Design for Inclusion

book-cover

Editors: Pepetto Di Bucchianico

Topics: Design for Inclusion

Publication Date: 2024

ISBN: 978-1-964867-04-5

DOI: 10.54941/ahfe1004784

Articles

Narrative apparatus in archaeological museums and communication for all

This paper focuses on the communication in museums, intended as solutions, both verbal and perceptive, to involve visitors and convey messages.Captions and panels are the first and most evident components of museum communication, and can entail difficulties of different nature: from the language for insiders to the inadequate font dimensions. Nevertheless, space can create atmospheres and communicative environments even without words or explicit references. Involving other senses than the sight, we are more exposed to them and less vigilant in recognising and critically evaluating them. This matter involves all audiences, but it can create considerable differences between audiences that are more or less culturally equipped to recognise implicit messages. From the other sides, the communicative power of spatial signals can be exploited to reach people who do not feel like reading, and are suspicious of long speeches and an abundance of information.Finally, if verbal communication and spatial environment create a consistent system, they can be much more effective. This paper examines in particular the archaeological heritage and its difficulties to reach a very heterogeneous audience. The inclusive solutions should tend to overlap different tools, avoiding to explicitly “target” them. The Authors question how to decline design for all, if by fruition we do not only mean making contact but understanding the message (above all the values, not only the information content); they question how to adapt the modes of narration to the perceptive but above all cognitive capacities: a profound rethinking is needed since the translation from one medium to another one is not enough. Lastly, they wonder what role space and its perception play and how exhibition design can influence/help, given that the mediation of content for archaeological heritage encounters "ideological and cultural rather than practical or economic" limits and difficulties.In particular, this paper is based on the outcomes of two surveys carried out in Musei Reali Torino and Museo Nazionale Etrusco di Villa Giulia (Rome), revealing the difficulties in transmitting contents and enabling visitors reflect on them.

Michela Benente, Valeria Minucciani, Melania Semeraro
Open Access
Article
Conference Proceedings

Virtual Reality for Cultural Heritage: emotional involvement and Design for all

Virtual Reality (VR) is emerging as a powerful tool in the cultural heritage sector, offering unprecedented opportunities for integration and accessibility. Applying the principles of "design for all" in VR is critical to unlocking these opportunities while addressing the associated challenges to ensure that these digital experiences are democratic and accessible to all. At its core, VR technology provides an immersive way to experience existing and lost or inaccessible sites, for various reasons such as conflict, environmental hazards or simply the ravages of time. VR democratizes access to these experiences and overcomes physical, economic and geographic barriers. This not only promotes cultural understanding and appreciation, but also bridges the gap between different cultures and histories. However, the integration of VR into cultural heritage is not without its challenges. The digital divide and the specific needs of different user groups, including older people and people with disabilities, present significant barriers. There is a need to design VR experiences that are not only technologically advanced but also cater to the different abilities and needs of users. This includes considering different sensory modalities for input and output (visual, auditory, haptic) and creating interfaces that are intuitive and adaptable. Features such as customizable user interfaces and navigation metaphors, personalized auditory explanations and varying degrees of complexity are designed to meet the different needs and preferences of different target groups. This ensures that VR experiences are not only visually appealing, but also suitable for users with different abilities. Improving accessibility and inclusivity also serves as a foundation for deeper exploration of emotional engagement in virtual heritage. The immersive cultural experience in VR goes beyond mere playfulness. It has the potential to evoke profound cultural and emotional responses. In particular, this paper explores how VR can engage users emotionally so that a visit to a virtual heritage site is as enriching and engaging as a visit to a real site. It emphasizes the importance of understanding how all users interact emotionally with virtual environments, as this is key to designing empathic VR experiences. Ongoing research into measuring the body's emotional responses in VR environments is a cornerstone of this work. This paper explores these aspects to contribute to the development of VR experiences that are not only technologically advanced, but also emotionally engaging and accessible to a wide range of users. In this way, the role of VR in the field of cultural heritage can be strengthened, becoming not only a tool for education, but also for empathy and cultural exchange.

Valeria Minucciani, Michela Benente, Andrea Bottino, Francesco Strada
Open Access
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How far has Japanese accessibility improved with Tokyo 2020 Olympics/Paralympics?

The IOC/IPC decision of Tokyo 2020 in September 2013 necessitated accessibility improvements in Tokyo to enable trouble-free visits for the guests including the athletes. At its preparatory stage, the author expressed concern whether the spectators can reach their seats in time. Otherwise, it would result in games missed due to various potential troubles (author, 2016). London IPC Guide, translated into Japanese, was forwarded to the organizing committee to examine problems and upgrade situations in Tokyo. The gaps between Japanese standard practice and IPC Guide were filled as much as possible, along with several policy developments to make the way toward inclusive environment. Since the games were played without spectators due to COVID-19 restrictions, feared problems never surfaced: traffic jam did not occur; no sight line problems were reported; nor shortage of accessible hotel accommodation emerged. (They definitely would have happened if the stadiums and arenas were fully occupied, even with delay of one full year, particularly for the renovated facilities of existing ones.) Although not in time for the Games, some of the problems are gradually being solved, such as increasing the number of wheelchair accessible seats for the new carriage of the Bullet Trains, introduction of accessibility guidelines for small businesses that are deemed non-mandatory, or various design of toilets for diverse users (not just wheelchair accessible ones). It still seems to be slow for businesses to understand/accept the concept of reasonable accommodation to enable the users to fully appreciate the benefits of inclusiveness. Is it because of the lack of disability discrimination legislation based on UN-CRPD? This paper will argue on the issue.

Satoshi Kose
Open Access
Article
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Inclusivity vs Exclusivity. Applying Design for All and Universal Design principles in the field of Nautical Design

This study explores the application of universal design principles in the field of nautical design, aiming to develop products and services that are accessible and functional for all, including individuals from traditionally excluded groups. Utilizing Co-Design methodologies, we actively engaged individuals and communities, including the elderly and people with disabilities, in the design process. By analyzing initiatives such as the “Azzurra600” project, we demonstrate how such approaches can eliminate physical, cognitive, and emotional barriers, promoting universally accessible and customizable solutions. The findings indicate that our methodology not only facilitates social inclusion and reintegration but also establishes genuinely inclusive design protocols that consider both the end recipients and the participants in the creative and productive processes.

Salvatore Di Dio, Mauro Filippi, Benedetto Inzerillo, Samuele Morvillo, Dario Russo
Open Access
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Cultural perception of dominant color in static systems

Color is a fundamental component of various systems as well as a crucial aspect of everyday life for members of a given culture. Numerous studies have been conducted on how humans distinguish different colors, the effects of color on human behavior and risk factors, cultural differences in color perception, among many others. The goal of this empirical study was to evaluate how certain language components affect the perception of dominant color in certain static objects. To this end, a categorization of the static objects to be analyzed was generated, for which 18 digital works by Van Gogh were chosen. Additionally, the dominant color of each work was determined based on a color sample from each image, and color cards were generated using the hexadecimal system. Sixty-six volunteers were surveyed, who provided self-reported data on their age and context, and were given the freedom to select the color card that they believed corresponded to the dominant color in each presented image. Additionally, users were allowed to individually explore each image and its components. The findings show that there is a variation in the perception of the dominant color in the category of components integrated by textures in relation to the perception of color in the category of components integrated by people-animals, and everyday objects.

Jorge Gil Tejeda, Lorena Olmos Pineda
Open Access
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Crossing the East Asian cultural bridge: Comparison between Chinese and Japanese aesthetic education

This article aims to conduct a comparative study of aesthetic education in China and Japan, to explore the similarities and differences in history, theory, and practice of aesthetic education in the two countries, and to promote cross-border learning exchanges and cooperation. This article adopts the method of literature research and deductive induction, first introduces the history and current situation of aesthetic education in China and Japan, and then compares the theoretical system and practice of aesthetic education in the two countries. It is hoped that the aesthetic education of the two countries will be integrated and developed, jointly cultivate Asian talents.

Zhuyun Yuan
Open Access
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Transforming Multi-Layered Plastic Waste into Upcycled Functional Art: A Sustainable Approach to Plastic Recycling

Today, the environment is threatened by different sources, and the environmental impact of plastic trash has become increasingly critical day by day, with the use of multi-layered plastic presenting particular difficulties because of its slow breakdown and enduring nature. Therefore, the study aims to predesign some useful art, lifestyle, and industrial products made from upcycled materials and address the problem of multi-layered plastic trash in an inventive way.For this study, a detailed survey was conducted among 106 randomly selected people aged 18 to 55 years. A comprehensive questionnaire was developed and performed to determine their opinion about the use of plastics, their impact on the environment, and sustainable products. They may buy or use any product made of upcycled plastics, and the answers to these questions helped to shape the environmental carelessness of multi-layered plastic. Further information about the possible market for these products was obtained from end-sellers. To collect the multi-layered plastic packets like Maggie, chips, biscuits, etc., we appointed a few people and took the help of a small restaurant or food stall to store the packets. By involving local communities, this collection technique attempts to lessen the negative effects of multi-layered plastic on the environment. Finally, based on user feedback and market research, we try to develop a few products after following the design process. After the analysis of the questionnaire, it was found that most users were aware of the side effects of multi-layered plastics and their adverse effects on the ecosystem. From the research, one interesting point came out: people are interested in buying products made of recycled plastic. So after brainstorming and based on the users and market trends, developing useful products by using design-thinking ideas was the focus of the research. Plastic packets that were collected were turned into yarn and weaved into textiles to make a variety of items, including laptop bags, pouches, totes, book covers, and bags. Through the development of handicraft skills, this method not only promoted employment prospects but also addressed environmental issues. According to the study's findings, implementing such a strategy can successfully increase public knowledge of inventive plastic recycling and help to lower environmental pollution. Additionally, the approach offers a viable way to create jobs while encouraging the incorporation of environmentally beneficial behaviors into daily life. This study promotes a change in approach towards creative, neighborhood-focused solutions to address the expanding issue of plastic trash.Finally, we can conclude that awareness related to multi-layered plastics is required and simultaneously increases the utilization of the used plastics for art, lifestyle products, and any industrial products that not only give an alternative to the users but also bring new sources of employment.

Sarthak Sharadh Patel, Dhananjay Kumar, Samrat Dev
Open Access
Article
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VR4ALL: Advancing Design Paradigms to Deliver Inclusive Products for Individuals with Visual and Motor Disabilities

In a world marked by pervasive challenges, individuals with visual and motor disabilities encounter multifaceted obstacles that hinder their daily lives. The prevailing issue lies in the absence of holistic and inclusive design solutions capable of addressing the diverse needs of this demographic. The VR4ALL project addresses these pressing challenges, aiming to bridge the gap in inclusive design solutions. Focused on the integration of virtual reality (VR) in education and design, the project pioneers the use of VR tools in the early stages of the design thinking process. By providing design professionals and students with a first-person perspective on the needs and limitations of individuals with disabilities, VR4ALL strives to cultivate environments that are both accessible and actively inclusive. The anticipated outcomes include a versatile technological toolset featuring 3D models, virtual environments, and application assets simulating disabilities. This immersive approach facilitates a deeper understanding of users' experiences and fosters empathy among design practitioners.

Paula Escudeiro, Nuno Filipe Escudeiro, Márcia Campos, Francisca Escudeiro
Open Access
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Enhancing Inclusive Crisis Planning: Insights from a Disability-Inclusive Scenario Workshop

In response to escalating disasters, inclusive crisis planning is crucial. This study examines a specialized workshop that engaged people with disabilities in crisis planning, focusing on a simulated flood scenario. Stakeholders from disability organizations and the local municipality collaborated, including eight crisis communicators and thirteen individuals with disabilities. The workshop facilitated knowledge exchange and surfaced disability-specific issues. While successful in raising awareness, challenges arose in relaying detailed perspectives, emphasizing the need for nuanced communication. Locally relevant scenarios strengthened the workshop's impact. The findings stress the importance of early involvement of individuals with disabilities in crisis planning and offer insights for researchers and policymakers. This research contributes to enhancing inclusivity in crisis planning and informs future disaster risk reduction.

Linda Stjernholm, Charlotte Magnusson, Kirsten Rassmus Gröhn, Jonas Borell
Open Access
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New Light Vehicles’ Solutions for Active, Sustainable, and Inclusive Urban Mobility of Older Users

Among the actions planned to achieve the goal of the European Green Deal to become climate neutral by 2050 is accelerating the transition to sustainable and smart mobility [1]. The action indicates the need to put the user at the center and to reduce emissions by 90% by 2050 through the development of multimodal, automated, and connected mobility using clean and sustainable energy sources.While the transition to electric cars enables the reduction of fossil fuel consumption and urban pollution, on the other hand it does not alleviate urban traffic and parking problems, and presents a major challenge regarding the recycling of end-of-life vehicles and batteries.For this reasons micro-mobility solutions, which include a wide range of light vehicles such as e-bikes and e-scooters (shared and personal), represent an alternative with great potential capable of contributing to the creation of healthy and smart environments, balancing a low demand for physical effort with a substantial environmental benefit [2]. However, many studies highlight how these solutions are currently attractive primarily to a younger target [3] and within specific usage scenarios related to the tourism and recreational context [3] and last-mile connections for commuters [2]. Due to reduced physical performance, in fact, ease of travel by bicycle can be an insurmountable barrier for older users [4]. The same barrier also recurs in the case of e-scooters, for which skepticism and risk perception are even higher, mainly due to the balance control skills that the vehicle requires when being used [3], as well as road safety issues and inadequate infrastructure for micro-mobility.This means that a large share of users remain excluded from the solutions currently available, with a strong negative impact on the development of sustainable mobility, considering the fact that current demographic trends highlight the progressive increase in the number of elderly citizens in many countries around the world. Promoting micro-mobility as the most efficient urban and peri-urban mobility system in terms of emissions, energy and material consumption therefore implies a paradigm shift in the design of light vehicles, with a design for inclusion approach that overcomes the main issues limiting their deployment and leads to new functional solutions to better meet the needs of older user groups [5]. The paper presents some research results in this topic, which, starting from the identification of emerging needs and trends in urban and peri-urban mobility of older users with different lifestyles, investigates new scenarios of use, aimed at the inclusion of a wide range of users, in the development of light vehicles and the study of potential offered by artificial intelligence to make vehicles and people autonomous.With the aim of improving people's ability to move autonomously, sustainably and inclusively, three design solutions of light vehicles for people and goods, inclusive and unisex, were developed, all oriented at promoting an active and healthy lifestyle, and improving safety, independence and efficiency in user mobility at urban level. The projects presented in this paper were selected among the concepts that emerged within various Design Sprint sessions held with young designers and in one case developed for participation in a Horizon-CL5-2023-D5-01 project. References[1] European Commission (2019). Communication from the commission to the European Parliament, the European Council, the Council, the European Economic and Social Committee and the Committee of the Regions, The European Green Deal. [2] Zaffagnini, T., Lelli, G., Fabbri, I., & Negri, M. (2022). Innovative street furniture supporting electric micro-mobility for active aging. In Internet of Things for Human-Centered Design: Application to Elderly Healthcare (pp. 313-327). Singapore: Springer Nature Singapore.[3] Bozzi, A. D., & Aguilera, A. (2021). Shared E-scooters: A review of uses, health and environmental impacts, and policy implications of a new micro-mobility service. Sustainability, 13(16), 8676.[4] Van Cauwenberg, J., De Bourdeaudhuij, I., Clarys, P., De Geus, B., & Deforche, B. (2019). E-bikes among older adults: benefits, disadvantages, usage and crash characteristics. Transportation, 46, 2151-2172.[5] Phannil, N., & Jettanasen, C. (2021). Design of a personal mobility device for elderly users. Journal of Healthcare Engineering, 2021, 1-22.

Alessandra Rinaldi, Jonathan Lagrimino
Open Access
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Experiments on the manipulation of doors by the elderly with dementia

It is common for elderly people with dementia to be confused about opening and closing doors. In the door opening and closing operation, various factors such as the way of door opening and closing , the shape of the handle, and the material of the door seem to affect the judgment and understanding of the opening and closing operation method. Therefore, in this study, we investigated the characteristics of door opening and closing operations of elderly people with dementia, and examine how to control the behavior of elderly people with dementia by door design and control problem behaviors in daily life.First of all, we examined the incidence of BPSD and other diseases and the measures being implemented through questionnaire surveys and on-site surveys.Next, we conducted an experiment to confirm the judgment, comprehension, and memory of elderly people with dementia, who are thought to be the cause of these occurrences, regarding the peculiar storage behaviors found in the on-site survey. The experiment was conducted on 10 elderly people with dementia at a special nursing home in Okayama Prefecture. We asked them to store daily life tools in multiple storage devices with different ways of opening and closing, and examined their opening and closing movements and memories of stored objects. It was found that the opening and closing of storage furniture doors in elderly people with dementia was influenced by long-term memory.In addition, we conducted an open/close operation experiment to investigate the current status of the opening and closing operation of the doors of elderly people with dementia. Using a miniature door samples of various ways of opening and closing, with various life-size handle We observed the opening and closing operation of the door of an elderly person with dementia, and confirmed how the judgment and understanding of the operation method change depending on the shape of the door handle and the opening and closing method. The experiment was conducted on 14 elderly people with dementia at a special nursing home in Okayama Prefecture. It was difficult to open and close a door that required unfamiliar operation such as a push plate with a single-hinged door that opened by pushing. It seems to be influenced by past experience with opening and closing.We hope that the results of these experimental studies will lead to measures to prevent problematic behaviors (troubled storage and wandering) seen in the daily lives of elderly people with dementia.

Yoshiaki Goto, Ryou Ozaki, Hiroki Imoto
Open Access
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Design for inclusion in maps design, for optimizing data usability and readability. The case study of two Healthy Maps.

This paper describes how the integration of cognitive and organizational information design skills can support the design of inclusive maps. The contribution reports the results of “Quartieri Sani HUB”, a research project, which has among its outputs the definition of two health maps, referring to two neighborhoods used as case study. For the map design a critical review of the literature on the tools of the mentioned disciplines, analysis of best practices and verification on the design level was conducted.“Quartieri Sani HUB” addresses the topic of healthy cities, declining it at neighborhood scale, and the relationship between the built environment and health to promote healthy lifestyles and develop inclusive contexts. The overall objective of the project concerns the definition of design scenarios and strategic factors aimed at improving the physical environmental conditions of public space through the "research-action" methodological approach on two representative case studies of the metropolitan city of Florence as the ground for research and experimentation. In the analysis phase, within the two reference case studies, the potential and opportunities offered by the built environment in producing health were focused on. The emerged results supported the development of an information tool, indicating how to enjoy the neighborhood and related healthy services. Through a systemic and transcalar vision, therefore, the research team identified the "health map" as a communicative artifact capable of producing a knowledge and awareness-raising impact on the urban areas and their citizens, wiìth regards to the project issues.For the development of the health maps design, as a tool aimed at citizens for orientation and choice of usable healthy routes, places and activities within the reference case study, the goal was to optimize the understanding, usability and readability of the data. Thus, the research activity was aimed at making the data on the map clear, readable, accessible and usable by a broad target audience. Thus, the following research questions emerged: i) what are the design components of maps, which lead to effective improvement in information comprehension and reduce user response time during interaction; ii) what are the corresponding design principles applicable to map design; iii) what are the main tools for information selection and encoding in the development of design outputs, iv) how does the use of color impact inclusive readability.The research team has investigated the relationships between information design and map design, produced the prerequisites for the theoretical and design testing of the map, created the conditions for the testing phase with expert users through an interdisciplinary workshop, and is creating the conditions for the usability testing phase with citizens in the field. The article, therefore, describes the activities and the role that design has played on the topic in an interdisciplinary research context, through the following development phases: i) critical literature review, ii) evaluation of best practices, iii) preliminary development of health maps; iv) iteration of the prototyping phase.What emerges is the ability of the design discipline to enrich the user experience, reporting a collaborative research experience between different disciplines of representation and communication and colour design, and the preliminary outputs of the health maps design.

Sara Viviani, Alessia Brischetto, Daniele Busciantella-Ricci, Alessandra Rinaldi
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Crafting Improved Vision: A Comprehensive Evaluation of Products Supporting Individuals with Vision Challenges

Eyewear serves as a crucial aid in enhancing vision for a diverse range of users. Yet, finding devices tailored for individuals with specific vision challenges related to aging, such as glaucoma, macular degeneration, and Diabetic Retinopathy, proves challenging in standard optical stores. This article conducts a systematic review of available products in the market designed to enhance vision for those facing the mentioned visual impairments. The study's conclusion provides valuable insights into enhancing vision care for both patients and clinical practitioners, along with an overview of the products accessible in the market.

Juanjuan June He, Koya Chen
Open Access
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Developing Empathy in Design Workshops for Functional Diversities

Within the sustainable design experiences involved in the Functional Diversities, there is a need to establish workshops that make direct and concise reference to the different moments in which participants understand the dynamics of the other, their capacities and aspects to improve, and to solve needs from the understood perspective of the said being and not from a supposition of the designer and creator. That goal is part of the project workshops, which are based on the teaching methods used with different tools from different models in the field. These workshops turn Universal Design (UD) or Design for All (DA) into a more connected experience with Inclusive Design (ID), while also using empathy-based teaching methods to improve physical and/or digital design objects, which is similar to v This text seeks to highlight these dynamics and explicit guides under the guidelines of the various functionalities to be able to match and understand the needs from the initial phases of the project, but not as the only final validation.

Fausto Zuleta Montoya, Gustavo Sevilla-cadavid
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Eros and Ecology. The New Alchemy of Sustainable Design

This article explores the multifaceted nature of Eros, the incarnation of desire, as a central theme in contemporary design, where objects become symbols of desire that blur the lines between absence and presence, necessity and satisfaction. Drawing on Plato’s Symposium, which describes Eros as born from both poverty and resource, we investigate the dynamic interaction between lack and desire in the form of creativity and human achievement. We analyze how iconic objects, from Ettore Sottsass’s Shiva to the Bocca sofa and the Valentine typewriter, seduce us, possess us, and eventually lead to abandonment, reflecting a perpetual cycle of desire and detachment in our interaction with the material world. The discussion extends to the concept of “erotically sustainable design”, exploring the shift towards sustainability in design that adds a level of desirability to objects not only through aesthetic and functional appeal but also through narratives of ethical commitment and environmental stewardship. The article aims to illuminate the deep connections between aesthetics, affection, and consumerism in contemporary culture, proposing that the challenge for modern designers lies not only in creating visually and functionally seductive objects but also in incorporating sustainable values that resonate with the urgent ecological and social needs of our time.

Dario Russo
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Advancing Inclusive Gaming: A Framework for the Visually Impaired

Our study proposes the Visual Impairment-Design, Dynamics, Experience (VI-DDE) framework, a new take on the existing Design, Dynamics, Experience (DDE) model ( Walk, Görlich, and Barrett, 2017). The VI-DDE framework focuses on making video games easier to access and enjoy for those with visual impairments. We put the VI-DDE framework to the test by designing a unique Action Role-Playing Game (ARPG) specifically for visually impaired players. Our experiments, comparing this game to traditional games, confirm that our VI-DDE framework successfully improves game accessibility and fun for visually impaired gamers.

Wenhui Sun, Wei Huang, Lan Chen, Hua Yang
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Visual design for diversity and inclusion in web design

Promoting diversity and inclusion in the realm of web design necessitates a paradigmatic shift in the creation and interpretation of digital spaces. This article explores the challenges inherent in integrating principles of diversity and inclusion into web design. Value and visual strategies oriented towards inclusion can transform digital spaces from mere information channels into collaborative environments that respect diversity and promote inclusion. This contribution aims to explore the theme of diversity and inclusion in web design, with a focus on university websites. The main goal is to understand the students' perspective and their perception of the issue, and to identify possible elements of innovation through visual design and User eXperience design.

Raffaella Massacesi
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Machine Learning Builds Embedded Interaction Model to Guide Knocking Behavior in 3-6 Year Olds

Machine learning, as an emerging technology, is gradually starting to be applied in the field of children’s education (Nan, 2020). This article mainly investigates how to utilize machine learning technology to assist parents in guiding children aged 3-6 to develop good behavioral habits and manners. However, existing design studies aimed at children’s behavioral habits lack relevant academic experimental cases and also have certain technical limitations. Therefore, in this article, through user interviews, observational methods, and the creation of the FBM behavior model, the results of the interviews with the parents of seven children, aged between three and six years, were utilized as a basis for further observational analysis of the daily behavior of one child aged 3. In order to determine the direction of research on children’s formation of good knocking habits, two experimental studies were carried out while studying the behavioral model of children aged 3-6. The first experiment, based on the research results obtained through interviews and observations, children’s footsteps were identified as the training object of the machine learning MFE model to complete the model data construction. The second experiment involved building machine learning training models to configure hardware-device interaction models. The model was then deployed to the surveyed families for further validation and tracking of the children’s behavior. Finally, it was further confirmed that children’s behavior can be subtly changed with guidance, thereby fostering the habit of knocking on the door. Simultaneously, the research findings also indicate that leveraging machine learning to assist in guiding the formation of good behavioral habits among children aged 3-6 is a feasible and deeply valuable research direction.

Chengcheng Guo, Jiaci Xie
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