In interactive art and multimedia installations, the public plays a fundamental part. Visitors change the meaning and the appearance of artwork according to their sensitivity and preferred way of interaction. For designers, this audience is the set of users on which they should focus their projects. Among the most pervasive technologies are a variety of solutions for interacting with the environment, activated by gesture and movement sensors, voice interfaces,.. and a range of ways of enabling people with different abilities. Many of these technologies were born to be integrated into disability devices or are often used to allow access to the usage of an artifact by people with different kinds of impairments. There are many examples of how solutions designed for specific niches have over time been integrated into common use in private and public areas, recreational and cultural spaces. Through an analysis of the process that has given rise to this, it is possible to understand when and how designers should intervene in the creation of their projects to ensure the accessibility and usability of the resulting artifacts. In the empathizing and ideating design phases, it seems necessary to consider the various multisensory modes of interaction to guarantee the usability and scalability of the project. In this way, the outcome may become truly inclusive and accessible, but also a benchmark for human-centered design, starting from specific needs and incorporating them into everyday use to integrate small groups and minorities, not creating projects and devices that separate and divide them.
Multisensory Approaches From Interactive Art to Inclusive Design
Federica Delprino
2022-01-01
Abstract
In interactive art and multimedia installations, the public plays a fundamental part. Visitors change the meaning and the appearance of artwork according to their sensitivity and preferred way of interaction. For designers, this audience is the set of users on which they should focus their projects. Among the most pervasive technologies are a variety of solutions for interacting with the environment, activated by gesture and movement sensors, voice interfaces,.. and a range of ways of enabling people with different abilities. Many of these technologies were born to be integrated into disability devices or are often used to allow access to the usage of an artifact by people with different kinds of impairments. There are many examples of how solutions designed for specific niches have over time been integrated into common use in private and public areas, recreational and cultural spaces. Through an analysis of the process that has given rise to this, it is possible to understand when and how designers should intervene in the creation of their projects to ensure the accessibility and usability of the resulting artifacts. In the empathizing and ideating design phases, it seems necessary to consider the various multisensory modes of interaction to guarantee the usability and scalability of the project. In this way, the outcome may become truly inclusive and accessible, but also a benchmark for human-centered design, starting from specific needs and incorporating them into everyday use to integrate small groups and minorities, not creating projects and devices that separate and divide them.File | Dimensione | Formato | |
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