268 research outputs found

    Transforming our World through Universal Design for Human Development

    Get PDF
    An environment, or any building product or service in it, should ideally be designed to meet the needs of all those who wish to use it. Universal Design is the design and composition of environments, products, and services so that they can be accessed, understood and used to the greatest extent possible by all people, regardless of their age, size, ability or disability. It creates products, services and environments that meet people’s needs. In short, Universal Design is good design. This book presents the proceedings of UD2022, the 6th International Conference on Universal Design, held from 7 - 9 September 2022 in Brescia, Italy.The conference is targeted at professionals and academics interested in the theme of universal design as related to the built environment and the wellbeing of users, but also covers mobility and urban environments, knowledge, and information transfer, bringing together research knowledge and best practice from all over the world. The book contains 72 papers from 13 countries, grouped into 8 sections and covering topics including the design of inclusive natural environments and urban spaces, communities, neighborhoods and cities; housing; healthcare; mobility and transport systems; and universally- designed learning environments, work places, cultural and recreational spaces. One section is devoted to universal design and cultural heritage, which had a particular focus at this edition of the conference. The book reflects the professional and disciplinary diversity represented in the UD movement, and will be of interest to all those whose work involves inclusive design

    Ontology of accessibility in the context of wayfinding for people with disabilities.

    Get PDF
    There is evidence that objects in and of the built environment function as barriers or facilitators to accessibility for people with disabilities. Although there are many existing sources of information about accessibility, they often lack clear criteria to describe accessibility, explanations of barriers and facilitators to mobility, and coverage of multiple physical environments. Researchers have argued that wayfinding services (e.g., Google Maps) can help people with disabilities prepare to travel through the built environment, yet current wayfinding services include little to no information about accessibility. This dissertation aims to study accessibility, in the context of wayfinding, in indoor, outdoor and transitional environments for people who travel in wheelchairs and people with low to no vision. To this end, a qualitative ontological analysis of multiple sources of information regarding accessibility was conducted including analyses of important categories associated with accessible wayfinding; different information providers’ views on accessibility; and specific barriers and facilitators to accessibility. The results indicate that (1) people with low to no vision and people who travel in wheelchairs have different core wayfinding information needs, (2) a gap exists between the information people with disabilities and researchers provide on accessibility and that provided by standard guidelines, and (3) conceptualizing accessibility requires capturing actions performed by people with disabilities during every day travel along with characteristics of environmental objects. The resulting ontology could be leveraged to generate new criteria describing accessibility, new routing algorithms, or to attach provenance to existing accessibility criteria. The findings have implications for people who design wayfinding services and collaborative maps and people collaboratively collecting data on the accessibility of specific places

    De-Sign Environment Landscape City Atti

    Get PDF
    La VI Conferenza Internazionale sul Disegno, De_Sign Environment Landscape City_Genova 2020 tratta di: Rilievo e Rappresentazione dell’Architettura e dell’Ambiente; Il Disegno per il paesaggio; Disegni per il Progetto: tracce - visioni e pre-visioni; I margini i segni della memoria e la città in progress; Cultura visiva e comunicazione dall’idea al progetto; Le emergenze architettoniche; Il colore e l’ambiente; Percezione e identità territoriale; Patrimonio iconografico culturale paesaggistico: arte, letteratura e ricadute progettuali; Segni e Disegni per il Design e Rappresentazione avanzata. Federico Babina, architetto e graphic designer presenta ARCHIVISION, e Eduardo Carazo Lefort, Docente dell’Università di Valladolid e Targa d’Oro dell’Unione Italiana Disegno la Lectio Magistralis. The VI International Conference on Drawing, De_Sign Environment Landscape City_Genoa 2020, deals with: Survey and Representation of Architecture and the Environment; Drawing for the landscape; De-signs for the Project: traces-visions and previews; Margins, signs of memory and the city in progress; Visual culture and communication from idea to project; Architectural emergencies; The color and the environment; Perception and territorial identity; Landscape cultural iconographic heritage: art, literature and design implications; Signs and Drawings for Design and Advanced Representation. Federico Babina, architect and graphic designer presents ARCHIVISION, and Professor Eduardo Carazo Lefort-University of Valladolid and Gold Plate of the Italian Design Union presents his Lectio Magistralis

    The Influence of Intrinsic Perceptual Cues on Navigation and Route Selection in Virtual Environments

    Get PDF
    The principle aims of this thesis were to investigate the influence of intrinsic navigational cues in virtual environments and video games. Modern video games offer complex environments that may reflect real world spaces or represent landscapes from fantasy and fiction. The coherent design of these spaces can promote natural navigational flow without the requirement for extraneous guidance such as maps and arrows. The methods that designers use to create natural flow are complex and stratified utilising principles rooted in urban architectural design and navigational cues that are intrinsic to real-world wayfinding scenarios. The studies presented in this thesis analysed not only these commonly used architectural cues but also the potential for the reinforcing of these cues by the addition of lighting, visual and auditory cues. The primary focus of this thesis was a systematic and quantitatively rooted analysis of the impact lighting has on navigation and the levels at which variance in lighting makes a quantifiable difference to navigational choices within a virtual environment. The findings of this thesis offer clear guidance as to the influence that lighting has within virtual environments and specifies that thresholds at which the inclusion of guidance lighting begins to affect navigational choices and the levels that players become conscious of these cues. The thesis also analyses the temporal thresholds for the detection of changes in contrast, hue and texture within an environment. The relationship of other intrinsic cues such as the potential reinforcement or cue competition effects of both audio and other visual cues, for instance motion are quantitatively analysed. These data were reflected in the form of a series of heuristic design principles that augment those that underpin architectural and environmental design considerations by for instance suggesting levels of saliency for lighting cues or reinforcing existing cues via supporting audio guidance

    The sound effect: a study in radical sound design

    Get PDF
    This research project combines a theoretical intervention into sound ontology, with an empirical investigation into listening experience, in parallel with two technologically focused, research-led creative practice projects. The design follows an iterative cycle of research and creative practice that integrates theory, practice and empirical approaches. The research makes an initial contribution to the field of sound studies by re-appraising the work of pioneers in the field—Pierre Schaeffer and R. Murray Schafer—in light of the concept of the sonic effect. This concept is developed as an effective tool for both sound studies and sound design. This theoretical work attempts to critically and creatively examine the ontology or mode of existence of sonic phenomena and is informed by the post-structural theory of the effect. The theory of the sonic effect is empirically investigated by examining verbal accounts of listening experience elicited by semi-structured interview. Finally, having deconstructed sonic phenomena in terms of their potential to be actualised in diverse contexts, sonic effects are interrogated as a creative strategy in the field of sound design for performance and installed sonic art. Two projects are documented. One is a hybrid live performance installation utilising a novel software design for sound composition and projection. The other is a sound installation work demonstrating a novel loudspeaker design for the creation of very dense sound fields. In this context, design occurs as an effect at the intersection of new technologies of sound production and the production of audible sense. This approach enacts a radical pragmatism that underlies the radical sound design strategy outlined in the thesis

    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

    Get PDF
    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects
    • …
    corecore