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Defining Design Exclusion
2 references·12 citing·49 second hop
Defining Design Exclusion (2002)Defining Design ExclusionUser Interfaces for All: New Perspectives into Human- Computer Interaction (2001)User Interfaces for All: New …Towards a practical inclusive design approach (2000)Towards a practical inclusive…Inclusive apparel design framework for accommodating clothing needs of people with different levels of reach, dexterity, and mobility capabilities (2024)Inclusive apparel design fram…Technology: Education and Training Needs of Older Adults (2013)Technology: Education and Tra…Making web-based multimedia health tutorials senior-friendly (2011)Making web-based multimedia h…Is a Big Button Interface Enough for Elderly Users (2011)Is a Big Button Interface Eno…Experiences with professional theatre for awareness raising (2011)Experiences with professional…Connecting generations: developing co-design methods for older adults and children (2010)Connecting generations: devel…Online learning for seniors (2007)Online learning for seniorsMethodologies for Involving Older Adults in the Design Process (2007)Methodologies for Involving O…Successful and available: interface design exemplars for older users (2004)Successful and available: int…Mutual inspiration in the development of new technology for older people. (2003)Mutual inspiration in the dev…A commercial perspective on universal access and assistive technology: towards implementation (2003)A commercial perspective on u…Quantifying Design Exclusion (2002)Quantifying Design ExclusionQualitative Methods in Aging Research (1993)Cognitive Aging: A Primer (1999)Early user involvement in the development of information technology-related products for older people (2004)Linking the lonely: an exploration of a communication technology designed to support social interaction among older adults (2011)ICT-development in residential care settings (2012)Older adults' satisfaction with a medication dispensing device in home care (2013)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Case Study Research: Design and Methods (1984)Co-creating games through intergenerational design workshops (2012)Benefits, barriers and guideline recommendations for the implementation of serious games in education for stakeholders and policymakers (2014)Technologies for fostering intergenerational connectivity and relationships: Scoping review and emergent concepts (2021)Possible implications of aging for interface designers (2000)Designing for dynamic diversity (2002)Age-centered research-based web design guidelines (2005)Ageing, Learning, and Computer Technology in Australia (2007)Design Considerations for Mobile Health Applications Targeting Older Adults (2020)The Psychological Bulletin (1904)The Adult Learner: A Neglected Species (1979)The adult learner: a neglected species. (1988)A home-based individualized information communication technology training program for older adults: a demonstration of effectiveness and value (2014)E-Leisure and Older Adults: Findings from an International Exploratory Study (2018)“Artificial Intelligence - Carrying us into the Future”: A Study of Older Adults’ Perceptions of LLM-Based Chatbots (2025)Growing Old: The Process of Disengagement. (1962)The Modern Practice of Adult Education: From Pedagogy to Andragogy (1970)Successful Aging (1998)Development and Testing of the Web-Based Learning Self-Efficacy Scale (WBLSES) for Older Adults (2008)Information Technology for Active Ageing: A Review of Theory and Practice (2014)Not All on the Same Page: E-Book Adoption and Technology Exploration by Seniors. (2014)Design at Work (1992)INFORMATION TECHNOLOGY AND OLDER ADULTS (2007)Usability, demography, and directions for W4A (2012)The Rainbow of Desire (2013)Creative Robotics Theatre: Designing Creative Interactions with Tangible and Embodied Interfaces (2024)Plans and Situated Actions: The Problem of Human Machine Communication. (1989)Plans and Situated Actions: The Problem of Human-Machine Communication (1990)Context and consciousness: activity theory and human-computer interaction (1996)Access Invaders: Developing a Universally Accessible Action Game (2006)Making the Wii at Home: Game Play by Older People in Sheltered Housing (2010)Exploring Asymmetric Roles in Mixed-Ability Gaming (2021)Increasing the Usability of Online Information for Older Users: A Case Study in Participatory Design (2000)Do older adults underestimate their actual computer knowledge? (2002)Citizen Participation and engagement in the Design of e-Government Services: The Missing Link in Effective ICT Design and Delivery (2007)Interactive TV for the Home: An Ethnographic Study on Users' Requirements and Experiences (2008)From margins to mainstream (2003)Implementing Inclusive Design: The Discrepancy between Theory and Practice (2003)Countering design exclusion: bridging the gap between usability and accessibility (2003)Ability-based design (2018)Toward a Competency-based Approach to Co-designing Technologies with People with Intellectual Disability (2021)
this work references cited by second hop

References

  • 2000Towards a practical inclusive design approach204 cited
  • 2001User Interfaces for All: New Perspectives into Human- Computer Interaction106 cited

Cited by

  • 2004Successful and available: interface design exemplars for older users95 cited
  • 2003Mutual inspiration in the development of new technology for older people.95 cited
  • 2007Methodologies for Involving Older Adults in the Design Process86 cited
  • 2010Connecting generations: developing co-design methods for older adults and children78 cited
  • 2013Technology: Education and Training Needs of Older Adults60 cited
  • 2007Online learning for seniors29 cited
  • 2002Quantifying Design Exclusion21 cited
  • 2011Experiences with professional theatre for awareness raising21 cited
  • 2011Is a Big Button Interface Enough for Elderly Users18 cited
  • 2011Making web-based multimedia health tutorials senior-friendly16 cited
  • 2024Inclusive apparel design framework for accommodating clothing needs of people with different levels of reach, dexterity, and mobility capabilities7 cited
  • 2003A commercial perspective on universal access and assistive technology: towards implementation3 cited

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