Digital Outcasts: Moving Technology Forward without Leaving People BehindThe blind person who tries to make an online purchase. The young girl who cannot speak due to a cognitive disability. The man confined to his home due to permanent injury. The single mother with a long-term illness who struggles to feed her family.With one in seven people worldwide currently living with a disability, the term "outcast" covers numerous scenarios. Digital outcasts rely on technology for everyday services that many people take for granted. However, poorly designed products risk alienating this important (and growing) population.Through a "grass roots" approach to innovation, digital outcasts are gradually taking action to transform their lives and communities. This emerging trend provides exciting learning opportunities for all of us.Citing real-world case studies from healthcare to social science, this book examines the emerging legal and cultural impact of inclusive design.
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Contents
1 | |
23 | |
Chapter 3 Why Accessibility Alone Isnt Enough | 51 |
Chapter 4 Accessibility and the Real World | 69 |
Chapter 5 Defining Inclusive Innovation | 93 |
Chapter 6 Playing for Health | 125 |
Chapter 7 Virtual Reality Universal Life | 157 |
Other editions - View all
Digital Outcasts: Moving Technology Forward without Leaving People Behind Kel Smith No preview available - 2013 |
Common terms and phrases
ability able accessibility accommodation activities adapt applications assistive technology audience autism Available avatar behavior benefit blind users brain browser called captioning cerebral palsy challenges child’s cognitive companies consumers create deaf developed device digital outcasts disorders electronic example experience FIGURE food deserts functionality gestures haptic human impact impaired improve inclusive design innovation input interaction interfaces Internet iPad iPhone keyboard Kinect learning lives means mobile multiple navigate Netflix niche construction one’s participants patients person physical platform play players potential recognize rehabilitation rely require response result screen reader Section 508 sense sensors simply smartphones SnowWorld social social media someone space standards therapist therapy there’s tion today’s universal design user’s video games virtual environments virtual reality virtual worlds visual wheelchair YouTube