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Digital Outcasts

Book Description

The blind person who tries to make an online purchase. The young girl who cannot speak due to a cognitive disability. The man confined to his home due to permanent injury. The single mother with a long-term illness who struggles to feed her family.

With one in seven people worldwide currently living with a disability, the term "outcast" covers numerous scenarios. Digital outcasts rely on technology for everyday services that many people take for granted. However, poorly designed products risk alienating this important (and growing) population.

Through a "grass roots" approach to innovation, digital outcasts are gradually taking action to transform their lives and communities. This emerging trend provides exciting learning opportunities for all of us. Citing real-world case studies from healthcare to social science, this book examines the emerging legal and cultural impact of inclusive design.

  • Gain a better understanding of how people with disabilities use technology
  • Discover pitfalls and approaches to help you stay current in your UX practices
  • Anticipate a future in which ambient benefit can be achieved for people of all abilities and backgrounds

Table of Contents

  1. Cover image
  2. Title page
  3. Table of Contents
  4. Copyright
  5. Dedication
  6. In praise of Digital Outcasts: Moving Technology Forward without Leaving People Behind
  7. Acknowledgments
  8. Foreward
  9. Preface
    1. What this Book is About
    2. Who Should Read this Book?
    3. How to Read this Book
  10. Chapter 1. Who are Digital Outcasts?
    1. Introduction
    2. What is the Question?
    3. A Growing Demographic
    4. Our Attitude Toward Disability
    5. Digital Natives, Digital Immigrants, and Digital Outcasts
    6. Walking on the Moon: A Lesson in Self-Preservation
  11. Chapter 2. Interpreting Ability
    1. The Continuum of Human Competence
    2. Understanding the Social Impact of Disability
    3. How People with Disabilities Use Technology
    4. Of Bees and Chess: Adapting and Evolving
    5. Case Study: Lost Voice Guy
  12. Chapter 3. Why Accessibility Alone Isn’t Enough
    1. Understanding Design
    2. Accessibility vs Usability
    3. Values-Based Design
    4. Beyond Accessibility to Inclusion
  13. Chapter 4. Accessibility and the Real World
    1. Building a Business Rationale
    2. Why Lawsuits Don’t Always Work
    3. Disability and Employment Rights
    4. Building Innovative Accessibility Teams
  14. Chapter 5. Defining Inclusive Innovation
    1. “What If?” vs “So What?”
    2. Defining Innovation
    3. The “Post-PC” Era of Assistive Devices
    4. Innovation and the Digital Outcast
    5. Case Study: A Better Way to Buy Groceries
  15. Chapter 6. Playing for Health
    1. A “High-Tech, Low-Touch” Society
    2. The Importance of Reinforcement
    3. Video Game Accessibility
    4. The Space between: Patient Rehabilitation and Accessible Gaming
    5. Computers in Your Clothes
    6. Motion Sensitive: Using the Kinect to Connect
    7. Case Study: This is the Cabinet that Turns You into Paul McCartney
  16. Chapter 7. Virtual Reality, Universal Life
    1. Exploring a Parallel World
    2. Where Mind and Body Meet
    3. Cybertherapy and the Rubber Hand Illusion
    4. Virtual Communities of Practice
    5. Case Study: Snowmen and Spiders
  17. Chapter 8. Inclusive Design is the New Green
    1. The New Green
    2. Everybody Wants to Rule the World
    3. Product Design as Social Responsibility
    4. The Things We do for Love
    5. Case Study: It Takes a Village
  18. Chapter 9. Designing for Tomorrow’s Digital Outcasts
    1. Embodied Interaction Through the Senses
    2. Touching and Not Touching
    3. Cognitive Computing
    4. The Ethics of Cyberhumanity
  19. Chapter 10. The Future Is Already Here
    1. Killing the Digital Outcast Stereotype
    2. The Future of Web Accessibility
    3. We are all Digital Outcasts
    4. Walking on the Moon: Aftermath
  20. References
  21. Index