DIGITAL OUTCASTS
Moving Technology Forward without Leaving People Behind
By- Kel Smith, (Principal, Anikto LLC) is a longtime speaker, author, and practitioner on digital accessibility.
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.
Paperback, 256 Pages
Published: April 2013
Imprint: Morgan Kaufmann
ISBN: 978-0-12-404705-1
Contents
Chapter 1 - Who Are Digital Outcasts?
- Introduction
- What is the Question?
- A Growing Demographic
- Our Attitude Toward Disability
- Digital Natives, Digital Immigrants, and Digital Outcasts
- Walking On the Moon: A Lesson in Self-Preservation
- The Continuum of Human Competence
- Understanding the Social Impact of Disability
- How People with Disabilities Use Technology
- Of Bees and Chess: Adapting and Evolving
- Case Study: Lost Voice Guy
Chapter 3 - Why Accessibility Alone Isnt Enough
- Understanding Design
- Accessibility vs. Usability
- Values-Based Design Principles
- Beyond Accessibility to Inclusion
- Building a Business Rationale
- Why Lawsuits Dont Always Work
- Disability and Employment Rights
- Building Innovative Accessibility Teams
Chapter 5 - Defining Inclusive Innovation
- "What If?" vs. "So What?"
- Defining Innovation
- The "Post-PC" Era of Assistive Technology
- Innovation and the Digital Outcast
- Case Study: A Better Way to Buy Groceries
- Living in a "High Tech, Low Touch" Society
- The Importance of Reinforcement
- Video Game Accessibility
- The Space Between: Patient Rehabilitation and Accessible Gaming
- Computers in Your Clothes
- Motion Sensitive: Using the Kinect to Connect
- Case Study: This is the Cabinet That Turns You Into Paul McCartney
Chapter 7 - Virtual Reality, Universal Life
- Exploring a Parallel World
- Where Mind & Body Meet
- Cybertherapy and the Rubber Hand Illusion
- Virtual Communities of Practice
- Case Study: Snowmen and Spiders
- The New Green
- Everybody Wants to Rule the World
- Product Design as Social Responsibility
- The Things We Do For Love
- Case Study: It Takes a Village
Chapter 9 - Designing for Tomorrows Digital Outcasts
- Embodied Interaction Through the Senses
- Touching and Not Touching
- Cognitive Computing
- The Ethics of Cyberhumanity
- Killing the Digital Outcast Stereotype
- The Future of Web Accessibility
- We Are All Digital Outcasts
- Walking on the Moon: Aftermath

