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Embodied inclusion: re-materialising digital interaction for age-inclusive design

Published online by Cambridge University Press:  02 July 2026

Stephanie Reynders*
Affiliation:
University of Antwerp, Belgium
Kristof Vaes
Affiliation:
University of Antwerp, Belgium
Lukas Van Campenhout
Affiliation:
University of Antwerp, Belgium

Abstract:

This paper examines the role of product design in digital age-inclusivity. As digitalisation accelerates, older adults face persistent exclusion. We argue that interaction-level tensions between the intangible nature of screen-based systems and embodied human perception contribute to this divide. We introduce the Embodied Inclusion Framework as a structured approach to enhancing physical accessibility, cognitive usability and somatic safety in digital interaction.

Information

Type
DESIGN METHODS AND TOOLS
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2026
Figure 0

Figure 1. Example of controlling a game through a product with minimal physical affordances (left) and through a product with stronger physical affordances (right) (RDNE stock, 2021)

Figure 1

Figure 2. Example of the ‘magnify and simplify’ design approach in designing digital products for older adults (Bertelsmann8080, 2015)

Figure 2

Figure 3. From left to right: a metaphorical design for digital phone calls with a kettle (Fox, 2018), externally sequenced design to help dementia patients perform their daily digital routines (Seniors at Home, 2018), a multi-sensory approach in offering users both tangible and on-screen controls (Shwangtianyuan, 2024)

Figure 3

Figure 4. The Embodied Inclusion Framework