Digital inclusion: designing for everyone
summary
Designers discover that assumptions break real products: 4.3 million UK adults lack basic digital skills, 4.9M cannot use a mouse or touchscreen, 6M cannot turn on a device and 7.1M cannot open an app. Field research with mechanics reveals device-location and confidence issues, plus a persona network where family helps log in. Usability testing of a QR security flow with 8 participants finds several cannot scan and invent workarounds, leading to iterative UI changes on the wall with devs and the Microsoft Inclusive Design manual guiding choices.
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chapters (11)
- 0:00Introduction and speaker background
- 1:29Misuse of designed products metaphor
- 3:16Transition to user research
- 6:09Digital skills divide assumption
- 9:44Digital exclusion statistics
- 15:30Digital privilege and exclusion
- 16:56Accessibility beyond disabilities
- 19:54Persona networks and spectrums
- 21:40Toolkit and environment differences
- 24:51Importance of user research
- 27:21Community influence and responsibility
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