The product falls within the research sector of Design for Inclusion/Design for All and Design for Accessibility. To date, outdoor game equipment and playground facilities worldwide are increasingly oriented towards a wide range of solutions in support to gaming activities for children of any age, independently from their motor, cognitive and social impairments. However, due to the complexity of variables interplaying between product demands and user capabilities, many efforts are still needed for making games and playgrounds as much as possible inclusive. The present work proposes a novel methodology useful to designers and other stakeholders for predicting the degree of user exclusion when performing play activities. User trials, focus groups, interviews together with the analysis of accessibility standards, disability descriptors by ICF, and Task Analysis were used for cross-correlating the required tasks with user capabilities. This led to creating an evaluation tool useful to get an immediate feedback and reliable information on the level of inclusiveness of any type of game equipment and user disability. It revealed to be also effective for assessing personal and environmental factors of interest and identifying design requirements. The work was developed within the PIU project - Progetto di Innovazione Urbana Comune di Cecina - financed by the Tuscany region/FESR 2014-2020 (D.R. n. 3197 del 10.07.2015).

Playgrounds for All: Practical strategies and guidelines for designing inclusive play areas for children / Brischetto, Alessia*; Tosi, Francesca; Rinaldi, Alessandra. - STAMPA. - (2018), pp. 105-115. [10.1007/978-3-319-94622-1_11]

Playgrounds for All: Practical strategies and guidelines for designing inclusive play areas for children

Brischetto, Alessia
;
Tosi, Francesca;Rinaldi, Alessandra
2018

Abstract

The product falls within the research sector of Design for Inclusion/Design for All and Design for Accessibility. To date, outdoor game equipment and playground facilities worldwide are increasingly oriented towards a wide range of solutions in support to gaming activities for children of any age, independently from their motor, cognitive and social impairments. However, due to the complexity of variables interplaying between product demands and user capabilities, many efforts are still needed for making games and playgrounds as much as possible inclusive. The present work proposes a novel methodology useful to designers and other stakeholders for predicting the degree of user exclusion when performing play activities. User trials, focus groups, interviews together with the analysis of accessibility standards, disability descriptors by ICF, and Task Analysis were used for cross-correlating the required tasks with user capabilities. This led to creating an evaluation tool useful to get an immediate feedback and reliable information on the level of inclusiveness of any type of game equipment and user disability. It revealed to be also effective for assessing personal and environmental factors of interest and identifying design requirements. The work was developed within the PIU project - Progetto di Innovazione Urbana Comune di Cecina - financed by the Tuscany region/FESR 2014-2020 (D.R. n. 3197 del 10.07.2015).
2018
9783319946214
Advances in Design for Inclusion: Proceedings of the AHFE 2018 International Conference on Design for Inclusion, July 21-25, 2018, Loews Sapphire Falls Resort at Universal Studios, Orlando, Florida, USA, Volume 776 of Advances in Intelligent Systems and Computing, Springer International Publishing.
105
115
Goal 3: Good health and well-being for people
Goal 11: Sustainable cities and communities
Brischetto, Alessia*; Tosi, Francesca; Rinaldi, Alessandra
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Utilizza questo identificatore per citare o creare un link a questa risorsa: https://hdl.handle.net/2158/1131858
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