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A free-to-use font designed to help people with dyslexia is gaining favour.

A B and C from the OpenDyslexic font - designed to give 'gravity' to letters to prevent the characters rotating in readers' minds

A B and C from the OpenDyslexic font – designed to give ‘gravity’ to letters to prevent the characters rotating in readers’ minds

OpenDyslexic’s characters have been given “heavy-weighted bottoms” to prevent them from flipping and swapping around in the minds of their readers.

A recent update to the popular app Instapaper has adopted the text format as an option for its users.

The font has also been built into a word processor, an ebook reader and has been installed on school computers.

The project was created by Abelardo Gonzalez, a New Hampshire-based mobile app designer, who released his designs onto the web at the end of last year.

Source: BBC

The AbleGamers Foundation is pleased to announce the unveiling of Includification – a 48 page, fully illustrated how-to guide for videogame developers and publishers road-mapping the exact solutions needed to design an accessible game.
“For nearly a decade, our organization has been reaching out to developers convincing them they need to include accessibility for gamers with disabilities,” said Mark Barlet, President and Founder of the AbleGamers Foundation. “As that message has been increasingly accepted in the video game industry, the question has slowly turned into “Okay, we need to make our games accessible, but how?””
“We believe this document and its companion website will serve to answer any questions a developer might have about the solutions needed to make their games accessible to the disability community,” continued Mr. Barlet. “What thrills me the most is that our recommendations can be updated via the website as new technology and information arises. The videogame industry is a living breathing entity and we need to treat it as such by updating information as it comes in.”
“Words cannot express how extremely proud I am of this document, this organization and everyone who helped bring this together. This is the culmination of the hard work and dedication everyone at our nonprofit has put in over the last 8 years,” said Steve Spohn, Editor-in-Chief of “It is my sincerest wish that a copy of this document sits on the desk of every developer, in the resource area of every library and with every major publisher across the world. It’s time game accessibility leaped to the next level and these guidelines show developers exactly how to enable gamers with disabilities in the easiest, most efficient and cost-effective manner possible.”

The AbleGamers publication, Includification, includes numerous detailed explanations of common problems for gamers with disabilities, solutions for those problems, printable checklists, developer exercises and personal letters from industry insiders to the game industry.
Download Includification for free.

Design for All (DfA) is design for human diversity, social inclusion and equality (EIDD Stockholm Declaration, 2004). It supports the creation of products, services and systems that can be used by as many people as possible without the need for special adaptation and has a people-centred approach at the heart of it. DfA has origins in the field of barrier-free accessibility but has grown to encompass much more. It can meet the great social challenges of our time such as ageing populations, the need to include differently-abled people in mainstream design as well as engage with people excluded on the basis of social, economic, financial or geographic boundaries. Inclusion is central to a DfA approach, bringing with it better design thinking, improved products and services, market success and socially-centred innovation.

DfA has been appropriated by designers working in different disciplines such as consumer products, packaging and communication design, transport and mobility as well as the built environment and sustainable development.

There is a need to progress DfA from being just seen as an ideology or philosophy to becoming a practical part of the everyday design process and demonstrating the value of the approach. In this context, Design for All Europe and Fundación ONCE promote a major new publication on Design for All which seeks to gather good examples of DfA that include people whether old or young, differently-abled, of any gender, culture or race.

The aim is to convey the practical experience of implementing Design for All drawn from designers, educators, policy makers, businesses and other organizations, articulating the key elements for success as a good practice guide for others to follow.

The publication will seek to achieve the following objectives:

  • Collect interesting European and global experiences on Design for All in all design sectors including the built environment, products, services, IT, transport and information design.
  • Analyze each experience and outline key factors in describing their success. The editorial team will look at each accepted case study to see how other people working in DfA may benefit from the learnings and how work might be transposed or reproduced in other areas, sectors or countries.
  • Publish a book in Spanish and English – the first of its kind – that exclusively showcases DfA case studies and the importance of design that considers human diversity. The book will be distributed across the EU.

If you would like to be included please send an abstract of 200 words written in international English for consideration by the editorial team. Guidelines as below:

  • Abstracts should describe design stories or case studies that address the publication theme of Design for All in Action, explicitly stating how it can be considered to have a people-centred approach.
  • Market-ready solutions are preferred but the editorial committee will consider abstracts that describe exceptional work that may not be on the market.
  • Issues concerning DfA methods for involving people in the design process and case studies describing how DfA policy or legislation has influenced design practice, can also be submitted.
  • Abstracts are in international English and NOT academic English. The editorial team will give advice on final contributions.
  • Abstracts are solicited from individuals, companies, industry, universities, research facilities, government bodies, voluntary sector organizations or anyone who has a DfA story to tell. Designers, students, start-ups, educators, marketers, policy-makers, managers, academics and business leaders are also encouraged.
  • Abstracts should include a short description of: the project, user groups, design process, outcomes, and any measures of success.

Timetable for submission:

  • 25 July 2011: abstracts of 200 words sent to Sara Pérez at
  • Abstracts reviewed by editorial committee.
  • 15 September 2011: notification of acceptance to authors
  • 15 September 2011 to 7 November 2011: Authors of accepted abstracts work on developing a complete chapter of their work. This will be no more than 750 words and will include images.
  • 7 November 2011: Chapters submitted to be reviewed by editorial committee
  • 19 December 2011: Feedback on chapters given to authors
  • 20 February 2012: ‘Camera-ready’ chapters submitted by authors for inclusion in the book
  • 15 April 2012: Book printed
  • May 2012: Book launched

Editorial Committee:

Lead editors:

Jesús Hernández, Dirección de Accesibilidad Universal, Fundación ONCE

Finn Petren, President, EIDD – Design for All Europe


Avril Accolla, Vice-President, EIDD – Design for All Italia

Onny Eikhaug, Programme Leader, Norwegian Design Council

Rama Gheerawo, Deputy Director, Helen Hamlyn Centre, Royal College of Art

Peter Neumann, EDAD

Chris Ramsden, President, Chartered Society of Designers

Key contacts:

Book facilitator:

Merih Kunur, based in UK

Introducing Inclusive Technology’s Switch Progression Road Map is written by Inclusive technology’s Special Projects Manager Ian Bean.
This booklet draws together over ten years of best practice research and classroom observations from around the world into a comprehensive teaching and assessment document you can use every day. Detailing every stage of switch skills acquisition from cause and effect to confident scanning, this document will help you plan meaningful and motivating routes to success for your learners using switches to access communication, learning and leisure.
Packed with practical advice and tons of tried and tested teaching examples, the Switch Progression Road Map will help you assess a learner’s baseline, set achievable learning milestones and provide you with all the help you need to teach these important skills in a way which is both meaningful and motivating for your students. At every stage along the way the booklet provides advice on which software and hardware works best and how to set them up to personalise the learning experience.

You can download it for free.

Some interesting reading:

Assistive technology: from virtuality to reality: AAATE 2005, by Alain Pruski, Harry Knops.

The paper “A UCD approach towards the design, development and assessment of accessible applications in a large scale European Integrated project” by Karel Van Isacker (EPR), Karin Slegers (KUL), Maria Gemou (CERTH-HIT), Evangelos Bekiaris (CERTH-HIT) was presented at the HCI International 2009 on 19-24 July 2009, Town and Country Resort & Convention Center, San Diego, CA, USA.
It was subsequently published in “Universal Access in Human-Computer Interaction. Addressing Diversity: 5th International Conference, UAHCI 2009, Held as Part of HCI International 2009) (Paperback) by Constantine Stephanidis (Editor), pp. 184-192, 2009.

You can read it below:

The book itself is a three-volume set LNCS 5614-5616 and constitutes the refereed proceedings of the 5th International Conference on Universal Access in Human-Computer Interaction – Addressing Diversity, UAHCI 2009, held as Part of HCI International 2009, in San Diego, CA, USA, in July 2009, jointly with 8 other thematically similar conferences.