Académique Documents
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Meesh Strauss
Professor Dunham
ENGL 1201
28 July 2019
“Good design is actually a lot harder to notice than poor design, in part because good
designs fit our needs so well that the design is invisible...Bad design, on the other hand, screams
Consider the design of everyday objects. For example, the coffee cup that might be sitting
next to you as you read this… the curve of the handle, how the handle fits perfectly into your
hand ergonomically, the diameter of the ceramic cylinder, the way the coffee flows from the cup
into your mouth so that it doesn’t spill on you. A square cup might be more aesthetically pleasing
to look at, but it is not a very good design. This research is not the difference between good and
bad functional design – rather, it is about going beyond aesthetics and into the cultural usage and
overall global impact. Additionally, the research will cover the following questions; What does
decolonizing design actually mean? How are designers creating access through good design?
These are two key questions to consider when you are observing the current practices of the
design and tech industries. By knowing the answers to these questions you can vote with your
dollar by supporting and using products that put the end user first, no matter their ability or
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access to the product. For designers, that means shifting the design process to be inclusive of all
cultures and abilities of the end user for superior product development. According to Anoushka
state from a former colony. Now, decolonization has come to represent a whole
host of ideas: It’s an acknowledgement that in the West, society has been built
upon the colonization of other nations, that we exist within a system of privilege
and oppression, and that a lot of the culture we’ve come to see as ours has
Based on what many of us perceive diversity as today in the current design and tech
industry landscape, one must focus on how the Global West reflects on the aforementioned
colonization of other nations. The Global West is maintaining their level of sustained mediocrity
when it comes to creating public spaces, developing products, and providing services for those
who lack access as well as for those who have disabilities. A designer in the creative industry or
otherwise, can use methods of anthropology and ethnography to determine how we shift the
design and research process and position the desired product accordingly. Through gaining
knowledge about the many layers of oppression of indigenious peoples throughout the last
several centuries (that led to the appropriation and later stealing of cultural identities) to further
serve a purpose in mass produced design, is what is necessary to change how designers solve
problems beyond the trendiest, “money making” result. An example of shifting away from
western colonization might look similar to how the independent printing press, Hardworking
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Goodlooking (which functions under the Office of Culture and Design) is taking matters into
their own hands with a refusal to conform to typical standards of design to appeal to a
westernized audience. By attempting the decolonize Phillipine aesthetics using their research and
findings by working with local artists, they use risograph printing techniques to promote
contemporary Filipino street typography that often goes unrecognized and in turn remains
underappreciated. This example is just scratching the surface of how we can begin to decolonize
design.
Looking at design from a global perspective and narrowing the scope to ‘accessible
design’ (where the needs of those with varying abilities are specifically considered in the design
process) are designers and scientists doing all they can to make products that truly service all
people? With a vast range of design methodology at our fingertips, how does the topic of design
inclusivity come into play? How are designers attempting to bridge that gap for more than just
the global west and the ‘able?’ We are forced to ask, what is the future of user centered design?
Are designers taking into consideration the historical uses of products and their positive and/or
negative connotations across cultures? How has the study of anthropology impacted
contemporary design methodology, and what does this mean for the future of design? Changing
the narrative of modern design practices will lead to more accessible design. Through the
decolonization of design methodology, a further study into design anthropology, and the removal
of the trend focused concepts of designing 'inclusively' just to make products more marketable
and sell on the market efficiently, we can truly address how to design for all people no matter
their society-given labels to include: race, cultural identity, ability, disability, gender, age, etc.
This heightened understanding about our global cultural roots and how those have affected the
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modern design process could lead to the cultural shift we need to develop a better toolkit for
creating products and spaces for all users. This line of thought could potentially solve the issues
In the current model for the user centered design process, there are four clearly defined
steps. First, the hypothetical multidisciplinary team must evaluate the scope of the project and
understand the context. Next the user requirements must be specified to move into potential
design solutions. Once those solutions have been developed they are tested against the user
requirements to grade the validity of the solution and its practicality in use, and in the
marketplace. Through various studies of user centered design, the process is defined as and
iterative process, “ ...that focuses on an understanding of the users and their context in all stages
Fig 1. An illustration of the four main steps of the user centered design process that should be repeated over and over again until the results are
proven satisfactory upon various levels of testing (The Interaction Design Foundation).
“The aim of the (User Centered Design) process is to capture and address the whole user
experience. Therefore, your design team should include professionals from across multiple
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In the short documentary by Microsoft titled, Inclusive (2016) a young design strategist
named Mike is presented with the task of designing something for his grandmother. After close
consideration of what she needs, Mike is able to develop a strategy for her to have her desired
companionship in her retirement while she sews. Mike’s grandmother worked in a factory for
many years in Greece and longs for the sound of her friends’ sewing machines whirring
alongside her. Mike used user centered design principles to make a contraption to emulate the
sounds of her friends sewing machines to tap alongside her while she works. This small project
for his grandmother can be regarded as a beta test for designing for the elderly using proper
research techniques as well as designing with empathy. Of course, since this project is solely
based on her life and needs, this would not be very profitable in the global marketplace.
Designing for inclusivity stretches the role of the designer. Mike, the grandson and designer of
this project knows this, and upon the conclusion of his project mentions the validity of having
the human at the epicenter of the design process, “But if you start with a person, then this really
amazing things happens where they dictate the technology. ...you arrive at a point where the
technology and the person feel so close and so intimate that you don’t actually see the
technology at all anymore” (Inclusive the Film, 2016). This example of designing for an elderly
person can aid design practitioners in any field to consider how to design for a vast range of
ages. By considering many cultures, ages, ethnicities, etc. the gap between humanity and how we
design will begin to disintegrate as products and services will come to serve all people.
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Margaret Andersen is a freelance graphic designer and design critic currently working in
Los Angeles. She received her MFA in Design from the California Institute of the Arts and has
recently written for several publications to include: Wired, Bitch Magazine, Smudge, and The
Dieline. In a recent piece for AIGA: Eye on Design, she questions the validity of having a divide
between mundane design and designing for accessibility. Throughout the piece she references
the Cooper Hewitt Smithsonian Museum’s exhibition of “Access + Accessibility” and the
importance of having accessible graphic design, not just industrial design, to provide access to
“...Access + Ability demonstrates that graphic design has been integral to creating
experiences of disability. Just look toward books that visualize what it’s like to be
Dyslexic, the interface design of apps that assist the visually impaired, and even
She not only introduces a wonderful exhibit that showcases modern design for inclusivity, but
also discusses how (specifically graphic) designers continue to advance within the world of
designing for a wide range of abilities. Graphic design has been making appeals to serve more
audiences by having more legible typefaces, improved reading programs for those with reading
disabilities, and varying type sizes depending on the distance one might be from the text.
Andersen also highlights the work of Mayaan Ziv in this piece, Ziv is a recent recipient of the
David C. Onley Leadership in Accessibility Award, and a strong business-woman with muscular
dystrophy who has proven to be a leader in the field of inclusive design through the development
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and successful launch of her app, AccessNow, which allows people to give reviews and rate the
accessibility level of public spaces such as restaurants/schools/bars/etc. for the disabled. This
design solution highlights the shocking fact that there is a lack of knowledge in the design
community about inclusivity in terms of designing for disability, and furthermore to the global
community that desperately needs education on the needs of others that do not have the same
physical opportunities that they might have access to, and how they can provide for those needs
on a daily basis. Below is a snapshot of what Access Now looks like on a mobile device.
Fig 2. Screenshots of the AccessNow app designed my Mayaan Ziv. The app is designed to bring awareness to the lack of accessible public
spaces and further promote the need for better, more inclusive design.
Going beyond the scope of people with disabilities into a conversation about social
justice and how racial prejudices have affected design... Latetia Wolff, a former creative
strategist for AIGA and a cultural engineer has overseen many social justice programs and
projects that focus on community centered design interviewed Antoinette Carroll and Albert
Shum. Antoinette Caroll is the Founder and CEO of Creative Reaction Lab which is a nonprofit
education youth leadership program challenges racial inequities impacting Black and Latinx
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populations. Albert Shum is the CVP of Design at Microsoft. These two formidable characters
were interviewed by Latetia Wolff for the Design Observer and discussed their extensive
knowledge of user centered design within the UX and UI realm... and how they design for social
change (through programs such as the Caroll’s Creative Reaction Lab) as well as accessibility.
Their knowledge on designing not only digital interfaces, but also how to design for the vast
majority of people has lead to inklings of cultural change. Projects such as their ‘Design to Better
Our Community’ student program focuses on the history of marginalized communities and how
By discussing the proper toolkit for designing effectively for all users in terms of
inclusivity and accessibility is a vital part of what keeps designers, designing. What do designers
deem to be their foundational toolkit, the resources and methods at their arsenal to solve
problems? The current system for designing “inclusively” is not where it needs to be, and we
need to work to create this shift. This can only begin with more conversation. Caroll and Shum
articulated in this interview that their hope is that their work becomes a catalyst for designers to
use more intentionality in their design process and hone into the power that they possess to create
In its essence, design anthropology is simply the study and research of symbolic
meanings and the history behind the functionality of products that have affected society to
impact future concepts. It looks to the past to mold the future by combining classic methods of
design anthropology means taking the practices of anthropologists and using their methods to
compliment the work of designers and design teams to learn about the everyday, to grow from
“forms of sociality” and to develop products that will be meaningful for their intended users.
Design anthropology remains a new and evolving practice that still hasn’t become a form
of mainstream study. Ethnography in design was an up and coming topic in the 60s and 70s
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when researchers began to analyze and critique how citizens casually interacted with products.
This was also in part due to technology being available to more people. Ethnographers began to
question how different populations use products, who make up the various populations, and how
do they respond to the products? It remains one of the younger practices in comparison to other
contemporary research methods. The results of these ethnographic studies have proven to be
extremely valuable for the present and future of product development. This topic is very
scientific in its process because of its objectivity based on the subjects’ characteristics,
likes/dislikes, and even the patterns of human interaction. By taking an objective approach to the
topic, the scientific analysis of the intersection between design and humanity becomes a tool in
the developing toolbox for future design. How these interactions have evolved throughout
history provides insight to how we have developed in our relationship to materials and with one
another.. Taking a deep dive into what pulls an individual towards one material object over
another has led to more scientific discovery. This means that the future of design must become
dependent on shifting the design process to be guided by anthropological methods that will in
turn create better products that serve (at its core) humanity’s most basic needs without the ‘fluff’
of trends. If we use these scientific methods to design, it will lead to making fewer but better
designed products that are not colonized by western values, but are actually rooted in human
A portion of the study titled, Studies in Health Technology and Informatics Transforming
Our World Through Design, Diversity and Education describes a new approach to design with a
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more intentionally empathetic method: “Most products are developed while adapting to
requirements from industrial production and logistics. ...we suggest focusing on those who put
the strongest demands on the final solution. They cannot compensate for bad design solutions
and are thereby, like sniffing dogs, guiding designers to meet peoples’ needs” (Lorentzen). This
article was written by Lena Lorentzen, one of the heads of the Design Department at
Mid-Sweden University. This study highlights a portion of a design workshop to teach design
students in Sweden how to approach design problems in innovative ways. But, how can
designing with empathy truly be measured? This case study uses a designed toolkit of methods
for innovation versus a simple redesign, these methods combined with “expert users” as their test
subjects provides evidence that using empathy in the design process is crucial in designing for all
people (and providing for the majority of needs that face humanity today.) The students had to
use VR technology, altered gloves, various types of glasses to affect their sight, and other tools
to simulate what their subject’s limitations are due to disabilities. After days of testing,
re-testing, and building models to solve their problem, they had their subjects test the product
with various focus groups. Although it’s not a numerical test, what proves to be true is the
effectiveness that designing with empathy has on developing products that solve real, current
problems. Lorentzen describes how her students felt about the new experience of empathetic
modelling, ‘“The overall experience of the empathic modelling workshop was that “It was very
interesting. It gave a great understanding.” They all expressed that they had gained new insights
and questioned their former overarching view of design “You got an insight, as well as when the
expert users visited. You saw how they struggled but you did not understand the feeling until
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now. It´s as you often do when you design things, you think you know but you actually don't
have a clue”.’
Conclusion
Lorentzen describes the power designers have as well as the limitations of design. In her
workshop she stresses that the course is meant to teach students about designing for the copious
communities in our world that must be designed for, and with intention. “Being a designer brings
power to augment and open new opportunities, but it is also important to realise that design can
limit opportunities and force people into a vulnerable position. The main result of the course was
that the students got an insight that it is possible to design a product that meets human diversity
and that it is the designer’s responsibility to cater for inclusion, and not the user who should
adjust to poor design solutions” (Lorentzen). Design has a lot of power behind it. It’s time to
shift towards using those powers for good and developing products that help humanity more than
just meeting the bottom dollar. Although completely removing colonized design principles might
not be the immediate solution (it would also be extremely difficult to do all at once), beginning
to gradually shift towards decolonizing our design education will result in a greater appreciation
for our global roots and for the designs that have a greater social and cultural impact. Including
more empathetic modelling as well as a shift in how western culture has affected the global
design landscape, will improve design practices to become just a small measurable amount better
than mediocre (where we are now in terms of designing for all users) and furthermore, change
how we interact with one another. This will create a more accessible environment for future
generations.
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“....accessibility standards and inclusive design best practices show that there is a way forward
when both known and unknown barriers are found” (Mismatch Admin, et al.).
Works Cited
Khandwala, Anoushka. “What Does It Mean to Decolonize Design?” Eye on Design, 3 June
2019, eyeondesign.aiga.org/what-does-it-mean-to-decolonize-design/.
Lorentzen, Lena. “Bringing Human Diversity into Design Processes through Empathic
Modelling.” Studies in Health Technology and Informatics Transforming Our World
Through Design, Diversity and Education, 2018, p. 128-129.
Mismatch Admin, et al. “Adobe Blog: 3-Part Series on Inclusive Design by Matt May.”
Mismatch, 20 Dec. 2018,
mismatch.design/article/2018/07/27/adobe-blog-3-part-series-on-inclusive-design-by-matt-
may/.
Wolff, Latetia. “Antionette Carroll and Albert Shum: Learning through Action.”
Design Observer,
designobserver.com/feature/antionette-carroll-and-albert-shum-learning-through-action/39
899.