This document contains a lecture on design for all. It discusses various human characteristics related to mobility and dexterity such as reach and stretch, dexterity, locomotion, and motor capability. It provides examples of inclusive design for talking books, accessible trains, automatic doors, and single-head mixer taps. It concludes by assigning homework to design personas for ideas and implement a low-fidelity prototype due by the next lecture.
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Design for all 3
1. Design for All
Lecture Three
Vladimir Tomberg, PhD
Permalink to this presentation
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Design for ALL 1
2. Today’s Plan
1st Part, 45 min.
– Reporting on Design Thinking exercise: present
your ideas and select one for development;
– Please upload your reports and maps to Google
Drive folder ‘Homework 2. Design Ideas’
https://goo.gl/9QsP7g
– Please write names of all team members;
2nd Part, 45 minutes
–Personal Human Characteristics, continuing
Design for ALL 2
3. Presenting Homework, 90 minutes
• Present the results of your interview with the
Empathy Maps
• Try to fit your presentation in 7 minutes
Prototyping 3
5. Reach and Stretch
Reach & stretch covers the ability for one or both arms to reach
out in front, above the head, or behind the back.
Design for ALL 5User capabilities from inclusive design toolkit
6. Reach and Stretch Functions
A person's range of motion is characterized by the ability to
reach out in front, above the head and to the sides
Design for ALL 6User capabilities from inclusive design toolkit
7. Environmental Context
The context of use may restrict the ability to
move one or both arms
Design for ALL 7User capabilities from inclusive design toolkit
8. Environmental Context
The ability to reach may be restricted by
heavy clothing
Design for ALL 8User capabilities from inclusive design toolkit
9. Distribution of Reach & Stretch Ability (UK)
R1 Cannot hold out either arm in front to shake
hands
R2 Cannot put either arm up to head to put a
hat on
R3 Cannot put either hand behind back to put
jacket on or tuck shirt in
R4 Cannot raise either arm above head to reach
for something
R5 Has difficulty holding either arm in front to
shake hands with someone
R6 Has difficulty putting either arm up to head
to put a hat on
R7 Has difficulty putting either hand behind
back to put jacket on or tuck shirt in
R8 Has difficulty raising either arm above head
to reach for something
R9 Cannot hold one arm out in front or up to
head (but can with other arm)
R10 Cannot put one arm behind back to put on
jacket or tuck shirt in (but can with other
arm).
R11 Full reach & stretch ability
Design for ALL 9User capabilities from inclusive design toolkit
10. Dexterity
Dexterity covers the ability to grasp and hold objects, and to
perform fine finger movements to manipulate small objects
Design for ALL 10User capabilities from inclusive design toolkit
11. Dexterity functions
• Push force using any part of the hand
• Pinch grip using the index finger and thumb
to generate opposing forces
• Power grip using the palm and thumb
together with all four fingers
Design for ALL 11User capabilities from inclusive design toolkit
12. Pushing
The simplest dexterity function is when the fingers or
palm are used to exert forces without grasping
Design for ALL 12User capabilities from inclusive design toolkit
13. Pushing
Pushing forces can be generated more comfortably if
the surface allows for a neutral wrist position
Design for ALL 13User capabilities from inclusive design toolkit
14. Pinch Gripping
Satisfying products can be operated with a loose grip, and
both of these controls could be manipulated with
alternative grips
Design for ALL 14User capabilities from inclusive design toolkit
15. Pinch Gripping
Frustrating products require a tight pinch grip to operate, and the
shape and texture on these controls are not well matched to the
direction and magnitude of the forces that are required
Design for ALL 15User capabilities from inclusive design toolkit
16. Power Gripping
Careful shaping of objects can maximize the
effectiveness of a power grip
Design for ALL 16User capabilities from inclusive design toolkit
17. Power Gripping
A knob is frustrating to use if the lock is stiff or the hands
are sweaty, whereas a handle generates the rotational
force more effectively
Design for ALL 17User capabilities from inclusive design toolkit
18. Two-Handed Tasks
A cordless kettle reduces the dexterity ability
required to use it
Design for ALL 18User capabilities from inclusive design toolkit
19. Two-Handed Tasks
Remote controls can usually be operated
with one or two hands
Design for ALL 19User capabilities from inclusive design toolkit
20. Dexterity Ability Levels (UK)
D1 Cannot pick up and hold a mug of coffee
D2 Cannot turn a tap or control knobs on a
cooker with either hand
D3 Cannot pick up and carry a pint of milk
D4 Cannot pick up a small object such as a
safety pin with either hand
D5 Has difficulty picking up and pouring from a
full kettle or serving food from a pan using a
spoon or ladle
D6 Has difficulty unscrewing the lid of a coffee
jar or using a pen and pencil
D7 Cannot pick up and carry a 5 lb bag of
potatoes with either hand
D8 Has difficulty wringing out light washing or
using a pair of scissors
D9 Can pick up and hold a mug of tea or coffee
with one hand but not with the other
D10 Can turn a tap or control knob with one
hand but not with the other.
D11 Can pick up a small object such as a safety
pin with one hand but not with the other.
D12 Full dexterity ability
Design for ALL 20User capabilities from inclusive design toolkit
21. Locomotion
Locomotion, also known as mobility, is the ability to move and walk around in the
environment. Activities such as walking, getting in and out of vehicles, moving on and off
furniture and maintaining balance are affected by loss of locomotion ability.
Design for ALL 21User capabilities from inclusive design toolkit
22. Walking
Positions of the legs during a gait cycle for
normal walking
Design for ALL 22User capabilities from inclusive design toolkit
24. Getting around
Climbing stairs is easier if hand rails are
provided to assist strength and balance
Design for ALL 24User capabilities from inclusive design toolkit
25. Getting around
Getting out of a seat is easier if the upper
body can assist
Design for ALL 25User capabilities from inclusive design toolkit
26. Dexterity Ability Levels (UK)
L1 Cannot walk at all
L2 Can only walk a few steps without stopping or
severe discomfort
L3 Has fallen 12 or more times in the last year
L4 Always needs to hold on to something to keep
balance
L5 Cannot walk up and down a flight of 12 stairs
L6 Cannot walk 45 meters without stopping or severe
discomfort
L7 Cannot bend down far enough to touch knees and
straighten up again
L8 Cannot bend down and pick up something from the
floor and straighten up again
L9 Cannot walk 180 meters without stopping or severe
discomfort. Can only walk up and down a flight of
12 stairs if holds on and takes a rest. Has fallen 3 or
more times in the last year
L10 Can only walk up and down a flight of twelve stairs
L11 Cannot bend down to sweep up something from
the floor and straighten up again
L12 Can only walk up and down a flight of stairs if goes
sideways or one step at a time
L13 Cannot walk 400 yards without stopping or severe
discomfort
Design for ALL 26User capabilities from inclusive design toolkit
27. Motor Capability
Prevalence of the population with less than full ability in locomotion,
reach & stretch, and dexterity, where the overlapping circles indicate
the population that has capability losses in one or more categories
Design for ALL 27User capabilities from inclusive design toolkit
30. Assessment Levels of Person’s
Capability
or
the Ability that a Product
Demands in Order to Use it
Design for ALL 30
31. Assessing Person’s Capability Levels or the Ability
Level that a Product Demands in Order to Use it
Vision
Hearing
Thinking
Communication
Locomotion
Reach & stretch
Dexterity
Design for ALL 31User capabilities from inclusive design toolkit
34. A Collection Of Mobility Aids Aimed
At Helping Us Age Gracefully
Design for ALL 34Source: http://www.fastcodesign.com
35. A Collection Of Mobility Aids Aimed
At Helping Us Age Gracefully
Design for ALL 35Source: http://www.fastcodesign.com
36. Talking books
You don’t need to be able to read, see or even hold a talking book and
you can do other things while you listen, like driving a car, walking or
washing the dishes
Design for ALL 36Picture New York State Education Department
37. The X60 Commuter
All the train’s doors are at the same level as the station platform. There is flex-room for
wheelchairs, baby buggies and bicycles in every carriage. The seats are ergonomically
shaped
Design for ALL 37Image: busspojken.com
38. Automatic Door Openers
Automatic doors enable everyone to access a building easily, even in a
wheel chair, pushing a baby buggy or simply loaded with packages
Design for ALL 38Image: collectionscanada.gc.ca
40. Single-Head Mixer Taps
Single-head mixer taps were at first a product developed for the disabled but
now have become standard equipment in many modern bathrooms and
kitchens. They make it easy to use the tap and to get the water temperature
right straight away.
Design for ALL 40Image: tapsuk.com
41. The Egg Carton
The fragile eggs can be kept in relative safety. The packaging can be grasped,
opened and closed with one hand or with hands that for some reason have
difficulties grasping objects. It is also easily identified by people with sight
impairment
Design for ALL 41Image: fslocal.com
42. Home work 3
• Design personas for your ideas. Better two or
three, than one (see 1st lecture slides 47-58)
• Implement your design idea in the low-level
prototype
– Use any software/technique you know already:
Axure, Balsamiq, Paper prototypes;
– Focus on functionalities, not details (they will
come later);
• Deadline – November 12th (next lecture)
Design for ALL 42
43. Please, fill the survey!
• http://goo.gl/1Drvlg
Design for ALL 43
44. End of the Lecture Three
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Design for ALL 44