• No results found

Incorporate accessibility as a continuous process

While it is important to incorporate accessibility throughout the process of developing an online exhibition, the work with accessibility is not over once the exhibition is launched. As described by Rieger et al. (2019), inclusion in museums is not a product but an ongoing complex process of critical reflection, making mistakes, revisiting decisions, and asking questions. This has become evident during the process of designing and evaluating the prototype. The knowledge required to develop fulfilling and accessible online exhibitions stretches over numerous different domains. And as stated previously, it will most likely not be possible to include participants from all possible visitor groups during the actual development process. Hence, there is always more to learn about the visitors and there are always areas of the design that may be improved.

Further, technologies and research on online exhibitions, learning, and accessibility are continuously developed, and trends in society and museums change. For example, a new version of the WCAG, WCAG 2.2, is expected to be released during 2021 (W3C WAI, 2021b), and a draft for WCAG 3.0 is already in process (W3C WAI, 2021a). This means that the conditions and requirements for accessible learning in online exhibitions are constantly evolving. Hence, strategies and plans for accessibility must be integrated within the organization to reflect these changes. Further, employees must receive continuous training in how to deliver accessible solutions, to ensure that the museum possess the necessary skills and resources.

Limitations

This study focuses on the design of accessible online exhibitions. However, it is important to be aware that the results are based on a sample of people with highly personal abilities, preferences, and

characteristics. The involvement of other participant groups may have generated other insights on how to design for accessibility in online exhibitions. Further, it is important to remember that the study explores online exhibitions in a Swedish context. Museum employees and visitors in other parts of the world may approach and view online exhibition differently compared to the participants in this study.

Another possible limitation is self-selection bias. Though the recruitment strategy focused on reaching a specific audience, participants themselves volunteered to participate in the study. Since participants may choose to volunteer based on various personal motives, samples based on voluntary participation may not necessarily represent the wider population (Cohen et al., 2018). The sample may also have been impacted by the fact that recruitment and participation were carried out online, which requires that participants possess sufficient levels of computer and digital literacy. Online participation may also have impacted how participants with visual impairment perceived and evaluated the prototype.

Results from a study on methods for design evaluation suggest that tactile paper prototypes help participants with visual impairment create a better overview of a design solution in comparison to high-fidelity prototypes, and that local tests are preferred over remote test (Miao et al., 2016). Hence, more research is needed to cover additional user groups, design strategies and geographical and cultural contexts.

Conclusion

As museums move towards an increased digital presence, the need to ensure that their digital services are equally accessible grows. This design study aims to understand how museums can design more accessible learning experiences in a digital context, by reshaping their design process and

organizational procedures. The research ties together a user-centered process with insights from design processes for accessible design, learning theories, and guidelines for web accessibility. Further, it provides an example of how the Universal Design for Learning-framework can benefit the design of museum exhibitions in a digital context. By involving stakeholder from the museum, as well as visitors with a wide range of needs, preferences, and abilities, I have been able to land on four fundamental principles for the design of accessible online exhibitions. First, museums need to ensure that their online exhibitions are physically and sensory possible to access, by ensure that visitors are able to perceive, process, and navigate the content. Second, information should be presented on the right level of comprehension and by using appropriate communicational means and structural layout, to support equal understanding of the content. Third, to ensure equal engagement, online exhibitions should ensure that visitors are able to experience, connect, and interact with the content based on their own needs and preferences. Last, an accessible design process requires that the organization has the resources, knowledge, and priorities required to establish internal practices that promote accessibility throughout the design process. Be aware that the guidelines are not meant to replace frameworks for legal requirements such as the WCAG guidelines. However, unlike the general guidelines of the WCAG, these guidelines are developed specifically for a museum context. Hence, my hope is that the guidelines can support museums in their design process, by highlighting areas that are of particular importance when designing online exhibitions.

However, the guidelines proposed by this study should not be seen as final or static. Instead, they may be continuously adapted and updated as museums learn more about the users and the context. Again, inclusion is a complex process that requires continuous efforts (Rieger et al., 2019). This study has merely scratched the surface of the considerations needed to design equally accessible online exhibitions. Nevertheless, my hope is that it can help others identify areas for future research, and motivate them to contribute to the body of knowledge needed to ensure that the unique learning experiences of museums are accessible for all.

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