DESIGN IS THE PROBLEM

Accessibility

Making sure that a solution is usable for a wide variety of people, with different abilities, understandings, and capabilities, ensures that the solution can be used as much as possible. This isn’t just a matter of developing for dif­ferent physical and mental abilities (though that’s important, especially from a social justice perspective). Accessibility also refers to the different modes we all operate under at differ­ent times. For example, sometimes we search, sometimes we browse. Sometimes, we’re lightning-focused, and other times we prefer to meander. There are contexts where a visual interface is more easily used, and other times when a verbal, auditory, or even textural inter­face might be more appropriate.

Designing for accessibility requires us to explore a full range of uses and modes in order to develop solutions that address the widest array of peo­ple possible.

Using the example of a map again, a long list of directions might be best rendered on a map instead of a text list since there are few visual cues in the list to help drivers know where and when to turn. A page of text, in either a list or story, doesn’t make it as easy to pick out the street names, map directions, and so on, as in a graphic map. However, given driving require­ments, a geographically-appropriate voice system might be even better than a map since the instructions can be spoken clearly precisely when they are needed, allowing drivers to keep their eyes on the road and not on a map or list. Of course, the most effective systems combine several types of renderings to increase their ac­cessibility and usability further.

Designing for accessibility requires us to ex­plore a full range of uses and modes in order to develop solutions that address the widest array of people possible. This awareness not only makes our solutions usable for a wider range of people, but it also makes them more useful across a wider range of contexts.

A selection of accessibility issues includes the following areas:

• Hearing impairment

• Speech impairment

• Vision impairment

• Dexterity impairment

• Color blindness (several types)

• Loss of balance or mobility due to age or illness

• Searching contexts versus browsing contexts

• Entertainment versus information contexts

DESIGN IS THE PROBLEM

Meaning

Meaning has been a growing point of discus­sion in the design world over the past four years. Even in the business world, meaning is increasingly addressed by strategists, entrepre­neurs, and …

Simplicity Versus Clarity

One method that designers, developers, and (especially) marketers often use to increase usability is to make things “simple.” Often, the approach is simply to take away features and performance criteria …

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