Potential Categories for Cards:
- Values (?) / Qualities / Concepts?
- disability as mismatch
- configurable (more technical?)
- open (open source, staying open)
- Techniques (ILDH)
- support flexible styling (CSS separate from markup, UIO)
- label resources
- support keyboard control
- FD tool
- Explore tool
- authoring game?
- build a persona
- matching game (needs/features)?
- build a simple webpage
- fix a webpage (e.g. add keyboard control)
- Test Your Knowledge
- or we could break things down into Tools & Practice, e.g.
- Tools (i.e. concrete things you can build or use in design)
· UX Walkthroughs
· User States and Contexts
· Personalization tools (UIO, FD, etc.)
· Open design (i.e. community, participatory, co-design)
· “Complicated personas” -- One person, many personas/contexts (i.e. risk of modelling people, importance of people with disabilities representing themselves--"nothing about us without us")
- how to facilitate perspective shift first - then introduce familiar design exercises / common design tools, incorporate milestones
- start with questions? much like some of our presentations and workshops - get people thinking in new ways (when have you experienced a mismatch, etc)
- beyond accessibility - more useful for more people - more marketable - motivation
- how can cards embody inclusive design?
- e.g matching card game - could be matching person+context+goal with design features, or matching person+context+goal with another person’s need, etc
- example of building scenarios as you're playing the game - cards are limited, conveys idea of need and considerations of how to improve - get players to come up with various solutions?
- how to cover more than just the digital? built environment too, physical products, also consider inclusive processes for communication (e.g. listservs), meetings, policy etc
- especially when considering P4A platform
- (but need to emphasize added flexibility of the digital to provide configurability?)