Bill Fischer Portfolio

What is Universal Design?

I-See-U is a blueprint for Accessible and Universal Design Authored by professor Bill Fischer. It supports and facilitates Design Citizenship through research and practice. It integrates Inclusive, Socio-Emotional, Entertaining, and Universal design principles, to move people, society, and culture beyond reaction to action.

My universal design blueprint progresses beyond the technical requirements for the accommodation of persons with disabilities or deficiencies and towards their full participation in the ongoing social fabric of the world in which we all live. Universal design aims for people of all abilities to experience rich media together, at the same time, in the same place, on the same information-channel.

Universal design is, at its core, a UX discipline.

Universal Color The Fischer Universal Color System

The Fischer Universal Color System can be leveraged by designers to create rich experiences for persons with (and without) low vision, light sensitivity, scotopic sensitivity, glaucoma, cataracts, macular degeneration, and color-blindness.


Definition of the Fischer Universal Color System color space.
The Fischer Universal Color Chart with deficiency simulations.
Graphics created using the system.
Color-blind simualation

Universal Graphic Design Case Study: Thematic Maps

In this Substack article I deconstructed a published CDC map, then rebuilt it using universal design principles from my I-See-U blueprint. You can read the full study here (external link).


Original Map
Redesign
Original with colorblind simulation
Redesign with colorblind simulation

Universal Imaging Case Studies: Cognitive Load

Sectioning and visual hierarchy are critical heuristics for optimizing the stream of images that we spend only moments parsing in animated and social media experiences. Getting it right is important for all of us, especially for persons with cognitive challenges like ADHD, autism spectrum and other types of neurodiversity.


Wireframe schematic with sections high-lighted
Theatrical lighting/staging guides focus and warrm over cool colors sets hierarchy.

Universal Interactive Media Case study: Games

This case study was created by Bill Fischer and presented at the Meaningful Games Conference at MSU. It integrates 22 accessibility features without using add-ons like captions and audio descriptions.  See the entire presentation here (external link).


Data outlining the disabilities that will be accommodated.
One of many wireframes outlining oraganically integrated accessibility features.
Journey map outlining adaptive game-play difficulty .
Example of overlayed high production value graphics.

Universal Audio-Video Case studies: Integrated Captions


This reel of animation and video includes out-takes from six different KCAD student projects. They were tasked with referencing the methodology outlined in the I-See-U blueprint to develop creative methods for integrating captions organically. 

The goal being, a rich experience for both deaf and fully-sensed persons that can be experiences together.

Integrated Captions Composite.mp4

A.I. / A.R. / Wearables are Disrupting UX and Accessible Design.

My (I-See-U) universal design blueprint is perfectly positioned to facilitate A.I. enabled wearables such as smart glasses with built-in cameras, microphones, speakers, and video displays. These could profoundly transform our lives, and that may be especially true for disabled persons. Universal design's pre-integration of accessibility will be mandatory because after-the-fact add-ons like audio descriptions, edited captions, and screen-reader extensions won't be viable in these real-time domains.

Imagine these scenarios:

INMO Air Smart Glasses