safely turn my back on my kids (ages six and two)
for a few minutes is when they are drawing at the
kitchen table. When they play independently, I find
they tend to get themselves into trouble. Because
of their very different interests (my daughter loves
dinosaurs, and my son plays only with trucks),
they don’t often engage in collaborative play. But
when they do, it is short lived because they’re at
very different physical, cognitive, and emotional
levels. This premise sparked a research project in
2005, between Carnegie Mellon School of Design
and the d.search-labs at Technische Universiteit
Eindhoven (Netherlands).
Our strategy was to develop a system that would
engage children of varying ages within a localized
play space to give parents a bit of a “breather.”
What emerged from the project was a prototype
called “Lila,” a digital art board comprising a digital touch screen and digital pegboard to provide
two primary sources for input to encourage collaborative or inclusive play. The initial idea was to ABOUT THE AUTHOR Mark Baskinger is an
combine a digital interface with a separate physi- assistant professor in the School of Design at
Carnegie Mellon University and the co-founder of
cal interface to engage children of varying ages, as The Letter Thirteen Design Agency. His work spans
in the case of my two kids. across graphic, product, interaction, and environ-
With Lila, children can draw pictures in a free- mental design. Mark’s research at CMU focuses on
how artifacts communicate through their behavior, form language,
Anne Jackson
form style using their fingers and easily combine and context to inform interaction and shape user experience. His
the drawings with animations that are generated work has been featured in design publications, and has been
through the use of the pegboard. Both children can exhibited in numerous galleries and museums, including the
generate visualizations to construct a shared story Museum of Modern Art (New York), I-Space Gallery (Chicago), the
Krannert Museum (Champaign, IL), and the Regina Gouger Miller
or image. The Lila system includes a projector Gallery (Carnegie Mellon University). For a sample of Mark
mounted in the back of the vertical digital compo- Baskinger’s current work, please see: www.letterthirteen.com and
nent to show their creations at a larger scale. Once www.design.cmu.edu
something is projected, the children can enter that
space to play and act—taking them from screen-
based play back into the real world. The illustra- DOI 10.1145/1340961.1340980
tions then serve as the backdrop to further play
and provide the children an opportunity to move
between physical and virtual worlds to create scenarios.
Summary
Inclusive design, universal design, assistive design,
and transgenerational design are not new, but
they’ve historically been seen as specializations.
As our population ages, we may find more opportunities to mainstream inclusive strategies into
product development. The key to the success of an
inclusive future lies in designing for shared abilities with a keen transparency of assistive features
that address human deficiencies. The visual language of product forms, systems, and technologies
will have an increasingly critical role in making
artifacts engaging, appropriate, and empowering.
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