DT
IB Design Technology
SL · Lesson 16 · Inclusive Design & Designing for Extremes
01 / 15
Lesson 16 · Unit 2

Inclusive Design &
Designing for Extremes

Design mainstream products for the widest practical audience without pretending one solution fits every person.

80 minutesC1.2.1–C1.2.3Accessibility + inclusion
Guiding question: How do designers create mainstream products that are accessible and attractive to the largest possible number of people?01
Today’s destination

By the end of class, you should be able to…

01

Explain inclusive design

Discuss how mainstream products can address the widest possible audience.

02

Recognize impairments

Consider physical, sensory and cognitive impairments.

03

Challenge “average”

Explain why the 50th-percentile person is not always an appropriate target.

04

Use design for extremes

Discuss advantages and identify examples of extreme-user strategies benefiting a wider population.

Success check: explain the concept accurately, then use it to make a justified design decision.
Know it → use it → explain the evidence.02
C1.2.1

Inclusive design aims for broad, mainstream accessibility.

The syllabus frames inclusion around the widest possible audience regardless of age or ability.

Physical

Movement + manipulation

Reach, grip, strength, mobility and physical access can shape interaction.

Sensory

Seeing + hearing + touch

Information should not depend on one sensory channel when avoidable.

Cognitive

Understanding + processing

Clarity, sequence, memory demand and feedback can influence successful use.

Inclusion is part of mainstream design—not a separate afterthought.03
C1.2.2

The 50th percentile is not a universal user.

5th50th95th

A fixed design around the 50th percentile may work for a median measurement while still excluding users with smaller/larger dimensions or different capabilities.

Guide wording: the “average person” is commonly associated with a 50th-percentile adult or child for a given measurement, but neither should be treated as a universal user. Inclusive design is not the same as designing for a statistical average.
C1.2.2 · Average data can hide real user diversity.04
C1.2.2

Inclusive design is not always fully possible.

Products have constraints, and some needs can conflict. Designers should make evidence-based trade-offs rather than promise universal perfection.

Conflict

One feature may help one group and hinder another.

Example: a very stiff safety latch may prevent accidental opening but reduce access for low-grip users.

Constraint

Cost, size or technical limits may matter.

The designer should explain what can be changed and what trade-offs remain.

Iteration

Testing reveals who is still excluded.

Inclusive design improves through repeated user evidence, not one checklist.

Inclusion is a design direction—not a guarantee that every product fits every user.05
C1.2.3

Extreme users can expose problems that average users tolerate.

Lower capability / smaller dimension

Design for limited reach, grip, vision or mobility

The resulting clarity or accessibility may benefit everyone.

Higher demand / larger dimension

Design for challenging loads, clearance or environments

Robustness can improve the mainstream experience.

General population

Transfer the benefit

The goal is a mainstream solution that remains attractive and effective for wider use.

Design for extremes can reveal requirements hidden near the middle.06
Apply it

Design for extremes in action

A door handle must be easy to use for a person with limited grip strength while also remaining intuitive for the general public.

Which strategy best reflects inclusive design?

Choose before you reveal the feedback.07
Cross-link to physiology + psychology

Redundant information can improve accessibility.

Visual

Text + icon

Clear hierarchy and contrast.

Tactile

Shape + texture

Distinct controls without relying on sight.

Auditory

Tone + speech

Feedback when users are not looking.

Spatial

Reach + clearance

Physical access based on anthropometrics.

Inclusive design connects A1.1 ergonomics to C1.2 context.08
Product analysis

How many users can successfully operate this system?

1
Identify one physical access issue.
2
Identify one sensory information issue.
3
Identify one cognitive / sequence issue.
4
Propose one design-for-extremes change that could benefit the general population.
Use evidence categories—not “accessible / not accessible.”09
Systems thinking

Accessibility depends on the complete task.

01

Approach

Can the user physically reach and identify the product?

02

Understand

Can the user tell what to do and what the controls mean?

03

Operate

Can the required force, movement and timing be achieved?

04

Confirm

Does the user receive clear feedback that the task succeeded?

Inclusive design should survive a full task analysis.10
Use inclusion responsibly

If inclusion is relevant to your IA, show the evidence.

Persona

Specific capability / context

Do not add disability labels unless they are relevant and ethically researched.

Specification

Testable accessibility requirement

Example: reachable, distinguishable, operable or understandable under defined conditions.

Testing

Validate with intended users

Inclusive intent is not proof of inclusive performance.

Evidence + respectful language + testing.11
Vocabulary lab

Inclusive design vocabulary

Retrieve first. Then check.

TermInclusive designClick to reveal
MeaningDesigning mainstream products and environments for the widest possible audience regardless of age or ability.
TermAccessibilityClick to reveal
MeaningThe extent to which intended users can access and successfully use a product or environment.
TermPhysical impairmentClick to reveal
MeaningA condition that can affect movement, reach, strength, dexterity or other physical interaction.
TermSensory impairmentClick to reveal
MeaningA condition affecting sensory input such as vision or hearing.
TermCognitive impairmentClick to reveal
MeaningA condition affecting processes such as understanding, memory, attention or decision-making.
TermDesign for extremesClick to reveal
MeaningUsing the needs of users at challenging ends of capability or dimension to develop solutions that may benefit the general population.
Term50th percentileClick to reveal
MeaningThe median value of a specific measurement, not a universal “average person.”
TermMainstream productClick to reveal
MeaningA product intended for broad general use rather than a separate specialist solution.
Say the meaning before you flip the card.12
Knowledge check

Can you retrieve it without looking back?

1. What three impairment categories are explicitly named in C1.2?
Physical, sensory and cognitive impairments.
2. Why is designing for the 50th percentile not always inclusive?
It represents the median for a specific measurement and can exclude users at other dimensions or capabilities.
3. What is design for extremes?
A strategy that considers users with extreme capabilities/limitations or dimensions to develop solutions suitable for them and often beneficial to the general population.
4. Why must inclusive design still be tested?
Because inclusive intent does not guarantee actual accessibility or usability across the intended audience.
Say the answer first. Then reveal it.13
Command term practice

Discuss whether designing for extremes always produces better mainstream products.

For

Exposes hidden barriers

Extreme users can reveal reach, perception, force or cognitive problems that affect more people than expected.

Against / limits

Trade-offs still exist

Cost, safety, complexity and conflicting needs can limit how one design serves every user.

Discussion habit: consider both sides, then reach a reasoned conclusion.
Use evidence and trade-offs—not slogans.14
Exit ticket

Before you leave…

1. Explain why “design for the average person” can be exclusionary.
2. Give one example of design for extremes benefiting the general population.
3. Name the three impairment categories in C1.2.
Next lesson

Responsibility of the Designer

Keep the evidence chain moving: user → research → decision → test.

Curriculum alignment
C1.2.1 inclusive design for widest audience · physical/sensory/cognitive impairments · C1.2.2 limits of average/50th-percentile design · C1.2.3 design for extremes.
Lesson complete15 slides
Designed by David Xu · © 2026 David Xu. All rights reserved.Educators and students are welcome to use these materials for non-commercial teaching and learning with attribution. Please share the original link when possible. Reposting, redistributing modified copies, removing attribution, or commercial use requires prior permission.
IB Design Technology SL · Lesson 1615
Controls

Keyboard shortcuts

Next slide Space
Previous slide
First / last slideHome End
Download HTMLD
Print / Save as PDFP