasing annually due to the stiff competition with other modes of transportation. It is predicted that the decrease of the population caused by an aging society coupled with the low birth rate, will have a significant negative impact on bus ridership. On the other hand, as an environmentally friendly form of public 1

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transportation, buses will increase in importance for the elderly, physically challenged, and young children because the other types of public transportation inevitably require the use of stairs, while a bus is easily accessed on the street level. There are also many areas in the country that only have bus service as a choice (Miura, 2001). However, a current drawback facing bus transportation is that it is difficult for passengers to find their desired destination using the information at a bus stop, and getting off or on a bus causes stress and anxiety. In the studies of public bus service, there are many precedents that focus on bus stops and seamless continuity from service to service for accessibility (Akiyama, 2001, Fujii, 2008). Conversely, studies on bus experience process and usability issues based on inclusive methodology are limited. The Nishitetsu Bus Company, which is the largest bus transportation service in Japan, provided an opportunity to carry out a research project to create and evaluate a new bus design for the company. The headquarters is in southwestern Japan on the island of Kyushu. The purpose of this study is to give recommendations, create prototype ideas, and address map issues on the current bus transportation system for a new and future bus design from a diversified point of view.

2.Methods An inclusive design workshop was organized with seven extreme users, six Darwin Design LLP designers and five Kyushu University academic staff and students for three days in August, 2007, with an emphasis on co-design with extreme users. The users were selected to cover the spectrum of diversified groups as follows:

an older male person a mother with a child (boy) a male person with disability to the forearm a male wheelchair user a visually impaired male a female foreigner, non-English native speaker

The workshop had three purposes as follows: first, gather opinions for the most suitable

appearanceof bus exterior design from the extremeusers’ point of views. Secondly, collect

and map issues gained through observations. Thirdly, create proposals/ideas for the new

inclusivebusdesign.

As for the first point, contribution to the exterior design was somewhat limited because the appearance design proposals had already been made by the Darwin Design LLP. 2

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The users were asked to vote for one of the best ideas and express their reasons. Most of the workshop time was used for the second and third points. Based on the inclusive design methodology (Fig1), the workshop consisted of three days and five steps. The first two days were for developing awareness and insights through extreme users observations in the Tenjin district, which is the main commercial area in Fukuoka City. Each user was asked to ride on a bus individually, from station A to B, then B to A in opposite direction, accompanied by a video staff. The bus line we chose is called the ‘100 yen (about 40 pence) loop line’, as it is the most popular route in Fukuoka City. On the third day, all the participants gathered in a conference room in Kyushu University. Then, they were divided into four teams, shared findings and insights, and brainstormed to find the essential principle to be solved. Based on the principle, a final presentation with a visual proposed design was made by each team. Those proposals were evaluated from concept and presentation points of views.

3.Results & Discussions As a result of the final presentations, recommendations for the final exterior, four proposals, and a map with about 200 issues were made in three days. When the inclusive design workshop was organized, the exterior design plans had already been made. 3

Figure 2: The design of the old bus Figure 3: The interior of the old bus

Figure1: Inclusive Design Process

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Recommendations from extreme users are valuable, but are useful in only a limited way. From Inclusive Design point of view, the sooner participation is recorded, the better it reflects how the users feel. As for the issue concerning the map, those issues were categorized into actions and opinions. The actions are the issues already recognized as functions in the bus process. The opinions are the hidden issues that have not been reflected in the process. These “Actions” are carefully reconstructed by connecting related actions with grey lines according to bus experience process starting from finding a bus stop until getting off at a destination. Opinions are then allocated close to the actions, and connected to the action lines with red lines, where possible (Fig 6&7). We tried to create a map that is visually easy to understand by bus users, and like a game board to create better interaction. In regards to similar maps, user support maps such as town mobility maps are widely made by social groups to provide information for accessibility and useful facilities such as multi-purpose restrooms. If we think of visualization of a seamless experience for sustainable development with users, and sharing issues through collecting information, such issue maps can be an effective sharing tool for everybody. 4

Figure 6: Issue Map (overview) Figure 4: The exterior design of the

new bus is colorful and pleasant.

Figure 5: Two different colors are used on the bus floor to recognize the different levels easily.

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When considering bus transportation planning, we hope that a spiral effect of gathering more contributors/users, and more accurate and rich contents are realized. The results from this study need to be realized in order to upgrade services and facilities, based on issues identified with diversified users.

4.Conclusions A bus issue map was made, and was used for the new bus design. The new design was welcomed and accepted by the citizens last April. It will take about five years to replace all the current buses to new design. Although ideas realized in real design were limited, due to budget and schedule, the issue map was well used for communication and understanding between the Nishitetsu Bus staff members and Darwin LLP designers. Furthermore, from an inclusive design point of view, sustainable and social approach is very important to create a better inclusive society. In response to this vision, the map is open to public on the inclusive design home page at Kyushu University, to gather public opinions and feedback. It is expected to be upgraded every year. (http://www.inclusive-d.com/index.html)

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Figure 7: Issue Map (detail)

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References Miura,T(2001).DisabilityLegislationRenovationinUK.CLAIRREPORTNUMBER214,pp.13,CouncilofLocalAuthoritiesforInternationalRelationsAkiyama,T,Isobe,T,Kitagawa,H,Tsuzuki,T,Terashima,K,Matsubara,A,Matsubara,G,Yamada,

M(2001).ToshiKoutsunoUniversalDesign,GakugeiPublishingShuppanshaFujii,S,Taniguchi,A(2008).MobilityManegement,GakugeiPublishingShuppansha,

Hirai, Y, Fumoto, K, Gheerawo, R (2006). Study of Qualitative Methodology, PP.143-149,

ProceedingsofInternationalAssociationforUniversalDesign(IAUD)KyotoJapansocietyofcivilengineers(2006).BusServiceHandbook.JapanSocietyofCivilEngineers

DobokuGakkai,DobokuKeikakuGakuKenkyuIinkai(2005).Sanka-gataFukushiNoKoutsuMachi

Zukuri,GakugeiPublishingShuppansha

DobokuGakkai,DobokuKeikakuGakuKenkyuIinkai,FukushinoKoutsuChiikiKeikakuShouIinkai,

Saigai Kagaku Kenkyusho, Koutsuu Machi Zukuri Gaku Kenkyu Kai (2008). Nihon no Koutsu

BarrierFree, GakugeiPublishingShuppanshaNishitetsuBushomepage: http://www.nishitetsu.co.jp/bus/

NishitetsuBusdesignrenewalproject:

http://www.nishitetsu.co.jp/100th/bus_design/

KyushuUniversityInclusiveDesign:

http://www.inclusive-d.com/index.html

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Conciliating Different and Conflicting Needs in the Construction of Tactile Guiding Blocks: Three Cases from Taiwan

Abstract Since 1990, Taiwan’s Disabled Persons Welfare Law has specified that newly-constructed public facilities, structures, community centers and transportation tools shall install devices and facilities convenient for the movement and usage of the disabled. However, it is not easy to satisfy all different users’ needs, since the diverse range of disabilities means that needs often dramatically differ and may even be contradictory. Attempts to create greater accessibility for a certain group may lead to new barriers or other unforeseen problems for other users, or even for the group that was supposed to benefit most directly. In this paper, three cases on tactile guiding blocks are discussed to illustrate how this complexity can be dealt with through technological innovation and regulatory changes.

Keywords Tactile Guiding Blocks, Inclusive Design, Accessibility, Disability, Taiwan,

Accessibility Context in Taiwan The number of citizens with physical or mental disabilities in Taiwan has continued to rise, climbing to 4.47 percent of the country's population as of the end of June 2008. As a consequence, the demand for social welfare services for physically and mentally

disabled citizens has increased substantially. According the Ministry of the Interior, the number of disabled in Taiwan has reached 1,027,041. Among them, the number of people with limb disabilities totals 399,883, followed by those with impaired hearing at 109,898, those with organ disabilities at 106,511, those with visual impairment at 54,888, those with multiple disabilities at 99,671 and those with other intellectual disabilities at nearly 92,223. From January 24, 1990, an amendment to Taiwan’s Disabled Persons Welfare Law has specified that newly-constructed public facilities, structures, community centers and transportation tools shall install devices and facilities convenient for the

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movement and usage of the disabled, and that, in the case of non-compliance, construction permits shall not be issued. Since then, billions of New Taiwan dollars (NT$32=US$1) have been spent in the construction of accessible environments. In 2007, the Protection Act for the Rights and Interests of (Physically and Mentally) Disabled Citizens was promulgated to expand the current scope of regulations and create a more friendly environment for disabled people. Under the new regulations, the definition of public buildings will also be broadened to include convenience stores and hypermarkets, as well as cram schools and day care centers occupying an area of over 500 square meters. Contrary to the previous regulations that only required public buildings to establish

accessible facilities, the new amendments make more specific requirements on what such facilities should consist of. However, the disabled are a very diverse group of people with differing needs. They are a united force, in practical terms, only for political ends (Davis, 2002). Different disability groups construct different meanings concerning technology, and act in different ways as shaping agents of technology. Thus, “to include all users it is necessary to conciliate different and sometimes conflicting needs, and to conquer the necessary knowledge to deal with this complexity” (Dischinger et al., 2007). Accordingly, the challenge faced by architects is: how to make a facility accessible to one user group, without adversely affecting the potentially differing preferences and needs of other disabled people? In the following discussion, I will present three cases to demonstrate how the complexity of this issue is dealt with through technological innovations and regulatory changes.

Case 1 In Taiwan, most sidewalk buffers are usually 15 centimeters (about 5.9 inches) higher than the road surface. Sidewalks provide a safe and level walkway, and reduce pedestrian collisions with motor vehicles. However, lifted sidewalks may become barriers to people in wheelchairs and people pushing a cart or stroller. For these people to access sidewalk and buildings more easily, it is particularly important that sidewalks have well-designed curb ramps. Yet, ramps, once installed, can cause problems for pedestrians, such as disabled and non-disabled people alike illegally riding and parking motorcycles on the sidewalk. New uses are always being found for familiar technologies. Sometimes these changes in use are dramatic and unexpected…. Working out who the new uses are and how they will actually interact with a new technology is aproblem familiar to many innovators of new technologies. (Oudshoorn and Pinch, 2005:1-2)

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In Taiwan, motorcycles are the primary means of motorized transport. According to the Taiwanese government, the number of motorcycles per ten thousand people is about 5,000. In other words, there is one motorcycle for every two people in Taiwan. Therefore, motorcycle parking space is always in demand. With the help of sidewalk ramps, motorcycle riders easily ride and park on sidewalks. To prevent this problem, all kinds of roadblocks have been devised and installed at ramp entrances (Figure 1). These roadblocks form a unique landscape common in Taiwan’s cities.

Figure 1

Case 2 Wheelchair ramps also cause problems for visually impaired people—the visually Impaired may not know they are about to enter the street. To solve this problem, many sidewalk ramps are paved with yellow "truncated domes," which give the visually impaired a tactile warning (Figure 2). The proponents of these warning mats

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insist that blind pedestrians need them as a guide to align themselves with a crosswalkand more safely traverse an intersection. However, wheelchair users are not happy with this arrangement, and claim that these bumpy tiles are unsafe (especially for the spinal cord injured) or uncomfortable. They argue that the wheelchair ramp is easily perceived because of its four-feet-wide trench as well as sloped walls. For most visually impaired pedestrians who are not totally blind, it should be enough to just simply paint the curb cut a bright yellow. Thus, new regulations have taken this into consideration, and no longer recommend these warning tiles. Instead, different tactile material or bright yellow color paint are used to alert the visually impaired.

Ramp with warning tiles Ramp with bright yellow paint Figure 2

Case 3 A similar problem occurs when bumpy plastic tiles are installed in front of an elevator entrance (Figure 3). Wheelchair users again argue that it is not only uncomfortable, but also dangerous. When the elevator space is not big enough for the wheelchair to turn around inside, wheelchair users have to come out backwards. In such cases, if a blind person is waiting on the warning tiles, the wheelchair will bump into the visually impaired person. Also, bumpy tiles impede wheelchair movement. Understandably, most visually impaired people prefer to have warning tiles in front of elevators. One representative of a blind group says that, compared to the danger wheelchairs may pose for them, it is more risky for the visually impaired if they do not know where the elevator entrance. Engineers and interest groups are still haggling over this issue. Nevertheless, new regulations require moving warning pavement

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from the entrance to the push-button control panel. Some architects also use new material such as emery to replace bumpy tiles in front of the elevator door.

Warning tiles in front of elevator door Warning tiles in front of control panel Figure 3

Conclusion Bijker and Law (1997) note that “all technologies are shaped by and mirror the complex trade-offs that make up our societies… Technologies always embody compromise.” Understanding these processes can help us create better, more multifunctional and adaptive technologies. As we have seen, different interest groups may have different and contradictory needs. Attempts to create greater accessibility for a certain group may lead to new barriers or other unforeseen problems for other users, or even for the group that was supposed to benefit most directly. In the cases shown above, new devices and materials can be implemented to conciliate such conflicting needs.

References Bijker, W E and Law, J (1997). Shaping Technology/Building Society: Studies in Sociotechnical Change. Cambridge: The MIT Press. Davis, L J (2002). “The End of Identity Politics and the Beginning of Dismodernism: On Disability as an Unstable Category.” In Bending Over Backwards: Disability, Dismodernism, and other Difficult Positions. Pp. 9-32. NY: New York University Press. Dischinger, M, Alarcon, O E, de Lima, A M, de Andrade, M G and Mattos, M L (2007). Sharing Knowledge Between Users: Designing a New Line of Tactile Ceramic

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Tiles. Working paper in the Include 2007 proceedings, Royal College of Art, London. Oudshoorn, N and Pinch, T (2003). How Users Matters: The Co-Construction of Users and Technology. Cambridge: The MIT Press.

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Design activities to create innovation in local healthcare access

Hyojin Nam1, Fiammetta Costa1, Lekshmy Parameswaran2, László Herczegh2, Gianfranco Cassissa3

1Dept. of INDACO Politecnico di Milano, Via Durando 38/a, 20258 Milano Italy 2fuelfor, C. Aragó 362 1/1a, 08009 Barcelona Spain

3A.S.L. CN1, Via Carlo Boggio 12, 12100 Cuneo Italy [email protected], [email protected], [email protected],

[email protected], [email protected]

Abstract This paper introduces innovation in local healthcare access for Cuneo province in the Italian Piedmont region through participatory design process. It was developed by an international summer school workshop and led by fuelfor within the framework of Torino World Design Capital 2008 [1]. The local health agency had been involved in the co-creation of the workshop, and collaborated with design professionals and students. The local issues were investigated through participatory research with local citizens and care givers, and transformed into new possibilities. For meeting the local needs, the team proposed new communication strategies for caregivers, caregivers and patients, and patients and patient-experts. The final suggestions received positive feedback from the clent team. The plans to apply the proposed ideas to the real system and improve communication routes are under discussion. Keywords Participatory design, Co-design, People-centred design, Design-driven innovation, Multidisciplinary team, Healthcare, Well-being

Challenges to innovate local healthcare access TWDC 2008 International Summer School Torino World Design Capital 2008 organised an international summer school with six emerging problems in the area of Torino, which are Multi Mobility, Open and Safe Places, Food Networks, Complexity Maps, Symbiotic Production and Active Welfare. The Active Welfare workshop involving 30 international design students built three main themes. ‘Access to care’ as well as ‘Obesity’ and ‘Rehabilitation’ were outlined to address both preventative and chronic disease health issues in the region. Global healthcare trends The population is aging world-widely and afflicted with chronic diseases. Traditional models of healthcare are breaking down and being challenged. Clinical teams are facing increased pressure to perform more efficiently, consistently and safely to deliver improved outcomes. Hospital management teams face impossible choices to balance the cost and quality of care. Meanwhile, patients and their families are increasingly

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anxious, having been given the responsibility for their own health and facing an overwhelming choice in a fragmented care landscape [2]. There are myriad dimensions of the healthcare system, and it is easy to get overwhelmed by its sheer complexity. However, according to Michael E. Porter, the issues in healthcare can be divided into three broad areas from a strategic perspective. The first is the cost of and access to health insurance. The second is standards for coverage or the types of care. Lastly, the third is the structure of healthcare delivery itself. Therefore, innovating access to care is challenging [3]. The local situation The local health company A.S.L. CN1 in the Italian Piedmont region provides its healthcare service in 6 hospitals situated in Mondovì, Ceva, Saluzzo, Fossano, Savigliano and Caraglio. It divides the territory to six districts which are Cuneo(71,000 inhabitants), Borgo S. Dalmazzo/Dronero(84,000 inhabitants), Fossano/ Savigliano(83,000 inhabitants), Saluzzo(78,000 inhabitants), Mondovì(62,000 inhabitants) and Ceva(24,000 inhabitants). Cuneo is a province with over 200 municipalities, geographically widespread to create a relatively low density of inhabitants (84 per square kilometre). Many communities are located in mountainous and isolated areas. The very high proportion of the elderly, added to the distance and characteristics of the territory, determines a situation in which access to care and information is in demand. The local health authorities have begun rethinking several aspects of the health system, faced with such challenges. The local health companies and the hospital company of the Cuneo province are currently setting up a provincial booking service, to be completed with a call centre which will also work as an information and advice centre. Besides, there is a growing attention towards a hub-and-spokes model where centres of clinical excellence provide specialist services coordinated by a single centre. The model can also contribute to streamline the offer when the presence of multiple sites of care performing the same or similar services is not justified or advisable. These and other initiatives, as a whole, created the opportunity to rethink the relationship between Cuneo’s citizens’ health and well-being and the local area [2].

Approaches Participatory design A.S.L. CN1 had been involved in the co-creation of the workshop. The town of Fossano (24,000 inhabitants) and its surrounds had been offered as the local site of focus for the workshop activities. The nearby town of Mondovì(22,000 inhabitants) had been studied with particular attention concerning the aspects of access to care. During the workshop, the local representative of each theme had been also involved. The professionals exchanged ideas regarding urgent issues and related situations, and helped students focus on the issues with more practical approaches.

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People-centred design Many of today’s more complex problems arise because the latent needs and aspirations of end-users are not being met by the current offer [4]. People-centred design combines anthropology, sociology and design to identify opportunities and shape organizations, products and services to best exploit those opportunities. The processe is more effective in managing uncertainty and mitigating risk, particularly at the beginning of the innovation process where actionable outcomes are built from research. Through the workshop, the team understood caregivers and citizens in their social context rather than task-centric users, and appreciated them as a fundamental source of innovation [5].

Process ‘Access to care’ was considered both in the general view of access to information and to booking for health services, and, in particular, within the specific context of the Obesity and Rehabilitation themes. To understand the underlying issues and deploying an effective access system, the team started from the global trends which are also valid to the region, and think and rethink the city from region to individuals, and from lifestyles to policies.

Figure 1: Approaches to the local issues, from top-down as well as bottom-up [1] Understanding the context The team had an excursion on the region. The 'Access to care' team visited a GP office and a pharmacy, and interviewed caregivers and citizens. The team also visited the old hospital in Mondovì and met the booking staff and patients, and took a look at the new hospital under construction. At the same time, the students of 'Obesity' and 'Rehabilitation' visited hospitals and met caregivers, patients and families with severe obesity or rehabilitation therapies. Through the process of stakeholder interviews, collaborative working sessions and a visit to the towns and hospitals, a number of key health topics and issues have been identified as most relevant for the region.

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Image 1: The local site visit and synthesis of research findings Defining the change Based on the findings and insights from the local research, the team discussed where they could intervene positively and diagnosed hot spots to drive innovation. They organized questions which started with ‘what if’. The questions which reached consensus in the team are 'What if local health professionals felt as if they are one team?’, ‘What if patients medical record was accessible by all healthcare professionals?’, ‘What if people would know what services to expect at each access point?’, 'What if people could consider the possibilities to access to care that they know are convenient for them?' and 'What if pharmacies were an information point for healthy living advice as well as some level medical advice?'.

Image 2: The process to make idea seeds, from identifying hot spots and ‘what if’ questions to ideation with storyboards

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Deciding the hot spot to focus on The idea seeds from ‘what if’ questions were expressed on storyboards, classified into groups such as 'Health center', 'Medical record', 'Health passport', 'Health sign system', 'Home health monitoring', 'Local volunteer' and 'Communication among caregivers and citizens'. Through the discussion with the local experts, 'Communication' was pointed out as the hot spot to focus on. This also reflected the local attention to reform the current booking service and develop a new health system supporting online booking and advisory service.

Image 3: Discussion with local experts to set the focus Ideation & storytelling To envision the future scenarios of ‘Communication’, the focus was departmentalized to caregivers, caregivers and patients, and patients and patient-experts who are the people recovered from diseases. The team proposed an open network to share patients' information, available services and experts' know-how for caregivers, retouched the healthcare journey to show how the booking and information system can make the interaction of caregivers and patients easier, and suggested local volunteers’ activities to help and enable patients. They expressed the vision with catchphrases and images, and created the storyboards of new communication ways to shape behaviours [4] as well as services.

Image 4: The new concepts for communication (from left to right, for caregivers, for caregivers and patients, and for patients and patient-experts)

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Image 5: The storyboard of an open network for caregivers Application into real life Currently the health company is setting up a multidisciplinary workgroup aimed at evaluating the suggestions. The group will identify which is more likely to prove suitable in order to translate it into real life. Besides, the construction of the new hospital in Fossano, geographically placed in the centre of the territory, will give the opportunity to take the new approaches into consideration. Further possibilities will be offered by the presence of the new hospital of Mondovì, which entered into operation in January 2009.

Conclusions To improve ‘access to care’, the team suggested a series of design propositions based on understanding the needs of the relevant healthcare stakeholders that enhanced the communication components of the local healthcare system. The local caregivers had been involved through the workshop to define the right challenges as well as prevent research becoming lost in translation [5]. The experts had been actively involved in the process to help ensure that the designed services meet their needs. The client is going to discuss the next steps with particular regard to the proposed access ideas. References [1] fuelfor is a healthcare innovation design consultancy, www.fuelfor.net [2] www.fuelfor.net/projects.html [3] Porter, ME, Teisberg, EO (2006). Redefining Health Care: Creating value-based competition on results. Boston: Harvard Business School Press [4] Burns, C, Cottam, H, Vanstone, C and Winhall, J (2006). RED PAPER 02 Transformation Design. London: Design Council [5] Wakeford, N (2004). DTI Global Watch Mission Report, Innovation through people- centred design – lessons from the USA. London: Department of Trade and Industry

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DESIGNING A VISIBLE CITY FOR VISUALLY IMPAIRED USERS Robert W. White and Michael Grant Abstract This paper reports on an ongoing doctoral research project which aims to identify the main barriers to access within the built environment for persons with a visual impairment. The research seeks to investigate whether these barriers are common for all types of visual impairment and degree of vision loss and if so, what inclusive design solutions can accommodate the needs of the majority of visually impaired users. An access audit has been conducted within Glasgow city centre which sought to quantify the number and type of hazards present within a typical built environment. This was followed up by a questionnaire which asked participants to rate factors which may prevent them from making independent visits to their nearest city centre including psychological factors, physical features and obstructions resulting from the presence of street furniture. Participants also indicated the colours and contrasts which they find easiest to detect within the built environment. These findings will be used to inform the creation of a new set of design guidelines to assist designers, architects and urban planners as to how they can provide more accessible and inclusive environments for the visually impaired population.

Keywords architecture, barriers, blind, cognitive map, urban design, visual impairment

Introduction There are approximately 2.3 million visually impaired individuals living in the UK, out of which 97% are aged 65 or over. This number is set to double by the year 2030 to an estimated 4 million1. This can partly be attributed to the increasing age of our society in conjunction with the predicted obesity epidemic and rise in cases of diabetes. Our urban environments have not been designed with the full requirements of the visually impaired population in mind. Building on these facts, this paper reports on an ongoing doctoral research project by a visually impaired researcher, which argues that it is essential for urban design methods to be adapted in order to accommodate the needs of this growing population.

The main aim is to identify whether there are commonalities between colour combinations, contrasts, materials and physical hazards experienced in the urban environment by individuals with different types of visual impairment and degrees of

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vision loss, and if so, what inclusive design solutions can accommodate the needs of the majority of visually impaired users.

Literature Review In order to design an environment that better suits the needs of the visually impaired, it is necessary to come to an understanding regarding how this population processes spatial information. Previous theories within this area of research have argued that the blind and visually impaired have either no spatial awareness of their surrounding environment, the deficiency theory2, or that they have an awareness that is inferior to that of a fully sighted person, the inefficiency theory3. Both of these theories have been challenged by the quantitative difference theory2, which proposes that the visually impaired are able to process information in the same way as the fully sighted but are not able to execute their decisions to the same degree due to a lack of past independent travel, heightened stress levels and absence of accessible information. The hypothesis of this research is therefore that it is the environment that disables the visually impaired user and not necessarily their impaired vision.

Past research as described by Passini and Proulx4 suggests that the blind and visually impaired are able to represent to some extent an environment using cognitive mapping abilities. They are therefore able to perform shortcuts even along unfamiliar routes while traversing within an area of which they have spatial awareness. However they are limited in doing so due to the fear and stress associated with entering unfamiliar streets where unexpected obstacles and dangers may be present. The navigational skills of visually impaired people are also dependent upon the time of onset of vision loss. Several studies have shown spatial accuracy deficiencies in the early onset vision loss group compared to late onset vision loss adults2 5. In particular Reiser, et al.6 proposed the Developmental Phenomenon which states that those with past broad field vision, experience accelerated learning of new environments compared with individuals with early onset visual field loss.

The potential is there to give the blind and visually impaired population more freedom and independence to travel around the city, to make shortcuts where appropriate and not be restricted to a few key familiar routes. In order to do this there is a need to identify the main hazards present within the built environment, how these can be diminished, removed or relocated and what colours and materials would make them more visible.

Access Audit An access audit of Glasgow city centre was carried out in order to quantify the number and type of hazards present to visually impaired users. The study area was located within the grid pattern of the city centre, a mixed use area currently undergoing modern aesthetic alterations. The area included a major transportation hub, university campus, public square, pedestrian shopping streets and numerous intersections with busy roads. Measurements of pavement width, kerb height, type of paving, presence of dropped kerbs, location of inaccessible/accessible crossing points and items of street furniture

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were recorded and presented electronically using an interactive map. It is the intention that this map will be made available online for future use by visually impaired residents of the city and visitors to the area. It will provide them with the opportunity to preview the city centre and decide the most accessible route for their needs.

One of the most significant results from the access audit was the issue of accessible pedestrian crossings (or lack thereof). A total number of 84 controlled pedestrian crossings were located within the study area, out of which 64% were accessible, 22% were inaccessible and 14% had maintenance issues which effectively resulted in them being classified as inaccessible at the time that the audit was carried out. The access audit revealed that large areas of the city including the university campus, bus station and public square were effectively unreachable islands due to the lack of accessible crossing points. In order to reach these destinations it is necessary to either rely on help from the general public, try and guess when it is safe to cross or ultimately turn around in defeat. This is clearly a worrying and dangerous situation which is unacceptable in this modern age especially when the technology is available to facilitate the movement of individuals with impaired vision. The findings highlight the emergence of a postcode lottery whereby the location within a town or city can determine the extent to which a visually impaired person is able to participate in even the most basic of activities.

Questionnaire In order to understand which features identified within the access audit present the most difficulties, it was a necessary and important step to give the blind and visually impaired population the opportunity to rate those features within the built environment that they find the most problematic and hazardous. A questionnaire was launched on a national scale and completed by over 200 blind and visually impaired individuals. Questions aimed to identify both the physical and psychological barriers to access within UK town and city centres.

The questionnaire was made available using a number of different formats in order to make the data easily accessible and target as many user groups as possible. A dedicated website was constructed (www.urbanacuity.co.uk) which hosted an accessible online version of the questionnaire, compatible with screen readers and magnifying software such as JAWS and ZoomText. Participants without access to the internet were sent a large print postal questionnaire and in cases where neither option was suitable, individuals were contacted via telephone. The design of the questionnaire evolved over time as a result of continuous feedback from blind and visually impaired participants. This led to the provision of alternative colour schemes and formats, such as an additional downloadable version in MS Word format.

In order for the results to be representative of the views of the visually impaired population as a whole, it was necessary to source participants from all age groups with a wide range of eye conditions, varying degrees of vision loss and differing ages of onset of vision loss. This resulted in a nationwide recruitment campaign which involved contacting University Disability Services, placing posters in eye hospitals, adverts in

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printed newsletters and talking newspapers, and contacting relevant groups and societies. Results In total, 217 participants completed the questionnaire, 42% of the respondents were male and 58% were female. The participants aged from 16 to 65+, with the 65+ category accounting for the largest age group with a 24% majority. This is to be expected as the majority of the visually impaired population is aged 65 years and over. 21% of the sample group reported loss of central vision, 20% reported loss of peripheral vision, 37% had mixed vision loss, 15% were blind and 7% reported other types of vision loss. A number of significant results emerged from the travel behaviour section of the questionnaire. 30% of the respondents stated that they made no independent visits to their nearest town or city centre. This mirrors the statistic presented in a paper by Clark-Carter et al.7. 50% of the survey sample also expressed a wish to make more independent visits. A key aspect of the survey was to ascertain what features within the built environment are prohibiting such freedom. In order to gather this data, participants were required to answer a series of questions, pertinent results being given below.

Participants were asked to rate the 10 factors which may prevent them from visiting the city centre alone, scoring each from 1 to 5, with 1 being the most influential and 5 the least influential. Personal factors including, “the fear of getting lost” and “lack of knowledge of the area” were rated as less important reasons for preventing an independent visit than physical features such as the “positioning of unexpected obstacles”, “problems walking along pavements” and “inaccessible pedestrian crossings” (see table 1). It should be noted that all factors listed were given low ratings (2.4 to 3.5) and as such are all influential reasons for not making independent visits. Table 1: Psychological barriers to access

Influencing Factors 1 2 3 4 5 Average Rating

Unexpected obstacles 36 24 17 11 12 2.4 Crowded streets 27 20 17 16 20 2.8 Problems walking along pavements 20 25 21 15 19 2.9 Inaccessible pedestrian crossings 24 12 25 20 19 3.0 Lack of accessible information 18 13 17 12 40 3.4 Heightened stress levels 15 20 24 18 23 3.2 Fear of personal safety 15 11 26 22 26 3.3 Lack of knowledge of the area 17 15 17 12 39 3.4 Apprehension of using public transport alone 24 15 18 14 29 3.1 Fear of getting lost 12 16 17 17 37 3.5

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Table 2: Problematic pavement features Table 3: Hazardous street furniture

PHYSICAL FACTORS Average Uneven paving 2.02 Street Furniture 2.04

Unexpected level changes 2.13 Varying kerb heights 2.63 Narrow pavements 2.64

Type of street lighting 2.95 Type of paving 3.01

Lack of dropped kerbs 3.26 Misuse of tactile paving 3.39 Lack of tactile paving 3.41

STREET FURNITURE Average Bollards 2.28

Bins 2.55 Outside dining areas 2.68

Signage 2.69 Lampposts 2.79

Seating 2.97 Bus stops 3.31 Railings 3.33 Trees 3.33

Telephone boxes 3.93

Further questions focused on the physical aspects of the built environment. Participants were asked to rate (i) the factors they find the most problematic when walking along pavements and (ii) the items of street furniture they find most hazardous. The results show that street furniture, unexpected level changes and bollards were all rated as being highly problematic, (see tables 2 & 3).

Participants were also asked to rate the colours they find the easiest to detect within the built environment. The graph below illustrates the colour choices according to type of vision loss. There is general agreement for most colours and type of vision loss with the exception of the rating of black and orange by the central and peripheral vision loss groups. General trends show that warm, bright and vibrant colours such as yellow, red and orange are preferable to blue, green and silver. Interestingly, it is becoming increasingly common for silver, (stainless steel) to be implemented within the built environment in the form of bollards, seating, signage and bins. This could explain why unexpected obstacles and street furniture were given such low ratings in tables 1 and 2.

Figure 1: Easiest colours to identify according to type of vision loss

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Conclusions & Future work The results from the questionnaire support the research hypothesis that physical features within the built environment disable the user more than their visual impairment. An investigation of travel behaviour demonstrates that visually impaired people are less disabled by their own personal factors such as fear, stress and level of confidence as opposed to the design and physical influence of features within the built environment. The research highlights that physical elements are more of a deterrent than a lack of spatial understanding of the area and that the visually impaired are more than capable of independent mobility given reasonable adjustment to the design of the built environment. The survey responses show a general trend favouring the visibility of warm, bright vibrant colours and also establish silver as the most difficult colour to identify. Results suggest that the contemporary trend to use stainless steel for items of street furniture is making a significant contribution to the disabling nature of our urban environments. As a follow up study, a number of walking experiments are currently being conducted with a group of 15 blind and visually impaired individuals alongside a sighted control group. Participants will be asked to navigate between two specified locations within the city centre; the navigational behaviour of both groups will be compared in terms of route chosen, distance travelled, time taken and cognitive mapping abilities. It is anticipated that this further study will highlight the disabling nature of more aspects of the built environment and may assist further in the development of a new set of design guidelines. References 1. Charles N, The number of people in the UK with a visual impairment: the use of

research evidence and official statistics to estimate and describe the size of the visually impaired population, RNIB. July 2006.

2. Fletcher J. F, Spatial representation in blind children. Development compared to sighted children. Journal of Visual Impairment and Blindness, 1980; 74 (12): 381-385. 3. Andrews S. K, Spatial cognition through tactual maps. Proceedings of the First International Symposium on Maps and Graphics for the Visually Handicapped. Association of American Geographers, 1983; pp. 30-39. 4. Passini R and Proulx G, Wayfinding without vision: an experiment with congenitally, totally blind people. Environment and Behaviour, 1988; 20 (2), 227- 252. 5. Dodds A. G, Howarth C. I. and Carter D. D. C, The mental maps of the blind: the role of previous visual experience. Journal of Visual Impairment and Blindness, 1982; 76 (1): 5-12. 6. Rieser, J. J, Hill, E. W, Taylor C. R, Bradfield A. and Rosen S, Visual experience, visual field size, and the development of nonvisual sensitivity to the spatial structure of outdoor neighborhoods explored by walking. Journal of Experimental Psychology: General, 1992; 121: 210-221. 7. Clark-Carter, D.D, Heyes, A.D, and Howarth, C. I. The efficiency and walking speed of visually impaired pedestrians. Ergonomics, 1986; 29: 779-789.

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Designing out stigma – The potential of contradictory symbolic imagery Renato Bispo, University of Aveiro, ID+ Research Institute for Design Media and Culture, [email protected] Vasco Branco, University of Aveiro, ID+ Research Institutefor Design Media and Culture, [email protected] Abstract This paper discusses a work-in-progress research project. Its goals are to understand how one can overcome the stigmatizing effect associated to the use of products especially designed for people with disabilities and compensate this phenomenon using contradictory symbolic imagery. The stigmatizing effect of this kind of object generates a double negative role for the people who use them: on the one hand, it becomes a visible, identifying sign that underlines social discrimination; on the other hand, it exacts upon the disabled person feelings of shame which can lead to further low self-esteem and self-exclusion. To ensure a degree of control over this signification process, we must develop solutions that respond not only the basic needs but also the disabled person expectations towards social integration and interaction. Therefore, we put forward a hypothesis of using contradictory symbols to manipulate the stigmatizing dimension of objects, by discussing a design project and an evaluation model that will allow us to assess its applicability in real life contexts. Keywords Stigma, product design, inclusive design, assistance technologies Stigmatizing objects The symbolic dimension of objects is always present, whether or not it is under the control of the people that design them. Umberto Eco (1978) distinguishes between a process of communication and one of signification in any given object, being the first characterised by the existence of an intention to transmit a specific message and the second a cultural process uncontrolled by the designer. In the case of objects that are specifically designed for people with disabilities a process of signification occurs that associates the use of the object with a set of socially depreciated characteristics such as fragility or inaptitude that spoils the social identity of the disabled person (Goffman 1990). This process of signification is not planned nor controlled by the brands that produce these objects. Nevertheless, they lead to the situation in which its usage becomes a stigmatizing symbol with negative repercussions on both the emotional and the public image of the user. The stigmatizing effect of assistance technologies becomes even more influential under the current growing integration of disabled people in the several layers of social life, a fact that changes their needs profile (Bispo and Branco 2008). By overcoming an existence bound to hospitals or special homes, disabled people present not only life-support needs but also other traits of a cultural dimension, and the objects developed for life in hospital become inadequate and associated with undesirable meanings when employed in daily life. The solution to such a problem lies in controlling of the signification process of objects developed for people with

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disabilities, through their substitution by a communication process, i.e., in which the information that is conveyed about the user’s identity is appropriate to their social expectations. When studying the stigmatizing dimension of objects for disabled people, it is important to establish at the outset what seems to be a fundamental symbolic difference between consumer products and assistance technologies. Whereas the former are based on the assumption that their use is linked to user choice, the latter are seen as objects that the user must use, regardless of his or her own feelings. A person cannot choose to use a wheelchair. That person must use it due to his or her physical condition. This assumption leads to the fact that assistance technologies are designed with little attention to options that the user could choose between. Indeed, the object’s characteristics seem to address directly and unquestioningly the ergonomic specificities of its user. Moreover, within consumer societies, the sheer possibility of choice is a highly valued cultural commodity, associated to a social ascension model: the higher the social position, the ampler the choices. Therefore, the usage of assistance technologies associates the user with the lowest link of this value chain, as it were, that is to say, the link made up of people with no choice at all – and in which the deprived, the illiterate or the elderly are bundled up together. So from the distinction between consumer products and assistance technologies we may fully understand that the latter have a deep-seated symbolic deficit, which is much harder to compensate than the deficit found in consumer products. The very nature of the objects is already tainted with a stigmatizing dimension. Where consumer products are concerned, one has many avenues to deal with the peril of symbolic deficit: take for instance, daily use objects such as packages or the handles of kitchen utensils. If one analyses them, one often finds solutions that solve ergonomic problems that some people may face with their hands. Nonetheless, there is no stigma related to their usage. Figure 1: here we have a series of peelers from Oxo Good Grips, the plastic containers Wonderlier Bowl, redesigned in 1991 for Tupperware, and a pack of Duracell batteries. These are but a few examples of objects that exist in the market with the distinctive trait of being easier to handle. The products presented in figure 1 are seen as something easier to handle and more comfortable, not only by those who need to use these objects but also by whomever wants to use them: thus, symbolically speaking they become an integral part of the market’s usual supply.

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This approach towards product development seems to solve the symbolic issues of at least part of the objects that disabled people need, by replacing the prejudices and the assumptions related to disability with an image of normality. Sometimes, however, even in consumer products, it is not possible to find solutions that can be socially interpreted as being designed for anybody and everybody. When this happens, the object falls back dangerously into the category of an assistance technology, and so allows for the return of the “abnormality” prejudice upon the people who need to use that object.

New symbolic imagery for disabled people So, if we really wish to tackle the core of the symbolic problem that comes about with the objects designed for people with disabilities, it seems to be crucial to understand how these same objects can be developed despite remaining unequivocally associated to its use by disabled people. In order to do this, we will start by studying assistance technologies. We believe, however, that the symbolic compensation mechanism to be found can be extrapolated to those consumer products in which it is not a goal, or it is not possible, to hide the segmentation for people with disabilities. By comparing several walking frames, as seen in figure 2, we can have a better perception of how we can control the object’s signification without having to hide the disability perception. Figure 2: we can see here three different walking frames: (to the left) a model commercialized by Homecraft Abilityone, (centre) a model designed by Ergonomiedesign Group, (right) a model designed within a research project at the Pontificate Catholic University and the Centro de Vida Independente of Rio de Janeiro. The first walking frame (at the left) has large dimensions and small wheels, it seems to be designed for hospital use, in which one has no need to step out of the premises or to overcome different kinds of paving These features stress, albeit unconsciously, an institutionalized lifestyle and, consequently, a socially depreciated lifestyle. The walking frame in the centre provides solutions to the needs of pedestrians in public streets: it has larger wheels, brakes, an integrated transportation cart and a seat. These features point to a more autonomous lifestyle, and give a more independent image to the disabled person. Nevertheless, it still proposes a formal option, devoid of cultural references, as if stating that these references are not important for the person who will use it. The last walking frame (to the right), besides having even larger wheels that allow it to be used in public spaces, is made of materials such as bamboo, painted wood and colourful plastic, thus bringing it in line with social expectations as to toys. This

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particular walker responds not only to the need for a walking aid but also, according to the authors of the project, seems to address the need to erase feelings of shame and leads to greater acceptance of the disabled child among other children. This small group of examples shows us how the same type of object, while solving the same ergonomic problems, can communicate very different lifestyles. The production of these proposals is a task that requires us to mould pre-existing cultural meanings into new readings, that run contrary to prejudices, and which can be interpreted by both the community of people with disabilities and society at large. Take the Paralympics as an example. Here is an event whose signification, by associating professional-level sports with the common image of disability, contradicts prejudices regarding physical fragility and ineptitude which are usually associated with disabled people. This relationship between contradictory symbolic elements shakes the preconceived perception of disability, thus generating a rupture in which prejudices are questioned and in which a new social image can be found for people with disability. Figure 3: Stills from the documentary Murderball, from Dana Adam Shapiro and Henry-Alex Rubin, a film about tough, highly competitive quadriplegic rugby players. In figure 3 we have two stills from the documentary film Murderball, which depicts the recent evolution of wheelchair rugby. In this movie it is quite evident the positive result of the objects that associate disability to sports, the dirty, smashed look of the aluminium coating (to the right) signals the falls and bumps throughout the matches, which then underline the physical endurance of the players, questioning our prejudices towards them. Unfortunately, membership of an elite group of professional sports athletes, and the Paralympics in particular, is something accessible only to a few. Most of the common disabled citizens are left out of this equation. Nonetheless the possibility is there. In order to guarantee an effective symbolic transformation of disability, the proposed new symbolic imagery must be capable of socially interpretation as well as run contrary to existing prejudice. Hospital Food – A design case A design project was developed by a postgraduate student who was advised by the authors of this research project. It consisted of the development of food design proposals for people with partial paralysis following a stroke. It was undertaken with the assistance of the Alcoitão Rehabilitation Centre, which provided kitchen facilities and nutritional advice, as well as the twelve institutionalized participants with varying degrees of paralysis. The case study set out to measure the symbolic valuation of the meals served to the patients and, simultaneously, attempted to recuperate the patients’ autonomy in regard to the meals, by providing dishes corresponding to traditional cultural models.

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Different dishes were prepared and eaten by the patients in rehabilitation. The more positive aspects of the case study were the feelings expressed by all participants: they all felt the meals were of a better quality and more pleasant than the usual hospital food. All the patients were able to eat their meals unaided, which was contrary to the custom for this particular group. And the nutritionists considered it an enriching experience for the patients’ re-sociabilization, since the experiment drew them nearer to a position of full recovery, culturally speaking. Image 4. (on the left) Image of a typical meal for people recovering from stroke in the Alcoitão Rehabilitation Centre. (on the right) Prototype of a traditional Portuguese dish adapted to the needs of semi paralysed persons, developed by Sandra Neves. We can consider that this first case study confirmed, even within its limitations, the hypothesis we put forward, by demonstrating that the proposal of a symbolic transformation for hospital food, under which the patients are able to eat unaided and meals follow traditional cultural models, gives rise to substantial meaning transformation without bringing into question the necessary nutritional constraints. However, up to now, the evaluation was only conducted among the disabled people and their particular nutritional team, so we still do not know what kind of impact and image this solution will have on other people. This is an on-going case study, and it has been applied to other patients with more extreme needs who can only eat mashed food. The way in which these foods are presented must be culturally re-valued. Although this project is being developed with the users themselves, which allows us to make permanent adjustments to its efficiency, the results obtained should be measured using the evaluation model discussed below. Evaluation Model of the stigma in objects Based on the theoretical presupposition, a research model was developed with the intent of evaluating the way in which the construction of signification is made in objects developed specifically for people with disabilities. This model aims to respond to a difficulty inherent to the very nature of the study: the identification of a stigma symbol is an unconscious phenomenon, where emotional reactions and interpretations deeply rooted in cultural codes converge. Such a constraint leads to the need to employ three different data retrieval methods, linked to the three levels of emotional response proposed by Donald Norman (2004) - visceral, behavioural and reflexive - each complementary to each other, when the interpretation of the participant’s reactions are concerned: 1. Registering the attention focus of the participant, by monitoring it via eye tracking technology, capturing the image points that are being observed, and which provides us access to a precognitive

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level. 2. Evaluating the emotional impact of the image through association with a predetermined range of emotions. 3. Open-ended questions about the meaning attributed to each image – which provide access to the participant’s reflexive process. The crossing of the data collected from these three levels of reaction will allow us to relate the attribution of meaning and the emotional state of each participant to the most relevant details of each object in his or her perceptive process. In the first phase, objects are presented solely by the use of images. There are two reasons for this. First, images retain within themselves most of the relevant content of the object necessary to the significance construction process. Secondly, image evaluation does not allow for an ergonomic or functional evaluation, so the participant zeroes in on the issues of a symbolic nature, the very goal of the study. In order to allow us to compare the results from the set of images thus far assembled, we cover: mainstream objects, products that are pointed out as excellent examples of universal design, assistance technologies, real and fictionalised contexts in which the disability(ies) can be approached in a non-stigmatising way, and objects developed for disabled people through new imagery’ perspectives. Future development A second design project is currently starting out, in which the main target is the prejudice that disabled people have to deal with when they have to spend most of their lives confined within their homes or indoors. It will be examining symbolic transformation associated with an open-air lifestyle. The objects being developed are based on this imagery, and will bring about the functional and symbolic transformation of walking frames and other objects associated with mobility. We hope that this new case study will not only induce feelings of improvement amongst the users of the objects as significant as those in the first study, but will also make it possible to assess the impact of the new image on the rest of the population. References Eco, U, (1978). A Theory of Semiotics. Indiana University Press Goffman, E, (1990). Stigma – Notes on the Management of Spoiled Identity. Penguin Books Bispo, R; Branco, V. (2008). Designing Out Stigma – The role of objects in the construction of disabled people’s identity. Poster presented at the Dare to Desire Conference, Hong Kong Polytechnic School of Design , Hong Kong, 6 to 9 October Norman, D, (2005). Emotional Design – Why we love (or hate) everyday things. Basic Books

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Dynamic Seating position- Posedin Mobiliary system that favors the seating position, for children with motor disabilities Monica Paola González, Design Department, Los Andes University, Colombia [email protected] Carolina Parra, Industrial Designer, [email protected] Summary This research project is about designing a mobiliary system that favors the seating position for children with motor impairments, which have to do activities for about two continuous hours. It is about designing a system that facilitates and procures the development of scholar activities for this specific group. Mobiliary is the result of a research project applied to inclusive design. The work was made by an interdisciplinary group, were health sciences, engineering and biomedicine professionals participated. For the focus groups, we worked with children with motor disabilities and members of population that are in constant contact with the children, people like nurses, nannies, mothers and teachers amongst others. Key Words Seating position, Biomechanics, Inclusive Design, Inclusive mobiliary Inclusive Design solutions The project presents an innovative design solution (mobiliary) to take care of the most common problems that children with motor disabilities have; achieve a functional seating position; improve children’s motor functioning levels and improving their performance in scholar activities though an proper seating posture. It can be used in the class room, in therapy and at home. There are institutions in Colombia that treat and average of 99 children per month, 82% of which have a medical diagnosis of motor cerebral disease. 93% of them are diagnosed with spastic quadriplegia. The classification according to functioning level establishes that 64.8% of the attended children population does not count with functional mobiliary for the seating position. Emotional need of children with motor impairments Every person since childhood has to accomplish corporal autonomy and acquire motor abilities that intervene in the formation of personality to continue their lives as a young and adult, and have the ability to gain autonomy, independence and maturity. Novotny M. P. (1992). The design of mobiliary for population with disabilities has been leader usually by health professionals, from a function approach that aims the person’s improvement regarding the development of motor abilities and the physiological wellbeing.

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The present approach of mobiliary inclusive design for children with motor disabilities, favors and interaction based on motivation and self- fulfillment due to the physical and social satisfaction of using it. It generates confidence and promotes a new positive self-image that favors self esteem. Finally, it helps on the performance of daily study activities, therapeutic exercises and entertainment, in a pleasant way. There are politics in Colombia that promote accessibility conditions and social integration for this particular population (Law 361/ 1997), as well as, a series of technical norms about accessibility to he physic entourage (household, public spaces, etc. ); however, population with motor disabilities and special need still have access, mobility and permanence problems as well as the use of different spaces due to the lack of spaces and mobiliary adapted to their needs, and with costs accessible to local population. Today, rehabilitation institutions are adapting their objects and spaces, based on the specific treatment needs required by these children. They try to equip mobiliary for therapy, but they not always count with the ideal group of elements to favor interaction between the group of therapists and children with motor disabilities. On another hand, one of the main goals of the rehabilitation programs is to accomplish a higher autonomy levels in children with motor disabilities, so they can attend school, continue their development and be included in society. Finally, the poor mobiliary existent in the country is imported and expensive for the people. Children-centered innovations The project is directed to children with motor disabilities, between 6 and 11 years old. These children spend most of their time in a seating position, in activities that involve handling of different objects; this is reflected in motor control of head, trunk and upper members during this posture. Mobiliary includes anthropometric factors of the children population, system requirements, and functional and biomechanical principles, as well as, structural exigencies demanded by the law. The product, with an inclusive character (for every population member), is oriented towards improving the present conditions in a social context, where equally economic viable solutions are proposed for patients, institutions, market and industry. System Requirements – inclusive approach to improve education skills Mobiliary system for seating position:

• Maximize motor capacities • Normalize muscular tone and reduce abnormal reflexes • Promote posture symmetry • Improve respiratory functioning by acquiring an adequate posture • Maximize cognitive abilities • Augment visual and perceptive abilities.

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What makes this an inclusive design is that it has advantages such as: Is a design easy to use, it is understandable for the child, the teacher and caretaker, it does not require previous knowledge to activate the height variation mechanisms, they are easy to manipulate with just one hand. About the general esthetics of the design, it dos not pretend to stigmatize the child with cerebral paralysis, on the contrary, it has a friendly and interesting look for the children when integrated to a social space, like a classroom. The base design leaves the child’s legs and easy access, it has a wide support that minimized accidental actions due to brusque movements that can occur when the child seats by himself. Likewise, in use, the design provides a reduced physical effort, it is comfortable, does not produce fatigue because it holds the hips in an ideal position, giving enough support for thighs in a seating position. Finally, it is an inclusive design because children with cerebral paralysis can use it to study in a classroom with other children, it offers comfort and efficiency, it gives the possibility to access social spaces with other children with about the need of having a caretaker present in order to archive the seating position in an autonomous way. Legislation, policy and normative characteristics The mobiliary design fulfills inclusion, acceptance and social recognition politics for disabled people, contemplated in National constitution. The materials and design are under technical norm NTC4732, of school mobiliary. Biodegradable, non- heat generation, 136Kg capacity, weight under 25 kg. Chair Two sizes of furniture for children between 6- 8 and 9-11 years old. Back position between 100°- 105° degrees. Variable Seat Height Adjustment Surfaces, uniform finishing Table Two sizes of furniture for children between 6- 8 and 9-11 years old. Work surface with a 30°- 45° inclination angle, non- slippery. 100Kg Capacity. Adaptable height system Transparent and round shaped surfaces Methodology An interdisciplinary process of theoretical search was made by designers, mechanical engineers and heath professionals the work and dimensions of the different disciplines around the accomplishment of the objective proposed. The implementation of quantitative and qualitative models was proposed as a methodological integration.

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In the initial phase, preliminary observations and a reality approach were implemented as methodological tools to contrast various theories on seating position. Children with cerebral paralysis and motor impairments that attend the participant institutions were studied; and specific characteristics of the children that attend pedagogy and occupational therapy areas were taken. The processes of the general phases of the investigation were: Approach: Study of user’s characterization an specific entourage Design parameters’ evaluation: Requirement identification of the system and conceptualizing. Development of alternatives and models of the object system. Laboratory tests and materials of the system designed Test of the system on a real scale, for evaluation with users Development of the final prototype with real materials Production process of the object system Implementation of the system in the participant institutions. Participative Design In order to define the design, we invited mothers, fathers and caretakers who dedicate most of their time developing daily activities with children with motor impairments in their functioning and autonomy levels. A poll questionnaire (lbv) was implemented to obtain information about heir daily activities. We were able to establish that they go to day care; they have recreational activities and enjoy spare time with their parents who give continuity to therapy at home. We observed the necessity of more stability, posture correction, more functional elements to help the child, and a safer way to descend. A high degree of inventive was evident in order to keep the child in a seating position with elements like pillows, blankets, straps and belts, due to the absence of security, that an inadequate mobiliary offers, regarding stability and safety conditions required by population with motor impairments, during seating position. According to the results obtained form the poll questionnaire –lvb-, used to determine the characteristics, we concluded that: spare time and recreational activities vary depending on schedule availability, which is more frequent on week ends or a few hours a day, mainly on late afternoon. The nourishing activities for most of the children are done 5 times a day: Breakfast, morning snack, lunch, afternoon snack and supper. In consequence, the activities I which children spend most of the time in seating position are: 43% during school activities, followed by therapy activities with 30%. About keeping the child seated, the most frequently used elements were a baby’s carriage (47%), the bed (43%), a chair (34%) and a wheel chair (30%). Inside the home the places were they used and stayed the most were the living room, the dinning room and the bedroom (56%). Finally they showed their interest, giving their ideas to improve the mobiliary and the other support elements they use. Suggestions like incorporating an adequate supporting table with non- slippery materials, arm rests, a head support, an adjustable back, and systems to secure the child amongst others were made.

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Video taping of Manual activities We observed and taped a group of 8 children with motor impairments, in order to understand their performance in manual activities, and their possibilities before academic exigencies, in a seating position, and the functioning level given by the existent mobiliary. This helped to understand and register children’s functioning during the activities and its implications on head, trunk and upper members. Postural problems solved with the mobiliary Neck hyperextension Lack of equilibrium and trunk stability Legs abduct and rotate internally, generally more towards the left, than towards right. Kyphosis (excessive flexion of the trunk) to compensate insufficient flexion of the hips, impeding full extension of the arms. Insufficient hip extension (pelvis retroversion) making the child to glide forward on the seat. Legs with little extension and feet in planiflexion Difficulties to play and use both arms Most part of the weight has a bearing on the less affected hip Reactions associated to flexion and pronation of the arm when making activities with effort.

Fig. 1 Mobiliary system for seating position

References Bonilla Castro Elssy, Rodríguez Sehk Penélope. Más allá del dilema de los métodos. La investigación en las Ciencias Sociales. Ed. Uniandes. Grupo Editorial Norma. 2da Edición. Bogotá D.C. 1997. Létourneau Joselyn. La caja de herramientas del joven investigador. Colección Ariadna. La Carreta Editores. E.U. Medellín 2007 Cadena Muñoz Jairo. Silla de ruedas para niños con Parálisis Cerebral. Tesis Ing. Mecánico. Universidad de los Andes. 1999. Hopkins. H.L., Smith, H.D. Parálisis Cerebral Terapia Ocupacional, 8a Edición. Editorial Médica Panamericana Madrid; 1998. Rincón Jorge, Robayo Aydee, Barrera Miryam, Myhr Ulla. Evaluación de la Posición Sedente en Niños Colombianos con Parálisis Cerebral. Capítulo. Sin más datos de publicación.

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Secretaria Distrital de salud. U. Rosario.Guía para el otorgamiento de sillas de ruedas manuales y coches para niños: Prescripición, entrenamiento y cuidado. 2007 Sophie. Levitt. Tratamiento de la Parálisis Cerebral y del retraso motor. Ed. Médica Panamericana. 1982. Myhr, Ulla. Factores de importancia sobre la posición sedente en niños con Parálisis Cerebral. 1994. Sin más datos de publicación. Instituto de Biomecánica de Valencia. Page Alvaro. Nuevas técnicas para el desarrollo de productos innovadores orientados al usuario. 2001. Velázquez Farrer Francisco. Manual de Ergonomía. Ed. Fundación MAPFRE. 1997

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Invisible Inclusivity: Raising the Bar within the Design Community Abstract Dramatic shifts in demographics are taking place throughout the world and the design community, as a whole, is not keeping pace. Lack of emphasis on inclusive design during the educational process is causing a ripple effect that permeates every facet of residential design. While standardized building codes are in place to insure minimum accessibility in public spaces, little to no thought has been given to these same considerations in single-family homes, thereby limiting home ownership options for any family comprised of individuals with varying degrees of physical aptitude. By altering the language used for this area of design, we can begin to de-stigmatize the concept and advance a willingness to learn more about the advantages and rewards of practicing inclusivity in all of our built environments. Education must begin in our design institutions and professional building associations while simultaneously extending into the public realm by way of targeted audiences if we are to gain widespread acceptance of inclusive design solutions.

Kimberly J. Albritton, Allied ASID, CAPS Focus Design Services Lithia, Florida

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Invisible Inclusivity: Raising the Bar within the Design Community Kimberly J. Albritton, Allied ASID, CAPS Focus Design Services Lithia, Florida Inclusive – Including stated limits or extremes; broad in scope. Is inclusivity, as it pertains to design, really such a tall order? When seeking out a restaurant at which to dine, one never says, “Come, let’s go eat somewhere that has barely met the minimum requirements for cleanliness and food quality.” As consumers, we demand the highest standards for the products we purchase, services we employ and establishments that we patronize. Why is it then that we are content to accept the minimum standards for inclusivity in our public spaces and virtually no provision for such in our private spaces? People are living longer than ever before and it is time for those responsible for our built environment to accept the social responsibility of designing spaces to meet this need.

Show Me the Numbers

To truly comprehend the levity of this problem, we must first reiterate a few demographic facts. It is no secret that our world is on the cusp of a shift of epic proportion in the average age of the human population. In the early 1900’s, life expectancy was forty-seven years of age; today, that number has increased to an average of seventy-six years of age, with almost 80% of our population living past the age of sixty-five 1. The U.S. Census Bureau estimates that by the year 2020, the number of citizens over the age of sixty-five will be nearly 40 million. Additionally, the number of people living with some form of physical challenge has also increased due to advancements made in the worlds of medicine and technology. The question of whether or not there is a viable market for implementation of inclusive design standards can be answered with an emphatic “yes”. But what is the design/build industry doing to meet this need? Unfortunately, not enough.

We still live in a world where minimum requirements are the standard in commercial spaces and residential dwellings are largely ignored in the legislative realm to appease builders focused on production building with little desire to learn to do things differently than they have always done. An already over-burdened system of assisted living facilities is woefully unprepared for the onslaught of aging baby-boomers and their parents yet residential builders continue to pump out cookie-cutter homes designed with the one-size-fits-all mentality. Opponents of standardized legislation governing single-family dwellings insist that inclusive modifications cost more to implement and that some home sites are unsuitable for these modifications. The truth, in fact, is that minimum visitability features (i.e. clear passage of 32” through all main floor doors, a zero step entrance, and a main floor bath with ample maneuvering space for a wheelchair)

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planned in advance by an informed builder are inexpensive and can be easily built into the selling price of a new home. Typically, added cost will average less than $100 for homes on a concrete slab and $300-$600 for those with a crawlspace or basement 2.

Even more astounding than deliberate refusal to embrace the concept of inclusive design, is the apparent ignorance within the design community that such a concept exists as a viable solution. Hearing reactions from builders exclaiming that this is an “interesting concept” that they “would like to hear more about”, borders on shocking. While builders may not necessarily have formal design training, their architects and interior designers do and one must wonder why adaptable interiors are of such little importance to these professionals that they would willfully choose to omit these practices from their designs. Not since the civil rights movement in the United States has legislation protecting basic human rights taken so long to embrace. It has been much too easy to sweep this problem under the rug and consumers are beginning to realize just how short-sighted the design community has been as they struggle to live out every day activities in environments that are not adaptable to their changing physical needs.

Where Do We Start?

We cannot discuss professional implications of disregard in this area without touching on what precludes professional practice – the design student. The process begins with universities and design schools impressing upon their students the significance that this type of design carries in the future of built environments. Design education today is two steps behind where it needs to be in the area of social responsibility as it pertains to universal or inclusive design. While sustainability, or green design, has become a mainstay in curriculum, it was not so until global warming and degradation of our natural environment had reached a critical level. We are currently, and will continue, playing catch-up in this area in an attempt to reverse prior damage and prevent future environmental erosion. Such is the case with inclusive design; today’s students may be given a project or two in which they are to implement universal design principles and a general overview of this area of design is provided; after all, it would be negligent to ignore the concept completely. Upon completion of these projects, the students are rarely encouraged to implement these principles in future designs apart from the mandatory ADA (Americans with Disabilities Act) requirements enforced in commercial spaces. Of course, there are a few exceptions regarding this type of education found in the United States and a handful of universities do offer a graduate degree in Universal Design. The question is, then, why are the programs in these universities considered the exceptions? Must we wait another five years to see the relevance of inclusive design while we persist in the cycle of retroactive programming? As we are now seeing specialized studies in the area of sustainable design, it should follow suit to implement focused studies in the practice of inclusive design and provide opportunities for competition, award and recognition specific to this specialty. These measures will encourage creativity and innovation and perhaps excite a new generation of designers. Most of us that spend our professional lives practicing this type of design are driven by idealistic visions of mainstream implementation for the good of humankind; however, the reality is that it must be proven profitable before developers and builders will embrace it. Unless we gain support from these key players, we will continue to fight an uphill battle

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at the governmental level. Along these lines, I have identified a secondary hurdle in the antiquated communication used in legislative circles that are more concerned with technical requirements and jargon-speak than with commonplace good design. This is a barrier that must be addressed if we are to move forward. Negative perceptions infect our future architects and designers and precipitate the idea that this is an unattractive specialty and tedious to implement with regard to technical specifications. We must change these perceptions to reflect the opportunities for creativity and stimulating challenge that seamless, inclusive design solutions require. It will be useful to explore the issue of terminology a bit further. Where’s the Roadblock? It’s Not What You Say, It’s How You Say It

Exacerbating the problem with public acceptance of, and consequently building industry implementation of, this type of design is the terminology and its association with the aged and feeble. The commonly used term “accessibility” is one that carries this connotation and is the default term used when discussing building modification for users. The word alone is sterile and dissociative and evokes the image of someone in an ultimate state of physical dysfunction. Clearly, a consumer will be hesitant to request a design program that provides “accessibility” if they are not already in a state of necessity; therein lies the challenge with enacting proactive solutions in a world that is more comfortable retrofitting their spaces “if the need arises”. Replacing the term “accessibility” with “inclusivity”, at once delivers a different mental image and will be highly effective if those in the design/build professions will make the effort to adopt the terminology. Speaking about a design as inclusive conjures the idea that everyone is included in the designing of the space. Husbands, wives, children, grandchildren, visiting friends. . .all are considered, welcomed and comfortable in the environment. Is this not what we all seek in our homes? Let’s add the word “invisible” to our term inclusivity. Now we are telling the consumers that not only are we going to make their homes comfortable for anyone that lives or visits, but we are going to do so in a way that is so subtle that outsiders won’t be able to quickly identify the differences. More spacious interiors and effortless utilization of equipment, supplies, and furnishings will all result in a feeling of ease and luxury, even in a smaller residential space. Convincing builders and developers that incorporating these universal features will expand their marketability with very little additional cost is key to mainstreaming the concept.

Since we are discussing the normalization of this area of design, a relatively new interchangeable term more conducive to public buy-in has come on the scene: Life Span Design. This term, also broad in meaning, eliminates the idea of segregation of age groups or physically challenged individuals by simply denoting that this is good design that will serve them during every stage of their life. When we use this term along with pertinent examples such as these: children can help cook or do homework in the kitchen because of varying countertop heights, and an aging mother can easily visit because there is a large, zero entry shower on the bottom level of your home (a feature useful for the bathing of inside pets as well), we take away the stigma and highlight the practicality of inclusivity as it applies to every season in which we are living. I have experienced that building industry professionals are intrigued by the concept when this terminology is used, and are receptive to learning more. Same product, different package. . .sometimes “re-branding” is all that is needed to successfully sell an idea.

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To Whom Do We Say It? Targeting Your Market Aside from tirelessly promoting the cause to the building industry, to whom do we need to appeal in the public arena? It has long been known that women possess a great deal of power in the marketplace, especially with regard to familial purchasing decisions; however, the female influence is that much more dramatic in the market segment currently being discussed. According to a previous AARP (American Association for Retired Persons) study, the typical caregiver in the United States is a 46-year old, college educated, working woman that spends in excess of twenty hours a week providing care to an aging parent 3. As a result of their exposure to these challenges, these same women are thinking about their own ability to live independently as they get older. This study examined women age 45 and over to determine what sort of conversations were being held with regard to the future independence of loved ones and alternative living arrangements if independence was not feasible. The following table extracted from this study illustrates the need for adaptable housing stock:

It should also be noted that the number of women-run households is steadily

increasing with percentages distributed among those caring for children under the age of 18, single, professional women and widowed women over the age of 65 .4 This is the demographic that we need to be reaching out to in the form of education regarding the options they have through Inclusive or Life Span Design. Consumers do not demand this type of design because they do not know it exists or the benefits associated with it and until they begin to demand it, we will not see the consistent implementation required to make a beneficial difference. Women-run professional organizations, social networks

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and church groups are good places to begin the educational process as these organizations are always seeking guest speakers for meetings and, being women, are inherently concerned with issues concerning long-term care of loved ones. Although most people today do not want to hear that THEY are getting older and will need home modifications as they age, these same people are usually open to learning how they can best take care of others in their lives. Very often, a “back door” approach can be the most effective tool for acceptance of inclusive design.

As we endeavor to gain opportunities to build knowledge and support, we must

be willing to get creative with means of access. During times of financial strain, a viable avenue for introduction of the concept may be addressing the monetary advantages of building an adaptable home as opposed to funding a semi-private room in an assisted living facility. If the current issue in your area is concerning insufficient staffing for healthcare or funding limitations for medical facilities that are affecting care and services, if may be effective to use this approach to highlight the advantages of being able to care for a loved one at home. Once again, we must think outside the box as the subject of aging or physical disability is not one that most people wish to discuss if they are not directly affected at that particular moment.

Although I have spoken primarily of residential application, it should be noted that

commercial implementation of this concept is of equal importance. These same people that desire to age in their homes will also strive to maintain an active lifestyle in their communities. Minimum accessibility requirements will no longer suffice as public awareness of, and preferences for, barrier-free, inclusive spaces increase. One must understand that designing these types of spaces enables all to use them and eliminates discrimination by providing the same choices to all.

Conclusion It is of paramount importance that designers, architects, and builders begin to

embrace this specialty and learn to effectively market it in order to one day achieve reality where invisible inclusivity is the new standard to which all new construction is held. Once we are successful at altering public perception, design/build professionals will comfortably adopt these practices. Those of us that understand the importance and urgency behind this concept must be active in the educational and professional arenas, tirelessly advocating and passionately legislating for awareness and change. There is no valid reason for the stigmatization of inclusive design and it is our responsibility to change public and professional attitudes to come in line with what we inclusive design activists consider to be just plain good design.

Art and design are synergistic; Good design, that is to say art, should be

accessible to all. It is the responsibility of the design community to provide inspirational, safe spaces that function according to their intended purpose. Providing adaptability for changing needs without sacrificing beauty of the space or the dignity of our clients requires more thoughtful solutions. . .it is the icing on the cake.

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References

1. Center for Universal Design (n.d.). About UD: Universal Design History. www.design.ncsu.edu/cud/about_ud/udhistory.htm. Retrieved June 2008.

2. Smith, Eleanor (2008). Construction: Builder Executive Affirms Low Cost of Visitability. www.concretechange.org/construction_affirmed.aspx. Retrieved 14 January 2009.

3. Skufca, L (2007). Independent Living: Are Americans Talking with their Parents about Independent Living – A 2007 Study Among Boomer Women. AARP Knowledge Management Research Paper, Retrieved 17 June 2008.

4. U.S. Census Bureau (2001). Report Households and Families: 2000. September 2001. www.census.gov/population/www.cen2000/briefs/index.html Information retrieved 29 June 2008.

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Sharing migrant stories: inclusion through facilitation of storytelling. M.Reza Akil, Annemiek van Boeijen and S.U. Boess Delft University of Technology, Industrial Design [email protected], [email protected] Ino Paap, Mediamatic Foundation, Amsterdam Abstract This paper reports on a design project that sought to facilitate migrant culture video storytelling. The goal of the project was to facilitate the inclusion of migrants’ culture in Dutch society through communication. A design concept should contribute to this. From context mapping research and user experience tests we conclude that various stimulants affect differently the personal stories that a person share. A design concept, ‘the Storybooth’, facilitates interactions between two persons, engaging with each other in the storytelling. The Storybooth inspires its users to tell their personal stories by means of StoryDice and a screen interface. The performance of the Storybooth has been evaluated with a prototype and intended users. The evaluation indicated that the product contributes positively in generating genuine expressions of culture in the stories. This study could not yet evaluate how the stories are shared and then valued by others. Keywords Design, case study, migrant culture, video, storytelling

Introduction This paper presents an inquiry into the possibilities for people with migrant backgrounds to share stories about their culture. It took the form of a graduation project at Delft University of Technology in collaboration with the Mediamatic foundation. Mediamatic explores cross-media applications in combination with workshops, exhibitions and public cultural events, to engage with the multicultural Dutch society. The goal of the project was to inspire people to tell their authentic stories about life with a migrant background, and at the same time ensure that these stories would be appealing to others. At present the stories of people from migrant backgrounds have mostly been disclosed through specialists such as researchers. The approach of cultural relativism suggests that individual or group beliefs and activities should be understood in terms of the individuals’ own perception of their culture [1]. Hence we see Do-it-yourself video storytelling as a potential way to facilitate ‘counter storytelling’ [2, 3], countering dominant narratives in society (e.g. public opinion, myths) and facilitating the inclusion of the culture of people with a migrant background in societal discourses. This is also

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considered to create room for creativity and emotional value, as can be seen in self-made videos shared on YouTube. The Mediamatic foundation develops applications to facilitate user-generated content. Members of an internet community receive radio-frequency identification (RFID) tags when they visit the foundation’s events such as exhibitions or workshops. With these tags, their physical actions can be linked to the virtual community online, resulting in additional value on both sides of the experience. The project presented here sought to facilitate the generation of video stories without third party interpretation, to be gathered and shared at cultural events and via the internet. The project made use of and extended the applications being developed by Mediamatic. The target group for this project were young adults with a migration background or history. Young adults are considered to most easily and eagerly adopt new technologies and the social potential of web 2.0. The project took a research and design approach, first gathering knowledge about ways to access and share culture, then designing prototypes and testing their use and acceptance by users. This paper presents the activities of the project in relation to three research questions: what kinds of cultural stories can people share? How can their storytelling be facilitated? And how do people feel about sharing their cultural stories?

The project Table 1 summarizes the project: the research questions, methods and material. Each research question was tackled through a range of methods. For efficiency of space, the methods, material and results are presented in the following per research question. Table 1: The research questions and the methods and material with which they are tackled. Research question Inquiry method Material What kind of story to share? Context mapping Generative session

Storytelling observations Stimulants to inspire: Objects, words, picture

Experiential prototypes Board game Story tunnel, Storybooth

How to persuade people to tell a story?

Context mapping Cultural probe Storytelling observation Stimulants to inspire:

objects, words, picture Experiential prototype Storybooth User evaluation Discussion

How do they feel about sharing a cultural story?

Experiential prototypes User evaluation+interview

Story tunnel Storybooth

1. What kind of cultural stories can people share? In order to gauge the cultural relevance and content of what a person will share, Hofstede’s [4] onion model of cultural expression was adopted as a guideline. According to the model, various layers of culture manifest themselves in a person’s life and expression (Figure 1). The layers are: symbols, heroes, rituals, and at the core, values.

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The stories to be produced will be evaluated on the presence of content that expresses these layers. Cultural aspects are often overlooked in design [5].

Figure 1: Onion model (Hofstede, 2005)

Due to the exploratory nature of the project it was decided to start with a contextmapping approach [6]. Cultural probes, interviews, a generative session and a storytelling experience session were used in an initial research with eleven participants, all students with various migrant backgrounds. It was found that participants were eager to convey uniqueness. And personal stories and cultural expression were favoured themes. At a storytelling observation session (Figure 2), various objects that might evoke meaning (e.g. small hand mirror, a decorated bowl, kid cutlery, and sea shells) were provided. Some participants brought other objects they preferred. How would other people experience the shared stories? This question could only be investigated briefly and preliminarily in this project. An evaluation of the stories was made by showing them to several people at Mediamatic, as a simple test of viewer’s opinions. Most them did not find the video interesting enough to watch for several minutes. We concluded that the stories were still on the factual and superficial level of a culture, commonly known by many, and that stories needed to balance personal and cultural aspects well.

Figure 2: the storytelling experience session with various objects. As an alternative to the objects, keyword stimulants were then adopted to get the user inspired. They were found in a test to generate stories at the ‘value layer’ of the Hofstede onion model, and seemed to generate more interesting stories than images or objects. Yet time and attention of users while working with the keywords is a challenge. We decided to facilitate this in the form of two dice. The first dice as an adjective dice and the second as a noun dice. Each combination of these dice makes one of six main themes with one of six sub-themes appear in a screen interface. In Table 2, six out of 36 possible combinations with the dice are shown.

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Table 2: the 6 possible combinations of keywords in the dices Adjective (dice1) Noun (dice2) Story characteristic Cultural expression love person Opinion over person idol sad confession Personal reflection value guilty experience Personal experience ritual, value funny place Contextual description symbols exotic object Subjective meaning value, symbols inspiring dream Intimate aspiration value

2. How can storytelling be facilitated? Besides content of the stories, we needed to investigate how to encourage, engage and inspire video recording of stories and how to generate videos others want to watch. How to inspire to tell a story? Which stimulants might be inspiring? And what are people’s motives to share stories? Various design directions were formulated and tested in small and informal ways. To give an example, in the storytelling tunnel one person elicited a story from another (Figure 3). It was found to provide instant spatial seclusion, generate focused stories through the curiosity of the listener, and facilitate the video recording well in technical terms. However, it was also demanding: most participants, especially when the storytelling partner was not a close friend, said that it was too direct and that they felt uncomfortable. In response to the findings, interaction requirements for a final design concept were drawn up: creative and attractive interaction facilitation; meaningful, fun and exciting interaction; inspiring stimulants; and engaging interaction for two persons.

Figure 3: the storytelling tunnel and its ‘instruction’ flyer 3. How do people feel about sharing their cultural story? What happens when people generate their stories? How do they like this activity? Does it bring them new experiences? In order to answer research question 3, a final design concept was generated and a prototype was built: The Storybooth. The Storybooth concept The final concept is a wall-mounted display box that people can visit in pairs. People place their RFID tag so that the device knows who they are and can transfer the data to

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the online community. On the basis of the previous explorations, three main design considerations informed the concept, each related to a distinct interaction stage: Storytelling for two: The encouraging user stage presents an interface with a storybook metaphor, with different story themes. People had felt pressure to perform in front of a camera and see themselves in the interface. The concept tries to distract and engage users in a playful and imaginative way with six different storybook themes. Designing self representation: The engaging user stage provides ‘two person interaction’, a conversation with two roles: that of storyteller and that of curious audience. The users take turns in these roles. Telling a story to another person instead of a passive interface was though to be a more natural and inspiring activity. Inspiration for storyteller: The inspiring user stage involves the dice (Table 2). The combinations of the any given two keywords are intended to direct and stimulate the user for story ideas, as well as provide an interesting theme that relates to the onion model. Aspects of the interaction are shown in Figures 4 and 5.

Figure 4: excerpts from the intented interaction Figure 5: stills from the interface in the final evaluation test, with two of the participants

A user experience test was conducted with ten participants with a prototype of the Storybooth (Figure 5). For practical reasons, the test was conducted at the faculty of Industrial Design Engineering in Delft with ten foreign student participants instead of a public event. In the test the participants were asked to use the prototype to share five stories to each other, taking turns. The participants become more at ease as the test went, the stories became more elaborated and the interaction between the participants became more friendly and open. As the users relaxed they became unaware of the

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challenging task to share stories. And as the familiarity between the users grew, the stories became more intimate. After each test the pair where interviewed about their experience of sharing stories and about the other participant stories. Most of the participant stated that the experience and their partner stories were engaging and interesting respectively. The users also stated that they would like to have control over the distribution of the video. We deemed the stories being told in the Storybooth more interesting and value-based in terms of Hofstede’s model than the earlier stories generated without the Storybooth. We think this can at least partly be attributed to the use of keyword dice combination. The storytellers stated that they found it inspiring to use the dice and the themes. Yet many of the stories were still personal stories of a more universal nature rather than specific cultural expressions.

Conclusions · It can be concluded that migrant culture storytelling can be facilitated by value-based

stories, side-by side interaction, storytelling to a listener and inspiration from keywords, as embodied in the Storybooth concept. The keywords could be geared better towards specifically cultural aspects such as taboo, tradition and beliefs.

· The project could not yet answer the question about how these stories will affect other people who watch it.

· The Storybooth does not yet provide its user with sense of reward by completing a recording. The only reward so far is a fun experience with a friend, as two test participants stated. We hypothesize that when people can manage and publish the videos, more rewards can emerge. Future research should explore this further.

References 1. Marcus,P & Fischer, M. (1986) Anthropology as Cultural Critique: The Experimental Moment in the Human Sciences Chicago: University of Chicago Press. 2. Delgado, R. & Stefanics, J. (2000), Critical race theory: the cutting edge (2nd ed.) Philadelphia: Temple University Press. 3. Solozarno, D G & Yosso, T. J. (2002), Critical Race methodology: Counter-Story telling as an Analytical Framework for Education. Qualitative Inquiry, vol 8, no 1, 23-44. 4. Hofstede G. (2005), Cultures and organizations, software of the mind. New York: McGraw-Hill. 5. van Boeijen, A. G. C. Stappers, P. J. (2008), How can designers better incorporate cultural aspect in their design for the base of the pyramid (BOP)…and why should they? Proceedings of the DesignEd Asian Conference, Hongkong, China. 6. Sleeswijk-Visser, F. Stappers, P. J. , Lugt, R. van der, Sanders, E. B. N. (2005), Contextmapping: Experiences from practice. CoDesign: International Journal of CoCreation in Design and Arts, vol 1, no 2, 119-149.

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30th January 2009

Sprout On-Line Design Scorewheel Author: Robert Brown, Director, Sprout Design Ltd. Abstract This poster will present an on-line design assessment scorewheel tool developed by product design consultancy Sprout Design which specialises in inclusive design and sustainable design. The work has been carried out in conjunction with InnovationRCA and the Helen Hamlyn Centre with support from the London Development Authority.

The tool, built in Flash, allows companies to develop and implement a holistic methodology for assessing the performance of packaging and packaging concepts and for benchmarking designs against competitors.

The tool is built around the idea of a spider diagram and packaging designs can be assessed by researchers who drag points around on the screen. The results are visual overlaid coloured shapes that show how the pack performs at the various stages of its lifecycle.

A database of results can be built, stored and shared on-line, making the secure collection and distribution of data extremely straightforward and quick. The tool can help identify areas for improvement in the design of packaging and gives help evaluate and choose between new packaging design concepts.

The wheel methodology builds on work done by Katharine Gough at the HHC and has been used by M&S, Nestlé and Coors Brewers.

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Background This poster will present an on-line design assessment scorewheel tool developed by Product Design consultancy Sprout Design which specialises in inclusive design and sustainable design. The work has been carried out in conjunction with InnovationRCA and the Helen Hamlyn Centre with support from the LDA. It builds upon a project conducted by Helen Hamlyn Research Associate Katharine Gough. Katharine developed a packaging assessment tool that used ethnographic research with users to inform a set of criteria for scoring the performance of packaging over its lifecycle. It looks at stages from buying in the shop, to use in the home, to storage and disposing of the pack. Although the tool is aimed at encouraging inclusive design, it is holistic in its approach to assessing all aspects of the pack’s performance in order to maximise its utility. The tool was successfully tested with Coors Brewers, Marks & Spencer and with Nestlé. The on-line version has now been developed so that it can reach a wider audience and is easier to use.

On-line Webtool The plans for the tool were presented at Include 2007 but since then Sprout and InnovationRCA have worked together to design and code an on-line version of the tool which is now fully operational. The tool is built in Flash and can be accessed via any web browser. The authors of this paper would like to be able to demonstrate this web application by means of having a computer with internet access at the Include Conference. Screenshots from the actual tool are shown here in this paper on the next page.

Making an on-line version of the tool means that it is easier to create the tool and this can be done during a workshop with the client company. It also means that the client company can more easily use the tool themselves and can record the results in an internal database. They can compare their packs with new concept and with competitors’ products in an instant and having an on-line version makes it more pleasurable and faster to use and appear more professional and high value.

The tool is now available to buy for organisations and a support service is being offered by Sprout and InnovationRCA to help companies develop a bespoke methodology that is tailored to their needs and to set up the software on their intranet.

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How the Tool Works The tool uses advanced ‘action script’ programming in Flash to make the interface as attractive, interactive and easy to use as possible. There are two levels of operation: Project leader level and researcher level. The project leader has a different log-in to the secure area and is given rights to construct a tool based around the requirements of a new project (see Fig. 1). Eg. If ‘Disposal’ is not needed as a phase to consider, it can be removed from the score wheel by dragging onto the waste basket. New phases can be added and named and new categories can be added within each phase. The project leader sets up how many phases and categories there are, names them and writes descriptions of each in the ‘Project Help’ panel on the right of the screen, which can display formatted text, images and video clips. The project leader also makes log-ins for researchers, who get more limited access to the tool. Once the structure of the tool has been set up, a number of packaging designs can be assessed and scored by researchers within one ‘project’. Any number of assessments can be made and any number of projects can be set up. When a researcher logs in, they see the structure of the tool as it has been set up by the project leader and they cannot change this. They receive instructions from the project leader about the assessment methodology used (eg. Score 3 out of 10 if the pack has difficult to read instruction about how to open it, Score 1 if there are no instructions at all etc). The researcher scores the pack by dragging the dots up and down the spokes of the wheel, following the methodology in the help panel and creating a unique shape which shows how well the pack performs. Once the assessments have been completed and the packs have received their scores, the project leader can log back in and pull up different assessments, visually comparing up to four at a time by overlaying the four shapes produced from the scores (see Fig. 2). Data is all saved on a central server, so assessments can be shared between offices easily, and remote researchers can be used to do assessments and feed back their findings into the tool from anywhere in the world. The tool has facilities to export jpeg images of the wheel in ‘compare’ mode for use in powerpoint presentations and reports. It also has a ‘print’ function and you can customise it by adding your logo in the centre of the wheel. There is also a ‘tool help’ tab on the information panel which gives the user instructions and tips about how to use the software.

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Fig 1: View of Webtool in ‘Edit’ Mode

Fig 2: View of Webtool in ‘Compare’ Mode

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1

Include 2009 Template

Tactile and visual guide for kids with cerebral paralysis and low vision Ana Salgado, Emanuele Magnus and Joana Cunha, University of Minho, Portugal [email protected] Abstract The present work was developed taking as reference, studies in User Centred Design and Included Design and attending very specific necessities of a very specific public – target: kids holders of brain paralyse with low vision. For the coherent development of this work, the collaboration with the institution that helps people with this type of deficiencies was quite important and decisive, because they turned the project viable, in a theoretical and practical way. The starting point of the study was the lack in specific products which help children bearers with several deficiencies, on their daily evolution. To respond to this necessity, several studies were developed with the intention of reaching a product that children could identify themselves in it and, above all, helping them in their orientation and learning. The result was a creation of a Visual-Tactile Guide, to help children in their development through life with some pleasure and fun, and also, to help them becoming more autonomous. It’s a product that can be applied in institutions, hospitals, clinics, but also, in daycares and at home. Although it is a product developed for kids with those specific necessities, other children can used it too. Keywords: brain paralyse; children; design

1. Introduction When the problem was identified, the development of the present work had begun, by searching for solutions to solve it, like creating a new product appropriated to the needs of the public-target. Inherent in the problem, is the bibliographical research about the clinical aspects of these specific children, as well as the concepts of User Centred Design and Included Design. After the research, it was discovered that the adaptation of conventional products, very often, is the solution found by parents, therapists and teachers, to attend the punctual

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needs of the children. However these products were not primarily developed for these specific needs. The challenge created by this need in the development of such products, favoured the contact with Holders Association of Cerebral Paralysis. After some meetings with the staff wrapped daily with the children, it stood out the difficulty of the kids with low vision in moving through the corridors of the Association without being lost because they are too similar and all white. The problem of the children with brain paralyzes lead to the specific problem: to develop a product turned to kids’ suffering of brain paralysis with low vision, disposing for that of visual, tactile and playful referential systems. The cerebral paralysis is defined by Finnie et al. (2000) as a disturbance of movement and resultant posture due to an injury in the immature brain. When installed, it is not common to stretch out or to get worse, by this fact it is considered static. According to the Association, there are not two equal cases and isn’t commonly caused by deficiencies of the parents, or hereditary diseases. Haemorrhages, deficiency in the cerebral or deficient circulation of oxygen in the brain, besides trauma, infections, premature birth and serious jaundice neonatal are the probable causes. It's difficult knowing when and why the child was affected, but it takes place generally before the birth, between childbirth or after this one (Apifarma n.d.). 2. Partnership research The work only became possible because of the interaction between the University and the Association that welcomes the holders of cerebral paralysis. In most of the cases, because of the distance between the theory and the practice, many studies are carried out only from books and not with the real public, leading to several products that do not carry out their proposed functions. In the first visit to the association, the research team knew the whole infrastructure, as well as all the people who worked there, which help the brain paralyses’ holders. Physiotherapists, speech's therapists and psychologists received the team for several meetings. The activities developed in the association, have one main goal, to change the society and insert the holders in it, promoting recreational and athletic activities, to support the children and family, in different contexts. The initial concern was focused in the children behaviour, daily activities and difficulties realized by the daily contact with them, followed by ideas about the product and specific items. One of the worries was related to the security in the use of the product, associated with the raw materials, hygiene and fixations systems. The measures, textures, colours, as well as the search for the attention of the kids for the use of the product, were debated topics. User Centred Design, the main intention of this project, is known by the adaptation of the product to a user. The designer must work with real and future users: initially, to investigate the necessities, characteristics and limitations; and then, to value what is

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more adjustable to their requisites of usability, functionality, etc. Nevertheless, the product can enlarge its public-target, from initially attending these specific children, to including ” normal children" and even adults, using the concept of Included Design. In the design for children, Fiell and Fiell describe that (2006, p. 71), products “are drawn inside a set of parameters completely different from the destined ones for the adults, and they are divided in two great categories – equipments and toys”. The equipments must contemplate: a good ergonomic solution for good handling, robust construction, and nice surface to respond to questions related with hygiene and to avoid accidents, besides having strong colours to attract the child’s attention, stimulate their creativity and be fun. The concept explored for the product is centred in the interaction between the child and the equipment, and this one needs to be fun, waking the child attention to become frequently used. 3. Market and target - consumer For a product to have success it’s necessary to know the market and target consumer. The lack of research can lead the product into failure, principally in the case of user centred design, because it is necessary to adapt the product to its user, and not the way around. Therefore, this product was thought to give an answer to a piece of consumers left to the edge for the enterprises and that deserve a special attention. The specific market to which the product is intended it is composed principally by clinics, hospitals, associations and organizations that develop activities centred in the holders of cerebral paralysis. Besides this, the families are potential clients, as well as schools and day-care centres. The created product is destined to children holders of cerebral paralysis with low vision, more specifically between 02 to 10 years of age. According to Finnie (2000, p. 41-40), children with paralysis present difficulty in the visual perception, in other words, in the identification and differentiation of the forms, like a square and a circle. Besides this, and more importantly, there is no recognition of the directions, like right and left. The author suggests the encouragement and the teaching, and affirms that “great stimulus and opportunities are necessary to help the child to appreciate forms and standards and to associate such perceptions by using hands”. 4. Product 4.1 Concept The concept is based in the use of the tactile and visual senses, allied to the children’s characteristics playful universe. So, the product has to be stimulating and inviting to the use, favouring the relation of the child with the object and through this, making easier his daily activities. The product is formed by two guides, with different heights to be placed in corridor walls. It is composed by different textures and strong colours, stimulating the vision and the touch in simultaneous. Besides the senses stimulated, the involvement of the child will

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happen by means of the insertion of thematic rag puppets in the beginning of the guide, comprising an objective to reach out. These puppets will be transported by them up to the final goal, helping in their understanding of space and distance, creating the interaction between the product and its user. 4.2 Inspiration The inspiration comes from the rag puppets that represent the childhood and fun. With the craftwork, the playful universe thing is evoked as well as the games in the open air, far from the therapy rooms. The puppets are the accomplices of the children, they guard theirs secrets and silently accompany all their development phases. The colours and textures can stimulate the child curiosity, wake his attention and contribute for his learning. 4.3 Specificities Some basic attributes for the product, were defined by the group, like the possibility to remove the guides of the walls of the corridors for cleaning purposes. Specific details also about the necessities and difficulties of the kids, as well as combinations of colours which stimulate them, heights of the guides, proposed materials, characters for the puppets and fixation to the walls, were topics considered in the product’s development. 4.4 Raw Materials The research of the raw materials for the product was exhaustive since they should be resistant materials and at the same time, soft because of children’s security. The foams seem to be at first a viable option but they were not presenting the necessary characteristics of air permeability for the specific use. After professionals' direction of the textile area, it was noticed that the mesh spacer satisfied the project necessities. As Ye et al (2006) elucidates, the spacer fabric presents good air permeability, which allows cycles of compression appropriated to not prolonged cyclical loads. For the coating, various solutions were analyzed, such as laminated materials, smooth warp and weft fabrics, textured fabrics, smooth synthetic materials and nape. A velvety surface was considerate a positive solution. A cape was prepared in cloth with a zipper, sewed in conventional machines, making possible the removal for washing. Sewed velcros were used, forming horizontal strokes, where the puppets will be fixed, such as shown in figure 1. The conceived rag puppets are a girl and a boy, hand made with fabrics that can be originating from leftovers of the clothing industry. 4.5 Colours The colours used in the guides were indicated by the therapists of the association because of the contrast, necessary requisite due to the low vision of the kids. The advised combinations were: dark blue with yellow, black with white or black with yellow. The choice was the dark blue and the yellow because they are primary colours easily recognized by the children. The dark blue was used for the cloth that covers the base and the yellow for the velcros that compose the horizontal strokes of the guides.

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4.6 Fixation systems There are several systems of fixation available in the market to position the guides in to the walls. There were considered the ones who caused fewer damages in the walls, with simple installation and easiness to remove for cleaning. The positioning of the guides was also a factor under analysis. Since the product is intended for children with different ages, their average height must also be considered. Therefore it was decided to place two sets of guides at different heights as shown in the 3D simulation of figure 2.

Figure 1: Final prototype of the tactile and visual guide Figure 2: 3D simulation 5. Conclusion The biggest challenge is to meet the aesthetic, functional and even economical requisites, allied to the context of the market and, above all, to the people’s singular necessities. It is the conjugation of so many items what elevates the work fulfilled by the designers, on behalf of people. The design is a process that looks and promotes the continuous improvement and, so, it would be unsuitable to say that the project of the developed product is finished. There are improvements to be carried out and these will have to be based on the evaluation in loco by, installing the guides in the corridors of the association and observing, together with the therapists, the interaction of the children with it. Through this product, the children will be able to develop their orientation skills, learning and creating their own independence relatively to their objectives. With the intention of improving cognitive processes of these children, the guides present several functions. They are used to help setting goals for children to reach, through the puppets. Through the colours, the children will be able to find the destination, and the guides maybe also work like interactive panels, where histories can be told to create proximity between the panel, the children and their helpers. There are still many specific public - targets that have not their necessities filled out, however, with the new productive methods and technologies and with the professionals' increase in Design area, this reality will be able to be altered.

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6. References Andrada, M, et al (2005). Estudo Europeu da Paralisia Cerebral: Região de Lisboa. Lisboa: ACCP and The European Cerebral Paisy Study. Apifarma / Associações de doentes: notas de uma parceria. Associação Portuguesa de Paralisia Cerebral (APPC). Available in: http://www.apifarma.pt/uploads/17-APPC.pdf [accessed in May 19th 2008]. Associação Portuguesa de Paralisia Cerebral. Quem somos. Available in: http://www.appc.pt [accessed in June 15th 2008]. Fiell, P, Fiell, C (2006). Design Handbook: Conceitos, Materiais, Estilos. Lisboa: Taschen. Finnie, N (2000). O manuseio em casa da criança com paralisia cerebral. 3rd ed. Brasil: Manole. Heidrich, R et al (2006). Design Inclusivo de Equipamentos, Brinquedos e Vestuário. Curitiba: 7 Congresso Brasileiro de Pesquisa e Desenvolvimento em Design – P&D. Laufer, A (2001). Recomendações para pojecto de brinquedos de recreação e lazer existentes em playgrounds adaptados à criança com paralisia cerebral. Florianópolis: Dissertação do Mestrado em Engenharia de Produção da Universidade Federal de Santa Catarina. Simões, J, Bispo, R (2005). Experiências de Ensino do Design Inclusivo em Portugal. Lisboa: Centro Português de Design. Simões, J, Bispo, R (2006). Design Inclusivo: Acessibilidade e Usabilidade em Produtos, Serviços e Ambientes. 2nd ed. Lisboa: Centro Português de Design. Ye, X, Fangueiro, R, Hu, H, Araújo, M. Application of warp-knitted spacer fabrics in car seats. The Journal of The Textile Institute, 98 (4), p. 337–343.

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Include 2009

The research into blood-oxygen in the lower extremities at sitting Sanja Horvat1 and Ivica Grbac2, University of Zagreb, Croatia [email protected] 1School of design, Faculty of Architecture 2Department of wood furniture and products, Faculty of forestry Abstract Blood supply to the lower extremities is one of the key parameters for chair design. Shape of a chair and a seat material make determine sitting behaviour and, accordingly, blood supply to the lower extremities. How does age influence blood supply to them? Is the difference equally significant for various types of chairs? Present research included two groups of subjects: young (aged 20-31 years) and elderly (aged 48-79 years). Blood-oxygen was measured in the subjects’ toes to show blood supply to the legs. Compared were the results for three different types of chairs: plain wooden chair, upholstered task chair and upholstered sit/stand chair with the adjustable seat. It was found out that within the whole group of subjects, regardless of their age, the differences between the chair types were statistically insignificant. However, the influence of every chair type on both groups of the subjects was statistically significant. Thus, the differences between smaller groups or the individuals within a group were too big to allow evaluation of the whole group on the basis of average results. Key words Sitting, blood supply to the legs, inclusive design, design for the third generation.

Introduction A significant development in the population’s average age has been noticed in the most developed countries (Coleman, 1993), which is reflected on the needs and characteristics of the population to which the entire object and visual environments and services are tailored. Given that the most developed countries have the largest number of office staff and office work, realistic and concrete requirements for the working environment design, and consequently for the task chair, might significantly change in near future. Among many parameters characteristic of a task chair design, one of the most important is its effect on the blood supply to the users’ lower extremities (Grandjean, 1998). . The purpose of this research is to find out whether there is any significant difference in the influence of chairs on blood supply considering age of their users. The aim is to contribute to better understanding of the interaction between the task chairs and their users.

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Prolonged sitting causes numerous complications to human vascular and muscular systems, ranging from discomforts to tiring and chronic diseases. The research has shown that musculoskeletal injuries and vascular and cardiovascular diseases are often attributed to prolonged sitting. Disordered blood supply to the lower extremities during sitting is commonly manifested by swollen legs, fatigue and pain in the lower extremities, or the feeling of pins and needles (Sudol-Szopinska, 2006). Metabolism involves circulation and lymph vessels; nutrients are transported to cells by means of arteries, whereas waste is removed by veins and lymphatic system. The circulatory system brings oxygen and nutrients to each single cell and removes waste from them. Metabolic system performs chemical processes of energy production (Kroemer et al, 2001). Poor or interrupted circulation interferes with normal function of the bodily organs or parts. Muscular activity is associated with increased oxygen demand. After every contraction the muscles require rest and nutrients. Dynamic exercise with rhythmical contractions ensures their normal nutrition. However, a prolonged continuous static load cannot compensate for the used up oxygen (McCormik, Sanders, 1993). The absence of muscular contractions during static tension reduces blood flow. Muscles becoming short in glucose or oxygen begin to use their own reserves. A reduced removal of waste leads to its accumulation in the tissues and a consequential fatigue and muscular pain. Pressure on the parts of the vascular system, especially in the area of arteries, reduces blood supply to the area that provides nutrients for the respective part of the system. This results in low oxygen and nutrients in the muscles, tendons and ligaments. (Scherrer,1967). At standing the groups of muscles in the lower extremities, hips, back and neck are exposed to inappropriate static tension. During sitting this tension is reduced, and in the lying position it is absent (Grandjean,1988). In view of great complexity and interrelation of the causes of the problems with the lower extremities during prolonged sitting, the to date researches have applied various methods (Kaulesar Sukul et al, 1993) and have been carried out often in extreme situations, e.g. with post-operative patients (Haaverstad et al, 1992) or during long- lasting transatlantic flights when the environment added to the very small and normally hardly measurable changes (Mittermayr et al, 2007). By measuring electric potential in the leg muscles Cheste and collaborators (Chestar et al, 2002) recorded and compared the size of muscular activity, leg swelling and the level of comfort and fatigue at standing, sitting and sit/stand (high sitting) at the seat inclination of 12°. Swelling (volume increase) of the legs was largest at sit/stand and least at sitting on the office task chair. The highest increase in calf volume was recorded at half sit/stand and the lowest increase at standing.

Research The research included 52 subjects (27 male and 25 female) aged between 20 and 79 years and divided in two significantly different groups by their age: young (from 20 to 31) and elderly (from 48 to 79). The subjects were healthy and actively working persons who had been performing most of their work time at sitting. Working activity was considered a relative term. It corresponded to the subjects’ age; it did not necessarily cover ordinary 8-hour worktime, but implied professional everyday activity. The researchers used three types of chairs. They differed significantly in seats shape and firmness (elasticity), adjustability of seats height and the shape which determined sitting behaviour (passive or active). A task chair was designed by the principles of

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sitting on a ball and had a movable curved upholstered seat (chair A, Figure 1); an office task chair had the upholstered adjustable seat (chair B, Figure 2), while a school chair had a veneer panel non-adjustable seat (chair C, Figure 3).

Figure 1: Chair A Figure 2: Chair B Figure 3: Chair C The research was conducted in the office-type room. The chairs were placed at the desks. Room temperature was relatively controlled (20-24°C) with respect to spring conditions. The subjects were instructed to be barefoot with light shoes only (scuffs or flip-flops) so as to allow measurement and ensure measuring accuracy. The level of oxygenation in every subject was measured four times: at the beginning of the test (baseline) and after 30 minutes of sitting on each of the 3 chairs. Between every sitting the subjects had a 5-minute break for a walk or light exercise. The order of chairs was changed according to the pre-designed plan so as to prevent interference of the results. Blood-oxygen was measured with a pulse oxymeter ONIX 9500 placed on any toe (except the great one). The arterial blood-oxygen was read out immediately by means of the infrared rays, according to the functional haemoglobin. The device had 1% resolution and the manufacturer’s declared accuracy was ± 2 units. The measurements were taken on both forefingers and both second toes. Arithmetic mean of the left and right extremities was a reference value. The values obtained for both hands were used to check environmental influence on the user’s body. Although the subjects were relatively relaxed, with their feet resting on the floor, many were restless when using the chairs A and C. That observation was not statistically measurable, but it was significant in the interpretation of results.

Results In order to check the statistical significance of differences in the lower legs oxygenation before and during sitting with regard to the chair type, the SPSS version of 13.0 (Statistical Product and Service Solutions) statistical program was used. The primary aim was to check whether the difference in oxygenation in the initial condition (baseline) differed significantly from oxygenation during use of the chairs A, B and C. To test the significance of differences in the average oxygenation in the lower extremities, a multivariant variance analysis with repeated measurements (MANOVA) was applied to the oxygenation measure under four experimental conditions. Based on the results of oxygenation measurements obtained under various conditions (baseline and at sitting on the chairs A, B and C) (Figure 4), it can be concluded that the obtained differences were statistically insignificant, i.e. that oxygenation was equal under

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all studied conditions (F=0.26; p=0.612). Since the results of MANOVE confirmed that the differences in oxygenation in various situations were statistically insignificant, further mutual comparison of oxygenation levels under various conditions has not been done.

Figure 4: The main effect of a chair influence on oxygenation The difference in oxygenation under various measurement conditions (baseline and during the use of various chairs) was studied with regard to the subjects’ age. In the first phase the aim was to check whether there were significant differences within age groups, i.e. whether the level of oxygenation changed under various conditions within the groups. Therefore the t-test for dependent samples (young and elderly subjects) was applied. In both groups the obtained differences between the baseline conditions and at sitting on various chairs were statistically insignificant (p>0.05). Consequently, it was concluded that the use of various chairs, as opposed to the baseline conditions, by both the young and elderly subjects did not cause major breakthrough in oxygenation in the lower extremities.

In order to detect significance of age differences for oxygenation under various conditions, the t-test for independent samples was applied. The following results were obtained, as presented in Figure 5:

§ Baseline – unlike the elderly subjects the young ones showed significantly higher oxygenation level in the lower extremities (t=2.168; p=0.035).

§ Chair A – young subjects at sitting showed significantly higher oxygenation in the lower extremities (t=3.311; p=0.002).

§ Chair B – the difference between oxygenation level in the lower extremities of the young and elderly subjects at sitting on the chair B was statistically insignificant, i.e. in both groups oxygenation was equal (t=0.701; p=0.486). That could be attributed to the trends (statistically insignificant) in oxygenation increase among the elderly subjects and, on the other hand, to the reduced oxygenation in the young subjects as opposed to oxygenation level in the baseline.

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§ Chair C – at sitting on the chair C young subjects showed significantly higher level of oxygenation in their lower extremities than the elderly ones (t=2.600; p=0.012).

Figure 5: The difference in oxygenation between the age groups in various sitting conditions

Discussion Measurement of blood-oxygen (oxygenation) has shown that the differences between the average baseline values and the values obtained at sitting on individual chair samples are not statistically different. Young subjects have significantly higher level of oxygen than the elderly ones. The biggest difference appears in the baseline measurement and with the chair C. In case of the chair A the difference is smaller but significant, whereas the difference in sitting on the chair B is statistically insignificant. These differences can be attributed to different muscular activity caused by various sitting postures and to capability of the compensation system in which young subjects are superior.. Chair B provides relaxation to the muscles; chair C shows significantly different reaction of the compensatory system, which protects the body from discomforts by supplying oxygen from tissue reserves through involuntary regulation of blood supply (contraction and expansion of blood vessels and capillaries) and involuntary muscular activity. In young subjects this process is significantly more vigorous. The same reaction has also been recorded as frequent restlessness during the test. Sitting on the chair A produced an apparent combined influence of pressure on the tissues with the compensation system reaction, as well as a combined influence of the active and static muscular tension, which is difficult to estimate unanimously and individually on the basis of the data obtained by this research. Irrespective of insignificant differences in oxygenation at sitting on various chairs, the trends shown in Graph 2 indicate not only the differences, but the entirely opposite trends in them in the elderly and young subjects. However, their interpretation and definition require further research under more prolonged sitting and with precise and

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accurate instruments to measure the processes within muscles and vascular and compensatory systems.

Conclusion The applied measurement methods were not sufficiently precise to define accurately the manner and scope of the effect every chair exerted on blood supply to the users’ lower extremities. The differences that various chairs design produced on the sitting behaviour and blood supply to the lower extremities have been recorded. However, blood supply to the lower extremities at active sitting was not significantly different from that at passive sitting. Accurate definition of the differences and their causes requires more strictly controlled conditions and employment of other methods. There were, however, significant differences in oxygen levels between the elderly and young subjects. This confirmed that the differences between smaller groups or individuals within a group were too big to allow evaluation of the whole group by average values. In other words, a design that takes into account simple average values for the whole group cannot always represent a solution that entirely meets the needs of every group member. References Chester, M R, Rys, M J, Konz, S A (2002). Leg swelling, comfort and fatigue when sitting, standing, and sit/standing. International Journal of Industrial Ergonomics, vol 29, 289-296 Coleman, R (1993). A demographic overview of the ageing of First World Populations. Applied Ergonomics, vol 24, no 1, 5-8 Grandjean, E (1988). Fitting Task to the Man - A textbook of Occupational Ergonomics. Taylor & Francis, London Haaverstad, R, Nilsen, G, Myhre H O, Süther O D, Rinck P A (1992). The use of MRI int he investigation of leg oedema. European Journal of Vascular Surgery, vol 6, no 2, 124-129 Kaulesar Sukul, D M K S, den Hoed, P T, Johannes E J, van Dolder, R, Benda, E (1993). Direct and indirect methods for the quantification of leg volume: comparison between water displacement volumetry, dhe disk model method and the frusum sign model method, using the correlation coefficient and the limits of agreement. Journal of Biomechanical Engineering, vol 15, no 6, 477-480 Kroemer, K H E, Kroemer, H. B, Kroemer-Elbert, K E (2001). Ergonomics - how to design for ease and efficiency. Prentice-Hall Inc., Upper Saddle River, New Jersey McCormick, E J, Sanders, M (1993). Human Factors in Engineering and Design. McGraw-Hill International Student Edition, Columbus, USA Mittermayr, M, Fries, D, Gruber, H, Peer, S, Klinger, A, Fischbach, U, Gunga, H C, Koralewski, E, Fulhaber, M, Simmer, M, Schobersberger, W (2007). Leg edema formation and venous blood flow velocity during a simulated long-haul flight. Thrombosis Research, vol 120, 497-504 Sudol-Szopinska, I (2006). Influence of prolonged sedentary work on the development of lower limbs edema and methods of its prevention. Medical Practice, vol 57, no 3, 263-269

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The Transition of Barrier-Free Environmental Concept in Taiwan

Tzeng Szu-Yu*

* National Yunlin University of Science & Technology, Department of

Architecture and Interior Design, 123 Univ. Road, Section 3, Touliu 640,

Yunlin, Taiwan, R.O.C. [email protected]

ABSTRACT

This paper tries to track the transition of legislation and policy-developmental process about the barrier-free environment concept in Taiwan, and inspects the characteristics and problems of each stage. By checking the characteristics and problems of four stages in Taiwan, we conclude some topics for our country to promote barrier free design environment in the future. It gets some hints as following: (1)Besides legislation to accompany with practical regulations & related policy, is necessary to fulfill the realization of barrier free living environment; (2)Government should let enterprises, government and academic be collaborated, in order to promote the concept of barrier free design environment; (3)To integrate the concepts of barrier free design environment into community developmental process.

KEYWORDS:Barrier-free, Environmental concept, Disabled, Transition, Taiwan.

1. Research Background and Motivation

The thoughts of “Normalization,” “Integration” and “Main stream” make barrier-free environment to become a word-wide topic. The movement of human rights of people with disabilities is slowly and ignored in the past in Taiwan. Under the impact of this thought of social welfare, for meeting the goal of human right-oriented, to construct an accessible environment for the disabled and the elderly easy to move and positive participate in social activities is an important task in Taiwan, too.

Legislation which includes law, code, ordinance or guidelines to enact barrier-free environment is one of efficient ways adopted by many overseas countries. This paper tries to analyze the transition of barrier-free environment legislation and policy -developmental process in Taiwan, and examine the characteristics and problems of each stage.

2. The Demographics Changing of the Disabled and the Elderly in Taiwan

By data of Department of Statistic and Ministry of Interior, the population of Taiwan was over 23 million in 2008. The handicapped increase gradually, the disabled population is 1027,041, and the percentage is 4.5%. And the elderly population is 2343,092, the elderly percentage is 10.13% of total population in Taiwan until September, 2008. The life expectancy at birth was 77.9 years (74.86 years of male

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and 81.41 years of the female)in 2006, almost lengthened twenty in the past two decades. (Department of Statistics, 2006)

The elderly at the age of 65 and over have increased seven times in forty years,(Executive Yuan 2007)By estimation of Council for Economic Planning and Development of Executive Yuan, it shows a dramatic change of age structure in Taiwan, and the share of senior citizens population increasing from 7% to 14% in Taiwan will be consuming about 25 years. The speed of population aging process in Taiwan is faster than western countries and equivalent to Japan’s.

3. The Barrier-free Environment Evolution International

The concept of barrier free environment becomes a main role of welfare policy after 1950s. It emphasizes on the rights of the disabled, resulting from countries in Scandinavian for releasing the segregation of the retarded from normal society. It’s making the disabled come back to main-stream and integrated to normal community in society. Then the norms of ”Normalization” and “Barrier Free environment” spread from North Europe to America and become a world – wide topic, with a great impact on related development for the disabled and elderly globally.

England established “Accessible for the Disabled to Buildings” in 1963. The ANSI enacted “American Standard Specifications for Making Buildings and Facilities Assemble to, Usable by the Physically Handicapped” in 1968. This is the first design norm about barrier free environment in the world. Sweden established “SBN 67, Sweden Building Norms” in 1969 too. The design guidelines of “Needs of Disabled People in Building” were handed out by ISO in 1975. UN set “the National Handicapped Ten Year” (1983-1992) for carrying out the aim of “Equalization of Opportunities and Totally Participation for People with Disabilities” in 1981.

Until 2000, most of countries adopted the definition of disability, according the 1980’ World Health Organization ICIDH model, international classification of impairments, disabilities and handicapped. This classification was first created in 1980 by WHO to provide a unifying framework for classifying the consequences of disease. It is called ‘medical model’ and assumes that the individual is the course of the problem and must be rehabilitated. Latter, the International Classification of Function, Disability and Health (ICF) put the notions of “Health” and “disability” in a new light, furthermore ICF takes into account the social aspects of disability and does not see disability as a “medical” dysfunction. ICF is called the “social model” and is based on the social context. The United Nations adopted the definition of the World Health Organization in 2001. It was a milestone in how disability was defined and the development of barrier-free environment.

“Convention on the Rights of Persons with Disabilities” was declared by UN taking effect from May, 2008, and becomes the first human right rule in 21 century, to ensure the disabled at least 10% of global population.

4. The Barrier-free Environment Concept Transition in Taiwan

By the time of policy legislation and design regulation about barrier-free

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environment, we could divide the transition and development process into four stages in Taiwan as follows: the budding stage (before 1988), the concept development stage (1988~1995), the establishment stage (1996~2002), and variety perceptive stage (after 2002) .

(1)The budding stage (before 1988)

Before 1980, “The Social Relief Act” was only based in law to supply welfare for the disabled. Until the concerns and trends of human rights for the disabled internationally, the government of Taiwan couldn’t neglect the impacts of welfare for the handicapped. The government legislated “The Welfare Act for the Disabled” in June,1980, and in the 22nd items stated that “The government should, in public facilities and activity Place, enable the disabled easy to move and use”. This Act is the firstly legislative base to enforce barrier-free environment in Taiwan, by this Act defined seven kinds of disabled, and regulated the welfare of the disabled.

For answering to the National Handicapped Year1981, the government entitled ‘The Realization Items of The Welfare Act for the Disabled’ in April, 1981. In which clearly defined the classification and grade of the disabled, but just including education, occupation training and medical three spheres. At this time the concept about barrier free environment just including public building and activity place, was limited in narrow definition.

(2)The Concept Development Stage (1988~1995)

In the end of 1988, Construction and Planning Agency Ministry of the Interior was declared ‘the Architectural Regulation on improving access of Public Building and Facilities for the Disabled,’ in the tenth chapter (167-177 items) clearly regulated the kinds and range of equipments which new and existing public building and facilities should supply and meet. This ordinance became the only standard to enforce barrier- free environment of public building nationally.

“The Welfare Act for the Disabled” was second time modified in Jan.,1990, the definition of the disabled was enlarged from seven to eleven kinds, including the people with physical and mental handicapped. And in the contents of the 23rd item clearly regulated that all public building, facilities, activity place and traffic transportation should be barrier free environment and accessible for people with disabilities, and should adapted in five years. In the end of 1990, ‘the Standards of the disabled Institution and Facilities’ declared, defining the accessible design standards of educational institution, library, welfare sheltered workshop and recreational facilities.

And in 1993, “The Enforcement Items of Welfare Act for the Disabled” were declared. For creating a society with equal opportunity and total participation, Construction and Planning Agency Ministry of The Interior starts to check new and existing public buildings in every county and city, and giving some adopted suggestions about barrier –free environment of interior and exterior from 1993.

And in 1996, the ‘the Institute of Architectural Regulations on Improving Access of Public Building and Facilities for the Disabled’ was revised, and in the tenth item of Constitution regulates that nation should be direct to construct barrier free environment. There are two main revised contents, one is changed the disabled to the handicapped, including the elderly, children, women and temporary handicapped;

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the other is to increase the educational facilities and congregated housing into public building, and there are sixteen kinds of public building.

(3)the establishment stage (1997~2002)

After the movement of the disabled group is popular, beside administration staff and the professions, the private sector such as the League of Welfare Organizations for the Disabled and Eden Social Welfare foundation take part in revising act affairs. They concern that lacking of well barrier free environment impact on four civil rights of the disabled, including education, medical, employment and institution.

‘The Welfare Act for the Disabled’ was third time modified, and revised to ‘Physically and Mentally Disabled Citizens Protection Act’ in 1997. This Act revision was based on user standpoint, but it’s limited new and existing public building should adopt barrier free environment in five years, with the punishment for these whom don’t obey this regulation, the building using licensed premises would be cancelled. It’s shown that the private Disabled Group required barrier free environment of grate urgent situation, but neglected the possibility in realization process.

(4)variety perceptive stage (after 2002)

For carrying out ideal barrier free environment, not only the clearly regulation and policy are demanded but also should be practical design manpower reared. For the aged society with the growing senior population, the demand for products, services and environments carter for the disabled and the elderly are increased. The design and academic field pay attention to universal design, the concept of “Design for people of all ages with all abilities”.

Then there is another human concern and movement enforced in design academic field, such as ‘The View of Universal Design’ symposium held at Tunghai University Industrial Design Department in April, 2000, and “Barrier Design and Universal Design” workshop and symposium at Design College, Yunlin Technology & Science University in March, 2002.

For responding to the needs of variety value society, Ministry of Economic Affairs was set up a Universal Design Laboratory at Taiwan Design Center Foundation In 2003. Ministry of Education has subsided to modify Barrier free campus from 2003, holding Barrier free campus modification workshop from 2006.

The Free Universe Education Foundation (FUSE) was established at Taipei City in December, 2006. The FUSE foundation emphasizes on user-centered orientation, defining in the third sector, as an educational medium for realizing and promoting barrier free environment. The first’ Taiwan Universal Design Awards’ was held in Sep., 2006, and the third in 2008.

5. The Characteristics and Problems of Each Stage

We tried to divide the transition and development process into four stages in this paper, according the legislation time, policy contents and design regulation about barrier-free environment, finally concluded the characteristics and problems of each

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stage (Table 1).

The budding stage was just in the meaning of declaration, the definition of the disabled was limited in physical disabled, the field of enforcement Barrier free environment in limit, focusing on public building and activity place, without regulation on traffic transportation, and the though about welfare only concerning the fields of education, occupation training and medical, still neglects the concept to supply convenient and easy environment of daily life for the disabled.

In the concept development stage, the concept about the disabled was altered to ‘the person with disability,’ and before “the Architectural Regulation on improving access of Public Building and Facilities for the Disabled” of Construction and Planning Agency Ministry of the Interior was enforced, the needs of the disabled toward barrier free living environment became more embodied. It was a milestone in carrying out barrier free environmental history.

In the establishment stage, the Disabled Group positively took part in revising legislation contents, showing that the private Disabled Group required barrier free environment in great urgency. And defined that Barrier free environment is basic right of human, not relief. But resulting from standing on user’s point, ignored the requirements of normal people, and established inducement policy to cancel building using license, if not adopted in five years. It stresses on segregation, making the though that barrier free environment only for the disabled is more shallow.

For the impacts on the concept of universal design, there are variety concerns, movement and participation of academic researcher, practical designer of barrier free environment in perceptive stage. It more enlarged the spheres of barrier free environment, including products, services and environments.

Table 1: The four stages Transition of BD Concept in Taiwan First Stage Second Stage Third Stage Fourth Stage

Budding Development Establishment Variety Perceptive Before 1988 1988~1995 1996~2002 After 2002 The disabled people with

disability BD is basic human

right including product,

service, environment *14 kinds of public building and activity place

*16 kinds (increase education facility and congregated housing)

*include in Constitution rule *the disabled group take part in revising affairs

*BD & UD workshop and symposium *Taiwan Universal Design Awards *movement and concern in academic research and design field

6. Conclusion

Barrier free environment is a practical solution to ensure rights of the disabled to receive services of education, employment, medical field, and promoting all users to function with ease, safety, autonomy, independence and dignity. By checking the characteristics and problems at four stages in Taiwan, we conclude some topics for our country to promote barrier free design environment in the future. It gets some hints as following:

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(1)Learning from the policy development process, besides legislation to accompany with practical regulations & related policy, is necessary to fulfill the realization of barrier free living environment.

(2)Government should do some educational promotion about barrier free design, and integrate the fields of law institution, academic research, educational system and design, let enterprises, government and academic be collaborated, in order to promote the concept of barrier free design environment.

(3)For enlarging the spectrum of barrier free environment to welfare and health level, break through traditionally conceptual structures of barrier free environment, to integrate the concepts of barrier free design environment into community developmental process, and apply it into the sectors of product development, information system and services.

【References】 Steinfeld, E., & Danford, G. S. (Eds.) (1999). Enabling Environment : Measuring the impact of environment on disability and rehabilitation. New York: Kluwer academic / Plenum Publishers. Roberta L. Null & Kenneth F. Cherry (1996),Universal design: creative solutions for ADA compliance, Professional Publications, Inc., Belmont, California. PP.1-69. James J. Pirkl (1984),Transgenerational Design Products for an Aging Population, Van Nostrand Reinhold, PP.227~228. International Headache Society(2004), The International Classification of Headache Disorders, 2nd edition., Cephalalgia 24,PP. 1-160.

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Universal Design in Third Level Design Teaching in Ireland Marie Callanan - TrinityHaus, Trinity College Dublin Antionette M. Fennell - TrinityHaus, Trinity College Dublin Gerald M. Craddock - Centre for Excellence in Universal Design, National Disability Authority James E. Hubbard - Centre for Excellence in Universal Design, National Disability Authority Heike Owens - Shibumi Consulting Ltd Mark R. Dyer - TrinityHaus, Trinity College Dublin

Abstract In Ireland, a feasibility study aimed to enhance third level teaching of Universal Design (UD) at Trinity College Dublin. The project - funded by the Centre for Excellence in Universal Design (CEUD) - was conducted by TrinityHaus, Trinity College Dublin. The aim was to research existing practices in Universal Design teaching both in Ireland and internationally. The research - a combination of desk and primary research - reviewed national and international Universal Design curriculum content at third level. CEUD's Universal Design experts were consulted and topic guides (questionnaire used to guide the interview process and probe for information in an unbiased way) were developed. A series of face-to-face interviews with teachers in third level institutions in Ireland was conducted. As well as forming an overview of UD teaching in Ireland at undergraduate and postgraduate level, the interviews revealed the level of understanding of UD amongst those currently teaching the subject in third level institutions in Ireland. Conclusions are made about the shortfalls of current UD teaching practices, as well as identifying successful approaches both nationally and internationally. An outline curriculum module will be developed as well as guidance notes for teachers to ensure that UD is taught in accurate and successful way.

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User Characteristics: Professional vs. Lay Users Abdusselam Selami Cifter, School of Engineering and Design, Brunel University, [email protected] Dr. Hua Dong, School of Engineering and Design, Brunel University Brunel University, [email protected] http://www.inclusivedesignresearch.org/ Abstract The market success of a product largely depends on whether it correctly addresses the user needs. Understanding the user is increasingly becoming important in the design process. Different user models may determine different approaches to design. This paper identifies the characteristics of different types of users, with a specific focus on professional users and lay users. It gives a definition of professional users and lay users in the context of adapting products originally designed for professional use to the use of lay people (for example, home use medical devices). It summarises, and compares, the characteristics of professional users and lay users, suggesting that designers pay attention to user characteristics and the context of use so as to better address user perceptions and meet user needs. Keywords Professional users, lay users, technology adaptation, design adaptation 1. Understanding Users: Put it Into Context Although designers are themselves users, understanding users is a challenge for designers. Designers tend to design for themselves, but users they design for often differ from designers themselves. According to Margolin [1], users have become a central theme of the design discourse, though users still remain little understood by designers. Thanks to the evolution of technology, today users have access to all types of devices enabling them to do various tasks, some of which used to be operated only by professionals. In some market segments, there is a shifting trend from focusing on professional use to the use of lay people, for example, home-use medical devices, computer accessories, hobby products like telescopes. As a result, the design focus has shifted from product’s function to user’s perception and product-user interaction. According to Liddle [2], there are three phases of technology adoption; enthusiast phase (Hobby), professional phase (Work) and consumer phase (Life). Enthusiast phase is the invention phase where people like to exploit the technology without giving consideration to the complexities and difficulties on the technology. However, after sometime an enthusiast user

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2

may come up with an idea to put that technology in a practical way and then invention starts to become an innovation. This is the professional phase where priorities of developers change and become more focussed on costs and prices. In this phase, design must be reliable, consistent and above all useful and usable. After the product has built up enough volumes through the business phase and technology has become cheaper, the consumer phase starts. In this phase product’s language changes dramatically with respect to the priorities of the consumers. The design must be easy to use, pleasurable and must present the function in an aesthetic way. To make the adaptation from the professional phase to the consumer phase easier, a comprehensive investigation on the characteristics of professional users and lay users is required. 2. Definitions of Users According to Hogg et al. [3], Lay users “are those who have not gone through the training or socialisation into the particular profession (such as medicine, nursing, chiropractic) which we refer to as the index profession.” A professional user, as defined by Lundvall [4], is a user who has a well identified goal for his/her activities, acting within the formal part of the economy. The end-users of a product can be professional users or lay users (Figure 1). Professional users have good knowledge about the task that they perform with the product: they are trained and they may have previous experience with the product or the relevant task. Likewise, experienced users may have some previous experience with the product or the relevant task, but their knowledge of the task is much more limited when it is compared with professional users. Novice users are new to the task or the product and usually they do not have enough information to perform the task with the device.

Figure1. Different type of end-users

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3

Knowledge of the task is one of the main factors which separates end-users into two groups as professional users and lay users. However the terms professional users and lay users refer to various types of user groups. Figure 2 shows an instance for the market of medical devices where doctors, nurses and medical representatives can be regarded as professional users while old people, patients and carers can be referred to as lay-users.

Figure 2. Professional and lay users of medical devices

As suggested in Figure 2, lay users are not a monotype. There are differences with respect to their previous experience. “Users have expectations of how a product will work using it for the first time. These may be based on their previous experience of performing the task before with the previous model of the product or with similar devices.”[5] A novice-user could become an experienced user. The progress of this transition is shown in Figure 3: when a user is faced with a new device, he/she makes an interpretation. This interpretation leads to an action and in turn the device functions and gives feedback. The next time when the user is faced with the same task, he/she will refer to the knowledge gained from his/her previous experience.

Figure 3. The process of gaining experience

It is interesting to note that amateurs can be novice users or experienced users. According to Lundvall [4], “consumers acting as amateurs involved in hobbies might display a behaviour which

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is close to the one displayed by professional users…amateurs might be as advanced as professionals in terms of both use and innovativeness.” In this study, professional users refer to the users who have gone through extensive training to achieve particular knowledge which is valuable in a social or economical context. Lay users are the users who have limited or no training in a particular area, however they are likely to have personal interests or special needs in that area.

3. Characteristics of the Users Lay users differ from professional users in terms of their needs and expectations. Professional users are trained people and the devices they use are related to their expertise area. However lay users vary significantly from age to gender, and they might be people with disabilities. According to Buurman [6],

“different from professional users, lay users don’t have extensive training for the product use. Besides there are no clearly specified users, goals and contexts of use and for lay-users, effectiveness and efficiency is less important than pleasure and early success. These motivate users to further exploration of functionality and interaction.”

Previous experience and intuitive use. Users prefer to understand a product in an intuitive way. This is easier for professional users because they are usually more experienced with the device or are familiar with the tasks. However lay users may not have any previous experience, therefore guessability becomes important with respect to their possible approach to explore the usage of the product. When lay users are faced with a new device for the first time, “they are lack of confidence. They can’t understand the issues and situations related to their device and their interaction with the device.”[7] Ability to overcoming limitations and problems. Professional users are usually good at overcoming device limitations.[8] They are often much more capable of operating complex devices, and they respond to unexpected or variable circumstances much better than lay users [9]. In contrast, lay users are not good at overcoming device limitations. They prefer simple to use products with limited functions. Lay users “are poor at overcoming problems and likely to need support in many different forms such as, help with maintenance and servicing, repair, replacements, etc.”[7] Besides, they cannot understand specific terminologies. According to Soergel et al. [10], mismatches in representations of information used by lay users and professionals occur at different levels of knowledge representation, such as terminology. Context of Use. According to Edworthy et.al. [11], “a professional user of a product may use it every day, will be subject to various regulatory bodies, and may be concerned with his or her legal liability. Due to these circumstances they are more likely to follow instructions than lay-users.” In addition, the environment where lay users use their products differ significantly from that of the professional users. Generally, professional users use their products in a controlled environment while lay users use them in uncontrolled environment.

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Perception and purchase decision. According to Crilly et al. [12], when a user wants to change his/her present product with a new one, prior knowledge may be used to make judgements on attractiveness. Therefore previous experience influences users’ purchase decision. Professional users are likely to prefer new products with small changes because of the natural psychological tendency to take the tried-and-true path. For professional users, a product with a radical change means more time spending on learning the new product and waste of accumulated experience [8]. Table 1 compares the characteristics of professional users and lay users.

Table 1. Characteristics of professional users and lay users. Professional users Lay users

More control on the products they use Less control on the product because of the

lack of confidence

Good at overcoming problems Poor at overcoming problems

Well-trained Little training

Usual able-bodied Vary from age to capability

Product function reflects their expertise Product function reflects their special needs

Prefer sophisticated products with a lot of

functions

Prefer simple products with specific functions

More likely to recognise errors Poor at recognising errors

Understands specific terminology Have difficulty in understanding specific

terminology

4. Implications for Design A better understanding of the characteristics of professional users and lay users will help speed up technology adoption, especially the transition between the professional phase to the consumer phase. Designing for professional users are different from designing for lay users. Professional users are more concerned with the reliability, consistency and efficiency of the product, whereas lay users are more concerned with easy-of-use, aesthetics and pleasure. When designing for lay users, designers should make their products more intuitive to use, instructions easy to understand and jargon free, and they should take into account different contexts of use. In addition, the journey from novice users to experienced users should be considered by designers, as this will inspire them in terms of how to help the user quickly gain experience from using the product.

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References

1. Margolin, V (1997). Getting know the user. Design Studies, vol. 18, no 3, pp.227-236 2. Moggridge, B (2007). Designing Interactions. MIT Press

3. Hogg, C, Williamson, C (2001). Whose interests do lay people represent? Towards an

understanding of the role of lay people as members of committees. Health Expectations. vol. 4, no 1, pp. 2-9

4. Lundvall, B (1985). Product Innovation and User-Producer Interaction, Industrial

Development Research Series no 31, Aalborg University Press 5. Jordan, P (2002). An Introduction to Usability. Taylor & Francis

6. Buurman, R (1997). User-centred design of smart products. Ergonomics, vol. 40, no 10,

pp. 1159-1169

7. Gupta, S (2007). Design and Delivery of Medical Devices for Home-Use: Drivers and Challenges. Cambridge, Department of Engineering.

8. Wiklund, M, and Wilcox, S (2005). Designing Usability into Medical Products. CRC

Press

9. FDA (2000). Guidance for Industry and FDA Premarket and Design Control Reviewers, Medical Device Use-Safety: Incorporating Human Factors Engineering into Risk Management. FDA Publications

10. Soergel, D, Tse, T, Slaughter, L (2004). Helping Healthcare Consumers Understand:

An “Interpretive Layer” for Finding and Making Sense of Medical Information. Medinfo, IOS Press

11. Edworthy, J, Hellier, E, Morley, N, Grey, C, Aldrich, K, Lee, A (2004). Linguistic and

Location Effects in Compliance with Pesticide Warning Labels for Amateur an Professional Users. Human Factors, vol.46, no 1, pp11-31

12. Crilly, N, Moultrie. J, Clarkson, P (2004) Seeing things consumer response to the

visual domain in product design. Design Studies, vol. 25, no 6, pp.547-577

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Video-game portrait: A child’s vision on displacement

Jairo Eduardo carrillo [email protected], David castro

Pablo figueroa , Juliana barreto and Camila garcia

Deparment of design and group Imagen of the Universidad de los andes and

Banff New Media Institute

“If we listen to children, we would silence bullets”. (Publicity on Human Rights,

Colombia, 1999)

Abstract Little voices, is a video game where the user lives the experience of excluded children,

a theme that is not referred to during war times, that exists but that nobody wants to

talk about. Using design and technology, it includes children, those “others” in present

history; it gives them existence and makes them members of a society that has to think

about them and include them in their development planning.

Little voices is a video game and animated documentary based on interviews and

drawings of a new generation of displaced children (8 to 13 years old) who have grown

up in the middle of violence and chaos in Colombia. The interviews show how they

perceive their reality. The stories have been illustrated and animated based on the

original drawings of the children.

It is a design innovation in the use of new state of the art communication technologies,

for social interaction; a way of leading the user to discover the experiences of children

during war, through excursions and adventures in 3D virtual worlds, interacting with

characters that appear on the way.

Key Words War, displacement, children, Colombia, video -game.

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Video -game experience of a child’s vision on displacement Background Now a days Colombia has a vast population of 2 million displaced children that require

to be heard and be a voice before the world. On June 17, 2008 a report by the United

Nations Refugee Agency (UNHCR) shows 3 million internal displaced people were

recorded in Colombia, more than Iraq 2.4* .

The media, news, movies and documentaries tend to show the situation of war infants,

from an external perspective of who analyzes or studies a case or a problematic of

social, political or cultural interest.

“Little voices” represents another look, a child’s look. The way they face war, based on

their every day reality, expectations, dreams and games. The way the express what

they see. The way they feel war occupies streets, crops and homes. There are no

judgments; there is no evil or good shown, only the way children perceive the

occurrence of war.

A large part of my work has been centered on using entertainment media (movies,

animation and video games) to get to children. The languages of animation and video

games allow creating environments where children who have access to video games

enter a sympathy relationship with those that tell their stories in them. It is a way to go

beyond external communication; it is about generating solidarity feelings from the game

that relates him or her to the experience of the “other”. Is looking trough a child’s eyes

the violence of war and live it with him.

Pedagogically, it is about that from the game experience, to have the conscience of the

other, its needs, situations and its world, and to generated solidarity feelings, to include

the ones excluded by violence. Equally for the adult that access the game, it is the

opportunity to have a different look, to perceive the effects of war on children, to make

visible the quotidian of the armed conflict from the angle of a child’s vision, to include

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its existence in the collective imaginary, and that way give it presence and social

reality, a conflict that affects many countries now a days.

The Project’s History On 2003 an animated documentary called “Little voices” was made based on the

experience of Colombian children displaced by violence, who told through drawings,

illustrations and oral narratives, their experiences.

“Little voices” has been shown in more than 20 International film festivals such as, the

Venice film festival, Havana film festival and Rotterdam film festival (

http://www.locombia.net/voices ).

Technologically, this project retake a process I started back in England, that of

constructing a 3D virtual educative space, where London Sinfonieta was involved, and

its was reviewed in various newspapers like the New York Times, and London’s Metro

Newspaper, these interactive spaces intended children and youngsters to be able to

learn, play or listen to classical music using internet, this project had great success in

the education field. www.braunarts.com/3dmusic Project produced by Braunarts and

London’s Sinffonieta.

Pilot In summer 2008, in co-production between Colombian and Canadian institutions, we

made a video-game pilot, based on the documentary “Little Voices”. This video game

experience exposes a new social order, where traditional values of society (such as the

concepts of family, home, justice, etc) are being transformed – they are changing or

starting to disappear -. Kidnapping, displacement, living in land mined zones and

participation in massacres, are tragic experiences in which the mind of the child is

transformed.

The video –game “Little voices” is trying to reflect this constant cycle of violence and its

impact on society. The children’s voices will guide us through this journey. The aim of

this experience is to portray the vision of children about the civil war in Colombia, in

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order to make conscience of how children involved in war circumstances are living

today.

Personal Intention

I feel strongly on giving voices to these children, a loud speaker, because we do not

heat them very often. After hearing again and again these interviews, I realized that in

this war, there is no such thing as “good” or “winners” and as a result, we all lose. Also,

we have to blame ourselves because we feed this war with silence and indifference.

My hope is that we will be able to understand that we are never going to end his war

with more arms, rifles, missiles or bullets, but that housing, health and education could

provide future generations of hope.

On the other side, along my professional trajectory, I have had a permanent interest in

themes like violence that affect our country, and other national and international

contexts. It is not only about being an specialist on technology, but also to use it to

create a social conscience, collectively and to build a new kind of knowledge about the

reality that we live in.

Pedagogy and participative construction The pedagogical process of using the drawings made by the children facilitates the

identification of the users with the characters on the video-game, the empathy and a

closer approach to children who lived similar situations. It is a way of becoming part of

the country’s history, of being involved and to see it.

The user – child or adult- begins to explore a town; talks to other town children that

interact with him, and they end up telling their experiences of living in a place that has

being affected by violence. It that way how the user, who is moving through the town

starts to realize the reality; the town’s atmosphere, told by the children is painfully

transparent, beautiful, colorful and naïve.

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All the town drawings are made by displaced boys and girls, the same way as the

voices and sounds effects used in the video-game.

Methodology We gathered seventy displaced children from different parts of the country, which live

in Bogota’s suburbs. They were asked to draw the reason why they end up in Bogotá,

and the most significant drawings were chosen; we interviewed these children who

narrated their story. Five of these stories were chosen, illustrated and animated, with

the children’s original drawings, to create an animated documentary.

The documentary was presented in diverse contests to national and international

public; due to its acceptance, there was a proposition of making a video-game co-

produced by Colombian and Canadian institutions.

Tests with different population groups have been done to validate the virtual world

experience as an educational and reflection tool as well as revising the impact of 3D

virtual experience.

Future At this moment we have the “little voices” documentary and a video-game pilot. Based

on this experience we are thinking to create an other video-game based on the

documentary Nacidos bajo el fuego (Born under fire) for free distribution in public

schools in 2010.

The project Nacidos bajo el fuego has won international prizes such as:

February 1 2008. I applied to the Jan vrijman fund, fund given by the International

Documentary Film Festival Amsterdam. This is one of the most important documentary

festivals in Europe.

March 1 2008. I applied to the Gotebor international fund, fund given by theGotebor

Swedish Film Festival, The main film festival in Sweden.

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November 2006. Winner of the cinematographic projects convoking organized by

Proimagenes Colombia.

The project has also some international press such as

*BBC Radio world Service (Tuesday 18 march,2008)

The talk show 'Outlook today" interview about the project.

http://www.bbc.co.uk/worldservice/outlook/2008/03/000000_outlook_trail_page.shtml?r

edirect=&news=&host=&nbram=&bbram=&nbwm=&bbwm=&lang

NPR (national public radio) USA

http://www.npr.org/blogs/bryantpark/2008/03/art_therapy_bringing_a_childs.html

http://www.npr.org/blogs/bryantpark/2008/03/child_victims_of_colombian_war_1.html

Videography 200.000 Phantoms (Nijuman no borei) by Jean-Gabriel Périot | France 2007 | 10 min

This building stands out in the views of Hiroshima. Using more than 600 photos dated

from 1914 to 2006, the filmmaker demonstrates the durability of this house – while the

rest of the city is destroyed by war and the bomb.

A Conversation with Haris by Sheila M. Sofian | USA 2001 | 6 min

Haris is eleven years old and lives in the United States, but originally he’s from Bosnia,

where he lived through the war. The filmmaker visualizes his memories by means of

empathetic pictures painted on glass.

And Life Went on by Maryam Mohajer | Great Britain 2007 | 6:22 min

The sirens are wailing. The neighbors flock to the air-raid shelters – everyday life in

Tehran during the war of 1985, because life continues even in the shelters. The little

girl collects childhood experiences of a different kind.

Do-It-Yourself by Eric Ledune | Belgium 2007 | 12:55 min

This film is based on a 1970s CIA manual about torturing prisoners of war. The didactic

form is supported by sarcastic animation. Welcome to the abysmal depths of human

behaviour!

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Include 2009

Mapping and documenting conflicts between Users and Built Environments Hubert Froyen, PHL, Architecture, and Ghent University, Belgium, [email protected] Evelien Verdonck, PHL, Architecture, and Hasselt University Dirk De Meester, Ghent University Ann Heylighen, K.U.Leuven Abstract

The step-by-step expansion of the corpus of design knowledge, to incorporate the needs and wishes of the real diversity of users, requires a large amount of additional information about environment-related human 'dis-abilities' (limitations and possibilities).

To arrange and document this large amount of new design information there is a need in the first instance for a global model that makes it possible to map in a theoretical and deductive manner the relevant diversity of users and the complexity of built environments. To this end, a Universal Design Users – Built Environments Model is elaborated to list the users’ disabilities and activities, and to map the matching aspects and elements of built environments (mapping).

In the second instance, the empirically detected disabling aspects and elements of built environments must be analysed in greater detail to assist decision-makers and designers. This information about both people - environment ‘Conflicts’ and empirically based ‘Resolutions’, is documented in a so-called Universal Design Pattern database (documenting). Keywords. Inclusive Design, methodological design approach, supportive design tools Universal Design, Universal Design Patterns, user-centred design.

1. Introduction The British Standards Institute describes Inclusive Design [1] as: “Design of mainstream

products and/or services that are accessible to, and usable by, people with the widest range of abilities within the widest range of situations without the need for special adaptation or design.” Jane Alexander, in her introduction to “Strategies for teaching Universal Design” clearly describes the UD concept in a similar sense.

“The concept of universal design goes beyond the mere provision of special features for various segments of the population. Instead it emphasizes a creative approach that is more inclusive, one that asks at the outset of the design process how a product, graphic communication, building, or public space can be made both aesthetically pleasing and functional for the greatest number of users. Designs resulting from this approach serve a wider array of people including individuals with temporary or permanent disabilities, parents with small children, and everyone whose abilities change with age.” [2]

In the above holistic sense, we have chosen the term Universal Design (UD) for our research in the field of architectural education. Moreover, we consider UD to be an academic

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and a professional research and design response to a democratic requirement and to a social concept for the achievement of integral and inclusive accessibility and utility.

The new UD design approach requires of designers, builders and managers both a much broader insight into the interoperative modi of human perception and a greater knowledge of the physiological, physical and mental functions of people. All this relates to an expanding diversity of users.

In the context of this paper, we focus our attention specifically on the great need for relevant information for evidence-based decision-making and for Universal Design. Recent research by Weytjens, Verdonck and Verbeeck (2009), into the use of Design Support Tools (DSTs) by architects, based on a survey of 224 Belgian architects, shows that 94.5% of architects make use of knowledge-based tools. Moreover, more than 30% of those questioned state that they need more information-providing tools to support their design process. The study concludes that “for the future, additional support [in the architectural design process] is mainly required for evaluation and analysis, for communication, and through knowledge-based DSTs.” [3]

Essential in our work of systematic mapping and documenting conflicts between Users and Built Environments, is a thorough research and presentation (UD Patterns) of needs and wants of people with permanent, temporary and / or situational functional limitations. This research occurs both theoretically / deductively (model) and empirically / inductively (patterns).

2. UD Users - Built Environments Model (theoretical / deductive)

Our UD Users - Built Environments Model (Fig. 1) examines several recent models, among them the World Health Organization, International Classification of Functioning, Disability and Health, known more commonly as ICF [4], the Dutch design guide ‘Geboden Toegang’ (access offered / advised) [5], and the Ergonomic Model [6]. In the ICF list of Contextual Factors, the Personal Factors (Psychosocial environment) are not relevant here, but a more detailed and separate set of Aspects (variables) and Elements, relating to physical environments, is elaborated.

These ‘Aspects’ and ‘Elements’, relative to Built Environments, are not based on existing lists of models, but are developed in the course of our research.

Built Environments, ‘ASPECTS’ column Under environmental aspects (variables) spatial conditions and characteristics are arranged

that offer support (enabling) for the universal human task cycles: Sense (intake) / Perceive (throughput) / Act (output). This embryonic list, with aspects from daylight to ergonomic characteristics, is mainly indicative, and was constructed gradually and in an inductive manner from the clues and results that gradually became clearer during the many years of experimental construction of UD Patterns, and associated design exercises with architectural students [7].

Built Environments, ‘ELEMENTS’ column The elementary and illustrative spatial elements and facilities that are arranged here, can

be viewed as stereotypic settings for universal scenarios of human Approach / Access / Negotiation / Use of built environments and outside spaces. This list of illustrative ‘Elements’ also grew as subjects for UD Pattern research in the successive research projects of architectural students.

The model provides a multi-perspective approach to the classification of the functioning /

disability of Users versus Built Environments, as an interactive and evolutionary process. It provides building blocks for researchers, decision-makers, professionals and users who wish to document an evidence-based UD process and to study different aspects of this process. In

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this way, the model can be seen as a language: the texts that can be created with it depend on the intention of the users, their creativity and their scientific / professional orientation.

Figure 1. UD Users - Built Environments Model (embryonic list) with for example some causal links for personal stoma care [8] in public toilets

3. UD Patterns (inductive / empirical) Universal Design Patterns form the core elements of our methodological approach. In a

structured way, they provide both relevant information about Problems (Conflicts) that are experienced in handicap situations by users, whether they have specific permanent or non-permanent (temporary or situational) limitations, and empirically supported architectural / technological Solutions (Resolutions).

Our extensive research, carried out from 2001 onward, focuses on mapping and documenting the conflicts between the diversity of Users and Built Environments, and on Universal Design Patterns (UD Pattern databases) as key elements in the process of the systematic elimination of handicap situations in built environments [9].

In addition to the UD Patterns, the overall research project comprises six complementary components of a methodological approach: Empirical research – Simulations – Users / experts in collective design processes – Integral Quality Control – Post Occupancy Evaluation – Universal Design Education & Research.

The accurate description of the ‘why’ for each design pattern is characteristic. For the development and the continual updating and improvement of UD Patterns we propose that conventional empirical research be combined with peer review (users / experts) and with a broad exchange of (Open Content, OC) information and communication via the Internet.

The diagram below summarises the different paragraphs of such a UD Pattern (under construction). This model construct places special emphasis on the needs of semi-ambulant users and on the personal care facilities needed by users with a stoma, this to stress the need for complementary research, and to explore the ways this research can be conducted, online and ‘in vivo’.

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UNIVERSAL DESIGN PATTERNS: Toilet facilities in public buildings.

UD Pattern 01.01: (Semi-)ambulant or ‘Ambulatory’ Toilet Stall. Personal care.

© 2008 Elke Rijckx © 2008 Danny Van De Genachte © 2008 Elke Rijckx

• Introductory paragraph with references to related UD Patterns for which this specific

UD Pattern serves as a supplement. In a general introduction, the overall role of urban design in reversing the trend of inadequate toilet provision can be highlighted. Reference can be made to a higher level UD Pattern 00.01 General, which lists the potential Conflicts of a diversity of users in ‘away from home’ toilet facilities [10]. This general pattern also documents architectural / technological solutions (Resolutions) and sets out design guidelines that meet both user needs and provider requirements.

• Problem Definition (CONFLICTS) - 0.0 Modal users (average, standard). This includes users who are tired, pregnant, stressed, ill or injured, undergoing medical treatment, under the influence of alcohol or drugs, as well as travellers with a pram, with baggage or with heavy or sizeable objects. - 1.0 Users with neuromusculoskeletal and movement related functional limitations. Functional limitations and handicap situations can result from problems in the area of movements, actions and mobility. - 2.0 Users with sensory limitations. Functional limitations and handicap situations can result from problems in the area of perception. - 3.0 Users with organic defects. Functional limitations and handicap situations can result from problems in the area of required physical effort. The Users - Environments conflicts, and particularly the needs of users with colostomy, ileostomy and urostomy, are analysed and documented under this section. - 4.0 Users of exceptional size. Functional limitations and handicap situations can result from inappropriate size and space for approach and use, or problems in the area of anthropometrics. - 5.0 Users with mental and/or psychological limitations. Functional limitations and handicap situations can result from problems in the area of cognitive, neurological and psychological capacities.

• Results and sources of empirical research Relevant sources that analyse and document the needs of the relevant diversity of users are listed here. Complementary empirical research provides the missing information. In the context of this specific UD Pattern (Semi-)ambulant or ‘Ambulatory’ Toilet Stall, for example, movement related functional limitations or the needs of users who are semi-ambulant, have been quite well documented, but relevant information on personal care of users with a stoma is rather exceptional [11].

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• Architectural / Technological solution (RESOLUTION)

The concept for the (Semi-)ambulant or ‘Ambulatory’ Toilet Stall is based on the layout of a conventional toilet stall (M or F) with additional features. An outward-swinging door provides adequate inside space for a diversity of users (including guide dogs), and there are additional horizontal grab bars. Clothes hooks, hand wash basin, a large waste bin for incontinence pads, stoma bags, catheter bags, and urine containers, a small shelf and a mirror, a good ventilation system and decent lighting, further provide the necessary facilities for users with stoma.

.• Closing paragraph with references to related UD Patterns that supplement and round out this specific pattern

Reference is made here to a selection of small scale UD Patterns that further detail elements and aspects of a (Semi-)ambulant or ‘Ambulatory’ Toilet Stall. For example UD Pattern X: Large waste bin, UD Pattern Y: Washbasin, or UD Pattern Z: Shelf.

4. Generating and updating UD Patterns Three distinct parties are involved in the process of generating and updating UD Patterns:

● The Research & Development Team. A team with specialists from different medical and paramedical disciplines, with architects, interior architects, engineers, product designers, communication specialists, IT specialists, and psychologists. ● Users / Experts. A user / expert can be anyone who has developed natural experience in dealing with the challenges of our built environment [12]. ● Designers and Decision-makers in the process of building production [13]. Universal Design Patterns are primarily developed as supportive tools for those who design, construct and maintain the built environment.

In principle, the Research & Development Team will take the initiative to generate or to update specific UD Patterns, but also Users / Experts can detect and communicate misfits in the interaction with objects, urban spaces, and buildings. Finally, Designers and Decision-makers in the process of building production can analyse the formulated conflicts and can document technological / morphological resolutions.

Feedback from all six of the complementary components of the methodological approach, mentioned in paragraph 3.UD Patterns, are channelled back into the UD Patterns.

5. Conclusion The elaborated UD Users - Built Environments Model in itself does not model the process

of interaction between human disability and functioning in given environments. It can be used, however, to structure the process of gathering design information by providing the means to map the different constructs and domains.

UD Patterns, by their descriptive nature, are expected to contribute to a broad user-oriented design and building culture to complement the prescriptive European, national and regional laws and norms that are increasingly demanding physical accessibility for all citizens.

The strong emphasis on building performance, in our methodological approach, is of utmost importance, since professionals rarely exceed the legislative prescriptive minima in providing access [14].

Last but not least, we view such UD Patterns for the built environment not only as carriers of information, but also as (OC) forums and as tools in the on-going search for temporal, social, academic and professional consensus.

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References 1. British Standards Institution (2005). Design management systems. Managing inclusive design. Guide. BS 7000-6:2005. London: BSI. 2. Alexander, J (1995). Introduction. In Welch, P., ed. (1995). Strategies for Teaching Universal Design. Adaptive Environments, Boston, MIG Communications, Berkeley, CA 3. Weytjens, L. Verdonck, E., Verbeeck, G (2009). Classification and Use of Design tools: The Roles of tools in the Architectural Design Process. In Design Principles & Practices: An International Journal. www.Design-Journal.com (in publication) 4. World Health Organization (WHO) (2001). International Classification of Functioning, Disability and Health (ICF). Website checked September 24, 2008 http://www.who.int/classifications/icf/en 5. SNG, Stichting Nederlandse Gehandicaptenraad (1986). Geboden Toegang (‘access offered / advised’). Utrecht, Netherlands: SNG 6. Wijk, M. en Luten, I (2001). Tussen Mens en Plek, over de ergonomie van de fysieke omgeving. Delft: Delft University Press, DUP Blue Print 7. Unpublished series of UD research and design projects with PHL (Hasselt, B) third year architecture students: - 2003-2004. UD MUSEUM: Ethnographic Museum, Antwerp (B), 44 architecture students, 22 UD related topics, 147 UD Patterns, and 56 sub patterns; - 2004-2005. REGO, UD Rehabilitation and Health Care center VJZ, Hasselt (B), 43 architecture students, 21 UD related topics, 119 UD Patterns, and 0 sub patterns; - 2005-2006. UNIVERSAL CARE HOTEL, Herk-de-Stad (B), 53 architecture students, 18 UD related topics, 101 UD Patterns, and 102 sub patterns; - 2006-2007. UD ACCESSIBILTY OFFICE ‘ ENTER ’, Hasselt (B), 58 architecture students, 18 UD related topics, 83 UD Patterns, and 184 sub patterns; - 2007-2008. UD SOCIAL WELFARE CAMPUS, OCMW Genk (B), 60 architecture students, 20 UD related topics, 71 UD Patterns, and 0 sub patterns. Total number of participating third year architecture students: 258 for five subsequent academic years. Total number of UD Patterns: 521 + 342 sub patterns = 863 8. A stoma is an artificial opening on the abdomen to collect waste (either faeces or urine). The waste products are collected in a reservoir bag, or pouch, on the outside of the body. In situations away-from-home people with stomas use public toilets to clean their stoma and change or empty their colostomy bag 9. Froyen, H (2008). Universal Design Patterns and Their Use in Designing Inclusive Environments. In Langdon, P., Clarkson, J., Robinson, P., eds. (2008). Designing Inclusive Futures. London: Springer-Verlag, 249-260 10. Greed, C (2003). Inclusive Urban Design: Public Toilets. Oxford: Elsevier, Architectural Press 11. Hanson, J., Bichard, J-A. and Greed, C (2007). The Accessible Toilet Resource. Research report. UCL, London, UK: University College London 12. Ostroff, E (1997). Mining our Natural Resources: the User as Expert. Innovation, the Quarterly Journal of the Industrial Designers Society of America (IDSA), Volume 16, No. 1, 1997 13. Ball, M (1998). Institutions in British property research: a review. Urban Studies, 35, 9, 1501-1517 14. Imrie, R. and Hall, P (2001). Inclusive Design, Designing and Developing Accessible Environments. London & New York: Spon Press

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