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Designing for Inclusions helps everyone :: Bryce Johnson :: Infocamp 2012

Designing for inclusions helps everyone bryce johnson - infocamp 2012

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Here is the talk I gave at Infocamp 2012. I hope that it is helpful. I will try to add more notes soon.

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Page 1: Designing for inclusions helps everyone   bryce johnson - infocamp 2012

Designing for Inclusions helps everyone :: Bryce Johnson :: Infocamp 2012

Page 2: Designing for inclusions helps everyone   bryce johnson - infocamp 2012
Page 3: Designing for inclusions helps everyone   bryce johnson - infocamp 2012

Accessibility Camp Seattle

Page 4: Designing for inclusions helps everyone   bryce johnson - infocamp 2012
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Even I feel like this some of the time

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Inclusive Design

The design of mainstream products and

services that are accessible to, and usable by, as

many people as reasonably possible ... without

the need for special adaptation or specialized

design.

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No one wants an old people phone

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Disability by class and situation

CATEGORY INCLUDES (BUT IS NOT LIMITED TO)... SITUATIONAL

Vision Low vision, blindness, Myopia,

colorblindness, Glaucoma, Macular

Degeneration, Cataracts

Zooming in to a webpage on your

phone while you are in direct sunlight

Movement Paralysis, tremors, missing or loss of

limb, weakness

Trying to click a target that is too small

on a phone while riding a bumpy bus

Hearing Hard of hearing, deafness Riding an airplane wearing loose

earphones

Watching TV in a noisy bar or gym

Cognitive, reading,

and learning

Dyslexia, ADHD, low reading level,

Stroke, Autism

Search engines, international or young

readers

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

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In 2012 the average

game player age

was 37 years old, up

from 30 years old in

1995.

The average age of

the most frequent

game purchaser is

41 years old.

29% of gamers were

50 years or older in

2011.

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MOVEMENT

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Movement

• Optimize the Flow Order

• Be aware of Focus Handling & Context Switching

• Create multi-modal experiences

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HEARING

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Hearing

• Provide Captions

• Don’t use audio only indicators

• Create multi-modal experiences

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VISION

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Vision

• Design with adequate color contrast

• Allow users to increase text size and zoom into the UI

• Optimize the flow order

• Be aware of focus handling & context switching

• Provide descriptive labels, appropriate metadata and alternative

descriptions

• Create multi-modal experiences

• Provide descriptive audio for videos

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COGNITIVE & LEARNING

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Cognitive, reading, and learning

• Indicate progress – reminders, progress bars, label each step

• Help recover from errors – Defensive Design, clear error

messages

• Be Consistent

• Avoid distractions during tasks

• Create multi-modal experiences

• Plain language

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ThanksBryce Johnson | @brycej

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Disability by class and situation

CATEGORY INCLUDES (BUT IS NOT LIMITED TO)... SITUATIONAL

Movement Paralysis, tremors, missing or loss of

limb, weakness

Trying to click a target that is too small

on a phone while riding a bumpy bus

Hearing Hard of hearing, deafness Riding an airplane wearing loose

earphones

Watching TV in a noisy bar or gym

Vision Low vision, blindness, Myopia,

colorblindness, Glaucoma, Macular

Degeneration, Cataracts

Zooming in to a webpage on your

phone while you are in direct sunlight

Cognitive, reading,

and learning

Dyslexia, ADHD, low reading level,

Stroke, Autism

Search engines, international or young

readers

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