Neuroinclusive design

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Neuroinclusive design or neuro-inclusive design is a human-centered approach of designing products, services, or environments in a way that enables individuals of all sensory profiles to coexist within the same space. Neuroinclusive design create spaces and experiences that are accessible and user-friendly for everyone covering the entire "neurodiversity" spectrum. [1] [2]

A key criticism in Human-Computer Interaction (HCI) is that research often excludes neurodivergent people from being actively involved in the design process. Instead of highlighting their strengths and unique experiences, the technologies typically focus on perceived deficits and behaviors deemed disruptive by non-autistic standards. Consequently, the outcomes overlook the emotional and practical needs of neurodivergent users and perpetuate harmful stereotypes and stigmas. [3]

Further reading

Related Research Articles

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field, as opposed to a science or engineering field.

<span class="mw-page-title-main">Neurodiversity</span> Non-pathological explanation of variations in mental functions

The neurodiversity paradigm is a framework for understanding human brain function that considers the diversity within sensory processing, motor abilities, social comfort, cognition, and focus as neurobiological differences. This diversity falls on a spectrum of neurocognitive differences. The neurodiversity paradigm argues that diversity in neurocognition is part of humanity and that some neurodivergences generally classified as disorders, such as autism, are differences with strengths and weaknesses as well as disabilities that are not necessarily pathological. Neurotypical individuals are those who fall within the average range of functioning and thinking.

<span class="mw-page-title-main">Universal design</span> Design philosophy associated with accessibility and usability for everyone

Universal design is the design of buildings, products or environments to make them accessible to people, regardless of age, disability, or other factors. It emerged as a rights-based, anti-discrimination measure, which seeks to create design for all abilities. Evaluating material and structures that can be utilized by all. It addresses common barriers to participation by creating things that can be used by the maximum number of people possible. When disabling mechanisms are to be replaced with mechanisms for inclusion, different kinds of knowledge are relevant for different purposes. As a practical strategy for inclusion, Universal Design involves dilemmas and often difficult priorities.” Curb cuts or sidewalk ramps, which are essential for people in wheelchairs but also used by all, are a common example of universal design.

Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.

Inclusive design is a design process in which a product, service, or environment is designed to be usable for as many people as possible, particularly groups who are traditionally excluded from being able to use an interface or navigate an environment. Its focus is on fulfilling as many user needs as possible, not just as many users as possible. Historically, inclusive design has been linked to designing for people with physical disabilities, and accessibility is one of the key outcomes of inclusive design. However, rather than focusing on designing for disabilities, inclusive design is a methodology that considers many aspects of human diversity that could affect a person's ability to use a product, service, or environment, such as ability, language, culture, gender, and age. The Inclusive Design Research Center reframes disability as a mismatch between the needs of a user and the design of a product or system, emphasizing that disability can be experienced by any user. With this framing, it becomes clear that inclusive design is not limited to interfaces or technologies, but may also be applied to the design of policies and infrastructure.

<span class="mw-page-title-main">Tangible user interface</span>

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.

<span class="mw-page-title-main">Ben Shneiderman</span> American computer scientist

Ben Shneiderman is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.

A voice-user interface (VUI) enables spoken human interaction with computers, using speech recognition to understand spoken commands and answer questions, and typically text to speech to play a reply. A voice command device is a device controlled with a voice user interface.

User experience design, upon which is the centralized requirements for "User Experience Design Research", defines the experience a user would go through when interacting with a company, its services, and its products. User experience design is a user centered design approach because it considers the user's experience when using a product or platform. Research, data analysis, and test results drive design decisions in UX design rather than aesthetic preferences and opinions, for which is known as UX Design Research. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance. UX design is also an element of the customer experience (CX), and encompasses all design aspects and design stages that are around a customer's experience.

Elizabeth D. "Beth" Mynatt is the Dean of the Khoury College of Computer Sciences at Northeastern University. She is former executive director of the Institute for People and Technology, director of the GVU Center at Georgia Tech, and Regents' and Distinguished Professor in the School of Interactive Computing, all at the Georgia Institute of Technology. In 2024, she was elected into the prestigious American Academy of Arts and Sciences.

<span class="mw-page-title-main">Human–computer interaction</span> Academic discipline studying the relationship between computer systems and their users

Human–computer interaction (HCI) is research in the design and the use of computer technology, which focuses on the interfaces between people (users) and computers. HCI researchers observe the ways humans interact with computers and design technologies that allow humans to interact with computers in novel ways. A device that allows interaction between human being and a computer is known as a "Human-computer Interface".

Sonic interaction design is the study and exploitation of sound as one of the principal channels conveying information, meaning, and aesthetic/emotional qualities in interactive contexts. Sonic interaction design is at the intersection of interaction design and sound and music computing. If interaction design is about designing objects people interact with, and such interactions are facilitated by computational means, in sonic interaction design, sound is mediating interaction either as a display of processes or as an input medium.

Open-source architecture is an emerging paradigm advocating new procedures in the imagination and formation of virtual and real spaces within a universal infrastructure. Drawing from references as diverse as open-source culture, modular design, avant-garde architectural, science fiction, language theory, and neuro-surgery, it adopts an inclusive approach as per spatial design towards a collaborative use of design and design tools by professionals and ordinary citizen users. The umbrella term citizen-centered design harnesses the notion of open-source architecture, which in itself involves the non-building architecture of computer networks, and goes beyond it to the movement that encompasses the building design professions, as a whole.

Mindfulness and technology is a movement in research and design, that encourages the user to become aware of the present moment, rather than losing oneself in a technological device. This field encompasses multidisciplinary participation between design, psychology, computer science, and religion. Mindfulness stems from Buddhist meditation practices and refers to the awareness that arises through paying attention on purpose in the present moment, and in a non-judgmental mindset. In the field of Human-Computer Interaction, research is being done on Techno-spirituality — the study of how technology can facilitate feelings of awe, wonder, transcendence, and mindfulness and on Slow design, which facilitates self-reflection. The excessive use of personal devices, such as smartphones and laptops, can lead to the deterioration of mental and physical health. This area focuses on redesigning and creating technology to improve the wellbeing of its users.

Feminist HCI is a subfield of human-computer interaction (HCI) that applies feminist theory, critical theory and philosophy to social topics in HCI, including scientific objectivity, ethical values, data collection, data interpretation, reflexivity, and unintended consequences of HCI software. The term was originally used in 2010 by Shaowen Bardzell, and although the concept and original publication are widely cited, as of 2020 Bardzell's proposed frameworks have been rarely used since.

Digital inclusion involves the activities necessary to ensure equitable access to and use of information and communication technologies for participation in social and economic life including for education, social services, health, social and community participation. Digital inclusion includes access to affordable broadband Internet services, Internet-enabled devices, access to digital literacy training, quality technical support, and applications and online content designed to enable and encourage self-sufficiency, participation, and collaboration. Related concepts include digital divide, digital exclusion and digital inequality however digital inclusion focuses more on the strategies, policies and programs required to address the digital divide.

Susanne Bødker is a Danish computer scientist known for her contributions to human–computer interaction, computer-supported cooperative work, and participatory design, including the introduction of activity theory to human–computer interaction. She is a professor of computer science at Aarhus University, and a member of the CHI Academy.

Jofish Kaye is an American and British scientist specializing in human-computer interaction and artificial intelligence. He supports the Innovation Enablement team's research function as principal scientist at Wells Fargo, and previously ran interaction design and user research teams at anthem.ai and at Mozilla.

Nick Walker is an American scholar, author, webcomic creator, and aikido teacher, known for coining the term neuroqueer, establishing the foundations of neuroqueer theory, and contributing to the development of the neurodiversity paradigm. She is a professor at California Institute of Integral Studies (CIIS).

Kassiane A. Asasumasu is an American autism rights activist who is credited for coining several terms related to the Neurodiversity Movement, including neurodivergent, neurodivergence, and caregiver benevolence. As stated in the text Neurodiversity for Dummies, "Asasumasu's work set the stage for a broader understanding and acceptance of neurological differences", which "continue[s] to be shared, shaped and formed by all sorts of people who recogniz[e] that our world should be accepting, inclusive, and accommodating of people regardless of their neurotype".

References

  1. Banks, Jeanine (December 5, 2022). "Why practice neuroinclusive software design". Google Cloud Blog. Retrieved 17 July 2024.
  2. Marble, John; Chabria, Khushboo; Jayaraman, Ranga (19 March 2024). "Chapter 22: Designing for universal inclusion". Neurodiversity For Dummies. John Wiley & Sons. ISBN   978-1-394-21617-8 . Retrieved 17 July 2024.
  3. Spiel, Katta; Hornecker, Eva; Williams, Rua Mae; Good, Judith (2022-04-29). "ADHD and Technology Research – Investigated by Neurodivergent Readers". CHI Conference on Human Factors in Computing Systems. CHI '22. New York, NY, USA: Association for Computing Machinery. pp. 1–21. doi:10.1145/3491102.3517592. ISBN   978-1-4503-9157-3.