Featured image of post Designing for the Edges: Why Average is the Enemy of Innovation

Designing for the Edges: Why Average is the Enemy of Innovation

When we design for the edges, we make things better for the center. Here is why targeting the 'average user' is a mistake.

“When we design for the edges, we make things better for the center.”

This principle is the core of inclusive design. Over the past few weeks, we explored how features like closed captions, dark mode, OCR, haptics, and predictive text started as specialized accessibility tools before becoming mainstream essentials.

The lesson is clear: accessibility is not an afterthought, a compliance checkbox, or a charity add-on at the end of a product cycle. Accessibility drives innovation.

The Myth of the “Average User”

Historically, design relied heavily on the “average user.” In the 1950s, the US military designed fighter jet cockpits based on the average dimensions of thousands of pilots. As a result, the cockpits fit almost nobody perfectly, and accident rates soared. The military realized they needed to design for the extremes—the tallest and the shortest—which led to adjustable seats and pedals.

The same applies to software. There is no “average user.” Our physical and cognitive abilities change depending on our environment, age, and temporary circumstances:

  • A person driving a car is temporarily visually and manually impaired.
  • A person in a loud bar is temporarily auditorily impaired.
  • A person holding a baby is temporarily physically impaired.

If you design exclusively for an imagined “average” user sitting in a quiet, well-lit office with two free hands, your product will fail when reality intrudes.

Case Study: OXO Good Grips Consider physical products. OXO founder Sam Farber noticed his wife, who had arthritis, struggling with a standard metal potato peeler. Instead of designing a peeler for the “average” cook, he created the OXO Good Grips peeler. It featured a thick, soft rubber handle designed for someone with severe joint pain.

It was a global commercial success, not just among people with arthritis. A tool that is painless for someone with joint pain is also more comfortable for a professional chef using it for hours.

A Call to Action for Tech Leadership

For developers, designers, and tech leaders, the path forward is clear. We must stop viewing accessibility as a constraint that limits creativity. Constraints often lead to the most elegant solutions.

When you solve hard problems for users facing severe barriers, you reduce the friction in your product. You are forced to clarify navigation, simplify code, and create more intuitive interfaces.

Let’s stop designing for the average and start designing for humanity in all its variations. By designing for the edges, we build better products for everyone.