LEADER 04537nam 22005415 450 001 9911039317403321 005 20251101120403.0 010 $a9798868818202$b(electronic bk.) 010 $z9798868818196 024 7 $a10.1007/979-8-8688-1820-2 035 $a(MiAaPQ)EBC32384852 035 $a(Au-PeEL)EBL32384852 035 $a(CKB)41996893300041 035 $a(CaSebORM)9798868818202 035 $a(OCoLC)1548304168 035 $a(OCoLC-P)1548304168 035 $a(DE-He213)979-8-8688-1820-2 035 $a(EXLCZ)9941996893300041 100 $a20251101d2025 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aInclusive Design for a Digital World $eDesigning with Accessibility in Mind /$fby Reginé M. Gilbert 205 $a2nd ed. 2025. 210 1$aBerkeley, CA :$cApress :$cImprint: Apress,$d2025. 215 $a1 online resource (483 pages) 225 1 $aDesign Thinking,$x2945-7807 300 $aIncludes index. 311 08$aPrint version: Gilbert, Reginé M. Inclusive Design for a Digital World Berkeley, CA : Apress L. P.,c2025 9798868818196 327 $aChapter 1:Designing with Accessibility in Mind -- Chapter 2: If It's Annoying, It's Probably Not Accessible -- Chapter 3: Accessible ? Inclusive: The Compliance Trap -- Chapter 4: Assistive Technologies and Inclusive Experiences -- Chapter 5: Inclusive Design Research -- Chapter 6: Information Architecture and Design Systems -- Chapter 7: Usability Testing as a Journey - Listening, Learning, and Building Trust -- Chapter 8: Planning and Implementation of Inclusive design -- Chapter 9: Mobile Accessibility and Inclusive App Design -- Chapter 10: Gaming Accessibility -- Chapter 11: Entertainment and Accessibility -- Chapter 12: Beyond the Web. 330 $aThis book invites you to rethink how we create digital systems, products, and tools, not just to meet accessibility requirements, but to shape a more inclusive future. UX design leader and author Reginé Gilbert provides a thoughtful, practical, and global perspective on designing with empathy and intention across websites, apps, games and emerging technologies. This updated and expanded edition reflects the rapid evolution of the tech landscape, featuring up-to-date guidance on the Web Content Accessibility Guidelines (WCAG 2.2), the European Accessibility Act, and international standards. It also explores the intersection of AI and accessibility, examining both the promises and risks of machine learning, automated tools, and algorithmic bias. You?ll learn how to ask better questions, challenge assumptions and design for real human experiences, especially for those historically excluded. Inclusive Design for a Digital World isn?t a checklist or a fix-it manual, it?s a collection of reflections, case studies, questions, and examples that help you design with more people in mind from the start. Whether you?re working on a subway kiosk, an AI chatbot, a learning app, or a video game, inclusive design is about recognizing who?s being left out and doing the work to build systems that allow more people to participate, contribute, and belong. You Will: Learn to apply WCAG 2.2 and understand how to meet international compliance requirements Navigate the European Accessibility Act (EAA) and its implications for digital products Design inclusive experiences for users with visual, motor, auditory, and cognitive disabilities